Karno
Which Garou?
Also, how does one beat Gen-an and Nicotine in SS2 with Hoahmaru?
Karno
Which Garou?
Also, how does one beat Gen-an and Nicotine in SS2 with Hoahmaru?
You can be short on funds and still work as a company. Internet just allows people to throw out any garbage and make an article out of it. Capcomās not going anywhere.
Letās talk about Eternal Champions.
Iām actualy really interested in that game, any info or discussion on it would eb cool.
Well I actually played Eternal Champions as a kid. A friend had it for genesis 32x. Nothing really special about it, the character designs were bland, it used the 6 button SF layout and seemed somewhat similar to it but worse. Decent fun, but again nothing special.
Eternal Champions is dog shit. Clay Fighter had better controls.
Eternal Champions and Ehrgeiz are two games Iāve heard of but never have played. Both have quite a memetic status in the FGC.
This. The game could have been something. But those controls⦠eww.
Here are some SF2 facts and anecdotes, straight from the horseās mouth: http://mugenguild.com/forum/topics/akira-nishitani-speaks-sf2-director-154210.0.html
^ Cool read. Seeing some of those features in current and older fighters is interesting. Not enough people give thought to the design process.
Great to see the design decisions they almost made but didnāt.
Man the creativity is insane, and a lot of fascinating ideasā¦some of which I donāt think have ever been implemented in any fighting game. Shit what would those minds have done with todayās technology?
The thread was updated with more tweets. Well, itās actually two more tweets. The last one is funny.
nin_akira said:
āOne of the heroes of Final Fight, Guy. Early in development, his name was actually spelled āGayā. But we werenāt really aware of English spelling and pronunciation conventions. Of course we were soon told to change it.ā
Has anyone ever heard of Battle Tycoon?..Itās a japanese fighting game on the SNES, and I was actually kind of surprised it had pretty fluid gameplay to be from such an obscure little company; compared with a lot of the random FG on the SNES I have emulated.
Oh, and another one, Battle Master. Game is the original Divekickā¦
Hey anyone ever play x-mutant academy 1 for the PS1?
Itās a 2d.5 game that mechanically isnāt too badā¦womder how high level play would look like.
Has anybody played Marvel Nemesis: Rise of the Imperfects? I vaguely remember having it and selling it in the same week.
Controls were just one of the problems. It had really weird systems. Like a meter for special moves. The block stun in the game was really wonky and so were the combos.
Past that though I liked a lot of the concepts in it. It was one of the first fighting games where a character was given more than 3 or 4 special moves. Like pretty much every character had like 10 special moves and they all had varying commands. Everyone had some type of a power up or effect type special move also. Trident had like specials moves that changed him colors and affected how the opponent moved in different ways.
A Killer Instinct style update for that game Iād totally love. Too bad it would be completely harder to bring back than that.
Has anybody played Marvel Nemesis: Rise of the Imperfects? I vaguely remember having it and selling it in the same week.
God that game was awful. I like some of the ideas, but the 1 button combos and terrible character balance killed it. But using Iron Man to throw cars at people was pretty cool.
Not enough fighting games where you can throw cars at people. Took Marvel 3 to get that again.
changes and additions to my game
Iām trying to decide whether there should be a visual indication for moves that have to be blocked by pressing forward. I was thinking maybe a blue flash accompanied by the move⦠or maybe iāll I leave it as it because the speed of the move is the only indication needed (like a SF overhead).
I was thinking about adding āforced roman cancelsā but it just wont work in a game without air dashing, double jumps, air combosā¦etc