I, Robot
Date
1983
Credits
- David Theurer Game Designer
Format
- Video Game 65
Publishers
Techniques
- digital 152
" With 'I, Robot', Theurer introduced yet another milestone within arcade-game graphics. The shift from vectors to pixels meant that characters, objects, and backdrops could appear as more detailed shapes rather than as the stunted, wireframe drawings of previous games. A dynamic camera system allowed gamers to scale and rotate their views in real time, which, combined with I,
Robot’s more sophisticated graphics, meant for a more immersive visual experience. The game’s protagonist is 'a self-aware robot known only as Unhappy Interface Robot #1984' who decides to rebel against Big Brother, represented by a massive eye hovering above the maze in which the action takes place. The goal of the game is to navigate the maze at increasing levels of difficulty in order to exit and thus gain the ability to destroy Big Brother. When released,' I, Robot' was so innovative and different from the standard fare that most gamers were unable to make the leap it demanded; this, combined with hardware problems, resulted in its failure. Rumor has it that half of the manufactured games wound up at the bottom of the sea." —–Louise Sandhaus, Earthquakes, Mudslides, Fires & Riots: California and Graphic Design 1936-1986, p 202