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|Developer / Publisher||Imagexcel / U.S. Gold|
|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 and support s only EGA or CGA graphics adapters. There notable difference between this and the Amiga/Atari ST versions, including graphics quality, sound and feel. The color and detail limitation of the EGA graphics is noticeable. The driving section has been well put together, but it suffers in smoothness in the roadway. Action inside buildings features exploding bodies that twitch post-mortally, but scrolling runs in flip-screen, so travelling off one side of the screen causes the game to scroll by an entire screen at a time to reveal the next area. Sprites though look good. Villains look like being taken from Mad Max movie and are somewhat animated but 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 it's the weakest point of this version, and offers simple SFX such as gun-fire, engine roar, tires gripping etc (whilst the Amiga/ST versions offer fully sampled SFX).
|Some videos belong to retroshowcase.com (indicated); others not|
PC (ms-dos based)
|CPU: Various processors from Intel,AMD, Cyrix, varying from 4.77Mhz (Intel 8088) to 200Mhz (Pentium MMX) and up to 1995 (available on this site)|
MEMORY: 640Kb to 32MB RAM (typical up to 1996)
GRAPHICS: VGA standard palette has 256 colors and supports: 640x480 (16 colors or monochrome), 640x350 in 16 colors (EGA compatability mode), 320x200 (16 or 256 colors). Later models (SVGA) featured 18bit color palette (262,144-color) or 24bit (16Milion colors), various graphics chips supporting hardware acceleration mainly for 3D-based graphics routines.
SOUND: 8 to 16 bit sound cards: Ad-Lib featuring Yamaha YMF262 supporting FM synthesis and (OPL3) and 12-bit digital PCM stereo, Sound Blaster and compatibles supporting Dynamic Wavetable Synthesis, 16-bit CD-quality digital audio sampling, internal memory up to 4MB audio channels varying from 8 to 64! etc. Other notable sound hardware is the release of Gravis Ultrasound with outstanding features!
|CGA: 16-color palette (4 on-screen)|
|EGA: 64-color palette (16 on-screen)|
|VGA: 256-color palette (256 on-screen)|
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