22/05/2013

PIZZA POP! (NES)

I tried, I really did, but I just couldn't come up with a witty or even mildly amusing way to start this article. Not when the theme of today's game is pizza. You don't mess with pizza. It's the David Attenborough of snacks, the Martin Luther King of takeaway food. I'll just say that today I'll be looking at  Jaleco's 1992 delivered-in-thirty-minutes-or-it's-free-em-up for the Famicom, Pizza Pop!


Oh goody, I get to repeat my little spiel about Jaleco, a company which has long fascinated me due to their status as the nearly men of Japanese game development. They made games that were, on the whole, solidly just above average, often with something to recommend them besides the gameplay - The Astyanax looks lovely and Earth Defense Force has once of the most overlooked soundtracks of the early Nineties, for example. Jaleco just couldn't crack that upper echelon and create a real classic, some efforts being closer than others but all of them more average than awe-inspiring. But hey, who knows: maybe Pizza Pop will finally be the elusive jewel in the Jaleco crown.
No, of course it won't. Did you not read that last paragraph?


The intro begins, and a young man sees something he likes in a jeweller's window. Something he really likes, if the floating heart is anything to go by. Videogames usually reserve these kinds of sickening public displays of overt affection for the rescued princess at the end of the game, so what could possibly be waiting inside this jeweller's shop such a reaction?


It's a diamond ring. A very large one. I guess our hero is just really into his bling.


Oh, I see. He's got a girl to impress, and he thinks that a $10,000 diamond ring will do the trick. I think spending ten grand just to get your foot in the door is a bit of a risk, pal. Start off with a cubic zirconia, see if she notices. Take her out a few times and get to know her. She might turn out to be a neo-Nazi or something. You wouldn't want to give a neo-Nazi a huge diamond, now would you? Didn't think so.


Regardless of the flaws in his plan, our hero is determined to buy that ring and so to raise the... I was going to write "raise the dough" there. I didn't plan it that way. The game hasn't even started yet and already my subconscious mind is trying to slip shitty puns into the text. Buckle up, kids, we could be in for a bumpy ride here.
Anyway, you get a job as a pizza delivery man, a quick and expedient way to raise ten thousand dollars. Your boss, the very Earthbound-looking man behind the counter, tosses you a pizza pie and tasks you with taking to to the person pictured at the top of the screen.


On foot, that is. This guy is really going to earn his money, and he'll start by transporting his delicious cargo across these mean city streets via the familiar videogame mechanics of running, jumping and smashing cats' heads in with one of those giant pizza spatula things. Actually, that last one might be unique to Pizza Pop.


Yep, this is a side-scrolling NES platformer from Jaleco, and already I can feel the weight of its averageness pressing down upon me because the phrase "side-scrolling NES platformer from Jaleco" might very well represent the Platonic ideal of the average console game of the early Nineties. You run from left to right, you jump over obstacles and avoid or defeat enemies, either by jumping on their heads to stun them or by hitting them with your aforementioned giant pizza spatula thing. I'd recommend jumping on the bad guys, because your pizza spade - hang on, I just looked it up and it's called a "peel" - because your peel has almost no reach.


It's all very jolly, smooth and easy to control with the exception of your attacks, which are a bit cumbersome but fortunately not often required, your jumping skills being enough to see you through. It's... yeah, it's jolly. I can't think of a better word to describe it than that. Everything is bouncy and jaunty in a way that seems to be deliberately aping American cartoons of the Thirties and Forties - it wouldn't feel odd if the main character was replaced by Mickey Mouse. Hell, that'd at least explain why there are so many cats out to destroy you.


Even the end of stage boss is cats, or at least cats are the weapons used by your true opponent. That's the guy on the right. Yeah, the one who looks like a beatnik. I have no idea why a beatnik is harassing this poor pizza delivery boy, but he did cause me to examine my own outfit a bit more closely, which led to the realisation that I'm playing as a bellhop who delivers pizza on the side. Well, that ring was very expensive, he's gonna need two jobs.
The beatnik summons cats to defeat you. They jump down from the windows ledges with all the graceful ferocity you'd expect from a cat - it's just a shame for them that cat is Garfield. They're not difficult to avoid : just jump on 'em, stun 'em and whack 'em with your peel. Job done, the pizza is delivered and the troublesome beatnik slinks off to devise a new plan, probably one involving combat sloths or something.


