Weird Dreams is a memorable game for positive and negative reasons with a pretty weird scenario and gameplay released on the Amiga, Atari ST, Commodore 64 and PC (DOS).
The game puts you in control of a man in a dream-filled comatose state, brought about by a revenge attack from his girlfriend, who it turned out had been an alien all along. This game must have looked brilliant on paper, to the extent that an entire unnecessary background story was written and included as a story book to accompany the game, but its poor execution results in a game that's frustrating to play and often impossible to enjoy. As a puzzle it mixes different genres. There are 15 different enemies/challenges (cotton candy stick, giant wasp, rosebush with teeth, lawnmower, soccer ball with mouth, little girl with steak knife, jack-in-the-box clown, fat dancing ballerina, hopping totem poles, desert creatures, fake doors, bats, giant roast chicken with a mouth, and a large brain with an eye in the middle), 7 different death animations. The main character's movements are slowed down by the number of frames used to animate his walk, and the only movement is of the character and any enemy concerned moving left or right across a series of static backgrounds. This is where the game begins 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 the instant death and level reset that comes with any contact with obstacles. Even when the player knows exactly what theyï¿½re doing, it often falls down to luck due to the slow and awkward handling and response. Well it is an interesting game though, even if it has lots of negative characteristics. You may give it a try but I believe for not too long
The graphics are identical between Amiga and Atari ST. The color palette used is exactly the same and thus, only 16 colors used here. The animation is not that smooth as expected and sometimes gets frustrating as already said. The sound is good though, having an excellent intro theme and several in-game tunes and digitized SFX on both two 16bit systems. There are 5 different musical scores by C64/Amiga musician legend David Whittaker on the Amiga. Barry Leitch did the music for the Commodore 64 and PC 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