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Atomic Robokid (1990)            

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Details (Commodore Amiga) Supported platforms Artwork and Media
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Activision Inc
Shoot 'em Up

512K

Yes
Eng

3.5" Floppy disk
Worldwide


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Atari ST
Commodore 64
Commodore Amiga




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Your Reviews

Jan 1991 Iss 18 (Amiga Format)   29th Nov 2011 04:43
Forget the Detroit Cop. Here is the Kid. He is a cute, lovable steel-machine and his inly purpose is destruction. It is what he was built for.
When he starts off, the Kid is completely useless. He cannot fly, he is armed with a small laserblaster, and he is surrounded. Things do not look good. But walking around and hitting the gem-like objects, Kid can pick up some impressive weapons and enhancements. Firstly, he gets the ability to fly. After that he can get five-way blasters, massively destructive energy beams, super-speed and so on. All these are collected as Kid moves along infested tunnels, looking for the exit to the next level.
Valid Target
The levels pulsate with grotesque alien life forms and they are all valid targets. If the Kid touches an alien, he is not harmed, but his progress is slowed down dramatically. Many, however, launch bombs at him, which drain his shields until he explodes.

On the earlier levels, the aliens drift towards Robokid but later on he encounters static pods which fire almost continually and require planning to negotiate and a great deal of high-pressure blasting. There are 28 levels of this. The difficulty of each level varies. Some, near the beginning, are very hard. Others, further on, are easy-peasy. It is possible to access varying levels by choosing the different doors available to exit the level you have just completed. The discrepancies are not altogether unwelcome. It is depressing to keep fighting further forward knowing what lies ahead is bound to be harder and bloodier.

Atomic Robokid is, undoubtedly, a straight forward shoot em up. Rattle the fire button, kill the aliens and blast your way thruogh the various levels. It scrolls past merrily, offering more and more targets. And it is good enough to return to rime after time.

Suicidal Sight-Seeing
The speed suffers when things get crowded, but this can work to your advantage, giving you valuable microseconds of reaction time. You will need it. No one object moves particularly rapidly, but when enough of them are miling around, you can easily get overwhelmed.

The aliens and indeed the Kid himself are not very large, though. The actual playing area is fairly restricted, but there are some interesting backgrounds which float past. This detail adds a lot to the semi-organic atmoshpere engendered by the game. There certainly is variety here, and it is possible to revisit earlier parts of the level you are currently negotiating. Ideal for suicidal sightseers.
Sound is fine. The noises are what you would expect when murdering aliens, and the tune fits in well.
James Leach



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History


This title was first added on 18th November 2006
This title was most recently updated on 14th June 2016


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