Pepper's Adventures in Time - Sierra Reviewed by Sue Ace reporter Pepper Pumpernickel and her newshound Lockjaw take on the might of the British army in this extremely pro-American edutainment game from Sierra. Pepper's crazy uncle Fred, a mad scientist (every family should have one in the attic) has used his 'what-if' machine to introduce the principles of the 1960s' hippie lifestyle into colonial Philadelphia and in trying to stop him, Pepper and Lockjaw have been sucked into the past. Their task is to set American history back onto the right track otherwise - shock! horror! - the Brits will take over the country AND, eventually, the White House! Ben Franklin was the main target of Uncle Fred's dastardly plan, and far from being the well-respected figure that history tells us he was, he has turned into a laid-back slouch, lolling in a hot tub all day, festooned in love beads. Since Ben Franklin is such an important character, it's vitally important that Pepper brings him back to normal. Unfortunately, his 'love and peace, man' philosophy has also affected the townsfolk who have always looked to Ben for guidance and some of them are following suit. The game is made up of six acts, and you don't have to play them in order though obviously it would make sense to do so for continuity. At the start of each, you're told what items to look for and the act's objectives. For example, in the first act which is called Pepper Travels Through Time (a.k.a. Colonial Crash-landing) you have to look for Poor Richard's Almanac, The Town Watch, the Liberty Bell, the Village Stocks, and the Stamp Tax, and the objectives are to meet Uncle Fred, go back in time and escape from the watchmen. At the end of each part there's a short quiz where Ben Franklin asks you questions on these topics to check if you really have seen them. There is a small booklet in the package which covers the life and times of Ben Franklin and as far as I can see, it also contains all the answers if you can be bothered to look. You will have to resort to the book at two stages because there is a question-and-answer session at one point where you have to satisfy a postal clerk that you really do know Ben in order to take a package for him. The other occasion is when you need to make a Leyden jar to store the electricity generated during the kite and key experiment. The schematic has got wet from Ben's hot tub so you're told to look at the booklet to know exactly what you need and how to put it together. On the education side, obviously, some of the events in the game are pure fiction, but others are based on fact. One of the icons which controls the game is a 'Truth' icon. By clicking this on people or items, you'll be told whether or not they were real. Also, while you play, you'll notice certain words in the text are highlighted. Clicking on these gives their meaning. But above all, gaming is about having fun, and though some facts will be absorbed while you play, it's the 'play' which is the important thing. Since it is aimed at youngsters, the game is brightly coloured with good sound effects and animation. The graphics are cartoon-like, of similar standard to other Sierra games of the same era. The puzzles are mostly logical and gentle in nature - Pepper will spend a lot of time doing favours for the townsfolk and generally being helpful, not even losing her temper with Ben - which I was tempted to do when I couldn't get the old fool out of his hot tub! One section involves distributing proverbs to the people they apply to, and generally showing people the error of their ways. It's a bit cutesy and do-goody, but fun all the same. The main bad guys are the governor, Pugh, and his awful daughter Ima. Pugh has brought in imaginary taxes and is taking money from the colonists for his own use. The ghastly Ima takes a fancy to Lockjaw and takes him back to their mansion. Evidently terrible things happen to dogs that Ima dog-naps, (she has a ghoulish collection of dog collars which would strike fear into the heart of any pooch) so Pepper also has to rescue her pet. At certain points of the game you will 'become' Lockjaw and the icons available for talking to people, getting items and manipulating them etc will change appropriately. If you've ever wanted to chew up a pair of slippers, now's your chance! One bit that may drive you crazy is the interior of the Pughs' mansion which is a maze of passages and doors. It isn't hard, just tedious, and I doubt anyone except James Judge could find their way through it without mapping it. If you'd rather not bother, check out my map which I've provided elsewhere in this issue. I found the anti-British tone irritating (others might get more annoyed at the sentiments expressed which at times can be quite OTT). It was tempting to look on the British taking over the White House as a success rather than a failure, but that would have made for rather a short game. Ignoring that side of it, the game works its way to a satisfactory finale and though there were certainly plans for a sequel by the way it ended, as far as I know, one never appeared. Shame. I would have liked to have seen more of Pepper and, especially, Lockjaw, who was quite a character. - o -