I, Robot
Descripción
I, robot is a 3-d shoot-em-up in which the player controls the "unhappy interface robot #1984"; a servant robot who has become self-aware and decided to rebel against the all-controlling big brother and his ever-watchful 'evil eyes'. The game is set over a series of platform-based stages constructed from solid coloured blocks and to complete a stage, players must "eliminate the red zones". This is achieved by moving the robot over all of a stage's red surfaces, changing their colour to blue. The colour scheme - including target colour - changes every 26 levels, however. So while the target colour is red for the first 26 screens, it becomes yellow from level 27, blue from level 53 and magenta from level 79. In order to reach all of the platforms and surfaces, the interface robot will need to jump. This must be carefully timed, however, as jumping is not allowed under big brother's strict regime and his evil eye - sitting atop a pyramid at the back of the playfield - will open at regular intervals to watch over the interface robot. Should the eye be fully open - indicated by it turning red - when the robot is mid-jump, he will be spotted and destroyed, costing the player a life. Once all of the coloured squares on a stage have been eliminated, the enemy's shield is destroyed and the interface robot will need to be guided to a final, previously inaccessible coloured square at the back of the playfield. The evil eye is then zapped and destroyed. Some levels feature different background elements that affect gameplay, such as walls that must be shot and destroyed to reach coloured tiles, or indestructible moving columns that intermittently block access to coloured tiles, making timing difficult. There are also enemies to be shot or avoided, including birds, bombs and flying sharks. Once the eye has been beaten, interface robot automatically jumps to the top of the pyramid and launches itself into space. A short inter-level "space wave" to the next stage follows. These stages feature polygonal objects hurling through space that must be either avoided or destroyed. Every third level contains a red pyramid that must entered once all coloured squares are eliminated. Once inside, the robot has one chance to collect as many bonus jewels as possible before destroying the evil eye. If the robot is destroyed while inside the pyramid, he is immediately thrust back into space. The player must then battle through three more levels and destroy a further three evil eyes before getting another chance to collect any high scoring pyramid jewels. After every fourth level, the space wave stage features a battle with big brother himself, shown as a huge, disembodied polygonal head. Big brother constantly spits cone-shaped projectiles from his mouth and every single one of these must be shot or they will collide with and kill the player. The head can be forced to rotate by repeatedly shooting the side of its face. If the head isn't facing the robot, danger is minimized since he won't fire his cone-shaped projectiles when facing away. Players must simply survive this encounter for about 20 seconds, after which big brother flies away and the next level begins. I, robot features 126 stages, with 26 unique level designs. After level 26, the designs repeat at a higher difficulty level and with an altered colour palette. The on-screen level counter is only two digits, so levels 100–126 are displayed as 0–26 respectively. On passing level 126, the player gets thrown back to a random earlier level. Once the game is underway, pressing the one-player start button will incrementally zooms the game's camera closer in to the action, while the two-player start button pulls it further back, offering new viewing angles of the playfield. Closer camera angles result in higher score multipliers, due to the increased difficulty of visibility. In later levels, enemies known as "viewer killers" directly attack the player rather than the robot, forcing players to either switch camera angles, or move the robot to scroll the camera away from the viewer killers 'i, robot' was - in both technical and design terms - ahead of its time and the game featured many new and ground-breaking innovations that the games industry would later adopt. The most striking and obvious of these was the game's graphics. While 'i, robot' wasn't the world's first three-dimensional game, it was the first to feature solid, filled-polygon graphics, as opposed to the wire-frame graphics adopted by earlier titles. The concept of players being able to switch viewpoints also appeared here first. The final innovation was 'doodle city'. Instead of playing the game, players could instead choose to use the game's colourful three-dimensional objects to draw pictures on the monitor screen. Doodle city lasts for three minutes per credit, although players can switch back to playing 'i, robot' at any time. When switching back to the game, the number of lives the player has is dictated by how much time was spent on doodle city, with one life taken away for every minute in the "ungame" mode.
