I, Robot
I, Robot is a 3-D shoot-em-up in which the player controls the "Interface Robot (#1984)" in a rebellion against the all-controlling Big Brother and his ever-watchful 'Evil Eyes'.
The game is set over a series of platform-based stages constructed from solid coloured blocks and to complete a stage, the player must "eliminate the red zones". This is achieved by moving the robot over all of a stage's horizontal surfaces, changing their colour from red to blue. In order to reach all of the platforms and surfaces, the Interface robot will need to jump. This must be carefully timed, however, as jumping is not allowed under Big Brother's regime and his Evil eye will open at regular intervals to watch over the interface robot. Should the eye turn red while the robot is mid-jump, he will be spotted and destroyed, costing the player a life.
Once all of the red squares on a stage, the enemy's shield is destroyed and the Interface Robot will automatically shoot and destroy that stage's Evil Eye before launching itself into space from the top of the pyramid on which the eye was located. A small space-flight to the next stage then follows, with three-dimensional objects hurling through space that must be either avoided or destroyed.
Every third terrain contains a red pyramid which the Robot must enter after destroying the Evil Eye. Once inside the pyramid, the Robot has one chance to collect as many of the jewels as possible before once again destroying that stage's Evil Eye. If the Robot is destroyed while inside the pyramid, he is immediately thrust back into space. The player must then battle through three more terrains and destroy a further three Evil Eyes before he has another chance to collect the jewels inside of the pyramid.
I, Robot was very much ahead of its time and the game featured many new and ground-breaking innovations that the games industry would later adopt. The most striking and obvious of these was the game's graphics. While I, Robot wasn't the world's first fully three-dimensional game (Atari's own "Battlezone" had been released three years earlier), it was the first game to feature solid, filled-polygon graphics, as opposed to the wireframe graphics adopted by other three-dimensional games of the time. The concept of the player being able to switch viewpoints also appeared here first, and is activated by pressing the game's 'Start' button. The final innovation was 'Doodle City'. Instead of playing the game, players could instead choose to use the game's colourful three-dimensional object to draw pictures on the monitor screen.
The game is set over a series of platform-based stages constructed from solid coloured blocks and to complete a stage, the player must "eliminate the red zones". This is achieved by moving the robot over all of a stage's horizontal surfaces, changing their colour from red to blue. In order to reach all of the platforms and surfaces, the Interface robot will need to jump. This must be carefully timed, however, as jumping is not allowed under Big Brother's regime and his Evil eye will open at regular intervals to watch over the interface robot. Should the eye turn red while the robot is mid-jump, he will be spotted and destroyed, costing the player a life.
Once all of the red squares on a stage, the enemy's shield is destroyed and the Interface Robot will automatically shoot and destroy that stage's Evil Eye before launching itself into space from the top of the pyramid on which the eye was located. A small space-flight to the next stage then follows, with three-dimensional objects hurling through space that must be either avoided or destroyed.
Every third terrain contains a red pyramid which the Robot must enter after destroying the Evil Eye. Once inside the pyramid, the Robot has one chance to collect as many of the jewels as possible before once again destroying that stage's Evil Eye. If the Robot is destroyed while inside the pyramid, he is immediately thrust back into space. The player must then battle through three more terrains and destroy a further three Evil Eyes before he has another chance to collect the jewels inside of the pyramid.
I, Robot was very much ahead of its time and the game featured many new and ground-breaking innovations that the games industry would later adopt. The most striking and obvious of these was the game's graphics. While I, Robot wasn't the world's first fully three-dimensional game (Atari's own "Battlezone" had been released three years earlier), it was the first game to feature solid, filled-polygon graphics, as opposed to the wireframe graphics adopted by other three-dimensional games of the time. The concept of the player being able to switch viewpoints also appeared here first, and is activated by pressing the game's 'Start' button. The final innovation was 'Doodle City'. Instead of playing the game, players could instead choose to use the game's colourful three-dimensional object to draw pictures on the monitor screen.
