Keep­ing an eye on the coin-op gam­ing scene


Sky­curser is a more mod­est propo­si­tion than the huge cabs usu­ally fea­tured here. Made by a three-man in­die team, the game is a love let­ter to ar­cade shoot­ers from the ’90s. Rather than take in­spi­ra­tion from bullet-hell clas­sics, though, its de­vel­op­ers have in­stead looked to the likes of Me­tal Slug, Splat­ter­house, The Ter­mi­na­tor and even Doom. In­stead of be­ing a game about fi­ness­ing your way through dense pro­jec­tile pat­terns, then, Sky­curser is in­stead about “rip­ping through hordes of en­e­mies and splat­ter­ing them”. The devs be­hind it are call­ing their twist on the genre “meat hell”, and it riffs on the bi­o­log­i­cal hor­rors of games such as R-Type and Blood Money.

Match­ing this aes­thetic, the game es­chews fu­tur­is­tic tech for weapons such as ma­chine guns, shot­guns and even a katana, with which you must cut down wave af­ter wave of an­i­mals, ma­chines and in­fected hu­mans. The game is still in de­vel­op­ment, but the team now has two stages “floor ready” for ar­cades, and its cab­i­net de­sign is close to be­ing fi­nalised. The pro­to­type JAMMA en­clo­sure uses a sim­ple up­right de­sign with match­ing stick and but­ton lay­outs for two play­ers, and comes in a fetch­ing shade of “sonic plum”. It’s at once fresh and mod­ern look­ing, while still hark­ing back to the nicotines­tained cabs of yore.

The team is cur­rently aim­ing to get Sky­curser into ar­cades across the US in early 2016.

Game Sky­curser Man­u­fac­turer Team Sky­curser

Newspapers in English

Newspapers from Australia

© PressReader. All rights reserved.