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Is the Intellivision dead?


Nognir

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Yes back in 2010 (i think it was 2010 anyway) when this sub forum was added there was plenty of days where there wouldn't be a post for a day or 2. It would go from zero to 60 then back down to zero.

 

I had great timing too. I swear it within a month or 2 (or even sooner) of me joining Atariage they opened up the Intellivision section.

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Yep. Its kind of interesting going back to old threads, like going back in time. :-)

 

I took a cue from you and started digging through my Christmas Carol development archives this morning. Somewhat out of nostalgia, but mostly to procrastinate getting ready for work.

 

Below are some of the notable things I found. I hope you enjoy this trip down memory lane.

  • Intellivision legend, catsfolly, proposed the idea of the Snowball crumbling when it hits Carol during the Boss Level

3. On the other hand, it seems like the snowball often camps on top of Carol and takes all 3 of his hits at the same time. It would be nice if there was a delay where the snowball didn't effect you for a few seconds after he takes a hit...

 

...

 

Here's a thought - in real life, if a snowball hits you, it explodes. Maybe the snowball could explode when it hits Carol, and then reform in ... the... "snowball reforming place"! Yeah, that could work.

 

Unless Carol happened to be standing in the "snowball reforming space". But maybe when the snowball is reforming, it flashes for a few seconds before it becomes deadly again.

  • Catsfolly also proposed the "pity flake"

dZ -

 

On the boss level, my only other idea so far is that perhaps a selected set of snowflakes could regenerate after you die? I know it's supposed to be a "hard" level, but if the player can't possibly get by the bad guys without a snowflake, then maybe there should be one available. Just a thought - maybe the weakened snowball will be enough...

  • However, Mr. Rick Reynolds fought for it tooth-and-nail when I tried to remove it

I think the pity flake is important - there are ways to get boards into a nearly un-completable state by using up all the flakes and then hitting the ghost. I did have a board when the pity flake made an appearance.

  • Our friend catsfolly again recommended another feature: to wrap-around the practice menu.

I finally tried out Beta 12.

 

The practice menu is nice! I kinda wanted it to wrap around (go from stage 7 to stage 1 if I kept pressing right) but I guess it might seem never ending to some people if you did that...

  • Intellivision guru, Joe, concurred:

dZ,

 

FWIW, Space Patrol wraps exactly this manner. I kinda like it when I want to

jump to the hardest level immediately. It cuts your average distance to a given

stage in half.

 

--Joe

  • Mike Dougherty provided the very first on-hardware play-test report

I can attest that game not only works on 2609 hardware (original master component and its work a likes), but the 49 -N-75022 hardware (Sears Super Video Arcade) as well as the 5872 hardware (Intellivision II).

  • The first screen appearance of the Bad Toy was of a rather fat, pot-bellied robot

post-27318-0-50492100-1398464937_thumb.gif

  • And at some point in time, Carol was genetically spliced with the classic Intellivision Running Man, which made for a really weird effect!

Running Elf Test.mov

 

 

There are many more notable events and funny incidents regarding failed attempts, bugs, and even some interesting new features recommended by the testers that never made it to the game. Perhaps someday I'll compile a proper list.

 

In any case, I'd like to thank not only the people mentioned above, but all the other participants in the carol-beta mailing list that contributed to its development, and eventually to its success. As attested above, without the constant feedback from many parties, the game would not have been as good. :)

 

Cheers!

-dZ.

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