You're shooting at nothing and yet it feels like it should mean something. Threat from 1995 is the kind of game you'll forget the moment you close it, and yet you keep coming back to it — not because it's good, but because it's a fascinating testament to how creators sometimes completely miss the mark.
It's something between an arcade brawler and an arcade shooter, where you control what looks like a light beam or cursor in the middle of a black screen. Pixelated objects fly around you — it's not entirely clear what, because the graphics are genuinely boring. You shoot, collect some power-ups, try to survive. The movement physics are stiff, the controls sensitive, like someone took Asteroids and decided to make them worse. The difficulty ramps up at a pace that reminds you of broken elevators — it just randomly jumps without any logic.
What makes Threat interesting (and therefore more irritating) is precisely its hostility. The game explains nothing to you, offers no forgiveness, the visuals are deliberately minimalist so you're not even sure what you're looking at. There's something of a punk rock programmer's aesthetic about it — the kind who thought: either this will be cool or not at all. It ended up being the latter. The sound is sharp, unpleasant, playing feels like wasting your own time. And yet — when I played it in a browser today, I felt like I'd glimpsed into some old workshop where games were made regardless of whether anyone wanted to play them.
Threat isn't a bad game in the sense of being broken. It isn't. It's bad in the sense that it's deliberately unintuitive and boring. You don't enjoy controlling invisible things on a black background, and when an old arcade game isn't fun, it has no reason to exist. But it's precisely this way that it becomes rare — it's an interesting artifact from a time when even publishers took everything that was coded, no questions asked.
You can play it if you're interested in the archaeology of computer games and want to feel what it was like when the creator barely had the time or energy to care whether his game was fun. That's the only reason. Otherwise, grab Asteroids and be happy.