Commodore 64 Longplay [069] Robocop 2 (EU)

Played by: Mad-Matt Robocop 2, Developed by Painting by Numbers and Published by Ocean Software in 1991 for the Commodore 64GS / C64 as well as the NES. “16 levels of muscle-straining, reflex-testing, sideways scrolling fury! Discover secret rooms but avoid the many devious traps and hazards - if you survive face the terror that is Robocop 2! More than a game - Robocop 2 is the Prime Directive.” After the success of the first game on all platforms, a sequel was inevitable. However just like the previous game. The C64 is graced with the bugfest version and the one Ocean least cared about having it outsourced. Well that’s at least the impression I get playing it. To top it off, this was released officially only on expensive cartridge and apart from no loading time, didn’t really take advantage of it by going all out on the presentation possabilities or making sure we could have sfx music. Right from the start you see the C64 version is different from all the others, very similar to the NES version. The Spectrum version even with all its limitations produced a much better game and is much better presented overall. The Amstrad version is on a whole other level and might even be better than its 16 bit counterparts. All that said, it’s still not a great game due to its difficulty and just not as fun as the previous game. The game is pretty much a side scroller shoot everything action game. The levels are quite short but filled with plenty of deadly gun fire coming your way. Although its not so much the enemy fire that gets but rather the insanely bad collision detection and floaty controls. In order to jump properly you need to get some momentum and make sure you launch and land with pixel precision. In most levels you have to collect at least 60% of the Nuke and arrest or save 60% of the baddies/civilians to proceed. There are a couple of levels where you need to find the secret area to get the required Nuke quota. In other version you have some shooting gallery levels as part of the game. Here they are used as a punishment if you fail to meet the quota. You only get to fail twice, then it’s game over! There is no recovering memory mini game here which is a blessing, as it was the worst part of the Speccy (and other?) versions. When you finally get to fight robocop is just the same stage 3 times with a different attack pattern. I can see Ocean went all out here. The sprite flickering is annoying in every level. 00:00:00 Title screen music 00:01:50 Gameplay starts here!!!!!!!!!!!!!! --------------------------------------------------------- 00:34:28 I go back in to show failing the first stage and going through the Shooting gallery section. Afterwards I show the game over screen/music. - Disclaimer: Most videos by World of Longplays use SaveStates!
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