Rise of the Robots
Mirage's Instinct Design released Rise of the Robots for IBM PC MS-DOS in October of 1994. Rise of the Robots is notable for being the first versus Fighter on PC to display in high-resolution and feature pre-rendered cinematization and pre-rendered, drop-shadowed sprites.
Rise of the Robots displays in 256-color VGA 320x200 or VESA SVGA 640x400 via drivers such as SciTech Software's UniVBE Lite v5.0.
The hi-res display is notable because no computer or console coinop-style game displayed in hi-res in 1994. However, Rise of the Robots does not scroll its playfield like Mortal Kombat of 1993 does.
Rise of the Robots graphics were professionally modeled and rendered in Auto Desk's 3D Studio CAD. Naturally, the workstation renders needed to be scaled down for use in-game. Rise of the Robots cutscenes, backgrounds and sprites are pre-rendered rather than generated in real-time 3D.
Rise of the Robots requires an i80486DX 66 MHz CPU, 400K of free conventional memory, 4 megs of RAM and 512K of vRAM.
Rise of the Robots is a Rational Systems DOS/4GW Protected Mode Run-time.
The PC DOS version of Rise of the Robots was distributed on 1x CD-ROM or 10x 3.5" 1.44MB HD diskettes and extracts and installs to hard disk drive via Rise of the Robots Installation. The install size is 90 megs and consists of 18 files.
Rise of the Robots audio supports Sound Blaster and compatibles. Rise of the Robots audio requires 200K of free conventional memory.
Rise of the Robots controls support keyboard, joystick, gamepad and Gravis Gamepad with the Gravis Y Adapter.
PC DOS Rise of the Robots was designed by Sean Griffiths, programmed by Gary Leach, drawn by Sean Naden and Kwan Lee, and composed by Richard Joseph.
The Robots
Each robot has strengths and weaknesses as well as its own moves and 1-2 special moves. Robots can jump, crouch, move left and right, punch, kick and block. Punches and kicks can be charged.
- The Cyborg
- The Builder Droid
- The Crusher Droid
- The Military Droid
- The Sentry Droid
- The Supervisor
Each droid moveset employs about 100 frames of pre-rendered animation.
Rise of the Robots Amiga
Mirage's Instinct Design ported the PC DOS version of Ride of the Robots to the Amiga in November of 1994. Amiga Rise of the Robots was programmed by Andy Clark.
Due to its gimped AI the Amiga version of Rise of the Robots is much easier to play and beat than PC Rise of the Robots.
The Amiga version of Rise of the Robots requires an A500, A600, A2000 or A3000 with 1 meg of RAM, but 2 megs of RAM and 30 megs of hard disk drive space is recommended. The Amiga AGA version of Ride of the Robots requires an A1200 or A4000 with 2 megs of RAM, but 30 megs of hard disk drive space is recommended.
The Amiga version of Rise of the Robots was distributed on 10x 3.5" 880kB DD diskettes whereas the Amiga AGA version was distributed on 13x 3.5" 880kB DD diskettes. Both versions of Amiga Rise of the Robots are installable to hard disk drive.
If you click the image and mouse-wheel up and down you will see that there is almost no graphical difference between AGA and ECS/OCS versions of Rise of the Robots.
Rise 2: Resurrection PC DOS 1996
Aklaim Entertainment released Rise 2: Resurrection for PC DOS in March of 1996. Developed by Mirage Technologies, Rise 2 is the sequel to Rise of the Robots.
Rise 2 features 28 playable robots 10 of which are unlockable. The Director's Cut version added two more robots.
Rise 2 displays in single-buffered mode or double-buffered VESA or CRT page-flipping modes in VGA 320x200 or SVGA VESA 640x400 or 640x480. Palette cycling, parallax scrolling, drop-shadows, screen-shake and background animations and interactions are toggleable.
Rise 2 digital audio supports Sound Blaster, Sound Blaster Pro, Sound Blaster 16, Sound Blaster AWE32, Ensoniq SoundScape, Gravis UltraSound, Gravis UltraSound Max, Microsoft Sound System, Pro Audio Spectrum 16, ESS AudioDrive, Roland RAP-10, Toptek Golden 16, ThunderBoard, Adlib Gold, NewMedia WAV Jammer, I/O Magic Tempo, Aria Chipset, Sound Galaxy NX Pro 16, Reveal FX/32.
Rise 2 controls support keyboard or 2-button, 4-button and 6-button joysticks as well as the 8-button Gravis GrIP-Pad.
Rise 2 was distributed on 1x CD-ROM and streams from CD-ROM. Rise 2 consists of 350 megs of data and over 1,100 files.
Rise 2 was programmed by Andy Clark, Ben Fowler, Gary Leach and Tony Stoddart. Rise 2 AI was lead-programmed by Ian Webb.
One Must Fall 2097 PC DOS 1994
Epic MegaGames released One Must Fall: 2097 (OMF) for PC DOS in October of 1994. Developed by Diversions Entertainment, One Must Fall: 2097 is a versus fighter in which players assume the role of a pilot of one of 10 giant robots.
OMF pilots are constituted by three stats: Power, Agility and Endurance. Robots stats include arm speed and leg speed, arm power and leg power, stun resistance and armor plate.
OMF supports single-player, 2-player versus play and tournament mode. In tournament mode robots can be repaired and upgraded, and pilots can be trained, by spending cash won in the tournament. There are four different tournaments and four difficulty levels.
Post-bout, both financial and battle stats are presented. OMF tracks winnings, bonuses, repair cost and profit and loss as well as hits landed, average damage inflicted, failed attacks and hit/miss ratio (for both player and opponent).
OMF robots can advance, retreat, punch, power-punch, kick, leg-sweep, block, crouch, jump, big-jump, throw and execute special attacks. Consecutive hits and combos are indicated on-screen via floating text.
OMF displays in 256-color VGA 320x200. The robots are pre-rendered; OMF is not a real-time 3D game.
OMF requires an i80386 CPU, 540K of free conventional memory and 2.5 megs of EMS/XMS memory.
OMF audio supports Sound Blaster, Sound Blaster Pro, Sound Blaster 16, Gravis UltraSound and Pro Audio Spectrum.
OMF controls support keyboard or two digital joysticks or gamepads, such as the Gravis Gamepad.
OMF multiplayer supports serial, modem and IPX network play. OMF was distributed on 1x CD-ROM or 5x 3.5" 1.44 MB diskettes.
One Must Fall was composed by Kenny Chow and drawn, designed, written and programmed by Rob Elam.
cf.:
Indexes:
- International Karate Plus IK+ Atari ST Archer Maclean 1988
- Budokan: The Martial Spirit IBM PC MS-DOS Electronic Arts 1989
- Street Fighter 2 IBM PC MS-DOS Creative Materials 1992
- Mortal Kombat IBM PC MS-DOS Probe Software 1993
- Shadow Fighter Amiga NAPS Team 1994
- Sento IBM PC MS-DOS 47-Tek 1994
- FX Fighter IBM PC MS-DOS Argonaut Software 1995
- Battle Arena Toshinden IBM PC MS-DOS Digital Dialect 1996
Indexes:





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