#snk graphic art
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superjaegerbros · 1 year ago
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badschmitt24071994 · 1 year ago
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Kusaregedo - samurai shodown
Kusaregedo was once an ordinary man who lived a regular life with his daughter Hakana. They lived in happiness together for a time and Hakana came to respect her father as a kind man. One day, Kusaregedo obtained an atrocious hunger for human flesh (especially the flesh of children). He now was feared as a cannibal. When it came time for him to die, he was punished for his cannibalism by being transformed into a demon. Kusaregedo was given an even greater hunger for flesh than ever before, thus he came to be known as a fearful being who spread fear and death wherever he went. Hakana weeps for her father's horrid mutation and now tracks down Kusaregedo in an attempt to bring back the man she once cherished. Kusaregedo, in Samurai Spirits 5, is hunting for Rimururu in order to devour her.
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dodowbydesign · 2 years ago
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Kings Of Fighter, Blue Mary Art Work
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youre-ackermine · 19 days ago
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New SNK official art: Hange & Levi serving cunt as usual 💚💜
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Divider credit: @/saradika-graphics
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bitmapbooks · 19 days ago
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Metal Slug: The Ultimate History
SNK’s visually stunning shooter gets its own lavish book – Metal Slug: The Ultimate History – where the game’s elaborate graphics are presented in all their amazing, irreverent detail!
Check out our SNK collection: https://www.bitmapbooks.com/collections/snk-books
The Metal Slug series is also covered in our latest book - Run 'n' Gun: A History of On-Foot Shooters: www.rungunbook.com
#bitmapbooks #book #retrogaming #retrogames #gaming #art #reading #foryou #snk #metalslug #bookstagram #booktok #fyp
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the-monkey-ruler · 6 months ago
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Marvel vs. Capcom 2: New Age of Heroes
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Date: February 24, 2000 Platform: PlayStation 2 / Xbox / Dreamcast / Arcade / Xbox 360 Games Store / PlayStation Network (PS3) / iPhone / iPad Developer: Capcom / Capcom Production Studio 1 / Backbone Entertainment Publisher: Capcom Genre: Fighting Theme: Fantasy / Martial Arts / Superhero / Comic Book Franchises: Marvel vs. Capcom / Capcom Versus / Marvel / Street Fighter X All Capcom / SNK vs. Capcom: Card Fighters DS / SNK vs. Capcom: Card Fighter's Clash 2 Expand Edition Also known as: MVC2 Type: Reimanging
Summary:
Marvel vs. Capcom 2: New Age of Heroes is a 2D tag-team fighting game developed and released by Capcom for the arcades (running the Dreamcast-based Sega NAOMI hardware) on February 24, 2000.
The fourth installment of the Marvel vs. Capcom crossover series, the game doubles the roster of its predecessor (including new additions and returning fighters) while adding new 3-on-3 gameplay and simplified controls (two punch buttons, two kick buttons, and two assist buttons). It also brings back the classic "assist attack" system (sans "partners") while adding a new "snapback" attack (a close-ranged attack that, if hit successfully, swaps the opponent's character with another). A unique aspect of the game is its use of experience points for each arcade machine that increments by playtime, determining how many characters and alternate costumes are unlocked.
One of Capcom's earliest fighting games developed outside of their arcade hardware, Marvel vs. Capcom 2 combines 2D hand-drawn sprites with 3D backgrounds (a style later used for Capcom vs. SNK 2: Mark of the Millennium). It is the last game in the series to use hand-drawn sprites for its characters.
The game was later released for the Dreamcast throughout 2000 (March in Japan, June in North America, and July in Europe), adding a new system of "purchasing" the locked characters/costumes with accumulated playtime (and trading them using the VMU). The Japanese version of the game also includes online multiplayer and the ability to use VMUs with the arcade version (where players can use their unlocked characters and earn experience points). It was later ported to the PlayStation 2 (in September 2002, with the Japanese version including online multiplayer) and Xbox (in September 2002 for Japan and March 2003 for North America).
