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Classic Games (Games) Games

Atari Revives Unreleased Arcade Game That Was Too Damn Hard For 1982 Players (engadget.com) 40

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

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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.
      • 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.
        • 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.

      • by DrXym ( 126579 )
        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.
      • by JBMcB ( 73720 )

        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

      • 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.

        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.

        • 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.

          Are you a betting Slashdotter? Want to wager on whether that summary is a) truth or b) a post-facto rationalization, motivated by corporate politics or "OMG please don't fire me," depending on the actual source?

          This article, much like the MSM, is just telling the story that the interviewees want to tell.

          • Yeah I am. I'm all for modern conspiracy theories, but the 80s were a very different time.

            I'll happily wager that this is very different from Microsoft's "our testing has shown people prefer less features on their taskbar" bullshit.

      • I think I see why this game didn't get produced. It just doesn't look like much fun.

        But it's very rapid, flashing not much fun.

        Like a mobile game. Can I get this on iOS?

  • 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
  • I'm a too hard game! ;p
  • Comment removed (Score:5, Insightful)

    by account_deleted ( 4530225 ) on Thursday December 08, 2022 @04:26AM (#63112838)
    Comment removed based on user account deletion
    • by kackle ( 910159 )
      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.
    • by jonadab ( 583620 )
      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
  • by nagora ( 177841 ) on Thursday December 08, 2022 @04:27AM (#63112840)

    Llamas ahoy!

    • by _merlin ( 160982 )

      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.

      • 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.

    • The Yak returns.

      Zarjaz!!

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