Buzz! Junior: Robo Jam

Buzz! Junior: Robo Jam is a 2007 family game for the Sony PlayStation 2, and is the second game in the Buzz! Junior series of games. Gameplay comprises multiple mini-games, each quite simple and straightforward to play using the four Buzz! controllers. It is primarily aimed at the family market but offers appealing entertainment to almost anyone of any age. Simple game play allows young children to participate while still being entertaining enough for older children and adults. The game is similar in concept to Jungle Party, with robot based mini-games in a space-themed environment. One of the main differences between Jungle Party and Robo Jam is the introduction of AI, allowing players to play against the computer. Unlike Jungle Party there is no solo game mode. A full game can be played with only one human player and three computer players.

Buzz! Junior: Robo Jam
PS2 PAL boxart
Developer(s)Magenta Software, FreeStyleGames
Cohort Studios (PSN)
Publisher(s)Sony Computer Entertainment Europe
SeriesBuzz! Junior
Platform(s)PlayStation 2, PlayStation Network
ReleasePS2
  • EU: 25 May 2007
  • AU: 31 May 2007
  • NA: 11 March 2008
PSN
  • EU: 14 May 2009
  • NA: 9 July 2009
Genre(s)Party
Mode(s)Single player, Multiplayer

Buzz! Junior: Robo Jam won the 2007 Children's Jury Giga Maus award.[1]

Gameplay

Gameplay comprises multiple mini-games, each quite simple and straightforward to play using the four Buzz! controllers. It is primarily aimed at the family market but offers appealing entertainment to almost anyone of any age. The narrator (Phil Hayes) introduces each minigame and describes how to play the minigame. Simple game play allows young children to participate while the minigames are still entertaining enough for older children and adults. The game is similar in concept to Jungle Party, with robot based mini-games in a space-themed environment. One of the main differences between Jungle Party and Robo Jam is the introduction of AI, allowing players to play against the computer. Unlike Jungle Party there is no solo game mode. A full game can be played with only one human player and three computer players.

Development

Robo Jam was co-developed by Magenta Software and FreeStyleGames. Magenta supplied the engine and nineteen of the twenty five mini-games while Freestyle supplied the remaining six mini-games. Cohort Studios developed a PlayStation 3 version of the game that was released on the PlayStation Store on 14 May 2009 which included trophy support and added support for Sixaxis and/or Dualshock 3 controllers.

Reception

Buzz! Junior: Robo Jam received generally mixed reviews from critics, holding a score of 67.53% on Gamerankings based on 17 reviews.[2] Greg Miller of IGN gave the game a 6.5/10 and said that the game "isn't beautiful or deep, but it is a solid game for families to occasionally gather around.[3] Chad Sapieha of Common Sense Media however, gave the game 2 stars and an on rating for ages 7 and up, and said that "the mini-games are, by and large, well executed and fairly fun", the game was criticised for its lack of mini-games and that the game contains "no unlockable bonus activities, no art galleries, and no secret characters.".[4] Despite its mixed reviews, Buzz! Junior: Robo Jam won the 2007 Children's Jury Giga Maus award.[5]

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gollark: If you configured it wrong during setup of whatever this is somehow, then it won't match. PotatOS has the law enforcement access mechanism (PS#7D7499AB) which also currently doubles as "forgot password" handling, but not every OS does that.
gollark: How do you know your password is the right one?
gollark: I should assign unique IDs to the other sandbox escape bugs.
gollark: My "fix" is this:```lua--[["Fix" for bug PS#E9DCC81BSummary: `pcall(getfenv, -1)` seemingly returned the environment outside the sandbox.Based on some testing, this seems like some bizarre optimization-type feature gone wrong.It seems that something is simplifying `pcall(getfenv)` to just directly calling `getfenv` and ignoring the environment... as well as, *somehow*, `function() return getfenv() end` and such.The initial attempt at making this work did `return (fn(...))` instead of `return fn(...)` in an attempt to make it not do this, but of course that somehow broke horribly. I don't know what's going on at this point.This is probably a bit of a performance hit, and more problematically liable to go away if this is actually some bizarre interpreter feature and the fix gets optimized away.Unfortunately I don't have any better ideas. Also, I haven't tried this with xpcall, but it's probably possible, so I'm attempting to fix that too.]]local real_pcall = pcallfunction _G.pcall(fn, ...) return real_pcall(function(...) local ret = {fn(...)} return unpack(ret) end, ...)end local real_xpcall = xpcallfunction _G.xpcall(fn, handler) return real_xpcall(function() local ret = {fn()} return unpack(ret) end, handler)end```which appears to work at least?

References

  1. "Giga Maus Awards 2007". 10 October 2007. Archived from the original on 15 October 2007. Retrieved 10 December 2007.CS1 maint: BOT: original-url status unknown (link)
  2. Gamerankings
  3. IGN Review
  4. Common Sense Media Review
  5. "Giga Maus Awards 2007". 10 October 2007. Archived from the original on 15 October 2007. Retrieved 10 December 2007.CS1 maint: BOT: original-url status unknown (link)
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