Retrospective: Robotron: 2084

The soul of a new machine.

For a few months after its release, he kept a close eye on his creation. Perhaps he would wander around Chicago on those serene, silver-skied early evenings they have there, checking in at the chattering, buzzing arcades, the smoky dives, the pizza places where locals - kids and adults back then - would gather around the tall black machines in the corner, while a polite line of quarters stretched across the cabinet tops.

He was a pro by this point, which meant that he was looking for some very specific signs. Adoring crowds were nice enough, but that wasn't what he was truly after, and he wasn't checking the leaderboards, either, to try and get a sense of how much traffic his game was getting. Instead, he was looking for abuse: footprints where the cab had received a dusty shoeing in a wordless moment of blunt frustration, joysticks torn off in anger, tiny cracks in the screen, cigarette burns that seemed a little too deliberate.

I imagine he found plenty of what he was searching for. Modern games may flatter their punters, but arcade classics were always more likely to taunt them. The very best would be openly hostile - and Robotron: 2084 was the very best. It made people furious. It made them feel cheated, even, because it took their money and gave them, what? 15 seconds? 20 seconds? And that time was mostly spent in abject humiliation, struggling with the controls, hunting around for, like, a button - there must be a button somewhere, right? - before expiring in a gaudy fizz of light, leaving nothing but the feeling that players were expected to know how to pat their heads and rub their stomachs at the same time with this one.

Inevitably, though, it made them come back, too. Again and again. The abuse was simply the first sign of love.

'Retrospective: Robotron: 2084' Screenshot 1

Eugene Jarvis had wanted to make pinball games. He loved pinball, with its brutal simplicity, its ball-bearings, fairy lights and bells. He loved its sense of street-smart engineering: all screwdrivers, twills of wire and lumps of chrome. Pinball was pretty sexy for a while - in Foucault's Pendulum, Umberto Eco writes a slightly sweaty love letter to it, having watched a girl grind her hips against the cabinet as she played. But Jarvis was born 20 years too late to catch the trend in its prime, so he mostly had to make videogames instead.

He did. He made Defender - and the advance buzz said that Defender was a big fat bomb. Too many buttons, too many objectives, too many different things to remember. Defender just had too much for the human brain to learn, and it killed you too often. It killed you all the time, actually, and in ways that players, groomed on the polite, entirely mechanical, armadas of Space Invaders, struggled with. It was chaotic and mean-spirited and a bit garish. Maybe there was a personal insight hidden in there somewhere: photos of Jarvis from that time depict a lanky character with a Unabomber approach to haircuts and a look in his eyes suggesting that every day was Halloween.

Naturally, Defender was a gigantic hit. Even Martin Amis liked it, and he hardly liked anything. Jarvis and a fellow developer named Larry DeMar formed a separate company and produced Stargate, an enhanced version of his breakout success. But for the first proper follow-up, the duo knew they had to do something really unexpected.

Eager to please, Jarvis promptly had a car accident - I'm sure I remember reading that he was driving something hilarious like a Ferrari or an old garbage truck, but I may be wrong - and he wound up with a broken hand. Ha! It turned out to be the most valuable broken hand in the short history of videogames. If he'd broken a leg too, who knows what he might have eventually accomplished?

Simplicity is hard to plan for, apparently. You have to just let it sneak up on you, like old age, bankruptcy or a real thing for cricket. After a lot of over-complicated designs, fumbling around for a control scheme he could test while his hand was in plaster, Jarvis ended up bolting two joysticks together and taping his cast to one of them. It wasn't the first time anyone had experimented with the layout - Taito had tried a similar approach the year beforehand, and stunk the place up - but now, something clicked between designer and hardware. It turned out that two joysticks - one to move, one to fire - felt pretty good after a while. You had a lot of manoeuvrability, a lot of options. And to Jarvis and DeMar, that meant only one thing: it meant they could afford to throw a lot of trouble your way.

