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{{Two other uses|the video game|the East German computer maker|Robotron|other uses|Robotron (disambiguation)}} {{GameInfobox |image = Robotron_flyer.png |caption = Original Arcade Flyer. Note the two joystick controls on cabinet. |developer = Vid Kidz |publisher = Williams Electronics |designer = Eugene Jarvis, Larry DeMar |na_rel = {{Release|1982}} |genre = Shoot 'em up |features = 1-2 Players Alternating |players = 1-2 |cabinet = Upright, cabaret, and cocktail |arcade system = |display = Horizontal orientation, [[Raster graphics|Raster]], standard resolution, size: 19 inch |input = 2 [[joystick]]s |platforms = Apple II, Arcade, Atari 5200, Atari 7800, Atari 8-bit, Atari ST, BBC Micro & Acorn Electron, Commodore 64, Commodore VIC-20, DOS, Lynx, Xbox, Xbox 360, ZX Spectrum |dplatforms = Xbox Live Arcade |canplatforms = Atari Jaguar }} '''''Robotron: 2084''''' (also referred to as '''''Robotron''''') is an [[Arcade game|arcade]] [[video game]] developed by [[Vid Kidz]] and released by [[WMS Industries|Williams Electronics]] in 1982. It is a [[Shoot 'em up|shooting game]] that features [[2D computer graphics|two-dimensional (2D) graphics]]. The game is set in the year 2084, in a fictional world where robots have turned against humans. The aim is to defeat endless waves of robots, rescue surviving humans, and earn as many points as possible. The designers, Eugene Jarvis and Larry DeMar, drew inspiration from other popular media: ''Nineteen Eighty-Four'' and ''[[Berzerk]]''. A two joystick control scheme was developed to provide the player with more precise controls, and enemies with different behaviors were added to make the game challenging. Jarvis and DeMar designed the game to instill panic in players by presenting them with conflicting goals and having on-screen projectiles coming from multiple directions. ''Robotron: 2084'' was critically and commercially successful. Praise among critics focused on the game's intense action and control scheme. The game is frequently listed as one of Jarvis's best contributions to the video game industry. ''Robotron: 2084'' arcade cabinets have since become a sought-after collector's item. It was ported to numerous platforms, inspired the development of other games, and followed by sequels. == Gameplay == [[File:Robotron: 2084.png|thumb|left|The protagonist (center) shoots the robots while dodging their attacks and attempting to rescue the human (top right).|link=Special:FilePath/Robotron:_2084.png]] ''Robotron: 2084'' is a 2D, [[Shoot 'em up#Fixed shooters|fixed shooting game]] in which the player controls the on-screen protagonist from a [[top-down perspective]]. The game is set in the year 2084 in a fictional world where robots ("Robotrons") have taken control of the world and eradicated most of the human race. The main protagonist is a nameless superhuman attempting to save the last human family.<ref name="Fever-1">{{cite book| title = Arcade Fever: The Fan's Guide to The Golden Age of Video Games| chapter = Robotron: 2084| first = John| last = Sellers| pages = 110–111| publisher = Running Press| month = August| year = 2001| isbn = 0762409371}}</ref><ref name="KLOV">{{cite web| url = http://www.klov.com/game_detail.php?game_id=9347| title = Robotron: 2084 Videogame by Williams (1982)| publisher = [[Killer List of Videogames]]| accessdate = 2009-02-10}}</ref><ref name="allgame">{{cite web| url = http://www.allgame.com/game.php?id=436&tab=overview| title = Robotron: 2084 - Overview - allgame| publisher = Allgame| first = Brad| last = Cook| accessdate = 2009-02-10}}</ref> The game uses a two joystick control scheme; the left joystick controls the on-screen character's movement, while the right controls the direction the character's weapon fires. Both joysticks allow for an input direction in one of eight ways. Each level, referred to as a "wave", is a single screen populated with a large number of various enemy robots; types include invincible giants to robots that continually manufacture other robots that shoot the protagonist. Coming into contact with an enemy or enemy projectile results in the character dying. Waves also include human family members which can be rescued to score additional points. Defeating all the onscreen-robots allows the player to progress to a more difficult wave; a cycle which continues until the player depletes extra attempts to continue the game.