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Hub AI
Robotron: 2084 AI simulator
(@Robotron: 2084_simulator)
Hub AI
Robotron: 2084 AI simulator
(@Robotron: 2084_simulator)
Robotron: 2084
Robotron: 2084 (also referred to as Robotron) is a 1982 twin-stick shooter video game developed by Eugene Jarvis and Larry DeMar of Vid Kidz and released by Williams Electronics for arcades. 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 goal 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 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.
Robotron is a twin-stick shooter 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 "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.
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 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.
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 (part of WMS Industries), whom Jarvis and DeMar had previously worked for. 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. 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 lure text characters into obstacles.
The initial concept involved a passive main character; the object was to get robots that chased the protagonist to collide with stationary, lethal obstacles. The game was deemed too boring compared to other action titles on the market, which led to shooting being added to provide more excitement. The shooting elements drew inspiration from the 1978 arcade game Space Invaders, which had previously inspired Defender.
The dual-joystick design was developed by Jarvis, and 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. 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. 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. This method of play inspired Jarvis to add a second joystick dedicated to aiming the direction projectiles were shot. Jarvis and DeMar created a prototype using a Stargate arcade system board and two Atari 2600 controllers attached to a control panel. In retrospect, Jarvis considers the design a contradiction that blends "incredible freedom of movement" with ease of use.
Robotron: 2084
Robotron: 2084 (also referred to as Robotron) is a 1982 twin-stick shooter video game developed by Eugene Jarvis and Larry DeMar of Vid Kidz and released by Williams Electronics for arcades. 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 goal 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 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.
Robotron is a twin-stick shooter 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 "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.
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 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.
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 (part of WMS Industries), whom Jarvis and DeMar had previously worked for. 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. 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 lure text characters into obstacles.
The initial concept involved a passive main character; the object was to get robots that chased the protagonist to collide with stationary, lethal obstacles. The game was deemed too boring compared to other action titles on the market, which led to shooting being added to provide more excitement. The shooting elements drew inspiration from the 1978 arcade game Space Invaders, which had previously inspired Defender.
The dual-joystick design was developed by Jarvis, and 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. 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. 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. This method of play inspired Jarvis to add a second joystick dedicated to aiming the direction projectiles were shot. Jarvis and DeMar created a prototype using a Stargate arcade system board and two Atari 2600 controllers attached to a control panel. In retrospect, Jarvis considers the design a contradiction that blends "incredible freedom of movement" with ease of use.
