Genre: | Unknown Genre Type |
Publisher: | Ariolasoft |
Cover Art Language: | English |
Machine Compatibility: | Commodore 64 |
Release: | Professionally released on Cassette |
Available For: | Amstrad CPC464 & Commodore 64 |
Compatible Emulators: | WinVICE 2.4 x64 (PC (Windows)) Commodore Emulator (PC (MS-DOS)) |
Original Release Date: | 7th April 1986 |
Original Release Price: | £13.99 |
Market Valuation: | £3.00 (How Is This Calculated?) |
Item Weight: | 82g |
Box Type: | Cassette Double Plastic Clear |
Author(s): | Bettina Wiedner, Georg Brandt, Olaf Behrendt, Thorsten Denter, Guido Hechler, Holger van Koll, Thomas Lotterer & Thomas Menges |
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Authors: Bettina Wiedner, Georg Brandt, Olaf Behrendt, Thorsten Denter, Guido Hechler, Holger van Koll, Thomas Lotterer & Thomas Menges
Werner isn't known in Britain at all, so I think that the number of people who will find the game funny enough for the asking price is limited. Read Review
Original, but pointless. Four unplayable and extremely limited programs which soon repel. Read Review
Based on the crazy adventures of the real-life German biker, Rotger Feldmall (friends call him BROSEL). You control a cartoon-style character (check out the great loading graphics and novel "mirror-image" joystick control) through five different levels including dice games, mad beer parties, the "Werner Panic-Touor", maniac motor-bike construction and a normal (?) drive in the fog - normal, that is, for Werner!
A totally normal tour with the car
Werner's panictour
To change items: press fire button and move joystick up. Move the hand to the free place while Werner is in the middle of the screen.
Prerequisites: A good bit of knowledge of human nature, proneness to gambling, pretty good nerves.
Aim of the game: You wanna win!
Number of players: 2 to ???
What you need: 3 beer mats or some rubbish like that. 2 dice, mugs, aluminium cups, or whatever else you've got
First you stick thirteen beer mats in the middle of the table. One of the players makes a start by placing the two dice on the "diddling mat" (beer mat, saucer or what have you!) and turning the mug upside down on top of them. Then you pick up the whole affair and give it an artful shake. If you think you've achieved a good result, stop the shaking and lift the mug in such a way that no other player can see what's on the dice. Suppose it turns out like this. = 61 [Dice 1 = 6, Dice 2 = 1]
(higher number of pipes: tens lower number of pins: ones). The mug is now put over the dice again and is passed on to the next player. Watch out: pass on with care, dice are not to be moved and changed! Since in the course of the game the player beside the first one has to outdo the former one in the number of pips on the dice or at least get the same result ("keep up"), it might be necessary to cheat and lie: Supposing player B only throws this. = 31 [Dice 1 = 3, Dice 2 = 1]
Since he has to get the same amount of even outdo player A, he puts on his most honest face and tells his opponent it was: = 62 [Dice 1 = 6, Dice 2 = 2]
Player C may or may not believe it. If he believes it he has to get more pips or just as many when he throws the dice, so that is at least also = 62. If he thinks that B lied to him, he can tell player B to lift the dice-cup, so that all players can see, what was really thrown. In this case, player B would lose the set and would get as a penalty one of the 13 beer mats from the middle of the table: now player B has to start the game again.
If player B had really got 62 instead of 31, player C now would have to take the beer mat and start again. But he didn't! So now player B has to start and then tell player C the result again. C may believe it or not, and so on and so forth, until there are no more beer mats left in the middle of the table.
If one of the players is so lucky as not to get any beer mats at all, he's the winner of this set. Otherwise, the game goes on and now (phase 2) the object is to get all your beer mats back in the middle. Whoever is the first to have none left has won. Watch out! "Understatement lying" is permitted. Which is e.g.: player A throws snake-eyes (double 1): [Dice 1 = 1, Dice 2 = 1]
passes it on to player B, who, crook that he is, throws doubles 6: [Dice 1 = 6, Dice 2 = 6]
but tells player C that he's "keeping up", i.e. he's got double 1 too. Player C does not think this is possible and therefore demands to see it. And - guess what? - double six - understatement lying is permitted. So, C gets a mat and has to start the game again.