<ref name="Fever-1" /><ref name="KLOV" /><ref name="allgame" /> == Development == ''Robotron: 2084'' features monaural sound and [[Raster graphics|pixel graphics]] on a 19 inch CRT monitor.<ref name="KLOV"/> It uses a Motorola 6809 central processing unit that operates at 1 MHz.<ref name="Halcyon"/> To produce multiple sounds on a single audio channel, the game uses a priority scheme to generate sounds in order of importance.<ref name="gamesTM-36"/> A custom [[Graphics processing unit#History|graphics coprocessor]]—which operates as a blitter chip—generates the on-screen objects and visual effects. The coprocessor increases the transfer speed of memory, which allows the game to simultaneously animate a large number of objects.<ref name="Halcyon"/><ref>{{cite book| title = Handbook of Computer Animation| first = John| last = Vince| publisher = Springer Science+Business Media| page = 4| isbn = 1852335645| year = 2002}}</ref> The game was developed in six months by Eugene Jarvis and Larry DeMar, founders of [[Vid Kidz]].<ref name="Halcyon">{{cite book| title = Halcyon Days: Interviews with Classic Computer and Video Games Programmers| editor = James Hague| year = 1997| chapter = Eugene Jarvis| publisher = Dadgum Games| chapterurl = http://www.dadgum.com/halcyon/BOOK/JARVIS.HTM}}</ref> Vid Kidz served as a consulting firm that designed games for [[WMS Industries|Williams Electronics]], whom Jarvis and DeMar had previously worked for.<ref name="Ultimate-1">{{cite book| title = Ultimate History of Video Games| first = Steven| last = Kent| pages = 220–222| chapter = The Fall| publisher = Three Rivers Press| isbn = 0761536434| year = 2001}}</ref> 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. ''Robotron: 2084''{{'}}s gameplay is based on presenting the player with conflicting goals: avoid enemy attacks to survive, defeat enemies to progress, and save the family to earn points.<ref name="Fever-2">{{cite book| title = Arcade Fever: The Fan's Guide to The Golden Age of Video Games| chapter = The Creator| first = John| last = Sellers| pages = 52–53| publisher = Running Press| month = August| year = 2001| isbn = 0762409371}}</ref> It 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 move text characters into others.<ref name="Halcyon"/><ref name="Arc-Treasure-1">{{cite video game| title= [[Midway Arcade Treasures]]| developer= [[Backbone Entertainment|Digital Eclipse]]| publisher= [[Midway Games]]| date= 2003-11-18| platform= [[PlayStation 2]]| version= | level= The Inside Story On Robotron 2084}}</ref> The initial concept involved a passive main character; the object was to get robots that chased the protagonist to collide with stationary, lethal obstacles.<ref name="Halcyon"/><ref name="gamesTM-36">{{cite journal| journal = GamesTM| title = Robotron: 2084 Behind the Scenes| issue = 36| month = October| year = 2005| author = GamesTM Staff| pages = 146–149}}</ref> The game was deemed too boring compared to other action titles on the market and shooting was added to provide more excitement.<ref name="Halcyon"/><ref name="Retro60">{{cite journal| journal = Retro Gamer| title = The Making of Robotron: 2084| first = Craig| last = Grannell| publisher = Imagine Publishing| issue = 60| month = March| year = 2009| pages = 44–47}}</ref> [[File:EugeneJarvis cax2006 brighter.jpg|thumb|The dual joystick design was developed by Eugene Jarvis who was frustrated by single joystick controls that were common at the time.|link=Special:FilePath/EugeneJarvis_cax2006_brighter.jpg]] The dual joystick control design resulted from two experiences in Jarvis's life: an automobile accident and playing ''Berzerk''. Prior to beginning development, Jarvis injured his right hand in an accident—his hand was still in a cast when he returned to work, which prevented him from using a traditional joystick with a button. While in rehabilitation, he thought of ''Berzerk''.