RoboCop / Alex Murphy
A murdered police officer rebuilt as a cybernetic law-enforcement machine and the player character.
How it plays
The game uses a side-view perspective. RoboCop advances through stages, shoots or strikes hostile characters, avoids hazards, and reaches the end of each area while managing limited resources and enemy pressure.
Some sections require identifying targets or handling situations with more care than simply firing. Progression is stage-based, with new locations and increasingly demanding encounters leading toward major confrontations.
Plan your run
Move cautiously and learn enemy positions before advancing. Use the pistol only when a target is clearly identified, and avoid wasting opportunities to attack at close range.
Treat hazards and timed encounters as pattern-learning challenges. Preserve health where possible, watch the edges of the screen, and prioritize enemies that can attack from outside RoboCop’s immediate reach.
Meet the cast
A murdered police officer rebuilt as a cybernetic law-enforcement machine and the player character.
A violent crime boss and one of RoboCop’s principal enemies.
A senior OCP executive associated with the corporate conflict surrounding RoboCop.
Before you begin
Advance slowly; many threats are easier to handle after their attack patterns are recognized.
Do not assume every on-screen person should be attacked; target-identification sections require care.
RoboCop is a 1989 DOS action game developed and published by Ocean Software, based on the 1987 film. It combines side-scrolling shooting with platform sections, close-range combat, target identification, and occasional puzzle-like tasks. Players control the cybernetic police officer Alex Murphy as he works through crime-filled urban environments and confronts criminals connected to OCP. The game emphasizes deliberate movement, accurate weapon use, and learning enemy patterns rather than unrestricted speed. Its presentation follows the film’s setting and imagery, while the structure reflects late-1980s home-computer action design. Reception was mixed: the license and recognizable character attracted attention, but reviews also noted uneven pacing, difficulty, and technical limitations on some computers.
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