Ajouter
Télécharger I, Robot
Contenu de la ROM :
- 136029-208.bin
- 136029-209.bin
- 136029-210.bin
- 136029-405.bin
- 136029-206.bin
- 136029-207.bin
- 136029-104.bin
- 136029-103.bin
- 136029-102.bin
- 136029-101.bin
- 136029-124.bin
- 136029-125.bin
- 136029-111.bin
- 136029-112.bin
- 136029-113.bin
- 136029-114.bin
- 136029-115.bin
- 136029-116.bin
- 136029-117.bin
- 136029-118.bin
- 136029-119.bin
- 136029-120.bin
- 136029-121.bin
- 136029-122.bin
- 136029-123.bin
Technique
CPU
- maincpu M6809 (@ 1 Mhz)
- pokey1 POKEY (@ 1 Mhz)
- pokey2 POKEY (@ 1 Mhz)
- pokey3 POKEY (@ 1 Mhz)
- pokey4 POKEY (@ 1 Mhz)
Chipset
- POKEY (@ 1 Mhz)
- POKEY (@ 1 Mhz)
- POKEY (@ 1 Mhz)
- POKEY (@ 1 Mhz)
Affichage
- Orientation Yoko
- Résolution 255 x 232
- Fréquence 60 Hz
Contrôles
- Nombre de joueurs 1
- Nombre de boutons 2
- Type de contrôle stick
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Scoring de I, Robot
Scoring in this game is a little complicated since many things score differently (even the same things can score differently) :
Birds, Balls, Spiked Balls, etc. on the Platforms : 25-100 pts.
Polygon Asteroids, Pyramids, Cones, etc. in Space : 1-300 pts.
Once you destroy the Eye on the Platforms round, you get whatever bonus is left. Bonuses are variable per Platform and range from 3000 to 7000 points and decrement as you play.
You get 100 points per jewel collected when you take out the Eye in the control area. There are a maximum of ten jewels in the control area. Your maximum score you can get, though, is 999 points.
In space, you get points for everything you can kill.
If your score is greater then the BEST time on the Platforms or the BEST score in Space, you get a bonus of 2,500 points. You do not receive this bonus if you get killed on the Platform or in Space and have to start again.
When you enter a transporter pod, you get 20,000 points/level skipped if you successfully complete the Platform you transported to. You can only go to level 79 this way.
Birds, Balls, Spiked Balls, etc. on the Platforms : 25-100 pts.
Polygon Asteroids, Pyramids, Cones, etc. in Space : 1-300 pts.
Once you destroy the Eye on the Platforms round, you get whatever bonus is left. Bonuses are variable per Platform and range from 3000 to 7000 points and decrement as you play.
You get 100 points per jewel collected when you take out the Eye in the control area. There are a maximum of ten jewels in the control area. Your maximum score you can get, though, is 999 points.
In space, you get points for everything you can kill.
If your score is greater then the BEST time on the Platforms or the BEST score in Space, you get a bonus of 2,500 points. You do not receive this bonus if you get killed on the Platform or in Space and have to start again.
When you enter a transporter pod, you get 20,000 points/level skipped if you successfully complete the Platform you transported to. You can only go to level 79 this way.
Tips sur I, Robot
* Hints for Game Play :
1) The player can advance to higher play levels while inside the Transporter.
2) Objects to be destroyed for points include a buzz saw, a soccer ball, a small ball dropped by a bird, the polygons, and a rolling log.
3) The player can achieve a bonus for shooting all of the tetrahedrons in a space wave. The player can also achieve bonus points by spelling I ROBOT by shooting the letters as they appear sequentially in space waves.
4) The player must shoot the polygons with SEVEN shots in order to destroy them and achieve points.
* Warp : Hold down both Start buttons when entering the transporter on level 1. You can now warp as high as level 10.
