Normally, I would flame you for some of those comments ("...why abandon something just because you don't think there's a market for it?"), but I won't, because you're right. (Although, Space War was more of a technical experiment than a passion for gaming.) Frankly, there's a huge market for many things that haven't even been thought up before, and an equally large market for things that have since been abandoned. Somewhere along the line (likely caused by the real-time 3D explosion), people decided there were too many platformers and quit making them. This sends the message that it's not possible at all to market a platformer, even though many of the past variables were only temporary. (Over-population, 3D infatuation, etc.) On the other hand, it's somewhat like the FPS connundrum. Why bother making one if you can't go all the way: 100 levels, 4 secrets in each level, multiple goals in each level, non-linear gameplay, etc. The truth is, it takes a lot of effort to make a solid platformer, and unless you're doing it posterity's sake, it's financially very risky. Sure, Gish did alright, but it also had a hugely unique catch -- and frankly, I don't think it measures up to be one hundredth what Donkey Kong Country was. Anyone can make anything they want in their spare time, but since these are business oriented forums, I think the real question is: Can I make money if I make a platformer? And the answer: It's risky, because there are a huge number of unknowns and the development time will be long, but it's certainly possible. If you're just wanting to do it as a hobby (as Dan seems to be suggesting), then try out Lunar Magic, a level editor for Super Mario World. You won't even have to write your own engine!