I, robot is a 3-d shoot-em-up in which the player controls the "unhappy interface robot #1984"; a servant robot who has become self-aware and decided to rebel against the all-controlling big brother and his ever-watchful 'evil eyes'. The game is set over a series of platform-based stages constructed from solid coloured blocks and to complete a stage, players must "eliminate the red zones". This is achieved by moving the robot over all of a stage's red surfaces, changing their colour to blue. The colour scheme - including target colour - changes every 26 levels, however. So while the target colour is red for the first 26 screens, it becomes yellow from level 27, blue from level 53 and magenta from level 79. In order to reach all of the platforms and surfaces, the interface robot will need to jump. This must be carefully timed, however, as jumping is not allowed under big brother's strict regime and his evil eye - sitting atop a pyramid at the back of the playfield - will open at regular intervals to watch over the interface robot. Should the eye be fully open - indicated by it turning red - when the robot is mid-jump, he will be spotted and destroyed, costing the player a life. Once all of the coloured squares on a stage have been eliminated, the enemy's shield is destroyed and the interface robot will need to be guided to a final, previously inaccessible coloured square at the back of the playfield. The evil eye is then zapped and destroyed. Some levels feature different background elements that affect gameplay, such as walls that must be shot and destroyed to reach coloured tiles, or indestructible moving columns that intermittently block access to coloured tiles, making timing difficult. There are also enemies to be shot or avoided, including birds, bombs and flying sharks. Once the eye has been beaten, interface robot automatically jumps to the top of the pyramid and launches itself into space. A short inter-level "space wave" to the next stage follows. These stages feature polygonal objects hurling through space that must be either avoided or destroyed. Every third level contains a red pyramid that must entered once all coloured squares are eliminated. Once inside, the robot has one chance to collect as many bonus jewels as possible before destroying the evil eye. If the robot is destroyed while inside the pyramid, he is immediately thrust back into space. The player must then battle through three more levels and destroy a further three evil eyes before getting another chance to collect any high scoring pyramid jewels. After every fourth level, the space wave stage features a battle with big brother himself, shown as a huge, disembodied polygonal head. Big brother constantly spits cone-shaped projectiles from his mouth and every single one of these must be shot or they will collide with and kill the player. The head can be forced to rotate by repeatedly shooting the side of its face. If the head isn't facing the robot, danger is minimized since he won't fire his cone-shaped projectiles when facing away. Players must simply survive this encounter for about 20 seconds, after which big brother flies away and the next level begins. I, robot features 126 stages, with 26 unique level designs. After level 26, the designs repeat at a higher difficulty level and with an altered colour palette. The on-screen level counter is only two digits, so levels 100–126 are displayed as 0–26 respectively. On passing level 126, the player gets thrown back to a random earlier level. Once the game is underway, pressing the one-player start button will incrementally zooms the game's camera closer in to the action, while the two-player start button pulls it further back, offering new viewing angles of the playfield. Closer camera angles result in higher score multipliers, due to the increased difficulty of visibility. In later levels, enemies known as "viewer killers" directly attack the player rather than the robot, forcing players to either switch camera angles, or move the robot to scroll the camera away from the viewer killers 'i, robot' was - in both technical and design terms - ahead of its time and the game featured many new and ground-breaking innovations that the games industry would later adopt. The most striking and obvious of these was the game's graphics. While 'i, robot' wasn't the world's first three-dimensional game, it was the first to feature solid, filled-polygon graphics, as opposed to the wire-frame graphics adopted by earlier titles. The concept of players being able to switch viewpoints also appeared here first. The final innovation was 'doodle city'. Instead of playing the game, players could instead choose to use the game's colourful three-dimensional objects to draw pictures on the monitor screen. Doodle city lasts for three minutes per credit, although players can switch back to playing 'i, robot' at any time. When switching back to the game, the number of lives the player has is dictated by how much time was spent on doodle city, with one life taken away for every minute in the "ungame" mode.
