There’s some that have been in the works from early days of Cyber Shadow, but those are currently -SECRET. Q4: The Messenger, from Sabotage has been cited as a recent Ninja Gaiden throwback lately as well, so I’m pretty curious: when that game launched, did it end up leading to any new relationships or ideas for Cyber Shadow? Could we perhaps see some sort of crossover between the two ninja throwbacks, like how Shovel Knight crossed over with a bunch of things? It’s very exciting to see this sort of action game paid tribute to.Ī4: Would definitely be fun to have guest appearances. As a backup, you would not lose currency when dying, but rather can accumulate it if you’re stuck, allowing you to purchase an item at the checkpoint to help you progress. Also I looked for a sine pattern in the chart in order to have variance and avoid a completely flat level of challenge. If the analytics unearthed a section where no one would die, that would receive a healthy increase in difficulty. 1-3 deaths between checkpoints was deemed acceptable, while some spikes were allowed in the 3-6 range. All this data could then be combined in-game for a chart that showed places where the game might not have enough challenge. The game went through beta testing while sporting an analytics tool that would record where the player died, what they did and how much playtime had elapsed when reaching a room. How did you manage to strike such a perfect balance?Ī3 : This is where some modern development touches were utilized. Even with the gaps between them, it still feels very fair and the perfect way for new and old gamers to train and experience everything this game has to offer. Q3: Overall, I felt the flow from Cyber Shadow to just mesh together so perfectly, and one factor in that came from the removal of lives, meaning that you can keep trying and trying again to improve and eventually reach the next checkpoint. Another way these shows helped form Cyber Shadow was how their poses were often very exaggerated, making them a prime source of reference material. Particularly Shadow’s face was under the scalpel a lot to make it look a specific way. I couldn’t quite help but wonder, so I just have to ask: was this boss influenced by the Biohunter Silva character from the Bioman Tokusatsu? If so, was Cyber Shadow partially inspired by some tokusatsu as well, perhaps Jiraya?Ī2: The character received his name from his task of hunting people to be used as robot fuel, so the parallels are coincidental, yet the game definitely draws inspiration from heroes suited up to battle gigantic monsters and mecha. Q2: One of the bosses in this game is named Biohunter, and it stood out to me a lot mainly due to his design. Not sure if obscure, but at least a different type of game with graphics that inspired me was S.C.A.T with its post apocalyptic cities and robot enemies (also the C stands for Cyber so that’s cool). He worked on games such as the aforementioned Shatterhand and Shadow of the Ninja as well as The Ninja Warriors, Wild Guns and Gundam Wing. To top it off a lot of my favorite game graphics from the NES and SNES era were made by the same person, Shunichi Taniguchi. Stuff like Shatterhand, Shadow of the Ninja and Ninja Gaiden have been cited a bunch already, but have there been any other, more obscure titles that inspired the creation of this game? It seems to have a lot more influence from Natsume-Atari titles than Tecmo ones.Ī1: Interesting thing about the Natsume games is that I only recently found out how many of my favorite games were made by them. Q1: So, Cyber Shadow has been made as a tribute to a lot of the 8-Bit fast action games of the time.
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