The last remaining thing that's never been said about the Amiga beat 'em up game, Rise of the Robots

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In 1994, an epic battle between shameless PR and stark reality played out between the pages of every gaming magazine (sometimes misguidedly) deemed worthy of newsagent shelf space. Here's just a flavour of the bovine effluence that became airborne during its seismic turbulence. Merely the Edge of a monster winking iceberg heading for the good ship 'Games Industry Credibility'.

"I wanted to do an interactive movie type game, but I wanted to make a good game out of it, as opposed to having brilliant images and a dire game." - Sean Griffiths, Edge issue 3 (December 1993)

"It's not a conventional beat 'em up. We're using a lot of artificial intelligence... we'll definitely have one over on Street Fighter II" - Sean Griffiths, Edge issue 3 (December 1993)

"We spent nearly two months designing a collision table - it uses a system of coordinates with contact and collision points. We basically set up a huge table of responses to opposing moves, so the player, by using his robot's intelligence and motivation, selects the best response to the opponent's current move. Things like speed and strength are also factors, determining how much energy is used. Each bout will be different because all these factors are constantly updating" - Andy Clark, Edge issue 3 (December 1993)




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