© 2009 TEAM PIXELBOY ALL RIGHTS RESERVED
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Do you have what it takes to help your island nation prosper?
In this real-time resource management simulation, each player controls an island and
must help it grow by spending gold bars to create farmland, to build facilities (like
houses, forts, factories, hospitals and schools) and new boats (to catch fish or
patrol the ocean), or to finance rebel movements on the other player's island. Keep
your island people happy by generating income and increasing general prosperity, or
face possibilities of rebellion on your own island. Climate elements (rain, hurricanes,
etc.) can either help you or ravage your crops and facilities. As the clock ticks down
during each turn, you must maximize your return on investment by making wise decisions.
The player with the most accumulated points at the end of the last turn wins the game.
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WARNING: The screenshots above are man-made mockups. The actual ColecoVision game may differ slightly from what is shown here. |
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PROJECT STATUS (updated October 20th 2009):
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Software
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No work done yet, aside from some preliminary graphic work (which was used to create the mockups shown above).
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Box
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No work done so far. I plan to use the exact same box art as the original Intellivision game, with some minor alterations (namely to remove the Mattel Electronics logo).
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Manual
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No work done so far. I own a complete-in-box copy of the Intellivision game, so preparing the manual of the ColecoVision version shouldn't be too much of a problem.
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Cartridge Casing
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This game will be offered in Activision-style cartridges, mostly because this game will come with controller overlays and there's a compartment for such overlays on the back side of the Activision-style casings.
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Cartridge Label
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No work done so far, but once the box art is ready, it will be reused for the label.
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Cartridge Overlay
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Two overlays will be included with each copy of this game. To see what this overlay will look like, click here.
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Completion Status
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2%
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PROJECT STORY:
I was never a huge fan of the Intellivision, but I have to admit that I find
Utopia to be one of the most unique and interesting games on that console. So
is it any wonder I want to program and release a new version of the game for the
ColecoVision? It's a perfect match for the ColecoVision's controller keypad, for one
thing, and the game is also not very complex, visually speaking. So I'm fairly certain
I can code this game in C language without any real problem.
The real challenge of coding this ColecoVision version of Utopia is to
reproduce its finer features, most notably the algorithms that control the events of
the game, and the calculations done to evaluate the well-being of the player's island
inhabitants. I may need to find someone who will be willing to examine the machine
code of the original Intellivision game, and tell me what I need to know. Or perhaps
I will be given the opportunity to discuss these issues with Don Daglow, the creator
of the Intellivision version. We'll see...
It should be noted that I contacted Intellivision Productions to ask proper permission
to do a ColecoVision version of Utopia, but to this day, I still haven't
received any reply from them, official or otherwise.
TEAM PARTICIPANTS:
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