Rise of the Robots

DOS Specs [ all ]
(prices updated 10/1 10:25 AM )

Description official descriptions

Electrocorp, the world's leading manufacturer and developer of advanced robotics ran the Leader Project to develop a multi-task, ultra-intelligent, self-aware robot to manage every aspect of the factory plant. The end result was the Supervisor Droid, a machine capable of assuming any form and accessing any database. But when an EGO virus infected the Supervisor's self-awareness it started to consider its need above of those of the company, infecting the other robots in the plant and declaring itself their leader. Electrocorp then sent its top-secret ECO32-5 Cyborg to infiltrate the plant and destroy the supervisor.

Rise of the Robots is a versus fighting game. The player controls the ECO32-5 Cyborg and must fight all the other robots in the plant until finally meeting the Supervisor Droid. The controls consist of 3 buttons for punches and 3 buttons for kicks (one for each in the Game Gear version), and jumping, moving, crouching and blocking are performed with the directional pad. The Cyborg has two super moves, the Turbo Head Butt and the Shoulder Barge. The player can choose the difficulty, number of rounds and time limit for the fights, as well as turn turn the super moves off.

The game has three modes: mission, where the player fights each robot in a fixed order; training, where the player can fight any robot in any desired order; and two players versus mode (absent in the Game Gear version), where the second player chooses any of the enemy robots to fight with. It features an AI system that reacts to the player style, 3D rendered cutscenes and the title song was composed by Queen's guitarist Brian May.


  • ăƒ©ă‚€ă‚ș ă‚Șブ ザ ロボッツ - Japanese spelling

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Credits (DOS version)

85 People (35 developers, 50 thanks) · View all

Produced by
Designed and Directed by
Senior Programmers
Senior Artists
Character Design
Set Design
Set Construction
  • Interactive Images
Musical Coordination
Game Soundtrack
Game Music Produced by
Music Conversions
Conversions Coordination
[ full credits ]



Average score: 51% (based on 52 ratings)


Average score: 1.8 out of 5 (based on 107 ratings with 8 reviews)

Looks can be decieving

The Good
Well, you know, everyone knocked off this game. They all said it had no gameplay, which is true, but everything else was cool, and it would have been an excellent game if it had had rock solid gameplay. I still think if you still have a 10 year old SNES, you should check it out at some antique store.

The truth is, the graphics are amazing. Stop saying they weren't. It looked great. Sure, they were just sprites, but they were damn good sprites. It almost looked three-dimensional. In fact, it did look 3-d, it just wasnt. The robots were all made nicely, with divine stages to go with each.

The sound was great too. The music for all the stages were amazing! The sound effects were convincing too. The cutscenes were also great. They were really and something you wouldn't see in any other SNES title.

The Bad
Look, I admit the gameplay was bad. I know it sucks. But it wasn't as bad as everyone complained. I mean sure, the moves weren't humanly possible. Sure, one thing over and over could win the game. Sure, the robots seem to know what you are going to do before you even do it. Sure......maybe I should shut up. OKAY, I admit the gameplay sucked, but that was the only thing that sucked, if that is of any comfort.

The Bottom Line
Despite the bad gameplay, everything else was very good. Visuals, sound, little videos inbetween, it just wasnt made perfectly. It was hyped and almost lived up to its hype. That is why I give it a ** 3 out of 5 **

SNES · by ThE oNe (180) · 2002

Rubbish in every way but one

The Good
The graphics were excellent for their time, with digit\ed robots and stunning backdrops. Even on the A500 it looked better than many PC games of the day.

The Bad
At all but the hardest difficulty level, you could beat the opponents by using the same move repeatedly. In a two player game, the guy on the left won whenever he used that move.

In one-player mode you could only play as one of the robots, which is explained by the plot, but seems like an excuse not to write the playing routines properly.

Worst of all, you can't jump over your opponents, meaning that you spend the whole game facing in the same direction. In 1984 that would've been laughed at - in 1994 it beggared belief.

There was virtually no in-game sound to speak of, and the guitar music in the intro could've been played by anyone.

The Bottom Line
Style sells over substance every time, and this is a depressing example. It was hyped to excess, many magazines gave it great reviews, but everyone who played it saw through it within hours, if not minutes.

Amiga · by Martin Smith (61) · 2003

Probably the worst fighting game EVER in the history of gaming.

The Good
Ha! You've got to be kidding me, right? I mean, admittedly the graphics are quite good (something along the lines of Killer Instict, only a few years earlier), but it's just SPRITES, for *'s sake.

*The Bad

Arrrrrrgh! Where do I start? I mean, Rise of the Robots beats the likes of Sango Fighter, Super Fighter, Stick Fighter 2 (I'm not kidding) or even FX Fighter in the "worst game in the history of mankind" category. Dude, it's even worse than Arcade Volleyball, which actually had some kind of play value.

Well then. Shall we?

  • The worst programming in a fighting game to date. Especially considering how early of a game it is, SVGA on a 486? I mean, sure, there's The 7th Guest, but DUDE, THIS GAME SUCKS!
  • Oh, the all-so-beloved secret moves. Hmm. Perhaps it was just the demo version, with its magnificent two robots, that had so little interesting moves to keep you busy that you'd probably fall asleep before even a single round is over.
  • Music? Sound? Get outta here.
  • Story! Bwahahahaha! (did this game even have one?)

The Bottom Line
In Cartman's terms, "LLLLLLLLLAME!"

DOS · by Tomer Gabel (4539) · 2000

[ View all 8 player reviews ]



Instinct Design, the developer for Rise of the Robots, claimed that the game would feature 100 frames of animation per robot, with a special key frame system to ensure fluidity of movement. In reality, the game utilized 3 frames of movement for the robot punching, kicking and whatever else.

Cancelled Sega CD version

There was actually a Sega CD version in development, which was going to be published by JVC, but it was never released. A preview video exists, but it doesn't show anything from that version, other than a box cover. The "Work in Progress" footage shown was in fact from the DOS version.

Cover art

Game covers mentioned that Rise of the Robots contained music by rock guitarist Brian May. While technically true, the only Brian May music you hear in the game is an approximately 5-seconds long guitar solo at the beginning. Brian May was penned in to produce the entire soundtrack, however completion was delayed and the soundtrack was not completed in time for the games release.

Extended CD-32 version

In October 2015 an extended and corrected "Special Edition" of the CD-32 version of Rise of the Robots was released. This fan made improvement by Earok is fixing some gameplay issues like the difficulty level and also adds aesthetic features like new backgrounds or the inclusion of the intro of the arcade version. This version can be downloaded for free.(Source: Unofficial CD32 Ports)

PC version differences

Rise of the Robots on PC was released on floppy disks and CD-ROM. The CD-ROM version had an animated intro instead of the stills as seen in the floppy disk version.

Information also contributed by CaptainCanuck, M4R14N0, n-n, Roger Wilco, and Verm --

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Contributors to this Entry

Game added by Zhentarim7.

CD-i added by Corn Popper. Amiga added by Rebound Boy. Amiga CD32, Game Gear added by Kabushi. Genesis, SNES added by Satoshi Kunsai. 3DO added by Terok Nor.

Additional contributors: Alaka, Rik Hideto, Jo ST.

Game added May 31st, 2000. Last modified September 17th, 2023.