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Index › 1980s › Robotron: 2084
Robotron: 2084 cover art

Robotron: 2084

ロボトロン2084, AKA: Robotron
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Robotron: 2084

In 2084, man creates a species of super-advanced cyborgs known as Robotrons. Recognizing the imperfect nature of their creators, the Robotrons conclude that the inefficient human race must be exterminated. In Robotron: 2084, only you and a single family of clones remain. If mankind is to survive, you must destroy the Grunts, Brains, Enforcers, and Tanks - but avoid the indestructible Hulks at all cost. Can you withstand wave after wave of android invasion and rescue Mommy, Daddy, and Mikey... before it's too late?

Year
1982
Developer
Vid Kidz
Publisher
Williams Electronics
Players
2P

SCREENSHOTS

PHYSICAL

HISTORY

Robotron: 2084 (also referred to simply as Robotron) is a twin-stick shooter video game developed by Eugene Jarvis and Larry DeMar of Vid Kidz and released by Williams Electronics for arcades in 1982. The game is set in the year 2084 in a dystopian future where robots have turned against humans in a cybernetic revolt. The player's goals are to defeat endless waves of robots, rescue surviving humans, and earn as many points as possible.

Jarvis and DeMar drew inspiration from Nineteen Eighty-Four, Berzerk and Space Invaders when designing Robotron: 2084. The pair designed the game to instill panic in players by presenting them with conflicting goals and having many on-screen projectiles coming from multiple directions. A two-joystick control scheme was implemented to provide the player with more precise controls, and enemies with different behaviors were added to make the game challenging. Following its release in arcades, Atari ported the game to several home platforms in the 1980s. It was later included in many retro gaming collections.

Robotron was critically and commercially successful. Praise among critics focused on the game's intense action, control scheme, and colorful visuals. While its challenging gameplay proved popular, commentators acknowledged it catered to select players. Though not the first game with twin joystick controls, Robotron: 2084 is cited as the game that popularized it in the 1980s; the design later saw a resurgence in the 2000s. Jarvis used the same control scheme later in the 1990 Smash TV. Robotron was ported to numerous home systems, most of which lacked the arcade's control hardware. It is frequently listed as one of Jarvis's best contributions to the video game industry.

Gameplay

Robotron is a twin-stick shooter game in which the player controls the on-screen protagonist from a top-down perspective. The game uses a two-joystick control scheme; the left joystick controls the on-screen character's movement, while the right is used to fire the character's weapon in specific directions. Both joysticks allow for an input direction in one of eight ways. The game is set in the year 2084 in a fictional world where "Robotrons" have, after a robot uprising, eradicated most of the human race. The main protagonist is a super-powered genetically engineered mutant who attempts to save the last human family.

Each level, referred to as a "wave", is a single screen populated with a large number of various enemy robots and obstacles; types range from invincible giants to robots that manufacture other robots. Coming into contact with an enemy, projectile, or obstacle costs the player one life; more lives can be earned at certain point totals. Waves also include human family members, who can be rescued to score additional points, but certain robots can either kill them or transform them into enemies. Destroying all vulnerable robots allows the player to progress to the next wave; the cycle continues until all lives are lost.

Development

Robotron: 2084 was developed in six months by Eugene Jarvis and Larry DeMar, founders of Vid Kidz. Vid Kidz served as a consulting firm that designed games for Williams Electronics, whom Jarvis and DeMar had previously worked for. Under the working title Robot Wars, the pair used a Gimix 6809 computer to write the game's program in assembly language. Jarvis and DeMar playtested the game themselves and continually tweaked the designs as the project progressed. The game was designed to provide excitement for players; Jarvis described the game as an "athletic experience" derived from a "physical element" in the two-joystick design.

After spending 18 months working collectively on Defender and Stargate, the developers desired a new creative focus and chose robots. The game was first inspired by Stern Electronics' 1980 arcade game Berzerk and the Commodore PET computer game Chase. Berzerk is a shooting game in which a character traverses a maze to shoot robots, and Chase is a text-based game in which players lure text characters into obstacles. The initial concept involved a passive main character; the object was to force robots chasing the protagonist to collide with stationary, lethal obstacles. As they deemed the design too boring compared to other action titles on the market, the developers added shooting gameplay to provide more excitement. The shooting elements drew inspiration from the 1978 arcade game Space Invaders, which had previously inspired Defender, their first arcade game.

Though contemporary games began to use scrolling to facilitate larger levels, the pair chose a single screen to confine the action. Jarvis aimed to outdo the tension in Space Invaders as the aliens crowd the player. To instill panic in the player, the protagonist is initially placed in the center of the game's action and must deal with projectiles coming from multiple directions, as opposed to previous shooting games, such as Space Invaders and Galaxian, where enemies attack from a single direction. This made for more challenging gameplay, an aspect Jarvis took pride in.

The developers felt a rescue theme similar to Defender was needed to complete the game and added a human family as a method to motivate the player to earn a high score. The additional aspect forced the player to constantly reevaluate their situation to choose the optimal action: avoid enemy attacks to survive, defeat enemies to progress, and save the family to earn points. Inspired by George Orwell's Nineteen Eighty-Four, Jarvis and DeMar incorporated an Orwellian world into the plot. Since the year 1984 was approaching, they decided to set the game a century into the future to provide a more realistic time frame for their version of "Big Brother". Jarvis, a science fiction fan, based the Robotrons on the idea that computers would become advanced entities that helped humans in everyday life. He believed the robots would eventually realize that humans are the cause of the world's problems and revolt against them.

