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/vr/ - Retro Games

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>> No.10168013 [View]
File: 2 KB, 116x109, smug_duelist.gif [View same] [iqdb] [saucenao] [google]
10168013

>*inspired Yugioh*
and what the FUCK was his problem ??

>> No.9897158 [View]
File: 2 KB, 116x109, smug_duelist.gif [View same] [iqdb] [saucenao] [google]
9897158

>>9896231
Wow, they gave this asshole his own video game?

>> No.4390931 [View]
File: 3 KB, 116x109, sharaku_om.gif [View same] [iqdb] [saucenao] [google]
4390931

>mfw anglos try to pronounce anything japanese

>> No.4377353 [View]
File: 3 KB, 116x109, sharaku_om.gif [View same] [iqdb] [saucenao] [google]
4377353

>>4376534
>not liking the Mu levels
Anyway, "level design" in a game like Astro Boy is the same kind of "level design" you can find on Alien Soldier. The main point is fighting enemies, not jumping into platforms. Although there is some mild exploration in levels to find secrets and stuff.

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