Sort of like how someone mentioned a while back on the Vectrex forums (R. I. P.) that another Armor Attack should be done, although with a long, scrolling screen that spans several screens down, I thought something similar should be done with Spike: The Second Story, where Spike climbs to the top of a screen, then there's a second screen there. Perhaps in the later levels like an elevator could suddenly open up in the middle section, releasing a bird or bouncer or some other nasty. Then the third screen could be the very top of a building, finally.
Also have more creatures/perils, but some power-ups or stuff to pick up for bonus points (i. e. like Donkey Kong) would be good too.
Oh lordy, I can't believe I forgot about my ideas about a Thrust sequel when I first posted this! Ok, so some issues can be taken with the word "sequel", but bear with me here...
The story with this one would be that, after the player took all the pods and defeated all the planets (ok, so probably most people in general can't beat Thrust, but it's for the sake of the story!), it turned out there were a few secret bases/planets of the Intergalactic Empire's that were previously not known about. So the player has to once more swipe some pods, as there are rumors some of the dreaded starships are taking flight.
Of course, there would be levels like with the original Thrust (although newly designed) where the player would have to fly through and swipe the pods. However, once the player flies off with a pod, they'd face a starship in the sky. This could be like The Dreadnaught Factor for the Atari 5200 where the player would shoot ship's guns, which would hamper their firepower, or their engines, which would slow the ships down, etc. In this case though, it'd be cool if the player could hurl the pod they were still carrying down, which, if thrown in the right spot, would take out a gun or two, slow the ship down if it hit an engine, or REALLY screw up things in general if the pod were to hit the ship's bridge, like with that A-Wing pilot (I think it was) taking out that Super Star Destroyer in Return of the Jedi when he hit the command area. That could hamper the ship's guns from getting a good lock on you, along with the engines as well. (Ok, so we'll have to take some issue for there being no gravity in space in order for the pod to go down and hit the ship, but for the sake of a *game* it's ok! )
And/or possibly another thing is that the game could change into a scrolling shooter where the player could bomb some of the ships on a planet, or maybe it could be the final level. That'd make for a pretty big game if some or all of these level elements were present; possibly even 64K.
Unfortunately billing this as a Thrust sequel might not wash too well. You could explain it was a sequel in continuing the story, rather than just doing another Thrust where it has the same goals and gameplay as the first one where the player just infiltrates planets and sucks up pods, but then some idiot would STILL complain "but it's NOT Thrust! Sure there's some new planets, but every other screen you're either facing a ship or flying over a planet and bombing them!" So you'd have to tread pretty lightly when trying to explain the release, hence why I don' t think calling it "Thrust 2" would exactly be the best of ideas (maybe "Klystron Strike" or something along those lines would be better?).
I talked to Ville K., the creator of it, as I let him know about this site, which he said the source code for Thrust was available on his site (which I knew but he was just pointing it out) in case anyone wanted to modify the current maps of the game and therefore make a few "new" levels out of it. I hope to eventually dive into Vectrex tutorials at some point but I doubt I'll ever be able to figure out how to program anything but you never know. So I'm out for now, pretty much.
Back to the thread topic, the Vectrex is also long overdue for it's first RPG. I'm not heavily into those, but there have been ones for like the Apple 2 that were only like 64K in size (THE biggest game currently is Gravitrex, weighing in at that very amount), so it seems like you could do plenty with that, having some kind of story and having random elements/attacks as your character walked around some fictitious country, which would bring in a bit of replay value (I think the original Ultima games are what I'm thinking of but I'm not sure since I haven't played them). Even *I* would buy something like that!
I never really thought about how cool it'd be to have a clone of the Star Trek arcade game for the Vectrex until a guy posted this this video, giving it a brief mention, as he mistakenly said the Star Trek game for the system is based on the coin-op (note: before clicking on that link, be forewarned the video is nearly nine minutes long, but it's a bit funny, although I don't know why he always wears a skunk costume in his vids).
This seems doable, although it might take a fair amount of work, since I thought that since the Vectrex could handle 3-D and scaling and such that Battlezone wouldn't be too hard. But not being a tech person, I would later read on a forum that you would have to really know your programming to pull off such a game. I think this one would be less work/not "as much 3-D" as Battlezone, since there's usually less objects onscreen and not as many barricades and such, but I could be wrong (anyone?).
Just please make it to where any button on controller #2 could act as a pause button like I think Nebula Commander needed, and that would be about it...
Vec Trek is a third-person perspective space combat game, originally planned for play with the 3D Imager. I had actually listed the game as 3D Vec Trek and "Coming Soon" on my website a couple years back. I've abandoned the 3D Imager version in order to focus more on the game play and create a larger game in general. It's still a 3D-style game, in that the player's viewpoint is from behind the ship which is traveling forward through space. It will most likely be released next year. It's a game I've worked on between games, though focus is on Warrior right now. By the way, I'm getting lots of great emails about Sundance. It has a 2-player mode, and I think traditionally those games are the most fun.
Vec Trek is a third-person perspective space combat game, originally planned for play with the 3D Imager. I had actually listed the game as 3D Vec Trek and "Coming Soon" on my website a couple years back. I've abandoned the 3D Imager version in order to focus more on the game play and create a larger game in general. It's still a 3D-style game, in that the player's viewpoint is from behind the ship which is traveling forward through space. It will most likely be released next year. It's a game I've worked on between games, though focus is on Warrior right now.
That sounds really cool! From the description, it seems like an original title... Count me in!
By the way, I'm getting lots of great emails about Sundance. It has a 2-player mode, and I think traditionally those games are the most fun.
I should know... I sent you one of those great emails! ;D
How do the controls work for Sundance, btw? Rather than having nine buttons like on the original, I guess you just move the controller and then press a button when it's on the right space you want to open up a hole on the grid?
Well, as I was prepping myself up to ordering V-Frogger, I just thought of something...
I think a V-Frogger Enhanced would be good, with an overlay (granted, a certain *aspect* of it wouldn't work, as your frog would change "color" [ok, not really], but bear with me here...). I thought it'd be cool to have the first part of the overlay being black, to match the pavement part of the first segment of the game, and having horizontal white lines indicating different lanes of traffic Then the home bays and the center of the screen could be green (and your frog could be briefly green too, like it's supposed to be!), with the overlay in between those areas being blue, matching with the theme of that part of the game, meaning water.
Then with an Atari Vox+ (is this out yet, btw?), VecVoice or VecVox, there could be in-game music (either a rendition of the Frogger themes or something else), along with a digitized "ribbit" of when you get your frog home, or when it gets killed, have the "ribbit" be slowed down a bit, making it deeper (kind of like a dying man going "auuuuuugh", this would be "rib...biiiiiit". That would be a bit funny, I think ).
Well, just a few thoughts on this Tuesday evening...
Yeah, for Sundance the hatches are opened by moving the joystick and pressing button 4. The center hatch is opened by just pressing button 4. It works really well, and I think it's better than a 3x3 matrix of buttons.
Probably, Atari 2600 driving controllers have been hacked and used for the Spinerama package. And the blaster moves pretty quick in the Abyss demo on the Vecmania cart, even without a spinner, just by pressing buttons 1 and 2. So that still works well even though it wasn't finished.
I can't remember how well the blaster moved on Tsunami since I haven't messed with that in a while.