Total Recall is an action game the follows the storyline of the Total Recall blockbuster film very closely. The game is a mix of action platform with puzzle solving. Total Recall was released for the 16bit home computers Commodore Amiga and Atari ST/E and the 8bit Commodore 64, Amstrad CPC and ZX Spectrum.
STORY / GAMEPLAY The game follows the storyline of the renowned 1990 film very closely, having you control the movie's main hero, Doug Quaid (performed by the great Arnold Schwarzenegger). Doug is out to find out his true identity and what is actually going on, as his life was "haunted" by recurring dreams of an alternative life on Mars. You are forced to recall a unique travel service (founded by an evil man called Cohaagen) that specializes in implanting fantasies into the minds of those who desire to turn their dreams into reality. On the first sector of the game, you run around picking up valuable objects (before travelling to Mars) that include a gun, a suitcase, a ticket and your passport. Out in pursuit are Cohaagen's thugs, with whom you "share" your renegade level of violence. Arnie himself doesn't much resemble the real life thing but he's suitably a fairly nippy sprite! His fighting maneuvers are somewhat limited but there's enough to keep you occupied for quite some time. The second level is the first of the car-chase sequences of the game (pretty much like Batman The Movie). You jump into a nearby taxi and rush through the streets, avoiding the numerous pursuers (some of them shooting at you) who have still not yet given up and desire to block your way towards an abandoned warehouse where you can get rid of your tracking device. Inside the warehouse, the action changes again to an action platform shoot 'em up style, with plenty of enemy reinforcements. By the time you kill all the enemies you finally arrive to Mars! On the Red Planet, you seek out the alien reactor and Cohaaggen himself, again in a platform shooting style. Apart from shooting and smashing incoming foes, the game is also a mix of puzzle and platform elements. Overall, Total Recall is a rather tough game and the enemy guards can easily get the hero so it is almost impossible to turn and shoot them quick enough. With some patience and practice, I guess you gonna love this game.
GRAPHICS / SOUND I was quite surprised by the game's visuals. The loading and intro screens are nicely done in a comic book style. The sprites look so cool and are smoothly animated while the backgrounds scroll well and carry a variety of details. Although the backgrounds do not change dramatically between levels, they look just fine. Note that the Amiga version uses almost the same number of colors and visual details as the Atari ST with the main difference between these two versions the more smooth and more fast action on the Amiga. The best part of the game is its sound. The intro and in-game music are gorgeous and there are also several, high quality, sampled sound effects during gameplay. Total Recall is a cool game for the Amiga library indeed.
In-game music sample:
Some videos belong to retroshowcase.com (indicated); others not
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