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robocop: MAME ROM Information.


History:

RoboCop - The Future of Law Enforcement (c) 1988 Data East.


A single player, side-scrolling platform shoot-em-up based on the 1987 movie of the same name. The game's story mirrors that of the film, with former cop Murphy, now a half-human cyborg called 'RoboCop', on a quest to bring down the evil OCP corporation.


RoboCop features nine levels of action, with two of the game's nine stages being into-the-screen target ranges, in which players can try to accrue bonus points and earn extra health. Wooden crates occasionally bar RoboCop's progress, but these can be punched to remove them. Marked crates can be smashed to reveal one of three Weapon power-ups; Three-way Gun, Dual Laser and the incredibly powerful Cobra Gun.


The film's incidental music plays throughout the game and RoboCop's speech is sampled directly from the original film.


- TECHNICAL -


Main CPU : 68000 (@ 10 Mhz), HuC6280 (@ 1.342325 Mhz)

Sound CPU : M6502 (@ 1.5 Mhz)

Sound Chips : YM2203 (@ 1.5 Mhz), YM3812 (@ 3 Mhz), OKI6295 (@ 7.757 Khz)


Screen orientation : Horizontal

Video resolution : 256 x 240 pixels

Screen refresh : 57.41 Hz

Palette colors : 1024


Players : 2

Control : 8-way joystick

Buttons : 2


- TRIVIA -


Released in November 1988.


After Ocean Software secured the RoboCop license, they sub-licensed it to Data East who created the coin-up game. Ocean then ported the game to various home computers.


Most of RoboCop's sounds were borrowed from "Heavy Barrel".


A Robocop Cabinet can be seen in the Nickelodeon shows All That (from 1994 to 1997) and Kenan and Kel. However both shows shared the same cabinet, but with different fictional marquees.


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (G.S.M. Data East 1 - D25B1002) on 21/06/1989.


- UPDATES -


The Bootleg don't uses the HuC6280 @ 1.342325 Mhz :-)


- TIPS AND TRICKS -


The following cheat for RoboCop can earn (theoretically) infinite scores : There exists a level in the game (the Junkyard), where there is an elevator. It's just after you get the Cobra gun. Anyway, you get on the elevator and ride to the top. When the elevator reaches the top, DON'T MOVE! Your score will suddenly start to increase, and will continue to do so until you step off the elevator.


Bad guys come onto the screen when you pass a certain pixel. Move back and kill them off; don't charge through the game. Learn the enemy movement patterns as they are the same in every play.


Here are some strategies for each level:


* LEVEL ONE : The motorbike which damages you before you draw your gun can be beaten by jumping just before it comes on the screen. A shop window has a small menu type poster in it; jump around about there. When you land, punch the bike (it flashes green and doesn't damage you). Punch it when it returns to kill it.


When fighting the ED209, time your jumps until just AFTER it has fired at you, allowing you to jump over its shots. When it moves to the left third of the screen, stand close to it. RoboCop's weapons arm will now point at a steeper angle (more into the ground). Now move away slightly and jump away when ED209 fires. Its shots will go into the ground and not trap you at the left edge of the screen.


Another approach allows you to defeat the ED-209 almost instantaneously: First, make sure you still have the Three-Way Gun (not essential but makes things a little quicker and easier), then as soon as you clear the area of enemies the music will change and the ED-209 will growl. Simply walk to the right side of the screen (Before ED-209 enters) and fire repeatedly diagonally up and right. If done correctly, the ED-209 will come out already defeated and run away without so much as scratching you.


* LEVEL TWO ; To get extra health, shoot the fat guy using a girl as a shield. He moves forward to shoot at you - shoot him then.


Target practice : Getting all of the targets (100% hit) gives *extra* capacity for your energy bar.


Bug : Missing one target sometimes still gives 100% (but don't rely on it.).


* LEVEL THREE : Go over the top of the car crushers, and pick up the baby food. Try and save the Cobra assault cannon for the end of the level - this makes thing much easier. If you shoot just under the cab of the final enemy, you can kill the guy throwing grenades at you.


