Sentences written about this title, gathered by type from the Japanese and English Wikipedia articles (as of 2026-8-30).
Claiming it to be superior to Street Fighter II, Griffiths stated that Rise of the Robots was not a conventional fighting game, featuring "robots that fight and act unusually, with a very high level of artificial intelligence that has never been seen before.
Mirage's public relations manager, Julia Coombs, stated that Rise of the Robots would be published by Time Warner Interactive, with Mirage serving as the developer.
Coombs stated that Rise of the Robots was originally developed with the Amiga in mind, while the PC version was a "conversion 'upwards,' meaning additions could be made.
A "Director's Cut" edition was released on PC.
Reviewing the Super NES version, Electronic Gaming Monthly stated that the graphics are excellent, but the poor control and limited number of moves cripple the game.
GamePro labeled it "one of the most unappealing fighting games ever made for the SNES," citing the dark and bland color scheme and the "extremely weak and choppy" controls.
Reviewing the Super NES version, Brett Alan Weiss of AllGame cited the game as "one of the most boring 16-bit fighting games," although he praised the game's soundtrack as "riveting and distinctive.
Mirage's managing director Peter Jones has stated that he stands by the game's quality, arguing that the negative response to Rise of the Robots was primarily due to the out-of-control hype that built expectations no game could fulfill.
Deck13 Interactive stated that this game and the Dark Souls series inspired The Surge.
Nuttall criticized the game for its short length and added that "there aren't enough characters.
He further criticized the poorly designed opponent AI and labeled the game "one of the biggest disappointments of the year.
GamePro panned the Game Gear version, summarizing that "the bad control, weak gameplay, and choppy animation infest this cart from start to finish.
They particularly criticized the moves as boringly basic and limited, noting that the choppy animation makes the player feel disconnected from what is happening on screen.
All four of their reviewers criticized it for having overlong cinemas, a severely limited number of moves, difficulty executing even basic punches and kicks, and long load times.
GamePro also panned the 3DO version, commenting that "Rise offers deceptively good graphics—the rendered cinemas, characters, and backgrounds do their best to gloss over the choppy gameplay animation and lack of moves.
They discussed the propensity for bad 2D fighting games in the 1990s and criticized its "aged" rendered 3D graphics, poor character balance, poor combo system, and difficulty spikes.
Green criticized the game for its monotonous gameplay, non-existent game balance, and limited controls, stating it "was a horrible mess from start to finish, clearly rushed out to make money from the beat-em-up craze.
Reviewing the Super NES version, Brett Alan Weiss of AllGame cited the game as "one of the most boring 16-bit fighting games," although he praised the game's soundtrack as "riveting and distinctive.
Developed by a team of five people, including former Bitmap Brothers member Sean Griffiths, Rise of the Robots was intended to utilize a high level of artificial intelligence (AI) that had never been seen in other fighting games at the time.
Coombs stated that Rise of the Robots was originally developed with the Amiga in mind, while the PC version was a "conversion 'upwards,' meaning additions could be made.
Rise of the Robots was originally scheduled for release in February 1994, but was delayed because the developers wanted to "continue to perfect the graphics and enhance the gameplay as much as possible.
A version for the Atari Jaguar CD was in development by Art Data Interactive and was planned to be published by Time Warner Interactive in 1995, but it was never released for unknown reasons.
In a reversal of the usual pattern for video games, the home versions were all developed and released first, with the enhanced arcade version coming later.
Reviewing the Amiga version for Amiga Power, Jonathan Davies noted that review copies had been released to the press only a few days before the game's launch.
All four of their reviewers criticized it for having overlong cinemas, a severely limited number of moves, difficulty executing even basic punches and kicks, and long load times.
They discussed the propensity for bad 2D fighting games in the 1990s and criticized its "aged" rendered 3D graphics, poor character balance, poor combo system, and difficulty spikes.
A version for the Atari Jaguar CD was in development by Art Data Interactive and was planned to be published by Time Warner Interactive in 1995, but it was never released for unknown reasons.
According to Mirage, the Amiga CD32 version of Rise of the Robots sold to more than 45% of the Amiga CD32's installed base.
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