Amstrad Action
1st April 1989
Author: Trenton Webb
Publisher: Firebird
Machine: Amstrad CPC464
Published in Amstrad Action #43
Dynamic Duo
Duo? Definitely. Dynamic? Doubtful. To most of us, the 'Dynamic Duo' conjures up images of Batman, Robin and that fiendish funster The Joker. But, if you were expecting a jaw-socking adventure in Gotham City, you're going to be disappointed. No sirree, this time the underwear is worn inside the trousers, and the only bats are on the castle ceiling. For Firebird's latest features the unlikely friendship between a dwarf and a duck - no, seriously - on a rambling treasure hunt through an old haunted castle.
This gruesome twosome boldly go where no duck and dwarf have gone before, into the mysterious 'Night House'. What they're after is the calculations room, which contains hidden treasure. To find it, though, they must first recover the ten parts of a key locked in chests throughout the castle. Only then will the phantom rooms disappear and the loot be theirs for the taking (sound like a pair of tax inspectors).
The 'Night House' you explore as one or both of the Dynamic Duo is a maze of corridors connected by holes in the floor and doors which act as elevators. As you roam these dark and dangerous halls, you are pursued by all manner of strange and sinister things, most of which can be killed by the dwarf or munched by the duck.
But - and it's a big but, in fact it's a double decker but - there is one important and nasty exception, namely that arch baddie the Grim Reaper (Jack the Reaper to his friends, or he would be if he had any!). He is out to hunt down shortie and the boid, and destroy them before they make off with his savings [Hang on a minute though. It's his money, right? And they want to steal it, right? So how come he's the baddie? Never mind, never mind. Just get on with the game - Ed]
There's three styles of play, the screen display varying with the mode selected. In two player mode, you pick your character and watch a different screen for the progress of your half of the pair. One goes scouting; the other collects the keys. In one player mode, you have the choice of using both duck and dwarf as a team, which rather limits the duck's contribution, or splitting them up. This means you gain in the speed stakes, but leave the dwarf to the tender mercies of the Purple Nasty (no, not Prince, the Reaper!).
Dynamic Duo is much more difficult and more fun when the duck and the dwarf split up, and both are charging around trying to locate and collect the keys. The dwarf can open treasure chests and shoot enemy guards, while his feathered friend can take to the air and so is faster and safer, but can't collect anything on his own. Teamwork is the thing, and a good sense of direction to know where the duck saw that last trunk, so the dwarf can come along and collect it. In summary: no problem in the two player mode, but wildly confusing when you're controlling both independently.
Gameplay is quirky, and all the more enjoyable for it. Your rather curious couple are attacked by milk bottles armed with fireworks, for example, levitating eyeballs (real 'eye fliers'?), and a great line in purple boulders. These pretty coloured rocks can be rolled to smash through wails for a spot of DIY (Destroy It Yourself).
Despite the clever design, however, Dynamic Duo is merely pleasant, and falls a good way short of great. Both duck and dwarf are decidedly cute, and give the whole game a cosy insulated feel. Yet, on the other hand, there is no apparent danger, so excitement is lacking. But then evil Mr. Reaper pops up in his purple gear, and it's Game Over... and here we go again. With only one life between the two characters, you can run but you can't hide!
Dynamic Duo is well illustrated, with interesting, active little sprites and well put together backdrops. Yet pretty pictures can't compensate for the uninspiring nature of the game. It's fun to start with, as you guide the pair around, and the collecting is not difficult to co-ordinate. Then, all of a sudden, completely unannounced, surprise surprise, well blow me, strewth you could have knocked me down with a duck feather, out leaps the Reaper and all is lost - it's well annoying when you've already got nine pieces of key!
Although by rights it should leave you cold, Dynamic Duo has its appeal, and after a few hours you find yourself unexpectedly curious about the final stages, the best tactics and so on. The actual execution of the gameplay itself, unfortunately, leaves you frustrated and largely uninterested. Once Reaper avoidance techniques are mastered, it comes down to a question of where the keys are located. Dullsville in technicolour.
Second Opinion
Firebird's latest effort falls between two stools. Like Gremlin's Mickey Mouse, the dynamic duo themselves are cute, and should in theory appeal to younger players. But unfortunately the gameplay is way above their heads, and it could well end in tears - or indifference. Reluctantly, I'd be inclined to recommend you give this a miss.
First Day Target Score
1,500 points.
Green Screen View
It'll do.
Verdict
Graphics 82%
P. A sprite delight.
Sonics 62%
P. Constant tune helps the game along.
N. But it's a lousy tune!
Grab Factor 64%
P. Good clean fun to start with...
N. ...then it becomes repetitive clean fun.
Staying Power 51%
P. Best played sparingly to keep your interest.
Overall 67%
P. Entertaining, if never quite enthralling.
N. Different - but at the same time sometimes dull.