There's no rest for our hero, and he's immediately assigned another delivery job. I have to assume that the customer's portrait is for our benefit and the Pizza Pop staff can't see it, because there is no way I would send anyone to meet that man alone.


That's the kind of face you only ever see underneath newspaper headlines, headlines like "Local Man Snaps, Kills 15."


Things are a little different in stage two, because you're climbing upwards instead of moving horizontally. The beatnik has decided to model his latest round of villainy on Donkey Kong's early career, and he sets up at various points along your ascent to hurl barrels at you. Questions like "what's in those barrels?" and "why?" should be put to one side. If you can't enjoy the sight of a hep cat throwing barrels that look as though they're full of toxic waste at a pizza delivery boy for what it is, then Pizza Pop isn't the game for you.


It's a short stage - all the stages in Pizza Pop are short, but this one especially so - and when you reach the top of the tower your rival uses him mob connections to summon up a gangster. This provides a possible explanation for the beatnik's continued attempts to fuck my pizza boy over - he works for the Mafia's pizza distribution arm, and they don't want anyone else muscling in on their turf.
Oh yeah, the mobster. He attacks by throwing his hat at you. When his hat's in the air his head is exposed, so use that time to jump on his skull. This makes his eyeballs pop out of his head in a Tex Avery fashion, but I'm not sure it's part of the game's cartoon ethos. I think that's just what happens when someone jumps on to the top of your head.


All right, this is more like it - the boss has sprung for some wheels, and the first half of stage three is a high-speed scooter ride across a landscape of convenient ramps and metal barriers that are launched onto the road ahead of you from somewhere off-screen. It's kinda like that bit in BattleToads - you know the bit I mean - except not nearly as soul-searingly frustrating. You can move up or down the screen to avoid obstacles, and the landing points of the flying barriers are clearly marked by their shadows. Billy Ballbag the Bastard Beatnik is your main concern, because he's a lot harder to avoid than everything else, but all told it's a nicely-implemented diversion that's fun simply because it's well-designed - fast and challenging but ultimately fair and doable. Good work, Jaleco.


The rest of the stage is rather more familiar, a basic hop-n-bop jaunt through a construction site filled with men carrying pneumatic drills and some jumping sections based around conveyor belts that are much easier than they look. There isn't even a boss, just a jumping "puzzle" involving pressing a couple of buttons to get a crane moving. Some days you're mobbed by angry cats, sometimes it's smooth sailing. The life of a pizza transport technician is a multifaceted one indeed.


There's a bonus round between stage three and four, because why not? Pizza Pop's owner has gone mental and started throwing uncooked pizzas into the air. You could say he's raising the dough oh god it keeps happening.
It's your job to catch as many of them as you can and put them in the oven, trying to catch as many as you can at once for extra points. It's alright, I suppose, and even if you actively dislike it the lack of any tangible reward for success means you can just, like, not do it. Let the pizzas fall. Dealing with the chef's insane outbursts is not part of your job description.


Stage four, and there's more construction work going on. This really is a city on the grow, it's workers fuelled by an unending stream of pizza. Building work must have slowed dramatically since I showed up, though. It's hard to get any work done when the pizza boy is jumping on your head.
You know what this reminds me of? Pac-Land. The bold colours, the isometric platforms, the simple platforming gameplay, it's all there. Both protagonists even wear a jaunty hat and have a long, protruding nose. Will there be ghosts in Pizza Pop? Well, we shall see. Oh, okay, there are ghosts in the next stage. Sorry, I just couldn't wait to tell you.


Before we get to that, we have to dispose of this stage's boss. Part building site foreman, part enormous carrot and all bored out of his mind. Just look at his face, there are one thousand and one things this guy would rather be doing, like overseeing the concreting of the foundations or bribing the safety inspector to let his crew use pneumatic drills on top of an unfinished skyscraper.
Okay, so he's not really a carrot. He's just spinning around really fast. That's what he does - he spins, reaches the edge of the screen and tried to hit you with a spade. That's your opportunity to bash him. It's not a difficult fight.


