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Shadowrun

Genre

Action role-playing video game

Console

Sega Genesis

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Sega Genesis

Shadowrun

Shadowrun

Shadowrun is an action role-playing game for the Sega Genesis, released in 1994 in North America and Asia only. It was adapted from the cyberpunk role-playing game Shadowrun by FASA, and was developed by BlueSky Software.

The game is the second video game adapted from Shadowrun, and has a more open ended style of gameplay than its 1993 Super NES counterpart, Shadowrun by Beam Software.

Gameplay – Shadowrun

Shadowrun offers the player an open style of gameplay, where one controls the main character, Joshua, in a top-down third person perspective during both exploration and combat.

Battles are real time, and although of varying difficulty, tend to be relatively short.

Initially, the player is restricted to a single area of the game, but shortly gains access to almost all other areas.

Access to other areas is accomplished primarily by taxi, although various restrictions and other modes of travel also exist, such as requiring a visa or bypassing the visa check with the use of a helicopter.

As in most role-playing video games, the characters’ skills and attributes can be improved. However, Shadowrun uses a unique “Karma” system, which allows full character customization.

Karma, roughly equivalent to experience, is earned for successfully completing a run, killing enough enemies, or advancing the game’s plot.

Karma is then spent on specific stats as determined by the player.

To earn money and Karma, the player must participate in shadowruns, illegal jobs provided by pseudo-anonymous contractors who are, within the legal boundaries of their work, referred to simply as Mr. Johnsons.

Mr. Johnsons usually are corporate liaisons who want their bosses’ dirty work done without compromising them.

All Mr. Johnsons work in backroom booths in different clubs and bars through the city.

Depending on the Johnson, they will randomly offer different types of jobs such as raiding gang hangouts, search & retrieval, extractions, courier missions, ghoul hunting, or Matrix runs.

Each mission will vary on the specifics to meet the requirements and location such as Megacorp headquarters or even the LoneStar’s main building.

Different Mr. Johnsons have varying levels of difficulty and pay for their jobs, which can be influenced by the player’s negotiation statistic.

(Note: In this game, the term “Mr. Johnson” is used where the word “fixer” would be used in the tabletop game.

In the tabletop game, the player would know the handle of his fixer but the actual client would remain anonymous, hence “Mr. Johnson”.

In this video game, the fixers are known both by their handles and “Mr. Johnson,” while also revealing the clients’ names to the player.)

At the start of the game, the player can choose for Joshua to be either a samurai, a decker, or a gator shaman. These only determine Joshua’s beginning statistics and equipment; samurai begin focused on combat, deckers on use of the Matrix and electronics, and shamans on the use of magic.

Over the course of the game, the player may choose to continue to focus on one particular skill or set of skills or branch out into other areas; however, only characters who choose to start as a shaman (and allied mages) can use magic and getting too many “cyberware” implants will reduce its effectiveness.

To help the player make things easier during hard shadowruns, Joshua can also recruit other characters to help him in his shadowruns.

These are called shadowrunners, and can also be customized as Joshua can. The price of hiring a shadowrunner depends on the duration of the contract, as well as the runner’s attitude toward the player.

Shadowrunners can be hired for a single run or for a lifetime for ten times the price. The player can only directly control one character at a time; other characters (including Joshua) are controlled by the computer’s AI.

If the player completes the mission successfully and the shadowrunner was signed on for one job, they return to their location and can be hired back cheaper than before.

If the squad is wiped out, however, the runner will be upset and charge more for their services.

The primary method of combat in Shadowrun is the use of firearms, although magic plays a significant role in combat in both an offensive and defensive capacity. 

Shadowrun keeps track of ammunition; if a character runs out they may have to resort to melee.

The use of magic, on the other hand, is kept in check by damaging the player for casting high-level spells: the player can mitigate or even eliminate this through the use of items, or by reducing the success chance and/or power of the spell.

While virtually useless when used by untrained, physically weak characters, with high skills and strength-boosting cyberware and implanted close-combat weapons (like spurs or hand razors), melee combat can be highly effective against most enemies all the way to the end of the game.

Grenades are also available, though their effectiveness relative to other methods of combat is limited.

Shadowrun
Shadowrun

Title Screen

Downtown Seattle

Pullayup Barrens

Council Island

Renraku Arcology

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