For everybody's fun - but with no effect on the result of the game - you could also throw "blind", i.e. shake the dice box and pass it on without knowing yourself what number of pips is underneath - you're either lucky or you aren't.
Now, a speciality about "diddling": The "diddle" (21, "MEIER"): [Dice 1 = 2, Dice 2 = 1]
is the highest score you can get in this game, and it even counts above the doubles. "Keeping up" with "diddle" is not permitted, therefore this special rule. Supposing player A tells player B "diddle", then B may believe it or not. If he believes it's a "diddle", he has to take a mat or A has to put down a mat during phase 2 of the game. Once this has been done, nobody is allowed to peep at the dice, so you don't know whether A lied or not! Now B can start again. If B does not believe A had a "diddle", A has to lift the dice-box so that all players can see the result. If A really threw a "diddle", B has to take two mats or a may put down two during phase 2 of the game. These were the general rules of "diddle". By using the video/computer game "Get Going, Werner" you can include Werner in the party of "diddle" players, and that works as follows:
The player who is sitting in front of Wener (A), typed in his result on the keyboard, example: 63. The result comes up on the screen beside Werner. Now it's Werner's turn. He either believes what was throws the dice himself and tells us his result in a bubble, orhe doesn't believe it and lifts his left thumb, which means that player A is to show his result. If the result was correct, on the right side of the screen a "penalty" beer mat for Werner will come up (now you also have to take one of the 13 mats and place it on top of the terminal). If, however, player A has got less than 63, he will get the beer mat and has to start the game again. Throw the dice, type in the new result on the keyboard, and Werner continues. Example, he throws 65: [Dice 1 = 6, Dice 2 = 5]
The next player may believe it or not. If he believes it, he has to "keep up" with or exceed him. If he thinks Weaner's lying, he just has to press the key. Then Werner will reveal what's under the mug. ALEA !ACTA BST!
Important:
Action: Werner in his gigantic automobile fighting the realistic enemies in everyday life. Flying melons - hand drills gone wild - lack of fuel - boiling cooling water - vicious jack-in-the-box with the condensor - and the constantly lurking ignition key extractor are keeping Werner from taking his four crates of beer to a party. Defend yourself!
What are we taking with us on our tour? The stuff we need, don't we, normally. However, in Werner's gigantic automobile, there is only room for four things at the same time. And I told him, Werner, now pick the right ones or you'll be up shit creek without a paddle. No, but yes, why, no these, but normally not, yes, no, normally we do, but this would be better. Pass dangerous objects slowly.
Werner is assembling a motorbike to sell it. On top, in the window, you see the parts that you can choose from (Cursor down). Remove Part again. As soon as the machine is ready to go, press COPY or the FIRE button. If "?" comes up on the screen, something must be missing. Then Warner mounts and wants to take off. To make matters difficult, however, Helmut and Bruno, the traffic cops, appear and find fault with everything that's not "original". Now you've got to try and put the motorbike back into its original state (time's ticking away!). Hope you've assembled a hot vehicle and find the right buyer.
Smashing weather. Werner is hauling down the road on his groovy motorbike. All of a sudden, he ends up in a tunnel, then there's a wall of fog and loads of traffic. Who will save Werner from hospital? Steer as hard as you can, but don't break the joystick.
All games with joystick or cursor control.
There are four Werner comic books, each hilariously funny from page 1 to page 144, titled
Werner - oder was ... what else?
Werner - alles klar? ... all clear
Werner - oder was ... who else?
Werner - eiskalt ... hard as steel
And in Spring '86 the fifth volume will come one. If you want one, write to this address:
Semmel-Verlach
Verftbohnstr. 5
D 2300 Kiel 14
West Germany
and enclose a cheque for DM 15.80. We'll mail the stuff to you. Or just order a catalogue first with all our smashing comics.
LOAD "MOTORRAD" (must be reloaded by restart of the game)
LOAD "AUTO"
LOAD "PANIK"
LOAD "MEIER"
Disc: LOAD":*",8,1
Written by Olaf Behrendt, Georg Brandt, Thorsten Denter, Guido Hechler, Holger van Koll, Thomas Lotterer, Thomas Menges, Bettina Wiedner
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