I think games like Joust would loose a lot in the translation due to the low vertical resolution.
If you look at the upcoming game Rocket Ranger (which looks really good), you'll see it's a bit cramped for vertical resolution vs the original which was designed for a horizontal layout screen.
Joust just has this wide open feel that would be totally lost. I had a Joust clone for my CoCo called Lancer that reproduced the feel of the original game very well but I always felt the vertical resolution needed to be greater to really nail the arcade game feel. With the Intellivision you just wouldn't have the vertical maneuverability.
Galaxians and Galaga are certainly doable to some extent but they suffer a bit on 8 bit computers due to the screen layout so I think they would play very differently than the arcade on the Intellivision due to the close proximity of the aliens.
I think some of the appeal of games like Pooyan was in their cute graphics rather than great gameplay and they would suffer a bit as well... but then that could probably have been said about some existing Intellivision games and it's made up for with great gameplay.
Bubble Bobble... it wouldn't bare a close resemblance to the arcade at all. Even the 8 bit computer versions I've played are pretty blah.
Berzerk, Caverns of Mars, Hero, etc... would probably work pretty well.
Is there a good version of Asteroids for the Intellivision?
Puzzel games like Sokoban should would work well and I'm surprised I couldn't already find a version of it.
Radar Rat Race (Rally-X) might make a good port. It looks mostly like tiles with a handful of sprites.
I would love to suggest some sort of RPG of the Wizardry/Bard's Tale type but it would need a total rethink to work on the Intellivision.
Replacing the text parts with graphics and simplifying the gameplay might make it doable but how much of the feel would be lost in the process?
Realms of Quest III for the VIC 20 manages to pull off the genera rather well without real high resolution graphics but I think you'd need to look at how the NES does it's input on similar games. Replacing text with graphics and showing monsters would certainly push the RAM tile limit.
Perhaps progress bars could be used for things like experience, health, mana, etc... and position a sprite on the bar for the current value.
You could select party members from a row of graphics displaying them and use the keypads for different attacks, spells, etc...
Edited by JamesD, Sun Mar 17, 2013 11:37 AM.