Amiga Longplay Technocop
http://www.recordedamigagames.org
Played by: Eino
About driving:
When two mission areas are reached within a given time limit one upgrade will be awarded for the car. Four upgrades can be obtained and these are always given in the same order:
1. Turbo (increases acceleration).
2. Wheel Rams (has a bug which often teleports the technomobile a long way from the road after ramming other cars, this is why I try to avoid ramming at later levels).
3. Machine gun (essentially an autofire).
4. Nukes (destroys everything on the screen). First three work automatically, but nukes need to be triggered with a space bar. Total of five nukes can be used in the last three stages.
The car will take damage (indicated as green bars in the '% operative' window) when it hits an obstacle which is not moving. In addition, the car almost got bashed beyond repair by a dude who was engaging my roof in unarmed combat at 220mph.
About crime scenes:
Five red dots represent lives and health bar can be found below. Health is partially regenerated after killing a boss and after exiting the scene of crime. The other red bar below the radar is a jump gauge. It's possibly to exhaust Technocop by jumping too much after which jumping isn't possible for a while. This is why I had to wait in few places. Some of the items collected are invisible for a reason or another. I picked up all invisible items which I stumbled upon. Score penalty is given when civilans are shot with a gun. The net won't hit them.
It's possible to save the game by pressing 'S', a rare feature in platformers of this age. -
Disclaimer: Most videos by World of Longplays use SaveStates!