Released by Nihon Bussan/AV Japan for the arcades (1987), Robocop is a side-scrolling run 'n gun and beat 'em up game loosely based on the Robocop film story! The game was converted by Ocean Software to home computers and consoles back in 1988.
STORY / GAMEPLAY Patrolman Murphy was the 32nd cop to be gunned down in Detroit since Security Concepts Inc. took charge of the Detroit Police Department. It was the opportunity for OCP to present their plans for a safer city. So the OCP took destroyed Murphy and transformed him into a deadly killing machine with a reinforced titanium body and other robotic body parts! Though the scientists erased Murphy's memory, they could not completely wipe it out, so Robocop sets out to track down the gang that killed him and terminate them. Your mission is to save innocent Detroit citizens from the evil plans of OCP to conquer the city and the baddies are not happy with it, so you must fight hard even against your own creators. The enemies attack in groups, riding motorbikes, yielding chainsaws, shotguns and grenades. Robocop has limited ammunition supply but you can get extra ammo as you progress by smashing ammo crates. There are also some special bullets with enhanced features scattered around. At the end of each level you'll have to destroy a big boss (like the ED209) and you're also given the opportunity to earn a few bonus points by either taking out mockup targets or trying your luck in a photo-quiz sequence where Robocop must identify and fix the photo of a particular criminal!
GRAPHICS / SOUND The Amiga conversion has acceptable graphics and it mainly looks like a direct port from the ST, as both look equally the same. Unfortunately the game uses only 16 colors on screen and I would expect better graphics (closer to the arcade) from the Amiga, using at least the Amiga's default palette (32 colors simultaneously). Ok, there is no extra use of the Amiga's superior color palette but still the game looks ok. Most of the details found on the arcades are depicted here while the sprites move fast and the background scrolling is smooth enough, which makes the game pretty much playable. The Amiga's sound is way superior compared to its counterparts. The game features several sampled sound FX (missing on the PC MS-DOS version) and there are several in-game good quality tunes taken from the arcade and the blockbuster movie.
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