Alternate way : Get the cobra cannon, clean all the enemies at the elevator, the raise the elevator until the cobra cannon is slightly higher than ground level (about 1/4 inch or less), fire ONCE to the right and watch your score soar. Don't move or your score will stop. Also, this only works on the bootleg board - the original did not do this, probably due to a bug (At the far right, just outside of the screen, are some boxes and the machine thinks you hit them but doesn't destroy them).


* LEVEL FOUR : Shoot the metal crushers with the Cobra Cannon, or PUNCH repeatedly if you get trapped. The final enemy is a crane which swings a steel ball suspended from an extensible chain. Don't shoot the wooden box, stand on it and shoot the cab of the crane. Also, try to save the Cobra Cannon (by punching bad guys instead of shooting them) and use it on the crane.


* LEVEL FIVE : Don't charge through this level, especially on the conveyor belt. Be wary of the first guy armed with a flame thrower; if you're quick enough, you can shoot him before he gets a chance to shoot at you.


The military ED209 at the end of the level can be beaten by crouching under the OCP logo when it charges. Jump and shoot the weapon arm when it retreats.


* LEVEL SIX : You need to move through this level fairly quickly as time is a little tight. The ground-based moving gun turrets can be shot from the platform below, and careful diagonal shooting can destroy laser emplacements situated on any platforms above you. Concentrate on laser turrets which are diagonally away from you, as their fire is the hardest to dodge.


The last baby food on the level replenishes all of RoboCop's energy. Try and keep the laser shots until the end of the level. When you reach the top platform, move as far to the right as possible and shoot the military ED209 as much as possible before it activates. There is a comparatively safe position just at the end of the military ED209's forward walk (like the end of level five, but with no OCP marker). Kill the military ED209 first. Tactics for the other ED209 are similar to those of level 1.


* LEVEL SEVEN : Use diagonal shooting to destroy laser turrets on the platform above you (see also Level Six comment).


The baby food stored in the box gives all your energy back. When you reach the single lift which goes up multiple floors, the best way to avoid being trapped on it by laser fire is to JUMP onto the next level just before the lift reaches it. Timing between the laser shots is critical.


When this lift reaches the top, stop just short of the floor (you should be able to see/hear the light curtains and laser turrets) and then go back down as far as you can. The laser turrets and curtains sometimes disappear.


The final ED209 can be destroyed by standing at the far left of the screen and jumping up and down. Missiles launched at you can be destroyed by shooting or punching. When the ED209 gets too close, use the tactic of level one.


When ED209 is destroyed, kill Dick Jones (in the same way as a gunman holding a hostage is killed). The president is not harmed by your gun shots and must be punched from close range.


- SERIES -


1. RoboCop - The Future of Law Enforcement (1988)

2. RoboCop 2 (1991)

3. RoboCop 3 (1992 - Nintendo Super Famicom)

4. RoboCop vs The Terminator (1993 - Nintendo Super Famicom)


- STAFF -


Game designer : Yoshiyuki Unishibara

Assistant game designer & Main graphic designer : T. Adachi

Programmer : Ryoji

Sound effects : Azusa Ma

Graphic designers : A. Kaneko, Mix man, Y. Kaiho

Programmers : Mr. Deco men, K. Takahashi, S. Tamura, M. Tamura

Music : Hiroaki Yoshida (MARO), Hiroyuki, Hitomi Komatsu


- PORTS -


* Consoles :

Nintendo NES (1989)


* Computers :

Sinclair ZX Spectrum (1988)

Amstrad CPC (1988) [128 ko version]

Commodore C64 (1988)

Commodore Amiga (1988)

Apple II (1988)

MSX (1988)

Atari ST (1989)

PC (MS-DOS) (1989)


- SOURCES -


Game's rom.

Machine's picture.




MAME Info:

0.53 [Bryan McPhail]

0.36b5 [?]

0.31 [Bryan McPhail]


Artwork available


Bugs:

- Original PCB running through an RGB board and into my PC. Smitdogg (ID 03955)


WIP:

- 0.143u8: Kanikani fixed DIP locations in Robocop.

- 0.142: Changed OKI6295 clock speed to 1MHz in clone Robocop (World bootleg).

- 25th August 2010: Smitdogg - ChrisQC sent a Rygar bootleg and a Robocop that has graphic glitches. The MCU is still good on it so we're going to decap that one and resell my perfectly working boards for recycle funds.