<ref name="Ultimate-1"/><ref name="Arc-Treasure-1"/> Though Jarvis enjoyed the game and similar titles, he was dissatisfied with the control scheme; ''Berzerk'' used a single joystick to move the on-screen character and a button to fire the weapon, which would shoot the same direction the character was facing.<ref name="Ultimate-1"/><ref name="Retro60"/> Jarvis noticed that if the button was held down, the character would remain stationary and the joystick could be used to fire in any direction.<ref name="Halcyon"/><ref name="Retro60"/> This method of play inspired Jarvis to add a second joystick dedicated to aiming the direction projectiles were shot.<ref name="Retro60"/> Jarvis and DeMar created a prototype using a ''Stargate'' [[Arcade system board|system board]] and two [[Atari 2600 hardware#Controllers|Atari 2600 controllers]] attached to a control panel.<ref name="Halcyon"/><ref name="Ultimate-1"/> In retrospect, Jarvis considers the design a contradiction that blends "incredible freedom of movement" with ease of use.<ref name="gamesTM-36"/> The developers felt a rescue theme similar to ''[[Defender (video game)|Defender]]''—one of their previous games—was needed to complete the game, and added a human family as a method to motivate players to earn a high score.<ref name="Arc-Treasure-1"/><ref name="Retro60"/> The rescue aspect also created a situation were players had to constantly reevaluate their situation to chose the optimal action: run from enemies, shoot enemies, or rescue humans.<ref name="gamesTM-36"/><ref name="Fever-2"/> Inspired by George Orwell's ''Nineteen Eighty-Four'', Jarvis and DeMar further developed the plot around the concept of an Orwellian world. The two noticed, however, that 1984 was approaching, but the state of the real world did not match that of the book. They decided to set the game further in the future, the year 2084, to provide a more realistic timeframe for their version of "Big Brother". Jarvis, a science fiction fan, based the Robotrons on the idea that computers would eventually 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 [[Revolution|revolt]] against them.<ref name="Ultimate-1"/> Jarvis and DeMar playtested the game themselves, and continually tweaked the designs as the project progressed.<ref name="gamesTM-36"/> Though games at the time began to use [[scrolling]] to have larger levels, the developers chose a single screen to confine the action.<ref name="Retro60"/> To instill panic in the player, the character was initially placed in the center of the game's action, and had to deal with projectiles coming from multiple directions, as opposed previous shooting games such as ''[[Space Invaders]]'' and ''[[Galaxian]]'', where the enemies attacked from a single direction. This made for more challenging gameplay, an aspect Jarvis took pride in.<ref name="Ultimate-1"/> Enemies were assigned to stages in different groups to create themes.<ref name="Halcyon"/> Early stages were designed to be relatively simple compared to later ones. The level of difficulty was designed to increase quickly so players would struggle to complete later stages. In retrospect, Jarvis attributes 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 ended up being a good challenge for expert players.<ref name="gamesTM-36"/> The graphics were given a simple appearance to avoid a cluttered game screen, and object designs were made distinct from each other to avoid confusion. Black was chosen as the background color to help characters stand out and reduce clutter.<ref name="Retro60"/> === Enemy designs === Each enemy was designed to exhibit a unique behavior towards the character; random elements were programmed into the enemies' behaviors to make the game more interesting.<ref name="Halcyon"/><ref name="gamesTM-36"/> The first two designed were the simplest: "Electrodes" and "Grunts". Electrodes are stationary objects that are lethal to the in-game characters, and Grunts are simple robots that chase the protagonist by plotting the shortest path to him.