127 lines
7.5 KiB
Plaintext
127 lines
7.5 KiB
Plaintext
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WEIRD DREAMS
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Herman Serrano, the graphic artist who designed this game, has one of the most
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original imaginations I've seen in a while. He'd originally planned many of the
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screens in WEIRD DREAMS as separate paintings, but subsequently decided to
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integrate them into the game. Unfortunately, although the artwork is stunningly
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attractive, the game itself is deficient in several aspects. (This review is
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based on the Amiga version; Atari ST version notes follow.)
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The premise of WEIRD DREAMS is rather complicated; in fact, there's a 64-page
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novella included in the package that serves not only as copy-protection, but as
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background for the beginning of the game. It seems that there's a sort of fallen
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archangel (posing as a woman named Emily at your workplace) who's given you some
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pills for your headaches; the pills, however, are designed to manipulate your
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mind to entertain "Emily," who's terribly bored with her millennial existence.
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After the opening credits, you find yourself on an operating table, about to
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drop off into your dream world, staring up at a group of surgeons. You'll return
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to the "operating table screen" time and again when you "die" in your dreams.
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There's a heart monitor line and beep across the bottom of the screen that goes
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flatline when you first awake from the dream; then it starts up again. After
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you've died five times in dreamland, you'll die for real on the table (in other
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words, you have to start the whole game over again).
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Dreamland consists of a series of utterly and delightfully bizarre visual
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puzzles. The first one places you (wearing your polka-dot pajamas) inside a
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giant cotton candy maker. You're supposed to wait until enough cotton candy has
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stuck to your pajamas, and then grab the stick as it comes rotating slowly down
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into the maker. Of course, if you don't time things right, you're knocked on the
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head and the scene ends.
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If you succeed in the first sequence, you're passed on to the next one, which
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involves coping with a giant bee at a circus; he's carrying some sort of ball,
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and he seems interested in you for some reason....
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Once you've mastered the first two sequences, you end up in a room full of
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mirrors that you can pass through to select the sequences you want to try next.
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Heading straight into the screen (i.e., the mirror directly in front of you)
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takes you back to the cotton candy machine. Heading left puts you in a desert
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land, where peculiarly penile creatures come leaping at you as fish sail
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leisurely across the sky. Heading right puts you in an English country garden,
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where roses with powerful, dangerous jaws leap out at you as you approach them.
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And this is all just the beginning. The game is chock full of equally unusual
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scenes, each one of which is essentially an arcade puzzle. Some include time
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limits, others do not. The puzzles are not unlike those found in good, hard
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adventure games, but in most cases, the challenge in WEIRD DREAMS involves quick
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movements as well as imaginative thinking.
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That's the one factor in WEIRD DREAMS that's frustrating; the animation is
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beautiful and complex, but the relation between what you do with the joystick
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and what happens onscreen is often imprecise. At some points, it's virtually
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impossible to time your actions so that they'll prove effective. The result is
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that you either pick one type of move as your gateway to success, and merely
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hold the joystick button combinations down to repeat that move until you've
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finished a scene, or you attempt to time your moves and simply hope for the
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best. In some ways, game control is like that of DRAGON'S LAIR or SPACE ACE;
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you're not so much controlling the onscreen character directly as signalling him
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to initiate a particular gesture. If you like that sort of design, you may be
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able to tolerate the frustration.
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One of the things that makes WEIRD DREAMS more like an adventure than an arcade
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game is that completion of one puzzle often leaves you with something useful for
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solving the next one. In other words, you have two goals in each scene: One is
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to survive whatever attack is likely to take place; the other is to take
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something with you from one scene to the next (true only in certain sequences).
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Also, there are essentially four different dreamscapes, each with four or five
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scenes, so a sense of progress through the gameworld is tangible. And each of
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the four dreamscapes contains visual echoes of elements found within the others.
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WEIRD DREAMS is certainly a showpiece in terms of graphics and sound; if there
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were a cheat mode available, it'd be worth it to buy the game just to enjoy the
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series of animated, soundtracked artworks. Not only are the scenes completely
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original and vividly imagined, but they're linked to each other in a kind of
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symbolic universe that clearly represents the artist's own understanding of
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psychoanalytic dream interpretation. In other words, it's not hard to deal with
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each scene as a graphical metamorphosis of a real-life problem into its
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symbolic, psychosexual analog. Ultimately, WEIRD DREAMS is really more of a
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visual poem than a series of puzzles.
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If you can't solve a puzzle on your own, a hint book is included with the game.
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For each hint you read, you are "charged" a psychoanalyst's fee. The more hints
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you need, the higher the fee, and your psychoanalytic "evaluation" at the end of
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the game is based on the amount of "therapy" you've required. I'd recommend
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avoiding the hint book wherever possible, although even with its use, there are
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still lots of elements in each puzzle to figure out; the hints are no guarantee
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of automatic completion of a scene, by any means.
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WEIRD DREAMS comes on one copy-protected disk, and requires 512K of RAM and a
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joystick to play. It will run on A1000s, A500s, and A2000s. Along with the
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on-disk copy-protection, you're presented with a document-based copy protection
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scheme at game startup.
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My thoughts about this game are divided: Its difficulty (due mainly to the
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imprecise joystick control) will frustrate many. Its graphics and soundtrack
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will impress and delight anyone who appreciates computer artistry in and of
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itself. Its theme and imagery are each one-of-a-kind, and worth experiencing for
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that reason alone. Just hope your _own_ dreams don't turn a little weird as a
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result of your exposure to this game!
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ATARI ST VERSION NOTES
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Microplay's WEIRD DREAMS for the Atari ST is more or less identical to the
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Amiga version described above. As FT noted, there are inconsistencies between
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joystick actions and onscreen results; I didn't find this any more frustrating
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than usual, and I'm inclined to think the oddball timing was deliberate. After
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all, the eighteen screens depict phantasms in a nightmare, so how well can we
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expect a joystick to work?
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The WEIRD DREAMS package comes with two copy-protected disks, a short story
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that sets the stage for your plunge into the mental abyss, ST technical
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supplement, and the Player's Therapy Guide (a hint book, to you and me). The
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game is controlled via either joystick or keyboard, and will run on any ST with
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512K and a color monitor.
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WEIRD DREAMS is an excellent showpiece for the ST's graphic and animation
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capabilities, which appear top-notch throughout. The only things missing are
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Salvador Dali's gooey alarm clocks, and the lawnmower joke is at least equal to
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the chain-link fence joke in SKATE OR DIE. Besides, not even TWIN PEAKS has a
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belching soccer ball...not yet, anyway. I say go for it.
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WEIRD DREAMS is published by Microplay and distributed by MicroProse.
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*****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253
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