Atari ST games list! 
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Best on 8bit micro!
International Karate + - Commodore64
Xyphoes Fantasy - AmstradCPC
Arkanoid II - AmstradCPC
Pang - AmstradCPCPlus
Wrath of the Demon - Commodore64
Night Hunter - AmstradCPC
Barbarian - AmstradCPC
Prince of Persia - SamCoupe
Lemmings - SamCoupe
Best on 16bit micro!
Turrican II - Amiga
Shadow of the Beast - Amiga
Jim Power - Amiga
Agony - Amiga
Turrican 2 - AtariST
Project X - Amiga
Super Frog - Amiga
Flashback - Amiga
Dark Seed - Amiga
Flashback - Archimedes
Warlocks - Archimedes
Cannon Fodder - Amiga
Turrican II - PC
Universe - Amiga
Hurrican - PC
Tyrian - PC
Super Stardust - AmigaAGA
Pac-Mania - X68000
Best on 8bit consoles!
Best on 16bit consoles!
Jim Power - snes
Donkey Kong Country - snes
Aladdin - snes
Comix Zone - Megadrive
Alien Soldier - Megadrive
Blazing Lazers - pcengine
Raiden - pcengine
Super Star Soldier - pcengine
Best on 32bit consoles!
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Game info

Atomic Robo-Kid

Atomic Robo-Kid
GenreAction Shooter
DeveloperSoftware Studios
Reviewed byndial
Atomic Robo-kid is a horizontally scrolling shoot 'em up arcade game released for the arcades by UPL in 1988 and converted in 1990 to several home computers and video game consoles.
You control Atomic Robo-Kid (a robot) as he enters the fortress and prepares to battle with the countless machines that will float around and try to kill him in multiple ways. At first the Robo-Kid can only walk on the ground and jump if necessary, but in the process you will find several power-up gems, that will give you the ability to take off and fly and shoot your enemies on air. There are four different weapons, each helping your quest in a different way. These weapons have an unlimited supply of ammo and vary from five-way blasters to massively destructive energy beams. Collecting gems is not the only way to get extra weapons, as you can also find a little dragon who will sell you new weapons, but at quite high prices. Other gems will increase your speed, supply a shield for a few seconds etc. The enemies are tough, attacking you from both directions and shooting with bombs and the like, that will drain Robo-Kid's shields. You may easily get overwhelmed by them since they can surround you. The game is split into 28 different levels of intense action. The difficulty level increases depending on the level, since some levels are very hard and others are pretty easy. Atomic Robo-Kid offers furious action and there is a good supply of levels all set at just about the difficulty needed to stop you from beating the game. It's not a fast shooter, but it is playable and addictive.

The Atari ST conversion offers quite good (but not great) graphics in a semi-organic style, much like the original. I would expect more! Although sprite detection is very decent and the backdrops are good with a lot of variety and remaining faithful to the coin-op, there is severe frame-rate drop when too many sprites swarm the screen! Also, the color palette is limited to 16 colors only! Note that similar issues are found on the Amiga too, but at least the Amiga conversion runs a bit smoother than the ST. The actual playing area is fairly restricted, but there are some interesting backgrounds to look at. The speed might suffer when things get crowded, but this can work to your advantage, giving you some extra micro-seconds of reaction time! As expected, the only arcade-perfect conversion is the one found on the Sharp X68000 home computer. The game's sound is fairly good and adds to the overall appeal of the game. It offers a nice music score as well as some wicked sound effects during your battles with the aliens.
  • Atomic Robo-Kid
  • Atomic Robo-Kid
  • Atomic Robo-Kid
  • Atomic Robo-Kid
  • Atomic Robo-Kid
  • Atomic Robo-Kid
  • Atomic Robo-Kid
  • Atomic Robo-Kid
  • Atomic Robo-Kid
Intro/Menu music:  In-game music sample:
Gameplay sample
Comparable platforms

16 colors
Commodore Amiga OCS/ECS

88 colors
Sharp X68000

16 colors
Atari ST
Hardware information

Atari ST

Atari STCPU: Motorola 68000 16/32bit at 8mhz. 16 bit data bus/32 bit internal/24-bit address bus.
MEMORY: RAM 512KB (1MB for the 1040ST models) / ROM 192KB
GRAPHICS: Digital-to-Analog Converter of 3-bits, eight levels per RGB channel, featuring a 9-bit RGB palette (512 colors), 320x200 (16 color), 640x200 (4 color), 640x400 (monochrome). With special programming techniques could display 512 colors on screen in static images.
SOUND: Yamaha YM2149F PSG "Programmable Sound Generator" chip provided 3-voice sound synthesis, plus 1-voice white noise mono PSG. It also has two MIDI ports, and support mixed YM2149 sfx and MIDI music in gaming (there are several games supported this).
The Atari ST (default) color palette
9-bit RGB 512-color palette
(16 on-screen and up to 512 in static image)
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