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This Is yet another adventure from the mercurial mind of Simon Avery. Each time I play another of his games (and let's face it, by the time you've played through his 'latest' game, it no longer is), I have to wonder how he does it.

There is never a feel of... "Yes, I remember this type of problem, he used something similar in such and such a game...” because he doesn't do that. His problems are very well thought out and are usually unique to each game.

And then, there is his strange sense of humour. You never can tell what's going to happen when you input a command. Often a message will appear with something humorous with regard to your input.

You play the part of Texas Timmy, an allround wimp of a cowboy, who is desperately unhappy. It seems that his father has confiscated his teddy bear (boo, hiss) which, for Timmy, is the last straw.

Timmy can only think of one way to get his teddy bear back, and that is to do something which will impress his father so much (hat he will relent and restore the teddy back to him.

Now Timmy has heard rumours of a fabulous wealth which is hidden in the depths of a mine not a million miles away from Timmy's home town. He decides that recovering the untold riches would be just such an act as to make his father proud of him; so Timmy decides that's is what he will do.

At which point the game starts and your problems begin. There is an INFO command which gives an (incomplete) list of recognised verbs which might help you out. Then again... it might not.

The track to the mine is too long to walk, so you need a horse. Unfortunately, the only one available has no saddle, so you have to find one.

There are many objects littered around the town, most of which are essential to the completion of the game. There are a few sudden deaths, so it's an idea to save the game before doing anything rash.

Although Timmy has a gun (which you must find) he doesn't like using it because it brings on his ‘trouble'. Apart from which, Timmy doesn't like loud noises.

In the early stages of the game, whilst wandering around the town, I missed an object which turned out to be essential. It was partly my fault for missing a clue, and partly Simon Avery's for a bit of sneaky programming. I mention this only because It is possible to progress to the later stages of the game, and then find that you are not able to return to the earlier part to correct the mistake.

One of the funny things about DWBR was that it presented so many problems. I had to ring Simon several times to ask for help, and when the solution to my problem was given to me, I groaned aloud.It seemed that I just wasn't ‘tuned in' to Simon's logic - an unusual thing for me. However, each solution turned out to be quite logical, even if they weren't straightforward.

There are many characters in the game, most of whom have something which you will require.

The game follows the tried and trusted formula of your needing something in order to get something else.

In the course of the game, you will have to deal with a safe, a sniper, a couple of Indians and a dog, amongst others. No sooner do you solve one problem and get past a character than another one pops up to impede your progress yet again.

The playing area is not large - around thirty or so locations but, as with most of Simon's games, there is something to do in almost every location.

Despite the difficulties which it caused me, DWBR is a very amusing, very playable game. I wouldn't be at all surprised if people who play it find that it's not nearly as difficult as I found it to be.

Fans of Simon's games will not be disappointed by it, it's up to his usual high standards - although his squirrel gives this game a miss. If any Amstrad adventurer out there hasn't played a Simon Avery game, perhaps it's time that you found out what you have been missing.

All In all, a worthwhile purchase which should keep you amused for however long it takes to solve - but watch out for the concrete bootees...

Reviewed by Phill Ramsay, played on the Amstrad CPC



★ YEAR: 1992


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L'Amstrad CPC est une machine 8 bits à base d'un Z80 à 4MHz. Le premier de la gamme fut le CPC 464 en 1984, équipé d'un lecteur de cassettes intégré il se plaçait en concurrent  du Commodore C64 beaucoup plus compliqué à utiliser et plus cher. Ce fut un réel succès et sorti cette même années le CPC 664 équipé d'un lecteur de disquettes trois pouces intégré. Sa vie fut de courte durée puisqu'en 1985 il fut remplacé par le CPC 6128 qui était plus compact, plus soigné et surtout qui avait 128Ko de RAM au lieu de 64Ko.