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{{About|the video game|other uses|Robotron (disambiguation)}} {{short description|1982 video game}} {{Infobox video game |title = Robotron: 2084 |image = Robotron flyer.png |alt = An orange advertisement featuring a blue arcade cabinet and reads "The ultimate conflict between man and machine. Robotron: 2084" |caption = Arcade flyer |developer = [[Vid Kidz]]<br />Shadowsoft (Lynx) |publisher = [[WMS Industries|Williams Electronics]]<br />'''Ports'''<br />[[Atarisoft]]<br />[[Atari, Inc.]]<br />[[Atari Corporation]] |designer = [[Eugene Jarvis]]<br />[[Larry DeMar]] |programmer = Eugene Jarvis<br />[[Larry DeMar]]<br />'''Ports'''<br />Judy Bogart (Atari 8-bit)<ref name="giantlist"/><br />David Brown (7800)<ref name="giantlist"/><br />Tom Griner (C64)<ref name="giantlist"/><br />Dave Dies (Lynx)<ref name="giantlist"/> |released = '''1982:''' Arcade<br />'''1983:''' Apple II, Atari 8-bit, 5200, C64, IBM PC, VIC-20<br />'''1985:''' BBC Micro<br />'''1986:''' Atari 7800<br />'''1987:''' Atari ST<ref>{{cite web|title=Atari ST Robotron: 2084|url=http://www.atarimania.com/game-atari-st-robotron-2084_10418.html|website=Atari Mania}}</ref><br />'''1991:''' Lynx<ref name="aalynx">{{cite web|title=Atari Lynx - Robotron: 2084|url=https://atariage.com/software_page.php?SoftwareLabelID=1925|website=AtariAge}}</ref> |genre = [[Multidirectional shooter]] |modes = 1-2 players alternating turns |arcade system = |platforms = [[Arcade video game|Arcade]], [[Apple II]], [[Atari 8-bit]], [[Atari 5200]], [[Atari 7800]], [[Atari ST]], [[BBC Micro]], [[Commodore 64]], [[Atari Lynx|Lynx]], [[IBM PC]], [[VIC-20]] }} '''''Robotron: 2084''''' (also referred to as '''''Robotron''''') is a [[multidirectional shooter]] developed by [[Eugene Jarvis]] and [[Larry DeMar]] of [[Vid Kidz]] and released in arcades by [[WMS Industries|Williams Electronics]] in 1982. The game is set in the year 2084 in a fictional world where [[AI takeover|robots have turned against humans]] in a cybernetic revolt. The aim is 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 (video game)|Berzerk]]'' and ''[[Space Invaders]]'' for the design of ''Robotron: 2084''. 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. 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. Though not the first game with a twin joystick control scheme, ''Robotron: 2084'' is cited as the game that popularized it. It was ported to numerous home systems - most of which are hampered by the lack of two joysticks - Jarvis used the same control scheme in ''[[Smash TV]]'' (1990). The game is frequently listed as one of Jarvis's best contributions to the [[video game industry]]. == Gameplay == [[Image:Robotron: 2084.png|thumb|left|The protagonist (center) shoots the robots while dodging their attacks and attempting to rescue the human (top right).]] ''Robotron'' is a 2D [[multidirectional shooter]] game in which the player controls the on-screen protagonist from a [[Video game graphics|top-down perspective]]. 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 called "Robotron Hero" who is a super-powered [[genetic engineering]] error (or mutant) and attempts 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]] | date=August 2001 | isbn = 0-7624-0937-1}}</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]] | access-date = 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 | access-date = 2009-02-10 | archive-date = 2009-07-01 | archive-url = https://web.archive.org/web/20090701003635/http://www.allgame.com/game.php?id=436&tab=overview | url-status = dead }}</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 (video games)|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 continually manufacture other robots that shoot the protagonist. Coming into contact with an enemy, projectile, or obstacle costs the player one life, but extra 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 turn them into enemies. Destroying all vulnerable robots allows the player to progress to the next wave; the cycle continues until all lives are lost.<ref name="Fever-1" /><ref name="KLOV" /><ref name="allgame" /> == Development == {{multiple image | total_width = 250 | image1 = Eugene Jarvis at CA Extreme 2016.jpg | alt1 = A smiling man wearing a grey polo shirt | image2 = Larry DeMar at CA Extreme 2016.jpg | alt2 = A man wearing a white t-shirt speaking into a handheld microphone | footer = Eugene Jarvis (left) and Larry DeMar (right) created the game for Williams Electronics. The pair drew inspiration from previous games and George Orwell's novel ''Nineteen Eighty-Four''.