Wait, what? You didn't create epics and attach story points to all of your JIRA tickets and estimate your development time down to the nearest 15-minute increment before you wrote a single line of code? Preposterous, you could never develop functioning software without pre-planning each and every single hour in a spreadsheet and reporting your status to a project manager in one hour daily standup meetings every morning.
In this particular case, the "viz kids" group was created, released 4 games, and got disbanded 3 years later.
I never played this one in the arcades because it ate my quarters: only gave me 30 seconds of fun for each one.
When I built a full-size MAME machine with dual joysticks, Robotron quickly became my go to.
I pushed my games out from that 30 seconds to maybe 3 minutes. But what a three minutes! I always feel a kind of release after — like flipping a table or something.
There's actually an arcade game [0][1] with a plastic table controller where one has to flip the table to cause maximum damage. It's pretty hilarious, though obviously very different from Robotron.
[0] https://en.m.wikipedia.org/wiki/Cho_Chabudai_Gaeshi [1] https://youtu.be/O8cTdFqwdwc
It covers a lot more than TFA, though I appreciated the scanned photos.
The greatest homage and tribute to the original.
Wonder if more people think about Robotron-the game vs. Robotron-the company (and all their products).
It's the most like riding a bike of any video game I've ever played. One hand chooses shooting direction, other hand independently moves the character in a direction. Even by the 4th level there are too many enemies to track.
I basically got crushed until my independent hand coordination "clicked in," then started progressing to much further levels without any clear strategy.
Maybe that's how most people play video games, but I usually have some mental model of the game, techniques to try to improve, etc. Here it's just getting creamed for awhile, then a sudden change to "aaaaaaaaaaah," for longer and longer periods of time. :)
Edit: clarification
I love this game. The flashing colors are very stimulating, but the beauty of this game is that it's about judging tradeoffs in a constantly changing environment.
Yes, starting at the 4th wave there are too many enemies to track. The zen of the game is this: you will lose some lives every wave after a certain point. But the game is generous and you will earn bonus lives every X points.
The wandering humans in the game give you 5000 points each, but only after you save 5 in a row. You can rack up extra lives pretty quickly if you can waver through the robots and obstacles and hit 5+ in a row.
So you have always think - will this path through the changing morass enable me to save a large enough chain of wandering humans to gain more lives than I'll lose? You have to constantly make "business decisions" to keep your profits (total lives) ahead of a fatal loss (your last life).
Not that I can get past wave 14 or 15 though.
The crazy thing about the lives is that they wrap around modulo 128 (maybe it's 256), (and you can't see the count beyond 3 or 4!) which means that if you are unlucky when it wraps around and you die, then it's game over, even if you have been absolutely killing it wave after wave. Haha. Exciting!
Exactly! It's even dynamic by the standards of early Williams games which typically had a surprising amount happening at once.
This style of game is called twin-stick shooter.
http://www.robotron2084guidebook.com/technical/christianging...
What I find really interesting is that Robotron holds up against these newer games very well. That doesn't happen too often.
It's still fun. Love the graphics, it creates an exciting environment that is claustrophic.
The finger-grain-harvester was cool.