It was later ported (by Backbone) as a digital release for the Xbox 360 (via Xbox Live Arcade on July 29, 2009) and the PlayStation 3 (via PlayStation Network on August 13, 2009). This version includes online multiplayer (including a six-player lobby system), various graphical options (including widescreen support), support for custom soundtracks, and all content unlocked from the start. The original console version was ported to iOS devices on April 25, 2012 (adding touch controls). These ports were removed from their respective storefronts on December 2013.
Source: https://www.giantbomb.com/marvel-vs-capcom-2-new-age-of-heroes/3030-2612/
Link: https://www.youtube.com/watch?v=tW1FA2AFAzI
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gilsart · 1 year ago
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where did you learn your current art style? any inspirations?
hi, i have different art styles! although it's basically just the same one being simplified and stylized to my personal liking. i usually draw like this:
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(this is one of my ocs!)
i think it was inspired by various authors, it started to develop when i was around 17. i'd say the turning point was reading hikaru suruga & gun snark's "birth of levi" (from my snk fixation phase, the anime also did something to my style), waka hirako's "my broken mariko" (later on), and overall watching hirohiko araki's "jojo" (in 2020). the last one especially, i've been told it shows.
as you can tell i started out basing it on a style that was more manga aligned, which then shifted into something more "european" (for lack of a better word) when i started reading graphic novels. quick list of some stories that i think did something to my style:
flavia biondi, "le maldicenze" and "la generazione" although only available in italian as far as i know
giacomo bevilacqua, "il suono del mondo a memoria" (also only available in italian? but with this one i am not sure)
tillie walden, "are you listening?"
m. t. anderson & jo rioux, "the daughters of ys"
@/ankun_art (on ig !), "blue" (this is also in italian and i have no clue if ankun had it translated)
along with this i have other artists in mind i like on a storytelling level, such as flavia biondi (mentioned her already). as for coloring, i would really like to achieve giacomo bevilacqua's level (i have also already mentioned him), but i keep my expectations low. :')
i am also a wh0re for klimt and everything that's gold and full of frills. so there's that
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pixelsproject · 1 year ago
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『The King of Fighters』 Athena's Attire ('94 to XII)
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I haven’t checked, but I’m pretty sure Athena Asamiya has set the record for having the most default designs in a fighting game franchise. In nearly every King of Fighters game (there’s twenty-four!), Athena receives a brand new design. Excluding re-releases, revisions and games with 3D graphics, there’s 15 entries in the franchises that utilize hand drawn pixel art.
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From 1994 to 2003, SNK released a new King of Fighters game each year. And while Athena appears to wear the same wardrobe for The King of Fighters ‘94 and ‘95, her outfit was slightly altered and she uses two different sets of sprites for each game.
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After The King of Fighters 95’, she received a new costume in every mainline entry. As you can imagine, this is no small feat for a yearly series that uses hand drawn graphics.
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In addition to the yearly releases from 94’ to 03’, SNK was also releasing spin-off KOF titles, and when Athena appeared in those, she typically re-used a design from the series' most recent release.
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After The King of Fighters 2003, the franchise stopped doing yearly releases, but the series continued to use hand drawn graphics until 2010.
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To reference her arcade origins in Psycho Solider, Athena's outfit in XI is a traditional Japanese school uniform.
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The last two entries in the series to use pixel art, The King of Fighters XII and XIII, featured some of the largest and most smoothly animated sprites you’ll ever see in a fighting game. Each character took over a year to design. It's highly unlikely we'll ever see another project like these.
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In these two games, Athena would continue to wear a sailor uniform, and for the first time, she'd utilize the same base sprites for two games in a row. In XII, Athena's uniform has a dark palette, while XIII's uniform has a lighter palette.
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On a technical level, these sprites are quite impressive, but I’m not the biggest fan of them. Athena and the other KOF characters ended up losing far too much of their personality with these new sprites.
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It’s interesting to note that Athena and some of the other playable characters looked bit different at one point in the XII’s development.
