Robotron X

Robotron X is a video game by Midway Games, which was released in November 1996 for the PlayStation. It is in essence a 3D version of Robotron: 2084.

Robotron X
Developer(s)Midway Games
Publisher(s)Midway Games
GT Interactive
Platform(s)PlayStation, Windows
ReleasePlayStation
  • NA: November 30, 1996
  • PAL: March 1997
Windows
Genre(s)Shooter

Development and release

Vid Kidz released a sequel to Robotron: 2084 with 3D graphics titled Robotron X in 1996 for the Sony PlayStation and personal computers. It was ported two years later to the Nintendo 64 as Robotron 64.

Gameplay

The sequel Robotron X features gameplay similar to the original, but with three-dimensional graphics.

In addition to the graphical update, the game includes new audio and multiple camera angles.[1][2]

The gameplay is the same as Robotron 64, except for the framerate. After a lot of robots gets added to the mix, the framerate drops frequently.

Reception

While the game features similar gameplay as the original, it was not as well-received,[3][1] though reviews for it ranged from mixed to positive.[4][5][6][7] Authors Andrew Rollings and Ernest Adams considered the moving camera in the 3D environment a negative update. They felt the original format—an overhead perspective of a single screen—presented the player with all the necessary information and relied on the player's skill. The moving camera angle, however, obscured areas of the playing field and could result in the player being shot by an enemy that suddenly appeared.[1] Some critics cited this as the game's one major flaw.[6][7] Vince echoed similar statements, stating that the gameplay suffered from the loss of important aspects from the original.[8] Rollings and Adams, however, attribute the fad of classic video game remakes in the late 1990s in part to Robotron X's release,[1] though at the time of that release it was believed this fad was already in place.[4]

Next Generation reviewed the PlayStation version of the game, rating it three stars out of five.[6]

Reviews

gollark: I expect that unless someone invents magic better-material transistors we'll really need to rethink a lot of computing.
gollark: The processors for β, η and α are automatically kept at similar clocks to save power.
gollark: It's all of those averaged.
gollark: It's a 30Gλps (gigalambdas per second) lambda processing unit with 512Gλ (gigalambdas) of lambda access memory.
gollark: It's a strange CPU design but it has its pluses.

References

  1. Rollings, Andrew; Adams, Ernest (2003). Andrew Rollings and Ernest Adams on Game Design. New Riders. p. 283. ISBN 1-59273-001-9.
  2. Weiss, Brett Alan. "Robotron X - Overview - allgame". Allgame. Retrieved 2009-03-17.
  3. GamesTM Staff (October 2005). "Robotron: 2084 Behind the Scenes". GamesTM (36): 146–149.
  4. "Review Crew: Robotron X". Electronic Gaming Monthly. No. 90. Ziff Davis. January 1997. p. 66. The first rule of gaming: All things must go 3-D. The second rule: All classics must be revived. Like it or not, that's the trend.
  5. "Robotron X Review". GameSpot. December 1, 1996. Retrieved 28 January 2018.
  6. "Robotron X". Next Generation. No. 27. Imagine Media. March 1997. pp. 88, 90.
  7. "PlayStation ProReview: Robotron X". GamePro. No. 101. IDG. February 1997. p. 72.
  8. Vince, John (2002). Handbook of Computer Animation. Springer Science+Business Media. pp. 19–20. ISBN 1-85233-564-5.
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