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.
--- Gamers mailing list __ [email protected] If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED]
