ATOMIC
ROBOKID
UFL
TURBOGRAFX-16
SHOOTER
Despite the constant
advertisements in EGM and GamePro, Atomic Robo Kid never became the golden child
that its American publishers, Treco, had hoped. Personally, I think the
main reason why is because the star of the game wasn't especially
appealing. Perhaps more people would have warmed up to him if the game had
been released eight years earlier (or later) when his movie double R2-D2 was
still in the public eye, but unfortunately, Atomic Robo Kid had to stand on his
own two stubby legs in 1992. Most gamers of the time didn't appreciate how
he tried to bridge the gap between the sleek star ships in most shooters and
cuddly mascots like Sonic the Hedgehog. He was a mismatched hybrid whose
short, stubby body and large but creepy headlight eyes kept him from being
either cool or cute.
I didn't like Atomic Robo Kid either... or at least, I wasn't particularly fond of his Genesis game. But I did give him a break from his indefinite time-out when I found the special Turbografx-16 edition of Robo Kid released in Japan. When I fired it up, I noticed that the title character wasn't the only thing unusual about this horizontally scrolling shooter... there's a lot more freedom here than in classics like R-Type and Gradius, because there's no forced scrolling and you can even backtrack through the stages. Also, once you pick up a new weapon, any old ones you've collected are saved for later rather than discarded.
These weapons are basic, and not
especially impressive even when powered up, but you'll get a lot of mileage out
of all four of them. The three way laser really comes in handy if you'd
prefer to hide behind walls and blast enemies that would otherwise spray you
with bullets. Then there are the bombs... not only can they be launched
from any direction, but their explosions (however brief) are so intense they
literally vaporize enemy shots (EXTREMELY handy in crowded areas). To top
things off, there's a concentrated beam and a slightly less powerful but wider
five way vulcan cannon, which are great for conflicts with larger enemies.
Also, the Robo Kid's trash can
like body is more resistant to enemy fire than the rather delicate ships in most
shooters (uh, Major Tom to ground control... can we get some armor plating
here?!). You'll be glad, too, because the stages are pretty long, and the
hatches leading from one round to the next are usually guarded by some pretty
tough customers, like the screen filling pinwheels that absolutely, positively
will not let you through until they're destroyed. If you can break through
these defenses and slip through the door to the next stage, you might be
rewarded with a battle against an evil Robo Kid that's very similar to old as
dirt games like Gunfight or Laser War... but that's if you're lucky. If
not, you'll have to deal with a room full of boss... and I mean that, because
these guys are huge!
Atomic Robo Kid is not only
innovative, it's well designed. The graphics are pretty attractive... a
lot of games like this have used biomechanical enemies and stages, but they
never looked quite like this. You'll fly through lush jungles full of
thick hanging vines, over floors made from long rows of ribs (not the kind
you'll want to slather with barbecue sauce, trust me), and around very large
mechanical bosses. The control is as a whole solid, although you'll want
to stay away from the floors if possible... for some reason, Atomic Robo Kid
prefers to walk across these, and if you try to change weapons while he's
waddling along, he'll jump instead (possibly into one of the bad guys).
And the sound... well, that kind of stinks, but this is a Turbografx-16
game we're talking about. Overall, Atomic Robo Kid is as well rounded as
its goofy looking star, and although it'll never earn the gold medals held by
classic shooters like R-Type and Gradius, this kid's booties at least deserve to
be dipped in bronze.