The Bermuda (Dynamite Cop)
We have a situation down there - some modern-day pirates have hijacked a huge cruiser. They are holding 2000 hostages inside, including the president's daughter. We have to invade the ship! Clear the pirates and rescue the hostages!
Especially the president's daughter!
I pushed for Dynamite Deka a lot during the final stretch of this project, and while it didn't make it, I still feel it's deserving of
some major representation. So here's a stage based on the main setting of the sequel, the Bermuda cruise ship. When putting together this stage, I wanted to incorporate what I personally feel is one of Deka's most distinctive aspects, having those wacky anything-goes fights in all kinds of closed spaces, and I struggled for a bit trying to make use of that, but ultimately I think I managed. Just keep in mind, this stage concept isn't.....
really accurate to how the ship is actually structured in the game or how you navigate it - I had to finagle some stuff to get a concept I was satisfied with, so just bear in mind there's some major creative liberties being taken here.
The stage starts out in the section seen above, with the fountain by the poolside. You can pick up and fling the chairs but otherwise it's pretty standard. However, as the fight goes on, the floor breaks down and everyone falls into....
.....the bar! This is a much more close-quarters location, meaning there's a lot more chaos bound to happen in here, with everyone knocking each other around, throwing around pianos and Astro City cabinets, and that's the kind of vibe I wanted to capture with this stage. After some more time, the floor breaks down again, this time leading to...
.....the dining room! This part of the stage has tables lying around, as well as chairs and food you can throw at each other. When the fight is starting to near its end and the combatants are on their last legs, we fall down one last time....
....into the freezer! This is the tightest space in the stage, with the beef you can attack each other which as well, and the stage will remain here until the end.
I think I've made my intentions clear with this one, I wanted to capture the madcap energy of this series, even if it meant changing some stuff around to make a more interesting stage. I
might submit a second one - we'll see, but no promises