Crooked Bee
(no longer) a wide-wandering bee
Dare To Dream is a three-episode point and click adventure game released in 1993 by Epic Games and designed by Cliff Bleszinski, also known as CliffyB, also known as the mastermind behind Gears of War.
In Dare To Dream, you are Tyler Norris, a ten year-old who has had to grow up quite rapidly. You must escape your dream by solving bizarre puzzles, traveling to strange lands, and meeting even stranger creatures. It's all in your mind - so nothing can hurt you... Right?
We can see that CliffyB's genius was already in full force at this time. He only had to add a cover system on top of not being able to die, and voilà, revolution in video game design.
1: Stick it in the hole
"A Study in the Imagination of a Ten Year-Old Boy," right.
"Christians are evil." - CliffyB
Starting out in an alleyway. How cliché.
Okay so it's a dream alleyway so I guess it's a bit better. Probably some kind of subtle parody of the genre, etc. etc.
You can tell by the interface this is a Windows 3.x game.
The east wall has a lone window on it that a laundry line is attached to. Some spray paint is on the wall.
The west wall has some graffiti sprayed on the deteriorating stucco.
Hey what's this?
You take the piece of rubber and put it in your pajama pocket.
Oh my we're still in our pajamas!
Underwear? Is this a Japanese game?
You leap up and tug the underwear off of the clothesline.
Creepy. CliffyB, you pervert.
Boufs, huh?
It's right here across the street.
The sidewalk has been baked and cracked from the sunlight it's constantly exposed to during the hot summer days.
Anyway let's take a peek inside.
The door at the top of the stairs is closed. Nothing we can do here at the moment.
Back outside, we head left to the West side of town.
"Crac Cola," hah.
Although it's pretty dead here, it looks like there's some people in the buildings to the north.
There sure are some people there... Just look at that, uhm, silhouette in the rightmost window.
I am 10 and what is this
Shocked by the sight of the, uhm, cones, 10 year old Cliffy wanders off to the pier.
A closed garage fills the front of Pier 69's warehouse.
Wait, "Pier 69"?
Are you sure this is a study in the imagination of a 10 year old boy and not a horny 18 year old game developer?
A serene moonlit sky reminds you of the time you spent at the beach house last summer.
Whatever, I see there's some kind of boat in the distance. Let's check it out.
A huge moon fills the sky. The cool sea breeze makes you shiver.
Nothing to do here eith---
Hey wait.
What's that smell?!
Eww.
Bye bye our favorite pajamas.
Wait what
You're at it again
Stop it you perv
So what the hell do we do with the herring?
Well it's a phallic symbol so let's stick it in the hole if you know what I mean
Absurd indeed.
On this stellar example of adventure game logic I bid you farewell for today. What other exciting puzzles and sexual innuendos does the young Cliffy's genius have in store? Stick around and you'll see.
In Dare To Dream, you are Tyler Norris, a ten year-old who has had to grow up quite rapidly. You must escape your dream by solving bizarre puzzles, traveling to strange lands, and meeting even stranger creatures. It's all in your mind - so nothing can hurt you... Right?
The Manual said:Story So Far
Life has not been easy for Tyler Norris. The stressed ten year-old boy has to deal with school, his paper route, and the recent loss of his father. Over the past few evenings, he has been having several extremely vivid and detailed dreams, dreams in which he met odd characters and solved many puzzles.
Tonight, Tyler falls asleep after a particularly bad day -- his report card came. He begins to dream. It starts out as any night before, but suddenly he is falling through a storm to an unknown destination. Tyler lands in a deserted alleyway in an unfamiliar city. He wipes himself off, stands up, and begins to piece together the puzzles that will unlock his happiest and most sinister thoughts, resulting in a confrontation with the evil that lurks in all of us.
Solving Puzzles
Dare to Dream is not a typical graphic adventure by ANY means. You cannot "die" or "get stuck" like in some other popular adventures. The creators of Dare have a belief that a player should be rewarded for his curiosity, not thwacked on the head repeatedly. There are only so many times a gamer will be burned to death before he turns off the game and does something else.
There is no point in Dare to Dream in which you can "get stuck" either. In many other games, you'll find yourself at the end only to discover there was an irretrievable item that you missed 73 screens back. If you think you are at a part in Dare that that happens, you may have overlooked something a few screens back. You don't have to restart your entire quest, just walk back there and get it.
We can see that CliffyB's genius was already in full force at this time. He only had to add a cover system on top of not being able to die, and voilà, revolution in video game design.
1: Stick it in the hole
"A Study in the Imagination of a Ten Year-Old Boy," right.
"Christians are evil." - CliffyB
Starting out in an alleyway. How cliché.
Okay so it's a dream alleyway so I guess it's a bit better. Probably some kind of subtle parody of the genre, etc. etc.
You can tell by the interface this is a Windows 3.x game.
The east wall has a lone window on it that a laundry line is attached to. Some spray paint is on the wall.
The west wall has some graffiti sprayed on the deteriorating stucco.
Hey what's this?
You take the piece of rubber and put it in your pajama pocket.
Oh my we're still in our pajamas!
Underwear? Is this a Japanese game?
You leap up and tug the underwear off of the clothesline.
Creepy. CliffyB, you pervert.
Boufs, huh?
It's right here across the street.
The sidewalk has been baked and cracked from the sunlight it's constantly exposed to during the hot summer days.
Anyway let's take a peek inside.
The door at the top of the stairs is closed. Nothing we can do here at the moment.
Back outside, we head left to the West side of town.
"Crac Cola," hah.
Although it's pretty dead here, it looks like there's some people in the buildings to the north.
There sure are some people there... Just look at that, uhm, silhouette in the rightmost window.
I am 10 and what is this
Shocked by the sight of the, uhm, cones, 10 year old Cliffy wanders off to the pier.
A closed garage fills the front of Pier 69's warehouse.
Wait, "Pier 69"?
Are you sure this is a study in the imagination of a 10 year old boy and not a horny 18 year old game developer?
A serene moonlit sky reminds you of the time you spent at the beach house last summer.
Whatever, I see there's some kind of boat in the distance. Let's check it out.
A huge moon fills the sky. The cool sea breeze makes you shiver.
Nothing to do here eith---
Hey wait.
What's that smell?!
Eww.
Bye bye our favorite pajamas.
Wait what
You're at it again
Stop it you perv
So what the hell do we do with the herring?
Well it's a phallic symbol so let's stick it in the hole if you know what I mean
Absurd indeed.
On this stellar example of adventure game logic I bid you farewell for today. What other exciting puzzles and sexual innuendos does the young Cliffy's genius have in store? Stick around and you'll see.