I realized again not too long ago that, while I pride myself in being the most prolific LBP game developer, my games are actually of widely varying quality. I decided to create a guide rating all of them and briefly describing them, so people know what to get, I suppose. As I am away at college and unable to directly work in LBP3, I can't actually go back and reference the games, so this will mostly be from memory. I'd consider remaking some of them in better, more playable forms, as happened to a few that went on to star in the GWLBPCR series (or whatever it was called) on the Super Player, but I can't be too sure how much of LBP's community will still be left when I'm back in June or so.
Anyway, the list is sorted by quality, but each game will still have its platform listed. (Also, some of these aren't games, so it's more like...cartridges. Except some of them aren't on cartridges. Oh well.)
A = Playable and enjoyable. A game that is truly fun.
B = Works well enough, but may get kind of boring.
C = Games that should be fun, but due to bad design are not really that great.
D = Games rendered almost unenjoyable by serious glitches or other problems.
GEC, GEII, GEIII: GameExpo Classic, GameExpo II, GameExpo III
FM: Fun Machine
SP: Super Player
Racing 112 (GEIII, FM, SP): Perhaps it's because I took it from Nintendo, but as I remember it, this game is genuinely fun. If I recall correctly, the scrolling effects on the side don't work correctly on the Fun Machine, but other than that, this game is great fun on each platform where it's appeared.
Paddleball Collection (GEIII, Ignis II, Flare): You can't really go wrong with these classic 3. As basic as they are, they get reused because they're guaranteed to be fairly entertaining. I don't recall exactly how they appear, but I doubt I screwed anything up.
Original PONG (GEIII): This game is modeled after the original original Pong from the 60s or 70s, so the paddles\ball are smaller and faster, the dashed line appears, and an on-screen score is kept. Hilariously, I'm not actually sure if I really did go back and look at the first Pong for reference, so it might even just be based off of my idea of it. Regardless, it should provide an additional level of challenge and robustness over the usual variations of Pong.
Legend of Zelda Survival (GEII): This was the first game I ever created, and for that, it holds up fairly well. A survival game based on the Zelda series could have been pretty good, but the controls are pretty far off—you can move too freely, and you can hold X indefinitely to keep your sword out on all sides, which means you can just run around holding X and defeat every monster that comes close to you, which gets boring once you have to start waiting for them to spawn. Still though, it's a good game.
Atari Paddleball Collection (NeXT Ubique): It's about the same as the Paddleball Collection mentioned earlier, except it was actually created first, and includes a 1-player 'Pong Training' mode. It also features Quad-Pong in place of Block Drop, since the former, not the latter, was a real Atari game. Breakout is made to look like the original, but I don't recall the aesthetics of the others. At any rate, it's interesting to see the games played on such a huge scale, and unlike Pong XL, the cartridge contains 4 games, making it a good deal.
Root Beer Tapper Remastered (NeXT Basic, SP): This game, iIrc, was recreated almost from the ground up for this remaster, with new sprites, music, and even mechanics\logic. The gameplay is made much smoother and more fun, amd the visuals are cleaner and more appealing. All in all, it's still a pretty simple game, but one I remember having fun playing. This is what the original was supposed to be! (Note: this game was released on the Super Player as Super Root Beer Tapper Remastered, but I don't recall any major differences beyond the size of the game window.)
Racetrack Training (NeXT Basic, FM, SP): It's honestly a glorified tech demo—the entire game was created around the idea for the road turning effects. (Ironically, after 2-3 years of my own Games Hub having a whole floor about the potential of 3D technology in games, I didn't even use it in the game best suited for it!) But hey, those effects are pretty cool, and even if the driving mechanics are overly simplistic, it's good fun for a little while. (Note: this game was released on the Super Player as Super Racetrack Training, but the only difference is in the size of the game window.)