PLATFORMS :
* One block of claimed area will reduce the shield strength down by one. The shield strength is basically the total of all these unclaimed blocks per level. So if you see a shield strength of two, but don't see any unclaimed areas, this means you will definitely have to look around for them.
* Some Platform levels only have a few blocks separated by gaps while others have long walkways also separated by gaps. You must bridge the gaps between these blocks. To bridge any gap :
a) The game will show you when a gap can be bridged. The section under your robot will blink and a corresponding section across the gap will blink.
b) Bridges created are the same color that other claimed areas are.
c) If you jump when the Eye is open, your robot will be destroyed by the Eye.
* Sometimes unclaimed areas are hidden behind blocks. Use the point of view buttons to look for these areas.
* Your robot is equipped with lasers. They are useful when taking out the smaller objects such as birds and spiked balls. They won't work on the big beach balls or the walkway grinders.
* Using the above tip, remember to constantly shoot when you are jumping. Your lasers only fire toward the eye regardless of which way you jump. This usually prevents something from hitting your robot in mid-flight.
* Watch the shield below the Eye. The number will go down as long as you claim areas on the walkways. If the number is at one or two and you don't see any unclaimed areas, change your point of view and look around for unclaimed areas.
* There are indestructible creatures called ''Point of View'' killers. If you don't change your point of view by the time these things make it to your robot, your robot will be destroyed.
* In the middle, at the bottom of the screen is a phrase showing you how often the Eye opens and closes. This time is variable so you need to check out the bottom of the screen to see the frequency the eye opens. If there isn't a time, then it is once every five seconds.
* Keep in mind, you are on a timer. This basically means planning out in advance of where you want to move since there isn't really any time to sit around and take in the scenery.
* You must land on the unclaimed block in front of the eye in order to destroy it.
* Every third level, after you destroy the Eye from the outside, you will be able to enter a control area to take on the Eye in its environment. To make your job harder, a buzz saw starts at the back of this platform and eats it away toward the Eye. In addition, you may have to blast through walls in order to get the jewels and proceed toward the eye.
SPACE :
* The best way to get through this area is to rapidly shoot. Most objects require at least five to ten shots to take them out.
* Never let the tetras go. If you don't destroy them, they will come around from the backside and destroy your robot.
* There are other enemies such as tankers. If you hit them, they get mad and hit your robot from the backside if you don't destroy them.
* You can't destroy the saucers, but you can lead them into the rocks to kill them.
* You can also maneuver around the shapes but in the later levels, this is made harder by the life ring shaped objects that are on the outer edges.
* Every fourth level, you have to deal with a three-dimensional head. Although not particularly tough, it is a nuisance :
a) Fire at one side of the head to force it to rotate around. If the head isn't facing your robot, the danger is minimized considerably since he won't fire his cone-shaped projectiles at your robot.
b) You must hit every cone-shaped projectile fired from the head. If you don't, they come around and hit your robot from the backside.
c) You will have to survive this encounter for about 20 seconds. After that, you will be done with that part of the level.
* If you successfully destroy the letters IROBOT during the Space part of the level, you get a 5000 point bonus.
* After level two, you must successfully land your robot on the next level Platform.
1) The player can advance to higher play levels while inside the Transporter.
2) Objects to be destroyed for points include a buzz saw, a soccer ball, a small ball dropped by a bird, the polygons, and a rolling log.
3) The player can achieve a bonus for shooting all of the tetrahedrons in a space wave. The player can also achieve bonus points by spelling I ROBOT by shooting the letters as they appear sequentially in space waves.
4) The player must shoot the polygons with SEVEN shots in order to destroy them and achieve points.
* Warp : Hold down both Start buttons when entering the transporter on level 1. You can now warp as high as level 10.
PLATFORMS :
* One block of claimed area will reduce the shield strength down by one. The shield strength is basically the total of all these unclaimed blocks per level. So if you see a shield strength of two, but don't see any unclaimed areas, this means you will definitely have to look around for them.
