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MrBeefy

Independent Amico Discussion Thread

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3 minutes ago, MrBeefy said:

Yup I really hate playing those new modern controllers that have 12 or more buttons...

Are those really 12 separate buttons, or are they just one keypad matrix?

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1 minute ago, jaybird3rd said:

Are those really 12 separate buttons, or are they just one keypad matrix?

If we are going by that type of reasoning where does using a Keyboard fit on this?

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2 minutes ago, jaybird3rd said:

Are those really 12 separate buttons, or are they just one keypad matrix?

12 separate buttons with an additional 4 on the sides + a 17th button under the disc, I think. Disc and button presses can't be registered separately, though. Hopefully I didn't forget anything!

Edited by Steven Pendleton

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Just now, Steven Pendleton said:

12 separate buttons with an additional 4 on the sides + a 17th button under the disc, I think. Disc and button presses can't be registered separately, though. Hopefully I didn't forget anything!

Did the disc function like an analogue joystick press?

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1 minute ago, MrBeefy said:

Did the disc function like an analogue joystick press?

I think it does, but I am not sure.

 

Just pressed mine and it definitely depresses in the middle a bit.

Edited by Steven Pendleton

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Just now, MrBeefy said:

Did the disc function like an analogue joystick press?

No, but it's used on some games to select game levels.

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12 hours ago, MrBeefy said:

So what does everyone think would be the killer game to win over those who might be a doubter? 

 

I think EWJ has some potential, and R-Type for those who love shooters. The possible Ecco game?

 

Thoughts?

 

Since we know next to nothing about these games, it's impossible to know what kind of appeal they might have. If they are just modernized version of their predecessors, then they will be niche games, certainly not killer games, no matter how good their implementations are.

 

To me, the example of Nex Machina is a good illustration of modernized classics. On paper, the implementation of this game is near perfect. In reality, most people will view playing this game as pointless. The time when people were interested in training simply to have a better score is now long gone.

 

The way I imagine it, I'll play with Amico like we played video games when I was a kid. I imagine I will play for 30 minutes with a game, then switch game, play for another 30 minutes with this other game, then switch to a third one, and so on.

 

In that context, Amico doesn't need any killer game.

 

More than that, Intellivision is targeting a much broader market than all other consoles. This means there will be an enormous diversity of interests from players. In that context, one killer game, as in a game that will make the targeted audience think the console is a must have, is impossible.

 

I believe the ideal Amico game is short, simple, and with a lot of interactions between players. The game should be a tool to create those interactions, it should not be about itself. After playing the game, people should talk about what they did to or for each other, they should not talk about the elements of the game. In some way, I believe the ideal game should be kind of forgettable.

 

To use an illustration, I believe the ideal Amico game is like a host in a social event for people who are lonely and who seek to make friends. A good host is essential, not only to help people break the ice, but also to help people show the best of who they are. However, after the social event, people should remember the men or women they met, they should not remember the host.

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1 minute ago, ColecoJoe said:

No, but it's used on some games to select game levels.

Okay, that's what it must be. I have some overlays or a manual or something I was reading yesterday and it said DISC: level something. Wasn't entirely sure.

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Just now, ColecoJoe said:

No, but it's used on some games to select game levels.

Did you ever feel like there were a bunch of unnecessary buttons? From what I've played I always felt like the original controller was clunky. I learned to appreciate it some but geeze speak about to much going on.

 

Still going to be curious how the Amico replicates it. Especially considering the new button placement doesn't seem as good for holding vertically.

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3 minutes ago, Papy said:

Since we know next to nothing about these games, it's impossible to know what kind of appeal they might have. If they are just modernized version of their predecessors, then they will be niche games, certainly not killer games, no matter how good their implementations are.

 

To me, the example of Nex Machina is a good illustration of modernized classics. On paper, the implementation of this game is near perfect. In reality, most people will view playing this game as pointless. The time when people were interested in training simply to have a better score is now long gone.

 

The way I imagine it, I'll play with Amico like we played video games when I was a kid. I imagine I will play for 30 minutes with a game, then switch game, play for another 30 minutes with this other game, then switch to a third one, and so on.

 

In that context, Amico doesn't need any killer game.

 

More than that, Intellivision is targeting a much broader market than all other consoles. This means there will be an enormous diversity of interests from players. In that context, one killer game, as in a game that will make the targeted audience think the console is a must have, is impossible.

 

I believe the ideal Amico game is short, simple, and with a lot of interactions between players. The game should be a tool to create those interactions, it should not be about itself. After playing the game, people should talk about what they did to or for each other, they should not talk about the elements of the game. In some way, I believe the ideal game should be kind of forgettable.

