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 Post subject: Re: Sailor Moon VS. Street Fighter (not real; just an idea)
PostPosted: Thu Jul 14, 2011 4:08 pm 
Aurorae Lunares
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I can't edit my posts for some reason, so forgive the double-post.

GAMEPLAY NOTES
*Buttons are of the traditional six-button setup: L-M-H Punch and L-M-H Kick.
*Tagging out is HP+HK, and calling an Assist is MP+MK.
*The Mega Crash is used by pressing LP+LK. It consumes two Super Levels and a portion of Yellow Vitality when used.

New Gameplay Mode
EVENT MODE
Based on that seen in Super Smash Bros., Event Mode offers a series of combat challenges with all sorts of altered parameters, such as fighting with limited Vitality, protecting an NPC from damage, and even surviving the return of Reverse Dramatic Battle (you have to fight two opponents simultaneously, but with only ONE character).

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 Post subject: Re: Sailor Moon VS. Street Fighter (not real; just an idea)
PostPosted: Sat Sep 10, 2011 5:26 pm 
Aurorae Lunares
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I've recently come up with another idea for Story Mode. To help break the monotony of constant fighting, chapters will be intersparsed with some 2D beat-'em-up gameplay like that seen in Final Fight or the SM arcade game.

This is what I've got so far:

*Various minor enemies (common thugs, Youma monsters, Shadaloo soldiers, etc.) will attack, and you must fight them off as you progress. During these segments, the controls and gameplay are altered.
*You have only one level of Super Meter, which fills as you defeat enemies. Using special attacks will deplete the meter in various amounts, while a Super Attack will drain the whole thing. Level 3 Supers are not available.
*If an ally is available, they can tag in or out on command. A second player can also jump in and control the ally, allowing for co-op gameplay.
*If both allies are defeated, the game is over. You'll have three Credits per Round (on Normal difficulty) to immediately resume from where you failed. After all Credits are exhausted, you'll have to restart from the beginning of the Round.
*Items can be found by destroying objects (like oil drums). Some replenish Vitality, while others are worth points and even Credits.

My only problem is figuring out how to translate the controls. I'm open to suggestions.

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 Post subject: Re: Sailor Moon VS. Street Fighter (not real; just an idea)
PostPosted: Sun Sep 11, 2011 12:49 am 
Galaxias
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Maetch wrote:
I've recently come up with another idea for Story Mode. To help break the monotony of constant fighting, chapters will be intersparsed with some 2D beat-'em-up gameplay like that seen in Final Fight or the SM arcade game.

This is what I've got so far:

*Various minor enemies (common thugs, Youma monsters, Shadaloo soldiers, etc.) will attack, and you must fight them off as you progress. During these segments, the controls and gameplay are altered.
*You have only one level of Super Meter, which fills as you defeat enemies. Using special attacks will deplete the meter in various amounts, while a Super Attack will drain the whole thing. Level 3 Supers are not available.
*If an ally is available, they can tag in or out on command. A second player can also jump in and control the ally, allowing for co-op gameplay.
*If both allies are defeated, the game is over. You'll have three Credits per Round (on Normal difficulty) to immediately resume from where you failed. After all Credits are exhausted, you'll have to restart from the beginning of the Round.
*Items can be found by destroying objects (like oil drums). Some replenish Vitality, while others are worth points and even Credits.

My only problem is figuring out how to translate the controls. I'm open to suggestions.

You sure about that? I mean it's not a bad Idea...but Marvel Nemesis did that and....

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 Post subject: Re: Sailor Moon VS. Street Fighter (not real; just an idea)
PostPosted: Mon Sep 12, 2011 1:24 pm 
Aurorae Lunares
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Roman55 wrote:
You sure about that? I mean it's not a bad Idea...but Marvel Nemesis did that and....

For starters, I liked Marvel Nemesis. Nowhere near as high-class as a proper fighter, but it had its fair share of moments. However, that had nothing to do with this concept.