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One interesting note about The King of Fighters 2002 - Challenge to Ultimate Battle, Athena's "Psychic 9" technique has her showcasing her previous looks and some new ones as well. This technique is seen in many of KOF 2002's sequels too.
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Finally, I should probably acknowledge that Athena Asamiya is the modern reincarnation of Princess Athena who also appears in a few SNK fighting games as either a playable or helper character. Sorry, but I’m not covering Princess Athena here!
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And that's that! I've certainly written more about school girl uniforms than I would've ever liked... All kidding aside, I had a lot of fun putting this together. The only other fighting game character with this many default designs would have to be Tekken's Yoshimitsu, and he's almost exclusively in games with 3D graphics.
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SOURCES ↴ Athena (arcade) screenshots (Killer List of Video Games) The King of Fighters XII (arcade) sprite concept artwork (Thoughts on XII's original sprite designs and scrapped characters? by MetAigis (Reddit/r/kof) The King of Fighters '94 (Neo Geo) Athena concept artwork uploaded by Saxophone Blessings (SNK Wiki) Psycho Soldier (arcade) screenshots (Killer List of Video Games)
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8unnycup64min9 · 2 years ago
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Hi guys, this is my first game review of 8unnycup64min9,
Okay, finally! The game is now completely done. It's about time that game is moment you've waiting for.
Today we talk about this new mobile game the sequels of gogo Happy&Smile, based of the flash game of Newgrounds.
Now let's review of the NEW Happy&Smile mobile game,
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Happy&Smile: Super Battles -TCG Deck Building Auto Battler Action Game-
(해피앤스마일: 슈퍼 배틀즈 -TCG 덱빌딩 오토 배틀러 액션 게임-)
"Happy&Smile: Super Battles" (previously title a.k.a. "Happy&Smile: City of Fighting") is a 2D TCG (trading card game) deck builder stradegy/top-down/side-scrolling/roguelike/beat 'em up arcade action game of next new Happy&Smile game, created by Korean indie game developer "Happy Rabbit Show".
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Since begin in 2006, in Newgrounds, the flash game called "gogo Happy&Smile" is an 2D side-scroller flash game, which is inspirations of SNK's Metal Slug and The Behemoth's Alien Hominid (flash game version and console version).
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As "Happy&Smile: City of Fighting", they been selected won of Open Play Day 2014, Tokyo Game Show 2015, Busan Indie Connect 2015, and more. And once finally retitle as "Happy&Smile: Super Battles", they been selected won of Google Play Indie Game Festival 2022 TOP 10, which is now available in Korea at Google Play was released on August for pre-registration game.
The iOS version is focusing to release too longer coming soon.
Happy&Smile: Super Battles is inspiration games of TGC games like Clash Royale, role-playing games like Kingdom Hearts: Union x (cross), side-scroller/beat 'em up arcade games like Double Dragon, Scott Pilgrim vs. the World: The Game, Konami 80's and 90's games, Popslinger, and top-down/roguelike games such as Nuclear Throne, Enter the Gungeon, Blazing Beaks, Hotline Miami, etc..
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In the game intro, the animation opening intro feels like 90's retro anime/Saturday morning cartoon shows. The animation retro-stylish like RDR (Ram Daram), PopSlinger (indie top-down shooting scrolling game), or any retro cartoons/ other indie games, until after the game starts.
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Fight alongside your friends as you gradually build up your deck with cards and medals! An action arcade strategy game that combines an action arcade game and a card deck building auto battler system to build a deck with cards and medals.
The game featuring is a combination of an action arcade game and a card deck building auto battler system. - A very creative combination of side-scrolling action + TCG deck building + auto battler - It is easy to operate, and the side-scrolling action and TCG method are familiar to the public.