 

To use an illustration, I believe the ideal Amico game is like a host in a social event for people who are lonely and who seek to make friends. A good host is essential, not only to help people break the ice, but also to help people show the best of who they are. However, after the social event, people should remember the men or women they met, they should not remember the host.

The question was about what games would target the small audience. We've heard it a bunch about 3 billion this, moms, grandmas, etc. This isn't for hardcore etc. etc.

 

I'm more curious as to what we think would convince that vocal doubter market to buy one. Just saying the social aspect doesn't mean anything if there is no game to appeal to that target. What party game do you think? A Smash equivalent was a great example of one that would target that market.

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3 minutes ago, MrBeefy said:

Did you ever feel like there were a bunch of unnecessary buttons? From what I've played I always felt like the original controller was clunky. I learned to appreciate it some but geeze speak about to much going on.

 

Still going to be curious how the Amico replicates it. Especially considering the new button placement doesn't seem as good for holding vertically.

Not really. A lot of games don't even use the keypad except for maybe level selection at that start screen. I'm one of the few that enjoy the controller. A game like Cloudy Mountain utilizes most of the keypad, disc and side buttons. Once you've played the game a few times it's all second nature and I actually enjoy the complexity of it except when my fat thumb presses on one of the diagonal shots instead of the clear button and I shoot myself in the butt :)

 

I actually enjoy the disc for games like Pac-Man and Burgertime. Burgertime with the INTV disc is a lot easier than the Coleco controller is. In my opinion.

 

 

 

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21 minutes ago, MrBeefy said:

Yup I really hate playing those new modern controllers that have 12 or more buttons...

4d5f5ae31e747e80ef2438681fa60bf6.thumb.jpg.a29fd0080fb3b7474542de70b398348c.jpg.d25d37e7a539b40f1a9c145447feb46d.jpg

 

:D

 

 

If I remember correctly, those things were so complex, each game had to come with a printed insert of some sort to help people figure out which button does what.  😁

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8 minutes ago, malrak said:

 

If I remember correctly, those things were so complex, each game had to come with a printed insert of some sort to help people figure out which button does what.  😁

Whatever do you mean? 😁

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21 minutes ago, Papy said:

To use an illustration, I believe the ideal Amico game is like a host in a social event for people who are lonely and who seek to make friends. 

In other words... the Intellivision Amico will be all our best Wingman at bars.  

 

Awesome!

 

TJ

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3 minutes ago, AtariSociety said:

In other words... the Intellivision Amico will be all our best Wingman at bars.  

 

Awesome!

 

TJ

Sweet time to go cougar hunting.

 

"Amico! Come one we are going out tonight! No you can't wear your white shell after labor day. No the red makes you look like you are trying to hard. You look like your grandfather in the woodgrain. NO you look like a freaking disco ball in that purple. Just go with the darned black one! Black is always classy. Watch out cougars here we come!"

 

🐱😋

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14 minutes ago, MrBeefy said:

The question was about what games would target the small audience. We've heard it a bunch about 3 billion this, moms, grandmas, etc. This isn't for hardcore etc. etc.

 

I'm more curious as to what we think would convince that vocal doubter market to buy one. Just saying the social aspect doesn't mean anything if there is no game to appeal to that target. What party game do you think? A Smash equivalent was a great example of one that would target that market.

My point was that it is the social aspect that will convince the doubters, not any game in particular. Any game will do, as long as it offers an intense social aspect.

 

Of course, I do believe some games have more potential for this social aspect. I believe Utopia and possibly Cloudy Mountain (imagine 4 different characters, like a figther, a thief, a mage and a cleric, each having their own usefulness and each needing each other to complete the goal) have a greater potential for interaction. Shark Shark might also have the potential for great fun (imagine two teams, with the big fishes having to protect the small fishes and the small fishes luring the enemy fishes to the big fish).

 

However, which game will bring this fun factor is, to me, somewhat irrelevant.

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1 minute ago, Papy said:

I believe Utopia and possibly Cloudy Mountain (imagine 4 different characters, like a figther, a thief, a mage and a cleric, each having their own usefulness and each needing each other to complete the goal) have a greater potential for interaction.

That's what I was expecting from Night Stalker but it seems like everybody is just running around doing their own thing. It would have been cooler if each player had a different skill that would help the other players in the game, like only one player can kill the bats, only one player can take out the robots ... 

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4 minutes ago, Papy said:

My point was that it is the social aspect that will convince the doubters, not any game in particular. Any game will do, as long as it offers an intense social aspect.