- 22nd July 2010: Smitdogg - Two Robocop PCBs arrived already. It looks like we'll also get corrected rom labels out of it and the US Revision 0 in MAME I think is actually Revision 3.

- 20th July 2010: Smitdogg - We ordered a Robocop for decapping. The only game left needed in the dec0.c driver now is Birdie Try.

- 0.136u2: Changed HuC6280 CPU3 clock speed to 1342329 Hz and OKI6295 to 1MHz.

- 0.133u1: Renamed (robocpu0) to (robocopu0).

- 0.131u3: Irongiant added newly-dumped PROMs ($0, 400) to Robocop.

- 0.129u5: Andrew Welburn, Phil Bennett and David Haywood added clone Automat (bootleg of Robocop).

- 10th June 2007: Mr. Do - This week we have a Robocop bezel, thanks to the BYOAC/CAG artwork.

- 21st April 2006: Roberto Fresca - Fixed 'Difficulty' dipswitches in Robocop and clones.

- 0.53: Added Robocop (World revision 4) and clone (Japan). Renamed (robocop) to (robocopw). Bryan McPhail fixed the protection in the original Robocop. Added HuC6280 cpu3 rom.

- 26th July 2001: Bryan McPhail cracked the protection in all the original Robocop ROM sets.

- 23rd July 2001: Bryan McPhail added another Robocop clone ROM.

- 2nd October 1999: Bryan McPhail fixed robocopb from crashing.

- 0.36b5: Added Robocop (World revision 3) and clones (US revision 0) and (US revision 1). Changed 'Robocop (bootleg)' to clone '(World bootleg)'. Renamed (robocopp) to (robocopb). Added HuC6280 (1342325 Hz) CPU3.

- 0.34b3: Dani Portillo added high score saving to Robocop

- 0.34b2: JC Alexander fixed ending in Robocop.

- 0.33b5: Nicola Salmoria fixed bug in ADPCM sample playback. Many games are affected, e.g. Robocop and Bad Dudes. Games which use the dynamic palette system and no longer need 16-bit modes. The new code is also used by drivers which were previously doing the palette reduction by themselves, but couldn't handle well color cycling and fades: Bad Dudes, Robocop, Hippodrome, Heavy Barrel, Sly Spy and Midnight Resistance [Nicola Salmoria].

- 0.33b1: Nicola Salmoria added fade-in/fade-out in Robocop.

- 0.31: Bryan McPhail added Robocop (bootleg) (Data East 1988).

- 19th March 1998: Dumped Robocop (World bootleg).


STORY:

- In the year 1990, old Detroit has been overtaken by crime. Cop killers are running loose. Officer Murphy was a victim. Murphy is now into part man/part machine, Robocop. Robocop: The ultimate crime stopper! Restore law and order, if you can! Prime Directives: 1. Serve the public trust, 2. Protect the innocent and 3. Uphold the law.


LEVELS: 7


Other Emulators:

* FB Alpha


Movie: Robocop

Genre: Action, Sci-fi

Year: USA 1987

Director: Paul Verhoeven

Studio: Orion Pictures

Cast: Peter Weller, Nancy Allen, Daniel O'Herlihy, Miguel Ferrer, Ronny Cox


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Cyberbots: Fullmetal Madness


Romset: 1252 kb / 27 files / 381.8 zip




MAME XML Output:

       <game name="robocop" sourcefile="dec0.c">
              <description>Robocop (World revision 4)</description>
              <year>1988</year>
              <manufacturer>Data East Corporation</manufacturer>
              <rom name="ep05-4.11c" size="65536" crc="29c35379" sha1="a352c2d0dff843c1e0b5cade506a8b33c2d781f1" region="maincpu" offset="0"/>
              <rom name="ep01-4.11b" size="65536" crc="77507c69" sha1="843b678b4a297d6d99ea7d797dedde33e5003119" region="maincpu" offset="1"/>
              <rom name="ep04-3" size="65536" crc="39181778" sha1="f91b63e541ef547d34d144c80bc0344b6acf8de0" region="maincpu" offset="20000"/>
              <rom name="ep00-3" size="65536" crc="e128541f" sha1="c123b6ba282b552890319d97348015361264fa3b" region="maincpu" offset="20001"/>
              <rom name="ep03-3" size="32768" crc="5b164b24" sha1="b217a2ac8b26aebd208631a13030487ed27d232e" region="audiocpu" offset="8000"/>
              <rom name="en_24_mb7124e.a2" size="512" crc="b8e2ca98" sha1="bd1e193c544dc17a665aa6c4d3b844775ed08b43" region="sub" offset="1e00"/>
              <rom name="ep23" size="65536" crc="a77e4ab1" sha1="d06cc847192b6c7f642e4ff7128e298d0aa034b2" region="gfx1" offset="0"/>
              <rom name="ep22" size="65536" crc="9fbd6903" sha1="9ac6ac8a18c23e915e8ae3782867d10c0bd65778" region="gfx1" offset="10000"/>
              <rom name="ep20" size="65536" crc="1d8d38b8" sha1="9add6349f8a578fb86b678cef921d6ec0cfccdad" region="gfx2" offset="0"/>
              <rom name="ep21" size="65536" crc="187929b2" sha1="deca1f0a52584769caee1d2302617aa957c56a71" region="gfx2" offset="10000"/>
              <rom name="ep18" size="65536" crc="b6580b5e" sha1="ee216d8db89b8cb7a51a4e19bf6f17788547156b" region="gfx2" offset="20000"/>
              <rom name="ep19" size="65536" crc="9bad01c7" sha1="947c7f9d0facaea13a924274adde0e996be7b999" region="gfx2" offset="30000"/>
              <rom name="ep14" size="32768" crc="ca56ceda" sha1="edbaa29fc166cddf071ff5e59cfcfb7eeb127d68" region="gfx3" offset="0"/>
              <rom name="ep15" size="32768" crc="a945269c" sha1="de0b387e8699298f7682d6d7ca803a209888f7a1" region="gfx3" offset="8000"/>
              <rom name="ep16" size="32768" crc="e7fa4d58" sha1="32e3f649b4f112a4e6be00068473b82c627bc8d1" region="gfx3" offset="10000"/>
              <rom name="ep17" size="32768" crc="84aae89d" sha1="037520bd0f291f862c2211a6f35b2a8a54f10b2a" region="gfx3" offset="18000"/>
              <rom name="ep07" size="65536" crc="495d75cf" sha1="0ffe677d53b7675073902e9bd40e4150f2cdfb1a" region="gfx4" offset="0"/>
              <rom name="ep06" size="32768" crc="a2ae32e2" sha1="4e8182205563da9d50a831c65951645e278b03e6" region="gfx4" offset="10000"/>
              <rom name="ep11" size="65536" crc="62fa425a" sha1="be88c1a6436df8a456c405822e28c472e3e79a69" region="gfx4" offset="20000"/>
              <rom name="ep10" size="32768" crc="cce3bd95" sha1="00bbb197824d970b0e404167ca4ae53e1955ad94" region="gfx4" offset="30000"/>
              <rom name="ep09" size="65536" crc="11bed656" sha1="6a7d984a32982d9aef8ea7d8a720925036e7046e" region="gfx4" offset="40000"/>
              <rom name="ep08" size="32768" crc="c45c7b4c" sha1="70e3e475fe767eefa4cc1d6ca052271a099ff7a8" region="gfx4" offset="50000"/>
              <rom name="ep13" size="65536" crc="8fca9f28" sha1="cac85bf2b66e49e22c33c85bdb5712feef6aae7e" region="gfx4" offset="60000"/>
              <rom name="ep12" size="32768" crc="3cd1d0c3" sha1="ca3546cf51ebb10dfa4e78954f0212e8fcdb3d57" region="gfx4" offset="70000"/>
              <rom name="ep02" size="65536" crc="711ce46f" sha1="939a8545e53776ff2180d2c7e63bc997689c088e" region="oki" offset="0"/>
              <rom name="mb7116e.12c" size="1024" crc="c288a256" sha1="cb6813507cfa6fa0b74f4692247fd1d4466c659b" region="proms" offset="0"/>
              <rom name="mb7122e.17e" size="2048" crc="64764ecf" sha1="9385a8a2fae8b8f6310194331a77d97eca7917bd" region="proms" offset="400"/>
              <chip type="cpu" tag="maincpu" name="68000" clock="10000000"/>
              <chip type="cpu" tag="audiocpu" name="M6502" clock="1500000"/>