Various characters designed in "cartoon style" -Characters organized by type, implementing various abilities according to type
A game that combines card collection system and medal reward due to level up that stimulates "collection desire" - Composed of medals and card collection elements that children love - Can be linked with off-product smart toy products (NFC game medals)
Gameplay:
The gameplay of Super Battles is so very great and freshly for gesture game touchscreen like slide or swipe the screen and tapping the screen, and holding the mobile device like a game controller, it feels like a arcade. Except the block tap when the enemy will hit you before too late fast. The game features to draw a cards like Clash Royale and other card games and then attack vicious waves of enemies and bosses to increase more blue coins to level up and pick one skills and attacks medals, the MORE gets stronger to defeat all types of enemies.
Music and Sounds:
The music composed by MOTIFSOUND, the soundtracks are fascinating and feels very good jazzy, outstanding metal rock, and types of music. The game sound effects are very fun and enjoyable like retro 8-bit or 16-bit games and other sounds.
Graphics and Arts:
The game graphic sprites are SO VERY EXTREMELY EXCELLENT feels like gogo Happy&Smile flavors including bunch of characters and objects like cartoon styles and the animation intro like the 90's cartoon shows. The artworks are very massive cute and adorable (but even little bit violences) and the backgrounds are too awesome too.
Problems or not Problems:
The big problems are the bug fix including like gun shooting, player can't move while gun keeps shooting, no PvP, no events, how to block enemies, card gauge meter not been fulled, and anything of a lot of bugs to fixing too hard.
Okay, Happy&Smile: Super Battle is very good mobile game for me, not bad game (don't ask). Until the game is coming soon or next year for more to see. So I'm gonna giving 9 out of 10 of that game I never played.
Ratings:
9/10
★★★★★★★★★★
Download the app for FREE at Google Play (not any at countries, South Korea country only).
Or you can play the original browser game here as you can!
That's it for now. Stay tuned for more game reviews and see you bloody next year. ;)
Thank you indie game developer!
감사합니다..
Plus, here's the game trailer.
youtube
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badschmitt24071994 · 1 year ago
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Zankuro Minazuki - samurai shodown
Zankuro is a huge warrior who traveled Japan relentlessly killing anyone. During a time, he traveled from village to village slaughtering people with no regard or disambiguation. Because of this, people started calling him a demon. One night, while he was slaughtering an entire village, he is unable to kill one child. Upon setting his eyes on the young girl, he can't bring himself to kill her, and realizes the error of his ways. From this night on, he retires his massacring and becomes a hermit, only drawing his blade to kill worthy opponents in duels.
It is revealed that the child was Zankuro's daughter, Shiori. Zankuro had forgotten about her due to his killing intent. Shiori eventually runs into Haohmaru and asks him to kill the "demon". Eventually, Zankuro was challenged by Shizumaru, a boy who also had a demon inside of him. Zankuro was killed by Shizumaru and Haohmaru, and his body was buried and sealed by Gaira. However, he was quickly revived by Amakusa who wanted to use his powers. He was eventually killed again by Sogetsu. It seems he somehow came back to life again since he appears in Genjuro's ending in SS64.
In Samurai Shodown VI, his ending has Shizumaru bring Shiori to him with Haohmaru encouraging the estranged family to reconcile. Feeling himself beyond redemption, he refuses until Shizumaru convinces him not to submit to his inner demon. Realizing the value of life, Zankuro decides to live on for his daughter. He abandons the way of the sword and the two embark on a journey where he hopes to repent for his sins.
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musings-of-a-lit-student · 1 year ago
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Prologue
Disclaimer: I don’t own Maus or any of Spiegelman’s work. I have attached the photos from the work itself, but do not claim to own the scanned version either. I highly recommend purchasing the book to support the original author. My thoughts do not represent the author's work and are merely my own interpretations.
Warning: MAUS is a graphic novel based on the author’s father’s experiences during the holocaust and includes anecdotes and scenes including violence, blood which may be considered triggering. 
Introduction: The work MAUS by Art Spiegelman is a novel that tells the story of Vladek Spiegelman and his experiences during the holocaust using an allegory and parallel storylines to depict the Vladek's past and Artie's present as he hears the story from his father. This work includes an autobiographical and biographical element due to the inclusion of two main characters - Vladek and Artie. Spiegelman makes the decision to introduce himself as a character in the work as a mouthpiece for himself.
