Weird Dreams is a quite memorable action game both for positive and negative reasons. It's based on a pretty weird (as its name says) scenario and gameplay style. The game was released in 1989 by Rainbird Software, for the Amiga, ST, C64 and PC (DOS).
Review
STORY / GAMEPLAY
Weird Dreams is literally weird and it's a game like no other of its time. You play the role of a man under a dream-filled comatose state caused by a revenge attack from his girlfriend that turned out to be an alien all along (pretty weird indeed). This game must have been brilliant on paper, to the extent that an entire unnecessary background story was written and was included as a story book to accompany the game, but its poor execution results in a frustrating to play experience and often impossible to enjoy. Its puzzle sector mixes up different genre of games. There are 15 enemies / challenges in total, like a cotton candy stick, a giant wasp, a rosebush with teeth, a lawnmower, a soccer ball with mouth, a little girl with a knife, a jack-in-the-box scary clown, a fat dancing ballerina as well as hopping totem poles, desert creatures, fake doors, bats, a giant roast chicken and a gigantic brain with an eye in the middle plus 7 different death animations. The main character's movement is slowed down by the number of frames that animate his walking and the only move he can perform is to the left or right, across a series of static backgrounds. This is where the game starts to fall apart as the basic handling of the character's actions across the nine -very limited- levels requires extreme patience and immaculate precision to avoid instant death and level reset that results in any contact with an obstacle or a foe. Even when the player knows exactly what to do, Weird Dreams often falls down to luck due to the slow and awkward handling and response. Well, it is surely an interesting game, even if it has lots of negative aspects so someone might give it a try but we believe for not too much long.
GRAPHICS / SOUND The graphics on the Amiga OCS version are almost identical to the Atari ST. The color palette is exactly the same and thus it has up to 16 simultaneous colors. The animation is not as smooth as expected and sometimes it gets frustrating (as already said above). The sound is decent though, with an impressive intro theme and a variety of in-game tunes, matched with sampled sound effects both on the Amiga and the ST. Actually there are 5 different music scores composed by the C64 / Amiga musician legend David Whittaker while Barry Leitch is the responsible behind the music for the Commodore 64 and the DOS version.
CPU: Motorola MC68000 7.16 MHz MEMORY: 512KB of Chip RAM (OCS chipset - A500), 512 KB of Slow RAM or Trapdoor RAM can be added via the trapdoor expansion, up to 8 MB of Fast RAM or a Hard drive can be added via the side expansion slot. The ECS chipset (A500+) offered 1MB on board to 2MB (extended) of Chip RAM. GRAPHICS: The OCS chipset (Amiga 500) features planar graphics (codename Denise custom chip), with up to 5 bit-planes (4 in hires), allowing 2, 4, 8, 16 and 32 color screens, from a 12bit RGB palette of 4096 colors. Resolutions varied from 320x256 (PAL, non-interlaced, up to 4096 colors) to 640x512 (interlace, up to 4 colors). Two special graphics modes where also included: Extra Half Bright with 64 colors and HAM with all 4096 colors on-screen. The ECS chipset models (Amiga 500+) offered same features but also extra high resolution screens up to 1280x512 pixels (4 colors at once). SOUND: (Paula) 4 hardware-mixed channels of 8-bit sound at up to 28 kHz. The hardware channels had independent volumes (65 levels) and sampling rates, and mixed down to two fully left and fully right stereo outputs