This method of gameplay would have required the player to invest more time in order to complete the story mode. Beating the game with each character would produce a specific key which, when combined, would unlock the gates to the final confrontation with Lord Gyaku. In this preview, Kasumi Ninja had a very heavy story element to it. Kasumi Ninja was previewed approximately 8 months before its original release by a virtual game magazine distributed via CD. The game went through several changes before it was released to the public. As we can read on Wikipedia, Kasumi Ninja is a 1994 one-on-one fighting game developed by Hand Made Software and published by Atari Corporation for the Atari Jaguar. What seemed like a couple of weeks they say what text is wrong and we tweak the location eg this line up 2 pixel's and right 3. When we submitted the game to Atari the game play was ok but they had issues with text in the game. It was just a quick easy thing we could add into the game so the player can gain extra points. The screen showing what you had on the craft was originally a shop screen. Atari had their input into the game and as usual they wanted a mini game adding so I remembered Stardust and going down a tunnel to shoot things. So you could juggle speed vs offensive /defensive upgrades. You would earn credits and then you could buy extra gear for your craft. I think the game was going to be a racing game but morphed into what was released. We pitched the game to Phillips Interactive and they had their ideas what the game should be but they pulled out before the game was started and we did it for Atari. The game change quite dramatically from what the first gem of an idea we had. As we were doing a 3d game Karl West had released 3d games before so it was wise for him to handle the game side of things and myself the rest of things.
0 Comments
Leave a Reply. |
Details
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |