RoboCop 3 (1992)

Digital Image Design

Amiga · Atari ST/STE · DOS

2.67 from 51 ratings

119 members have it in their collection · 1 playing now · 15 backlogged · 14 wish listed

F29 Retaliator authors DID developed this particular use of the Robocop license, and produced something different from most film licenses. While it featured a succession of levels based around sections of the movie, these were highly varied and presented in polygon 3D graphics. These can be played in any order in the Arcade mode, or in planned sequence in the … Read more
F29 Retaliator authors DID developed this particular use of the Robocop license, and produced something different from most film licenses. While it featured a succession of levels based around sections of the movie, these were highly varied and presented in polygon 3D graphics. These can be played in any order in the Arcade mode, or in planned sequence in the Movie Adventure mode, which follows the film's plot of Japanese investors wishing to replace Robocop with their Robot Ninja designs, and thus expecting him to prove himself as superior. The first task is a car chase resembling Chase HQ, in which a mazey section of road must be followed efficiently. There are several first-person 3D shooing sections,. in which you must use a target to shoot down punks and invaders, without harming civilians. Robocop also takes to the skies in a simulation of his new Gyropack flying device. Also, he must do battle with his intended replacement in a fixed-perspective beat 'em up section. Read less
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Details

Developers
Digital Image Design
Publishers
Ocean Software
Genres
Fighting, Racing, Shooter
Themes
Action, Science fiction
Franchises
RoboCop
Series
RoboCop

Release dates

  • 1992 (Worldwide) Amiga, Atari ST/STE, DOS
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Rating distribution

5 stars
4
4 stars
6
3 stars
14
2 stars
23
1 star
4
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Community All Reviews Statuses

Chovus

Status Chovus Apr 11, 2021

Beat. I had to restart the 1st level because I ran out of ammo at the 1st boss. How are you supposed to know how much ammo there is for each gun? Oh there is a counter in the top right instead of directly below each gun icon. Try again and conserve shots this time. I also had to restart …

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Beat. I had to restart the 1st level because I ran out of ammo at the 1st boss. How are you supposed to know how much ammo there is for each gun? Oh there is a counter in the top right instead of directly below each gun icon. Try again and conserve shots this time. I also had to restart the 2nd level because I missed the laser, which was enough for me not to have enough ammo for the mid boss. The shooting and weapons were pretty good but the rest of the game was bland. More ammo, no time limit, and getting rid of the platforming would have made this game much better. Make it more action packed. I disliked when enemies ducked because the only way to avoid their shot was to carefully time a jump, and Robo sucks at jumping. His slow movement speed did not mesh well with the one level with backtracking. And how the hell do rats hurt a cyborg so much? The shoot em up levels were pointless. Why put half assed shoot em up levels in a shooter-platformer instead of focusing on one or the other? They were too easy, being not much more than shooting constantly and avoiding enemies. Dropping bombs on ground targets was horribly inaccurate to the point where it was not even worth trying. And then the final level went straight from a shoot em up boss to a repeat fist fight boss. Feels like only half a game, and not nearly enough of the best aspect; the gun shooting (not the flying).

This could have been a good or even great game with better level design and focus on shooting.

5.5/10

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