How much trouble? Experimentation began, and it turned out that the whole thing was largely a numbers game. How many sprites could the chip handle on screen at any one time? What was the point at which it became fun? What was the point at which fun turned to bedlam? Hey, and where did it balance out? Where did slowdown kick in, and where did the AI suffer? And did any of that even matter?

Most games would give you a handful of enemies at any one time and that would be enough. Space Invaders amped things up a bit, granted, but most of those advancing crab monsters were actually just lumpen targets to whittle away at - bland nightmare machines who were born only to die at a distance. For the game that was becoming Robotron, a mere handful of enemies was actually pretty boring. You needed dozens and dozens of the little mofos, flocking towards you, racing in from all sides, and then, suddenly, you were under its spell.

The game was most fun at the point when it was actually becoming slightly terrifying - it worked best as a deranged and entirely one-sided kind of warfare, with the player zapping into the middle of the screen to find himself totally surrounded by hordes of brightly-drawn killers. It's 2084: the robots have taken over, you've been deemed "inefficient", and they've got you cornered.

That was part of the magic - that energising claustrophobia, heightened by the simple colours and stark borders that hemmed in an otherwise completely empty screen. The other part was variation: the robots who were coming to get you were all coming to get you in their own way.

'Retrospective: Robotron: 2084' Screenshot 2

GRUNTs, the stylish little red ones with the bright green visors, were just caught up in a headlong dash to connect with your frail human body. They chugged after you wherever you moved and died by the half-dozen.

Hulks, meanwhile, pretty much ignored you, but couldn't be killed, only knocked gently off course by your shots. Spheroids buzzed around the screen in nasty, sweeping diagonals, inevitably winding up in the corners, and if you didn't get to them in time they would spawn Enforcers, who Hoovered around the place unpredictably and showered you with spiky little bullets. Brains could fire guided disco missiles at you and turn innocent humans into zombified Progs, while Quarks may have looked like the kind of harmless visions you get if you stand up too quickly after a long bath, but they spat out Tanks.

Tanks were probably the worst thing in the world that could ever happen to you, trundling back and forth in blocky clusters, and letting loose with squash balls that would bounce off walls, punching through your lives in no time at all. Finally, there were always Electrodes to take into account, too: the deadly little bits of furniture that Jarvis and DeMar pinched from another game and then scattered randomly across every room.

And all those pieces, obeying their own little rules, created something that was pretty fascinating - just as long as you weren't playing it, in which case it was a lot more emotional than that. Strange behaviours emerged, things that hadn't really been coded into the game, like the fact that Quarks would fling Tanks together in little nodes of death, or that Enforcers got themselves stuck on the edges of the screen, so their arcing shots would criss-cross the play area at 45-degree angles.

The addition of wandering family members - the last human family on Earth after the Robotrons took over - only added to the brilliant parade, giving you something to collect for points (which translated, naturally, into extra lives) and making you play in a murderously schizophrenic manner. Even when you knew you shouldn't, you would find yourself lured to your death again and again by Mommy, Daddy and little Mikey. They were like digital sirens, tempting you towards trouble.

I interviewed Jarvis a few years ago, and, even after two decades, he remains mesmerised by the Petri dish world he created back in 1982, comparing its shifting, drifting, sprawling waves of enemies to time-lapse footage of coral, and talking about his favourite bugs - the very best being wave five, where all the Brains are fixated with catching a single Mikey, meaning that, if you can keep him alive, you can score massive points by picking up the wandering swarms of mommies. This is also excellent dating advice, obviously.

Jarvis admitted that the Robotron machine that lurks down in his basement gets a once-a-month kicking from him (although often it's him who gets the kicking). He's not alone. Wherever you look in the industry, Robotron seems to be waiting for you. The team at Ruffian Games, currently piecing together Crackdown 2, light up when you mention the old Williams classic in interviews, Archer Maclean never moves to any studio without installing his own cabinet, and there's even one standing next to a Feeding Frenzy machine at PopCap's Seattle headquarters.

