I've been working on a Vic20 version of Q*Bert for the past couple of months. I wanted to get a reasonable way into the code before I announced the project here and I feel I've now got something to show.
For those that are interested in the motivation and process behind making a game, here is an abbreviated version of mine.
WHY?
Q*Bert is one of my favourite games from the 80's arcades. I know there is already a Q*Bert for the VIC, but it was a bit deficient technically (IMHO). I wanted smooth animation, full implementation of all of the characters found in the original, increasing difficulty levels and a few other nice-to-haves.
HOW?
I'll answer this in the context of development. I am using an Asus EEE netbook running Xandros Linux for my main dev environment, with DASM and VICE 1.22. I regularly copy the binary compile onto an SD card and take it over to my real VIC. The real VIC is a PAL VIC, with 8K memory expansion, joystick, Commodore 1084S monitor and a 1541-III MMC/SD-card IEC-Drive (http://jderogee.tripod.com/project1541.htm). The game is 100% ML.
WHAT?
...is done so far:
Software sprite engine...
.. for multicolour mode, is written and working. I can have up to 5 sprites (16x16) fully floated and double buffered on the screen at one time. At this time, I need to optimise my code somewhat though, as there's a noticable slowdown when 5 concurrent sprites are in use. The engine allows for transparency and prioritisation of sprite plotting (stacking). The sprite engine was pure hard graft to write, debug, correct, repeat, ad-inifinitum. The really fun part was creating a sprite scripting language to allow pre-scripted movements to occur on each sprite, with iteration and conditionals (albeit rudimentary ones). This language and the sprite routines I have kept as portable as possible and I intend to use them in some future games I have in mind.
Some graphics...
.. although lots more to go. This is where I am really weak. I have no artistic talent at all and find it a struggle to make coherent shapes with the non-square pixels, restricted resolution and limited colour palette.
Still to be done...
.. LOTS!

WHO?
..am I? An original VIC owner from the early 80's. I have been a programmer for 20+ years, but not games, mainly ERP applications on minicomputers using high level compiled languages. I now work as a Network Admin and find life a lot less stressful, but I miss programming. Hence revisiting my 80's computer.
WHEN?
..will this be finished? Pfft. 20 years I've been programming and I don't think I've ever given a straight answer to that question!

FINALLY
.. it's a bit of a long post, eh?
Here are some links for you to have a look/play with.
The game as it currently stands is here
8K or 16K expansion required. Some keys that work: F1 change pyramid colour, F3 change tile colour, CTRL cold start VIC.
Some write up on my sprite scripting language is here
If people are interested, I'll post a link to the full source code. It's a work in progress and needs quite a bit of tidying up, so please don't judge me

Oh, also if some kind soul could try this PRG on an NTSC VIC and let me know if there are any tearing or flicker issues, or centering of the screen is out, I'd be very grateful.