Thanks for these opinions/feedbacks. I get bored after 5-minutes of any classic arcade game, myself, but I never tire of my favorites, such as Mr. Do!, and will return to play it over and over. So I respect that peeps can get bored with this game after 5-minutes; most space-shooters don't command an attention span much beyond that.
So, yeah, kind of the point with Omega Fury -- it's supposed to play 'like' Omega Race. After all, it's a sequel, not a clone or remake, so I wanted the basis of its game to remain identifiable and play out within an "arena", but certainly take the opportunity to enhance and expand upon each characteristic given the new storyline.
adric22 pointed out one of its technical charms, like colorful sprites, but felt like it plays too much like Omega Race. I like to think it offers much more enhanced play and technical charms than just that, especially given the storyline behind it which sets the context that the physics, objects, and AI are all played out. Please consider, if not tolerate, this itemization for how this sequel plays differently over the original:
- hires with all 8 primary colors and an alternate color pulsing are in use, over monochrome vector-style graphics;
- the playfield is larger than original, and the action is freer to play out into this more expansive area;
- physics for thrusting, braking, and turning are more inline with a space game;
- up to four enemy ships can be aggressive at once with differing characteristics and tactics, not just two;
- four mine types with differing characteristics, instead of two mine types with a single characteristic;
- hull point values on all objects using a hit point system, instead of single collision or single shot obliteration;
- an energized weapon system;
- an improved storyline and objective, rather than galaxy-renowned training with android ships;
- single ship for a pilot to reach the highest rank, over multiple lives and a bonus value system; and
- 16k footprint over 8k
Yes, most of these items can be viewed for its mere 'technical improvements' that were made possible because it is a larger program. But what I was hoping to achieve was some kind of 'continuity' from that original classic into a game that offered improved gameplay with its physics, more personality in all of the enemy targets, and a different mission in protecting the center objective with your life.
Other than that, one can look at it blandly as just another ho-hum space-shooter for a nearly 30-year old machine... and any "new" game that gets 5-minutes of charm from this dinosaur and audience is all that can be expected and appreciated.
That's why I asked and found Pedro's comments spot on. It was the story in the making, re-discovering, and completing of Quikman, rather than the polished replica from the game itself that caused the mass appeal. I get it now, and thanks for that reality check!