RoboCop 2
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The Amiga version of RoboCop 2 is very similar to other versions of the game released by Ocean Software: it combines platform levels with a puzzle mode and a first-person shooting gallery. While the puzzle and shooting modes are very similar to those on the Atari ST, the main platform sections feature completely different level designs and separate gameplay mechanics.
All three of the platform stages present RoboCop with a set goal: destroying the Nuke drug lab, apprehending the criminal Cain and finally destroying Cain in his "RoboCop 2" form. On the way to the goals, RoboCop must defeat swarms of henchmen who attack him with guns, mortars and bazookas, and in the last level, various robotic enemies like flying drones and ED-209s. He can shoot back with a standard gun as well as pick up weapon power-ups in the form of cola cans: three-way shot, scatter shot and rapid fire, each with limited but ample ammunition. Other cans enhance the time limit of the level, replenish life energy or provide a temporary shield. Not every power-up should be picked up, however: some have negative effects like reducing the time limit or reversing the controls.
The large levels feature many elevators, conveyor belts, as well as pipes that leak acid, moving sawblades, crumbling floors and other deadly traps. Each level consists of several parts, with the later parts accessed through doors or holes in the wall that Robo must punch through. In the first two levels there will also be hostages crying for help: rescuing ten of them gains an extra life. Only in the first level, canisters of Nuke can be found. Unlike in other versions, picking them up is mandatory: ten are needed to advance, but more than enough are available.
After every platform level, a puzzle stage and a shooting gallery follow. In the puzzle stage, RoboCop tries to regain some of his human memories, represented by pictures of his human self Alex Murphy and his wife slowly becoming clearer. To do so, a cursor has to be moved over a circuit board, with the goal of hitting all red chips. Moving the cursor leaves a trail, and neither the trail nor any chips besides the red ones may be hit or the puzzle game is over. Completing four boards in succession (each within less then a minute) leads to extra lives being awarded.
In the shooting gallery, targets appear in windows and on the street, and a crosshair must be moved to hit them. Accidentally hitting civilians lowers the final score. The second of the two shooting levels takes place at night, with visibility impaired accordingly. Good performance at the gallery improves Robo's accuracy for the following level: enemies take fewer hits to destroy.
Between levels, digitized images from the film are displayed using the Amiga's HAM graphics mode.
Series +
RoboCop licenseesGroups +
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Credits (Amiga version)
7 People
| Programming by | |
| Graphics by | |
| Digitised pictures by | |
| Music by | |
| Sound FX by | |
| Produced by |
Collaborations
People credited on this game were also credited on:
- Midnight Resistance, a group of 7 people
- Hudson Hawk, a group of 6 people
- Cabal, a group of 5 people
- And 22 more...
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Other Games
In addition to this game, these people were also credited on other games:
- D. C. Ward on 121 other games
- Ivan Davies on 88 other games
- Keith Tinman on 41 other games
- And 4 more...
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Reviews
Critics
Average score: 77% (based on 10 ratings)
Players
Average score: 2.9 out of 5 (based on 8 ratings with 1 reviews)
The Good
The plodding metallic law enforcer has been a bit quiet of late, his more recent outings being those direct to video low-budget āprime directivesā series of movies based on the Dark-horse comic books, and an auspicious multi format FPS from Titus, all of which hardly set the world alight a few years ago.
It seems Robosā heyday is long past, but he had his fair share of escapades over many different formats in the past, and for me personally, this Amiga incarnation in particular, stands out among the pack. Unlike the first Robocop game, which was developed sort of conjointly with the Data East coin-op, but managed to prove itself superior to itās coin-operated counterpart, with added variety in play in the form of a target shooting, and face identity coordination puzzle sub-games.
Robocop 2 for Amiga is completely different from the arcade game of the same name, but like the first game, bonus, or sub-games have again been included to spice up the proceedings, and add some extra needed variety.
Developed by Special FX, whom had in the same year done a superb conversion of another Data East coin-op hit for Ocean, Midnight Resistance, and even went as far as too heavily improve upon the music score of the original, as well as faithfully recreating the graphical side of things, fully utilising the Amigasā unsurpassed custom chip-set, and subsequently continued this trend with Robocop 2.
Much like its console brethren, the bulk of the game-play here consists of a shoot emā up platform action type fare, with a lot of jumping around, and negotiating hazards that often require good timing, such as periodic electrical beams, collapsable platforms, and steel compacting apparatus. The progression of the levels is fairly logical, and there are some interesting means of reaching new areas, such as riding on an oval shaped hover board, which handles with heavy gravity, and also at some points there will be a break away spot on a wall, where as Robo will face toward it, and by pushing fire will entertainingly bash through it and come out of the hole on the other side into a new section.
Your objectives are outlined at the beginning of any given level, for example in the first act you must collect ten nuke capsules, and also destroy the underground drug lab where it is being made. From this you can see there is some cohesion with plot elements from the film, and this is consistent throughout the game.