Built-in Games (FM): Just Pong, Breakout and Block Drop once again. However, Breakout invokes the Atari-inspired aesthetic I tried with the Ubique paddleball collection, and it uses the often-unused mechanic of the ball actually bouncing off of the top and sides of blocks differently from the bottom. I don't recall anything about Pong or Block Drop, but the decision to include them as built-in games was good.
Built-in Games (SP): The same thing, although the games attempt to incorporate a unified aesthetic based around some of the colors associated with the Super Player.
Block Drop Collection (FM): As much as it truly is just Block Drop over and over again, it's interesting to compare the different versions (GameExpo, Quadratum, etc.), and the new Block Drop 2 and 3 are interesting and honestly fun. BD3 even includes multiplayer variations.
Miscellaneous Tools Collection (FM): There are some really neat tools in here! Photoshop mini is kind of crude, but fun to toy with for a bit. The Music Maker port is pretty much complete, and if you don't mind missing out on the neat level design or whatever, it's an excellent "home"\"offline" conversion of Music Maker, although it can't save music. The Color Picker, while now kind of outdated, could potentially be useful, I suppose, but it's probably mainly good for messing around.
Super Balloon Trip (SP): As far as I recall, most all SP games released under the GWLBP2CR series went through some real quality control, so this is pretty much the superior version of the game. Biggest screen, least bugs yet.
Super Block Drop 2\Super Block Drop 3 (SP): Released as a compilation as part of the GWLBP2CR series, these 2 are still fun and good.
GameExpo Arcade Breakout (GEIII): An interesting title and part of my original 6-game launch lineup for the GameExpo III. It is a near-exact replica of, yes, the GameExpo Arcade Breakout game. It is still just Breakout, but I think it deserves A status due to the sheer interestingness of the concept and how well it's done.
Dodge Balls (GEIII): This game is based off of a WarioWare microgame. It's pretty simple, but it works.
Classic Games Data\2 (Quadratum, NeXT): Not quite a game, but the collections have a few neat things in them if you're into old video games. But once you've seen everything, there isn't a whole lot to do.
Gold Digger (GEC): Also based off of a WarioWare microgame. The concept is pretty funny, but you can only pick a nose over and over again for so long.
Pong XL\Virtual Boy Edition (MMD\Trisystem): I know I already said some Pong games were worth an A, but just "Pong but really big" doesn't even merit its own cartridge, much less an A rating. And to be honest, the MMD deserved more from me.
Better Pong (Medius): Same deal as the former. I must have had some issue with the Pong game released with the system, because unlike the MMD, the Medius actually did launch with Pong. Anyway, this version attempts to recreate the original Pong, but definitely just my idea of it, and it's not nearly as in-depth as the GEIII version. It may be an attempt at a, well, better Pong, but it's not better enough. Once again, the console deserved better.
Galaga (GEII): Another game only loosely based on the source material. The genuine sprites look neat, but the gameplay is incredibly basic, and enemies tend to stay still even when overlapping each other. It could really use some work.
Quad-Pong (GEIII, FM): Pong with 4 paddles! Based on the idea behind Atari's Quadrapong. I rarely test multiplayer games, but I doubt a Pong variant could be that bad. It really is just Pong with 4 paddles though, with no decoration or cool novelties at all. Something tells me this game might be fun enough for an A, but I'm not particularly proud of it. Also, if I'm not mistaken, the Fun Machine version contains 1, 2, and 4-player variants, only the former of which I've probably tested, (Good luck finding 3 other people who want to play Quad-Pong with you.) Ironically, this game never came out on Quadratum.
Root Beer Tapper (NeXT)':' I don't remember this game very well, only that the gameplay was rather dull, and that it used Sticker Panel in LBP2. It must have been pretty forgettable.
Demo Pong (SP): This game is only available as an easter egg in the hub, and for good reason. It really is just Pong put on a cartridge! It was used as the cartridge for the demo unit in the hub level before 3D Pong was released. Pong is good, but without any special attractions or additional games it's not worth having its own cartridge, even if it's playable.