<ref name="Halcyon"/><ref name="Retro60"/> Grunts were designed to overwhelm the player with large groups.<ref name="gamesTM-36"/> While testing the game with the new control system and the two enemies, Jarvis and DeMar were impressed by the gameplay's excitement and fun. As a result, they began steadily increasing the number of on-screen enemies to over a hundred to see if more enemies would generate more enjoyment.<ref name="Halcyon"/><ref name="Retro60"/> Other enemies were created to add more variety. Large, indestructible "Hulks", inspired by an enemy in ''Berzerk'', were added to kill the humans on the stage. Though they cannot be destroyed, the developers decided to have the protagonist's projectiles slow the Hulk's movement as a way to help the player. Levitating "Enforcers" were added as enemies that could shoot back at the main character; Jarvis and DeMar liked the idea of a floating robot and felt it would be easier to animate. A projectile algorithm was devised for Enforcers to simulate [[Game artificial intelligence|enemy intelligence]]. The developers felt a simple algorithm of shooting directly at the protagonist would be ineffective because the character's constant motion would always result in a miss. Random elements were added to make the projectile more unpredictable; the Enforcer aims at a random location in a ten pixel radius around the character, and random acceleration curves the trajectory. To further differentiate Enforcers, Jarvis devised the "Spheroid" enemy as a robot that continually generated Enforcers, rather than have them already on the screen like other enemies. "Brains" were conceived as robots that could capture humans and brainwash them into enemies called "Progs". DeMar devised the final enemies as a way to further increase the game's difficulty; "Tanks" that fire projectiles which bounce around the screen, and "Quarks" as a tank producing robot.<ref name="Retro60"/> == Reception == ''Robotron: 2084'' was commercially successful; Williams sold approximately 19,000 arcade cabinets, and [[Arcade cabinet#Mini cabinets|cabaret]] and [[Arcade cabinet#Cocktail or table cabinets|cocktail]] versions were later produced.<ref name="Ultimate-1"/><ref name="Arc-Treasure-1"/> The different arcade versions have since become varying levels of rarity; the cocktail and cabaret versions are very rare, while the upright cabinets are more available.<ref name="PriceGuide-3">{{cite book| title = Official Price Guide to Classic Video Games| first = David| last = Ellis| page = 405| chapter = Arcade Classics| publisher = Random House| isbn = 0375720383| year = 2004}}</ref> It is one of the most collected arcade games, and is consistently higher priced than other titles among collectors.<ref name="Ultimate-1"/><ref name="PriceGuide-2">{{cite book| title = Official Price Guide to Classic Video Games| first = David| last = Ellis| pages = 337–340| chapter = Arcade Classics| publisher = Random House| isbn = 0375720383| year = 2004}}</ref> The game has been positively received by critics. Author David Ellis called ''Robotron: 2084'' a "classic favorite" of its time, and stated that, despite the game's difficulty, it is among the most popular video games in the industry.<ref name="PriceGuide-2"/><ref name="PriceGuide-1">{{cite book| title = Official Price Guide to Classic Video Games| first = David| last = Ellis| page = 7| chapter = A Brief History of Video Games| publisher = Random House| isbn = 0375720383| year = 2004}}</ref> ''Retro Gamer'' rated the game number two on their list of "Top 25 Arcade Games", citing its simple and addictive design.<ref name="Retro54">{{cite journal| journal = Retro Gamer| publisher = Imagine Publishing| issue = 54| page = 68| title = Top 25 Arcade Games| author = Retro Gamer Staff| month = September| year = 2008}}</ref> In 2008, Guinness World Records listed it as the number eleven arcade game in technical, creative and cultural impact.<ref name="GWR08-1">{{cite book| editor= Craig Glenday| title= Guinness World Records Gamer's Edition 2008| series= Guinness World Records| date= 2008-03-11| publisher= Guinness| isbn= 978-1-904994-21-3| page= 235| chapter= Top 100 Arcade Games: Top 20–6}}</ref> Brett Alan Weiss of Allgame called it one of the industry's "most exciting and intense" games. He complimented the gameplay, graphics and audio, calling them addictive, colorful and energized respectively.<ref name="AllGame">{{cite web| url = http://www.allgame.com/game.php?id=436&tab=review| title = Robotron: 2084 - Review - allgame| first = Brett Alan| last = Weiss| publisher = Allgame| accessdate = 2009-02-10}}</ref> The game has garnered praise from industry professionals as well. [[Midway Games]]'s Tony Dormanesh and [[Electronic Arts]]' Stephen Riesenberger called ''Robotron: 2084'' their favorite arcade game.<ref name="Coin-OpFavs">{{cite web| url = http://www.gamasutra.com/features/20050805/hong_01.shtml| title = Question of the Week Responses: Coin-Op Favorites?| first = Quang| last = Hong| publisher = [[Gamasutra]]| date = 2005-08-05| accessdate = 2009-05-12}}</ref> David Thiel, a former Gottlieb audio engineer, referred to the game as the "pinnacle of interactive game design".<ref>{{cite book| title = Ultimate History of Video Games| first = Steven| last = Kent| page = 219| chapter = The Fall| publisher = Three Rivers Press| isbn = 0761536434| year = 2001}}</ref> Xot's John Leffingwell described ''Robotron: 2084'' as "the perfect blend of mayhem and simplicity", and commented that its plot was an interesting commentary. Jeff Peters from GearWorks Games praised the playing field as "crisp and clear", and described the strategy and dexterity required to play as a challenge to the senses. He summarized the game as "one of the best examples of game play design and execution."<ref name="Coin-OpFavs"/> Critics lauded ''Robotron: 2084''{{'}}s gameplay. Authors Rusel DeMaria and Johnny Wilson enjoyed the excitement created by the constant waves of robots and fear of the character dying. They considered it one of the more impressive games produced from the 80s and 90s.<ref name="HighScore-1"/><ref>{{cite book| title = High Score!: The Illustrated History of Electronic Games| first1 = Rusel| last1 = DeMaria| first2 = Johnny L.| last2 = Wilson| publisher = McGraw-Hill Professional| page = 339| edition = 2| isbn = 0072231726| year = 2003}}</ref> Author John Vince considered the reward system (saving humans) and strategic elements as positive components.<ref name="CompAni">{{cite book| title = Handbook of Computer Animation| first = John| last = Vince| publisher = Springer Science+Business Media| pages = 1–2| isbn = 1852335645| year = 2002}}</ref> ''ACE'' magazine's David Upchurch commented that despite the poor graphics and basic design, the gameplay's simplicity was a strong point.<ref>{{cite journal| journal = Advanced Computer Entertainment| title = Robotron 2084| first = David| last = Upchurch| issue = 53| month = February| year = 1992| page = 77}}</ref> The control scheme in particular was well received. DeMaria and Wilson considered it a highlight which provided the player a tactical advantage.<ref name="HighScore-1">{{cite book| title = High Score!: The Illustrated History of Electronic Games| first1 = Rusel| last1 = DeMaria| first2 = Johnny L.| last2 = Wilson| publisher = McGraw-Hill Professional| page = 86| edition = 2| isbn = 0072231726| year = 2003}}</ref> Owen Linzmayer of ''[[Creative Computing]] Video & Arcade Games'' praised the freedom of movement afforded by the controls.<ref>{{cite journal| journal = [[Creative Computing]] Video & Arcade Games| title = Mastering Robotron:2084| publisher = | first = Owen| last = Linzmayer| date = Spring 1983| volume = 1| issue = 1| page = 21}}</ref> Ellis commented that the unique control scheme was a factor in the game's success.<ref name="PriceGuide-2"/> ''Retro Gamer'' lauded the controls, describing them as "one of the greatest control systems of all time."<ref name="Retro54"/> In retrospect, DeMar felt players continued to play the game because the control scheme offered a high level of precision.