Re: [stella] game ideas

Subject: Re: [stella] game ideas
From: "Glenn Saunders" <cybpunks@xxxxxxxxxxx>
Date: Thu, 01 Nov 2001 17:46:50 -0800

Don't worry about "Is it already out there?" Just do it and make it worthwhile.

I would agree with that, although there is no point in redoing a game that already exists if it has little room for improvement.

It makes sense to take a look at any similar games to see how they stack up to your ideal first. Discovering half-way through that a game already exists that blows your beta out of the water is pretty disheartening. If you find a unique game design, even if the final game is somewhat simple and crude, it will at least spare you unfair comparisons to preexisting classic titles. So I would suggest first-timers go for something unique (if they can, I know it's not easy).

BTW, I don't think Gravitar bites. It's one of the best arcade ports on the system, in my opinion. But Thrust is different because it's a closer perspective with the cool scrolling effects.

Manuel's Gunfight is a good example of going over well-trodden territory with a mission to improve gameplay. Outlaw is a 2K title, and as creative as David Crane was to cram so much into it, it's definitely not representative of the best the 2600 can do in that genre.

The Warring Worms project too is not a frivolous attempt, because Surround was also a 2K game, a launch title. There are some cool things you can add to that genre.

However, someone would really have their work cut out for them to outdo Kaboom, Demon Attack, or River Raid.

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