The pair placed enemies in different groups throughout the stages to create themes. Early stages are designed to be relatively simple compared to later ones. The difficulty level is designed to increase quickly so players would struggle to complete later stages. In retrospect, Jarvis attributed his and DeMar's average player skills to the game's balanced design. Though they made the game as difficult as they could, the high end of their skills proved to be a good challenge for expert players. The graphics have a simple appearance to avoid a cluttered game screen, and object designs were made distinct from each other to avoid confusion. They chose black as the background color to help characters stand out visually and further reduce clutter.

=== Enemy designs ===…

1CC RUNS

One-credit clears we point to as the benchmark for this game.

GAMEPLAY VIDEO

SCORES

Source
Audience
Score
Reviews
Critics
70 / 100
1
Users
7 / 10
89
Users
71 / 100
19

ACHIEVEMENTS 1 set

Tracked by RetroAchievements and earned in an emulator that reports to it. A game tracked on more than one machine gets a set for each, because they are different lists earned on different hardware.

Atari 7800 43 achievements, 460 pts
  1. First Wave 1
    Clear the first wave on any difficulty
  2. Brain Wave 3
    Clear the first Brain Wave (Wave 5) on any difficulty
  3. Tank Wave 4
    Clear the first Tank Wave (Wave 7) on any difficulty
  4. Grunt Wave 4
    Clear the first Grunt Wave (Wave 9) on any difficulty
  5. Hulk Wave 5
    Clear the first Hulk Wave (Wave 14) on any difficulty
  6. Double Trouble 10
    Clear the first Double Trouble Wave (Wave 24) on any difficulty
  7. Wave 5 Intermediate 3
    Clear wave 5 on Intermediate or higher
  8. Wave 10 Intermediate 5
    Clear wave 10 on Intermediate or higher
  9. Wave 15 Intermediate 5
    Clear wave 15 on Intermediate or higher
  10. Wave 20 Intermediate 5
    Clear wave 20 on Intermediate or higher
  11. Wave 25 Intermediate 10
    Clear wave 25 on Intermediate or higher
  12. Wave 30 Intermediate 10
    Clear wave 30 on Intermediate or higher
  13. Wave 35 Intermediate 10
    Clear wave 35 on Intermediate or higher
  14. Wave 40 Intermediate 10
    Clear wave 40 on Intermediate or higher
  15. Wave 45 Intermediate 10
    Clear wave 45 on Intermediate or higher
  16. Wave 50 Intermediate 10
    Clear wave 50 on Intermediate or higher
  17. Wave 75 Intermediate 25
    Clear wave 75 on Intermediate or higher
  18. Wave 10 Advanced 5
    Clear wave 10 on Advanced or higher
  19. Wave 15 Advanced 10
    Clear wave 15 on Advanced or higher
  20. Wave 25 Advanced 25
    Clear wave 25 on Advanced or higher
  21. Wave 5 Expert 5
    Clear Wave 5 on Expert or higher
  22. Wave 10 Expert 10
    Clear wave 10 on Expert or higher
  23. Wave 15 Expert 25
    Clear wave 15 on Expert or higher
  24. Wave 20 Expert 50
    Clear wave 20 on Expert or higher
  25. 25,000 Points - Any Difficulty 1
    Reach 25,000 points on any difficulty
  26. 50,000 Points - Any Difficulty 2
    Reach 50,000 points on any difficulty
  27. 100,000 Points - Any Difficulty 3
    Reach 100,000 points on any difficulty
  28. 250,000 Points - Intermediate >= 10
    Reach 250,000 points on Intermediate or higher
  29. 500,000 Points - Intermediate >= 10
    Reach 500,000 points on Intermediate or higher
  30. 1,000,000 Points - Intermediate >= 25
    Reach 1,000,000 points on Intermediate or higher
  31. 100,000 Points - Advanced >= 5
    Reach 100,000 points on Advanced or higher
  32. 250,000 Points - Advanced >= 10
    Reach 250,000 points on Advanced or higher
  33. 500,000 Points - Advanced >= 25
    Reach 500,000 points on Advanced or higher
  34. 100,000 Points - Expert >= 10
    Reach 100,000 points on Expert or higher
  35. 250,000 Points - Expert >= 25
    Reach 250,000 points on Expert or higher
  36. Save 10 Humans in One Wave 2
    Save 10 Humans in one wave on any difficulty
  37. Save 50 Humans in One Game 5
    Save 50 humans without a game over on any difficulty
  38. Save 100 Humans in One Game 10
    Save 100 humans without a game over on any difficulty
  39. Save 250 Humans in One Game 25
    Save 250 humans without a game over on any difficulty
  40. Save 25 Humans Without Dying 10
    Save 25 humans without losing a life on any difficulty
  41. Wave 10 - No Human 10
    Make it to wave 10 without saving any humans on any difficulty
  42. 20 Enemy Projectiles One Game 2
    Shoot down 20 enemy projectiles in one game on any difficulty
  43. 15 Enemy Projectiles One Wave 10
    Shoot down 15 enemy projectiles in one wave on any difficulty

Achievement names, descriptions and badges are the work of the RetroAchievements community. View this set on RetroAchievements

RELEASES 16 systems

System
Platform
Year
Notes
ARC
Arcade
1982
Original release
A5200
Atari 5200
1983
APL2
Apple II
1983
VIC20
Commodore VIC-20
1983
DOS
DOS
1983
C64
Commodore 64
1983
A8BIT
Atari 8-bit
1983
ZX
ZX Spectrum
1984
BBC
BBC Microcomputer
1985
ELEC
Acorn Electron
1985
A7800
Atari 7800
1986
AST
Atari ST
1987
LYNX
Atari Lynx
1991
MAC
macOS
1994
XB
Xbox
2005
X360
Xbox 360
2005

GAME DATA

Players
2
Series
Robotron

SOURCES

Wikipedia, CC BY-SA 4.0
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