<ref name="Arc-Treasure-2">{{cite video game| title= [[Midway Arcade Treasures]]| developer= [[Backbone Entertainment|Digital Eclipse]]| publisher= [[Midway Games]]| date= 2003-11-18| platform= [[PlayStation 2]]| version= | level= Interview Clip 1 – Robotron's Controls}}</ref> == Legacy == Because of its popularity, the game has been referenced in facets of popular culture: the Beastie Boys' song "The Sounds of Science" on the album ''Paul's Boutique'', Lou Reed's song "Down at the Arcade" on his ''New Sensations'' album, and the comic strip Bob the Angry Flower.<ref name="Fever-1"/><ref>{{Cite audio| people = Lou Reed (Singer)| title= Album: New Sensations Song: Down at the Arcade| date = April 1984| publisher = [[RCA]]}}</ref><ref>{{cite web| url = http://www.angryflower.com/robotr.html| title = Robotron 2083| publisher = Stephen Notley| work = Bob the Angry Flower| date = 2006-03-10| accessdate = 2009-03-16}}</ref> Players have also competed to obtain the highest score at the game.<ref>{{cite web| url = http://www.twingalaxies.com/index.aspx?c=22&pi=2&gi=3681&vi=1455| title = Robotron: 2084 High Score Rankings| publisher = Twin Galaxies| accessdate = 2009-07-28}}</ref> Jarvis's contributions to the game's development are often cited among his accolades.<ref>{{cite web| url = http://www.gamasutra.com/php-bin/news_index.php?story=4979| title = Eugene Jarvis To Receive IGDA Lifetime Achievement Award| first = Nich| last = Maragos| publisher = [[Gamasutra]]| date = 2005-02-17| accessdate = 2009-05-12}}</ref><ref name="IGN-Designers">{{cite web| url = http://uk.ds.ign.com/articles/807/807871p1.html| title = Top 10 Tuesday: Game Designers| author = IGN Staff| date = 2007-07-24| publisher = [[IGN]]| accessdate = 2009-03-16}}</ref> Vince considered him as one of the originators of "high-action" and "reflex-based" arcade games, citing ''Robotron: 2084''{{'}}s gameplay among other games designed by Jarvis.<ref name="CompAni"/> In 2007, IGN listed Eugene Jarvis as a top game designer whose titles (''[[Defender (video game)|Defender]]'', ''Robotron 2084'', and ''[[Smash TV]]'') have influenced the video game industry.<ref name="IGN-Designers"/> ''GamesTM'' referred to the game as the pinnacle of his career.<ref name="gamesTM-36"/> Bill Loguidice and Matt Barton of Gamasutra commented that ''Robotron''{{'}}s success, along with ''Defender'', illustrated that video game enthusiasts were ready for more difficult games with complex controls.<ref name="Gamasutra-History">{{cite web| url = http://www.gamasutra.com/view/feature/4099/the_history_of_robotron_2084__.php| title = The History of Robotron: 2084 - Running Away While Defending Humanoids| first = Bill| last = Loguidice| coauthors = Matt Barton| publisher = [[Gamasutra]]| date = 2009-08-04| accessdate = 2009-10-15}}</ref> Though not the first to implement it, ''Robotron: 2084''{{'}}s use of dual joysticks popularized the design among 2D shooting games, and has since been copied by other arcade-style games.<ref name="Retro60"/><ref name="Retro54"/><ref name="Coin-OpFavs"/><ref name="20Control">{{cite web| url = http://www.gamasutra.com/view/feature/2844/game_design_essentials_20_unusual_.php?page=2| title = Game Design Essentials: 20 Unusual Control Schemes| first = John| last = Harris| publisher = Gamasutra| date = 2007-12-06| accessdate = 2009-05-12}}</ref> The control scheme has appeared in several other titles produced by Midway Games:<ref group="Note">Williams Electronics purchased Midway in 1988, and later transferred its games to the Midway Games subsidiary.</ref> ''Inferno'', ''Smash TV'', and ''[[Total Carnage]]''.<ref name="20Control"/> Many shooting games on [[Xbox Live Arcade]] and [[PlayStation Network]] use this dual control design.<ref>{{cite journal| journal = [[Electronic Gaming Monthly]]| publisher = Ziff Davis| month = November| year = 2007| issue = 221| title = Online Scene: Robocopied| first = Michael| last = Donahoe| page = 50}}</ref><ref name="Retro49">{{cite journal| journal = Retro Gamer| title = Retro Rated: Omega Five| author = Retro Gamer Staff| publisher = Imagine Publishing| issue = 49| month = April| year = 2008| page = 88}}</ref><ref name="Retro55">{{cite journal| journal = Retro Gamer| title = Retro Rated: Commando 3| author = Retro Gamer Staff| publisher = Imagine Publishing| issue = 55| month = October| year = 2008| page = 89}}</ref> The 2003 title ''[[Geometry Wars]]'' and its sequels also use a similar control scheme.