AaaaaAAaaaAAAaaAAAAaAAAAA!!!: A Reckless Disregard for Gravity

AaaaaAAaaaAAAaaAAAAaAAAAA!!!: A Reckless Disregard for Gravity

released on Sep 03, 2009

AaaaaAAaaaAAAaaAAAAaAAAAA!!!: A Reckless Disregard for Gravity

released on Sep 03, 2009

BASE jump through a floating city, creating your own stunts to delight your fans. You dive off a skyscraper, relying on quick reflexes to negotiate the intricate tangle of girders that make up the floating city. All eyes are on you as the judges mark your score. One hundred points for hugging those exposed struts as you fall. A thousand for planting a kiss on the side of that building. Twisting and turning, you thread the needle between two billboards, earning cheers from your fans. But while reflexes are important, it's quick thinking that gets you the win. One block away, you spot a crowd of protesters decrying your sport, and make a split second decision. You break off course, stare them straight in the eye, and flip them the finger. They explode into a burst of fury, but the judges absolutely love it, bumping you up to first place. Now all you have to do is to make that landing without ending up a loose sack of broken bones.


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Aaaaaaaaaaaaaaaaaaaaaaaa!!! Remastered
Aaaaaaaaaaaaaaaaaaaaaaaa!!! Remastered

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just like with wonderful end of the world, this game has such a distinct sense of humor and knows exactly what it is and what it wants to be, and i love it for that. super unique concept with lots of fun levels and ideas, crazy fun for high score runs, and a lot of really funny moments. totally recommended

Un juego muy entretenido, aunque algo limitado. La presentación hace mucho por meterte en una dinámica gamberra que, pese a suceder en Boston, me hace pensar en todos aquellos juegos británicos de los noventa que iban de romper cosas y faltarle el respeto a la autoridad.

Su principal escollo es que, para lo complejo y variado que llega a ser, el ritmo de juego se queda un poco corto a la hora de ofrecerte escenarios interesantes. Demasiadas veces da la impresión de que estás en un mapa completamente nuevo y acaba resultando ser el mismo reto con assets diferentes. Más allá de eso, tratar de llegar a las 5 estrellas me frustró pero tampoco pude parar hasta conseguirlo. Algo bueno tendría que estar haciendo para animarme de esta forma.

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A very entertaining if somewhat limited little game. The presentation does a lot to get into a hooligan mindset. Despite taking place in Boston, it really looks like those 90's British games that were all about looking cool and sticking it to the man.

Its main drawback is that despite the game's variety, its rhythm falls a little short. Too many times it feels like you're doing the same challenge with slightly different assets. Beyond that, getting all 5 stars was frustrating but I couldn't put the game down until I did it, so there must be something worthwhile in here.

This game entranced me as a kid. Something about the concept, the quirky title, the colors- I really wanted to play it. The game kinda creeped me out as a kid, with the bizarre menus and uncanny vibe it gave off.

I have played it off/on for years. It's alright!

You fall, collecting points, getting as close to the walls of obstacles without touching, spray certain walls with graffiti, and either pose for your fans, or show the haters the bird.
You'll be looking every-which way, trying to maximize your points on the way down. You sometimes forget that you're falling with how much you're spinning around and interacting with the obstacle course. (multi-tasking while essentially "grinding" the sides of buildings takes a lot of skill!)
At the very bottom is a landing zone, you'll want to land in the specific zone for the best score.

What you have is a pretty arcade-y "runner" that is fun to do a few runs of at a time.

The captivation of the early Steam indie landscape can never be understated. Before the arrival of Steam Greenlight, the walled garden meant a very select few titles graced the storefront now resplendent with asset flips and low-grade eroge. Renowned games like Project Zomboid didn’t even appear on the store at that time — it and other indie darlings relied on Google Checkout and Desura for distribution. So limited was the indie space on Steam that days, weeks could go by without a new title. In looking for what underground, offbeat goodness was permitted, users invariably came across AaaaaAAaaaAAAaaAAAAaAAAAA!!! - A Reckless Disregard for Gravity, the first title alphabetically on the store. In Dejobaan Games founder Ichiro Lambe’s words:

“A name should be interesting, memorable, and descriptive — a game about jumping off of a perfectly good building in a flimsy wingsuit should be exciting. We had plenty of other ideas. The working title was Low Altitude, and we considered a bunch of others:
Screaming and Falling
AaaAaaAaa!
Deploy Parachute for Hot Chicks
Jumping to Earth From Tall Buildings
Bridge. Antenna. Span. Earth.
Falling Toward Earth
Your Personal Crater
Free Fall
Don't Forget Your Parachute
Remember Your Parachute
Spicy Mountain Lion
Freedom, Free-Fall, Freedom
I Fell From a Building
A few of those were obviously thrown in as jokes. "Deploy Parachute for Hot Chicks" was a dig at the industry's obsession with boobs. Spicy Mountain Lion was my personal favorite non sequitur. But when our PR/Marketing dude, Leo saw the list, he poked his finger at "AaaAaaAaa!," and refused to let me adjourn the meeting until I agreed to go with that.”


