Reviews from

in the past


"Chicken, fight like a robot!" blares the cabinet speaker as I generously leave some killbots alive, moving on to the next room. There's no end to them: monochrome sentinels of death, all bunching up along the walls, all waiting to fire. I ready the ray-gun and trudge forward, fingers on the trigger, reflected through the joystick. This continues for untold iterations as the numbers go up, the Evil Otto bounces down upon its hapless allies, and the rhythm of combat multiplies. Everyone has their place here, the guards uncaring for their neighbors and the smiley-faced custodian uniquely aware of this realm's absurdity.

Ok, ok, it's Berzerk, and it's not that complex aside from catalyzing the deaths of two hapless players. Compared to both emerging maze games and shooters like Space Invaders, this one's appeal must have been immediate: unpredictable gunfights, a sassy robotic narrator, and more chaos than something as scandalous as Death Race could have imagined. The origins of the run 'n gun style arguably trace back farther to Tank and its clones, but changing out vehicles for humanoid avatars lets the pacing slacken and rev up more granularly. Crashing into electrified walls becomes more of a threat than colliding with far-off aggressors, who now threaten more with split-second lasers than an opposite player careening into you. So the dynamic's similar but different enough from the motion-full Asteroids, with danger coming from less angles but requiring quicker reactions.

What undoubtedly helped Berzerk survive its encounter with Williams' Defender is the touted "sense of humor" seen with Evil Otto and how it affects players and AI alike. After all, why risk visiting the next dungeon screen and quickly dying when one could just stay put, safe and sound? The danger and necessary push of Evil Otto remains one of the golden age's most iconic symbols, both scary and ironic. And it only gets better when a savvy player sicks the boisterous bounding ball on unsuspecting droids, racking up points while kiting Otto around each arena. Counting score by each enemy's death, rather than players' successful shots, was maybe the smartest move to extend the game's longevity. There's an upper human limit of how long someone's going to traverse one nondescript room after another, but surviving long enough to abuse this scoring mechanic? Why the hell not!

I'd much rather try and master Jarvis' side-scrolling shooter if I'm having to choose between these games (that, and Defender technically started location testing and initial distribution at the start of '81). But there's a simple charm to creator Alan McNeil's attempt at crossing genre lines, evoking the first dungeon crawlers without their labored pace of play. McNeil himself came up with Berzerk's premise based on his own nightmare of robots chasing him through hallways, let alone the memory of security browbeater David Otto haunting the designer from his time working with Dave Nutting Associates. [1] People always talk about how this game feels like wandering through a dreamscape they can't escape, and I think there's some truth to that. On the bright side, it's cool to see McNeil take the early micro-processor lessons learned with Midway's Gun Fight (a recreation of Taito's TTL-chip classic Western Gun). We're talking about the guy who later laid the foundation of Macromedia Director and other technology, so it's unsurprising he could get so much from basic hardware.

Juking bots with Otto and luring them into fences calls an earlier game to mind: CHASE, a derivation of a 1976 BASIC game where players have to crash pursuers into objects and each other [2]. This puts Berzerk in the same conversation as other PC-to-arcade transitional software; in fact, it's one of the earliest examples. It's fascinating how much Stern's 1980 smash success treads the line between hobbyist sleeper hit and a throwback to much earlier media like the Berserker novels and publications like Creative Computing. From here, the tendrils extend towards Robotron and its ilk, let alone a direct sequel in Frenzy. I may be moving on from this weird and seemingly simple curiosity, yet it's going to reappear in one form or another as the '80s arcade era marches on.

Bibliography

[1] Hunter, William. “Berzerk.” The Dot Eaters (blog). Accessed January 1, 2024. <https://thedoteaters.com/?bitstory=bitstory-article-2/berzerk>
[2] David, Ahl, and Cotter Bill. “Chase (High Voltage Maze) - Cotter.” Creative Computing, January 1976. Accessed via Internet Archive. <http://archive.org/details/Creative_Computing_v02n01_Jan-Feb1976> Retrieved on January 6, 2024.

Você está num labirinto infinito de paredes eletrificadas, infestado com robôs e eventuais carinhas felizes medonhas que se alegram na sua morte... apenas mais um dia no trabalho.

Eu considero esse como um dos melhores jogos do 2600. Eu não tenho o Arcade para referência, mas a versão de console em si já faz um bom trabalho para divertir e criar um leve pânico quando os robôs ficam mais e mais rápidos e não deixam barato, podendo te encurralarem facilmente. Chega uma hora que você decide largar a arma e só fazer eles baterem nas paredes que matam eles também.

So obviously ahead of the curve on a bunch of things, be it the multi-directional shooting, the voice modulation, the randomized rooms.. Hell, this game even originates that classic Spelunky mechanic where an invincible enemy comes to force them to keep moving.

Unfortunately, there's also a lot that keeps my from loving this. Enemy bullets, despite being miniscule, somehow are nearly impossible to dodge and kill the player instantly, and my enjoyment of this game massively decreased when I realized that touching a wall was an instant death. The hitboxes are also very strange and there were multiple times the smiley face spawned on me and killed me through no fault of my own. Berzerk slaps in concept and is super important, but I don't wanna play it.


