Robowarrior, or Bomber King in Japan,
is a spin-off of Hudson Soft’s popular Bomberman series. I consider the use of
“King” as being a bit pretentious, but the cyborg can survive a single blast
from its own explosives, which is still one more than Bomberman could endure
back in the 80s. Sunsoft released a sequel called Blaster Master Jr. that,
again, is a title worth more than the game deserves. It was brought to the states by Jaleco, a company best known for the Bases Loaded franchise, but I'll always remember them because of this:
Watch out, we got a couple of bad asses over here! |
As the story goes, overpopulation of
our planet has resulted in the need for scientists to create a new world for
future generations to live upon. The antagonist is the Xantho empire, an alien race from another dimension, led by Xur (A The Last Starfighter reference, I'm assuming) that takes control of the man-made planet called Altile and
changes the climate to suit their own needs. Meanwhile, the former inhabitants now hide underground in fear. In
response, Earth sends a single Gort look-a-like to handle the matter, because
all the other cyborgs resembling robots from old films were dismantled once
worldwide peace had been obtained. No worries! This is the strongest robot
warrior ever created… I think, which is why he was given the most colorful
laser gun Toys "R" Us had to offer and sent into space riding a
ship whose design appears to be loosely based upon the Millennium Falcon, which
was inspired by a hamburger.
Basically, the story here is something
any fan of sci-fi could have written during the commercial breaks of a
Battlestar Galactica episode.
You control ZED, an acronym for Z-type
Earth Defense, but since this is the American-given name, I’m going to make a
wild guess and believe that it was inspired by David Zed, which none of you
reading this may know is a mime from the 70s whose shtick was to get on stage
and act like a cyborg. In 1980, he was also recognized for his song R.O.B.O.T.
at the Sanremo Music Festival.
ZED is dropped off in a cleared area
surrounded by a forest that seems to be unaffected by the climate change and is
welcomed by the survivors with a couple of goodies sprawled out on the ground. You
won’t meet any of these people, because no one in their right state of mind
would stand around a monster-infested area waiting for a guy whose idea of a
greeting includes gunfire, explosions, and, worst of all, a pie plate salad he
made during the trip.
No thank you. I already had a big helping of Scrapple right before you arrived. |
Once you leave the screen, you have a
significantly smaller bit of room and enemies will start flying across the
screen to help chip away what little amount of health you are provided.
“…but Jerod (probably pronounced as
“Jer-ROD” just to spite me), I’ve played Bomberman before, and it’s only the
first level, so why should I read anything you have to type about the matter?”
First of all, no one reads this blog,
so that question is moot. Second, the game forcibly causes ZED to move
backwards a space whenever a bomb is planted, and you’re given minimal time to
escape the blast. That smooth, bomb-dropping movement fans are accustomed to from
the original series is removed. I don’t recommend ever using more than one bomb
at a time unless ZED is properly shielded. Without recharging his batteries,
two hits from his own weapon will end the game, and the explosion doesn’t
appropriately blow the body to bits, either. Instead, it causes ZED to fall flat on the
dirt while an annoying tune plays you off to the title screen. I can only hope you enjoy
that piece of music more than I did. You’ll hear it quite a few times.
That's it? No boom? |
These are all the basic enemies throughout the game. |
This may seem odd at first, but
imagine if our planet invaded another and we released an assortment of dangerous beings to infest their ecosystem. Sharks, mosquitoes, honey badgers, airborne viruses, anyone from Japan, tree frogs, non-tree frogs, tree frogs that feel like non-tree frogs in tree frog bodies, tapeworms, lions, tigers, bears, Bronies, seals, salamanders, penguins, jellyfish, candles, vultures, elephants, snails, gorillas, protozoa, lawyers, owls, snowmen, platypuses, paper airplanes, Raggedy Ann, cats, bats, rats, the cast of All That, spiders, lemurs, boars, waffles, hawks, bass, Necco Wafers, Ford Pintos, and, if we have the technology to cross dimensions, then we probably have the ability to mass produce ZEDs that might actually be able to fight… or, at least, be turned into walking bombs offering hugs to the locals while being set to explode at the push of a shiny red button with a smiley face on it.
"Don't run! We are your friends!" |
Leading this bunch are seven bosses, three
of whom are pretty much the same thing.
Another wonderful example of the "Recurring Boss Template" Trope |
A blue slime! Rarely see one of those in a video game. |
When ZED inevitably falls, continuing
will merely result in restarting the period without your points. You get to keep
all the junk collected, but, believe it or not, those points do serve a
purpose in this game. The higher your score, the less damage you take. Still,
after getting defeated a dozen times, I had a nice supply of stuff in my
inventory, made better by a secret within the stage that not only cleared the
screen of enemies, but also doubled the amount of most of the items I had. In
moments like that one, it felt like Hudson realized how this was going to play
out for a first-timer and provided that treat as a reward for not giving up and
smashing the cartridge into multiple choke hazards. On the other hand, to access the bonus, one
had to know to bomb the same bit of wall five times and then stand in the water.
Some quickly learn at the start of period 1-1 that ZED doesn’t swim, so while
it seems suspicious that a square of water is surrounded by a rock wall in the middle of the area, most
are not going to think to use at least five bombs at each part of the wall to
find the right one to get inside. There are other spots like this one, as well as bonus rooms, but this game isn't really that much fun to explore. Thankfully, we now have walkthroughs! Wonderful, glorious walkthroughs!
Thank you, Strategywiki! |
Taking this a step further, using a walkthrough makes Robowarrior a significantly better game to play. The real fun and challenge lies in trying to survive. Back in the 80s, this felt more like an Easter egg hunt with only one egg and you had to search an entire neighborhood to find it. Making a game “Nintendo hard” isn’t necessarily a bad thing. It worked well with Contra and Ghosts’n Goblins. The problem with Robowarrior was that its developers based their work around the phrase “finding a needle in a haystack” and thought that was a good idea. Again, just use a walkthrough. It’ll allow you to skip all the stupid searching bullshit that no one enjoyed and focus upon keeping your cyborg from getting killed. Actually, just go play a real Bomberman game, instead. It’s pretty much the same thing at that point.
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