|★ AMSTRAD CPC ★ GAMESLIST ★ SIR FRED (c) MADE IN SPAIN ★|
|Amstrad Computer User|
rhis Mikro-Gen release was not written by the team responsible for the Wally series but by the programmers who wrote Roland on the Ropes for Amsoft. The result is a graphical adventure which is very different from the Wrally series with the accent more on action than on brainpower.
Your quest as Sir Fred is to rescue the King's daughter from the wicked Sir Hugh Dunnyt, not an easy task. Each time you. play the game the princess is put in one of seven locations. The starting positions of the objects changes from game to game so you must modify your actions as you find the objects.
A sword is essential to get past some of the guards. The bow and arrow is useful for dispatching some of the serfs, and you can choose from t hree angles of flight. The arrows are needed to flick some switches which you can't reach so don't waste them.
Sir Fred is a proper little action man, he runs, jumps, swings on ropes, swims through piranha-infested waters, indulges in sword fights and throws stones. He can carry up to four objects, some can be used only once, such as the food for energy, some can be used only a number of times such as the bow and arrows, and some can be used all the time, such as the sword.
You must be careful when picking up an object to move your selection pointer to an empty "pocket" or the object you pick up will destroy any you are carrying, something I found a little hard to cope with at first, trying to get some stones while being nibbled by a piranha, but it is easy enough to move the pointer before you enter a new location.
The emphasis is very much on action - running, jumping and swinging on ropes to get yourself catapulted over walls. The ropes are very difficult to master until you realise that Sir Fred must just flick himself to the outside of the rope on the upswing to get a little more height each swing, something that could be better explained in the insert.
Sir Fred has some degree of intelligence when you are controlling him. When you get to the top of a rope and press the down key he will turn and climb backwards a little way down the rope before you can continue. He will also conveniently climb out of the water when he gets to the edge.
You feel as if you are in control of a little person as he digs his heels in and skids as you try to stop him running. Sometimes the control is not as precise as you would want. If Sir Fred accelerates by you holding down a direction key too long, he can be slow to turn round, dug in heels and all, which can mean you can be catapulting him into danger.
The keys are definable, and apart from the direction keys you have one to select an object and one to use it. The graphics are fairly simple, with the only multicoloured things being the objects and characters. Nice touches are Sir Fred's eyes that blink. In the dark rooms a torch is essential, this casts a small pool of light around Sir Fred and leaves the rest of the room in darkness.
The objects you find are fairly straightforward to use and are only necessary to allow you to get to other parts of the game, rather than be used to solve a puzzle. Throw the meat in the river to distract the pirahna, tempt the drunken boatman with the bottle of beer to get across the other river.
With 58 different game plans it should keep you very occupied, and as it is possible to complete some of them without seeing all the locations, you will be back for "just one more go".
L'alinéa 8 de l'article L122-5 du Code de la propriété intellectuelle explique que « Lorsque l'œuvre a été divulguée, l'auteur ne peut interdire la reproduction d'une œuvre et sa représentation effectuées à des fins de conservation ou destinées à préserver les conditions de sa consultation à des fins de recherche ou détudes privées par des particuliers, dans les locaux de l'établissement et sur des terminaux dédiés par des bibliothèques accessibles au public, par des musées ou par des services d'archives, sous réserve que ceux-ci ne recherchent aucun avantage économique ou commercial ». Pas de problème donc pour nous!
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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.