I, robot est un shoot-em-up en 3D dans lequel le joueur contrôle le « robot d'interface malheureux #1984 » ; un robot serviteur qui a pris conscience de lui-même et a décidé de se rebeller contre le grand frère qui contrôle tout et ses « mauvais yeux » toujours vigilants. Le jeu se déroule sur une série d'étapes basées sur une plate-forme construites à partir de blocs de couleur unie et pour terminer une étape, les joueurs doivent « éliminer les zones rouges ». Ceci est réalisé en déplaçant le robot sur toutes les surfaces rouges d'une scène, en changeant leur couleur en bleu. Cependant, la palette de couleurs – y compris la couleur cible – change tous les 26 niveaux. Ainsi, alors que la couleur cible est le rouge pour les 26 premiers écrans, elle devient jaune à partir du niveau 27, bleue à partir du niveau 53 et magenta à partir du niveau 79. Afin d'atteindre l'ensemble des plateformes et surfaces, le robot d'interface devra sauter. Cela doit cependant être soigneusement chronométré, car sauter n'est pas autorisé sous le régime strict de Big Brother et son mauvais œil - assis au sommet d'une pyramide à l'arrière du terrain de jeu - s'ouvrira à intervalles réguliers pour surveiller le robot d'interface. Si l'œil est complètement ouvert - indiqué par sa couleur rouge - lorsque le robot est en train de sauter, il sera repéré et détruit, ce qui coûtera la vie au joueur. Une fois que tous les carrés colorés d'un plateau ont été éliminés, le bouclier ennemi est détruit et le robot d'interface devra être guidé vers un dernier carré coloré, jusqu'alors inaccessible, au fond du terrain de jeu. Le mauvais œil est alors zappé et détruit. Certains niveaux comportent différents éléments d'arrière-plan qui affectent le gameplay, tels que des murs qui doivent être abattus et détruits pour atteindre les tuiles colorées, ou des colonnes mobiles indestructibles qui bloquent par intermittence l'accès aux tuiles colorées, ce qui rend le timing difficile. Il y a aussi des ennemis à tirer ou à éviter, notamment des oiseaux, des bombes et des requins volants. Une fois l’œil frappé, le robot interface saute automatiquement au sommet de la pyramide et se lance dans l’espace. S'ensuit une courte "vague spatiale" inter-niveaux menant à l'étape suivante. Ces sta Les films présentent des objets polygonaux projetés dans l'espace qui doivent être soit évités, soit détruits. Un niveau sur trois contient une pyramide rouge dans laquelle il faut entrer une fois tous les carrés colorés éliminés. Une fois à l'intérieur, le robot a une chance de collecter autant de joyaux bonus que possible avant de détruire le mauvais œil. Si le robot est détruit à l’intérieur de la pyramide, il est immédiatement repoussé dans l’espace. Le joueur doit ensuite traverser trois niveaux supplémentaires et détruire trois autres yeux maléfiques avant d'avoir une autre chance de collecter les joyaux de la pyramide les plus performants. Tous les quatre niveaux, la scène des vagues spatiales présente une bataille avec le grand frère lui-même, représenté comme une énorme tête polygonale désincarnée. Big Brother crache constamment des projectiles en forme de cône de sa bouche et chacun d'entre eux doit être abattu, sinon ils entreront en collision avec le joueur et le tueront. La tête peut être forcée de tourner en tirant à plusieurs reprises sur le côté de son visage. Si la tête ne fait pas face au robot, le danger est minimisé puisqu'il ne tirera pas ses projectiles en forme de cône lorsqu'il se détournera. Les joueurs doivent simplement survivre à cette rencontre pendant environ 20 secondes, après quoi grand frère s'envole et le niveau suivant commence. I, robot comporte 126 étapes, avec 26 conceptions de niveaux uniques. Après le niveau 26, les dessins se répètent à un niveau de difficulté plus élevé et avec une palette de couleurs modifiée. Le compteur de niveau à l'écran ne comporte que deux chiffres, donc les niveaux 100 à 126 sont affichés respectivement sous la forme 0 à 26. En passant le niveau 126, le joueur est renvoyé à un niveau antérieur aléatoire. Une fois le jeu en cours, appuyer sur le bouton de