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Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
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by Edoya inu8@neko_cer
Pac-Man and the Ghost Gang!
I was doodling a more on model Pac-Man but for some reason, I just really struggle with non human characters. đ So I started doodling a sketchy original design instead and liked it enough to finish, but not enough to fix the wonky line work and proportions. I might try to define these designs a little more, I don't know. Let me know what you think. đ¤
'Tekken'
[PS1] [JAPAN] [MAGAZINE] [1995]
"What can be said about Tekken? It is surely a next generation brawler classic, rivaled only by the Virtua Fighter series for sheer beauty and control. It helped set a high water mark for polygon fighters, and continues to do so with its more recent sequel, Tekken 2. Tekken, however, is an excellent game in its own right, and deserves to be regarded as such." ~IGN
Source: Jugemu Magazine, May 1995 || Internet Archive; ozidual
PAC-MAN ghost redesigns I did as part of writing a reboot concept for the series⌠right before Namco announced a remake of the first PAC-MAN World! Like literally within the week! That was wild.
Anyways, I had fun. I based the main four off of a scrapped redesign Namco did but with my own extra cartoonish spin. And I created this version of Orson (the antagonist from World 1/3) by fusing him with âKinkyâ from Arrangement. The idea was that the main four were each commanders of their own ghost armies, which all looked like their arcade counterparts. Meanwhile Orson is the pushover wimp that does all the behind the scenes work, but is secretly plotting to usurp them as King of the Ghosts.

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Kung-Fu Heroes (NES)
Developed/Published by: Nihon Game / Namcot/Culture Brain Released:Â 19/06/1986 Completed:Â 11/07/2024 Completion:Â Beat it using the 1-2 to 3-1 warp and the 3-2 to 4-1 warp, saving at the start of every level.
Kung-Fu Heroes was released mere days after Star Soldier for Famicom in Japan, then also released in 1989 for NES in North America, and you can really see the staggered success of the NES and Famicom through these two titles. In 1986 for Famicom you have perfectly respectable publishersâHudson Soft and Namco (as Namcot)âshoving out loose arcade ports* that are no great shakes as part of a gold rush. By 1989, the NES isnât seen so much as a gold rush but a gravy train, and smaller publishers are desperate to publish anything quickly in the hopes of making as much money as possible, leading to some barrel scrapingâHudson and Namco probably didnât consider them good enough for Nintendoâs limited, per-publisher release slots, but a computer hardware manufacturer (Taxan) would dump Star Soldier in the US market, and Nihon Game, by that point renamed âCulture Brainâ would go as far as publishing Kung-Fu Heroes themselves.
Well, we all know what happens when youâre looking for gold and scrape the bottom of a barrel on a gravy train [âDo we?â--Ed.] you end up with a bunch of nasty congealed gravy. I assume. Whatever you end up with, itâs nothing you wanted.
(*Star Soldier isnât actually an arcade portâbut itâs very clearly based on Tekhanâs earlier arcade shooter Star Force. And thatâs Tekhan, not Taxan. Tekhan would go on to become Tecmo though!)
Kung-Fu Heroes also situates itself dead on in the context of the Famicom of 1986 thanks to slavishly following the design rules of the era. If you havenât been following along, at this point there are two eras of design: post-Xevious/Tower of Druaga (âdo something obscure to reveal something hidden youâll need to beat the game!â) and post-Super Mario Bros. (âdo something obscure to reveal something hidden to unlock⌠warp zones!!!â)* and like Atlantis No Nazo or Mighty Bomb Jack before it, Kung-Fu Heroes makes sure to adhere to both, despite (like Mighty Bomb Jack, actually) being based on an earlier arcade title that doesnât have any of that stuff.
(*Itâs worth noting, which Iâll admit I havenât before, that warp zones were used before Super Mario Bros. in Atariâs Crystal Castles in 1983, and is probably where the idea was originally swiped from. But itâs Super Mario Bros. that made them a phenomenon in Japanese video games.)
Unlike Mighty Bomb Jack, though, Kung-Fu Heroes is still quite faithful to the arcade original in general. A single-screen beat-em-up, it preceded the likes of Nekketsu Koha Kunio-Kun and so errs closer to the style of Tower of Druaga or maze games, just with a lot less emphasis on âmazeâ with each screen essentially an arena where you and enemies walk aroundâcardinal directions (no diagonals) only attempting to attack each other. Kill enough enemies, get to the next screen.
The problem? Itâs clumsy as fuck. Moving around feels anything but good, and understanding enemy hitboxes absolutely eluded me. You have three attacks. A short punch, which is really only useful for the enemies that cannot be defeated by any other attack, a tumbling kick, which has the benefit that it keeps you in the air and you can slightly air control, and a miracle kick, which costs some stock but goes further and I believe does more damageâthough I basically never used it!
Itâs easy to die from attacks you canât see or prepare for while wiffing on attacks that seem like they should hit, and most of the game is experienced, genuinely, by smashing the tumbling kick to survive while hoping you can hit the enemies from behind or the side.
That obviously wouldnât be enough for a cartridge people were spending thousands of yen or tens or dollars on, which is where all the slapped-on design goes. Unlike the original, all the level features here can be attacked, and they spit out treasure boxes which contain power-ups. This literally just includes Super Marioâs Fire Flower, because Nihon Game had no shame. There are ten Tower of Druaga-esque treasures to collect, but thereâs a surprising lack of obscurity to finding them; almost all of them are just in things you would already punch on the level, though a couple are in invisible squares.
Theyâre also not, interestingly, strictly essential. The game has the unusual quirk that enemies spawn forever and you just have a set number to kill, so if thereâs an enemy you have trouble withâletâs say the guys you have to punch instead of kickâyou can just try and avoid them and kill enough other dudes in the level. Enemies notably donât really seek you out (apart from in some cases.) I collected them all, but the only one that Iâd wager you need is the sword, because thereâs one level where the only enemy you can actually kill you can only kill with the sword (plus it increases your reach anyway, so itâs handy. Get it on 3-2 or 5-1 #hottips)
Warps are just as easily found: punch a rock or whatever and there it is! You might skip some treasures, admittedly. And levels are short, so youâre better off just doing 1-2 to 3-1 and then 3-2 to 4-1 as I did (#hottips).Â
Actually hang on thatâs assuming youâd actually play this, when the hot tip to end all #hotttips is⌠donât bother. For all the extra stuff layered on, it just doesnât feel good to play, and once it starts getting properly hard, itâs just annoying. For all the lack of obscurity to power-ups or treasures, you still have to remember where they are, and there are enough enemies with different requirements that it feels more like a test of memory than your abilities. And big momentsâlike when the huge, Nemesis-like Uni-Gon or Dragon enemies appearâthe collision detection sucks enough that you are far better just running away until they walk off the screen again [â#hottips?â--Ed.].
The only thing that really makes this game notable is that itâagain much like Star Soldierâspawned a franchise that few outside of Japan would remember fondly, awkwardly hacking this style of play into a series of RPGs before giving up completely and becoming a series of one-on-one fighters to ape Street Fighter. I hope to avoid playing these!!!
Will I ever play it again? Something I have failed to mention is that you can actually play this entire game in two-player, and with the gameâs forgiving continue system, I suppose that might be⌠fine. Probably anyone who remembers this fondly played it that way. But even if I was sitting with the worldâs number one Kung-Fu Heroes fan, Iâm good.
Final Thought: I have also somehow failed to mention that in Japan this is called âSuper Chinese.â Seems⌠wrong.
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