RoboCop
System: Game Boy Color
Publisher: Titus Corporation
Release date: 2001
01. | Opening 0:46 + 0:39 | |
02. | RoboCop Theme 2:03 + 1:50 | |
03. | OCP News 0:20 + 0:07 | |
04. | Police Station 0:14 + 0:13 | |
05. | Mission One / Five 2:16 + 1:56 | |
06. | Mission Two / Six 2:26 + 1:52 | |
07. | Mission Three / Seven 2:22 + 2:09 | |
08. | Mission Four / Eight 2:05 + 1:52 | |
09. | Staff Roll 1:34 + 1:05 | |
10. | All Systems Down! 0:03 | |
11. | Mission Failed 0:37 + 0:28 | |
Total: 14:40 + 12:07 |
Version | Date | Author | Description |
---|---|---|---|
1.00 | 2018-04-09 | The Golden Horse | Initial release. |
1.01 | 2023-04-06 | The Golden Horse | Reduced indentation of author groups so the VGMRips site can parse them correctly. |
[Generator] NEZplug v0.9.4.8 + 2 + 19.20 (modded by Valley Bell; tracks 1-9, 11) MAME 0.164 (modded by Valley Bell; track 10) Over a year after the original Game Boy RoboCop game, another company, Titus, commissioned a completely different RoboCop game for the system's successor, the Game Boy Color. In contrast to the original being a sidescroller like Ocean Software's computer game, it is a top-down action game where you must perform missions like "collect evidence" and "allocate Nexx", the game's villain. The game was developed by Polish outfit Mirage Interactive and featured a soundtrack by Krzysztof Wierzynkiewicz, who would go on to work on the Witcher series for CD Projekt, including co-writing the Witcher Theme with Adam Skorupa. Faced with the Game Boy's primitive sound hardware, Mr. Wierzynkiewicz delivered a soundtrack even more reminiscent of Commodore 64 soundtracks than the original game's, with copious use of arpeggios and other tricks from that era of European gaming to make it sound like more than two square-wave notes are playing at a time. Coupled with the use of the wave-sample channel to produce machine-like noises, the result is an excellent electronic soundtrack worthy of a cyborg like RoboCop. Enjoy!
Source: VGMRips
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