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|Developer / Publisher||Imagexcel / Gremlin Graphics LTD|
|Media||1 x |
|Technocop is a mix of road-race action and a mazelike platform shoot em up gameplay, in which you play the role of futuristic Cop chasing criminals. The game was released on several home systems such as the Commodore Amiga, Atari ST, Apple II/IIGS, PC (DOS), Amstrad CPC, C64, ZX Spectrum and Sega Megadrive/Genesis.|
The first sub game is a highway chase shoot em up in the Roadblasters mould. The objective is to reach the criminal's hideout in a restricted amount of time. unfortunately life isn't that easy because drivers in other cars adopt kamikaze driving (probably fellow criminals). Your car, equipped with an automatic five-speed gear box and standard blaster, can accelerate out of trouble leaving a trail of metallic debris from wasted enemy vehicles. When you reach the criminal's hideout the action changes from a race game into a 2D horizontal scrolling arcade shoot em up. The car door opens and Technocop jumps out. His gadget-packed wristband is activated displaying information about the mission and advises you of a crime and criminal to be caught or killed. Following the radar you will locate each adversary, and either destroy foes using your pistol or catch them with a net. Oh yes, your pistol can be switched (by pressing spacebar) to either shooting bullets or throwing a net! As long as you catch the main criminal, you can then return to your car and go to the next stage, following the same scenario, but with different villains each time. Of course after each stage Technocop s promoted through the police ranks, and enhancements in speed and firepower are added to his car.
Graphics are nice and gory. There is no notable difference between the Amiga and the Atari ST version, with the two being almost identical in graphics detail (except for the scrolling, in which the Amiga version is smoother), sound and feel. The driving section has been well put together, with smooth roadway and nice engine noises. The speed the programmers have achieved with the scrolling and animation is really impressive. Action inside buildings features exploding bodies that twitch post-mortally, but scrolling seems to suffer at times (unrespectable for an Amiga game). Villains look like being taken from Mad Max movie and are somewhat nicely animated and nicely drawn. All the action is squeezed into the top half of the screen in order for the car interior or the computer wristband to be seen.
The sound offers high quality sampled SFX such as gun-fire, explosions, screams, engine roar, tires gripping and so on, all adding to the gory atmosphere of this title!
|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
|12bit RGB 4096-colors palette |
(32 to 4096 colors on screen)
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