Editorial | 5/16/2011 at 7:50 AM

Co-Op Classics: Escape from the Planet of the Robot Monsters

Today, we take a look back at a unique co-op gem from the late 1980s.  Highly cinematic, with a hefty dose of cheesy humor and a dollop of sex appeal, Escape from the Planet of the Robot Monsters is, in a word, interesting. 

1989 was an pivotal time in the arcades.  The Golden Age of Pac-Man and Asteroids, typified by very difficult single player experiences, had long since passed.  A new era of coin-munchers had arrived, moving the gameplay away from twitchy pattern memorization to something more akin to a test of endurance.  Early examples of this paradigm shift included Gauntlet and Double Dragon.  The side scrolling co-op brawler, soon to be the dominant genre, was in its infancy, and during this time, plenty of fresh ideas for games made it to the local arcade.

Escape from the Planet of the Robot Monsters (hereafter abbreviated EPRM) stood out from the rest of the pack.  The title itself brought to mind cheesy sci-fi movies, usually operating on a shoestring budget, that were popular in the 1950s.  Just take a look at the title screen, and you'll see all the tropes of the B-movie: giant reptilian monsters, boxy, malevolent robots, and a scantily-clad buxom babe, ready to be rescued.  This was the stuff of the drive-in double feature, but it provided a substantial backstory for the game, adding to its uniqueness.

The protagonists of the tale are two dayglo-clad space heroes, akin to Flash Gordon or Buck Rogers.  Armed with nothing more than a ray gun, Jake and Duke were sent to the synthetic Planet X, where the evil Reptilons had abducted countless hippies and bikini models, enslaving them to work in robot factories.  Robotics expert Dr. Sarah Bellum (*rimshot*) had also been abducted, and was in dire need of rescuing before the Reptilons used her mental might to create a robot capable of destroying the world, bringing humankind to its knees, and all that.  Typical space hero stuff, really.

EPRM used an isometric perspective, which was unusual for such a game.  The three-quarters perspective could have been difficult to control, but the analog joysticks, scarce at the time, made movement much easier (and also much harder to emulate successfully today).  The levels themselves were maze-like affairs, crawling with robots of all different sizes, shapes, and lethality levels.  Your standard silver 'bots dropped like flies, but some required multiple hits to kill, or required you to duck and shoot at the same time.  The environments of Planet X were hardly accomodating, with spike traps, electrified floor panels, and other traps waiting around every corner.

Some light puzzle elements were included, but nothing much harder than scouring the maze looking for the escalator power switch that would take you to the next floor.  If you walked too close to an edge, your galactic stud muffin would dangle precariously until you jammed the jump button enough times to pull him to safety.  Thankfully, a small set of power ups were available to help you in your quest, such as bombs, force fields, and plates of food.

Two more types of levels served to spice up the experience.  The first were the vehicle-based stages, where the two heroes guided a small spacecraft through a maze of canals, attempting to make it through before time expired.  These levels were brief, but exciting.  The boss levels, where the square-jawed duo took on Reptilons or giant robotic creations, all but required players to use up their supply of bombs in order to conserve lives.  Once the boss baddie dropped, it was on to the next factory, to collect more humans to send back home.  The last boss fight was particularly brutal, limiting the players to one life, no matter how many credits they plunked in.  Yeah, this was frustrating, but kinda cool, at the same time.

The visual style of EPRM is another way in which it stands out from other games of the time.  The bright, cartoony style was appealing to the eye, and very much appropriate for the subject matter.  Extensive use of synthesized voice effects in story scenes was another reason to plunk in your quarters and take the game for a spin.  The art was slightly risque (for lack of a better term), with a curvy, chained up woman as the main plot device, and of course the enslaved girls working in the factory, too.  I'm sure it was more a nod to the stereotypes of the 50s than an attempt to get 10 year olds to pump in quarters in order to see the pretty girls, but it was definitely pushing the envelope before Mortal Kombat and Dead or Alive hit the scene.  

As I said before, Escape from the Planet of the Robot Monsters can be summed up in one word: interesting.  The plot, shamelessly ripped of from bad 50s movies, the unusual perspective and controls, and the tongue-in-cheek innuendo all combined to make a very memorable arcade experience.  Next week, look for a special video edition of EPRM where you can see for yourself just how unique and enjoyable this co-op classic really is.