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RoboCop 2 (video Game)
''RoboCop 2'' is a platform shooter video game based on the 1990 film of the same name. The game was released for several platforms, including Amiga, Amstrad GX4000, Atari ST, Commodore 64, Game Boy, Nintendo Entertainment System, and ZX Spectrum. Ocean Software developed and published several versions, and Data East manufactured an arcade version. A sequel, ''RoboCop 3'', was released in 1991-93, itself based on the film of the same name. Gameplay ''RoboCop 2'' is based on the 1990 film of the same name, in which a Detroit cyborg cop known as RoboCop must stop a drug distributor, Cain, from spreading a new drug known as Nuke. The Game Boy and Nintendo Entertainment System (NES) versions are primarily shoot 'em up games. They differ from the Amiga, Amstrad GX4000 and Commodore 64 versions, which also differ from each other. In addition to side-scrolling platform levels, the Amiga and ZX Spectrum versions include other levels consisting of first-person shooting galleri ...
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Ocean Software
Ocean Software Ltd was a British software development company that became one of the biggest European video game developers and video game publisher, publishers of the 1980s and 1990s. The company was founded by David Ward and Jon Woods and was based in Manchester. Ocean developed dozens of games for a variety of systems such as the ZX Spectrum, Oric#Oric-1, Oric 1, Commodore 64, Dragon 32/64, Dragon 32, MSX, Amstrad CPC, Commodore 16, Atari ST, Amiga, IBM PC compatible, IBM PC, BBC Micro and video game consoles, such as the Nintendo Entertainment System, Super Nintendo Entertainment System, Master System and Sega Genesis, Sega Mega Drive. History Early titles Jon Woods and David Ward created Spectrum Games as a mail-order business in 1983 after being inspired by the success of Liverpool-based software houses Imagine Software, Bug-Byte and Software Projects. Their initial catalogue was based around clones of arcade games like ''Frogger'' and ''Missile Command'' for various ho ...
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Detroit
Detroit ( , ; , ) is the largest city in the U.S. state of Michigan. It is also the largest U.S. city on the United States–Canada border, and the seat of government of Wayne County. The City of Detroit had a population of 639,111 at the 2020 census, making it the 27th-most populous city in the United States. The metropolitan area, known as Metro Detroit, is home to 4.3 million people, making it the second-largest in the Midwest after the Chicago metropolitan area, and the 14th-largest in the United States. Regarded as a major cultural center, Detroit is known for its contributions to music, art, architecture and design, in addition to its historical automotive background. ''Time'' named Detroit as one of the fifty World's Greatest Places of 2022 to explore. Detroit is a major port on the Detroit River, one of the four major straits that connect the Great Lakes system to the Saint Lawrence Seaway. The City of Detroit anchors the second-largest regional economy in t ...
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Commodore Force
{{Infobox magazine, , based = Ludlow, Shropshire , editor = Steve Shields James Price , image_file = File:Commodore_Force_Issue_12_November_1993_Issue_Cover.jpg , image_caption = November 1993 cover , frequency = Monthly , category = Computer and video games , company = Europress Impact , firstdate = January 1993 , finaldate = March 1994 , finalnumber = 16 , issn = 0967-7461 , country = United Kingdom , language = English , website = {{URL, www.zzap64.co.uk ''Commodore Force'' was a computer games magazine covering games for the Commodore 64. It was published in the UK by Europress Impact. Its predecessor was ''Zzap!64''. Background ''Commodore Force'' was created when ''Zzap! 64'' was re-launched with a new name and design. The name change was not only in line with the then current Europress Impact titles, ''Sega Force'', ''N-Force'', ''Amiga Force'', but served to distance t ...
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Amiga Power
''Amiga Power'' (''AP'') was a monthly magazine about Amiga video games. It was published in the United Kingdom by Future plc, and ran for 65 issues, from May 1991 to September 1996. Philosophy ''Amiga Power'' had several principles which comprised its philosophy regarding games. Like almost all Amiga magazines of the time, they marked games according to a percentage scale. However, ''Amiga Power'' firmly believed that the full range of this scale should be used when reviewing games. A game of average quality rated on this scale would therefore be awarded 50%. Stuart Campbell offered some rationale for this in his review of '' Kick Off '96'' in the final issue of the magazine: Amiga magazines at the time tended to give "average" games marks of around 70%, and rarely gave scores below 50%. Because the public was not used to this method of grading, ''AP'' gained a reputation among publishers for being harsh and unfair. ''AP'' occasionally hinted that game reviewers were being ...
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Amiga Format
''Amiga Format'' was a British computer magazine for Amiga computers, published by Future plc. The magazine lasted 136 issues from 1989 to 2000. The magazine was formed when, in the wake of selling ''ACE'' to EMAP, Future split the dual-format title '' ST/Amiga Format'' into two separate publications (the other being '' ST Format''). At the height of its success the magazines sold over 170,000 copies per month, topping 200,000 with its most successful ever issue. History ''Amiga Format'' can be thought of the "mother" or "big sister" magazine of ''Amiga Power'', which it both predated and outlived. Whereas ''Amiga Power'' was strictly games-only, ''Amiga Format'' covered all aspects of Amiga computers, both hardware and software, both application and gaming uses. A further spin-off was '' Amiga Shopper'', which dealt purely with the hardware and "serious" software side of the Amiga scene. The magazine was published on a monthly basis and offered various multi-issue tutorial ...