Second, the key difference is that Nemesis used the "Arena" style of gameplay and tried to incorporate missions, which even I'll admit had mixed results. My idea is that these areas play like the actual Final Fight. 2D scrolling, beating everybody up, and the occasional item-grab. That's literally it. And I most likely wouldn't go overboard with these areas: they would play if there was a significant lull in the action, but I'd keep the focus squarely on the actual player-VS-player segments.

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 Post subject: Re: Sailor Moon VS. Street Fighter (not real; just an idea)
PostPosted: Mon Sep 12, 2011 3:39 pm 
Galaxias
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Huh. Thanks for putting it in perspective. Didn't think about it that way.

And hey, I liked Nemesis too. I just hated the original characters they made for the game when they have a whole library of Marvel characters to use. I am also disappointed that the sequel never got off the ground. I wanted to play as Doc Ock so badly...(granted, he was supposed to be in MVC3, but....)

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 Post subject: Re: Sailor Moon VS. Street Fighter (not real; just an idea)
PostPosted: Mon Sep 12, 2011 4:13 pm 
Aurorae Lunares
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Roman55 wrote:
And hey, I liked Nemesis too. I just hated the original characters they made for the game when they have a whole library of Marvel characters to use.

To me, the Marvel characters were the problem. EA created all the Imperfects, but they were forced to shoehorn them into the Marvel Universe where they would be instantly overshadowed by the fame of Spider-Man, Wolverine, and all the usual money-makers.

EA should've just gave the Imperfects their own game instead, though they're usually too busy making Madden Football: Facial Tattoo Editor Edition and counting the ways they can get David Hayter to say "It's in the game!".

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 Post subject: Re: Sailor Moon VS. Street Fighter (not real; just an idea)
PostPosted: Tue Sep 13, 2011 1:46 am 
Galaxias
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Maetch wrote:
Roman55 wrote:
And hey, I liked Nemesis too. I just hated the original characters they made for the game when they have a whole library of Marvel characters to use.

To me, the Marvel characters were the problem. EA created all the Imperfects, but they were forced to shoehorn them into the Marvel Universe where they would be instantly overshadowed by the fame of Spider-Man, Wolverine, and all the usual money-makers.

EA should've just gave the Imperfects their own game instead, though they're usually too busy making Madden Football: Facial Tattoo Editor Edition and counting the ways they can get David Hayter to say "It's in the game!".

Get out, The guy who played live action Guyver and is the voice for Solid Snake did that?!

Huh. You learn something new everyday.

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 Post subject: Re: Sailor Moon VS. Street Fighter (not real; just an idea)
PostPosted: Tue Sep 13, 2011 6:43 pm 
Aurorae Lunares
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Roman55 wrote:
Maetch wrote:
Roman55 wrote:
And hey, I liked Nemesis too. I just hated the original characters they made for the game when they have a whole library of Marvel characters to use.

To me, the Marvel characters were the problem. EA created all the Imperfects, but they were forced to shoehorn them into the Marvel Universe where they would be instantly overshadowed by the fame of Spider-Man, Wolverine, and all the usual money-makers.

EA should've just gave the Imperfects their own game instead, though they're usually too busy making Madden Football: Facial Tattoo Editor Edition and counting the ways they can get David Hayter to say "It's in the game!".

Get out, The guy who played live action Guyver and is the voice for Solid Snake did that?!

Huh. You learn something new everyday.

Well, upon further review, it's apparently not David (though it sure did sound like him). Still, EA need to do a lot more than Madden all the time.

Now back to SM VS SF!

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 Post subject: Re: Sailor Moon VS. Street Fighter (not real; just an idea)
PostPosted: Tue Sep 13, 2011 7:51 pm 
Galaxias
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Oops. Sorry.

Anyway, Have you considered cribbing ideas from SF X Tekken? As in gameplay wise. An example:

http://www.youtube.com/watch?v=KJvA61RIfNc

For characters where there others that you have considered or still consider?

EDIT:http://www.youtube.com/watch?v=WBR5ynBWTX4
A much better example.

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 Post subject: Re: Sailor Moon VS. Street Fighter (not real; just an idea)
PostPosted: Tue Sep 13, 2011 8:13 pm 
Aurorae Lunares
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Roman55 wrote:
Have you considered cribbing ideas from SF X Tekken? As in gameplay wise. An example:

http://www.youtube.com/watch?v=KJvA61RIfNc

EDIT:http://www.youtube.com/watch?v=WBR5ynBWTX4
A much better example.

