You control a character navigating an ever-changing maze, and must collect all the fruits while shooting or evading mostly abstract enemies.
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It's easy to see why this remained a playable prototype. It plays like a series of ideas on a chalkboard under the heading "what if we changed... this?.. from Pac-Man?". None of the resulting ideas manifested in a better or more interesting game.
In place of fixed boards and channels, walls move or can be flipped around. There's some enemy variety, including some with bullets, and the player character can also shoot. Movement is relatively free, although I often found myself waiting for gaps to open up in the moving walls that I just mentioned. The only interesting ideas that I found were the somewhat order of levels, based on exit doors, and the option to restart from the last board played before death.
I played until I could easily top the default leaderboard and I think I get the idea. On to the next one in Atari 50.
In place of fixed boards and channels, walls move or can be flipped around. There's some enemy variety, including some with bullets, and the player character can also shoot. Movement is relatively free, although I often found myself waiting for gaps to open up in the moving walls that I just mentioned. The only interesting ideas that I found were the somewhat order of levels, based on exit doors, and the option to restart from the last board played before death.
I played until I could easily top the default leaderboard and I think I get the idea. On to the next one in Atari 50.
Played as part of Atari 50.
Novelty and nothing more. Shooting is bad but the relative sparseness and poor pathfinding of enemies means you're not doing much more than base-level avoidance and item collection anyways, so it hardly matters. Being able to continue where you left off after a game over is kind of cool though I guess. No real surprise why it didn't release though. I played maybe 15 minutes of this, and it's not bad, but at the end of the day, the inches-off-the-floor skill ceiling means there's really nothing to keep you coming back to put more quarters in.
Novelty and nothing more. Shooting is bad but the relative sparseness and poor pathfinding of enemies means you're not doing much more than base-level avoidance and item collection anyways, so it hardly matters. Being able to continue where you left off after a game over is kind of cool though I guess. No real surprise why it didn't release though. I played maybe 15 minutes of this, and it's not bad, but at the end of the day, the inches-off-the-floor skill ceiling means there's really nothing to keep you coming back to put more quarters in.