A haunted house! Alright, this is much more interesting than ongoing construction work. And look, ghosts! The Pizza Pop / Pac-Land comparisons grow ever stronger.


Did Pac-Man ever use the ghosts as mobile platforms, or is their touch always fatal to him and his kind? I'm not sure, but the pizza boy has no such worries and as he bounces from ghost to ghost the only problem he faces is that it'll be really difficult to get the ectoplasm stains out of his trousers.
I love that ghost's defeated face, by the way. One of Pizza Pop's most endearing features is that the characters are full of, well, character, with big, detailed sprites that have an almost child's-drawing simplicity to them that works very nicely within the setting.


The ghosts would have been my favourite enemies had it not been for the appearance of several hovering pumpkins in the second half of the stage. Nothing beats a good pumpkin. Oh man, there're still five months to go until Hallowe'en, I'm going to stare at the spinning pumpkins for a while to soak up some spooky ambience... except that's not really an option, and stage five is where I learned about Pizza Pop's most limiting factor - time.


You only get three minutes to complete each stage. That's the whole stage, too: your time doesn't refill between sections. I spent some time dawdling at the beginning of the stage, enjoying the ambience and observing the ghosts' movement patterns, only for the screen to start flashing with warnings as I reached the boss. With only a few seconds remaining, I didn't have enough time to defeat the boss, and so I lost a life. Then Pizza Pop hits you with a sucker punch - if you lose a life, you restart right at the beginning of the stage. No checkpoints here, not even before a boss, and if you manage to die then have fun doing the whole stage again and remember to do it fast because we're timing you.


Oh, and here is the boss of the haunted house. It's a vampire with Gary Rhodes' hair and a habit of transforming into a bat so he can dive-bomb you. Ah yes, the elegant aristocrats of the night, subduing their prey through repeated headbutts to the face. It's like Interview with a Vampire transported to Glasgow city centre on a Saturday night.
To beat Vlad here, all you need to do is bait him into attacking, move so he misses and then bash him, a sequence of events that give the whole battle the odd air of a Benny Hill skit, the pizza boy trying to avoid the vampire's unwelcome amorous advances by running back and forth and hitting him with a pizza spade.


After some standard platforming atop a bunch of very run-down bridges, stage six is mostly notable for the jet-ski section that makes up its second half. Looks similar to the scooter bit from, earlier, huh? Well, you couldn't be more wrong, because this one has jumping fish instead of metal barriers. Okay, so it's almost identical. It did seem a lot harder, but I think that's because the idea that I had to be moving as fast as possible in order to beat the time limit forced me to take more risks and therefore crash a lot more. I'm not good under pressure.


The jet-ski is abandoned for the boss fight, and what a boss it is - a bipedal bulldog who, judging by the position of his hand-paws, wants to engage in a spot of pugilism under the Queensberry Rules. Oh, and he can vomit up puppies to help him fight. Yup, baby dogs flyin' out of his mouth, the stance of a bare-knuckle boxer, a beautiful beachfront setting: this boss has it all!
Well, it's definitely not what I was expecting. The other stage's boss battles at least made some kind of sense; a vampire in the haunted house, a construction worker at the construction site, a mobster on the building (because mobsters live in buildings, you see) but the puppy-spewing, prizefighting bulldog? I have no idea. I just jumped on his head. Look, I'm here to deliver pizza, not take detailed taxonomic notes.


The final stage, and it's quite clearly a trap set by your beatnik nemesis. A mystery man wants you to deliver a pizza to the top of this derelict building / Castlevania clocktower arrangement, and sadly this is where Pizza Pop really loses its way. The time limit  is more pressing than ever, so rather than being able to take your time and actually enjoy the game, it's all about barrelling through the area as fast as possible so that you've got plenty of time to fight the final boss.


