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8bit Computers: 416
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16bit Consoles: 78
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Best on 8bit micro!
International Karate + - Commodore64
Xyphoes Fantasy - AmstradCPC
Arkanoid II - AmstradCPC
Pang - AmstradCPCPlus
Wrath of the Demon - Commodore64
Night Hunter - AmstradCPC
Barbarian - AmstradCPC
Prince of Persia - SamCoupe
Lemmings - SamCoupe
Best on 16bit micro!
Turrican II - Amiga
Shadow of the Beast - Amiga
Jim Power - Amiga
Agony - Amiga
Turrican 2 - AtariST
Project X - Amiga
Super Frog - Amiga
Flashback - Amiga
Dark Seed - Amiga
Flashback - Archimedes
Warlocks - Archimedes
Cannon Fodder - Amiga
Turrican II - PC
Universe - Amiga
Hurrican - PC
Tyrian - PC
Super Stardust - AmigaAGA
Pac-Mania - X68000
Best on 8bit consoles!
Best on 16bit consoles!
Jim Power - snes
Donkey Kong Country - snes
Aladdin - snes
Comix Zone - Megadrive
Alien Soldier - Megadrive
Blazing Lazers - pcengine
Raiden - pcengine
Super Star Soldier - pcengine
Best on 32bit consoles!
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Game info
MasterSystem

Robocop 3

Robocop 3
GenrePlatform Shooter
DeveloperFlying Edge
PublisherEden Entertainment Software
Released1993
Rating
Graphics:7.0
Sound:7.0
Gameplay:6.0
Overall:7.0
Reviewed byndial
Robocop 3 is the final game of the Robocop action shooter series based on the movie. It was released in various 8/16bits home computers and consoles such as the ZX Spectrum, Commodore 64, Amstrad GX4000, Commodore Amiga, Atari ST, Sega Master System etc. Note that the gameplay differs between the console and the computer versions. Robocop 3 console version largely followed the style of the very first RoboCop game with its side-scrolling walk and gun action.
 
Review
Robocop 3STORY / GAMEPLAY
You control Robocop and you -once more- set off to fight crime and kill drug dealers. The levels consist of multiple platforms and are heavily swarmed by enemies shooting at you. So, all you have to do is to kill generic criminals and big bosses. Upon completion of a level, you can collect special repair kits that will restore your health levels.
Each "Robo's" body part has a separate damage rating and, when damaged, those parts may end up "malfunctioning" (e.g. you will experience erratic firing if your arm holding the weapon is damaged or difficulties in walking if your legs are wasted!) If you run out of ammo, Robocop will be forced to use his punches. Punches are also the only attacking means in some big boss encounters. Your gun's shooting range is quite limited which might become frustrating at times. Also, most of the stages feature invisible checkpoints and include a tough boss fight.
Note that the NES and Master System versions offer different stages and sometimes different gameplay elements. The Master System version follows the Sega Megadrive/Genesis and Nintendo SNES (!) gameplay style and level design (i.e. it includes the flying sequence with Robo shooting and bombing enemies).

GRAPHICS / SOUND
The graphics are fine on the Master System, having nicely drawn backgrounds (mainly consisting of city landscapes) but they look a bit inferior to the NES system. The latter has more detail at the backdrops while the Master System uses better colors and nicely drawn and smoothly animated sprites. The MS sound is quite good, featuring in-game tunes and a few nice sound effects, like gunfire and explosions.
 
Screenshots
  • Robocop 3
  • Robocop 3
  • Robocop 3
  • Robocop 3
  • Robocop 3
  • Robocop 3
  • Robocop 3
  • Robocop 3
 
Sounds
Intro/Menu music:  In-game music sample:
 
Gameplay sample
 
Comparable platforms
SEGA Master System
Nintendo NES
 
 
Hardware information

Sega Master System

Sega Master SystemCPU: 8-bit Zilog Z80A at 3.546893 MHz for PAL/SECAM, 3.579545 MHz for NTSC
MEMORY: Boot ROM: 64 kbit (8 KB) to 2048 kbit (256 KB)
Main RAM: 64 kbit (8 KB), can be supplemented by game cartridges
Video RAM: 128 kbit (16 KB)
GRAPHICS: Texas Instruments TMS9918A
Up to 32 colors on screen (one 16-color palette for sprites or background, an additional 16-color palette for background only) from a palette of 64 (can also show 64 simultaneous colors using programming tricks)
Screen resolutions 256x192 and 256x224. PAL/SECAM also supports 256x240
8x8 pixel characters, max 463 (due to VRAM space limitation)
8x8 or 8×16 pixel sprites, max 64
Horizontal, vertical, and partial screen scrolling
SOUND: Texas Instruments SN76489, 4 Texas Instruments SN76489, 4 channel mono sound
Yamaha YM2413, mono FM synthesis
read more...
The Sega Master System (default) color palette
6bit RGB 64-color palette (32 on-screen)
 
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