![]() ![]() ![]() Ikeda knew that he couldn’t make a game like Battle Garegga no matter how hard he tried, so if he wanted to surpass it, it would have to be done through different means, bullet dodging. The intense action and immediate difficulty of Battle Garegga left a strong impact on Ikeda, leaving him with the feeling that “We (Cave) have to surpass Battle Garegga. The cause of this “more” feeling stems from a chance encounter with the Raizing game Battle Garegga that main programmer Tsuneki Ikeda experienced. More enemies, more stages, more bosses, more systems, more dodging, more bullets, more…everything. To sum up Dodonpachi in a single word, it would have to be…more. This lead to a far more balanced and refined game than its predecessor. “Angry Leader Bee”), was to ignore the “Toaplanishness” of Donpachi, instead only putting in systems that Cave felt were the most interesting. The feeling that the developers had when making Dodonpachi (lit. ![]() Therefore, it’s no surprise that a sequel to Donpachi would soon be in development. Donpachi was a hit in arcades, and people felt that Cave were picking up right where Toaplan left off. ![]()
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