Shû Shirakawa a écrit :coven81 a écrit :Et il a baissé l'importance des hypers (il voulait même les supprimer)
Ben d'un côté je peux comprendre qu'il ait voulu enlever le côté "je balance un hyper, je me superpose à un gros ennemi et du coup j'en ai tout de suite presque un autre en réserve". C'est vrai que c'était abusé.
Mais d'un autre côté c'est tellement affaibli que ça ne sert pratiquement plus à rien (je parle en terme de puissance/survie, pas de
scoring).
Tiens voilà ce qu'il dit :
Honestly, before I embarked on this work I watched the Daifukkatsu superplay DVD often, but when I saw (the players) get on a hyper, I thought it was uninteresting. So I wanted to change that.
As would be expected, there was opposition to removing the hypers, so I made them weaker. Another thing that bothered me and that I wanted to change was how enemy bullets canceled by hypers would add to your hit count.
A thing like “cancel bullets with a hyper” was not my preference. There are many specific reasons for this. One that particularly bothered me was how the midbosses had many bullet patterns programmed in, but when I went to an arcade I’d never see most of them. So I wanted to show more of these patterns to people. Another point is I wanted to attach a greater importance on dodging bullets.