}} ''Robotron: 2084'' features [[Beat (acoustics)|monaural]] sound and [[raster graphics]] on a 19-inch [[CRT monitor]].<ref name="KLOV"/> It uses a [[Motorola 6809]] [[central processing unit]] that operates at 1M[[Hertz|Hz]].<ref name="Halcyon"/> Sounds are generated in software, with the same routines as in other Williams games of the era. The game uses a priority scheme to determine which sounds to play on a single channel.<ref name="gamesTM-36"/> A custom [[blitter]] chip generates the on-screen objects and visual effects. It transfers memory faster than the CPU, allowing 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 = 1-85233-564-5 | 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 | chapter-url = https://dadgum.com/halcyon/BOOK/JARVIS.HTM | title-link = Halcyon Days (book)}}</ref> Vid Kidz served as a consulting firm that designed games for Williams Electronics (part of [[WMS Industries]]), whom Jarvis and DeMar had previously worked for.<ref name="Ultimate-1">{{cite book | title = [[Ultimate History of Video Games]] | first = Steven | last = Kent | authorlink = Steven L. Kent | pages = 220–222 | chapter = The Fall | publisher = [[Three Rivers Press]] | isbn = 0-7615-3643-4 | 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]] | date=August 2001 | isbn = 0-7624-0937-1}}</ref> It was first inspired by [[Stern (game company)|Stern]] Electronics' 1980 arcade game ''[[Berzerk (video game)|Berzerk]]'' and the [[Commodore PET]] computer game ''[[Chase (video 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 [[Character encoding|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]] | 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 | date=October 2005 | author = GamesTM Staff | pages = 146–149}}</ref> The game was deemed too boring compared to other action titles on the market, which led to shooting being 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 | date=March 2009 | pages = 44–47}}</ref> The shooting elements drew inspiration from the 1978 arcade game ''[[Space Invaders]]'', which had previously inspired ''Defender''.<ref>{{cite news | last1=Grannell | first1=Craig | title=Eugene Jarvis on the reality of clones in the games industry | url=http://reverttosaved.com/2008/07/30/eugene-jarvis-on-the-reality-of-clones-in-the-games-industr/ | access-date=19 May 2021 | work=Revert to Saved | date=July 30, 2008}}</ref> The dual-joystick design was developed by Jarvis, and resulted from two experiences in Jarvis's life: an [[Traffic collision|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 in 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 (1981 video game)|Stargate]]'' [[arcade 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 where players had to constantly reevaluate their situation to choose 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 worked the concept of an [[Orwellian]] world developed into the plot. 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 (Nineteen Eighty-Four)|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 revolt against them.<ref name="Ultimate-1"/> Jarvis and DeMar [[playtest]]ed 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 to 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 toward 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 enemy [[artificial intelligence in video games|artificial 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, and also launch cruise missiles that chase the player in a random zigzag pattern, making them difficult to shoot down. 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"/> In the summer of 2012, Eugene Jarvis wrote a comprehensive evaluation of the Robotron Enemy Dynamics: the game is [[hard-coded]] with 40 waves, whereupon the game repeats wave 21 to 40 over and over until the game restarts back to the original wave 1, once the player completes wave 255. In the same year, Larry DeMar provided details on how to trigger the secret copyright message in ''Robotron''.