The status-bar here is displayed prominently at the lower part of the display, with your energy being represented by a mock Coca-Cola can, which becomes crushed and compacted as you take damage from the hazards and gun fire. You are given updates of the completion of goals in a mini LCD type display with scrolling text. Other details, such as your score, are given in a uniformly consistent visual fashion.
The levels are quite large, and surprisingly colourful given the nature of the environments, whilst not being garish, and this makes for some pleasing aesthetics. There are droves of thugs to contend with, which attack you with automatic weapons, rocket launchers, grenades, and mortars. These enemies are endless, so when you take them out, they simply re spawn shortly after, and the best you can hope to do is thin the heard the best you can. You also have to adhere to a time limit, so getting on with the tasks at hand is most crucial.
Just on a side note, the violence isnāt as brutal or gory as you might expect, and like the aforementioned Midnight Resistance, the enemies simply evaporate into a dusty explosion upon being dispatched.
In order to meet the quota of Nuke capsules mentioned earlier, you can destroy various objects that are strewn throughout the levels, e.g. bins and soda machines, and the collectable item will pop out of it in a charismatic fashion. Other pickups can be found in this way, such as weapon power ups like rapid fire, triple shot, and scatter shot, which provides a wide burst damage radius. Some other collectables included soda cans for energy, a shield - which gives you temporary invulnerability, and there are also pickups which impede your progress, such as reverse controls, and time drain.
On your travels you will encounter innocent hostages, who can be found at predefined points waving their arms in the air, crying out āhelp!ā, fortunately, though some what unrealistically, they canāt be hurt by the barrages of gun fire and carnage from the opposing enemies, but this proves a definite plus, because if you rescue all of these hostages, you subsequently gain a handy extra credit.
The control here are very good, and Robo thuds about the place, and doesnāt move like greased lighting as you might expect. Something you wonāt see him do in the films is leaping about the place, but since this is a platform video game you can jump around with the best of them, and you also have the ability to change direction in mid air, making the kevlar laden hero surprisingly agile. The collision detection is also very good, so your only enemy here is bad timing.
In dispersed throughout the game, there are digitised high colour images grabbed from scenes in the film, which really show off the machinesā superior graphics resolution and colour pallette, of which was not possible on other formats. As well as looking great, these cinematic touches brought some extra character to the game as a whole.
Between the standard platform levels, you are given another opportunity to gain an extra credit, in the form of a puzzle game. The play area here takes place upon a printer circuit board, where upon there is a series of red chips peppered about the board, as well as standard microchips. Your goal here is to destroy all of the red chips, and this is accomplished by passing a cursor, which moves one space at a time, over each chip. The catch is you can only move over any given space once, so you must figure out the correct route in order to cover all of the chips. If you manage to complete four sets of sequences, you are granted the credit. Some of the layouts are particularly difficult, and require you to think several steps ahead. The visuals here are very detailed, of special note is a monitor screen on the right of the screen composition, which initially displays static, but as you conquer the sequences, an image will start to become apparent, and this is a visualisation of Robocopsā memory being restored.
Failing this puzzle phase, you will be taken to a shooting range, where you can calibrate your skills, as the game puts it. This section is a simple single screen affair, with the gritty environ sporting a large derelict building, where various targets appear in and around the vicinity, including prop targets, such as a thug holding a hostage at gun point, gun toting gangstersā, as well as innocents such as police officers, and civilians. You are ranked at the conclusion for number of correct targets hit. These sections bring a welcome contrast, and definitely help with bringing some variety to the proceedings.
The audio is consistently good throughout, and the title tune is composed in the same style as incidental music from the movie, and is very good. The same can be said for the tunes during the sub-games, which goes to some lengths for making up for there being no music during the platform sections, which is complimented well enough with the various spot effects, like the mechanical buzzes when Robo draws his gun, the charismatic thuds when he plods around, and all the explosions and gun fire are equally well realised.
I have already touched on the visuals, but overall just a class act. Robocop himself looks as he should, all the character animations are smooth, makes great use of colour, loads of detailed scenes, and carries itself respectfully well even despite the very busy screens.
The Bad
Take this with a pinch of salt, initially the gamesā difficulty is quite intimidating, and can be off-putting, but itās worth persevering with because there are enough clever design elements, and good moments here which makes it worthwhile to stick with it.
The Bottom Line
Robocop 2 is a very polished piece of software indeed, and strikes a clever balance of platform mayhem, puzzle solving and target shooting, which just works a treat, and is undeniably the most lavishly blessed in the audio visual departments of any incarnation of the license, full credit to Special FX for pulling it all off. There is so many deviously conceived, though well implemented perils and pitfalls, and clever ties with the film, which gives the game a certain edge.
Amiga · by Nick Drew (397) · 2014
Trivia
On June 30, 1992, RoboCop 2 was put on the infamous German index by the BPjS. For more information about what this means and to see a list of games sharing the same fate, take a look here: BPjS/BPjM indexed games.
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Contributors to this Entry
Game added by Terok Nor.
Additional contributors: Xoleras.
Game added February 2, 2014. Last modified September 8, 2026.