HI  all
There is a particular piece in the sarah and pack man manuals on which I
want more clarity.
I'm quoting
++7.8 Scaring those Ghosts.
All right, the title of this subheading is the same in the sarah and pack
man manuals.
When you hear the voice of an approaching ghost or the sound that a ghost is
near, you will have the choice of running or attacking. This piece doesn't
make sense to me. You can't attack a ghost in  pack man if you are in normal
power mode. If you are in super power mode, why avoid the ghost, why not
scare him away?Why would you choose to run away if you are in super power
mode? It would be stupid to do so.  Why would it be sometimes advisable to
avoid a ghost rather than attack him while you are in super power mode?
In sarah this piece makes more sense, you have the  choice of running  or
attacking, you can attack by stunning the creature or by using a patronous
charm.   By pressing the space bar, Pacman will tell you how many blocks
between you and the nearest ghost.
This is the same in the sarah manual, pack man is just replaced with sarah
and the keystrokes differs.
Make sure you stay at least seven blocks away!
In sarah it is 8 feet instead of 7 blocks. Or what if the castle floor is
made up of blocks? Here in south Africa the floors of some buildings feels
like little blocks.
You can find out the name of the ghost by hitting Control-spacebar.
There are four types of ghosts.  These move slowest on the first level and
are not as smart.  More than one ghost can attack you at once, so be
careful.
This is an example of a meeting with a ghost.
This is more or less the same in the sarah manual.
You hear the sound of an approaching ghost  to your right but you don't know
how far.  You hear a thumbing of an opening on the right, so you know that
the ghost is tracking you and may catch you at the corner.
You hear the sound of an approaching ghost  to your right so you know the
ghost is in the corridor to your right, but you don't know how far.  You
hear a wind sound of an opening on the right, so you know that the ghost is
tracking you and may catch you at the corner.
All right, the thumming of an opening is replaced with wind in the sarah
manual since a wind sound is denoted to indicate an opening but the
following piece puzzles me.
 so you know that the ghost is tracking you and may catch you at the corner.
this  piece is exactly written the same in the sarah and pack man manuals.
In pack man I get it  a lot that a ghost tracks me and catches me at the
corner, but  it never happened to me in sarah. Is this really happening in
the sarah game or did you, phil, per accident copied this piece from the
pack man manual like you did with the piece that says sarah is an  arcade
game? Has anyone else experienced it that a ghost tracks you at the corner?
You hit the left arrow  and you turn down the next left alley to the inner
ring away from the ghost that is now behind you. You hit control spacebar
and hear the ghost's voice say "Pinky", and you know that she is the fastest
one.  You hit the space bar and Pacman says 30 blocks.  You know that Pinky
sometimes forgets where you are but she is still on your trail close behind.
Here the inner ring  is  replaced with staircase to   basement and pinkie is
replaced with peeves.
If you don't hit the left arrow key fast enough, Pinky gets you and you yell
out in frustration as you lose one of your lives and end up on the starting
block while  Pinky has gone some ware else, hopefully not too close.
Hear yelling out in frustration as you loose a life is replaced with you get
the feeling that you plunged  yourself in a  bucket of icy water and you
loose some magical energy.
If you had super power in the above example,, you would turn right and hear
the satisfying sound of Pinky floating away back to her home in the center
of the maze wile you continue down the passage with two thousand more
points!
Hear  ghost home is replaced with somewhere else in the castle and super
power is replaced with patronous charm.
The word curs is not used in the pack man manual, its obvious since the word
curs is only applicable to magic.
But the following piece is missing, this is how it should look like in the
sarah manual.
hear the satisfying sound of Peeves cursing and floating away to somewhere
else in the castle. wile you continue down the corridor with more magical
energy!
i.e  more magical energy instead of 2000 points!
You see phil,  just  because you  copied several snippets from the pack man
manual makes  the sarah game look like an adult pack man game instead of a
harry potter game.
The only mention of harry potter in the sarah manual is, uhm let me rather
quote.
All proper names from the Harry potter book series are trademarks of Joanne
Kathleen Rowling and the Time Warner
Entertainment Company, L.P.
This piece is right  at the end of the manual after all the game
instructions.   I feel that the manual  should contain a notice like:
If you  read the  harry potter books, this game will bring more fulfillment.
Feel free to try out this game even if you don't feel like reading the harry
potter books but you will  understand the game better if you read the books.
You see that's why I bought the sarah game, I was under the impression scw
is an adult version of pack man.


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