Though also available from Direct2Drive, GamersGate, Impulse, and WildTangent, the one-two punch of Steam's self-imposed exclusivity coupled with an ostentatious title made AaaAaaAaa! an enticing proposition for a couple years. Its inclusion in The Potato Sack on April 1, 2011 made it (relatively) explode in notoriety over a year after its initial launch. A crucial part of the associated Portal 2 ARG, many players, myself included, snatched up the game at its steep -75% discount and got to work inflating the player count, seeking clues, and nabbing potatoes for the ultimate goal of releasing Portal 2 early. Ten days after The Potato Sack launched, player numbers remained as high as 4,253, a number which would never be even approached again. By June 27, 2011, concurrent players topped out at 624. A year later, only 13. Since mid-2014, AaaAaaAaa! has failed to reach double digits. It has become a footnote of a footnote, a stepping-stone towards the contemporary AA indie zeitgeist of Game Pass and publishers and safety.

AaaAaaAaa! is reckless, an emblem of a sliver of a fraction of time wherein indies were starting to get the recognition they deserved. The polish of contemporary indies is absurd, their development cycles arduous, their teams an enormity, publishing rights are snatched in an instant. [Finji co-owner Rebekah Saltsman in 2021 stated “Five years ago, I’m like, ‘Oh, I can make a game for a million dollars.’ And that was crazy then. And [now] I’m like, ‘I can’t make this for under four [million].”](https://www.inverse.com/input/gaming/tunic-publisher-says-indie-game-production-is-absurdly-expensive) By contrast, Dejobaan’s marketing budget for AaaAaaAaa! was $0. With assets that seemingly fell out of a wallet containing lint and a single fly, AaaAaaAaa! and its ilk prided themselves not on their graphical fidelity or scale, but singular ideas explored maximally within small packages. AaaAaaAaa! isn’t bursting at the seams with content, but it didn’t need to. Like Zineth or Voxeltron or Darwinia, the aim was to present something new that hadn’t been explored within the games space as a sort of proof of concept, an offer of what games can accomplish.

As an in-effect sacrificial lamb then, AaaAaaAaa! is easy to dismiss as unimportant, as belonging to its position as a footnote’s footnote, but in revisiting it (having realised the kids of today know nothing of this time beyond its winners, its Super Meat Boy and Minecraft and Limbo) I was surprised at how enjoyable it remains. The gameplay is little more than falling while grazing obstacles and responding to simple button prompts. It isn’t good to look at. Yet it kicks ass in all the right ways. This first-person adaptation of BASE jumping evokes concepts of bullet hell with its tight navigation of enclosed spaces, of racing games in its sheer velocity, of arcade high-score chasing as you go for one more kiss, one more score plate. It oozes with risk’s rewards. It is drenched in text as an accessory, taking its overlong title and applying it to every facet of the UI and gameplay experience. It contains small nothingburgers of video chaos as if it is some valid reward in its own right. Image macros bespeckle gray slabs of polygonery. It is balloonshop’s Oreo, sounding not even half good but it is good, really Most importantly, it doesn’t wear out its welcome in the slightest, being just long enough to explore itself fully without the pressures of content bloat on the player. It would be reiterated upon with its semi-sequel AaaaaAAaaaAAAaaAAAAaAAAAA!!! for the Awesome semi-reconstructed with its long abandoned half brother 1... 2... 3... KICK IT! (Drop That Beat Like an Ugly Baby), mobilised with AaaaaAAaaaAAAaaAAAAaAAAAA!!! (Force = Mass x Acceleration) and is apparently being revitalised with the upcoming AaaaaAAaaaAAAaaAAAAaAAAAA!!! (if it ever releases).

It would be irresponsible to act like Superflight, Steep, Rush, and even Just Cause 3 haven’t trounced AaaAaaAaa! in nearly every regard with their years of hindsight to work off of, their immeasurable polish, and astounding budgets, but AaaAaaAaa! did it without a shred of shame, staying true to Dejobaan’s obtuse philosophies of making games that raise an eyebrow for their names, premises, and gameplay. It doesn’t blow my gourd, but it doesn’t need to. It’s fun, and it sits at the top of my Steam library for eternity. Jumping off of it into thousands of other games as I scroll and scroll seems fitting, somehow. It’s like Dejobaan knew they would be pioneers on an ever-growing mountain that forever shifts its form. It is a stratum fondly remembered.

Loud music and bright colors as a medium for repetition and time wasting.