Difference between revisions of "Shadowrun (Mega Drive)"
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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).
Shadowrun | |||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
System(s): Sega Mega Drive | |||||||||||||||
Publisher: Sega | |||||||||||||||
Developer: BlueSky Software | |||||||||||||||
Licensor: FASA Corporation | |||||||||||||||
Sound driver: GEMS | |||||||||||||||
Genre: Action / RPG | |||||||||||||||
Number of players: 1 | |||||||||||||||
| |||||||||||||||
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.
Contents
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
- Original Universe Creation: Jordan Weisman, Bob Charette, Paul Hume, Tom Dowd, J. Ross Babcock III, Sam Lewis, Davied Wylie
- Game Design: Tony Van, John Fulbright, Heinrich Michaels, Scott Berfield
- Programming: John Fulbright, Heinrich Michaels
- Additional Programming: Bonita Kane, Jason Weesner, Brian Belfield
- Art Direction: Dana Christianson
- Art: Dok Whitson, Ellis Goodson, Rick Schmitz, Jeff Remmer, Jeff Jonas, John Seidel, Mark Dobratz, Jerry Huber, Joe Shoopack, John Roy, Geoffrey Knobel, Brian McMurdo, Tom Moon
- Additional Art: Ernie Chan
- Sound & Music: Sam Powell
- Cyberspace Voice: Karyn Mason
- Original Story: Jim Long
- Writers: Tony Van, John Fulbright, Jim Long, Don McClure
- Lead Testing: Julio Martinez, Jeff Todd, Casey Grimm
- Additional Testing: Crisi Albertson, Dante Anderson, Jennifer Brozek, Blair Bullock, Joe Cain, Brian Dawson, Marc Dawson, Dan Jung, Jeff Junio, Jason Kuo, Max Loeb, Jeff Loney, Dermot Lyons, Mike Madden, Heather Meigs, Chris Pepper, Loran Pudinski, Eric Rawlins, Ben Szymkowiak, Conan Tigard, Maria Tuzzo, Greg Vogt, Christina Watson, Stan Weaver, David Wood
- Product Manager: Jaime Wojick
- Producer: Tony Van
- Manual: Tony Van, Jaime Wojick, Carol Ann Hanshaw
Magazine articles
- Main article: Shadowrun (Mega Drive)/Magazine articles.
Promotional material
also published in:
- Electronic Gaming Monthly (US) #58: "May 1994" (1994-xx-xx)[2]
- Electronic Gaming Monthly (US) #59: "June 1994" (1994-xx-xx)[3]
- Sega Visions (US) #21: "October/November 1994" (1994-xx-xx)[4]
Artwork
Physical scans
Sega Retro Average | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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|
82 | |
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Based on 19 reviews |
Technical information
ROM dump status
System | Hash | Size | Build Date | Source | Comments | |||||||||
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? |
|
2MB | 1994-01 | Cartridge (US) | ||||||||||
? |
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2MB | 1994-03 | Cartridge (AS) | ||||||||||
? |
|
1994-01-25 | Page | |||||||||||
? |
|
1994-01-25 | Page | |||||||||||
? |
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1993-12-31 | Page | |||||||||||
? |
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1993-12-28 | Page |
References
- ↑ File:Shadowrun MD US Manual.pdf, page 45
- ↑ Electronic Gaming Monthly, "May 1994" (US; 1994-xx-xx), page 11
- ↑ Electronic Gaming Monthly, "June 1994" (US; 1994-xx-xx), page 123
- ↑ Sega Visions, "October/November 1994" (US; 1994-xx-xx), page 123
- ↑ 5.0 5.1 Electronic Gaming Monthly, "June 1994" (US; 1994-xx-xx), page 38
- ↑ Mean Machines Sega, "June 1994" (UK; 1994-04-30), page 80-82 (80)
- ↑ 7.0 7.1 Mega, "June 1994" (UK; 1994-05-19), page 43
- ↑ 1700 igr dlya Sega, "" (RU; 2001-xx-xx), page 203
- ↑ Electronic Games (1992-1995), "July 1994" (US; 1994-0x-xx), page 64
- ↑ Entsiklopediya luchshikh igr Sega. Vypusk 1, "" (RU; 1999-xx-xx), page 356
- ↑ Entsiklopediya luchshikh igr Sega. Vypusk 4, "" (RU; 2001-xx-xx), page 172
- ↑ Game Players, "Vol. 7 No. 6 June 1994" (US; 1994-0x-xx), page 42
- ↑ GamePro, "July 1994" (US; 1994-xx-xx), page 122
- ↑ Igry Sega Luchshiye iz luchshikh. Vypusk 2, "" (RU; 2001-08-27), page 259
- ↑ MAN!AC, "06/94" (DE; 1994-05-11), page 68
- ↑ Mega Force, "Juillet/Août 1994" (FR; 1994-07-04), page 102
- ↑ Mega Fun, "06/94" (DE; 1994-05-18), page 98
- ↑ MegaTech, "May 1994" (UK; 1994-04-21), page 78
- ↑ Mean Machines Sega, "June 1994" (UK; 1994-04-30), page 80
- ↑ Sega Power, "June 1994" (UK; 1994-04-28), page 40
- ↑ Sega Zone, "May 1994" (UK; 1994-04-xx), page 44
- ↑ Tricks 16 bit, "Tricks Sega Gold 800 igr" (RU; 1998-03-20), page 23
- ↑ Video Games, "6/94" (DE; 1994-05-25), page 90
- ↑ VideoGames, "July 1994" (US; 1994-0x-xx), page 71
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