It’s a setting where everything is possible, from aliens to old myths, exotic places, cyberpunk, ancient ruins or black magic. GS – In terms of Super Hydorah’s setting, why was space chosen as opposed to places on Earth? We made it so a dead player is not automatically re-spawned, but needs the standing player to get a “revive” item or reach a checkpoint, making things more intense, as the standing player has the responsibility to re-spawn his companion or reach the checkpoint alive. Not only that, but we also implemented some new rules to the standard in cooperative shmups. The amount of assets and program objects is bigger in Hydorah than in Maldita Castilla, but also the option for two players to play cooperatively a ton of work to do, as the game has been rewritten internally to support the behavior of everything and the reaction of enemies that there can be two ships around. Has the development of Super Hydorah proved to be more challenging than Maldita Castilla EX? GS – Hydorah was arguably your biggest project. Now for the first time I feel like I’m making the game I wanted to make, and not just the game I was able to make. It doesn’t only feature 5 new levels and an extra mode now, but also some extra layers of polish in the controls, weapons, level design, sprites and sound. But time has passed, and I learned a bunch of new things that are definitively making it a much better game. The original Hydorah (2010) was my best attempt, I did it with all of my might back then after 3 years of intense development. I’ve spent my entire life thinking of what elements I like from shmups, and how I can make the best possible shmup with all of those ingredients. GS – What made you want to revisit and improve Hydorah rather than one of your other titles? People with many hobbies or personal projects that have little time find the arcade kind of game interesting now, as they don’t require long hours to spend, and also because they’re full action from the start to the end. But also, I think those games are good for the present as an alternative, as they’re not big time wasters. I learned to love those quick and challenging games, and somehow, that’s the kind of game I most understand now, and the kind of game I feel comfortable making, despite the old look of them. I didn’t have coins usually, so I would just stand watching how other people play, and meanwhile looking at every detail of the game design. LM (Locomalito) – As a kid I spent hours in arcade rooms. What got you into developing games like this as opposed to games with a more modern feel? GS (GoombaStomp) – All of your games are developed using classic game ideas and theories. Super Hydorah is a side scrolling space shooter that takes heavy inspiration from classic titles such as R-Type, and if Locomalito’s track record holds true, it is shaping up to be every bit as good as the classics. Open pre-order for a limited time / $59.99 / 49.I had the amazing opportunity to ask indie developer Locomalito (creator of the excellent Maldita Castilla EX: Cursed Castilla) ten random questions about his upcoming game Super Hydorah as well as his game design philosophies. Missing out on this release will not compromise a complete Limited Run set.Ībylight is also distributing the European version themselves via their own website. LRG is distributing this title on behalf of Abylight for the North American market. The LRG release is not a part of the Limited Run Games Collection and is not a numbered release. For that, one will use a different range of weapons to defeat the enemies, in a pure classic arcade action style. In Cursed Castilla Ex, one takes the role of Don Ramiro, a knight appointed by King Alphonse VI, to fight and banish the evil invading the lands of Tolomera.ĭon Ramiro will face Mouras, Ojáncanos, Nuberus and Malismos: creatures from the European folklore, as well as from chivalric romances such as Amadís de Gaula.
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