<ref>{{cite web | url = https://www.youtube.com/watch?v=4UJd2iFuTfY | title = Larry DeMar shows Robotron secret | website = [[YouTube]] | access-date = 2015-08-18 | archive-date = 2015-11-26 | archive-url = https://web.archive.org/web/20151126080839/https://www.youtube.com/watch?v=4UJd2iFuTfY | url-status = dead}}</ref> == Ports == [[Atari, Inc.]] ported ''Robotron: 2084'' to its own systems ([[Atari 8-bit computers]], [[Atari 5200]], and [[Atari 7800]]), while it released the game for the [[Apple II]], [[Commodore 64]], [[VIC-20]], [[TI-99/4A]], and [[IBM PC compatibles]] under its [[Atarisoft]] label.<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]] | access-date = 2009-03-17}}</ref> Most early 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 | website = IGN| date = 2008-02-27 | access-date = 2009-03-19}}</ref> [[Atari Corporation]] published a [[Atari Lynx|Lynx]] port in 1991. == Reception == Prior to release, the game was debuted at [[Consumer Electronics Show|CES]] in Chicago 1982, where video game critic [[Bill Kunkel (journalist)|Bill Kunkel]] praised the game as the best coin-operated game of the year.<ref name="collins19820806">{{Cite news |last=Collins |first=Glenn |date=1982-08-06 |title=Hug them to video-game heaven: Who wouldn't fight to save Mommy, Daddy and Mikey? |url=https://books.google.com/books?id=qlk_AAAAIBAJ&vq=robotron&pg=PA33 |access-date=2024-03-24 |work=The Windsor Star |pages=C9 |agency=N.Y. Times Service}}</ref> Williams sold approximately 19,000 arcade cabinets; [[Arcade cabinet#Mini cabinets|mini cabinets]] and [[cocktail cabinet|cocktail]] versions were later produced.<ref name="Ultimate-1"/><ref name="Arc-Treasure-1"/> In 1995, [[Flux (magazine)|Flux]] magazine ranked the arcade version 52nd on their Top 100 Video Games.<ref>{{Cite journal | date=April 1995 | title=Top 100 Video Games | url=https://archive.org/details/flux-issue-4/page/n29/mode/2up | journal=Flux | publisher=Harris Publications | issue=4 | pages=30}}</ref> In 1996, ''[[Next Generation (magazine)|Next Generation]]'' listed the arcade and PlayStation versions as number 63 on their "Top 100 Games of All Time", citing the game's relentless peril.<ref>{{cite magazine | title=Top 100 Games of All Time | magazine=[[Next Generation (magazine)|Next Generation]] | issue=21 | publisher=[[Imagine Media]] | date=September 1996 | page=48}}</ref> In 1999, ''[[Next Generation (magazine)|Next Generation]]'' listed ''Robotron'' as number 21 on their "Top 50 Games of All Time", commenting that the game was the "most intense interactive entertainment experience ever created".<ref>{{cite magazine | title=Top 50 Games of All Time | magazine=[[Next Generation (magazine)|Next Generation]] | issue=50 | publisher=[[Imagine Media]] | date=February 1999 | page=78}}</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 | date=September 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= [https://archive.org/details/guinnessworldrec00guin_0/page/235 235] | chapter= Top 100 Arcade Games: Top 20–6 | chapter-url= https://archive.org/details/guinnessworldrec00guin_0 | url= https://archive.org/details/guinnessworldrec00guin_0/page/235}}</ref> 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 called 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 = 0-07-223172-6 | 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 = 1-85233-564-5 | year = 2002}}</ref> [[ACE (games magazine)|''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 = [[ACE (games magazine)|Advanced Computer Entertainment]] | title = Robotron 2084 | first = David | last = Upchurch | issue = 53 | date=February 1992 | page = 77}}</ref> DeMaria and Wilson considered the control scheme 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 = 0-07-223172-6 | year = 2003}}</ref> Owen Linzmayer of ''[[Creative Computing|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 | first = Owen | last = Linzmayer | date = Spring 1983 | volume = 1 | issue = 1 | page = 21}}</ref> ''Retro Gamer'' described it 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]] | level= Interview Clip 1 – Robotron's Controls}}</ref> The game received 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 = https://www.gamedeveloper.com/design/question-of-the-week-responses-coin-op-favorites | title = Question of the Week Responses: Coin-Op Favorites? | first = Quang | last = Hong | website = [[Gamasutra]] | date = 2005-08-05 | access-date = 2022-03-25}}</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 = 0-7615-3643-4 | year = 2001}}</ref> 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"/> [[Edge (magazine)|Edge]] magazine ranked the game 81st on their 100 Best Video Games in 2007.