Yeah, PopCap. That's revealing: even the kings of casual see the appeal of such a brutal game. (Apparently, there's one employee who's really, really good at it, but works up a completely disgusting sweat when playing. The cabinet has new joysticks, incidentally, suggesting that it's seen some action over the years.)

And although it wasn't as much of a hit as Defender, it's been causing ripples ever since. There was Smash TV, of course, cementing Jarvis' reputation as the Paul Verhoeven of videogames, and Total Carnage, which is still one of the great white-trash pleasures of the blaster genre. Jeff Minter got in on the action, too, which is never a bad thing, and as soon as control pads started having two sticks, two-stick shooters had a welcome Indian Summer, with Geometry Wars and Mutant Storm and Super Stardust HD leading the way until, finally, everyone was making them and it all got a bit passé.

'Retrospective: Robotron: 2084' Screenshot 3

The 360's controller, with its irritatingly unaligned layout, was never the most ideal way of playing the game, but XBLA's workmanlike Robotron port at least had global leaderboards - and still does, if you nabbed a copy before all of Midway's old games mysteriously disappeared. J Allard's on there and everything, though he probably gets the intern to play for him.

Elsewhere, you can see the game's influence even in titles that aren't as pared down and unforgiving. BioShock 2 turns to Jarvis and DeMar a little bit whenever there's ADAM to gather, Crackdown 2's new range of differently-weighted mutants and impromptu Freak Breaches have clearly been influenced by regular trips to the year 2084, and any time people talk about emergence you can be sure that a Robotron reference, like an ice-cream truck jingle-jangle in a very old summer memory, is never far away.

Of all the games I've played over the years, it's probably the one that I know the best: I have tactics for mastering each of the first 10 or so waves, which I'll be passing on to my children one day, and I was once riding pretty high on the XBLA global rankings, until age, and the fact that most people were actually better than me, knocked me back down into the late hundreds. I like to delight my friends and loved ones with unexpectedly loud interpretations of the key sound effects from time to time. Zoorb-zorb-zub-zbzb! BRAAAANG! It's mostly a special occasions thing: Christmas, Easter, Wednesdays.

Oh yes, and the only proper stranger I've ever chatted to at length over Live was a 40-year-old Italian I met playing co-op Robotron. He was the Robotron king of his village growing up, playing at the laundrette, I think, and while the Xbox belonged to his son, he'd downloaded the arcade game himself. I cut him loose after he broke the million barrier, but I still think of him now and again.

Everyone who writes about games - and everyone who just plays them regularly, or even reads about them enough - has their favourite designers, I guess. I know people who get misty at the mention of Ron Gilbert, or Charles Cecil, or Pajitnov - that sad-eyed, ever-huggable bear - and Miyamoto makes almost everybody a bit wobbly of course. But for me, there's only ever been Eugene Jarvis and Larry DeMar.

And, if I'm honest, there's only ever been Robotron.

Comments (24) Latest comment 1 year ago

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  • NonShinyGoose #1 2 years ago

    I always wanted to give Robotron 64 a go. Never got the chance to though!
  • AuthenticKaizen #2 2 years ago

    what a timeless classic!
    thanks for the retrospective :)

    consider also to give this excellent freeware remake a try.
    Mechatron 2154
    <a href="http://norrish. force9.co.uk/robotron/
    ">http://norrish. force9.co.uk/robotron/
    </a>

    gameplay video
    http://www .youtube.com/watch?v=DHfviIrf94I
    Edited by 2 at 14/03/10 @ 00:38
  • Diogo_Ribeiro #3 2 years ago

    Robotron's just one of those games. It's incredible just how far the medium has come, and the debt many contemporary games owe to these classics. From Smash TV and Gauntlet IV to Dead Rising and Geometry Wars... Yet it's disappointing at times to see how many are quick to celebrate the influence of other mediums rather than looking at the legacy of videogames and their past.

    Excellent article, Christian. You've made an old guy smile :)
  • Iggloo #4 2 years ago

    Thank you for the wonderful retrospective. You wrote it with genuine love and emotion and it showed.

