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Arcade › Saturday Slam
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Kevin Price (kp2600) built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Saturday Slam yet. Play it, then tell Kevin Price (kp2600) what you would add next.
Saturday Slam was built by Kevin Price (kp2600) with the Cinevva game creator: describe the game you want in chat, watch it get built, and play it in your browser minutes later.
Remix Saturday Slam opens the real game in the creator and forks its actual files, chat and design doc, so you start from the code rather than from a description.
Cinevva's analyzer read this game's design doc and its source, then wrote the brief below. "Make your own" hands it to the game creator as your opening message, so you start from a real spec rather than a one-line idea.
Recreate “Saturday Slam” as a responsive browser game with a crisp, low-resolution pixel-art presentation. Use a 320x240 logical canvas scaled to fit a dark page, with nearest-neighbor rendering and a chunky 1988–1993-inspired color palette: navy ink (#17223b), muted periwinkle-blue sky, royal blue ring area, hot pink/red accents, cream, and gold. The outer page has a centered layout titled “SATURDAY SLAM,” the subtitle “COLOR POCKET WRESTLING / 1988–1993 INSPIRED,” and a gold-framed, shadowed game screen. At launch, show a modal centered over the arena. It is a navy panel with a thick gold border and black offset shadow. Display the heading “RING THE BELL” and the copy “Choose a match, then climb, grapple, and pin your rival.” Below it, provide selectable match buttons in a two-column grid: STEEL CAGE (selected initially in red with a gold border), TLC MATCH, ROYAL RUMBLE, WRESTLEMANIA, and a full-width SAT NIGHT’S MAIN EVENT button. Include a large gold START MATCH button. Selecting a mode updates the top-left mode label. Starting or rematching resets the fighters, score, timer, and match state and hides the modal. The playfield is a fixed-camera side-view wrestling arena. The upper background is periwinkle blue with a stylized pixel crowd made from small colored square heads and dark bodies. The middle arena contains a large red/pink rectangular structure surrounding a cream and tan ring interior, with dark navy vertical supports and ropes/lines. In STEEL CAGE mode, overlay a dense gold cage grid made of vertical bars and horizontal bars around the ring. In TLC MATCH mode, instead show a hanging belt at the top center: a small dark hanging fixture, gold belt plate, dark supports, and the label “BELT.” The bottom strip is dark navy. Draw the current objective centered near the bottom, in gold: “ESCAPE THE CAGE” for Steel Cage, “CLIMB FOR THE BELT” for TLC Match, “LAST ONE STANDING” for Royal Rumble, “MAIN EVENT” for WrestleMania, and “PRIME TIME” for Saturday Night’s Main Event. The player is a tiny blocky wrestler named MAVERICK MIKE, starting around x=92,y=170, and the rival is IRON JACK, starting around x=218,y=170. Each character is drawn from rectangles: a peach square head, an 18–20px colored torso (player royal blue, rival pink/red), small dark legs, and short colored arms. Show their names near the top edges, with Maverick Mike left-aligned and Iron Jack right-aligned. At the top of the canvas, show two 90px health bars: player’s navy background with a green fill, rival’s navy background with a pink fill. Start both at 100 HP. Add a top-right status text showing the remaining seconds and score during play (the initial modal can show “ROUND 1”). Gameplay is a real-time one-screen duel. Move Maverick Mike with Arrow keys or the on-screen four-button D-pad: up, down, left, and right. Clamp movement to roughly x=48..272 and y=146..188, so fighters remain on the lower ring area. Desktop keyboard actions are Z for HIT, X for GRAB/GRAPPLE, and C for CLIMB; also provide touch buttons labeled GRAB with a star symbol, HIT with a burst symbol, and CLIMB with an upward arrow. Buttons should be large, outlined in white, dark translucent for movement and pink/red for attacks, with gold pressed states. HIT works only when the fighters are within about 34 pixels: reduce Iron Jack’s HP by 9, briefly stun him, flash a centered “SMASH!” banner, and add 10 score. GRAB/GRAPPLE works within about 30 pixels: reduce his HP by 5, push him in the player’s facing direction, briefly stun him, show “GRAPPLE!”, and add 15 score. If Iron Jack reaches zero HP, finish with “MAVERICK MIKE WINS.” The rival AI walks horizontally toward the player when farther than about 33 pixels, and when close has a chance to hit: reduce the player’s HP by 7, stun the player briefly, and show “IRON JACK HITS!” If the player reaches zero HP, finish with “IRON JACK WINS.” The match has a 90-second countdown. When time expires, award “MAVERICK MIKE WINS ON POINTS” if the player has less HP damage / higher remaining HP than the rival; otherwise award “IRON JACK WINS ON POINTS.” Keep a running score, with the top-right HUD formatted as remaining whole seconds followed by a dot separator and score. A stunned fighter cannot perform attacks, and draw a small gold sparkle above a stunned wrestler. Attacks and grapple impacts briefly show their centered banner in dark navy text. Movement stops while climbing. Implement climbing as follows: in Steel Cage mode, the player can press CLIMB only when near the center x≈160 and above the normal floor y<170; each press moves the player upward by 20 pixels, shows “CLIMB!”, and once y reaches about 42, finish with “MAVERICK MIKE ESCAPES.” In TLC Match, the same centered climbing condition moves upward by 20 pixels and shows “REACH!”; once y reaches about 48, mark the belt grabbed and finish with “MAVERICK MIKE GRABS THE BELT.” Other selectable modes should remain visually selectable and use the shared wrestling combat/time behavior, without inventing extra mode-specific mechanics. On match end, show the same centered navy modal with gold border, replacing the heading with the result text and the paragraph with “FINAL SCORE [score] · TAP REMATCH TO go again,” and change the button to “REMATCH.” Preserve the bold monospace typography, hard pixel edges, simple rectangular sprite construction, and flat arcade presentation throughout. Include the footer instructions “ARROWS / D-PAD MOVE · Z HIT · X GRAB · C CLIMB” and “© ORIGINAL POCKET PROMOTION.”