<ref name="20Control"/><ref>{{cite web| url = http://www.gamasutra.com/php-bin/news_index.php?story=21377| title = Gamasutra's Best Of 2008: Top 10 Games Of The Year| author = Gamasutra Staff| publisher = [[Gamasutra]]| date = 2008-12-23| accessdate = 2009-05-12}}</ref> The input design was most prominent in arcade games until video games with [[3D computer graphics|three-dimensional (3D) graphics]] became popular in the late 1990s. Jarvis attributes the lack of proliferation in the home market to the absence of hardware that offered two side-by-side joysticks. Most 3D games, however, use the dual joystick scheme to control the movement of a character and a camera. Few console games, like the 2004 title ''Jet Li: Rise to Honor'', use two joysticks for movement and attacking.<ref name="Gamasutra-History"/> === Remakes and sequels === [[File:RobotronX-gameplay.jpg|thumb|The sequel ''Robotron X'' features gameplay similar to the original, but with three-dimensional graphics.|link=Special:FilePath/RobotronX-gameplay.jpg]] Jarvis planned to produce sequels, but the [[North American video game crash of 1983]] halted most video game production for a few years.<ref name="Retro60"/> Prior to the full effects of the crash, Vid Kidz developed an unofficial sequel in 1983. The game, ''Blaster'', is set in the same universe and takes place in 2085 in a world overrun by Robotrons.<ref name="Retro60" /><ref>{{cite web| url = http://www.klov.com/game_detail.php?game_id=7145| title = Blaster Videogame by Williams (1983)| publisher = [[Killer List of Videogames]]| accessdate = 2009-03-17}}</ref><ref>{{cite web| url = http://www.allgame.com/game.php?id=3055| title = Blaster - Overview - allgame| publisher = Allgame| first = Earl| last = Green| accessdate = 2009-03-17}}</ref> A sequel with 3D graphics titled ''Robotron X'' was released by Williams in 1996 for the Sony [[PlayStation]] and personal computers. It was ported two years later to the [[Nintendo 64]] as ''Robotron 64''. In addition to the graphical update, the game includes new audio and multiple camera angles.<ref name="GameDesign">{{cite book| title = Andrew Rollings and Ernest Adams on Game Design| first = Andrew| last = Rollings| first1 = Ernest| last1 = Adams| page = 283| publisher = New Riders| isbn = 1592730019| year = 2003}}</ref><ref>{{cite web| url = http://www.allgame.com/game.php?id=2268| title = Robotron X - Overview - allgame| first = Brett Alan| last = Weiss| publisher = Allgame| accessdate = 2009-03-17}}</ref> Though the game features similar gameplay as the original, it was not as well received.<ref name="gamesTM-36" /><ref name="GameDesign" /> Authors Andrew Rollings and Ernest Adams considered the moving camera in the 3D environment a negative update. They felt the original format—an overhead perspective of a single screen—presented the player with all the necessary information and relied on the player's skill. The moving camera angle, however, obscured areas of the playing field and could result in the player being shot by an enemy that suddenly appeared.<ref name="GameDesign" /> Vince echoed similar statements, stating that the gameplay suffered from the loss of important aspects from the original.<ref>{{cite book| title = Handbook of Computer Animation| first = John| last = Vince| publisher = Springer Science+Business Media| pages = 19–20| isbn = 1852335645| year = 2002}}</ref> Rollings and Adams, however, attribute the fad of classic remakes in the late 1990s in part to ''Robotron X''{{'}}s release.<ref name="GameDesign" /> ''Robotron: 2084'' has been remade on different platforms. Beginning in 1983, the game was ported to several platforms including the [[Atari 5200]], Apple IIe, [[Commodore 64]], and TI-99/4A.