Difference between revisions of "Shadowrun (Mega Drive)"

From Sega Retro

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Gator Shaman (not to be confused with Mage, which is a completely different class in Shadowrun universe) bring his magic skills into combat. Shaman must carry his totem with him at all times, which means one less item slot. Shaman must also stay away from cyberaware. A stat called "Essence" is necessary for successfully casting magic and this stat drops permamently if cyberwares are installed.
 
Gator Shaman (not to be confused with Mage, which is a completely different class in Shadowrun universe) bring his magic skills into combat. Shaman must carry his totem with him at all times, which means one less item slot. Shaman must also stay away from cyberaware. A stat called "Essence" is necessary for successfully casting magic and this stat drops permamently if cyberwares are installed.
 +
 +
==Attributes==
 +
 +
Attributes and skills can be upgraded using "Karma" points which are acquired after completing missions, runs or killing enemies. Attributes require the same amount of karma points to upgrade to the desired level. For example, increasing Body from 5 to 6 requires 6 karma points.
 +
 +
Players must stat at a hotel to spend karma points.
 +
 +
 +
Body: Health points for the characters. Works in both combat and matrix. Must be maxed if possible.
 +
 +
 +
Quickness: Movement speed and attack speed. Very important for flanking or keeping distance from enemies.
 +
 +
 +
Strenght: Melee damage and grenade accuracy.
 +
 +
 +
Charisma: Fast-talking other characters and lowering hiring costs for the other shadowrunners. Very important for Corp-runs.
 +
 +
 +
Intelligence: Attack speed and accuracy in both combat and cybercombat.
 +
 +
 +
Willpower: Reduces mana drain from spells and mana spells. Also increases attack speed. Max out for magic user characters.
 +
 +
 +
Essence: How "fleshy" the character is. Affects magical healing. Cannot be increased. Starts at 6 and lowers everytime you install a cyberware. If you are a magic user keep it at max and stay away from cyberware.
 +
 +
 +
Magic: Affects the level of spells can be learned. Reduces evertime a cyberware installed. Keep it at 6 for magic-users.
 +
 +
 +
==Skills==
 +
 +
Skills also increase abilities with a focus on a particular field. Maximum rank for a skill is 12. Unlike attributes, increasing a skill requires double karma points for the desired level. For example, increasing a skill from level 11 to level 12 requires 24 karma points.
 +
 +
 +
Sorcery: Increases damage and defence with magic. Max out for magic users.
 +
 +
 +
Firearms: Increases skills for all weapon types.
 +
 +
 +
Pistols: Increases skills for pistols but costs only half karma points.
 +
 +
 +
SMGs: See above.
 +
 +
 +
Shotguns: See above.
 +
 +
 +
Melee Combat: Increases damage with empty hand or melee cyberware weapons.
 +
 +
 +
Throwing: Damage and accuracy with grenades.
 +
 +
 +
Computer: Attack and defence in matrix. Max out for Deckers or Samurais.
 +
 +
 +
Biotech: Increases healing when a medkit is used.
 +
 +
 +
Electronics: Affects success rate when using a Maglock Passkey on Maglocks.
 +
 +
 +
Reputation: Your overall infamy. High reputation can get you into places you wouldn't normally allowed or forced to pay to get in. Only Joshua's reputation affects anything.
 +
 +
 +
Negotiation: Affects buying-selling prices and getting more money for completing runs. At least one characters, preferably Joshua should max this out.
 +
 +
 +
==Equipment==
 +
 +
Weapons, accessories, items, armor and magic can be purchased or sold in shops around the Seattle. Negotiation skill affects the overall price.
 +
 +
For weapons, Damage means damage to enemies while power means gun's stunning power.
 +
 +
Keep in mind that, several items are considered "ILLEGAL" in the game. Meaning that, if you are stopped by a Lone-Star patrol (Private police forces in Seattle) and do not have a permit, you can be arrested and forced to pay a hefty fine. All Shotguns and Submachineguns and some armors and items are considered illegal.
 +
 +
===Pistols===
 +
 +
 +
American L36: Cheapest gun. Light damage, light power. 11 rounds. 350 N.
 +
 +
 +
Model 101T: Joshua starts the game with this. Same as above except 12 rounds. 350 N.
 +
 +
 +
Warhawk: Medium damage, brutal power. 6 rounds. Pretty good. 500 N.
 +
 +
 +
Max-Power: Medium damage, high power. 10 rounds. 585 N.
 +
 +
 +
Predator: Same as Max-Power but carries 15 rounds. 675 N.
 +
 +
 +
Security 500: Light damage, light power. 25 rounds. 675 N.
 +
 +
 +
===Submachineguns===
 +
 +
 +
Mach 22: Medium damage, light power. 24 rounds. 1600 N.
 +
 +
 +
AK-97: Same as Mach 22 but carries 30 rounds. 2000 N.
 +
 +
 +
HK227-S: Med damage, med power. 28 rounds. 4500 N.
 +
 +
 +
===Shotguns===
 +
 +
 +
Roomsweeper: High damage, high power. 8 rounds. 2000 N.
 +
 +
 +
Allegiance: High damage, brutal power. 5 rounds. 2800 N.
 +
 +
 +
===Grenades===
 +
 +
 +
Concussion Grenade: Medium damage, brutal power. 180 N.
 +
 +
 +
Scatter Grenade: High damage, light power. 360 N.
 +
 +
 +
Frag Grenade: High damage, high power. 600 N.
  