The final boss is at least adorable, a pink robot with a permanent expression of righteous indignation plastered across his molybdenum mug, and he's mostly a decent enough final opponent. He's got a wide variety of moves, like shootings his fists at you, throwing his head around and wobbling his body about on a spring so you can't jump over him, but the problem is the only way you can damage him is to use your peel to knock his flying fists back at him, and that's not a move he uses very often. Most of the fight is spent waiting for that specific attack while avoiding his other moves, and once again the problem is the time limit. Only seconds left? Tough luck, he's going to cycle through all his other attacks, leaving you to watch impotently as the seconds tick away. The time runs out, you lose a life and it's right back to the beginning of the stage to try again.


It's just all so unnecessary. If you're going to build your entire game around the idea of going fast, that's fine, but just make sure that you follow through on the concept. Sonic the Hedgehog is obviously the ultimate example of a game about going fast, and it's fun because you have to go fast in order to get past the obstacles - you can't take a leisurely stroll around a loop-the-loop, for instance. This isn't the case in Pizza Pop, where if it wasn't for the time limit it'd make much more sense to take your time and play the game like a normal platformer, and as a result the game ends up feeling hurried rather than fast-paced.


Eventually I managed to reach the robot with time to spare. Upon defeating the robot, it's revealed that the beatnik was inside all along, his desperation to stop this pizza boy eventually leading him to build a fake robot body like he was some Allen Ginsberg-inspired Lex Luthor facing off against the pizza-bearing Superman of our hero.
Now that everyone in town has been satisfied by a delicious takeaway meal, the pizza boy has finally raised the $10,000 he needs to buy that diamond ring and impress the girl he likes. Off they pop to the jewellery store to make the purchase that will undoubtedly seal their love forever more...


Wha wha whaaaa, sad trombones aplenty and now our hero will never get his end away.


But what's this? It turns out the girl is more pragmatic than the protagonist gave her credit for, and she doesn't care about diamond rings because she loves the pizza boy as he is - stinking of anchovies, greasy and no doubt covered in acne as a result. Plus she knows he's got ten grand going spare, that probably sweetens the deal. Even the beatnik has seen the error of his ways, and he partakes in a drive-by flower delivery to wish the happy couple well. Isn't that sweet? Unless he was trying to win our hero's heart with a bouquet of roses, and this whole thing has been his attempt to get the pizza boy to notice him. Then it's just kinda sad. Poor little beatnik.


Pizza Pop, to the surprise of no-one, manages to continue Jaleco's fine tradition of games that aren't bad but are just missing something, or that take a wrong turn somewhere in the gameplay department. On the whole, there's a lot to recommend here: the platforming antics are fun, there's a nice mix of different styles with the scooter / jet-ski sections and whatnot, the character designs are great and everything has a pleasing cartoony bounciness to it that just brings a smile to my face. Pizza Pop's problems are the time limit and the brutal decision to make you start from the beginning of the stage when you die, but even that latter one is understandable as this is a very short game and checkpoints would make it shorter still.
Would I recommend it? Yeah, I'd say so. It's just a shame it turned out how it did, because with more stages and less emphasis on speed, Pizza Pop could have been a really great little platformer. As it stands, it's... well, it's a Jaleco game. I think I'll have to leave it at that.

16/05/2013

ROBOCOP 2 (ARCADE)

What's six and a half feet tall, only eats baby food and is formed from the grotesque fusion of flesh and technology? That's right, it's the mechanical toddler I've built to help me take over all the adventure playgrounds in the local area, granting me access to a vast supply of valuable wood chippings and discarded ice lolly wrappers. Oh, and RoboCop too, I suppose. Here's Detroit's finest in a 1991 arcade game from Data East: it's RoboCop 2!


Yet another of the big sci-fi / action movie franchises pitches up on VGJunk, and I think RoboCop stands shoulder-to-shoulder with the likes of the Xenomorphs and the Terminators in the fame stakes, if not in the amount of nightmares he brought to little kids. For an emotionless justice dispenser, he's sort of cuddly.


Just in case you've never seen RoboCop, a quick run-down. Police officer Alex Murphy transfers to a new precinct in downtown Detroit only to be brutally shot dead within, like, twenty-five minutes. This is bad for morale down at the station but convenient for Omni Consumer Products, a giant corporation who use Murphy's body to create RoboCop, a cyborg copper designed to be the ultimate lawman. Sadly, OCP flunked out of the same ethics classes as Weyland-Yutani and possibly Satan himself, RoboCop struggles with his human memories, the vice-president of OCP is in league with the criminals that killed Murphy in the first place, a bunch of people get shot and a big robot falls down some stairs. RoboCop saves the day, and perhaps regains some of his humanity.