démarrage pour un joueur rapprochera progressivement la caméra du jeu de l'action, tandis que le bouton de démarrage pour deux joueurs la ramènera plus en arrière, offrant de nouveaux angles de vision du terrain de jeu. Des angles de caméra plus rapprochés entraînent des multiplicateurs de scores plus élevés, en raison de la difficulté accrue de visibilité. Dans les niveaux ultérieurs, des ennemis connus sous le nom de « tueurs de spectateurs » attaquent directement le joueur plutôt que le robot, obligeant les joueurs à basculer entre eux. h angles de caméra, ou déplacez le robot pour faire défiler la caméra loin des tueurs du spectateur « i, robot » était - tant en termes techniques que de conception - en avance sur son temps et le jeu présentait de nombreuses innovations nouvelles et révolutionnaires que l'industrie du jeu vidéo adopterait plus tard. Le plus frappant et le plus évident d'entre eux étaient les graphismes du jeu. Bien que "i, robot" n'ait pas été le premier jeu en trois dimensions au monde, il a été le premier à présenter des graphismes solides et remplis de polygones, par opposition aux graphismes filaires adoptés par les titres précédents. Le concept selon lequel les joueurs peuvent changer de point de vue est également apparu ici en premier. La dernière innovation était « doodle city ». Au lieu de jouer au jeu, les joueurs pourraient choisir d'utiliser les objets tridimensionnels colorés du jeu pour dessiner des images sur l'écran du moniteur. Doodle City dure trois minutes par crédit, bien que les joueurs puissent revenir à « i, robot » à tout moment. Lors du retour au jeu, le nombre de vies dont dispose le joueur est dicté par le temps passé sur Doodle City, avec une vie supprimée pour chaque minute en mode « non-jeu ».
I, robot è uno sparatutto in 3D in cui il giocatore controlla l'"infelice interfaccia robot #1984"; un robot servitore che ha acquisito consapevolezza di sé e ha deciso di ribellarsi al fratello maggiore che tutto controlla e ai suoi "occhi malvagi" sempre vigili. Il gioco è ambientato su una serie di livelli basati su piattaforma costruiti con blocchi colorati e per completare un livello, i giocatori devono "eliminare le zone rosse". Ciò si ottiene spostando il robot su tutte le superfici rosse di un palco, cambiando il loro colore in blu. Tuttavia, lo schema dei colori, compreso il colore target, cambia ogni 26 livelli. Quindi, mentre il colore target è rosso per le prime 26 schermate, diventa giallo dal livello 27, blu dal livello 53 e magenta dal livello 79. Per raggiungere tutte le piattaforme e superfici, il robot dell'interfaccia dovrà saltare. Questo deve essere cronometrato con attenzione, tuttavia, poiché saltare non è consentito sotto il rigido regime del fratello maggiore e il suo malocchio, seduto in cima a una piramide in fondo al campo di gioco, si aprirà a intervalli regolari per sorvegliare il robot dell'interfaccia. Se l'occhio è completamente aperto (indicato dal colore rosso) quando il robot è a metà salto, verrà individuato e distrutto, costando una vita al giocatore. Una volta eliminati tutti i quadrati colorati di un livello, lo scudo del nemico verrà distrutto e il robot dell'interfaccia dovrà essere guidato verso un ultimo quadrato colorato, precedentemente inaccessibile, sul retro del campo di gioco. Il malocchio viene quindi colpito e distrutto. Alcuni livelli presentano diversi elementi di sfondo che influenzano il gioco, come muri che devono essere colpiti e distrutti per raggiungere le tessere colorate o colonne mobili indistruttibili che bloccano a intermittenza l'accesso alle tessere colorate, rendendo difficile il tempismo. Ci sono anche nemici a cui sparare o da evitare, inclusi uccelli, bombe e squali volanti. Una volta battuto l'occhio, il robot interfaccia salta automaticamente in cima alla piramide e si lancia nello spazio. Segue una breve "onda spaziale" interlivello fino alla fase successiva. Questi sta I gesti presentano oggetti poligonali che vengono lanciati nello spazio e devono essere evitati o distrutti. Ogni terzo livello contiene una piramide rossa in cui bisogna entrare una