 
==Production credits==
 
==Production credits==

Revision as of 13:19, 12 June 2020

For the Sega Mega-CD game, see Shadowrun (Mega-CD).

n/a

Shadowrun title.png

Shadowrun
System(s): Sega Mega Drive
Publisher: Sega
Developer:
Licensor: FASA Corporation
Sound driver: GEMS
Genre: Action / RPG

















Number of players: 1
Release Date RRP Code
Sega Mega Drive
US
1352
Sega Mega Drive
AS
1352

This short article is in need of work. You can help Sega Retro by adding to it.


Shadowrun for the Sega Mega Drive is a top-down RPG/action game based on the tabletop role playing game, Shadowrun. Aside from sharing the same source material, it is entirely unrelated to the Sega Mega-CD game.

Story

Story takes place in Seattle. Joshua, a Shoadowrunner, (term used to describe people who can solve problems for a price, such as mercenaries, spies or fixers) using the last of his money travels to the city after he witnesses the death of his brother Michael in a news video. While trying to track down his brother's murderers, Joshua discovers a massive conspiracy that could potentially destroy the city.

Compared to the SNES version, Genesis version of Shadowrun is considered by many as true representation of the table top PnP game due to its focus on life of a shadowrunner and much more non-linear gameplay.

Gameplay

Shadowrun is a top-down RPG with shooting mechanics. While not exactly a true sandbox game, (like the ones we see today) game consists of large areas connected each other. Many non-playable characters exists in the game, allowing the players converse in order to advance the story, conduct transactions and learn about the world they are witnessing while they are playing.

Players can take jobs from "Mr. Johnson"s (Shadowrun slang for brokers who give jobs to shadowrunners). These jobs are generally randomly created and difficulty is dependent on the person who is giving it, ranging from simple courier jobs to extremely tough extraction or acquisition jobs.

Completing missions will award player "Karma Points", basicly skill points without level up system. These karma points can be used to increase a particular skill when resting in hotels.

Money can be used to purchase weapons, armor, items, magic and cyberware.

"The Matrix" is Shadowrun version of cyberspace, in which players can hack into systems and acquire information, money or other files that can be sold for nuyen.

In addition to weapons, magic can be used for attacking enemies or giving various bonuses to the player.

A recruitment mechanics exists to hire other characters. Depending on how much you are willing to spend, a Shadowrunner can remain for just one job or for long run until you fire them or they are incapacitated during combat.

Archetypes

At the beginning of the game, players can pick any of the three classes. While it is technically possible to created a multi-class character, it is generally advisable to focus on one path (combat, hacking or magic) and stick to it.

