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So, I'm thinking of making a Metroid Pre-make for the Atari 2600. I have some experience with programming Atari games, and I love the Metroid series. It would have to have a simplified game play (Atari only has the joystick and one button), and it would probably have to be linear, rather than free-roam (maybe arcade style?). Any ideas???
Thread title: 
How are you going to fire - jump - missile switch with only one button ?
Some suggestions:
You could switch weapons in ball-state by holding the action-button and navigating the stick directly to the desired weapon-option(don't make it stupid like in Super Metroid), place bomb by pressing down in ball-state, fire in stand-on-ground-state by pressing the action-button, jump by pressing up, activate speed-booster by double-tap

For a concrete set-up it all depends on what level of controls and all its interactions you want to achieve within the given scope. Then you have to look what is best feasable to achieve it.
That sounds like it would work, but it would also be terrible, no?
The best you can do on that system.
Quote from Opium:
How are you going to fire - jump - missile switch with only one button ?

Use two controllers!! That's what many crappy Atari games would use back in the day.
good luck making something even remotely credible with 128 bytes of RAM.
Make a BBC Micro port of it, Chewy :D
haha. Funnily enough that more or less already exists. Edge magazine posthumously awarded Exile a 10/10 rating, and if you know anything about Edge you'll realise that they do that very, very, very rarely indeed.
red chamber dream
for a second i thought you meant myst iii: exile, which is one of the rare games i'd give a 10
Heh, that game looks kind of fun. But the jet pack controls are probably flimsy as hell by today's standards.
you might be surprised
meh, don't really want to subvert the OP's topic but exile was the game that metroid prime reminded me of, since I'd never played a metroid game before that one
while I'm here I'll drop this:

the video architecture was bonkers
red chamber dream
damn you for always leaving interesting videos i can't help but watch
red chamber dream
totally didn't know they used off the shelf components
well they didn't really, that's kind of a lie and I don't know why he said it, the video chip was a custom device (albeit one that was prototyped using off-the-shelf logic)
red chamber dream
ah ok, weird
red chamber dream
didn't they make a new yar's revenge game for xbla or something
red chamber dream
heard it was actually pretty good
hadn't heard about that
red chamber dream
ah it's a "reimagining"
Trying to make a decent game on such systems is usually resulting in a wholly different discipline, which is a hardcore game on its own called "optimization". 

Porting TrapThem to C64 equals a marvel but it is going to happen because magicians do exist;) But it doesn't mean it is efficient practice to learn developing games. With more advanced hardware you can of course focus on developing the game itself rather than fighting the limitations.
'Fighting the limitations' makes me think about something I once read.  The morph ball idea sprang from limitations. Ninty thought that animating samus to get down on hand and knee to crawl was too difficult to do given their limitations, so the morph ball was born!  I think it's funny because rolling up into a ball so you can roll around in small areas sounds like an idea that some super creative person (like miyamoto) came up with in a dream - but it's just a way to make life easier for the game makers.