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Atari Revives Unreleased Arcade Game That Was Too Damn Hard For 1982 Players - S...

 1 year ago
source link: https://games.slashdot.org/story/22/12/07/2228204/atari-revives-unreleased-arcade-game-that-was-too-damn-hard-for-1982-players
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Atari Revives Unreleased Arcade Game That Was Too Damn Hard For 1982 Players

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Atari is reviving Akka Arrh, a 1982 arcade game canceled because test audiences found it too difficult. Engadget reports: For the wave shooter's remake, the publisher is teaming up with developer Jeff Minter, whose psychedelic, synthwave style seems an ideal fit for what Atari describes as "a fever dream in the best way possible." The remake will be released on PC, PS5 and PS4, Xbox Series X/S, Nintendo Switch and Atari VCS in early 2023. The original Akka Arrh cabinet used a trackball to target enemies, as the player controls the Sentinel fixed in the center of the screen to fend off waves of incoming attackers. Surrounding the Sentinel is an octagonal field, which you need to keep clear; if enemies slip in, you can zoom in to fend them off before panning back out to fend off the rest of the wave. Given the simplicity of most games in the early 1980s, it's unsurprising this relative complexity led to poor test-group screenings.

Since Atari pulled the plug on the arcade version before its release, only three Akka Arrh cabinets are known to exist. But the Minter collaboration isn't the game's first public availability. After an arcade ROM leaked online in 2019, Atari released the original this fall as part of its Atari 50: The Anniversary Celebration collection. [...] Atari says the remake has two modes, 50 levels and saves, so you don't have to start from the beginning when enemies inevitably overrun your Sentinel. Additionally, the company says it offers accessibility settings to tone down the trippy visuals for people sensitive to intense light, color and animations.

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  • Video (Score:5, Informative)

    by Dan East ( 318230 ) on Wednesday December 07, 2022 @08:09PM (#63112320) Journal

    Here's a good video of the original game's gameplay. It reminds me of a combination of missile command and asteroids, the latter when enemy ships break through the outer layers of defense. In both cases your ship / base is always in the very middle of the screen, and you're shooting outwards at enemies. It also used a trackball.

    https://www.youtube.com/watch?... [youtube.com]

    • I think I see why this game didn't get produced. It just doesn't look like much fun.
      And I'm old enough to have been playing it, were it released.
      • Re:

        After watching the video I thought the same thing. I was 14 in 1982 so yeah, I was a regular at the local arcades. This game just doesn't look fun. There's no real incentive to come back and try again.
        • Re:

          I was thinking it might have been the name that was the problem.

          Geez, sounds like a bad sneeze...give it a real, proper name.

      • Re:

        It does look kind of boring all right. This would be coming out the same time as Pole Position, Donkey Kong, Galaga, Dig Dug, Pac Man, Centipede etc. And then you have this thing.
      • Fun

        I think it would have been more fun if there were a two-player dynamic, where one player does the zoomed-out defending, and the other does the zoomed-in defending, on two separate screens. Then, make the defender's guns autofire, shooting a continuous stream of bullets, and make the controller a knob instead of a roller. Better still, make the bullets push the enemies back, and the players have to work together to push the enemies off the screen to destroy them.

        Probably too advanced for 1982, but doable a f

      • Re:

        What's your idea of fun? Some people are in it for pure challenge. I don't find games like Call of Duty fun. One of my friends who does can't stand single player story driven games. I'm not so into arcade style games either, while my wife can play them all day.

        You don't need to guess why it didn't get produced. The answer was in the first line of the summary: play-testers found it too difficult. No mention of boring or unfun.

      • Re:

        It would probably play better with a mouse, but I'm sure we can get an opinion from that one guy in the office with the 20yo trackball.