Then there's the sequel - RoboCop 2, funnily enough - and that's what this particular game is loosely based on. In the movie, OCP try to build an improved model of robot policeman but rather go off-piste at the end when they give it the brain of a psychopathic druggie murderer. Hey, it was the Eighties, big risks for big reward, work hard and play hard, am I right?
There aren't much in the way of cutscenes in this one, so it'll be interesting to see how the game and the movie link together. For now, though, let's start the game and whaddya know? It's RoboCop doing what he does best: facing off against some punks.


The standard arcade-action-game punk, resplendent in their traditional garb of sleeveless leather jackets and brightly-coloured mohawks. Knowing that they don't stand a chance on their own, the punks have allied themselves with the security guards of the city's armoured cars. Look man, it's Old Detroit in the near future, (that is, about 1995,) everyone was on the take!
RoboCop shoots the bad men, because that's what RoboCop does. Sometimes he has mini freak-outs as his lingering humanity flickers through his cyborg brain, sometimes he offers up robotic bon mots like "your move, creep," but on the whole he's all about shooting the bad guys.


That's handy for Data East, because it's a lot easier to make a game about shooting bad guys than it is to make one about a heartfelt examination of the human condition. That's why Transformers: Dark of the Moon has a videogame adaptation and Wild Strawberries doesn't.
So, Data East took the usual route of turning the RoboCop license into a side-scrolling blastathon where RoboCop must make his way through a hundred street gangs' worth of assorted punks, motorcyclists security guards and men in nondescript overalls until he reaches the boss and shoots them, too. It's all simple enough and plays exactly as you'd expect it to, apart from one difference: there are two attack buttons, one to fire to the left and one to fire to the right. Get close to an enemy and you'll grab or punch them instead. It's a pretty decent system, and it's a refreshing change to be able to walk backwards and fire at the same time. Walking and shooting are really the only two strong suits RoboCop has.


And then just when you've gotten used to that, the viewpoint suddenly changes and now Murphy is has wandered into a carnival shooting gallery where the targets are desperate criminals and instead of a teddy bear or a goldfish in a bag the only thing you'll win is justice. Yeah, it's functional if nothing else - move the crosshairs around and press fire when they're over a bad guy, try to avoid their bullets. That's the bit that drags it down - RoboCop weighs about the same as a Ford Fiesta, so diving and dodging aren't really in his repertoire  Wild Guns this ain't, but it's a short section and a pleasing enough diversion.


Back to the mean and sideway-oriented streets, and RoboCop's mission to clean up Detroit is hampered by the appearance of a man with a rocket launcher. Give that goon a medal for a bit of forward thinking - it's not like the criminal element of the city don't know who RoboCop is by now, and still those first punks turned up with medieval battle axes, of all things. Mind you, they can block bullets with those axes so perhaps I shouldn't judge them too harshly.
Actually, that man with the RPG looks sort of familiar...




I'd recognise that green suit anywhere: it's the kacho! Arino from Game Center CX has finally snapped, probably after playing one of RoboCop's NES games, and he's taken to the streets of old Detroit to get his revenge.
He didn't get his revenge, though. I shot him. Well, I am RoboCop, after all.


It's not all as simple as gunning people down without due legal process, of course. Sometimes people try to run you over with their pick-up trucks, and you have to hammer the buttons to crush their vehicle with them still inside it. If the policing racket doesn't work out, Murphy can always get a job at the local junkyard.


Eventually you'll reach the gun store and the first boss. He's an excitable young man with a chainsaw. As I so often do, I have constructed an elaborate backstory for this young man which explains that he dreamed of being a ballet dancer but was forced, though a combination of poverty and the mockery of his peers, to give up his dancing ambitions and become a lumberjack. That's why he spends the whole bloody fight pirouetting around with his saw extended.
The boss has a chainsaw, and I have a gun with unlimited ammunition. I don't care how big his shinpads were, there was only ever one outcome to this battle and RoboCop moves on to stage two.