Main Characters: Artie: The author Vladek: Artie's father Anja: Artie's mother Mala: Vladek's second wife Françoise: Artie's wife
Navigation -> Previous Part
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MAUS by Art Spiegelman
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Points of Interest:
Setting
By starting the prologue at a scene of his childhood we see that Spiegelman grew up in America. While portraying a natural setting, he presents a dog mowing his lawn on the side of the frame and while it is not said directly, we can relate the dogs to Americans.
Graphical Elements
Within the same panel, Spiegelman uses a close up shot in a circular panel to create magnifying effect and emanata to bring the reader's attention towards his foot which is not directly visible in the panel. However as a special feature of this allegory Spiegelman typically does not show the mouths of the mice unless they are in pain and we can see Artie's open mouth as he cries out for his friends.
Striped Shirt
The stripes play a role in the work repeatedly as they surround Vladek during his experiences in the Auschwitz, and Artie while he suffers with the aftermath of Vladek's experiences. While slightly farfetched we could consider the Artie's life left him feeling like a prisoner during his childhood and this could be revisited further down the work.
Tears and Dialogue
The second last panel of the first page creates a powerful image depicting his falling tears and stuttered speech and Spiegelman adds in more value by providing his friends desertion with a working skate. As the panels continue, Spiegelman's tears continue to emphasise on how young he was by using an interjection with 'snk' and this evokes sympathy in the readers.
Friends
Vladek's introduction in the work is similar to that of a horror movies, and Spiegelman's depiction of his childhood chills the reader with such a surprising image of gore. Despite his safety in America, his recall of the Holocaust and his experiences creates a chilling feeling for the readers. Additionally the idea of isolation is developed around Vladek with the panning out to the empty neighbourhood as he is mainly white lacking the speckles and lines that cover up Artie and the rest of the world.
Relationship between Father and Son
His overreaction to Artie's experiences and informs the readers of Vladek's shortcomings in parenting. His relation of the Holocaust and his memories there to every teaching moment is implied. The concept of friendship and Artie's experiences is common amongst most of us, however Vladek takes this opportunity to teach him to never trust anyone.
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Next part
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dodowbydesign · 2 years ago
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King Of Fighters, iori yagami orashi art work
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bersergner-blog · 3 months ago
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Escape from Tombstone - Beat ‘em up Culture (pt.1)
As part of my grading I was tasked with taking a deep look into the forefront of the type of work I would be producing. This proved to be somewhat challenging. Most of the games that inspired me to create this project are from the glory-days of arcades, when coin operated side-scrolling brawlers were all the rage and 2D was king. In particular Capcom, SNK, Namco, Konami and Data East were everywhere. Most of these studios are still active today however only Capcom is thriving and in many ways the Beat ‘em up has been long cast-aside as a genre although it’s DNA can still be felt to varying degrees in many modern games (I’ll get into this further in a follow-up post).
So in preparation for my work I tracked down and played as many classic beat-‘em-ups as I could get my hand on. This was to establish a cultural baseline of function and user- experience for the genre. Determined to cast an even gaze at all of them to see how they fared in the absence of nostalgia and under a more refined, modern and critical outlook. While I won’t be reviewing each game at length, I have collected the notes I took throughout my playthrough of each game below:
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Renegade Fun to wail on people and do ground and pound. Dual directional inputs are interesting. Single life clear is bullshit. What's the point of credits? AI is designed for frustration. Some hitbox issues combined with AI create un-fun scenarios. Such as jumping kicking the bike dudes or any boss fights. Especially girl boss. Some environmental hazards to knock enemies into in the first 2 levels. Enemies can grab and hold you and you have to fight your way out or kick in the opposite directions to knock away enemies who will try to take advantage. Sound effects make the brawling feel pretty good.
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Vendetta Fun stage transitions, 4 player mode. Knocking people into the background makes weapons feel powerful, knocking enemies off bridges etc. Kicking downed enemies and fighting off grapples all make for a fun gameplay experience. Colourful graphics make everything very readable and make it easy to tell Allies apart. Distinct characters. Interactive stages. Decent variety in events (falling fatties and then lumber carrying punk). Fairly easy. No defence options.