    I will turn 40 years old this year, and have literally played more than a thousand games to completion (my sister once worked in a video rental store and I was able to play everything that was coming out for consoles).

    Robotron is quite simply one of the greatest video games ever made. This is not even remotely disputable to anyone with a knowledge of gaming history. Even today, in the age of high definition graphics and immersive first person shooters, one is hard pressed to find a gaming experience as frenetic as Robotron.

    I too have played the XBL version, and although the control scheme lacks the precision of the arcade classic, the experience brought back more than a bit of nostalgia. Looking at the high scores, you see names such as "Xbox Dad" that demonstrate this passtime of ours is now in its second generation.

    I recently began being able to play games with my 5 year old daughter. I will show her Robotron someday, and she probably won't understand what all the fuss is about, but she will gamely try. I'll launch a two player game with her, and I will probably cry.
    Edited by 1 at 14/03/10 @ 01:25
  • ShiroBen #5 2 years ago

    If the "Defend the Little Sister" bits in Bioshock 2 suddenly switched you to a Robotron clone, I'd probably be a lot more interested in that game. Robotron is one of those odd little gaming niches that never really inspired much directly, possibly because it was already pretty much perfect. Nobody's got it as right since, that's for sure.
  • Dizzy #6 2 years ago

    There was only one Robotron machine in my town. I had to get on my bike for a 30 minute journey to get there. I was very happy to do that every Saturday for a few months just to get my hypnotizing rush from playing this game. Surely one of the best games of all time.

    Surely the addiction must have been the speed and the sound (just like defender).

    Been looking for an Arcade Cabinet of this for years to put in my "game room". :(
    Edited by 2 at 14/03/10 @ 07:46
  • StooMonster #7 2 years ago

    The crappiest chipshop in my local town kept brisk business by having a Robotron: 2084 and a Defender machine; the games were only for paying customers "while you wait", gaming heaven whilst waiting for chips.

    This was partly due to the local town council who tried to clamp down on the use of video game machines, and would not allow an arcade ... corrupts the youth, don't you know? Which is ironic considering (a) the local town planners oversaw the corruption of the heart of the town by ripping out the historic centre in the late-60s / early 70s and replacing with concrete and ring-road, and (b) they had a reputation for brown envelope stuffed with cash planning permission approval / civic works only being allowed on land owned by council members.

    Yep, saved the youth from corruption by only allowing the play of Robotron: 2084 whilst waiting for chips or other fried food.
  • wowami #8 2 years ago

    Robotron is timeless - many thanks for this article!
    the days of blasting away at it in Futurama - Plymouth are long gone now - but sweet memories
  • Hypercube #9 2 years ago

    I remember playing Robotron a few times - I grew up in the middle of fucking nowhere, and I remember visiting a school friend in Portsmouth who showed me this in the arcade there.

    Naturally I sucked at it immediately, but he was pretty good and it was a lot easier to let him spend his pocket money and get through some waves than it was for me to put 10p in and die within seconds!
  • Gecks #10 2 years ago

    Great article.

    Of course, I bloody hate robotron with a passion (I can never get past wave 10 although I always forget this and give it another crack), but I suppose that's the point.

    And anyway, you can never hate robotron half as much as it hates you.
  • Retroid #11 2 years ago

    I've played this a lot over the years but I lost count of the number of hours myself and friends must've pumped into the various versions of Llamatron, surely one of the best 'tributes' to this game *ever*.

    A version followed me to college for abuse on the PCs there, heh, but it was slightly rubbish on keyboard.

    I have a feeling I'll be booting up the XBLA version later today after reading this, and it's probably re-ignited the urge to get a board of my own for my JAMMA cab.

    DAMN YOU, MR DONLAN! ,o9
  • vegard #12 2 years ago

    The infection has been removed, the soul of this machine has improved.

