Martin Riggs
A reckless but highly capable Los Angeles police detective and one of the playable film protagonists.
How it plays
The game uses a side-view perspective. The player guides a police protagonist through horizontally scrolling stages, moving across platforms, climbing or dropping between areas, avoiding hazards, and defeating armed enemies.
The main objective is to reach the end of each mission while surviving encounters and conserving useful weapons. Progression is stage-based rather than built around character statistics or equipment customization. Combat emphasizes aiming and firing, with jumps and movement used to control distance and evade attacks.
Plan your run
Move cautiously rather than rushing into groups of enemies. Use the edges of platforms and changes in elevation to create safer firing positions, and avoid wasting ammunition on targets that can be bypassed.
Learn enemy attack timing before advancing. Preserve health and stronger weapons for confined sections or heavier encounters, and check the full width of each area for hazards before jumping.
Meet the cast
A reckless but highly capable Los Angeles police detective and one of the playable film protagonists.
Riggs's more cautious veteran partner and the other central detective from the film series.
Before you begin
Treat vertical changes and platform edges as defensive positions.
Conserve ammunition and health for crowded sections.
Advance after enemy attack patterns are clear.
Lethal Weapon is a side-scrolling action platformer developed and published by Ocean Software for the Super Nintendo Entertainment System. It adapts the buddy-cop film series by placing Martin Riggs and Roger Murtaugh in a sequence of armed urban missions. The game combines platform navigation, shooting, jumping, and close-range encounters rather than presenting a direct scene-by-scene recreation of one film. Players advance through dangerous stages, fight criminals, and use limited weapons while avoiding hazards. Its presentation reflects early-1990s licensed console action games, with a generally serious tone and straightforward level design. Reception was mixed: the license gave it immediate recognition, but contemporary criticism commonly focused on repetitive combat, uneven difficulty, and limited depth compared with stronger SNES action titles.
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