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/vr/ - Retro Games

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>> No.10297536 [View]
File: 61 KB, 320x240, VG Custom.png [View same] [iqdb] [saucenao] [google]
10297536

>>10297272
Nevermind I just checked Internet Archive and there it was [V.G Custom] It came with a patch as well an alternate exe already patched.
The game runs instantly on my Win7 machine. It just sometimes gives WAV resource error when loading some stages, but if you click ok it just keeps working like nothing.
There is also an issue with the menu and intro talk screens being in one resolution and the actual game in another lower one.

What a bad game, the physics of jumping / hitting / knowdowns are so bad. Combos that worked in other games don't work at all here.
Yuka's fireball doesn't have a proper cooldown, if you are max screen away you can throw another after a long time, but if you are close to the enemy you can just spam another one after the fireball left the screen, for mega spam.
The AI is also bad, for example the bonus fight after the last enemy for Yuka is Tamao. So the programmers said "ok lets make her do her anti air when the player jumps at her" but made it that if you jump in place or even back with a kick, she still does her anti air trying to counter you. So you just jump back kick and spam fireball for perfect wins.

>>10281283
>On top of that, Custom also removes the super meter
I thought the game didn't have supers but the CPU does them and you can do them in practice mode. How to know when you can actually super if you have no bar?
The game uses a system like King Of Fighters '94 where if you are low energy you can spam supers all day long, in this case after you get to the 2nd bar. And if you get to the last third or so of your 2nd bar you can do the Special Super, also being able to spam it infinitely. That means Yuka full screen laser beam forever, pretty busted.

At least the intro animations are the same PC-98 ones before they were digitzed, you can even see the marks of the color pencils Kimura used.

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