Robot Arena 2: Design and Destroy

Robot Arena 2: Design and Destroy is a computer game developed by Gabriel Entertainment. It is the sequel to Robot Arena. Compared to its predecessor, it has many new features, such as the Havok physics engine, fully 3-D environments (robots are now able to leave the ground), and the player's ability to completely design their own robot. This includes chassis design, weapon placement, mechanics, and paint, etc.. Weapons are nearly completely customizable, including weapons that mount on various attachments, such as poles, disks, and tri-bars.There is no credit system, parts can be taken for free as long as the weight limit has not been reached, and physics accommodate servo motor based weaponry (e.g., hydraulic crushers, lifting devices, etc.) Although not well received from a marketing standpoint, this game has a dedicated fanbase and a community that is still active today. Those who still play it use two versions. One is called 'Stock/base' by the community - `Stock` which is the original game and the other is called 'DSL' which is a modded version of the game that has components and arenas created by the community itself.

Read more about Robot Arena 2: Design And Destroy:  Marketing and Subsequent Failure, Havok Explosions and Glitches, Activity

Famous quotes containing the words robot, arena, design and/or destroy:

    The person who designed a robot that could act and think as well as your four-year-old would deserve a Nobel Prize. But there is no public recognition for bringing up several truly human beings.
    C. John Sommerville (20th century)

    Children treat their friends differently than they treat the other people in their lives. A friendship is a place for experimenting with new ways of handling anger and aggression. It is an arena for practicing reciprocity, testing assertiveness, and searching for compromise in ways children would not try with parents or siblings.
    Lawrence Kutner (20th century)

    Joe ... you remember I said you wouldn’t be cheated?... Nobody is really. Eventually all things work out. There’s a design in everything.
    Sidney Buchman (1902–1975)

    ... a family I know ... bought an acre in the country on which to build a house. For many years, while they lacked the money to build, they visited the site regularly and picnicked on a knoll, the site’s most attractive feature. They liked so much to visualize themselves as always there, that when they finally built they put the house on the knoll. But then the knoll was gone. Somehow they had not realized they would destroy it and lose it by supplanting it with themselves.
    Jane Jacobs (b. 1916)