I am lucky in that I own a prestine working original of The Pawn for my
QL , complete in it's Black wallet and With manuals / backup microdrives
etc. Id given up getting a working copy from anywhere until a member on
this list sold me his copy ( along with other Games ), Needless to say,
it's well looked after.
 
The Pawn "looked" different to other QL adventures, it's unique font
and green on black made it look as though it was running on an Apple II
/ TRS-80 etc.
 


>>> [EMAIL PROTECTED] 15 October 2007 19:24 >>>

I'm aware of Rich's excellent site, thank you.  In fact, Rich was the
one
who helped me source an NTSC Sinclair QL, which was much appreciated. 
A
gentleman at my Website, Armchair Arcade, apparently found out the
story
regarding the Pawn (not sure where he got the info from):

"
Basically Pawn was written first for QL, then the QL died a horrid
death.
The quickest way to get the game on other machines was to write a 68k
QL
emulator, which became the "game driver" for Magnetic Scrolls. The
version
of Pawn or any other Mag Scrolls game (pre Wonderland) basically was a
68k
cpu emulator that ran QL compiled code on the pc/st/apple etc.


The first game released by Magnetic Scrolls was QL-Pawn, the originate
version 1.o of the later so popular The Pawn. QL-Pawn came on two
micro drives that were enclosed within a micro drive wallet that was
badged
by Sinclair Research. A sleeve was also produced for the wallet along
with
an instruction booklet containing a short narrative to introduce the
adventure. The game was text only, but it already had the powerful
parser which was one of the basics for the success of Magnetic
Scrolls.
QL-Pawn also was the only Magnetic Scrolls game that was produced for
the ill fated QL.

All the ports of QL-Pawn, then called "The Pawn" had version numbers
2.0 or higher.

Released: 1985
Distributed by: Firebird / Rainbird
Story: Rob Steggles
Graphics: Geoff Quilley
Programming: ?
Packaging: There are two different packages known, which can
roughly be separated into "small banner" and "large
banner" cover. The small banner version seem to be the
early releases and are rarer than the large banner
packages.
Goodies authoring: A Tale of Kerovnia by Georgina Sinclair
Package contents: A tale of Kerovnia (there exist at least two
versions
of this novella. The second issue states "Version II"
on the front page),
The Pawn Guide (platform dependent),
The Pawn Game play,
The Pawn poster,
Addendum,
Disc,
At least the early Atari ST versions contained
a "STOP PRESS" indicating a minor bug in the
online hint system (all ciphered answers must be
terminated with CO)
Platforms: Amiga, Apple2, Archimedes, Atari ST, Atari XL/XE,
Commodore 128/ 64, Macintosh, MS-Dos, Schneider CPC,
Sinclair QL, Spectrum 128K, Spectrum +3
Known versions: 1.0 (QL-Pawn)
2.0 (Atari ST)
2.2 (Amiga)
2.3 (Archimedes, Atari XL, C64, MS-DOS, Schneider CPC,
Spectrum 128k)
2.4 (Spectrum +3)
Version unknown: Macintosh

Addendum: The beautiful graphics were created with "Neochrome"
on Atari ST.

======

Major parts of the games were implemented with a tool called FRED.
Mainly
Fred was a data entry tool which was used to store the descriptions of
objects, rooms and NPCs and describe the properties of each object
(e.g.
weight, movable, burnable, container,...). Each object had a 14 byte
descriptor block. For The Pawn Fred 23 was used, the later games were
done with Fred 23junior, which were both developed by Hugh Steers. In
several games magazines (e.g. the german Happy Computer) FRED was
incorrectly denoted as a "language".

* Eventually this game code was compiled into an intermediate code
called
ELTHAM (Extra Low Tech Highly Ambiguous Methodology or alternativly
Extra Low Tech Highly Ambiguous Metacode).

* The ELTHAM code implemented a subset of the 68000 machine code. It
was
executed "natively" on ST, Amiga, QL, Macintosh and emulated on the
other systems. The virtual machine used up to 64k. On 8 bit machines
they used virtual memory mechanisms. On the C64 non-active pages were
held on the floppy disc. Only "read-only" pages were swapped.
"

It's too bad there's no master list of commercial games.  I'd really
like to
see/run something that actually pushes the original hardware (though
mine is
expanded), but I doubt that that something exists. 

=================================
Bill Loguidice, Managing Director
Armchair Arcade, Inc.
http://www.armchairarcade.com
A PC Magazine Top 100 Website
=================================


-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Dilwyn Jones
Sent: Monday, October 15, 2007 2:12 PM
To: [EMAIL PROTECTED]
Subject: Re: [Ql-Users] Commercial QL Games

> Hey all.  Is there a master list somewhere of commercial QL games 
> released?
> Someone mentioned that the Magnetic Scrolls stuff was available for 
> the QL, which I never realized.  I have only a few entertainment 
> applications and they're not necessarily of the highest quality.
I think there was a program called The Pawn from them, which was
released
way back in the early days of the QL (1985???).

It's not commercially available, but some of the traders (e.g. Rich
Mellor
at RWAP Services) may be able to source a second user copy for you.

Rich does have a few commercial games for the QL, and there are plenty
in PD
too. Trouble is, many are fairly old, and either need a little bit of
hacking to work on modern systems, or the other option is often to use
an
unexpanded QL or QL with early ROM if you wan to play games. 
Try to find out the game's requirements, try it on your current QL
hardware,
if it fails to run, try an old QL ROM such as JM or JS and if
necessary, run
without RAM expansion. Some of the very early games were written in
position
dependent code. If they were designed ot load intot he 128K RAM, they
may
well fail to run on higher memory. Some of the early games had a
rudimentary
copy-protection which relied on a 'fingerprint' number recorded onto
the mdv
cartridge - these games usually asked you to make a working copy of
the
master, then it was run with the working copy in mdv1_ and the master
copy
in mdv2_. 
Failure to detect the master caused the game to stop. The reaosn for
doing
it this way was that you could make reasonable backup copies, and it
didn't
matter if the master got slightly damaged, the fingerprint (which I
think
was a "random" number applied during formatting of the cartridge) was
detectable as long as the master wasn't completely destroyed.

Might be worth visiting Rich Mellor's website at www.rwapsoftware.co.ik
to
see what he has to offer.

--
Dilwyn Jones

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