Chase H.Q. II: Special Criminal Investigation (also known as SCI - Special Criminal Investigation) is the sequel to the Chase H.Q. arcade shooting and racing game released in 1988 by Taito for the arcades. The game was initially released in 1989 on the arcades and the Sega Megadrive/Genesis, and later ported to various home computers by Ocean Software and Taito at the same year, including versions for the Commodore Amiga, Atari ST, Commodore C64, Amstrad GX4000/CPC+, Sinclair ZX Spectrum, NEC PC Engine, Sega Master System and others. Chase H.Q. II takes over where Chase H.Q left off.
Two policemen drive, under your command, a modified Nissan 300ZX Z32, a special high-powered car enforcing the law. After they get a call from Nancy, at the Police HQ, telling them which criminal is about then it's race time. With (limited) turbos on full, they're off in hot pursuit. The chase splits into two section at each stage. First comes the find the criminal, who has a substantial lead, and then when in sight the second part comes in which your siren goes on, a big red arrow indicating the position of the criminal (car) comes in and you've got 60 seconds to ram them off the road. Fortunately this time the boys hold guns (in contrast to the original Chase HQ), and the passenger can rise out of the T-top and shoot at the main criminal until his car blows up. Note that enemy vehicles (bikes, cars etc) are placed throughout the level and will attempt to shoot at or ram your car as you attempt to pursue the main criminal. As you race against the clock, traffic is a major problem too, and incoming vehicles hit you easily resulting decreasing your speed and losing the precious pursuit time. There are power-ups in the form of a helicopter that drops weaponry (i.e. rocket launcher) to you too. Ok, Chase H.Q. II is fun, but repetitive. The main improvement to the Chase HQ formula is a gun, but added firepower doesn't significantly increase the gameplay quotient.
The Amiga port features an impressively fast action, nicely drawn backdrops and enough graphics similarity to the arcades, including waterfalls, unfinished sections of elevated highway etc. Scrolling is quite smooth and a bit smoother than the Atari ST conversion. Note that the Amiga port runs in EHB mode, meaning up to 64 colors on screen. Sound is good, but nothing really special to get excited, including music and some sampled speech and SFX during gameplay.
In-game music sample:
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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