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Double Dragon Continuous scroll is cool. Variety of moves. Easy to get overwhelmed due to AI and Hitboxes. Lots of weapons iconic but visually uninteresting stages. Needs follow up move for enemies on the ground. Baseball bat hits need a sound effect. Too much finicky platforming and falling to death. Very weapon and environmental hazard focused. Enemies do the Renegade duck. Hitting enemies and them bending over in pain and being sent flying is fun. Follow ups on stunned enemies grabs and such are fun. Fighting out of enemy holds and holding enemies from behind.
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Double Dragon 2 Less moves. Directional attacks feel limiting in this. Uninteresting stages. Lots of Interactables and weapons.
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Double Dragon 3 Rosetta stone SNES version has Unlockable moveset. Wall Jumps, etc. A lot of Unlockable depth to the combat.
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Super Double Dragon Large variety of moves. Wall Jumps. Cool counter mechanic. Great animations. Fun levels. Not enough environmental interaction.
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Bad Dudes vs Dragon Ninjas Fun voice lines and script. Two levels to fight on adds some depth but other than that rather simplistic.
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The Combatribes Interesting SD art style. Lots of cool attacks and systems. Smashing enemies heads into the floor, swinging them by their legs, smashing two enemies into each other. Enemies rolling out of throws, etc.
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Crime Fighters Similar to Renegade. But a couple more move options, punches and kicks are possible as well as a dedicated jump kick and back kick button. Downed enemies can be kicked and there's more of an emphasis on a serious tone apart from the random comedic sections such as a billboard squashing the character so he waddles like a duck as well as getting crushed between a door and the wall in stage 3. There's quite a few animations such as flicking a knife as you pick it up as well as different sprites for kicking an enemy depending on if you're in front or behind them. Kicking downed enemies is fun and overall the feedback is middling to decent. Bosses have memorable designs and exploitable patterns mostly. Enemies are recognisable and only some are annoying to fight. Weapons dramatically fly out of your hands if you're hit enough and enemies can throw you into the background and do other memorable things that make them feel distinct. Weapons are infinite until you get hit. Levels are fairly generic. Enemies combo stunned can be grabbed and thrown or kneed. Much like double dragon. Bosses become much more bullshit as it goes on. Lots of stupid invincibility frames on moves as well as large Hitboxes even on basic enemies such as the Martial Artists. The game definitely becomes designed for frustration in the later parts. The final boss is the bodyguard of the big bad. Then the big bad steps out of his limousine, throws you the key and if you go to pick it up he starts machine gunning you. You then have to close in on him, knock him down and kick the shit out of him on the ground. Very satisfying.
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Zero Team A beat em up with a Tokusatsu twist. All the characters are cool and the animation and general style is very appealing. Everything is bright colourful and a little exaggerated. Enemies satisfyingly wall splat and explode when defeated. Your moveset is surprisingly solid you have a grapple with several variations depending on direction, a varying combo (up during the combo for a special Finisher and back during to hit enemies behind you) and a clear out special move as well as a more powerful combo Finisher if you hold up during your attack chain. Feels good to play and there's lots of stuff to pick up and the sound effects and soundtrack fit it nicely. Some of the enemy designs are great and distinct. Some enemies' armour is slowly broken away when you attack them. Thrown spears can get stuck in the wall and your jump counts as a flying knee which you can combo into a follow up attack by pressing attack in the air. Some of the weapons are pretty unusual for the genre such as a bazooka. Bosses explode in satisfying showers of loot.
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Streets of Rage 2 Really iconic enemy designs (great colour coding. Everyone has a primary colour with tones. And then a strong accent colour). Some cool moves and abilities that give flexibility to how you fight. Flipping over people you grapple for back grapples or to leap off them for distance, dashing attack, different special moves. Weapons. There's a lot here to add to the combat.