Samurai

Street Samurai is a combat oriented character. He starts the game with several combat related cyberware, better weapons and health. Samurai is the only character in the game to gain karma points by killing enemies which allows easier development. Since a Samurai will not have to worry about magic, he can completely wire himself with cybernetics if he wants to.

Decker

Shadowrun version of a hacker, Decker starts with equipment and cyberware allows him to dive into the matrix and acquire valuable information that can sold for credits. His combat abilities will be weak throught the game however (if he focuses solely on hacking skills) and he has to rely on other shadowrunners to survive.

Shaman

Gator Shaman (not to be confused with Mage, which is a completely different class in Shadowrun universe) bring his magic skills into combat. Shaman must carry his totem with him at all times, which means one less item slot. Shaman must also stay away from cyberaware. A stat called "Essence" is necessary for successfully casting magic and this stat drops permamently if cyberwares are installed.

Attributes

Attributes and skills can be upgraded using "Karma" points which are acquired after completing missions, runs or killing enemies. Attributes require the same amount of karma points to upgrade to the desired level. For example, increasing Body from 5 to 6 requires 6 karma points.

Players must stat at a hotel to spend karma points.


Body: Health points for the characters. Works in both combat and matrix. Must be maxed if possible.


Quickness: Movement speed and attack speed. Very important for flanking or keeping distance from enemies.


Strenght: Melee damage and grenade accuracy.


Charisma: Fast-talking other characters and lowering hiring costs for the other shadowrunners. Very important for Corp-runs.


Intelligence: Attack speed and accuracy in both combat and cybercombat.


Willpower: Reduces mana drain from spells and mana spells. Also increases attack speed. Max out for magic user characters.


Essence: How "fleshy" the character is. Affects magical healing. Cannot be increased. Starts at 6 and lowers everytime you install a cyberware. If you are a magic user keep it at max and stay away from cyberware.


Magic: Affects the level of spells can be learned. Reduces evertime a cyberware installed. Keep it at 6 for magic-users.


Skills

Skills also increase abilities with a focus on a particular field. Maximum rank for a skill is 12. Unlike attributes, increasing a skill requires double karma points for the desired level. For example, increasing a skill from level 11 to level 12 requires 24 karma points.


Sorcery: Increases damage and defence with magic. Max out for magic users.


Firearms: Increases skills for all weapon types.


Pistols: Increases skills for pistols but costs only half karma points.


SMGs: See above.


Shotguns: See above.


Melee Combat: Increases damage with empty hand or melee cyberware weapons.


Throwing: Damage and accuracy with grenades.


Computer: Attack and defence in matrix. Max out for Deckers or Samurais.


Biotech: Increases healing when a medkit is used.


Electronics: Affects success rate when using a Maglock Passkey on Maglocks.


Reputation: Your overall infamy. High reputation can get you into places you wouldn't normally allowed or forced to pay to get in. Only Joshua's reputation affects anything.


Negotiation: Affects buying-selling prices and getting more money for completing runs. At least one characters, preferably Joshua should max this out.


Equipment

Weapons, accessories, items, armor and magic can be purchased or sold in shops around the Seattle. Negotiation skill affects the overall price.

For weapons, Damage means damage to enemies while power means gun's stunning power.

Keep in mind that, several items are considered "ILLEGAL" in the game. Meaning that, if you are stopped by a Lone-Star patrol (Private police forces in Seattle) and do not have a permit, you can be arrested and forced to pay a hefty fine. All Shotguns and Submachineguns and some armors and items are considered illegal.

Pistols

American L36: Cheapest gun. Light damage, light power. 11 rounds. 350 N.


Model 101T: Joshua starts the game with this. Same as above except 12 rounds. 350 N.


Warhawk: Medium damage, brutal power. 6 rounds. Pretty good. 500 N.


Max-Power: Medium damage, high power. 10 rounds. 585 N.


Predator: Same as Max-Power but carries 15 rounds. 675 N.


Security 500: Light damage, light power. 25 rounds. 675 N.


