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Robotron : 2084 is among the few truly great classic arcade games, being among the first generation of truly great arcade coin ops. You may have spent many hours in arcades during the great classic video gaming era (1980-1986 or so), and chances are, you ran across a Robotron. Williams Electronics, with its group of visionary and magical group of game programmers, fathered a full line of blockbuster arcade machines during this period, such as Joust, Defender, Sinistar and Stargate, and Robotron is one of that line. |
| Since that time, most of the imagination and original thinking behind truly great arcade games has left the industry. I happened upon Williams' great classic through the Williams' Arcade Classics package, which I obtained at a local software store. One I got home I was immediately addicted. Nowadays, I enjoy Robotron on a variety of platforms, such as WAC, but also the Apple/IIe, Atari 5200 and 7800, and the actual arcade machine. The gameplay found in this game, I believe, is timeless and is rarely found in any other arcade title. It is with this that I present you the joy that is Robotron. | |

| The premise of this game is amazingly simple. You are a mutant human, who by some freak of nature has the ability to shoot energy pulses from his body in eight different directions! His job is plain: save humanity from their own creation -- the ROBOTRONS! The gameplay is pretty unique. You have two joysticks, the left of which controls your movement in any of eight directions and the other controls your fire, also in any of eight directions. You get thrown in a room with various evil baddies strewn about, and then fast-paced electronic chaos begins. | ![]() |
| You gotta kill all the robots while at the same time finding some way to grab humans and avoid death. Sound easy? I think not. One of the most entertaining points of this game is to find avenues of escape and ways to get out of dying. The skill and fortitude that the player demonstrates in getting out of bad situations is what makes Robotron what it is. Just as you are about to avoid a squad of grunts you immediately run into a spheroid or one of the evil hellspawn it generates. You are constantly on the move, directing your fire to blaze a trail toward empty space where your man might have some breathing room. For just a second. Hey, being trapped in a room with a bunch of pissed robots can take a lot out of a man. | |

2: Ok, well, it took long enough, but Robotron 64 is now available for both rent and purchase. Get to wal mart, best buy, or wherever you can find N64 games cheap enough and grab yourself a copy of this game. I have done a review of this game and you can read through it by cliking on the picture below.
3.Midway Classics Volume II (or something along those lines) has been released for PC and Sony Playstation. This features other Midway/Williams titles such as Moon Patrol, Spy Hunter, Blaster, Tapper, Burgertime, Joust 2, and a couple more. Definitely worth having a look at. The guys at Digital Eclipse come through again!
Click above for the final chapter.
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Not much of a threat, but can be dangerous in large numbers. This starts to be a problem in later waves when they appear by the bushel. |
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These indestructable dudes walk around the playfield, killing off the humans, and getting in the way of your well placed shots. |
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1. They launch evil cruise missiles 2. They convert humans to zombies. 3. They do this really fast. |
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Brains convert the poor, unsuspecting humans into these hideous, flying electronic zombies. Blast 'em. |
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These pains in the ass float around and start spitting out those sadistic enforcer robotrons if you don't make an effort to kill em quick. |
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Sphereoids churn these out. They shoot bolts-o-death at you, and your ass is grass is three or four of them get loose on the screen at once... |
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Worse than sphereoids. You get a screen full of them and kill 'em quick because they create the maniacal tanks. |
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Made by the Quarks, they fire these rebounding balls-o-death at you. If 5 or 6 get made, you're pretty much screwed. |
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Eugene Jarvis didn't know what a revolution in games he was creating when he came up with this little pixellated dude. Get ready for the ride of your life! |
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Eugene Jarvis didn't know what a revolution in games he was creating. |
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As you play more and more Robotron
there are some subtle strategies that will allow you to progress father
and die less often with some degree of consistency. As I've played the
game myself, I've come across some hints that I think will really help
you kick lots of robot ass.
This is easier than it sounds, by the way. Electrodes play a big role in determining your path. There might not be any grunts in one direction, but a wall of electrodes instead. It is often more to your advantage to steer through a crowd of grunts since they'll come after you fairly quickly whereas the 'trodes just sit there.
Note: You may have to chew your way through a wall or two of grunts just to dispose of all the sphereoids, but don't let them get in your way. You're a man with a purpose!
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ps- i think there are some brain levels that are all mikeys. in this case you're screwed and should revert to any means necessary to get mass humans.
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Yes, the Mikey trick on wave 5 does work. Also, the Brain screens are sequential, based on groups of 20 (actually all board combos are based on 20):
10, 30, 50 etc. - Daddy screen (brains go for Daddy) 15, 35, 55 etc. - Mikey screen - the hardest IMHO (Looking for Mikey, again.) 20, 40, 60 etc. - Family screen - (not too sure, but I think its Daddy.)
Other 20 wave qroupings:
Tanks in regular screens: waves 27-40, 47-60, 67-80, etc... Tank waves: One trick that was not mentioned in your page is the 20 shot tank limit. If the tanks shoot 20 shots in a row, without you killing a single one (shot, not tank) they will not shoot anymore. Of course, once you fire and hit a tank "bullet" it resets back to 0 shots fired and starts all over again. I think the limit was put in the original to save computing power (too many things on the screen) and it was faithfully transferred to Williams Arcade Classics; which I also bought at Wal-Mart. Don't worry about humanity on these waves, just save your own butt. Another tip: the closer you are to a shooting tank, the slower the shot moves. This sets up an interesting strategy where it is sometimes better to move in the middle to slow the shots, and then break for the outside, shooting in. Fast angle tank shots are the supreme killer on this wave, as you well know. Keep out of the corners! Spheroids: These suckers aim at you in the beginning of many waves - I've seen a number do 90 degree turns just to run into me. If you destroy a spheroid and ALL the enforcers that it has released, that spheroid will not (usually) reappear if you die. This hint works most of the time and is a good general rule. Quarks, which generate tanks, stay dead. Limits: Due to the 8 bit processor, the machine could only count up to 255. Once it hit 256, it "rolled over" to 0. This causes some interesting and frustrating things to happen:
2. If you get 255 extra men, and you reach that 256th extra man, the machine will roll over and give you 0 extra men. You still have the man you're playing. I lost two 25,000,000 point (6 hours each) games this way. Both times I was going for the record of, at that time, 100,000,000 points. I was quite pissed. I later rationalized it as giving the machine such a butt-whupping, that it quit. Rolling over your men is as close to beating Robotron as you can get.
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This page last updated on March 16, 1998 at 19:42.
Created and maintained by Walton C. Gibson,
kalla@aspark.ece.uiuc.edu.
Mail him with your comments and newest Robotron stories!