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/vr/ - Retro Games


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6389874 No.6389874 [Reply] [Original]

I know that many of you will disagree, but Yie Ar Kung Fu is the best fighting game of all time. Also this pic is so awesome that I will risk a ban just to share it with you. Salud!

>> No.6389875

It's safe to say vs mode ruined fighting games

>> No.6389881

>>6389875
The worst thing to have happened to the genre is the combo system. The retarded fucking bug should have been fixed, not expounded upon.

>> No.6389884

>>6389874
does it exist for coomodore?

>> No.6389889

>>6389881
>>6389875

No, just because you suck at something isn't an excuse to call it shit.

>> No.6389894

>>6389889
Not everything that takes time to learn is worth learning.

>> No.6389895

>>6389881
You say this, but something tells me you're not an active member of the Samurai Shodown community.

>> No.6389902

>>6389895
I'd love to, but Samurai Shodown is a dead series. The new game exists, but it's on a chinese store, so I can't play it because of self-respect.

>> No.6389917

>>6389894
Not an argument. You suck at it so it must suck.

>> No.6389925

>>6389917
Whereas you're good at it so it must be good, amirite.

>> No.6389928

>>6389925
It's almost as though that entire kind of logic is obviously retarded.

Good thing you're the only one using it.

>> No.6389979

>>6389917
>>6389925
you must be good at sucking cocks

>> No.6390003

>>6389928
Your way of admitting defeat is hilarious.

>> No.6390024

>>6389884
It existed for virtually every retro pc.

>> No.6390025
File: 376 KB, 1200x590, 1200px-Sephiroth_KHII.png [View same] [iqdb] [saucenao] [google]
6390025

>>6390003
>Your way of admitting defeat is hilarious

>> No.6390034

>>6390024
It was ported to Euro home computers, there weren't any American or Japanese ports.

>> No.6390057

>>6389874
Don't know about the best, but it's my favorite.

>> No.6390078

>>6389902
Imagine not playing games when you think theyre "dead" when you post on a retro vidya board

>> No.6390147

>>6390025
>ass wings

>> No.6390180

>>6389874
How do you get that art piece? Or is it just fanart?

>> No.6390375

>>6389884
kek

>> No.6390443

>>6390180
Searching for unrelated shit un Google imagen. I think os fanart

>> No.6390627

>>6390180
It's fan art.
I actually love Yie-Ar Kung Fu, played it a lot back in the day on my Famiclone. It was a novel ideal, there was no other game like it.
Then Street Fighter II arrived to the arcades (I don't remember seeing SF1), but before that, it was all about Yie-Ar Kung Fu.

>> No.6390647

>>6389979
Wanna find out

>> No.6390792

>>6390180
>>6390443
>>6390627
There's an unanimated nude version in rule34.

>> No.6390802

>>6389875
>>6389881
combined iq of 5

>> No.6391078

>>6389874
I can’t believe this is really from a classic arcade game and not unlicensed NES porn.

>> No.6391082

>>6389881
This, but what do you mean by calling it a bug?

>> No.6391107

>>6391082
He is talking about the 1 frame link, which was indeed a bug oversight during the development of SF2, it was not meant to be, but it was left after players exploited it and helped the game to become popular.

However the 1 frame link meant that sometimes some attacks even when constantly connecting, would not count, which means that most of the time at best you could only do 3-4 hit combos.

It wasnt until Juggles came into play and then with Killer Instinct introducing a bit of a ''hang up'' between certain hit attacks, but there only works if you follow their ''combo rules, which was fixed on KI2 which allowed you to do some manual combos.

>> No.6391118

>>6391107
Christ, this is even more mangled than the usual bullshit people repeat. Congratulations on sounding even more stupid than most people.

>> No.6391145

>>6391082
"COMBOS WERE A GLITCH IN SF2111!!!" is a quarter truth (at best) that people like to repeat to sound smart.

