NEStalgia

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NES box art for RoboCop, the cover of NEStalgia episode 245

245 · RoboCop

▶ Game info
VerdictSkip it
GenreAction
SeasonSeason 5
PublisherData East
October 28, 2022 · 45 min · transcript available

RoboCop is a side-scrolling action game that consists of six stages. These six assignments include locations at the streets of Old Detroit, city hall, a warehouse, O.C.P. headquarters, the steelworks, and the board room. RoboCop dispatches his enemies with punches and a handgun (a special issue Auto-9) that has an infinite amount of ammo. RoboCop is not invincible though, as he can only take so many hits before his power runs out.

Our verdict: Skip it

Data East's RoboCop turned out to be a pleasant surprise: a plain side-scrolling action game based on a violent R-rated movie, with none of the odd detours that sank so many NES movie tie-ins. We were relieved nobody asked us to run a capitalism simulator, like Ghostbusters, or learn to navigate open water, like Jaws.

What works

  • It looks great. Between the Detroit streets, a factory and an office building, it feels like a real place you're walking through, not a textured corridor. The RoboCop sprite and the between-level cutscenes are some of the best pixel art we'd seen on the show.
  • Fists and guns. Some stretches only allow punching, and RoboCop decides for you when the gun is allowed. In the gun sections you can fire in diagonals, which we always like to see. It plays like Contra in a heavier body.
  • A pause-menu weapon swap. You get the Auto 9, a machine gun and the Cobra gun, and you can cycle between them from the pause screen without losing the one you had. We wished Contra had done this.
  • He feels like RoboCop. He can't jump, he moves slowly, and he shrugs off punishment. We read that as deliberate, and it fits the character.
  • Little breaks in the routine. A trap wall you smash through, helicopters you shoot from below, a hostage scene (a bit long), and bosses that were fun to fight.
  • Infrared hints. The HUD's infrared indicator points toward hidden doors, which fixes a problem we've had elsewhere.

What doesn't

  • Nothing changes. You start capable and end the same way. Every enemy dies to one punch, and the melee has no variety. We half-suggested cutting it and making the whole thing a gun game.
  • Corridors and stairs. Levels are mostly walk left, climb stairs, walk right. You have to stand in exactly the right spot to use a staircase, and we struggled more going down.
  • Enemies. They run at you or jump-kick clean over your head. We wanted something that played with the fact that RoboCop can't jump.
  • Energy versus power. Energy is a time limit refilled by battery rechargers, and power is your health, refilled with "power food." We kept mixing them up, and at least once we assumed the bar tracked our NES's power.
  • A cluttered HUD. It tells you when you may punch, though one button already does that, and an E duplicates your health.

Worth knowing

The theme song is in there, in a very short rendition. Data East had the NES license, so this was a Data East game we didn't complain much about. There are three separate RoboCop games based on the first movie, and we'll play RoboCop 2 and 3 on the NES too, hoping they let him jump.

The bottom line

Skip it. Nobody voted it onto the Essential Games List. We called it "perfectly fine," average at best as a side-scroller, and one we'll forget soon, even though we enjoyed the art and the bosses. It's still a fair reminder that a movie game on the NES doesn't have to be bad.

Written from our conversation in this episode.

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