RoboCop
The playable armored police officer, rebuilt after being mortally wounded and assigned to fight crime in Detroit.
Documented for this version
Arrow LeftArrow Right | Move left or right |
|---|---|
Arrow Up | Aim the pistol upward when available |
Arrow Down | Crouch |
A | Jump |
B | Fire the pistol or attack |
Start | Pause the game |
The exact behavior of directional aiming can vary by situation in the NES version.
How it plays
RoboCop moves through horizontally scrolling stages viewed from the side. The objective is to reach the end of each area, defeat hostile criminals and machines, and occasionally rescue civilians or clear specific threats.
The player walks, crouches, jumps, punches, and fires RoboCop’s pistol. Ammunition, health, and special weapons must be managed during each stage. The game is primarily a sequence of single-player action levels with no alternate campaign or versus mode.
Plan your run
Move cautiously and use crouching to reduce exposure to enemy fire. RoboCop’s slow movement makes it safer to stop at corners, identify threats, and shoot before advancing.
Conserve ammunition when enemies can be bypassed, but eliminate foes that block narrow passages. Learn enemy patterns and avoid jumping into unfamiliar areas, since hazards and projectiles can punish rushed movement.
Meet the cast
The playable armored police officer, rebuilt after being mortally wounded and assigned to fight crime in Detroit.
Before you begin
Use crouching when approaching enemies that fire from the same level.
Do not rush jumps; RoboCop’s movement is deliberately heavy and slow.
Treat ammunition and health pickups as resources for difficult encounters.
RoboCop is a side-scrolling action game developed by Sakata Tooru and published by Data East for the Nintendo Entertainment System in 1989. It adapts the film’s central premise: the heavily armored police officer RoboCop patrols a crime-ridden Detroit and confronts criminals, gangs, and corporate weapons. The game combines platforming with straightforward gunplay, using deliberate movement rather than fast arcade-style running. Players advance through stages based on locations and situations from the movie, while limited ammunition and enemy placement affect each encounter. Reception was mixed: the license and recognizable character gave it appeal, but critics and players often found the slow controls, repetitive combat, and uneven difficulty restrictive.
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