volta eliminati tutti i quadrati colorati. Una volta dentro, il robot ha una possibilità di raccogliere quanti più gioielli bonus possibile prima di distruggere il malocchio. Se il robot viene distrutto mentre si trova all'interno della piramide, viene immediatamente respinto nello spazio. Il giocatore deve quindi combattere attraverso altri tre livelli e distruggere altri tre occhi malvagi prima di avere un'altra possibilità di raccogliere gioielli piramidali con punteggio elevato. Dopo ogni quarto livello, il livello dell'onda spaziale presenta una battaglia con lo stesso fratello maggiore, mostrato come un'enorme testa poligonale disincarnata. Il Grande Fratello sputa costantemente proiettili a forma di cono dalla bocca e ognuno di questi deve essere colpito altrimenti si scontreranno e uccideranno il giocatore. La testa può essere costretta a ruotare sparando ripetutamente al lato della faccia. Se la testa non è rivolta verso il robot, il pericolo è ridotto al minimo poiché non sparerà i suoi proiettili a forma di cono quando è rivolto altrove. I giocatori devono semplicemente sopravvivere a questo incontro per circa 20 secondi, dopodiché il Grande Fratello vola via e inizia il livello successivo. I, robot presenta 126 livelli, con 26 design di livelli unici. Dopo il livello 26, i disegni si ripetono a un livello di difficoltà più elevato e con una tavolozza di colori modificata. Il contatore di livello sullo schermo ha solo due cifre, quindi i livelli 100–126 vengono visualizzati rispettivamente come 0–26. Superando il livello 126, il giocatore viene riportato a un livello precedente casuale. Una volta che il gioco è in corso, premendo il pulsante di avvio per un giocatore si ingrandirà in modo incrementale la telecamera del gioco più vicino all'azione, mentre il pulsante di avvio per due giocatori la tirerà più indietro, offrendo nuovi angoli di visione del campo di gioco. Angoli di ripresa più ravvicinati comportano moltiplicatori di punteggio più alti, a causa della maggiore difficoltà di visibilità. Nei livelli successivi, i nemici noti come "viewer killer" attaccano direttamente il giocatore anziché il robot, costringendo i giocatori a cambiare posizione. h angoli di ripresa o sposta il robot per far scorrere la telecamera lontano dagli spettatori assassini "i, robot" era, sia in termini tecnici che di design, in anticipo sui tempi e il gioco presentava molte innovazioni nuove e rivoluzionarie che l'industria dei giochi avrebbe successivamente adottato. La più sorprendente e ovvia di queste è stata la grafica del gioco. Anche se "i, robot" non è stato il primo gioco tridimensionale al mondo, è stato il primo a presentare una grafica solida e piena di poligoni, in contrasto con la grafica wireframe adottata dai titoli precedenti. Anche il concetto che i giocatori possano cambiare punto di vista è apparso per primo qui. L'innovazione finale è stata la "città degli scarabocchi". Invece di giocare, i giocatori potevano scegliere di utilizzare i colorati oggetti tridimensionali del gioco per disegnare immagini sullo schermo del monitor. Doodle City dura tre minuti per credito, anche se i giocatori possono tornare a giocare a "i, robot" in qualsiasi momento. Quando si torna al gioco, il numero di vite a disposizione del giocatore è determinato da quanto tempo è stato trascorso su Doodle City, con una vita portata via per ogni minuto nella modalità "Ungame".
Consejos
- La perspectiva es única; utiliza el brillo de las líneas para juzgar distancias.
Consulta los trucos y consejos completos y siempre actualizados de este juego en la app.
- The perspective is unique; uses the brightness of the lines to judge distances.
Consulta los trucos y consejos completos y siempre actualizados de este juego en la app.
- La perspective est unique ; utilise la luminosité des lignes pour évaluer les distances.
Consulta los trucos y consejos completos y siempre actualizados de este juego en la app.
- La prospettiva è unica; utilizza la luminosità delle linee per giudicare le distanze.
Consulta los trucos y consejos completos y siempre actualizados de este juego en la app.