        Or, you can just go online, buy yourself a brand new trackball and try it out the way it was meant to be played. Trackballs are still available, they're just not on the shelves because they're a niche market. I really don't understand why, as I've been using them by preference for over twenty years.
        • Re:

          As someone who tried to get into trackballs for a few years back when they were more popular - the control was both slow and imprecise compared to a mouse. I mean, you could adjust sensitivity get rid of one, but then the other would become terrible. I can take a fairly slow, precise mouse and sweep it across 6-12" of table to still get fast and controlled motion. With a similarly precise track ball I either need to either run my arm across it (usually at an awkward angle), or for a larger ball capable o

      • Re:

        Here's a video of the original on MAME, which shows gameplay a lot better than the trailer for the modern version: https://www.youtube.com/watch?... [youtube.com]

        One thing I notice is that while there *is* largish firing delay, it's much less than for Missile Command, and the aiming is MUCH more forgiving. It appears that there's only a few "aiming regions" on the main screen, and when your missile detonates in one it destroys *everything* in that region, even if they're halfway across the screen.

        Meanwhile in the "close

    • Re:

      Hop into any shooter game with them, and have your ass handed to you. I think them damn kids are on the speed....
    • Re:

      Go look up somebody doing a 1cc of Battle Garegga. Contrary to popular belief modern gamers are fucking hardcore.
      • Re:

        Battle Garegga was released in 1996 - 26 years ago. Sorry to break it to you, but that's not modern any more.

    • Re:

      sorry, no. today's gamers at their prime time are lightyears ahead of what we could even imagine to achieve in our time. what has changed is that gaming went massive and tuned for the lowest common denominator, so most games routinely do obscene amount of handholding just to not frustrate any millennial or z snowflake that is a potential source of profit. most, but not all, and there are skill based games that would blow your mind.

    • Re:

      There is a big market for highly skilled gamers now. They often stream on Twitch.

      Have a look on Youtube for some Mario ROM hack players, e.g. Grand Poo World 2. Those games are incredibly hard, and people love watching other people play them.

      It really kicked off in the 2000s with the original Kaizo Mario World hack. The third one in the series has only been completed (without cheating) by a handful of players, it's that difficult. It inspired many other hacks, and Nintendo's official Super Mario Maker.

    • Re:

      Nah, it's just a dull game which Atari knew would bomb in the arcades so they focused on other titles. And arcade games at the time and pretty much since are all hardcore because people aren't feeding the machine money if it's easy to play the games. Even a game like Dragon's Lair which qualifies as perhaps the first game that was a movie with quicktime events was hardcore.
  • The hardware just couldn't handle the way human perception and reaction times would be all over the place depending on the stress of a moment. Your adrenaline would amp, you'd start seeing things in a faster tempo, and so when you tried to do something the controls suddenly seemed unresponsive and sluggish. You'd run right off an edge, right into an enemy, or jump prematurely. The obsessive self-training you needed to adapt to that was fun for some types, but most people had to wait for a later age to re
  • The point about arcade game design is that it predominately had to:
    (a) last not much longer than 2 minutes
    (b) be an enjoyable two minutes that felt "fair"
    (c) entice players to want to play again.

    The point was that arcade machines were designed to gobble quarters, 100 yen coins, or similarly priced coin in your currency.
    They weren't supposed to be easy or you would play forever, hog the machine, and prevent others from having a turn.
    They were designed to maximize profits for the operators.

    • Re:

      As a collector of such machines, I think you hit it on the head, but easy/hard is not binary. If the players think it's too difficult, they'll spend their quarters elsewhere. I thought "Sinistar" was a fantastic concept, but after the first level or two, too hard for little ol' me. So others got my quarters.
    • Re:

      Yeah, but there are other ways to accomplish that besides making the game excessively frustrating. One of the most obvious ways, is to make the game you get for your quarter run for a fixed amount of time, and the goal is to score as many points as possible in that time. The reason so many games of that era were so difficult, isn't because that was the only way to eat quarters. PC games of that era were often quite difficult as well, e.g., try your hand at Rogue (1980, the game that inspired the roguelik
    • Re:

      When's Jeff Minter actually going to come up with an original game? Every single one of his games is just an LSD-distorted interpretation of an existing game. IMHO he's one of the most overrated game designers.

      • Re:

        In fairness, 99% of ALL games are just distorted interpretations of previous games, including virtually all AAA games in at least the last 30 years. Most of them don't even include psychedelic distortions, or much of anything else to add anything new.

    • Re:

      The Yak returns.

      Zarjaz!!


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