assorted perils of the jungle (usually by removing parts of her clothing in the process) to find Larry and resolve the misunderstanding. The final act of the game sees Larry and Patti get captured by lesbian cannibals. In an example of breaking the fourth wall, the pair escapes captivity through the use of a "magic marker"... only to end up at Sierra's Coarsegold, California headquarters (realized in-game as a literal movie studio), where they must make their way through various set pieces from other Sierra games, including Police Quest and Space Quest II. This sequence includes many self-aware jokes which are prevalent in Sierra games. At its conclusion, Larry interrupts Sierra programmer Roberta Williams as she is "directing" the whale escape scene from King's Quest IV. The game ends with Larry offered a job at Sierra, and the couple are seen living in a California log cabin; Larry is coding an aptly titled series of computer games based on his adventures. Development With Leisure Suit Larry III, Sierra decided to return to the adult-oriented themes, which were almost absent from Leisure Suit Larry Goes Looking for Love (In Several Wrong Places). The artistic style of the game's characters (particularly Larry) are more cartoony and exaggerated than in the previous game, which opted for a realistic approach. The instruction manual which was packaged with the game resembles a tourist manual, with several "advertisements" which function as codes for passing Sierra's copy protection. There is a larger repertoire of MIDI music as compared to the previous game. Reception Al Lowe has said that each game in the Leisure Suit Larry franchise, including Leisure Suit Larry III, sold over 250,000 copies. According to Sierra On-Line, combined sales of the Larry series surpassed 1.4 million units by the end of March 1996, before the release of Leisure Suit Larry: Love for Sail! The total sales of the first five Leisure Suit Larry games had surpassed 2 million copies by the time of Love for Sales launch. In the May 1990 edition of Games International, Theo Clarke commented that front-loading the credits at the start of the game by inserting them into an opening sequence that cannot be skipped "makes Leisure Suit Larry III seem slow at first." However he noted that once past the opening, "the game nips along with unusual flair." Clarke thought that this game had "more flaws than its ancestors". He