 

Of course, I do believe some games have more potential for this social aspect. I believe Utopia and possibly Cloudy Mountain (imagine 4 different characters, like a figther, a thief, a mage and a cleric, each having their own usefulness and each needing each other to complete the goal) have a greater potential for interaction. Shark Shark might also have the potential for great fun (imagine two teams, with the big fishes having to protect the small fishes and the small fishes luring the enemy fishes to the big fish).

 

However, which game will bring this fun factor is, to me, somewhat irrelevant.

Out of all the games shown and mentioned I think Shark! Shark! May have some of the greatest potential for a heck of a good social gaming experience.

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1 minute ago, ColecoJoe said:

That's what I was expecting from Night Stalker but it seems like everybody is just running around doing their own thing. It would have been cooler if each player had a different skill that would help the other players in the game, like only one player can kill the bats, only one player can take out the robots ... 

Maybe that's in the New Game+ mode? :P But yeah something like they do in Co-op board games like Forbidden Island & Desert or Pandemic.

 

I do think the different classes in the AD&D games would be cool and offer some replay value too.

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12 minutes ago, ColecoJoe said:

That's what I was expecting from Night Stalker but it seems like everybody is just running around doing their own thing. It would have been cooler if each player had a different skill that would help the other players in the game, like only one player can kill the bats, only one player can take out the robots ... 

So like Cadash or Dungeon Explorer on PC Engine type thing?

Edited by Steven Pendleton

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6 minutes ago, Steven Pendleton said:

So like Cadash or Dungeon Explorer on PC Engine type thing?

Never played those so I'll take your word for it :)

 

But basically just like you would do on a table top D&D game. As your post above detailed regarding Cloudy Mountain. 

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14 minutes ago, MrBeefy said:

Maybe that's in the New Game+ mode? :P But yeah something like they do in Co-op board games like Forbidden Island & Desert or Pandemic.

Night Stalker could even have a mode with a traitor like Shadow over Camelot or Battlestar Galactica. For example, at the start of a level, all players could see on their controller's screen on whose team they really are, and the one who is a traitor will try to fuck up the others without being discovered.

 

The potential is enormous. The question is : will developers be able to think out of the box?

 

I guess Tommy should force everyone to play modern board games to give them ideas.

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1 hour ago, ColecoJoe said:

That's what I was expecting from Night Stalker but it seems like everybody is just running around doing their own thing. It would have been cooler if each player had a different skill that would help the other players in the game, like only one player can kill the bats, only one player can take out the robots ... 

Or one player has to shoot another player to power them up to shoot a particular robot or each player has part of a super-gun, so they have to cross paths with each other before being able to shoot it, etc. Although, if you don’t want difficulty increasing with more players, you could just need them to cross paths with one other player whether 2, 3 or 4 players. 

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1 hour ago, MrBeefy said:

Yup I really hate playing those new modern controllers that have 12 or more buttons...

4d5f5ae31e747e80ef2438681fa60bf6.thumb.jpg.a29fd0080fb3b7474542de70b398348c.jpg.d25d37e7a539b40f1a9c145447feb46d.jpg

 

:D

 

Yeah, the Intellivision was kind of the opposite of Amico.  In 1979-81, the Intellivision was the more expensive game system, with more complex games and controllers.

 

1 hour ago, Steven Pendleton said:

12 separate buttons with an additional 4 on the sides + a 17th button under the disc, I think. Disc and button presses can't be registered separately, though. Hopefully I didn't forget anything!

The four side buttons are electronically only three.  Although some cartridges use all three they are really only effective as two, one side for left handed users the other for right handed users.  Lots of intellivision games have the third action on the keypad. Disc and side buttons can be used at the same time without interference.  There's no button under the disc, not sure where that comes from.

 

49 minutes ago, ColecoJoe said:

That's what I was expecting from Night Stalker but it seems like everybody is just running around doing their own thing. It would have been cooler if each player had a different skill that would help the other players in the game, like only one player can kill the bats, only one player can take out the robots ... 

 

19 minutes ago, Papy said:

Night Stalker could even have a mode with a traitor like Shadow over Camelot or Battlestar Galactica. For example, at the start of a level, all players could see on their controller's screen on whose team they really are, and the one who is a traitor will try to fuck up the others without being discovered.

 

The potential is enormous. The question is : will developers be able to think out of the box?

 

I guess Tommy should force everyone to play modern board games to give them ideas.

Amico Night Stalker will have a versus mode which of course will have interaction between players.  What's been shown are unfinished games, at the time there was still a good ten months before launch.

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Since we are counting buttons on controllers , how may buttons are on this controller(just curious). When your playing games are there combinations/or sequences of button  pressing to make a certain move/action to occure.  Is there anything  on the controller to remind you or tell you what sequence or button to press to make an action or move.   

 

Image result for bacon video game controller

Image result for ps4 bacon

Edited by m-crew

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