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Game info |
|  | TechnoCop |  | Genre | Platform Shooter | Developer | Imagexcel | Publisher | U.S. Gold | Released | 1988 | Rating
 | Graphics: | 6.0 | Sound: | 6.0 | Gameplay: | 7.0 | Overall: | 6.0 |
| Reviewed by | ndial | Technocop 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. |
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Review |
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 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 DOS version visuals look nice and support only EGA or CGA adapters. There's notable difference between this and the Amiga / Atari ST versions in the quality, sound and feel. The color and detail limitation of the EGA graphics is quite obvious. The driving section is well put together but it suffers in smoothness during road action. Inside buildings, you explode bodies that twitch post-mortally, but the scrolling runs in flip-screen, so walking from one side of a room to the other, causes the game to scroll an entire screen at a time until the next area is revealed. The sprites, though, are good and they look like being taken from a Mad Max movie! The action takes place at the top half of the screen so that the car's dashboard or the computer wristband are visible. The sound it's this version's weakest point and offers simplistic sound effects that cover gunfire, engine sounds etc. | |
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Gameplay sample |
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Comparable platforms |
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Hardware information |
| 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!
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 | 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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