* Some Platform levels only have a few blocks separated by gaps while others have long walkways also separated by gaps. You must bridge the gaps between these blocks. To bridge any gap :
a) The game will show you when a gap can be bridged. The section under your robot will blink and a corresponding section across the gap will blink.
b) Bridges created are the same color that other claimed areas are.
c) If you jump when the Eye is open, your robot will be destroyed by the Eye.
* Sometimes unclaimed areas are hidden behind blocks. Use the point of view buttons to look for these areas.
* Your robot is equipped with lasers. They are useful when taking out the smaller objects such as birds and spiked balls. They won't work on the big beach balls or the walkway grinders.
* Using the above tip, remember to constantly shoot when you are jumping. Your lasers only fire toward the eye regardless of which way you jump. This usually prevents something from hitting your robot in mid-flight.
* Watch the shield below the Eye. The number will go down as long as you claim areas on the walkways. If the number is at one or two and you don't see any unclaimed areas, change your point of view and look around for unclaimed areas.
* There are indestructible creatures called ''Point of View'' killers. If you don't change your point of view by the time these things make it to your robot, your robot will be destroyed.
* In the middle, at the bottom of the screen is a phrase showing you how often the Eye opens and closes. This time is variable so you need to check out the bottom of the screen to see the frequency the eye opens. If there isn't a time, then it is once every five seconds.
* Keep in mind, you are on a timer. This basically means planning out in advance of where you want to move since there isn't really any time to sit around and take in the scenery.
* You must land on the unclaimed block in front of the eye in order to destroy it.
* Every third level, after you destroy the Eye from the outside, you will be able to enter a control area to take on the Eye in its environment. To make your job harder, a buzz saw starts at the back of this platform and eats it away toward the Eye. In addition, you may have to blast through walls in order to get the jewels and proceed toward the eye.
SPACE :
* The best way to get through this area is to rapidly shoot. Most objects require at least five to ten shots to take them out.
* Never let the tetras go. If you don't destroy them, they will come around from the backside and destroy your robot.
* There are other enemies such as tankers. If you hit them, they get mad and hit your robot from the backside if you don't destroy them.
* You can't destroy the saucers, but you can lead them into the rocks to kill them.
* You can also maneuver around the shapes but in the later levels, this is made harder by the life ring shaped objects that are on the outer edges.
* Every fourth level, you have to deal with a three-dimensional head. Although not particularly tough, it is a nuisance :
a) Fire at one side of the head to force it to rotate around. If the head isn't facing your robot, the danger is minimized considerably since he won't fire his cone-shaped projectiles at your robot.
b) You must hit every cone-shaped projectile fired from the head. If you don't, they come around and hit your robot from the backside.
c) You will have to survive this encounter for about 20 seconds. After that, you will be done with that part of the level.
* If you successfully destroy the letters IROBOT during the Space part of the level, you get a 5000 point bonus.
* After level two, you must successfully land your robot on the next level Platform.
I, Robot et M.A.M.E.
0.36b10 [Dan Boris, John Dickson]
0.33b3 [Dan Boris]
Artwork available
Bugs:
- src\mame\machine\irobot.c doesn't compile with DISASSEMBLE_MB_ROM set to 1. Firewave (ID 03202)
WIP:
- 0.147u1: Moved handling of quad Pokey into I, Robot driver [Miodrag Milanovic].
- 0.146: Couriersud improved sound emulation for POKEY chip. Changed audio emulation to emulate borrow 3 clock delay and proper channel reset. New frequency only becomes effective after the counter hits 0. Emulation also treats counters as 8 bit counters which are linked now instead of monolytic 16 bit counters. Fixed high pass filters for POKEY. Added POKEYN device based on modern device. Fixed random lfsr generation. Consolidated polynom code. Removed legacy left overs from pokey code. Added a internal pokey_channel class. Convert all remaining drivers to use the modern pokey device.
