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|Techno Cop is a mix of action racing and maze-like platform shooter gameplay, in which you play the role of Cop chasing criminals. The game was released for several home systems such as the Commodore Amiga, Atari ST, Apple IIGS, DOS, Amstrad CPC, C64, ZX Spectrum and Sega Mega Drive / Genesis.|
STORY / GAMEPLAY
You are a cop riding a police super-car and chasing criminals. The game starts with a highway action racing through the Roadblasters mould. The objective is to spot and reach the criminal's hideout in a limited amount of time. Unfortunately life isn't that easy because the drivers of the other cars adopt kamikaze driving (since they are fellow criminals protecting the boss). Your car is equipped with an automatic five-speed gear-box and a standard blaster. It can accelerate out of trouble leaving a trail of debris from wasted enemy vehicles. When you reach the criminal's hideout the action changes into a 2D horizontal scrolling platform shoot 'em up. The car door opens and Technocop jumps out. His gadget-packed wristband is activated displaying information about the mission and the specific criminal that must be caught, dead or alive. Following the radar you can locate each adversary and either destroy foes using your weapon or bag them with a net. Oh yes, your pistol's ammo can be switched (by pressing Spacebar) to either shooting bullets or throwing nets! 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. After each successful stage Technocop is promoted on the police ranks and enhancements of speed and firepower are added to his car.
GRAPHICS / SOUND
The game's visuals look nice and can also be gory at times. There is no notable difference between the Amiga and the Atari ST version, as they are almost identical, except of the scrolling in which the Amiga version is smoother! The driving section is well put together with smooth road action and nice engine sampled sounds. The speed the programmers achieved in Technocop's scrolling and animation is really impressive. The action sequences inside buildings features exploding bodies that twitch post-mortally, but the scrolling seems to suffer at times (odd for an Amiga). All villains look like being taken from a Mad Max movie and are nicely animated and drawn. The action is squeezed into the top half of the screen in order for the car interior or the computer wristband to be visible. The sound consists of high quality sampled effects like gunfire, explosions, screams, engines and so on, all adding to the gory atmosphere of this title!
GAMEPLAY SAMPLE VIDEO
On our video below you may watch the Sinclair ZX Spectrum, Amstrad CPC, Commodore 64, Atari ST, Amiga and Sega Mega Drive versions of the game.
The Amiga version is at 27:16.
|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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