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This DECO boardset uses a 6502 driving a YM3812 FM synthesizer, and probably an ADPCM chip for the sound effects.

The links below will net you RealAudio (ISDN) versions of most of the music from the game. These were sampled out by connecting my Apple PowerBook 1400 up to the audio output of a specially modified arcade cabinet; unfortunately, Robocop doesn't have a [documented] test mode so I had to be a little devious to record the music without interruptions; halting the main CPU with a test clip to pin 17, while allowing the sound CPU to continue running.

realaudio music:
Level 1 & 3 Music (358K)
Level 2 & 4 Music (313K)
Level 7 Music (569K)
Bonus Stage Music (194K)

If you only get one of these, get the level 7 music. It's a medley of the level 1/3 and 2/4 music themes, with some additional garnish, and it's good. When I first played the Robocop machine back in 1988 or so (the 7-11 store near my school and home had this machine), I liked the music so much that I brought in a microcassette recorder and recorded the music for each level! The final stage music matches the adrenalin rush you're feeling after fighting through the previous levels.

End-Game Message
STAFF
GameDesign
by
Yoshiyuki
Urushibara
 
Assistant
GameDesigner
&
MainGraphic
Designer
by
T.Adachi
 
Programmed
by
RYOJI
 
Sound
Effects
by
AZUSA MA
 
Graphic
Designer
by
A.Kaneko
MIX MAN
Y.Kaiho
 
Programmer
by
Mr. Deco Men
K. Takahashi
S.Tamura
M.Tamura
 
Music
Composed
by
MARO
HIROYUKI
HITOMI
 
Special
Thanks
by
J.Satou
T.Koizumi
&
etc...
 
Produce
by
DATA EAST®
CORPORATION
DE®
&
An ORION
Pictures
Release
 
© 1987 Orion
Pictures Cor
poration.
All Rights
Reserved.
 
THE
END
&
ALL OVER

Robocop Title Logo

This boardset is a Data East conversion of the Orion movie of the same name, licensed from Ocean (in the mid-to-late 1980s, Ocean Software was snapping up the game rights for all the major movie releases, and sublicensing them to other companies). The game features a few sampled speech snippets from Peter Weller, who played Robocop in the first two movies. The gameplay is a standard sort of 4-way scrolling platformer, with a 10MHz 68000 running the main game code, and a 6502 running the music. Robocop is quite advanced, making extensive use of large surface-mounted ASICs. As you can see from the photos below, someone chewed the extreme top right corner off my boardset. Grrrrr!! But it works fine; I just can't use that screw-hole.

Top board photoBottom board photo

Hardware Note: At least three other games, Birdie Try (a golf game), Heavy Barrel and Dragon Ninja (Bad Dudes) run on the same basic hardware platform. I believe that Karnov runs on a VERY similar board, but as my Karnov is apparently a bootleg I can't be sure. The bottom board is interchangeable, and contains all the game-specific features (ROMs, PALs, and anything else that's necessary). Robocop and Dragon Ninja run on the same bottom board; you can convert one to the other by simply swapping ROMs. Heavy Barrel, however, has a larger and more complex bottom board which has a slave MCU (Intel 8751, apparently used to descramble the 68000 code ROMs), and inputs for 8-way rotary joysticks. There are also unpopulated spaces on the Heavy Barrel board which appear to be inputs for two trackballs, implying the existence of some other game(s) which run on the same hardware, and use trackball inputs. The Heavy Barrel and Dragon Ninja test modes both read these trackball inputs and display them onscreen. Robocop's ROMs are entirely unencrypted, which makes it easier to emulate than some of the other games on the same hardware.

A few notes in no particular order - Sprite animations (such as Robocop's leg movements as he walks) are performed by an ASIC on the daughterboard without intervention from the host CPU. The game has three layers; two tile-based bitmaps with tiles approx. 32x32 pixels in size, and a top text layer with an 8x8 matrix.

For repair information, please refer to the Heavy Barrel page.


Level 1 Boss


Level 2 Boss

Robocop uses a horizontal low-res monitor, one or two 8-way joysticks with two buttons, and it has a standard JAMMA pinout. DIP switch settings are as below:

DIP Switch Bank 1

* indicates a factory default setting.

Setting 1 2 3 4 5 6 7 8
Coins per credit, right coin mech 1 coin 1 play 0 0
1 coin 2 plays 1 0
2 coins 1 play 0 1
3 coins 1 play 1 1
Coins per credit, left coin mech 1 coin 1 play 0 0
1 coin 2 plays 1 0
2 coins 1 play 0 1
3 coins 1 play 1 1
Reserved Leave off 0
Attract mode sound Yes 0
No 1
Screen rotation Normal 0
Reverse 1
Cabinet type Cocktail 0
Upright 1

DIP Switch Bank 2

* indicates a factory default setting.

Setting 1 2 3 4 5 6 7 8
Player's energy meter Medium 0 0
High 1 0
Low 0 1
Very high 1 1
Game difficulty Normal 0 0
Easy 1 0
Hard 0 1
Harder 1 1
Continue mode Yes 0
No 1
Player's energy in bonus stage High 0
Low 1
The brink time for no kill mode when the game is continued Normal 0
Less 1
Reserved Leave off 0


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