<ref>{{Cite book | url=https://archive.org/details/EDGE.The.100.Best.Videogames.2007/page/44/mode/2up | title=EDGE presents: The 100 Best Videogames (2007) | date=16 August 2020 | publisher=[[Future Publishing]] | location=[[United Kingdom]] | pages=44}}</ref> == Legacy == Jarvis's contributions to the game's development are often cited among his accolades.<ref>{{cite web | url = https://www.gamedeveloper.com/game-platforms/eugene-jarvis-to-receive-igda-lifetime-achievement-award | title = Eugene Jarvis To Receive IGDA Lifetime Achievement Award | first = Nich | last = Maragos | website = [[Gamasutra]] | date = 2005-02-17 | access-date = 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 |website=IGN |access-date=2009-03-16 |url-status=dead |archive-url=https://web.archive.org/web/20120214133512/http://uk.ds.ign.com/articles/807/807871p1.html |archive-date=2012-02-14}}</ref> Vince considered him 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"/> Shane R. Monroe of RetroGaming Radio called ''Robotron'' "...the greatest twitch and greed game of all time".<ref>''Passenger Seat Radio'', Episode 2008-08-07 3:24</ref> 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">{{cite book |title=Andrew Rollings and Ernest Adams on Game Design |first1=Andrew |last1=Rollings |first2=Ernest |last2=Adams |page=283 |publisher=[[Pearson Education|New Riders]] |isbn=1-59273-001-9 |year=2003|title-link=Andrew Rollings and Ernest Adams on Game Design}}</ref> 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 | access-date = 2009-03-16}}</ref> Twenty years later, Minter released an upgraded version titled ''Minotron: 2112'' for [[iOS]].<ref>{{cite web | url = http://minotaurproject.co.uk/blog/?p=43 | title = I have been a busy ox. Again. | publisher = Llamasoft | first = Jeff | last = Minter | date = 2011-02-24 | access-date = 2011-03-04}}</ref> In 2017, Soiree Games released ''Neckbeards: Basement Arena'', which is heavily inspired by Robotron.<ref>{{Cite web|url=http://www.soiree.info/neck.html|title=Soiree Games|website=Soiree.info|access-date=2019-05-25}}</ref> 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 AV media | 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 | access-date = 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]] | access-date = 2009-07-28}}</ref> 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 | archive-url = https://web.archive.org/web/20090807123527/http://www.gamasutra.com/view/feature/4099/the_history_of_robotron_2084__.php | url-status = dead | archive-date = August 7, 2009 | title = The History of Robotron: 2084 - Running Away While Defending Humanoids | first1= Bill | last1= Loguidice | author2= Matt Barton | website = [[Gamasutra]] | date = 2009-08-04 | access-date = 2009-10-15}}</ref> Though not the first to implement it,<ref group="Note">The two-joystick control scheme was previously used in Taito's ''[[Gun Fight]]'' (1975) as well as Artic Electronics' ''Mars'' (1981).</ref> ''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 = https://www.gamedeveloper.com/design/game-design-essentials-20-unusual-control-schemes | title = Game Design Essentials: 20 Unusual Control Schemes | first = John | last = Harris | website = Gamasutra | date = 2007-12-06 | access-date = 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 magazine | magazine = [[Electronic Gaming Monthly]] | publisher = [[Ziff Davis]] | date=November 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 | date=April 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 | date=October 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 | archive-url = https://web.archive.org/web/20081225041941/http://www.gamasutra.com/php-bin/news_index.php?story=21377 | url-status = dead | archive-date = December 25, 2008 | title = Gamasutra's Best Of 2008: Top 10 Games Of The Year | author = Gamasutra Staff | website = [[Gamasutra]] | date = 2008-12-23 | access-date = 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"/> From 2012 through 2019, the Church Of Robotron <ref>{{cite web | url = https://churchofrobotron.com/ | title = CHURCH OF ROBOTRON | access-date = 2022-12-13}}</ref> deployed a traveling multimedia installation and performance. Participants played Robotron: 2084 while being assaulted with distracting sensory events including smoke, loud noises, vibrations, and electric shocks. Other elements included live and recorded sermons, religious pamphlets, and street preaching