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Game info |
|  | Atomic Robo-Kid |  | Genre | Action Shooter | Developer | Software Studios | Publisher | Activision | Released | 1990 | Rating
 | Graphics: | 8.0 | Sound: | 8.0 | Gameplay: | 8.0 | Overall: | 8.0 |
| Reviewed by | ndial | Atomic Robo-kid is a horizontally scrolling shoot 'em up arcade game released for the arcades by UPL in 1988 and converted in 1990 to several home computers and video game consoles. |
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Review |
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 STORY / GAMEPLAY You control Atomic Robo-Kid (a robot) as he enters the fortress and prepares to battle with the countless machines that will float around and try to kill him in multiple ways. At first the Robo-Kid can only walk on the ground and jump if necessary, but in the process you will find several power-up gems, that will give you the ability to take off and fly and shoot your enemies on air. There are four different weapons, each helping your quest in a different way. These weapons have an unlimited supply of ammo and vary from five-way blasters to massively destructive energy beams. Collecting gems is not the only way to get extra weapons, as you can also find a little dragon who will sell you new weapons, but at quite high prices. Other gems will increase your speed, supply a shield for a few seconds etc. The enemies are tough, attacking you from both directions and shooting with bombs and the like, that will drain Robo-Kid's shields. You may easily get overwhelmed by them since they can surround you. The game is split into 28 different levels of intense action. The difficulty level increases depending on the level, since some levels are very hard and others are pretty easy. Atomic Robo-Kid offers furious action and there is a good supply of levels all set at just about the difficulty needed to stop you from beating the game. It's not a fast shooter, but it is playable and addictive. GRAPHICS / SOUND The Sharp X68000 conversion is stunning in terms of graphics and sound and identical to the original. The visuals are pretty much similar to the R-Type with a semi-organic atmosphere. The sprite detection is flawless and the backdrops are good and very detailed and are almost identical to the coin-op, with no frame-rate drops, in contrast to the Amiga and ST home-computer ports that suffer at times, when things get crowded. The actual playing area is larger on the X68000 and, as expected, this is the only arcade-perfect Atomic Robo-Kid home conversion. The game's sound is exactly the same as the coin-op and adds to the overall looks of the game. It offers a smashing piece of music to listen to, as well as some wicked and great sound effects during the game, all directly taken from the original. | |
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Gameplay sample |
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Comparable platforms |
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|  | Arcades (original version) |
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Hardware information |
| Sharp X68000 CPU: X68000 (1987) to SUPER (1991) models - Hitachi HD68HC000 (16/32-bit) @ 10 MHz OR XVI (1991) to Compact (1992) models - Motorola 68000 (16/32-bit) @ 16 MHz OR X68030 (1993) models - Motorola MC68EC030 (32-bit) @ 25 MHz Also there is a Sub-CPU available (Oki MSM80C51 MCU) MEMORY: 1-4MB RAM (expandable up to 12 MB), 1MB ROM (128 KB BIOS, 768 KB Character Generator), 1056KB VRAM (512KB graphics, 512KB text, 32KB sprites) GRAPHICS: GPU (graphics processing unit) chipset: Sharp-Hudson Custom Chipset
Color palette of 65,536 (16-bit RGB high color depth) and maximum up to 65,536 colors on screen (from 256x240 to 512x512 resolution), up to 64 colors (from 640x480 to 1024x1024 resolution)
Graphics hardware: Hardware scrolling, priority control, super-impose, dual tilemap background layers, sprite flipping.
Graphical planes: 1-4 bitmap planes, 1-2 tilemap planes, 1 sprite plan
It supports 128 sprites on screen (16×16 sprite size), 32 sprites per scanline, 256 sprite patterns in VRAM. SOUND: Yamaha YM2151: Eight FM synthesis channels
Yamaha YM3012: Floating point DAC with 2-channel stereo output
Oki MSM6258: One 4-bit ADPCM mono channel @ 22 kHz sampling rate
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 | 16bit RGB 65,536-colors palette (16 to 65,536 on screen) | |
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