Difference between revisions of "Robo-Wars"

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'''Website:''' [http://www.dummyduck.com DummyDuck.com]<br />
 
'''Website:''' [http://www.dummyduck.com DummyDuck.com]<br />
 
'''Related games:''' N/A
 
'''Related games:''' N/A
}}[[Category:Pending articles]]<center>'''FULL ENTRY COMING SOON!'''</center>
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}}'''Not to be mistaken for Sherwood Forest Software's ''[[Robo Wars]]''.'''
 
 
 
 
 
 
'''Not to be mistaken for Sherwood Forest Software's ''[[Robo Wars]]''.'''
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
  
 +
With ''Robo-Wars'', Alan Caudel demonstrates then abandons a promising and original design before it really even gets started. Caudel is known for his scattershot experiments, pushing Game-Maker's potential a bit at a time and then moving on once he has learned what he set out to. Usually that knowledge turns up again, refined and restyled, in the context of a more ambitious project.
  
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''Robo-Wars'' doesn't quite fit the pattern, as what he has here is less revolutionary than it is simply interesting. It's not a template for later developments; it's just a neat game that, it would seem, never went anywhere.
  
 
[[File:RWSprite.gif|center]]
 
[[File:RWSprite.gif|center]]
  
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What we basically have here is a side-scrolling shooter with ''Robotron''-style controls (already a great fit for Game-Maker, only seldom used) and unusual gravity effects. Instead of using Game-Maker's built in gravity properties, Caudel has the character slowly idle downward -- a process that can be reversed through regular use of thrusters.
  
 +
Already the basic mechanics are sort of neat. What really sells the package, though, is the presentation. Visually, mixes geometric shapes; strong, solid colors with just a little shading; and sparse architecture. The effect is very clean, very bold, resembling a late-1980s arcade game. The game's one level is also distinguished by some interesting destructible terrain -- though RSD's characteristic "bumpy monster" syndrome dampens the effect somewhat.
  
 
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''Robo-Wars'' is a good start of something. There's not enough game here to know quite how it would have played out, but its snapshot of a world and its way of navigating that terrain echo with suggestion of what might have been.
 
 
  
 
== Story ==
 
== Story ==
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* '''''[http://www.aderack.com/game-maker/downloads/otprwars.zip Robo-Wars]''''' (80 kB)
 
* '''''[http://www.aderack.com/game-maker/downloads/otprwars.zip Robo-Wars]''''' (80 kB)
  
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[[Category: Game-Maker games]]
 
[[Category: Alan Caudel]]
 
[[Category: Alan Caudel]]
 
[[Category: Incomplete games]]
 
[[Category: Incomplete games]]

Revision as of 08:30, 2 February 2016

Robo-Wars
RWTitle.GIF

Release type: Incomplete
Release date: 1995
Levels: 1
Author: Alan Caudel
Website: DummyDuck.com
Related games: N/A

Not to be mistaken for Sherwood Forest Software's Robo Wars.

With Robo-Wars, Alan Caudel demonstrates then abandons a promising and original design before it really even gets started. Caudel is known for his scattershot experiments, pushing Game-Maker's potential a bit at a time and then moving on once he has learned what he set out to. Usually that knowledge turns up again, refined and restyled, in the context of a more ambitious project.

Robo-Wars doesn't quite fit the pattern, as what he has here is less revolutionary than it is simply interesting. It's not a template for later developments; it's just a neat game that, it would seem, never went anywhere.

RWSprite.gif

What we basically have here is a side-scrolling shooter with Robotron-style controls (already a great fit for Game-Maker, only seldom used) and unusual gravity effects. Instead of using Game-Maker's built in gravity properties, Caudel has the character slowly idle downward -- a process that can be reversed through regular use of thrusters.

Already the basic mechanics are sort of neat. What really sells the package, though, is the presentation. Visually, mixes geometric shapes; strong, solid colors with just a little shading; and sparse architecture. The effect is very clean, very bold, resembling a late-1980s arcade game. The game's one level is also distinguished by some interesting destructible terrain -- though RSD's characteristic "bumpy monster" syndrome dampens the effect somewhat.

Robo-Wars is a good start of something. There's not enough game here to know quite how it would have played out, but its snapshot of a world and its way of navigating that terrain echo with suggestion of what might have been.

Story

Launching and landing, in Robo-Wars.

N/A

Instructions

  • J/L/,: Fire power orbs left/right/down
  • K: Fire pink energy pulses upward

Numerical keypad:

  • 7/8/9: Blast up-left/up/right
  • 4/6: Walk left/right
  • 2: Fall downward

Credits

Designed by Alan Caudel.

Availability

This game is not known to have been distributed in any form, prior to its addition to the Archive.

Archive History

After an earlier wave of rediscoveries, on July 13 2011 Alan Caudel provided another archive of previously missing Game-Maker material, including the following:

Links

Downloads