I actually had a similiar idea where you can pair two specific characters with each other and they throw a unique Super Attack together instead of mixing their usual Supers, but I eventually did away with it, because then everybody would be picking only one or two specific pairings on that feature alone. As far as game mechanics are concerned, I'm mainly going by that of the earliest VS games (X-Men VS Street Fighter and the like).

Quote:
For characters where there others that you have considered or still consider?

There's a lot of Street Fighters that I would have loved to consider, but I had to set a cut-off at some point. I tried to keep a balance between the shoe-ins (Ryu, Chun-Li, Akuma), the fan-favorites (Zangief, Ibuki), and the obscure (Lucia, Ingrid). And of course, there's my rule of pairing them with SM characters based on themes. With Sailor Moon, it was harder. The Sailors, Beryl, and Tux aside, combat-capable choices were tough to make. Heck, Katarina probably wouldn't have even been a thought if it weren't for KungPow making her playable in his Sailor V game (I'm glad he did: she would've rocked as a recurring character).

I suppose (theoretically, of course) I could add a few DLC characters down the line (though knowing Capcom, they'd make me build a whole new game for retail instead).

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 Post subject: Re: Sailor Moon VS. Street Fighter (not real; just an idea)
PostPosted: Tue Sep 13, 2011 9:13 pm 
Maetch wrote:
I suppose (theoretically, of course) I could add a few DLC characters down the line (though knowing Capcom, they'd make me build a whole new game for retail instead).

Can Rolento be one of them? Please?


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 Post subject: Re: Sailor Moon VS. Street Fighter (not real; just an idea)
PostPosted: Wed Sep 14, 2011 1:05 pm 
Aurorae Lunares
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thegreatdebator wrote:
Maetch wrote:
I suppose (theoretically, of course) I could add a few DLC characters down the line (though knowing Capcom, they'd make me build a whole new game for retail instead).

Can Rolento be one of them? Please?

Perhaps. Rubeus would probably be the best candidate (both being wholly devoted to their own twisted ideals), though I'd have to find some way to explain his comeback after, y'know, being killed. Same with Beryl, but she's such an iconic villain that she can get away with an out-of-the-blue revival.

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 Post subject: Re: Sailor Moon VS. Street Fighter (not real; just an idea)
PostPosted: Thu Sep 15, 2011 1:26 am 
Galaxias
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Maetch wrote:
thegreatdebator wrote:
Maetch wrote:
I suppose (theoretically, of course) I could add a few DLC characters down the line (though knowing Capcom, they'd make me build a whole new game for retail instead).

Can Rolento be one of them? Please?

Perhaps. Rubeus would probably be the best candidate (both being wholly devoted to their own twisted ideals), though I'd have to find some way to explain his comeback after, y'know, being killed. Same with Beryl, but she's such an iconic villain that she can get away with an out-of-the-blue revival.

Just say whatever is causing the events in the game is causing the bad guys to come back.

Alternatively, just use the dream fighter rule. Remember, in Mortal Kombat Armageddon, Motaro, a character who is long dead in cannon, is alive with no explanation given. And lets not even get into the SNK dream fighters....or Geese Howard for that matter.

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 Post subject: Re: Sailor Moon VS. Street Fighter (not real; just an idea)
PostPosted: Thu Sep 15, 2011 7:42 pm 
Aurorae Lunares
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Roman55 wrote:
Just say whatever is causing the events in the game is causing the bad guys to come back.

Yeah, but that'd be a bit of a cop-out (plus Another Story already used it). If a villain comes back in this, I want to at least have a reasonable way for the return to be possible. In my storyline, Beryl and Galaxia never died nor were redeemed (though Galaxia was stopped from conquering Earth in the Stars storyline). Sin isn't fighting for evil anymore, but she's still a frequent antagonist of Usagi.

I suppose we can say that Rubeus just barely escaped the UFO in time and is now stranded in "the past".