Submachineguns

Mach 22: Medium damage, light power. 24 rounds. 1600 N.


AK-97: Same as Mach 22 but carries 30 rounds. 2000 N.


HK227-S: Med damage, med power. 28 rounds. 4500 N.


Shotguns

Roomsweeper: High damage, high power. 8 rounds. 2000 N.


Allegiance: High damage, brutal power. 5 rounds. 2800 N.


Grenades

Concussion Grenade: Medium damage, brutal power. 180 N.


Scatter Grenade: High damage, light power. 360 N.


Frag Grenade: High damage, high power. 600 N.

Production credits

Source:
US manual
Shadowrun MD US Manual.pdf
[1]

Magazine articles

Main article: Shadowrun (Mega Drive)/Magazine articles.

Promotional material

Logo-pdf.svg
Print advert in Game Players (US) #0705: "Vol. 7 No. 5 May 1994" (1994-0x-xx)
also published in:
Logo-pdf.svg

Artwork

Physical scans

Sega Retro Average 
Publication Score Source
80 [5]
80 1999, p134
60 №376, p30
62
65 №60, p120/121
83 [6]
92 №22
79 [7]
80
95 №29, p78-81
88 №55, p40/41
Sega Mega Drive
79
Based on
11 reviews
Sega Retro Average 
Publication Version Score
1700 igr dlya Sega (RU)
93
[8]
Electronic Games (1992-1995) (US) NTSC-U
100
[9]
Electronic Gaming Monthly (US) NTSC-U
80
[5]
Entsiklopediya luchshikh igr Sega. Vypusk 1 (RU)
80
[10]
Entsiklopediya luchshikh igr Sega. Vypusk 4 (RU)
80
[11]
Game Players (US) NTSC-U
62
[12]
GamePro (US) NTSC-U
65
[13]
Igry Sega Luchshiye iz luchshikh. Vypusk 2 (RU)
78
[14]
MAN!AC (DE) PAL
73
[15]
Mega (UK) NTSC-U
79
[7]
Mega Force (FR) NTSC-U
86
[16]
Mega Fun (DE) NTSC-U
78
[17]
MegaTech (UK) NTSC-U
95
[18]
Mean Machines Sega (UK) NTSC-U
83
[19]
Sega Power (UK) NTSC-U
88
[20]
Sega Zone (UK) NTSC-U
85
[21]
Tricks 16 bit (RU)
94
[22]
Video Games (DE) NTSC-U
81
[23]
VideoGames (US) NTSC-U
80
[24]
Sega Mega Drive
82
Based on
19 reviews

Shadowrun (Mega Drive)

Mega Drive, US
Shadowrun MD US Box.jpg
Cover
Shadowrun md us cart.jpg
Cart
Shadowrun MD US Manual.pdf
Manual
Mega Drive, KR
Shadowrun MD KR Box.jpg
Cover
Mega Drive, Asia
ShadowRun MD AS Box.jpg
Cover
ShadowRun MD AS cartback.jpgShadowRun MD AS Cart.jpg
Cart

Technical information

ROM dump status

System Hash Size Build Date Source Comments
Sega Mega Drive
 ?
CRC32 fbb92909
MD5 53090bcd67a0b6262f71ef7c5838c02b
SHA-1 a06a281d39e845bff446a541b2ff48e1d93143c2
2MB 1994-01 Cartridge (US)
Sega Mega Drive
 ?
CRC32 d32199f7
MD5 e1c549eb7a842594a99ab8993d01b427
SHA-1 e28bb51227abcc71aaf18d445d3651054247c662
2MB 1994-03 Cartridge (AS)
Sega Mega Drive
 ?
CRC32
MD5
SHA-1
1994-01-25 Page
Sega Mega Drive
 ?
CRC32
MD5
SHA-1
1994-01-25 Page
Sega Mega Drive
 ?
CRC32
MD5
SHA-1
1993-12-31 Page
Sega Mega Drive
 ?
CRC32
MD5
SHA-1
1993-12-28 Page

References