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This is a great list, I've tried to order them into what I think would be easiest to hardest, so you can work through all of them whilst improving your skills! If you think the list could be ordered better let me know and I'll edit it! 1:Pong 2:Minefield 3:Tic-tac-toe 4:Memory Puzzle 5:Simon 6:Sliding Puzzle 7:Duck Hunt 8:Yahtzee 9:Maze 10:Typespeed 11:Lunar Lander 12:Nibbles 13:Katamari Damacy 14:Tron 15:Asteroids 16:Arkanoid 17:Flood It 18:Quoridor 19:Space Invaders 20:Scrabble 21:Othello 22:Quarto 23:Fruit Ninja 24:Tetris 25:Minotaurus 26:Connect Four 27:Missile Command 28:Abalone 29:Sokoban 30:Dr. Mario 31:Kirby’s Avalanche / Puyo Puyo 32:Checkers / Draughts 33:Pipe Dream 34:Blackjack 35:Grid Lock / Traffic Jam 36:Last Stand 37:Bloxorz 38:Bejeweled 39:Zoop 40:Rampart 41:Mancala 42:Snood / Bust-a-Move 43:Scorched Earth / Worms / Gorillas / Angry Birds 44:Stratego 45:Risk 46:Go 47:Diner Dash 48:Fire ‘N’ Ice 49:Chess


Go is likely harder than chess: counting points (with dame not all filled), handling dead groups, handling ko, and offering support for superko seems much more challenging than handling an 8x8 board of pieces with fixed move patterns.


Ping isn't the easiest - it uses physics and is 'real-time'.

Simon is the easiest, in my opinion. Simple logic and graphics.


I would say Pong approaches easiest for a game with real time graphics, though.

The difficulty of Pong depends to a large extent on how real you try to make the physics. For a classic-style implementation you flip some state bits to test a different axis depending on movement direction; all angles of travel and reflections are defined as a small LUT. The most complex test needed is the paddle boundaries.

Relying on LUTs and state machines to avoid complex behavior is the cheat that defines a lot of the early arcade games, however tutorials tend not to teach them in this way and just immediately dive into trig functions and AABB tests.




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