    *headbangs furiously*
  • Tyronne #13 2 years ago

    looks like i`ll be playing this on mame later on this afternoon...
  • Stoatboy #14 2 years ago

    Best arcade game ever! Possibly not my favourite (I'm not sure what that is - could be Pengo, or Pooyan or Mad Planets, or one of half a dozen others including Robotron), but Robotron is definitely the best. I'm just far more rubbish at it than I'd like to be. I do love the fact that, as others have mentioned, the game feels like it hates you. It wants you off. Back in the day it always felt like a desperate struggle to defy the bloody thing to get your 10p's worth.

    Also William's games have the best audio by far. They're the soundtrack to my childhood.

    Edit: Oh, lovely article too.
    Edited by 1 at 14/03/10 @ 17:04
  • GreyBeard #15 2 years ago

    Great great article.

    Robotron was, and is, the best arcade shooter of all time.

    Can't say more than that really.




  • Mayhem64 #16 2 years ago

    Quite simply one of the greatest arcade machines of all time. The odd thing is that I never saw one in my local arcades while growing up; they had all the classics of the day such as Pac-man, Tempest, Battlezone, Gyruss, Galaxian, Moon Patrol, Defender and so on... but no Robotron. I didn't actually get to play it until AFTER Smash TV came out, that's how late. So I'd gone in reverse, having loved the "sequel" to death it prepared me for the original. To a degree. How can a game frustrate you so much and still compel you to have one more go? Whatever it is, Jarvis and DeMar got the formula right...
  • Carpathian #17 2 years ago

    Where twin-stick frenzy was concerned I did enjoy Robotron but it didn't come close to Black Widow for me. That was insane but with a lure like crack. Hitting the 'tubular' levels and pushing eggs off the web in the heat of flies hatching. Yeah, that was the move/fire king for me.
    Edited by 1 at 15/03/10 @ 09:18
  • darm #18 2 years ago

    Dammit, so it's no longer available from XBLA? I just deleted it last week. Wouldn't have if I knew I won't be able to get it back.
  • rosemeyer1939 #19 2 years ago

    I built a MAME cab just to play this with twin sticks. Still an unequalled gaming experience.
  • homerramone #20 2 years ago

    I will turn 40 years old this year, and have literally played more than a thousand games to completion
    How do you complete it !? Ive gotten 10 Million on it and it was still going...

    Dammit, so it's no longer available from XBLA? I just deleted it last week. Wouldn't have if I knew I won't be able to get it back.
    If you already bought it you can redownload it

    (Awesome game - perhaps the greatest game.. Ever !)
    Edited by 2 at 15/03/10 @ 10:26
  • mingster #21 2 years ago

    Having played it again last night i love the sound effects but only managed to get to level 6!
    Ended up playing Smash TV longer.

  • Retroid #22 2 years ago

    Smash TV is far more shallow so far as I'm concerned. Only got more modern presentation going for it.

    And yeah, it's no longer available on the XBLA shop but you can re-download it from your account history. I have no idea if pre-paid codes would no longer work but I can't think of a reason why they shouldn't.
  • superfly_1968 #23 2 years ago

    its great to see theres still an interest to what i consider as the most addictive game ever.back in the early 1980s i spent hours down several arcades in the west end of london as well as my local ones clocking up all the high scores.the trick was not to go over 10000000 otherwise you would go back to 0 and then kill off all your extra lives.the last time i did that i had just under 60 lives remaining if anyone did beat that id like to know.robotron got me hooked on games and went on to top a lot of those retro games as well as become a top pinball player.i still play all the latest games on xbox and wii but once you finish a game you dont tend to come back to it whereas i still play robotron now when i can and have been doing so for a few years now after a 20 year gap.playstation 2 version is as tough as it gets,much harder than the arcade version. robotron and defender were the best games ever not for their graphics but for their playability.who can ever forget the williams sound effects when you would get an extra life at the same time as completing a level-that used to bring in the crowds.
  • appman2010 #24 1 year ago

    Great review. I loved this game as a kid and wanted to create something similar on the Iphone. So I created a clone called KillaTron 2112. It's not as difficult but captures the raw game play.