3D Pong (SP): This version of Pong actually does have a 'draw,' that being the eponymous 3D gameplay. It's no lie! You really do play in 3D, with the paddles set at front and back instead of left and right. As cool as this is though, it makes it hard to tell where the ball is in terms of depth, which is kind of a necessary thing in Pong. And to be honest, even in 3D, little else is added beyond the paddles looking a little cooler, so it still really is just Pong alone on a cartridge.
Decorate the Tree! (FM): A festive game that was given away at Christmastime and built into the New Years'-themed Fun Machine. (Is that ironic?) You move a cursor around and place candy canes, green things, and blue ornaments. It's cute at first, but the novelty wears off somewhat once you realize you really do only have 3 types of decorations and there's not much you can do with that. Bump up the grade during Christmastime though.
Balloon Trip (GEII): This early version of Balloon Trip had some issues. Since I didn't use sticker sprites for the obstacles, they're huge and very difficult to avoid, so games are typically pretty short and lame. This was also before I figured out the best way to do NES soundtracks, so some of the music is straight up ear-grating.
Legend of Zelda Survival Remastered (GEIII): This was intended to be an improvement. I did improve the look of the background, and the added depth helped. However, while I intended to fix the controls, they kind of ended up just making the game harder. You can only have the sword in one direction now, but this makes it difficult to defend yourself in the tiny screen area the game has.
Super Mario Bros. Survival (GEIII, FM): This game looks neat at first, but the jumping physics are awkward, making it incredibly difficult to play. The jump is high, but so absurdly quick that actually clearing an enemy requires impressive timing. (Note: I don't recall at all how the Fun Machine port runs. It may be improved somewhat, but because I don't remember well enough, I'm lumping it in with the GEIII version.)
Game of Chance (GEIII): This game was invented entirely to have a larger GEIII launch library. The gameplay isn't intuitive nor well-explained, and even once you do understand it, it's pretty dull. The 'chance' comes entirely from the fact that the 'ball' moves so quickly that your chance of hitting the center white target is low. Yep.
Dig Dug (NeXT): I got some of the bare basic ideas right, but the enemies don't move at all, there are no rocks, and there's only one level that might not even reset. I don't recall any serious bugs, but it's definitely not a complete game.
Super Table Tennis (Sizeable Player): This game was supposed to be the greatest paddleball game of all. 3D gameplay with a gravity-affected ball, color graphics, and an on-screen score! Unfortunately, it's too difficult to figure out if you don't already know how to play. The game starts automatically, and REstarts automatically when the ball goes offscreen, so when you start the game, you just see the ball going towards the screen (and hear a disappointed audience) every 1 second until the score reaches...10? And the game ends. It's actually some nice fun once you figure out you both need to start in the Controlinators and hit X to hit the ball when it comes to you, but I can't say for sure if most people would really get that far.
Q*bert Time Attack (NeXT): The development of this game was a complete mess. Fitting everything onto the screen was a hassle, and I didn't bother to even add every obstacle in the game, deciding instead to make the challenge lie in some sort of time limit. I don't recall at all what the time component was supposed to be exactly, just that it definitely didn't work. And the controls were terrible. The game is far too fussy with what it accepts as a diagonal input, but when you do hit one, you zoom in a straight line until you hit an edge, coloring every block in your way. Essentially, it's not good.
Balloon Trip (FM): I almost put this game in the 'Unsure' category, but then remembered its defining flaw. The game literally emits outside of the screen borders. In the released version you get at the hub. I don't recall if the gameplay improved, but with an issue like that, is it even worth trying to play when there's a Super Player version?
(A\C?) Secret Collect (Quadratum, FM): This game, based off of a Homestar Runner minigame, is probably my only game with multiple stages or areas of any kind. The gameplay was simple, but probably pretty enjoyable, especially with multiple possible maze layouts. However, I don't recall whether or not there were any game-breaking issues. I'd love to just assume it was fine, but I'm unsure enough that I don't think I can. Can someone test this game?