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The Peacekeepers Taunt Button, Grapple variations. Cool character and enemy designs. Lots of boss dialogue and "cutscenes". Feels very zoomed in.
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64th Street Throwing enemies into the environment and smashing it apart and in 8 directions is visceral and fun (can even throw them into the water at the pier). Restricted view because of square resolution sucks but isn't too much of a problem because of the AI not exploiting your lack of vision. Absolute hoards of enemies in the later levels. Lots of fun knocking them all down and into the environment. absolutely ear splitting horrifying music. Some pretty shitty knockdowns leading to free hits for Enemies. Unless you use your clear out which costs health. For many of them you'll have to figure out their weakness such as tumbling guy. Which can be slow and dull. Cool setting. JoJo's inspired. Final boss is kind of fun. Blimp final level is a cool idea. Completely transforming hallways by throwing people into stuff is fun.
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Mutation Nation Special system is cool but hits lack impact. Lots of short stages with interesting bosses with more mechanics than you'd think for this kind of game. Exhausted idle. On low health is cool. Having different abilities is cool. Wish the Uppercut had combo potential. Some very unfun to fight enemies (such as the leap off screen and then either come down with an attack or don't) also charging a special takes just a bit too long meaning you won't get to use it when you need it. Boss rush at the end sucks. Some enemies moves are not very readable (such as green Cyborg Mutant). All enemies are either Mutants or robots which should be fun and sometimes is but mostly doesn't really reach it's full potential.
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Burning Fight Stage transitions and side areas are cool. Combos are fun enough and the game responsive. Combat is simple and the game probably about as milque toast as it gets but it has cinematic aspirations with it's many mini cutscenes. Other than that fairly unimaginative. Lots of items in the world to smash up though. Levels are short and punctuated by mini bosses some of which are actually pretty fun to figure out. Game could really use a dash and ground follow ups as well as more expansive grappling options. Throwing people into the objects in the environment would be great. Hilarious wrestler names.
cont...
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seaturtls · 4 months ago
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momo 𓇼 ⋆.˚ 𓆉 𓆝 𓆡⋆.˚ 𓇼 22 she/her ⊹ ࣪ ﹏﹏𓂁﹏⊹ ࣪ ˖
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i rp on discord only, this account is basically a spam where i blub out my thoughts & for me to find rp partners! nothing interesting going on here, sorry (っ- ‸ - ς)
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feel free to dm me / add me on discord, seaturtls if you're interested in rping for the following ﹕jjk, csm, snk, persona, pokémon, genshin impact, honkai: star rail, tlou, original rps &&. more fandoms that i probably don't remember. if you have something else in mind, you can ask and i can see or know if i'm also down for that or not.
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i am super oc friendly, open to dark topics and i'm alright with both sfw/nsfw. i mostly do oc x canon / oc x oc.
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i love plotting, writing ocs together, talking &&. gaming outside of roleplays and making new friends, so if you're looking for a yapper partner, hopefully i'm the one. i also make art, headcanons & graphics sometimes, and i would love to find someone who's also like me!
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commander-ackersmith · 8 months ago
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ꕥ Welcome to my blog ꕥ
ABOUT ME
Val • She/her • 30s
Sideblog dedicated to Levi Ackerman • Erwin Smith • Eruri {Shingeki no Kyojin}
Art & fanfiction reblogs
**NEW ** Now writing fanfiction • tags #私の #val's stuff
General masterlist
Drabble challenge 2024 masterlist (eruri - ongoing)
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Blog creation 04/01/2024
Last update 11/16/2024
All graphics by me
IIlustrations used for the graphics are SNK official art
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bitmapbooks · 5 months ago
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Metal Slug: The Ultimate History
SNK’s visually stunning shooter gets its own lavish book – Metal Slug: The Ultimate History – where the game’s elaborate graphics are presented in all their amazing, irreverent detail!
Check out our SNK collection: https://www.bitmapbooks.com/collections/snk-books
#bitmapbooks #book #retrogaming #retrogames #gaming #art #reading #foryou #snk #metalslug #bookstagram #booktok #fyp
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