outside of the events. Events were at the Toorcamp<ref>{{cite web | url = https://hackaday.com/2012/08/20/toorcamp-the-church-of-robotron/ | title = Toorcamp: The Church Of Robotron | first = Eric | last = Evenchick | date = 2012-08-20 | website = Hackaday | access-date = 2022-12-13}}</ref> hacker camp, PDX Makerfaire 2019, and other venues. === Remakes and sequels === [[File:RobotronX-gameplay.jpg|thumb|''Robotron X'' has gameplay similar to the original, but with 3D graphics.]] Vid Kidz developed an official sequel, ''[[Blaster (video game)|Blaster]]'', in 1983. The game 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]] | access-date = 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 | access-date = 2009-03-17 | archive-date = 2009-07-01 | archive-url = https://web.archive.org/web/20090701004255/http://www.allgame.com/game.php?id=3055 | url-status = dead }}</ref> Jarvis planned to develop other sequels, but the [[video game crash of 1983]] halted most video game production for a few years.<ref name="Retro60"/> Williams considered creating a proper sequel in the mid-1980s as well as a film adaptation.<ref name="Arc-Treasure-3">{{cite video game | title= [[Midway Arcade Treasures]] | developer= [[Backbone Entertainment|Digital Eclipse]] | publisher= [[Midway Games]] | date= 2003-11-18 | platform= [[PlayStation 2]] | level= Joust 2 Interview Clip #2}}</ref><ref name="Arc-Treasure-4">{{cite video game | title= [[Midway Arcade Treasures]] | developer= [[Backbone Entertainment|Digital Eclipse]] | publisher= [[Midway Games]] | date= 2003-11-18 | platform= [[PlayStation 2]] | level= The Inside Story On Joust}}</ref> [[Atari Corporation]] and Williams announced plans to develop an update of ''Robotron'' intended for the [[Atari Jaguar]] but this project was never released.<ref>{{cite magazine|last=Dayes|first=Albert|url=http://www.atarihq.com/jeo/archive.htm|title=Digital Briefs - Industry News - Atari News - Atari & Williams Join Forces|magazine=Atari Explorer Online|volume=3|issue=12|publisher=Subspace Publishers|date=October 9, 1994|access-date=2019-04-03|archive-url=https://web.archive.org/web/20160303202933/http://www.atarihq.com/jeo/archive.htm|archive-date=2016-03-03|url-status=live}}</ref><ref>{{cite magazine|url=https://retrocdn.net/index.php?title=File%3AGamePro_US_066.pdf&page=230|title=ProNews: Williams Makes Jaguar, Ultra 64 Plans|magazine=[[GamePro]]|issue=66|publisher=[[International Data Group|IDG]]|date=January 1995|page=85|access-date=2018-07-28|archive-url=https://web.archive.org/web/20180728191619/https://retrocdn.net/index.php?title=File%3AGamePro_US_066.pdf&page=230|archive-date=2018-07-28|url-status=live}}</ref> In 1996, the company released a sequel with 3D graphics titled ''[[Robotron X]]'' for the Sony [[PlayStation (console)|PlayStation]] (''Robotron 64'' on the [[Nintendo 64]] in 1998,) and personal computers. ''Robotron: 2084'' has been included in several multi-platform compilations: the 1996 ''[[Williams Arcade's Greatest Hits]]'', the 2000 ''[[Midway's Greatest Arcade Hits]]'', the 2003 ''[[Midway Arcade Treasures]]'', and the 2012 ''[[Midway Arcade Origins]]''.<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 |access-date=2009-03-18 |url-status=dead |archive-url=https://web.archive.org/web/20090701003623/http://www.allgame.com/game.php?id=2356 |archive-date=2009-07-01}}</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]] | access-date = 2009-03-18 | archive-date = 2009-07-01 | archive-url = https://web.archive.org/web/20090701003624/http://www.allgame.com/game.php?id=25340 | url-status = dead }}</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 | website = IGN | access-date = 2009-02-10}}</ref><ref>{{Cite web|url=https://www.ign.com/articles/2012/11/14/midway-arcade-origins-review|title=Midway Arcade Origins Review |website=Ign.com|date=14 November 2012}}</ref> In 2000, a web-based version of ''Robotron: 2084'', along with nine other classic arcade games, were published on [[Shockwave.com]] (a website related to [[Adobe Shockwave]]).