The first thing you'll need to know
about
Total Recall is that it's not
48K compatible, so now could be
the time to cast aside your faithful
rubber-keyed friend and replace
him with one of those new, hot-off-the-press 128K super-computers. Not only will your
friends be impressed beyond
belief, but you'll also be able to
load up this, one of dear old
Ocean's finer film tie-ins.
Needless to say, the instant the
programmers were told that they
had to write a film tie-in, they
rushed home and wrote a game
where you're a little man who has
to run around shooting things. It's
not a straight shoot-'em-up, mind
you, as a puzzle element has
been introduced as well in the
form of switches -
certain switches have
to be pulled as you
progress to remove
barriers, initiate
platforms etc to open
up new parts of the
map. To tell the truth,
it reminds me of the
Dan Dare series of
games more than
anything - but where
they were fast,
colourful and action-packed,
Total Recall
seems a little slow,
monochrome and dull
in comparison.
Progressing through
the game merely
consists of commiting
the map and order of
switch-pulling to
memory as, providing
you don't time things
embarrassingly wrong,
you should be able to
jump all the traps and
kill all the baddies with
hardly a scratch.
Personally, I prefer my
games to have a little more
excitement and unpredictability to
them but what the heck, it's still
quite good fun.
This then is the basic idea
behind Levels One, Three and
Five. They've got different
graphics, but exactly the same
sort of gameplay. Levels Two and
Four provide a small break in the
form of a sideways-scrolling car
chase/shoot, but it's nothing
special (in fact, it's rather crap).
So then.
(So then indeed. Ed)
What have we got? A neat little
platformy shoot-em-up (with an
unpleasant driving bit in between
levels), that's what. Why
not, eh?
| Ratings given by other magazines |
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| Info supplied by the SPOT*ON database |