|Play old-school now!|
|Developer / Publisher||Ocean|
|Media||1 x |
|Robocop 2 is the sequel to the original Robocop action shooter published by Ocean in 1990.|
|Robocop, the famous half-man half-robot police officer, fights his way once more to save innocent people of Detroit from the new drug Nuke. Missions have various objectives, such as destroying nukes or killing all the enemies, looking much alike Batman The Movie (also produced by Ocean). In order to proceed to the next stage, you must gather points (kill points). There are 3 primary levels of platform action, interspersed with puzzle and shoot-out games. You start at the Sludge plant, progress to the Brewery and finally to the OCP building for the final showdown with Robocop 2 himself. While the first game was a basic shoot n run, Robocop 2 has a plethora of platforms, puzzle solving and target range practice. Though being hard, Robocop 2 is quite addictive. |
The GX4000 (and Amstrad CPC+ computers) version is technically superior to any other 8bit and pretty much close to the (16bit) Atari ST! The sharpness of the Robocop loading screen image is way impressive and I thought that I was staring at the 16bit home-computer version (Amiga, ST). The in-game designs are colorful, detailed, with so much going on. There are moving saws, electrical discharges, barrels rolling and spikes slamming down all over the place. All well drawn and smoothly animated.
The sound features a nice in-game music but no effects. The intro music was taken from the movie and sounds great too.
It is clear that the GX4000 hardware is being used to its full potential, something of which is not common with the machines other titles.
|Some videos belong to retroshowcase.com (indicated); others not|
|CPU: ZiLOG Z80 processor clocked at 4 MHz|
MEMORY: 64Kb RAM, 32Kb ROM
GRAPHICS: 18Kb VRAM, 32 colors maximum (16 + 15 for sprites + 1 border) on screen. Video display which saw an increase in palette to 4096 colors and gained a capacity for hardware sprites. Splitting the display into separate modes and pixel scrolling both became fully supported hardware features.
SOUND: AY-3-8912 chip, 3-channel stereo, DMA for high-quality samples (with minimal processor overhead).
|12bit RGB 4096-colours palette (32 on screen)|
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