<ref>{{cite web|url=http://www.gamespot.com/news/2565653.html |title=Midway Coming Back At You |first=Sam |last=Parker |website=[[GameSpot]] |date=2000-05-05 |access-date=2009-03-20 |url-status=dead |archive-url=https://web.archive.org/web/20090827023427/http://www.gamespot.com/news/2565653.html |archive-date=2009-08-27}}</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 |website=[[GameSpot]] |date=2004-09-24 |access-date=2009-03-17 |url-status=dead |archive-url=https://archive.today/20130102235547/http://www.gamespot.com/ps2/action/midwayarcadetreasures/news.html?sid=6108563 |archive-date=2013-01-02}}</ref> In 2004, Midway Games planned to release a plug and play version of ''Robotron: 2084'' as part of a line of TV Games, but this 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 | website = IGN | access-date = 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 | access-date = 2009-05-01}}</ref> ''Robotron: 2084'' became available for download via [[Microsoft]]'s [[Xbox Live Arcade]] in November 2005. This version included high-definition graphics and two-player cooperative multiplayer with one player controlling the movement and another the shooting. Scores were tracked via an online ranking system.<ref name="XBLA">{{cite web|url=http://uk.gamespot.com/xbox360/action/robotron2084/review.html |title=Robotron: 2084 Review |first=Jeff |last=Gerstmann |website=[[GameSpot]] |date=2005-12-20 |access-date=2009-03-16 |url-status=dead |archive-url=https://web.archive.org/web/20061130011017/http://uk.gamespot.com/xbox360/action/robotron2084/review.html |archive-date=2006-11-30}}</ref> In February 2010, however, Microsoft removed it from the service citing permission issues.<ref>{{cite web | url = http://www.gamespot.com/xbox360/action/robotron2084/news.html?sid=6250999 | title = Midway XBLA games pulled | website = GameSpot | first = Brendan | last = Sinclair | date = 2010-02-17 | access-date = 2011-02-15}}</ref> ''Robotron: 2084'' is playable in the ''[[Lego Dimensions]]'' ''Midway Arcade'' level pack.<ref>{{cite web |last1=Crecente |first1=Brian |title=Lego Dimensions delivers a playable video game museum with Midway Arcade |url=https://www.polygon.com/2016/3/24/11296570/lego-dimensions-midway-arcade-interview |website=[[Polygon (website)|Polygon]] |publisher=[[Vox Media]] |archive-url=https://web.archive.org/web/20160324165824/https://www.polygon.com/2016/3/24/11296570/lego-dimensions-midway-arcade-interview |archive-date=March 24, 2016 |date=March 24, 2016 |url-status=live}}</ref> ==See also== {{portal|Video games}} * ''[[Williams Arcade's Greatest Hits]]'' == Notes == <references group="Note" /> == References == {{Reflist|refs= <ref name="giantlist">{{cite web|last1=Hague|first1=James|title=The Giant List of Classic Game Programmers|url=https://dadgum.com/giantlist/}}</ref> }} ==External links== * {{Internet Archive game|id=arcade_robotron|platform=arcade}} * [http://www.robotron2084guidebook.com/gameplay/ ''Robotron2084 Guidebook''] {{Webarchive|url=https://web.archive.org/web/20220702014059/http://www.robotron2084guidebook.com/gameplay/ |date=2022-07-02 }} * [http://www.coinop.org/Game/100150/Robotron_2084 ''Robotron: 2084''] on Coinop.org * [https://web.archive.org/web/20111212053644/http://www.next-gen.biz/features/time-extend-robotron-2084 Time Extend: ''Robotron 2084''] at [[Edge (magazine)|Edge-Online]] * [http://www.eurogamer.net/articles/robotron-2084-retrospective Eurogamer Retrospective: ''Robotron: 2084''] * ''Robotron: 2084'' information on [http://www.arcade-history.com/?n=robotron-2084&page=detail&id=2243 Arcade-History] * [http://www.seanriddle.com/willy4.html#hard Williams hardware/software technical information] * {{mobygames|/102}} {{Robotron: 2084}} {{good article}} [[Category:1982 video games]] [[Category:Apple II games]] [[Category:Arcade video games]] [[Category:Assembly language software]] [[Category:Atari 5200 games]] [[Category:Atari 7800 games]] [[Category:Atari 8-bit computer games]] [[Category:Atari Lynx games]] [[Category:Atari ST games]] [[Category:BBC Micro and Acorn Electron games]] [[Category:Commodore 64 games]] [[Category:Dystopian video games]] [[Category:Fiction set in 2084]] [[Category:Midway video games]] [[Category:Multiplayer and single-player video games]] [[Category:Multiplayer hotseat games]] [[Category:Nintendo 64 games]] [[Category:Original Xbox Live Arcade games]] [[Category:PlayStation (console) games]] [[Category:Twin-stick shooters]] [[Category:VIC-20 games]] [[Category:Vid Kidz games]] [[Category:Video games about robots]] [[Category:Video games developed in the United States]] [[Category:Video games set in the 2080s]] [[Category:Williams video games]] [[Category:Xbox 360 Live Arcade games]] [[Category:ZX Spectrum games]]
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