- 0.136u3: Phil Bennett and Tafoid added XTAL values from manual and hooked up to IRobot driver for main/sound CPU. Tafoid added/verified DIP locations per manual and test mode for I, Robot. Changed M6809 CPU1 and the 4x POKEY clock speeds to 1512000 Hz.
- 0.131u2: MooglyGuy merged memory maps and cleaned up some comments in I, Robot.
- 0.126u3: Aaron Giles fixed hang in I, Robot.
- 9th July 2008: Mr. Do - Fixed the blue in the proto version of the I, Robot instruction card.
- 0.122u8: Zsolt Vasvari removed colortables from I, Robot and a number of other drivers, as part of a larger move to phase out old-style colortables.
- 0.113u4: Zsolt Vasvari fixed I, Robot crash introduced in last timing update.
- 0.110: Luigi30 fixed joystick X/Y range in I, Robot (see JOYSTICK TEST 1 in Service Mode).
- 24th August 2006: Mr. Do - Added I, Robot artwork.
- 0.105u4: Fixed rom names.
- 0.97u3: MASH fixed bitmap displaying in I, Robot.
- 0.37b9: Changed cpu2 roms ($c000-f000) to proms and fixed cpu2 rom loading.
- 14th June 2000: John Dickson fixed a few graphics glitches in I, Robot.
- 6th January 2000: Vernon C. Brooks fixed an I, Robot reset problem and some Namco System 1 drivers' problems.
- 0.36b12: Added 'Demo Mode' dipswitch.
- 10th December 1999: Aaron Giles fixed the speed of I, Robot's mathbox.
- 7th December 1999: Aaron Giles sent in a nice optimization to the I, Robot driver.
- 2nd December 1999: Bernd Wiebelt fixed some things in I, Robot and added 16bpp support.
- 0.36b10: Re-added 'I, Robot'. Changed visible area to 256x232. Suggestion: Turn off autoframeskip.
- 19th November 1999: Dan Boris submitted a different version of the I-Robot driver.
- 16th November 1999: Dan Boris finally sent in the I, Robot driver.
- 12th November 1999: Dan Boris and John Dickson have gotten I, Robot fully playable, but don't yet expect to see it in the next beta.
- 3rd November 1999: John Dickson has made some progress with I, Robot, but don't expect to see anything soon.
- 0.36b4: Moved 'I, Robot' to Testdriver.
- 0.33b3: Dan Boris added 'I, Robot' (Atari 1983), preliminary.
PLAY INSTRUCTIONS:
- Move robot over all red zones. When red zones are eliminated jump to eye to complete each wave.
- Do not jump if eye is red.
- To jump: Go to an edge and push joystick in desired direction (flashing squares indicate where you can land).
- Avoid all enemy objects. Some can be destroyed by using fire button.
- In the space waves shoot all pyramids to get maximum points. Some objects cannot be destroyed.
- Hints: The shield counts down the number of red zones remaining. To select higher levels enter transporter. To change perspective press start buttons.
Other Emulators:
* I,Robot emulator (http://manfreda.org/LordFrito/)
Movie: I, Robot
Genre: Sci-Fi, Thriller
Year: USA 2004
Director: Alex Proyas
Studio: 20th Century-Fox
Cast: Will Smith, Bridget Moynahan, Bruce Greenwood, James Cromwell and Chi McBride
Romset: 152 kb / 25 files / 83.1 zip
0.33b3 [Dan Boris]
Artwork available
Bugs:
- src\mame\machine\irobot.c doesn't compile with DISASSEMBLE_MB_ROM set to 1. Firewave (ID 03202)
WIP:
- 0.147u1: Moved handling of quad Pokey into I, Robot driver [Miodrag Milanovic].