<ref>{{cite web| url = http://www.mobygames.com/search/quick?q=Robotron%3A+2084&x=0&y=0| title = MobyGames Quick Search: Robotron: 2084| publisher = [[MobyGames]]| accessdate = 2009-03-17}}</ref> Most conversions did not have a dual joystick and were received less favorably by critics.<ref name="Retro60"/><ref name="Gamasutra-History"/><ref>{{cite web| url = http://retro.ign.com/articles/855/855369p3.html| title = The Atari 5200 Buyer's Guide| first = Levi| last = Buchanan| publisher = [[IGN]]| date = 2008-02-27| accessdate = 2009-03-19}}</ref> In 2000, a web-based version of ''Robotron: 2084'', along with nine other classic arcade games, were published on Shockwave.com.<ref>{{cite web| url = http://www.gamespot.com/news/2565653.html| title = Midway Coming Back At You| first = Sam| last = Parker| publisher = [[GameSpot]]| date = 2000-05-05| accessdate = 2009-03-20}}</ref> Four years later, [[Midway Games]] also launched a website featuring the Shockwave versions.<ref>{{cite web| url = http://www.gamespot.com/ps2/action/midwayarcadetreasures/news.html?sid=6108563| title = Midway Arcade Treasures Web site goes live| first = Chris| last = Kohler| publisher = [[GameSpot]]| date = 2004-09-24| accessdate = 2009-03-17}}</ref> The game has been included in several multi-platform compilations: the 1996 ''[[Williams Arcade's Greatest Hits]]'', the 2000 ''Midway's Greatest Arcade Hits'', and the 2003 ''[[Midway Arcade Treasures]]''.<ref>{{cite web| url = http://www.allgame.com/game.php?id=2356| title = Williams Arcade's Greatest Hits - Overview - allgame| publisher = Allgame| first = Brett Alan| last = Weiss| accessdate = 2009-03-18}}</ref><ref>{{cite web| url = http://www.allgame.com/game.php?id=25340| author = All Game Staff| title = Midway's Greatest Arcade Hits: Vol. 1 - Overview - allgame| publisher = Allgame| accessdate = 2009-03-18}}</ref><ref>{{Cite web| url = http://ps2.ign.com/articles/433/433090p1.html| title = Midway Arcade Treasures| first = Craig| last = Harris| date = 2003-08-11| publisher = [[IGN]]| accessdate = 2009-02-10}}</ref> In 2004, Midway Games planned to release a plug and play version of ''Robotron: 2084'' as part of a line of TV Games, however, it was never released.<ref>{{cite web| url = http://gear.ign.com/articles/492/492930p1.html| title = Midway's TV Games| first = Craig| last = Harris| date = 2004-02-17| publisher = [[IGN]]| accessdate = 2009-02-10}}</ref><ref>{{cite web| url = http://www.vavasour.ca/jeff/games.html#midwaytv| title = Jeff Vavasour's Video And Computer Game Page| first = Jeff| last = Vavasour| date = 2009-02-16| accessdate = 2009-05-01}}</ref> ''Robotron: 2084'' became available for download via [[Microsoft]]'s [[Xbox Live Arcade]] in November 2005. It includes high-definition graphics and two-player cooperative multi-player with one player controlling the movement and another the shooting. Scores can be tracked through an online ranking system.<ref>{{cite web| url = http://uk.gamespot.com/xbox360/action/robotron2084/review.html| title = Robotron: 2084 Review| first = Jeff| last = Gerstmann| publisher = [[GameSpot]]| date = 2005-12-20| accessdate = 2009-03-16}}</ref> The Xbox Live Arcade port had been delisted on February 2010. The game has also inspired other titles. The 1990 arcade game ''[[Smash TV]]'', also designed by Jarvis, features a similar design—two joysticks used to shoot numerous enemies on a single screen—as well as ideas he intended to include in sequels.<ref name="Retro60"/><ref name="GameDesign"/> In 1991, Jeff Minter released a [[shareware]] game titled ''Llamatron'' based on ''Robotron: 2084''{{'}}s design.<ref>{{cite web| url = http://www.llamasoft.co.uk/lc-16bit.php| title = Llamasoft – 16 Bit| publisher = Llamasoft| accessdate = 2009-03-16}}</ref> == Notes == <references group="Note" /> ==References== {{Reflist|2}} ==External links== *{{StrategyWiki}} *[http://www.edge-online.com/magazine/time-extend-robotron-2084 Time Extend: Robotron 2084] at Edge-Online {{good article}} [[de:Robotron: 2084]] fr:Robotron: 2084 [[it:Robotron: 2084]] ja:ロボトロン2084 [[ru:Robotron: 2084]] sv:Robotron: 2084 uk:Robotron: 2084
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