Sid mieiers pirates save pc download






















Keep me logged in on this device Forgot your username or password? Don't have an account? Sign up for free! How do you save?! How do you save in this game? We went to a port, clicked on check status , and the black book thing which I am guessing is the save icon is faded unclickable which is very annoying, now I have it turned on coz my wife doesnt want to lose her progress in the game It appears that the game won't let you save until you have done "something" in game first.

I had a similar issue, but once I attacked my first ship, the icon became available. User Info: Rossmacdaddy. Actually you can save right away. That fiddle and cap start to truly help.

Also, incidentally, a ridiculous exercise in catch slapping changes into one of the most irresistible RPG-technique half breeds ever. You rapidly figure out how to flick your thumb over the enter key to avoid the cutscenes. Their butts burst into flames and they jump into the water to put it out. Things fall on their heads and take them out.

The blades should be wooden. Rum, blood and cuthroatery not a word, I know are nowehere to be seen, making this a very cartoony, Monkey Island level introduction. This configuration reviews the Pirates. Will you side with the Dutch or the English? Do you plunder your kindred privateers or keep up honor among cheats? There were loads of adventure games back then, and in most of them you had to type in commands letter-by-letter.

We wanted a game that had the same kind of depth, but which felt more like a movie, where you go from scene to scene. The important thing is that, back then, games didn't have to fit in with a genre - it didn't have to be a first-person shooter or an RTS.

All these elements - action, strategy, combat, trading - would seamlessly fit together to tell a story, whether you wanted to become a famous pirate, find treasure or make money. Finding the right team to help bring his vision to life wasn't difficult. Meier's list of previous collaborators was without equal, and his role as co-founder of Microprose meant he could pick from a list of prodigious talent, among them Michael Haire who'd worked on Gunship and would later create grapnics for Civ, Civ II and Alpha Centauri.

We had a great group of talented folks already in place at Microprose, he agrees. As a matter of fact, my current partner at Firaxis, Jeff Briggs, and a number of our artists worked on the original Pirates! For Meier, getting the team he wanted was key to the success of Pirates! I started with a playable prototype and then we played and improved, played and improved, until we'd made a game that we thought was really fun. The great thing about this approach is that we constantly tested, balanced and changed things as we went, so in the end we made the game we intended to make.

This process took about a year for the original Pirates! Of course, the process takes a little longer these days. And while some developers would baulk at Meier's organic development style, there's no faulting the results. Not only is Pirates! And as you can tell from his continued efforts to update the game, Meier's regrets are technology-related and not to do with gameplay. Clearly, we didn't have the graphics technology we have today, so I had to rely on the player's imagination to bring the gameplay to life visually, he says.

My philosophy has always been to create a great gameplay experience regardless of the technology available at the time. The gameplay always comes first. As for the game itself, I was able to make the game I'd hoped to make. Like so many of Meier's early games, Pirates! Versions for the Apple and PC appeared almost immediately thereafter, but it wasn't until that the ST and Amiga received bit conversions.

The Apple version was a straight port and I worked with another programmer on the project to produce it," explains Meier. Other versions had separate development teams and I worked with them too. However, at that time, during , there was a very small installed base for the ST and Amiga, so the fact that the game did very well on pretty much every available platform was exciting. Each platform was quite different and offered something unique. For instance, the Amiga offered enhanced graphics and sound, along with the chance to change the control scheme by using the mouse predominantly.

I think Pirates! As the final weeks of testing and balancing approached, Meier began to allow others access to the code. The feedback within Microprose was unanimous. People were definitely excited about Pirates!. I think it offered a totally unique experience for gamers and had something for everyone. Then the magazine reviews came in and they were very positive - we received some great honours and awards. I'm never quite sure how games will sell, but we knew Pirates! I'm happy we were able to deliver such a fun experience to players.