Before that, he extracts some information from one of the murderous punks.In the movie he picks the guy up by his nose, which looks a lot more painful than this basic throat-grabbing technique, but the results are the same and RoboCop heads to the Nuke factory.


"Nuke" is one of the central elements of RoboCop 2 The Movie, a hyper-addictive drug that's sweeping the streets and which looks like a melted strawberry freeze-pop. The Nuke is being created by a wannabe-messianic drug lord called Cain, and RoboCop will do anything in his power to bring this villain down - even destroying an arcade full of classic Data East™ titles!


Most of this stage takes place in an arcade packed with Data East cabinets, RoboCop-themed pinball machines and a solitary air hockey table. Well, you have to have an air hockey table, it's not a proper arcade without one. The thwink thwink thwink of paddle on puck is what an arcade should sound like, although this one mostly sounds like gunfire and people yelling "scrap-pile!" at our hero.
It makes sense that in a Data East game all the cabinets would carry their logo, but this isn't something that that's limited to the game - in the movie, RoboCop does indeed visit an arcade packed with all the hot Data East titles of the day.


Bad Dudes vs. Dragonninja, Sly Spy, The Real Ghostbusters, Midnight Resistance: they all appear in this scene, presumably as part of the same deal that saw Data East making the RoboCop games. RoboCop even smashes a corrupt policeman's face into a Bad Dudes cabinet, (although it's actually running Sly Spy,) presumably to fulfil certain contractual obligations about the games getting some close-ups.
So, that's the all-Data East arcade, the most average arcade in the world. What else does stage two have to offer?


Well, it has a boss, naturally. Lurking in an alley behind the arcade is a man in a robotic suit - you can see his face peering out of the visor - who comes equipped with so many land mines that Princess Diana would roll over in her grave to see him. The boss flits back and forth across the screen, dropping mines and the occasional grenade, and he gets so into his destructive work that he seems to be completely oblivious to RoboCop's presence. He just goes about his business, following his patterns, and I get the impression that he'd be doing the exact same thing if RoboCop was sat at home with his feet up. As such, this boss is not too difficult to beat, because you can position yourself so that when he lands you can grab him and throw him to the ground. Over an over again, in fact. Next stage, please!


Oh look, a bonus round. It's only a crosshair-based on-rails shooter, but Data East are at least trying to stir the pot a little. Still, some it does highlight some discrepancies, like the fact it only takes one round from RoboCop's Auto-9 handgun to bring down a helicopter, but those punks can block its fire with their hand-axes. Also, RoboCop can ride a motorcycle despite his vast weight meaning it should be flattened beneath him. I'll give the film-makers a pass on that one, though, because the motorcycle is necessary component of RoboCop's plan to get Cain. That plan is to launch himself face-first through the windscreen of Cain's truck.


Unorthodox villains require unorthodox methods of capture, like smashing their heads into arcade cabinets or turning yourself into a part-man part-machine howitzer round. RoboCop near-invulnerability means that this plan actually works, and Cain is reduced to "brain in a jar" status.


A goofy, Muppet-y brain in a jar with the thickest spinal column I've ever seen. Not to worry, he won't be in a jar for long because OCP decide that Cain the Brain is the perfect candidate to be bolted into the new "RoboCop 2" body. Can you see the problems with this decision? It's "explained" in the film that ordinary people are so horrified with the loss of their precious meat-bodies that they go insane when placed in a RoboCop, so the obvious solution is to put a psychopath in the suit. I want to see what other bright ideas the OCP scientists came up with now. Too many stray dogs in Detroit? How about a machine that makes dogs explode! The summer sun too bright? Destroy the world in an atomic holocaust, creating a nuclear winter that'll protect you from the sun's harmful rays! Coffee gone old? Use napalm!
Anyway, we'll get to Cain soon enough. First, it's time to break up the drug deal at the abandoned factory!


"Never fear, my fellow street punks! This fort of barrels filled with highly explosive material will protect us from the RoboCop!"
The barrels offer no protection. All those punks are dead now, their bodies identifiable only through dental records.


