LABOUR PAINS AM/PC/ST Zenobi Software Text Adventure Authors: J. Scott/S. Boyd Reviewed by: Philip Richmond on an Amiga 1200 This two part Spectrum emulated text game was written using P.A.W. Some printed playing instructions informed me that I was to assume the character of Julia Brief, nine months pregnant and long suffering wife of Pete, the hero of 'For Pete's Sake' (also available from Zenobi). Julia had apparently told Pete that a baby was on the way. Pete blew his top in an ensuing argument and went to hide somewhere in the house where he could have a good sulk. Julia, now alone, would need help to be guided to the local hospital, ensuring that she first visits her own GP to secure her medical records and health details. The game commences in Julia's bedroom. Visible Exits and the current Score out of 250 are nicely displayed at the top of the screen and two useful commands VOCAB and INFO will reveal information on the sorts of commands to type in, abbreviations and advice on saving/loading game positions. The game also supports RAMSAVE/LOAD which is handy for snapshotting the game temporarily while trying out ideas or testing out proposed courses of action to see what may transpire. Anyway, there I was, dressed in nothing but my thin nightie, exploring the house collecting items of clothing and other things I would need for my short stay in the Maternity ward, when I came across a seemingly locked wardrobe. Aha! Inside must be an overcoat that I could wear to venture outside the house and look at least half-decent. Only one problem - Pete's hiding in there and he's preventing me from opening the wardrobe door. What to do? Maybe I can sweet talk or coax him out? No, that didn't work. Waste of time talking to him as he's in a foul mood! Once I'd figured out how to lure him forcefully from his niche, and also eavesdropped on a violent telephone call, I was ready to venture out on the streets and find the way to my regular GP. It was here that I was to meet some of my odd neighbours and bump into the more unusual and colourful residents of the area. Examining them and talking to them produced a wealth of information. Most of them had problems and implored me to aid them in some manner, either by presenting them with a sorely needed object or by carrying out a task or two in their behalf. For instance, the psychic ex-mayor promised me something of great value if I could locate his missing crystal ball (can't be much of a psychic then!), Lionel Flare would hand over a vital piece of electrical apparatus which I would definitely require if I somehow arranged to have a statue of him erected in the public square! To do this I would need to visit the Town Hall and obtain planning permission and learn to operate a computer. I would also need to secure photocopies of my medical records from Dr. Thrust's surgery. Quite a bit to do then, here. I thought it best to make a small map at this stage as I wandered about to get my bearings and inspect everything quite thoroughly. Once I'd thought things through a bit the solutions to my problems became clearer and I was able to acquire the things I needed and with the help of a few tricks a la 'Alice Through The Looking Glass' I was ultimately able to gain admittance to the Hospital and thus into Part Two. Oops! A special password needs to be entered before I can begin... Luckily, I remembered a significant word that was imparted at the end of Part One... It worked! Here I am, then, being assaulted by Dr Thrust, who seems to have lost his glass eye. The patient next door holds it and I managed to get him to release it by jogging his memory regarding a recent incident. Travelling west, past a rather sour-looking matron, I arrived in a geriatric morgue. Scrutinizing the cadavers, I discovered one that looked familiar and who wasn't quite deceased. I suspected that I would need the newspaper clipping that was clenched tightly in its closed fist. I would be right. Moving on I encountered Mrs T. Turnip and her husband Frank who would need assistance as they were due to get married soon. Helping them up to the altar is a little thorny, but with judicious use of RAMSAVE, can be accomplished by some experimentation. I also found a blowtorch which I was informed could be used at the right time and place. Retrieving the poster which was jammed down the loo had me stuck for a while... but not for long, and soon I had exhausted the puzzles in this little section and, upon hearing a door being demolished somewhere, was able to leg it up to the next floor. Well, I'm now in the kiddies' ward and the little brats are kicking a teddy bear about. A lonely girl with a doll's house is upset because she's lost a drawing she crayoned for her mom. Suppose I'll have to help. More searching about, discovering items. I found the picture, but it's too high up the wall.. tsch.. tsch.. To the south is an elevator to the Maternity ward - but I'll need the kids help to use it. Maybe I can bribe them somehow?? Yep, that's it alright. I'll have to help the teacher first, though. The brats have roped him to a nuclear warhead! Strange hospital, this. There's even a torture chamber! Having solved the lift puzzle, I arrive in the Maternity ward and meet a few friends of the family. A few more puzzles to crack - not all object oriented - and I finally make it to my destination. The game ends with me giving birth. A great relief, I can tell you! Conclusions ----------- An inventive and humorous tale with a novel scenario. Full of oddball characters and weird situations. A nice change to the run-of-the-mill text games, with a female lead character. Difficulty level - Moderate - suitable for beginners or advanced adventurers. The authors (Jonathan Scott and Stephen Boyd) have continued to develop the style and humour of their previous collaborations. Anyone who has or hasn't played these would probably enjoy 'LABOUR PAINS' for its wacky content and the hilarious 'happenings' that occur during the quest. Phil's Rating: 82/100 - o -