One of the best games on vectrex.
It can be hard to understand these days how much value there was in games this simple and 'complete' in how they function.

There are a SHOCKING number of first/second gen games that fuck about WAY too much. Classic high-score fun that could actually be enjoyed more than once was SUPER valuable in these early days.

Cool game with some early versions of mechanics we see still today. In particular I like the invincible smiley ball which reminds me of the ghost from Spelunky. Also, a general creepy vibe pervaded this game which I thought was dope.

i am bad at appreciating older games so i thought this'd just be a novelty for 2 minutes for me but i ended up getting really into this, right down into laughing at the enemies walking into walls and killing themselves. but it was still super tense given enemies could shoot you way faster than you should shoot them, and also in a game this old your model IS your hitbox, so there's also bumping your head on walls to watch out for

a game with gameplay so basic it can't age, and i mean that in a good way

The machines have a really creepy voice which makes it really unsettling and stressful lol. You're not made to feel welcome at all; reminded me of the classic game System Shock 2.

This game gives me anxiety still.

Berzerk is a fun little dungeon crawling shooter game for what it is, which isn't really that much, but it's alright. Walk through some single-screen mazes with exits at each side of the screen, shoot some robots before they shoot you, run from the evil serial killer face named after the hateful boss of one of the developers -- good times.

All that being said, there isn't really a lot going on in this game. Something about it in general doesn't feel very satisfying to me, as if the design is just missing something that's glaringly obvious and would make it really fun, if you know what it is, but I don't know what it is.

As it stands though, it's an interesting little shooter thing for a few minutes and a neat piece of game history.

3.5 - Good: Good but still lacking something that propels it to greatness

i almost died playing this shit
juego muy adictivo

-para disparar debes de moverte por lo que no puedes quedarte campeando en un solo lugar, aunque si puedes tomar una cobertura y forzar a que los robots se maten entre si.

- hay que ser cuidadoso con tu desplazamiento y decidir la ruta que seguiras, evitando retroceder sobre tus pasos, puesto que el personaje es lento y dificilmente te vas a pasear por todo el cuarto, sobre todo por que evil otto es muy rapido por lo que muchas veces buscaras primero quedarte cerca a una salida, para que evil otto mate a los enemigos o que estos se mueran solos antes de salir de la habitacion.

- lo mismo para el disparo, calcular bien la trayectoria para no fallar los disparos es importante, puesto que tu personaje se detiene al disparar, y en este juego vas con prisas.

- las balas chocan con las de los enemigos

- los enemigos se mueven mas rapido de acuerdo a la cantidad de estos que vas matando, lo mismo para evil otto cuantos menos enemigos mas rapido es (o eso creo)

- los enemigos amarillos no disparan y apenas se mueven, los rojos se mueven y disparan, los verdes son mas rapidos y disparan mas veces seguidas.

-parece que mientras mas robots mates mas rapido aparceran los rojos, para luego los verdes, conte ocho robots muertos para que aparezcan los rojos

- aveces evil otto aparece en mi puta cara y es instakill

- si matas a todos los enemigos te dan un bonus, este depende de la cantidad de enemigos del cuarto, cada uno vale 100 puntos.


COIN DETECTED IN POCKET

There's really not much to this game being that it's an arcade single-stick shooter from 1980, but seeing how far you can get in Evil Otto's electric labyrinth, taking care to destroy each of his robot minions before he gets ya, just makes for an addictive experience.

Another early game where the ideas it plays with promise better things to come, but the gameplay itself remains basic.

It's like real life. If someone shoots you, it's very unlikely that you're gonna dodge the bullet. Just like in this game

You ever think about how an entire space had to be filled to compute something that’s in like, a tiny section of a Warioware game while also having Star Wars/Doctor Who/etc. stuff funneled into it as the only means to express said game mechanics across to realize a fantasy as small as “having a fire fight with evil alien guys saying nonsense”.

Thanks semiconductors

Warning: This is not the Berserk that can make you (me) cry

I thought this game was interesting but it definitely doesn't hold up at all. I didn't really have a lot of fun while playing it.

It is insanely basic, just walking around shooting robots and these weird-ass smiley faces that haunt my nightmares, but there is something oddly charming about it. The amount of sound effects here, voice lines played, and the crunch of them did make it more enjoyable, but again, it is still pretty basic as a whole.

Game #271

Commenting on old games is always weird because pretty much all has been said and this is one of the most obvious cases of that, yeah, it's a bit creepy, Evil Otto was a great idea and the game is a lot of fun for a few rounds (Or more if ignore the audio quality), but really there isn't much more to talk about, if you had curiosity, try it, but don't expect it to blow your mind

This was maybe one of the scariest things I've ever played

~ Juegos que Hay que Jugar Antes de Morir ~
Parte 2 — Los 80: Caída y Resurgir

Juego 13: Berzerk (1980)

No sé si es que soy malísimo o es que es imposible pasar del punto en el que te disparan.

when it comes to old school atari games this has always been my favorite. Almost feels like a super early roguelike.


Played this via the MiSTer project and it's an interesting arcade experience for sure. Perhaps my receptiveness to it also just comes from years of watching Homestar Runner cartoons riffing on specific older consoles like the Vectrex and its aesthetic.