(A-C?) Q*bert (NeXT Ubique): This version of Q*bert, not limited by a screen, improved a lot over the NeXT version, even fixing the awful 'dashing\zooming' issue iIrc. I even added some enemies, albeit just the red balls. It's a lot closer to real Q*bert and is probably pretty fun, but as with Secret Collect, it's pretty likely that I'm forgetting some bugs, or remembering it too fondly if it was actually boring.
(B-D?) RPS [Rock, Paper, Scissors] (FM): It really is just Rock, Paper, Scissors as a Fun Machine game, created entirely to showcase the U2UC feature. If it works: it's definitely pretty dull and pointless, B. If it doesn't work: C or D depending on how hard it fails. I don't remember very much about this game.
(B\C?) Flappy Bird (FM): This game was not developed by me but by TheApeCatcher, although it was published under GemWay. I don't recall well, but it either had some gameplay flaws, or just wasn't that great. Maybe it's good though, this is another game I don't remember much of.
(A\B?) Jump Walls (SP): I'm positive this game worked, but don't remember whether or not it was actually any fun to play.
(A-C?) Hogan's Alley (SP): This game was supposed to be great, but I don't remember how well that worked out. Ideally it would be an A, but were there any bugs? Did the gameplay end up being boring? I can't really check.
(A-C?) M1r4cl3 Cur3 (SP): A Dr. Mario clone doubling as a cure for the odd &FEVER condition the Super Player can somehow get. I love Dr. Mario, but I know there were some issues with this version. How bad were the bugs? Did they make it too frustrating to play, or just make it look less polished? Don't know.
This is a just-for-fun section about games that were never released, reviewed in their final state. There are a couple games in the Junkyard not listed here (e.g. SMB(GEII), Jet 18-Volt), they are not included as I don't remember them well enough to evaluate them.
(A) Super Mario Bros. (SP): One of my greatest projects, a recreation of the entire first level (1-1) of Super Mario Bros. on the NES. A great deal of work was done on this but most was lost in a profile corruption. However, as it stood in the days before, it was looking to be something really great. The scrolling was choppy, but it worked, and a lot more other stuff worked than I expected would.
(A) PlayerTale (Sizeable Player): A secret project that likely won't be completed. It was extremely ambitious, and the work that was done was really shaping up to be quite awesome.
(C) Pinball (working title) (NeXT): One of the rare "physical" console games, which used non-hologram\sticker panel materials in order to utilize LBP's physics engine so I couldn't have to make my own. I recall it just being a barely playable mess though.
(D) Space Invaders (GEII? NeXT? Unsure): A good idea, and it looked cool too, but I wasn't nearly good enough with logic yet to try making it. The result was honestly non-playable, not even resembling something anyone would ever release. Of course, that is why the development process involves revising your work, obviously, but for some reason I was discouraged from continuing work on it.
(C\D) Slots (working title) (SP): A simple slot machine game. Nothing worked though! Another absolute mess. I believe I may have eventually gotten it to a potentially fixable state, but it just wasn't fun.
(A) Freakout (NeXT Basic): Created for a specific level of Scarily Sentient, this game doesn't quite work outside of its context—it is merely an odd version of Breakout where a timer resets every time the ball hits the 'floor.' Avoiding the floor can be pretty challenging on the wide screen though, and the game uses my "4-sided block" physics, so the ball can be unpredictable!
(D) Ghostbusters (GEIII): Released in beta, never to be completed. This game was an ambitious project to completely recreate the Ghostbusters game for the NES, although it was made to be, you know, more fun, considering that game is well-known for being really awful and disappointing. Everything was made, but it of course had many bugs when it was all put together. Patching bugs over and over in such a complex game wore me out though, so I decided to just half-release it as a "beta." As it is, if I recall correctly, it's near unplayable.