- 0.146: Couriersud improved sound emulation for POKEY chip. Changed audio emulation to emulate borrow 3 clock delay and proper channel reset. New frequency only becomes effective after the counter hits 0. Emulation also treats counters as 8 bit counters which are linked now instead of monolytic 16 bit counters. Fixed high pass filters for POKEY. Added POKEYN device based on modern device. Fixed random lfsr generation. Consolidated polynom code. Removed legacy left overs from pokey code. Added a internal pokey_channel class. Convert all remaining drivers to use the modern pokey device.
- 0.136u3: Phil Bennett and Tafoid added XTAL values from manual and hooked up to IRobot driver for main/sound CPU. Tafoid added/verified DIP locations per manual and test mode for I, Robot. Changed M6809 CPU1 and the 4x POKEY clock speeds to 1512000 Hz.
- 0.131u2: MooglyGuy merged memory maps and cleaned up some comments in I, Robot.
- 0.126u3: Aaron Giles fixed hang in I, Robot.
- 9th July 2008: Mr. Do - Fixed the blue in the proto version of the I, Robot instruction card.
- 0.122u8: Zsolt Vasvari removed colortables from I, Robot and a number of other drivers, as part of a larger move to phase out old-style colortables.
- 0.113u4: Zsolt Vasvari fixed I, Robot crash introduced in last timing update.
- 0.110: Luigi30 fixed joystick X/Y range in I, Robot (see JOYSTICK TEST 1 in Service Mode).
- 24th August 2006: Mr. Do - Added I, Robot artwork.
- 0.105u4: Fixed rom names.
- 0.97u3: MASH fixed bitmap displaying in I, Robot.
- 0.37b9: Changed cpu2 roms ($c000-f000) to proms and fixed cpu2 rom loading.
- 14th June 2000: John Dickson fixed a few graphics glitches in I, Robot.
- 6th January 2000: Vernon C. Brooks fixed an I, Robot reset problem and some Namco System 1 drivers' problems.
- 0.36b12: Added 'Demo Mode' dipswitch.
- 10th December 1999: Aaron Giles fixed the speed of I, Robot's mathbox.
- 7th December 1999: Aaron Giles sent in a nice optimization to the I, Robot driver.
- 2nd December 1999: Bernd Wiebelt fixed some things in I, Robot and added 16bpp support.
- 0.36b10: Re-added 'I, Robot'. Changed visible area to 256x232. Suggestion: Turn off autoframeskip.
- 19th November 1999: Dan Boris submitted a different version of the I-Robot driver.
- 16th November 1999: Dan Boris finally sent in the I, Robot driver.
- 12th November 1999: Dan Boris and John Dickson have gotten I, Robot fully playable, but don't yet expect to see it in the next beta.
- 3rd November 1999: John Dickson has made some progress with I, Robot, but don't expect to see anything soon.
- 0.36b4: Moved 'I, Robot' to Testdriver.
- 0.33b3: Dan Boris added 'I, Robot' (Atari 1983), preliminary.
PLAY INSTRUCTIONS:
- Move robot over all red zones. When red zones are eliminated jump to eye to complete each wave.
- Do not jump if eye is red.
- To jump: Go to an edge and push joystick in desired direction (flashing squares indicate where you can land).
- Avoid all enemy objects. Some can be destroyed by using fire button.
- In the space waves shoot all pyramids to get maximum points. Some objects cannot be destroyed.
- Hints: The shield counts down the number of red zones remaining. To select higher levels enter transporter. To change perspective press start buttons.
Other Emulators:
* I,Robot emulator (http://manfreda.org/LordFrito/)
Movie: I, Robot
Genre: Sci-Fi, Thriller
Year: USA 2004
Director: Alex Proyas
Studio: 20th Century-Fox
Cast: Will Smith, Bridget Moynahan, Bruce Greenwood, James Cromwell and Chi McBride
Romset: 152 kb / 25 files / 83.1 zip