              <chip type="cpu" tag="sub" name="HuC6280" clock="1342329"/>
              <chip type="audio" tag="mono" name="Speaker"/>
              <chip type="audio" tag="ym1" name="YM2203" clock="1500000"/>
              <chip type="audio" tag="ym2" name="YM3812" clock="3000000"/>
              <chip type="audio" tag="oki" name="OKI6295" clock="1000000"/>
              <display tag="screen" type="raster" rotate="0" width="256" height="240" refresh="57.392103" pixclock="5000000" htotal="330" hbend="0" hbstart="256" vtotal="264" vbend="8" vbstart="248" />
              <sound channels="1"/>
              <input players="2" buttons="5" coins="2">
                     <control type="joy" ways="8"/>
              </input>
              <dipswitch name="Coin A" tag="DSW" mask="3">
                     <dipvalue name="3 Coins/1 Credit" value="0"/>
                     <dipvalue name="2 Coins/1 Credit" value="1"/>
                     <dipvalue name="1 Coin/1 Credit" value="3" default="yes"/>
                     <dipvalue name="1 Coin/2 Credits" value="2"/>
              </dipswitch>
              <dipswitch name="Coin B" tag="DSW" mask="12">
                     <dipvalue name="3 Coins/1 Credit" value="0"/>
                     <dipvalue name="2 Coins/1 Credit" value="4"/>
                     <dipvalue name="1 Coin/1 Credit" value="12" default="yes"/>
                     <dipvalue name="1 Coin/2 Credits" value="8"/>
              </dipswitch>
              <dipswitch name="Unused" tag="DSW" mask="16">
                     <dipvalue name="Off" value="16" default="yes"/>
                     <dipvalue name="On" value="0"/>
              </dipswitch>
              <dipswitch name="Demo Sounds" tag="DSW" mask="32">
                     <dipvalue name="Off" value="0"/>
                     <dipvalue name="On" value="32" default="yes"/>
              </dipswitch>
              <dipswitch name="Flip Screen" tag="DSW" mask="64">
                     <dipvalue name="Off" value="64" default="yes"/>
                     <dipvalue name="On" value="0"/>
              </dipswitch>
              <dipswitch name="Cabinet" tag="DSW" mask="128">
                     <dipvalue name="Upright" value="0" default="yes"/>
                     <dipvalue name="Cocktail" value="128"/>
              </dipswitch>
              <dipswitch name="Player Energy" tag="DSW" mask="768">
                     <dipvalue name="Low" value="256"/>
                     <dipvalue name="Medium" value="768" default="yes"/>
                     <dipvalue name="High" value="512"/>
                     <dipvalue name="Very High" value="0"/>
              </dipswitch>
              <dipswitch name="Difficulty" tag="DSW" mask="3072">
                     <dipvalue name="Easy" value="2048"/>
                     <dipvalue name="Normal" value="3072" default="yes"/>
                     <dipvalue name="Hard" value="1024"/>
                     <dipvalue name="Hardest" value="0"/>
              </dipswitch>
              <dipswitch name="Allow Continue" tag="DSW" mask="4096">
                     <dipvalue name="No" value="0"/>
                     <dipvalue name="Yes" value="4096" default="yes"/>
              </dipswitch>
              <dipswitch name="Bonus Stage Energy" tag="DSW" mask="8192">
                     <dipvalue name="Low" value="0"/>
                     <dipvalue name="High" value="8192" default="yes"/>
              </dipswitch>
              <dipswitch name="Brink Time" tag="DSW" mask="16384">
                     <dipvalue name="Normal" value="16384" default="yes"/>
                     <dipvalue name="Less" value="0"/>
              </dipswitch>
              <dipswitch name="Unused" tag="DSW" mask="32768">
                     <dipvalue name="Off" value="32768" default="yes"/>
                     <dipvalue name="On" value="0"/>
              </dipswitch>
              <driver status="good" emulation="good" color="good" sound="good" graphic="good" savestate="unsupported" palettesize="1024"/>
       </game>
 
 


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