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Famicom Fighters (Progress Thread) (Read 1018139 times)

Started by KingPepe2010, May 26, 2013, 09:08:14 pm
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Re: Famicom Fighters
#161  January 20, 2014, 01:09:17 pm
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Yeah, that stage rocks...literaly.
Also, I'm already hype for Taizo Hori. Will he also be able to blow his opponents until they pop?
That would be awesome, since that happens in the source, and the Taizo Hori character, which we currently have for MUGEN, also proves that this is possible.
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Re: Famicom Fighters
#162  January 20, 2014, 06:16:38 pm
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some namco character would be in that game for sure...
hmmm...
Re: Famicom Fighters
#163  January 21, 2014, 03:48:03 am
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@LBP Dorae.: Maybe, I might add Koopas to the stage and turn the stage into 7-3 instead. As for the name, I'm tempted to keep it at "Dig Dug" despite the fact his real name was revealed mainly because that came out way after the NES port.

@Trinitronity: I would have to be crazy to not let him inflate his opponents :P
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Re: Famicom Fighters
#164  January 21, 2014, 02:25:30 pm
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I forgot. Is 7-3 the black and white treetop place? If so, maybe the sky could turn between night and day. For Dig Dug, why not call it "Underground"? Bowser's Castle could also be a idea for Mario's stage, too. Maybe Astro Boy could be a suggestion, or King Kong, too?
Re: Famicom Fighters
#165  January 21, 2014, 08:43:44 pm
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Since Pac-Man wouldn't work for a playable character, why not make him an assist to Dig Dug?

Re: Famicom Fighters
#166  January 23, 2014, 03:06:17 am
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@LBP Dorae.: 6-3 is the winter tree top place...which I could swap out with 2-3 maybe. With Astro Boy and King Kong, no on those. Read the character guidelines again.

@Pakeli: ...that's entirely possible to be honest. I'll keep that in mind.
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Re: Famicom Fighters
#167  January 28, 2014, 02:05:28 am
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Re: Famicom Fighters
#168  January 28, 2014, 02:41:22 am
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What is the rest of his moveset going to be like aside from popping his opponent? Also, what about Kareteka as a character?
Re: Famicom Fighters
#169  January 29, 2014, 02:43:33 am
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He'll probably use some of his other tools like his drill (which would probably be a sliding special attack) of some sort and his jackhammer from Dig Dug 2 will be in one of his supers. I also plan on giving him a special attack similar to E.Honda's Sumo Splash but he comes down holding out a rock. He's going to be a grappler who has close-range and long-range grabs.
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Re: Famicom Fighters
#170  January 29, 2014, 02:52:11 am
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You mean like one of Hulk's MvC specials? Hah, a Dig Dug grappler, that's funny to think about. I remember seeing some Co-op Dig Dug game, called Dig Dug Arrangement, where he got bombs and a laser gun. Could that be a attack? What about NxC, too, where he could dig fissures out of the ground to be a trap. Also, would Spelunker and Mr. Do be a assist?
Re: Famicom Fighters
#171  January 29, 2014, 01:49:53 pm
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lel.
I think the only H-Character I ever got was that Black Raiya edit and she had a super that forced the foe to suck her cock while classical music played.
Last Edit: January 29, 2014, 02:20:34 pm by Shift-DS
Re: Famicom Fighters
#172  January 29, 2014, 02:53:50 pm
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@LBP Dorae.:
Quote
In terms of move sets, I'm only sticking with what's on the console. Nothing from future or past games will be used.
Quote
The way the helpers work is like this: One helper from the game and two others from the same games/series/publisher.
This should answer your questions. Also I don't think Mr. Do ever came to the NES to my knowledge. (correct me if I'm wrong though!)

@Shift-DS: I'm already considering Master Higgins but don't expect any of the bosses to show up as a character since I'm solely focusing on protagonists.
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Re: Famicom Fighters
#173  January 29, 2014, 03:10:38 pm
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Quote
I'm already considering Master Higgins but don't expect any of the bosses to show up as a character since I'm solely focusing on protagonists.

hmmm really and what about kamen no ninja guy? and raoh from hokuto no ken Nes?






lel.
I think the only H-Character I ever got was that Black Raiya edit and she had a super that forced the foe to suck her cock while classical music played.
Re: Famicom Fighters
#174  January 30, 2014, 12:18:41 am
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Both of them are a no because they both came from another media source.
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Re: Famicom Fighters
#175  January 30, 2014, 01:52:01 am
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helo there, very cool project you have around here, i have a  few suggestions

 -Bionic Commando: http://www.spriters-resource.com/nes/biocomand/

 -any of the dragons from Bubble Bobble: http://www.spriters-resource.com/nes/bublbobl/

- Villians from the Doki Doki Panic, even tough everyone played it as mario 2 is a different game and the nostalgic factor is pretty high, personally i would go for Mouser or the three headed serpent: http://www.spriters-resource.com/nes/supermariobros2/

- i know its against your considerations but i think a Robocop, assisted by the ED-209 from such game would be awesome

-Little Nemo with all his animals: http://www.spriters-resource.com/nes/lilnemo/sheet/32916/
Re: Famicom Fighters
#176  January 30, 2014, 04:32:19 am
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I believe he's already mentioned something about your suggestions:
Nathan Spencer may have a chance
Bubble Bobble, maybe...
Robocop can't since he comes from another media source
Little Nemo, as he had already mentioned, won't be getting in
And he also mentioned he's already sticking with protagonists.
Re: Famicom Fighters
#177  January 30, 2014, 06:40:49 pm
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Hey, I have an idea:
How about making a story mode, where protagonists have to occasionally fight bosses, like in the Story Mode of Super Smash Bros Brawl?
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Re: Famicom Fighters
#178  January 31, 2014, 12:01:29 am
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@Blue Monkey: Yeah Pakeli covered everything. The dragons from Bubble Bobble aren't getting in because they're too small and wouldn't look right resized.

@Trinitronity: Yeah, I'm already considering doing something like that for story mode. :P
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Re: Famicom Fighters
#179  January 31, 2014, 12:10:47 am
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Random question: For Mario's movelist, he has the Jueguem Cloud. When will it be avalible, and what will it do?
Re: Famicom Fighters
#180  January 31, 2014, 12:36:27 am
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... it's already in. you press back twice while performing stomp and jugem cloud shall activate.