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Previously undiscovered Intellivision games?


Rev

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In an Intellivisionairies interview Russ Haft mentions Atari completed or were close to completing Intellivision versions of Joust, Jungle Hunt, and Pole Position. They'll probably stay undiscovered.

 

In this CBS Electronics press release dated June 1983 they announce that Wizard of War and Gorf would be released in July. The games would have to be ready for manufacturing in order to do that (or just vapourware).

http://www.intvfunhouse.com/oddsnends/pressrelease/

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I remember reading about this and talking about it in school. A few of us that had Intv's were very excited about the prospect of actually getting arcade games (that were hopefully better than Donkey Kong) and titles that people actually knew. But.. the bottom dropped out and with it went all the games.

 

So...maybe a revival is in order? Maybe someone could create these titles in likeness to avoid the licensing issues?

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The "likeness" is one of the things that creates the licensing issue.

 

It's true where I was, I didn't even know that Atari and Parker Brothers actually released any Intellivision cartridges like Defender and Q-bert. To be honest after what Coleco did, I would have been suspicious. But they are actually quality games.

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  • 3 years later...

Some good threads are stumped but why?

 

I have and for sure already posted some ideas i really would like to see as Intellivision release and to start off one which is free of charge.

 

"Space Taxi", for sure some know this game it was a real success for an amiga homebrew (a tookover from C64 in fact).

The game is rather simple but addictive especially if you compete in it human vs. human but with enough obstacles it can be also a good single player game which i still rank as top amiga game.

2021-05-15_003208.thumb.png.da4fb74a16668b15f412339a9e092768.png

 

The game mostly looks like this while of course with advancing the levels will get tighter and will have moving obstacles (sliding platforms, sliding walls).

It is ideal for an intellivoice support it has even voice in this version "hey taxi", "number #n please" and "thank you" which is randomly modulated in frequency.

The graphics could be easy simplified neither v1 was as good and of course not the C64 original.

It's in general a "Moon Lander" game for two with the difference that you have to pick up the passengers and carry them to the platform # they ask for.

Since all requests can be displayed and also replaced with a sfx a voice support would be a candy but not a must.

Gravity isn't high but can vary with the hardness/advance in levels.

The controls are rather easy it is hard enough in later levels not to collide with the walls.

One specialty of this game is that you have to lower a landing gear to land else you will crash and also the speed must not be to high, if you crash you do not only lose a taxi - you even lost a soul.

With a lowered landing gear you can only control height, thus if your taxi is still moving in a horizontal direction, which it will, it won't land straight vertical.

In a compressed gameplay for two or more players this is a problem, you like to be faster as your opponent but if you are to fast - bye bye my friend.

Of course two players not only compete for the passengers they can harm each other by bumping and crashing.

If a level is cleared a hatch opens and you can leave for the next level which even can be hard if it's a small door you will crash often when you leave.

The "Space Taxi" acts a bit like a boat, it didn't stops, it always floats around and has a delay before a new direction is taken.

Varying gravity means even in a zero gravity space it is not that easy to control the Taxi, as less gravity as more the ship floats around, as less drag you will have.

The amiga version would also support four players as you can see.

 

The modulated voice is something cool (would such work with intellivoice?) sometimes he asks for the taxi with a high pitched voice and the tells you the number of the pad in a bass.

You lose or gain one or two points (one for the taxi another one for the passenger if you lose one), points you lose will be gained by your opponent(s).

But this could be also replaced with credits - why not and even them can depend i.e. on the hardness of the to reach platform, matter of choice the pointing system isn't bad neither.

A taxi consumes fuel, you need to fuel your taxi from time to time, for this special fuel platforms are present.

If one likes credits could be used to buy fuel this would be a good alternative i guess, to stay with this idea if an opponent lost a passenger you will gain his reward.

A level ends if all passengers for this level are carried to their destinations.

The game ends when either one player lost his men (taxis).

But even here a modifying of the gameplay could be wise, i know from playing the game that it sometimes ends in a battle in the first level because the only goal is to lose less taxis as your opponent. To avoid this "men" (taxi) can't be lost therefore the game will end when the last player runs out of fuel until there is only a single player left who is then winner.

A play for credits (points) would also give a single player game more sense.

The game has a mod it can be played with random selected levels this i guess is a good variation for a competition but makes little sense for a hunt for the high score.

Instead of sliding walls nasties are to imagine.

Since this IS an addictive game (those who played it know it) it won't need hundreds of levels, a dozen of is already fine, even a handful will work if conditions vary and/or get harder in advance.

Any level isn't the same to play with a different gravity and for competing level amount matters the least.

 

Really i think this would be a bad ass game for the Intellivision.

And a true non violent one like they had to be (not as violent), challenging, requires good control and foresight, as a two or more player competition it will almost never bore you.

It could be the "Shark! Shark!" of the 21th century.

 

HELL-O-TAXI!

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