Gameplay
Quick Points of Interest
- 2013 Robotron 100 million point marathon Gauntlet/Challenge – Come play with the best!
- High Score Challenges – Remind yourself why Robotron is so much fun!
- Brush up on your Robotron Marathon skills – HERE
- Eugene Jarvis Explains Robotron
- Robotron Player Bio’s
- Some Philosophical Wisdom
- Learning the Basic Enemies
- Wave Walkthroughs
- Feeling Stuck at a Plateau?
- Max Difficulty Tips
- Marathon and Wave Info
- Misc. Videos
- Generic tips in August 1982 issue of Video Games Magazine (p43 of PDF)- LINK
Robotron 2084 was the 1981 brain child of Vid Kidz, Eugene Jarvis and Larry DeMar, who previously worked for Williams.
- Eugene wanted to build on the concept of Berzerk but use a second controller for firing.
- Eugene says they used two Atari 2600 joysticks during the design process.
- The Mikey character was in reference to the Life cereal commercial.
- Click HERE to see what the Vid Kidz were up to, including a Robotron 2084 screenplay
- Robot Wars: 2084
- Paper Arcade from Flickr.com
Robotron 2084 has survived for over 30 years due to its’ competitive intensity which challenges the human spirit on every level.
- Even when mastery of the general game play has been accomplished, the player will never reach a point where they “beat the game.”
- Robotron is the definition of tenacity at it’s finest. It could be compared to a fast-action dynamic game of chess.
- Much like playing chess with a wisened old master, Robotron will remain one step ahead of your most brilliant strategy.
- Click HERE for inspiration when you are frustrated with the game or check out Philosophical wisdom from the masters of old
- What do other Robotron players think about the game? Click HERE
- A fun and empassioned over-view of Robotron- http://www.eurogamer.net/articles/robotron-2084-retrospective
- An online cooperative 3D version of Robotron REDDIT – DROPBOX download of game
Robotron 2084 had a profound effect on the landscape of video game design.
- For example, Atari Food Fight developer, Jonathon Hurd, is quote in THIS article saying, “I always admired Robotron and thought it was the most exciting game ever developed. In fact, the high levels (100+) of Food Fight were intended to be like Robotron in terms of their speed and intensity. For whatever reason though, I was never as good at Robotron as Tom Westberg and some of our other guys—I never mastered the dual joystick controls.”
This website was the result of a desire to compile all of the basic information gleaned from my experience in “discovering Robotron.”
Disclaimer- The game of Robotron becomes a very personal art-form to the player. The suggestions here are just one manner of thinking through the complexities of the game. Every player will develop a unique pattern of strategies that fit their style. And that is why the game is wonderful and unique. There are no absolute right or wrong answers in your quest toward success. Enjoy the experience.
Comic Book Artist Jacob Chabot – For LifeMeter Magazine