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 Post subject: Re: Sailor Moon VS. Street Fighter (not real; just an idea)
PostPosted: Thu Sep 15, 2011 7:52 pm 
Have you considered using some of the Monsters of The Day as characters?

Also, would there be a mechanic like X-factor or Pandora mode for the characters to use?


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 Post subject: Re: Sailor Moon VS. Street Fighter (not real; just an idea)
PostPosted: Thu Sep 15, 2011 7:57 pm 
Aurorae Lunares
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angelflash121 wrote:
Have you considered using some of the Monsters of The Day as characters?

Also, would there be a mechanic like X-factor or Pandora mode for the characters to use?

Well, I want to incorporate Katarina's "Papion" form as part of her moveset, but that's about it. Other Youma will appear as minor enemies in the aforementioned Final Fight segments.

And no, there will be no X-Factor or any such feature. I consider them unneeded crutches that take away the need for actual skill in the game.

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 Post subject: Re: Sailor Moon VS. Street Fighter (not real; just an idea)
PostPosted: Thu Sep 15, 2011 8:14 pm 
Galaxias
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Maetch wrote:
Well, I want to incorporate Katarina's "Papion" form as part of her moveset, but that's about it. .

In your story for the game, would she have control over it or would it be like Phoenix in MVC3?

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 Post subject: Re: Sailor Moon VS. Street Fighter (not real; just an idea)
PostPosted: Thu Sep 15, 2011 8:28 pm 
Aurorae Lunares
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Roman55 wrote:
Maetch wrote:
Well, I want to incorporate Katarina's "Papion" form as part of her moveset, but that's about it. .

In your story for the game, would she have control over it or would it be like Phoenix in MVC3?

She'd have control (and it would be explained in-game). I just need to find a way to work it in without overpowering her.

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 Post subject: Re: Sailor Moon VS. Street Fighter (not real; just an idea)
PostPosted: Sat Sep 17, 2011 11:43 pm 
Galaxias
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If you did make this, what would you have planned as mythology gags? Would the Rival battles have some?

Also, If they were owned by Capcom, Would you add characters from the SF EX series?

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 Post subject: Re: Sailor Moon VS. Street Fighter (not real; just an idea)
PostPosted: Sun Sep 18, 2011 5:11 pm 
Aurorae Lunares
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Roman55 wrote:
If you did make this, what would you have planned as mythology gags? Would the Rival battles have some?

I don't understand what you mean by "mythology gags".

Quote:
Also, If they were owned by Capcom, Would you add characters from the SF EX series?

No. Nothing against them, but I've got enough characters as it is.

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 Post subject: Re: Sailor Moon VS. Street Fighter (not real; just an idea)
PostPosted: Mon Sep 19, 2011 3:54 am 
Galaxias
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Maetch wrote:
I don't understand what you mean by "mythology gags".

You know, References, shout outs and the like.

One last question from me (if this is annoying you can tell me to stop), In one of the Vs games (i think Marvel Super Heroes Vs Street Fighter) If you put Ryu and Ken together they had a special Team attack (Double Shinkuu Hadouken) when paired together.

I was wondering if you had any ideas for something similar for certain combinations in the game.

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 Post subject: Re: Sailor Moon VS. Street Fighter (not real; just an idea)
PostPosted: Mon Sep 19, 2011 12:59 pm 
Aurorae Lunares
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Roman55 wrote:
You know, References, shout outs and the like.

Oh, I've got plenty of those. Mostly in win quotes and endings. I'll have to share a few sometime, though I'm always open for suggestions.

Quote:
One last question from me (if this is annoying you can tell me to stop), In one of the Vs games (i think Marvel Super Heroes Vs Street Fighter) If you put Ryu and Ken together they had a special Team attack (Double Shinkuu Hadouken) when paired together.

I was wondering if you had any ideas for something similar for certain combinations in the game.

I answered this in a prior post. To reiterate...

