My original idea for a game was to take the email "Mile" and make it into a 2600 game, but I soon found out that Strong Bad head was too big, so I took all the characters and drew them using MSPaint, and Homsar seemed like a great character who could fit in 8 pixels. If you squint real hard, you can see a fully colored Homsar in my avatar.
The reason why I have a missile is because I wasn't sure how well I was going to get the dropping playfield pixels effect to work, so I threw in a bouncing missile to add extra danger. I originally planned to have Strong Bad drop up to three pixels, but the game seemed okay as it was. If I update it, I might make the game faster at certain levels, or have an extra missile, but I planned it as a game of survival. I originally wanted the score to be based on how high your sprite was, but I kept getting 64 points no matter where Homsar was, so I just made it 10.
All the other stuff I added was overcompensation for the main game. The intro, the intro music, the events that happen when you reach certain scores were just me trying to cover up the main game. (Originally, the intro had letters that zig zagged, which I changed after I saw the title for Solar Plexus. I realized that people will want more than a opening that was really hard to read.) I should have animated Homsar's legs, but I was still using the first version of the BASIC tool so I had to deal with the line numbers I already had. If you look at my code, it's a mess.
You know what's weird? I'm proud of the fact that I added a pause feature with one line of code. I have no idea why that stands out, but I thought it was cool that I got it to work on the first try.
I don't know what I'll work on next. I do want to make a Zelda-ish game, or maybe an adventure game like the obscure "Journey to the Planets" which was made for the Atari 8-bit computers. That game starred a bald guy with a gun who traveled to 7 different planets and he had to solve puzzles to get a treasure for each.