Commodore User


Mr. Robot

Publisher: Beyond
Machine: Commodore 64

 
Published in Commodore User #16

Mr. Robot

First master machine code; then study games design, majoring in the platform idiom and you will be all set to produce "I was manic miner's double". No need to trouble as appended to Mr. Robot is a factory where creating testing courses for level-hoppers is as easy as... well... pressing the Fire button. At the foot of the screen are all the units needed to conjure up an arcadian's dream: edit and position the building blocks with the cursor. Your brain-child may be played ad nauseum but only disk users can save the extra screens for posterity.

The game itself features 22 screens - from "Getting started" to "In theory it can be done" - classic, helter-skelter gathering from inaccessible ledges. Features? Greasy poles, escalators, trampolines (good bounce simulation here), energiser pills, bombs, ladders (naturally), treadmills et al. Patrolling the ledges are fiery aliens which need extinguishing; that just leaves the transporter modules to master.

Good, brazen use of colour plus the ability to select any screen makes this a bumper fun package.