[2] Each approach has different advantages, as standalone games are generally accessible to larger audiences but may often be more difficult or time-consuming to develop.
These engines may be altered and redesigned within the terms of their open source license and often cost significantly less than commercial options, but do not always allow developers to easily create high-end visual effects without additional effort.
A notable recent example of such a fan game is The Legend of Zelda: Parallel Worlds which was hailed by reviewers as a remarkable unofficial sequel to A Link to the Past.
[4][5][6] Other notable examples include Legend of Zelda: Curse from the Outskirts,[7] Blaster Master: Pimp Your Ride, and Super Mario World - The Second Reality Project 2.
After a letter-writing campaign and fan protests, Vivendi reversed its decision and gave permission for the game to be made.
[citation needed] As part of the negotiations, the developers were required to remove "King's Quest" from the title.
Take-Two asserted that they "are well aware that they do not possess the right to copy, adapt, or distribute derivative GTA source code, or the audiovisual elements of the games, and that doing so constitutes copyright infringement", and also alleging that the project has caused "irreparable harm" to the company.
[25] Capcom suspended a fan's remake of Code Veronica and the original Resident Evil on copyright grounds.
For example, Capcom has featured Peter Sjöstrand's Mega Man 2.5D fan game in their community site more than once.
Whitehead developed a proof-of-concept prototype of Sonic the Hedgehog CD running on the Retro Engine and pitched it to Sega.
[36] The remastering team involves over 70 volunteers in artist, composer, designer, developer, and voice acting roles.
In November 2014, the team reported to have finished half of the remaster's environment, over 10,000 new dialogue lines, and three hours of series-inspired soundtrack.