The Pirates! In , after Civilization was complete, Meier went back to his old code and gave it a graphical makeover. The Gold version was meant to be the ultimate PC version of the game, taking advantage of all those powerful computers. It was also designed to work with a new operating system called Windows 3. As I said, I've always been most fond of the original C64 version, but I did get a bit of inspiration from Pirates! Gold , as well as some artwork to get my prototype rolling for the edition.

Of course, Sid Meier has come a long way in the 17 years since the original Pirates! Three Civ games have come and gone - four if you include Alpha Centauri. Then we've had Railroad Tycoon , Colonization and a number of impressive strategy games. Perhaps this is why a true Pirates! I'd been thinking about making another Pirates! Meier is clearly excited by his new venture - but how does the veteran developer view the original game today?

Did it change the world of gaming for the better? Well, Pirates! It's also had a positive influence on some games that've been created since then, but the main thing is that people enjoyed it and still hold fond memories of the game - and that's the greatest compliment. Ask a veteran of gaming's 'Golden Age' what his or her favourite game is and there's a very good chance, especially if their formative years were spent in the company of a Commodore 64, that they'll immediately bark out the original version of Sid Meier's Pirates!

If you were then to retort with the 'Gold' version that was updated to run on the emergent PC format, they'll more than likely sneer, muttering something about it losing the purity of the superior, if rubbishlooking, original. One wonders then what the old guard will make of this edition, which could justifiably be called Pirates! Platinum, because, as Gold was to the original, so this new Sid Meier's Pirates!

The essential question is, underneath the 21st Century graphics, does the 17th Century gameplay still hold water? The answer is a very definite "Yo-ho-ho. You begin, as ever, as a young buck with salt water running through the veins and dreams of finding fame and a fortune across the bright and breezy seas of the Caribbean.

And if on your travels you manage to discover the whereabouts of your extended family, who've been so cruelly abducted by the most villainous pirate afloat, all the better. Predictably, you begin the game in port and are immediately struck by the game's jaunty simplicity, for rather than having to run around a vast 3D set of ramshackle houses, each settlement is navigated via a simple menu.

Together with the jolly shanties that play out in the background, the mood is set for a fun and frivolous adventure. Of course with a menu before you it would be rude not to explore all the options, and so, after paying a visit to the shipwright who'll repair and upgrade your ship and the trader who'll happily exchange coin for all the goods you steal , it's off to sample the local ale at the tavern.

Here, rumours of passing treasure ships can be heard, extra crew hired, and later, when you've a tidy sum rattling about in your hold, you can pick up treasure maps and other assorted trinkets from the creepy guy at the back. Prior to setting sail it's always worth popping round to the local governor's mansion, where you'll be able to obtain a Letter of Marque - official authorisation to plunder the ships of the enemy. More importantly, the governor's home is also that of his daughter, who as governor's daughters are prone, like nothing better than to swoon when hearing about your tales of derring-do.

Needless to say every port has a governor with a luscious daughter, so should you place higher priority on emotional rather than financial matters, it's quite possible to impress them all. On leaving port the view switches to a 3D isometric map view of the Caribbean, and while the geography is generally accurate, that's pretty much where the realism ends. Controlling your ship is as easy as navigating a soap-dish in a bath.

Left and right cursor keys steer while up and down change your speed from full sails to what in another ship and another universe would be half-impulse power.

And so, after slicing through the sea for a few seconds appreciating the comical but satisfying speed and manoeuvrability on your vessel, it's off to explore, or fight, or trade, or do whatever you want to do.

Fight mostly, because it's by far the easiest and most fun way to make money and it's the only way you're ever going to impress the land-locked ladies waiting for you in every port.

Although the ship battles are simple affairs, they are also wonderfully multifaceted. Movement is, as before, simple and arcade-like if you remember an obscure Psygnosis game called Overboard you'll know what to expect , but of course in order to hit each other ships must present their widest profile to fire, and their narrowest to avoid being hit, with the resultant movement being not dissimilar to a couple of spoons fighting to stir tea.

Granted, the sea battles may appear dumbed-down in comparison to dedicated sailing sims, but they are surprisingly tactical.



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