Right, so it's a gunfight in an abandoned factory? Okay then, that's all I needed to know. It's very RoboCop, but it's not very interesting. The only real moments of note are a brief section where you waggle the joystick to break free of a giant magnet - giant magnets being RoboCop's only natural predator - and the fact that you're fighting zombies. I'm not sure why - I don't remember them being in the movie, but it's a theme that's carried over to the stage's boss.


One of Cain's men is a rockabilly / teddy boy type, and I think this boss is supposed to be him. I'm basing that mostly on his sideburns, if I'm honest. Anyway, I can't remember what happens to this guy in the film, but in the game RoboCop shoots him into a vat of toxic sludge and he comes out as a gloopy mutant.


I was hoping for the Joker, but I suppose this'll do. I'm almost certain this didn't happen in the film, and now I think about it I don't remember seeing the Elvis-a-like's demise at all, so maybe this is based on a deleted scene or something, or maybe it's just nice to have a dripping slimebag as a boss.
He's more of a threat than the previous bosses, too, because he's rather more nimble than the robots and chainsaw thugs of the earlier stages, but as with all crime in Detroit he's mostly vulnerable to one thing: getting picked up and slammed into the ground.
It's an okay boss fight, I suppose, but it does leave me slightly disappointed - there's a scene in the movie where RoboCop sees a bunch of Cain's gang's loot, and amongst it all is Elvis' skeleton in a glass case, which presumably belonged to the this guy. That's not in the game, which is a shame. Pixellated Elvis remains generally guarantee a game gets at least an extra two points on the VGJunk Scale of Neat Things-O-Meter.


On to stage four, and Cain's rampage leads RoboCop to the OCP headquarters. OCP make robots, so get ready to fight plenty of robots. Bulletproof robots, even. The only way to beat them is to, you guessed it, pick 'em up and slam 'em down. Good job someone had the foresight to install Ultimate_Warrior_Bodyslams.dll into RoboCop's system.


And then, in an instant, my main technique was rendered useless. Here's a mid-boss, and it's everybody's favourite constantly-malfunctioning bipedal death-bot, ED-209! Very well drawn he is too, that's a nice sprite. Shame I have to blow him up, really, but if I don't take care of ED-209 it'll just make some comedy howler like getting it's foot stuck in a manhole or gunning down an OCP executive.
Note that the game is displaying "Jumping Shot!!" in the middle of the screen. Modern games must have really beaten me into a soft, mindless jelly with their constant on-screen help and tutorials, and so I unquestioningly tried jumping and shooting ED-209 in the "head". That worked fine... but so did standing on the floor and shooting him, and that's a much easier place from which to dodge his attacks.


See? Much better. This fight really drives home the idea that RoboCop 2 is all about dodging in the Z-axis. You can jump, but it's next to pointless when all you really need to do is avoid being on the same horizontal plane as your opponents to stay alive. Enemies occupy a very narrow strip of space, too, meaning that most of the game's difficulty comes from having to be standing on the exact same plane as the enemy you want to destroy, even when you're fighting something as big as ED here. Hit-and-run tactics are the order of the day in pretty much any of this game's combat situations, and the sooner you get used to lining up a shot and moving out of the way quickly the sooner you'll feel like you're making some progress.


The rest of the stage consists of a few more robots and another boss encounter with this.. thing. Maybe the ski-slopes of the near future are rife with well-armed and highly dangerous terrorists, and only the Piste Protector here can make Val-d'Isere safe for the skiers of this brave new world. OCP isn't one to let a gap in the market go unplugged, after all.
It's another robot with a big gun. After doing battle with the iconic ED-209, it's hard to summon up any enthusiasm for this thing. So I won't. Onwards!