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Amiga Computing
''Amiga Computing'' was a monthly computer magazine of a serious nature, published by Europress and IDG in both the UK and USA. A total of 117 issues came out. The games section was called Gamer, although later ''Amiga Action'' was incorporated into the magazine and became the games section. History The magazine's first 80 issues were published by Europress, known as Database Publications from June 1988 to March 1990, Interactive Publishing from April 1990 to May 1991, and finally as Europress Publications From June 1991 until December 1994. It was then sold to IDG and published by them starting Christmas 1994 and until its final 117th issue in October 1997.''Amiga Computing'' #81 (1994-XMas); ''Amiga Computing'' #117 (1997-10) See also * Amiga Survivor ''Amiga Survivor'' was a monthly computer magazine published by Crystal Software. The first issue was published in June/July 1998. This publication originally started as a black and white A5 size fanzine A fanzine (blend ...
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ACE (magazine)
''ACE'' (Advanced Computer Entertainment) was a multi-format computer and video game magazine first published in the United Kingdom by Future Publishing and later acquired by EMAP. History ACE launched in October 1987, roughly the same time as Ludlow-based publisher Newsfield's own multi-format magazine ''The Games Machine''. The magazine staff consisted mainly of ex-''Amstrad Action'' (AA) and ''Personal Computer Games'' staff, including launch co-editors Peter Connor and Steve Cooke. Andy Wilton, ex-AA, was brought in as Reviews Editor, while Dave Packer and Andy Smith were hired as Staff Writers. Trevor Gilham, another ex-AA member, held the position of Art Editor. Between June and July 1989 (issues 21 and 22) the magazine was sold to EMAP, and Future Publishing redeployed the original ''ACE'' staff to work on their ''Amiga Format'' and '' ST Format'' titles. Content Coverage initially included Atari ST, Amiga, C64, ZX Spectrum and Amstrad CPC, but also included newer ma ...
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Digitized Image
A digital image is an image composed of picture elements, also known as ''pixels'', each with ''finite'', '' discrete quantities'' of numeric representation for its intensity or gray level that is an output from its two-dimensional functions fed as input by its spatial coordinates denoted with ''x'', ''y'' on the x-axis and y-axis, respectively. Depending on whether the image resolution is fixed, it may be of vector or raster type. Raster Raster images have a finite set of digital values, called ''picture elements'' or pixels. The digital image contains a fixed number of rows and columns of pixels. Pixels are the smallest individual element in an image, holding antiquated values that represent the brightness of a given color at any specific point. Typically, the pixels are stored in computer memory as a raster image or raster map, a two-dimensional array of small integers. These values are often transmitted or stored in a compressed form. Raster images can be created ...
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Puzzle Video Game
Puzzle video games make up a broad genre of video games that emphasize puzzle solving. The types of puzzles can test problem-solving skills, including logic, pattern recognition, sequence solving, spatial recognition, and word completion. History Puzzle video games owe their origins to brain teasers and puzzles throughout human history. The mathematical strategy game Nim, and other traditional, thinking games, such as Hangman and Bulls and Cows (commercialized as ''Mastermind''), were popular targets for computer implementation. Universal Entertainment's ''Space Panic'', released for the arcades in 1980, is a precursor to later puzzle-platform games such as Apple Panic (1981), ''Lode Runner'' (1983), ''Door Door'' (1983), and ''Doki Doki Penguin Land'' (1985). ''Blockbuster'', by Alan Griesemer and Stephen Bradshaw (Atari 8-bit, 1981), is a computerized version of the Rubik's Cube puzzle. ''Snark Hunt'' (Atari 8-bit, 1982) is a single-player game of logical deduction, a ...
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RoboCop (1988 Video Game)
''RoboCop'' is a beat 'em up/ run-and-gun action game developed and published by Data East for arcades in 1988, based on the 1987 film of the same name. It was sub-licensed to Data East by Ocean Software, who obtained the rights from Orion Pictures at the script stage. Data East and Ocean Software subsequently adapted the arcade game for home computers. The game was a critical and commercial success. The arcade game was the highest-grossing arcade game of 1988 in Hong Kong, and reached number-two on Japan's monthly ''Game Machine'' arcade charts. On home computers, the game sold over copies worldwide, and it was especially successful in the United Kingdom where it was the best-selling home computer game of the 1980s. Gameplay The gameplay is similar to Data East's arcade game ''Bad Dudes Vs. DragonNinja'', released earlier the same year. ''Robocop'' includes elements from both beat 'em up and run and gun games. Release In 1988, Ocean adapted Data East's ''Robocop'' ar ...
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Shooting Gallery Game
Shooter video games or shooters are a subgenre of action video games where the focus is almost entirely on the defeat of the character's enemies using the weapons given to the player. Usually these weapons are firearms or some other long-range weapons, and can be used in combination with other tools such as grenades for indirect offense, armor for additional defense, or accessories such as telescopic sights to modify the behavior of the weapons. A common resource found in many shooter games is ammunition, armor or health, or upgrades which augment the player character's weapons. Shooter games test the player's spatial awareness, reflexes, and speed in both isolated single player or networked multiplayer environments. Shooter games encompass many subgenres that have the commonality of focusing on the actions of the avatar engaging in combat with a weapon against both code-driven NPC enemies or other avatars controlled by other players. Subgenres Shoot 'em up Shoot 'em ...
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Side-scrolling Video Game
'' A side-scrolling video game (alternatively side-scroller), is a game viewed from a side-view camera angle where the screen follows the player as they move left or right. The jump from single-screen or flip-screen graphics to scrolling graphics during the golden age of arcade games was a pivotal leap in game design, comparable to the move to 3D graphics during the fifth generation.IGN Presents the History of SEGA: Coming Home
Hardware support of smooth scrolling backgrounds is built into many games and some game consoles and home computers, including
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