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"A Malfunction of Mechanical Morals!"
As Jeff was working
on his latest videogame masterpiece, his development time was rudely interrupted
by a giant 500-pixel robot! Jeff attempts to ignore the strange metallic
beast, but instead the robot steals Jeff's computer and flies away!
As Jeff travels through
the neighborhood, he notices that many of his fellow programmers have also
lost their computers, and that the city is now infested with strange mechanical
creatures. Determined to figure out this mystery and get back his computer,
Jeff follows the giant robot and prepares for a great adventure...
The use of animation and visual effects to stimulate the senses
|The biggest strength in this Keith Kosh
platformer is probably the animation. Jeff, the character you play in this
game, probably has the least action frames of the sprites on-screen. The
character's been redesigned from the last version so that he looks a little
rounder, he doesn't flicker anymore, and he moves at a smooth, pixel-by-pixel
rate. Other than that, the enemies have plenty of frames and they're all
well-animated. The enemies even move pixel by pixel unlike Jeff, so that
isn't a concern. But even then I wish it was slightly more original; the
wind-up robot looks just a little too much like an enemy in Bubble Bobble.
By comparison, the level graphics in Robot
Robbery have the tileish look shared by many of the earlier QB games, but
the tiles have been redrawn and have a more rendered, stuck-out look. At
the least the game doesn't suffer from much flicker, and the only instances
I noticed were probably in between long jumps or when the game scrolls.
The smooth blend of atmospheric sounds and original harmonies
|Average. This is the area which Robot
Robbery improved the most from it's previous version. The PC sound effects
are more audible now, and they're still easy on the ears. A welcome change
is the switch from collecting coins to collecting CDs, which triggers a
lower-pitched but charming sound whenever Jeff picks one up for bonus points.
There are few sound effects besides that, but it does add to the atmosphere
of the game.
|Gameplay (n.)The precision of control
and involvement of character within its universe
|Robot Robbery is a typical one-level platform
game, where you have to reach the exit. You guide Jeff through a path of
robots, making sure that you stomp on the wind-up robots and dodge the
moving balls of spikes along the way. There are also some holes (thankfully
none are lethal), and to add a point-incentive to the game there are coins
you can pick up. Points are earned by stomping on baddies or by picking
up these coins.
In the beginning of the game, you have
five lives. There are no half-way points, so if you die in Robot Robbery
you'll be hurtled all the way back to the beginning of the stage. Be extra
careful near the end of the level because it be a real pain if you have
to start the level again by then. There's no boss, so simply proceed with
The control system in Robot Robbery is
a little unusual at first, but it's easy to get to. Instead of the directional
keys, the Ctrl and Alt keys move Jeff left and right, while the Right Shift
key allows Jeff to jump. This is due to a new keyboard handler used by
Keith Kosh while making the game. This change in controls is welcome because
it allows Robot Robbery to improve it's graphics and it's game physics.
One problem you may remember in the old Robot Robbery is Jeff's strange
ability of walking tile by title while jumping pixel by pixel. This awkward
movement has been corrected in this latest version. Jeff moves pixel by
pixel fully now, and it makes a big difference in the gameplay department.
The creativity and presentation of the game's critical plot
|You have to give credit to Keith Kosh
for developing an original story for his Robot Robbery game, which is presented
through the game's readme file. It's refreshing to find a platform game
that isn't based on tales already told by Nintendo or Sega.
What would have been nice is if Keith Kosh
expanded on his story a little by putting it into action in the game. Keith
currently promises a cinematic sequence that will help make sense out of
the story he provided in the text file. If Keith can make a good introduction
and ending for this game when it's fully completed, the story score here
would probably skyrocket.
|Replay Value (n.)
The timelessness of the gamer's delight, such that the experience
can be repeated again and again
|Thanks to the improved control system
and game mechanics, Robot Robbery gets an average score in the Replay Value
department. It's no longer a pain trying to figure out hit detection in
the game, nor is the movement of the hero awkward. The pixel by pixel movement
from the enemies and the hero is perfect to the tee, and the few issues
you can have with the game are easily overriden by the game's classic platform
experience. In fact, the only solid complaint is that the game demo only
has one level so far.
To strike the mental nerve in such a way as to stimulate human thought
|The hardest part in Robot Robbery is probably
getting the timing down. There are quite a few parts in the game's level
design that are intended to frustrate you so that you don't break down
the game one enemy at a time. If you see any windup bots, step on them
as a first priority. Then proceed slowly, checking around every now and
then to make sure there aren't any spike bots dropping from overhead. A
little patience will help you beat this platformer a lot quicker than you'd
|Fun Factor (n.)
The overall entertainment value as maintained throughout the adventure
|Keith Kosh did a great job of improving
from the last version of Robot Robbery. The games now features very little
flickering, the game physics have been polished, the graphics have been
improved, and the sound effects and audible and effective. In all counts,
Robot Robbery has a good foundation, and it's on it's way to becoming a
great QB platformer.
To make it there though, Keith Kosh will
have to go where few QB platform games have gone, and that's making more
levels while maintaining the good gameplay formula that Robot Robbery has
already put together. The game is already pretty addictive but simple as
it is, and while there's only game level so far, the potential for this
game is very high whether or not you consider the fact that the game is
in Pure QB code or not.
I'm particularly looking forward to the
500-pixel robot that Jeff will encounter at the end of Robot Robbery when
the final version is released. I'm curious as to how Keith Kosh will handle
it. If Keith Kosh can show an improvement in the game as each level passes
by, I'll be looking forward to the next update of this game.
Robot Robbery Reviewed by QBShire
||Genre: Platform Game
||To solve: 15-25 min Final Rating: 13/35
To download this game, click here.
play Robot Robbery, unzip the file and run "ROBOTROB.EXE".
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