![]() ![]() As for the hidden features, there were actually a lot more we couldn’t add for various reasons. Of course, we also made sure it would be fun for the general player who isn’t interested in scoring. So one of our basic development themes was to add things like the scoring system and hidden features, to give the game a little bit more length and depth. They want to be able to study up on new techniques and discover new things. The kinds of players who are interested in a game like Metal Slug want to be able to get really deep on the game. This must also have been one of your design goals? Metal Slug isn’t over once you clear it: there’s also a great scoring system, with lots of hidden features. So it’s all good and well for the Rebel Army to seize them, but they can’t use them or attack with them. Those Metal Slugs are prototypes, so to prevent them from falling into the wrong hands and being misused, they’re equipped with a security device that must be disabled. But they seem to be just left here and there around the maps was this some part of the rebel’s strategy? It seems like the rebels have managed to obtain some of the new experimental tanks, the Metal Slugs. ![]() To achieve his coup d’état, General Morden used the unethical tactic known as the “human shield.” That is, prisoners who were captured were then deliberately placed in the line of fire, and the government army couldn’t make any reckless attacks. Metal Slug 2 concept art with English translation. The POWs in Metal Slug sure look like they’ve been left there for awhile… We were conscious of making something that should appeal to a wide audience, both those who are relatively used to games, and those who are not. We wanted everything on screen to be immediately and easily understandable, with just a glance. What were some of the things you gave special care and attention to during the development? This is the first orthodox action game we’ve seen on the Neo Geo in awhile. I say comical, but for the mechs and effects, we aimed for something realistic and stylish. Our basic concept was an action game with a good sense of speed, with somewhat comical characters. Please tell us about what makes Metal Slug special: its basic concept, selling point, etc. Part 2: Metal Slug – 1996 Developer Interview, featured in the 10/96 edition of Neo Geo Freak magazine Metal Slug UFO concept art with English translation. We’re working hard to make it something our fans will love, so thank you for your continued support. It will feature many gameplay elements that are new to the series.
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