I actually had a similiar idea where you can pair two specific characters with each other and they throw a unique Super Attack together instead of mixing their usual Supers, but I eventually did away with it, because then everybody would be picking only one or two specific pairings on that feature alone. As far as game mechanics are concerned, I'm mainly going by that of the earliest VS games ([i]X-Men VS Street Fighter and the like).[/i]

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 Post subject: Re: Sailor Moon VS. Street Fighter (not real; just an idea)
PostPosted: Mon Sep 19, 2011 1:12 pm 
Galaxias
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Maetch wrote:
I answered this in a prior post. To reiterate...

I actually had a similiar idea where you can pair two specific characters with each other and they throw a unique Super Attack together instead of mixing their usual Supers, but I eventually did away with it, because then everybody would be picking only one or two specific pairings on that feature alone. As far as game mechanics are concerned, I'm mainly going by that of the earliest VS games (X-Men VS Street Fighter and the like).

Oops. Sorry. ^_^'

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 Post subject: Re: Sailor Moon VS. Street Fighter (not real; just an idea)
PostPosted: Mon Oct 10, 2011 7:34 pm 
Galaxias
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http://www.youtube.com/watch?v=3gsBkMiVM0s

Surely this is the greatest comment I have seen in a SF music vid.

Sailor moon: What's this what happen to my friends Bison

Bison: hahaha ohh nothing i just study them with the psycho drive and your next.

Sailor moon: whatever you say "IN THE NAME OF THE MOON I WILL PUNISH YOU.

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 Post subject: Re: Sailor Moon VS. Street Fighter (not real; just an idea)
PostPosted: Tue Oct 18, 2011 4:43 am 
Lumen Cinererum
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Wow! I saw Dragon Ball Z vs Sailor Moon MUGEN the fighting video game. =^_^=


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 Post subject: Re: Sailor Moon VS. Street Fighter (not real; just an idea)
PostPosted: Fri Oct 28, 2011 1:47 pm 
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How about adding EXs. They would use half of the Hyper gauge unlike C.Viper EXs. Another idea would be adding Juri in the cast since she is quite "evil" Also, if Chaos would be the final boss, i think it would be either having 3 forms like Yami in TvC or like Galactus in MVC3 (Fighting dark clones of Beryl, Akuma, Juri, Neherenia and Prince Diamond before fighting Chaos in a senshi form)


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 Post subject: Re: Sailor Moon VS. Street Fighter (not real; just an idea)
PostPosted: Fri Oct 28, 2011 3:18 pm 
Aurorae Lunares
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loki555 wrote:
How about adding EXs. They would use half of the Hyper gauge unlike C.Viper EXs.

No. EX attacks don't really work in the VS games.

Quote:
Another idea would be adding Juri in the cast since she is quite "evil"

Never! Juri sucks, as both a character and a villain.

Quote:
Also, if Chaos would be the final boss, i think it would be either having 3 forms like Yami in TvC or like Galactus in MVC3 (Fighting dark clones of Beryl, Akuma, Juri, Neherenia and Prince Diamond before fighting Chaos in a senshi form)

The final boss won't be Chaos or any other familiar enemy. I would instead make up a new one. And, unlike Abyss in MvC2, there would actually be PLOT behind it. Also, the dark clone idea was stupid in MvC3 and it's still stupid now. So no.

Finally, the main roster is finalized, so no suggesting anybody else.

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 Post subject: Re: Sailor Moon VS. Street Fighter (not real; just an idea)
PostPosted: Sat Oct 29, 2011 1:18 pm 
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Doh, and i tought of sugesting of adding Gouken :P

Maetch wrote:
No. EX attacks don't really work in the VS games.


I guess the same thing would apply to Parrying


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 Post subject: Re: Sailor Moon VS. Street Fighter (not real; just an idea)
PostPosted: Sun Dec 11, 2011 1:20 am 
Aurorae Lunares
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Well, out of boredom, I've decided to dust this old topic off. Feel free to shoot the breeze regarding this (not-real) concept.

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 Post subject: Re: Sailor Moon VS. Street Fighter (not real; just an idea)
PostPosted: Sun Dec 11, 2011 1:37 am 
Galaxias
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Maetch wrote:
Well, out of boredom, I've decided to dust this old topic off. Feel free to shoot the breeze regarding this (not-real) concept.

Ok...How about this...In your concept how hard would the boss be?

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