The Development of Robotron
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The Development of Robotron
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Re: The Development of Robotron
#2Re: The Development of Robotron
#3Wait, what? You didn't create epics and attach story points to all of your JIRA tickets and estimate your development time down to the nearest 15-minute increment before you wrote a single line of code? Preposterous, you could never develop functioning software without pre-planning each and every single hour in a spreadsheet and reporting your status to a project manager in one hour daily standup meetings every morning.
Re: The Development of Robotron
#4It's the most like riding a bike of any video game I've ever played. One hand chooses shooting direction, other hand independently moves the character in a direction. Even by the 4th level there are too many enemies to track.
I basically got crushed until my independent hand coordination "clicked in," then started progressing to much further levels without any clear strategy.
Maybe that's how most people play video games, but I usually have some mental model of the game, techniques to try to improve, etc. Here it's just getting creamed for awhile, then a sudden change to "aaaaaaaaaaah," for longer and longer periods of time. :)
Edit: clarification
Re: The Development of Robotron
#5An office where I once worked had an arcade cabinet and we developed a little rivalry to see who could reach 1,000,000 points in Robotron first. I never quite made it -- topped out around 900,000 or so. The game required an intense kind of zen focus, and every time I got close to the goal I could feel that concentration slip ever so slightly, just enough for the game's later screens to sap my remaining lives.
I never played this one in the arcades because it ate my quarters: only gave me 30 seconds of fun for each one.
When I built a full-size MAME machine with dual joysticks, Robotron quickly became my go to.
I pushed my games out from that 30 seconds to maybe 3 minutes. But what a three minutes! I always feel a kind of release after — like flipping a table or something.
Re: The Development of Robotron
#6Wonder if more people think about Robotron-the game vs. Robotron-the company (and all their products).
Re: The Development of Robotron
#7This is available on archive.org to play in the browser. It's the most like riding a bike of any video game I've ever played. One hand chooses shooting direction, other hand independently moves the character in a direction. Even by the 4th level there are too many enemies to track. I basically got crushed until my independent hand coordination "clicked in," then started progressing to much further levels without any…
I love this game. The flashing colors are very stimulating, but the beauty of this game is that it's about judging tradeoffs in a constantly changing environment.
Yes, starting at the 4th wave there are too many enemies to track. The zen of the game is this: you will lose some lives every wave after a certain point. But the game is generous and you will earn bonus lives every X points.
The wandering humans in the game give you 5000 points each, but only after you save 5 in a row. You can rack up extra lives pretty quickly if you can waver through the robots and obstacles and hit 5+ in a row.
So you have always think - will this path through the changing morass enable me to save a large enough chain of wandering humans to gain more lives than I'll lose? You have to constantly make "business decisions" to keep your profits (total lives) ahead of a fatal loss (your last life).
Not that I can get past wave 14 or 15 though.
Re: The Development of Robotron
#8It covers a lot more than TFA, though I appreciated the scanned photos.
Re: The Development of Robotron
#9It's still fun. Love the graphics, it creates an exciting environment that is claustrophic.