After another driving shoot-em-up section, RoboCop catches up with Cain for the final showdown. Well, the final three or four showdowns, because stage five is a series of battles against RoboCop 2. He's bigger than you, he has more guns than you and he's bonkers, but that's not really a problem as long as you actually pay attention to the "Jumping Shot!!" marker, because this time you really do have to shoot your opponent in the head. And so, the two RoboCops enter into a whirling tango of death, Murphy bouncing up and down like an impatient child in the queue for a ride at Disneyland while Cain waddles back and forth, taking the odd potshot at our hero. It's like fighting ED-209, except I felt a little bit sorry for ED-209 because he puts me in mind of a well-intentioned by ultimately feeble guard dog.
Also, I know OCP are an evil mega-corporation in the best style of the grasping, amoral 1980s, but I think decorating their building with Nazi flags, the swastika removed and replaced by the OCP logo, is perhaps going a bit far. A bit of subtlety wouldn't go amiss.


Next: fight Cain on a lift. He has gained a new move, which is to spin his many arms around like an idiot. It's surprisingly effective.


The lift goes to the roof! Fight Cain on the roof! The fresh air will do you both some good. Cain can fire missiles now. This does little to relieve the tedium of going through the same boss fight for a third time, but once you beat him on the roof, the two RoboCops fall off the edge and plummet to the ground, where Cain will surely be destroyed forever.


I've lied to you, of course. One more battle with Cain to go. My advice to you would be to try to stay away from him and keep moving, only taking your jumping shot when he stops launching missiles. Of course, he launches missiles almost constantly so if you wait for them to stop you'll be slogging through this fight until another good RoboCop film comes out, so instead I suggest you go hog wild on the credits and go for broke.




Even RoboCop's had enough of Cain by the end of their fourth bout, and so rather than reading him his rights and charging him with murder, criminal damage and illicit use of early-Nineties CG he just rips out Cain's brain and crushes it in his fist. It's a shame that this didn't become the standard ending for all videogames, really. It definitely would have spiced up Super Mario World.


"This is not the end," says RoboCop, but he's talking out of his metallic arse because it really is the end of the game. I think he means that it's not the end because OCP must still be brought to justice, but that's a task that requires more delicacy and subtlety than throwing a giant robot off a skyscraper and squishing his brain in my servo-assisted, titanium-coated fist, so I'll leave that to someone else.


RoboCop does some push-ups, the credits roll and RoboCop 2 the arcade game is complete. Except...


There's something I've missed. You see, in the Japanese version of RoboCop 2, there's an extra intro stage that was completely removed from the world versions. It serves as a playable mini-recap of the first RoboCop movie, detailing Murphy's horrible death and rebirth as the Clanking Crusader as he makes his way to the top of the OCP tower for a battle against ED-209 and a showdown with the villainous head of Omni Consumer Products.


I assume that's what's happening, anyway. I can't read Japanese, so for all I know this text could actually be telling the story of an insane ex-cop who dresses in a suit of armour and takes brutal revenge on his former employers.
It's a fun little section, and I can't help but wonder why it was removed from the western versions of the game. Licensing issues, maybe, with Data East not being able to show anything from the first film? Maybe they thought it broke up the flow of the game, but then again they didn't mind making you do the same boss fight four times in a row so Data East's ideas of game flow are clearly "unique" at best. My current leading theory is that they assumed that everyone in America was familiar with the RoboCop story and thus didn't need the recap, and removing it allowed players to get to the harder action sooner and get those credits flowing.


RoboCop 2 is something of a nice surprise, all things considered. Sure it's a licensed videogame that takes a famous character and drops them into a side-scrolling action game, but for a game of that type it's handled about as well as possible. It's short, so boredom doesn't really get a chance to set in, but it's also varied, what with the shooting sections and all. Movements are crisp and predictable and the multi-directional firing works great, and I should make a special note of the graphics: a lot of care and attention was put into giving them a real RoboCop-y flavour, with things like Murphy's shooting poses being accurately recreated and even little touches like the X and Y co-ordinates changing during the first-person sections.


Most of RoboCop 2's problems - the limited nature of the gameplay, mainly - stem from RoboCop himself. He's cool and all, but what are his powers, the hooks from which you can hang interesting gameplay mechanics? He shoots things and he's bulletproof. Not much to work with, is it? Data East should be congratulated for doing the best with what they had, and creating a short, simple but mostly enjoyable run-n-gun title with a nice level of polish. RoboCop 2 can proudly take its place in that great and mysterious Data East-only arcade. It's definitely better than Sly Spy, I can tell you that much.

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