Here's the real deal:

"Combos" are simply any string off attacks that, once begun, cannot be interrupted by the opponent due to their inability to act out of the stun imparted by each hit. In other words, it's what people also like to call "stunlock." The only prerequisite to their existence is some form of hitstun, something that was around in many genres long before SF2. That means combos can exist WITHOUT any sort of system specifically devoted to them. SO long as it's possible to hit someone and impart hitstun, then hit the again before they leave hitstun, that's a combo.

Now, the developers of SF2 KNEW this. They weren't stupid. People like to act like SF2 was some happy accident and that the devs were a bunch of retards who had no idea what they were doing. That's doing them a great disservice. They knew that combos could happen due to things like jump-ins (attacking right before you land from a jump, then attacking immediately after you land), so-called "links" (simply one attack recovering quickly enough and another beginning quickly enough that you can perform one then performed the other right as soon as the first one ends to catch the opponent while they're still in hitstun) and rapid-fire jabs (which were specifically programmed to be able to be rapid-fired. In fact, they were so aware of it that they even went so far as to experiment with making hitstun invincible so that combos would simply be impossible. Yet they decided all that did was make the game more boring and shallow.

>> No.6391158

>>6391145
So far this is all within the realm of the devs intentions. Now where does the quarter-truth come in? The ability to cancel normals into specials on hit. THAT was not intentional. It was a side effect of programming an intentional leeway window into the first few frames of normal attacks to allow for what we nowaday call "kara cancels," i.e. starting normal, then just a few frames in, before it hits anything, interrupting that normal's animation and instantly starting a special move. This was done for input leniency purposes., After SF1's frustratingly difficult special move inputs, the SF2 devs wanted SF2's moves to be able to be reliably able to be pulled off with just a little practice. So this extra window of leniency for specils to come out during the first few frame sof a normal was to aid people whose inputs were just a few frames off.

Now, what ended up happening is that when a normal's startup was quick enough to fall within this window of leniency, it became possible for a normal to hit, then instantly interrupt into a special, which in most cases would combo because the opponent would still be in hitstun from the normal. THAT was unintentional. However, the devs actually knew about this long before the game was released, and specifically made the call to leave it in as they felt it was an interesting feature. This originally unintentional method of "cancelling" one action into another is what would later go on to form the basis of most systems specifically intended to make combos possible.

So in the end, the whole "combos were a glitch" thing is a quarter truth at best.

>> No.6391552

>>6389874
now is perfect time for rape

>> No.6391554
File: 53 KB, 738x514, wsdf.jpg [View same] [iqdb] [saucenao] [google]
6391554

>>6391145
>>6391158
Nice blog but don't forget there are many tryhards like you alllll over the world.

>> No.6391597
File: 7 KB, 232x217, yiear_kungfu.png [View same] [iqdb] [saucenao] [google]
6391597

As a kid I saw this guy as his body being just a giant head, the right side was the ear, and the left side was a nose and mouth

>> No.6391689
File: 136 KB, 691x522, Power_Player_Super_Joy_III_system_(filtered).jpg [View same] [iqdb] [saucenao] [google]
6391689

>>6389874
I vaguely remember playing it on this Famiclone specifically. The sort of slow gameplay felt really satisfying from what I remember.

>> No.6391720

>>6391597
lol i see it

>> No.6391724

>>6389874
this is what vidya used to be about.

>> No.6391739

>>6391689
I've played it on a Super Joy too. For some reason it always ends up a lot of Famiclones and multicarts.

>> No.6391746
File: 88 KB, 768x1024, family2.jpg [View same] [iqdb] [saucenao] [google]
6391746

>>6391689
>>6391739
Yie-Ar Kung Fu and many other older Famicom games were compiled on Famiclone multicarts, way before those N64/PS1 bootleg versions of Famiclones existed.
I got pic related in 92, with a 30 in 1 multicart, and sure enough Yie-Ar Kung Fu was included there. Some other classic Famicom games that were included there but never made it to the NES were TwinBee, Battle City, Field Combat, Circus Charlie, among many others.

>> No.6392283

>>6391554
Tryhard is a good insult for people that are bad because it implies everyone better than you put in more effort or is trying hard when in reality it is a game. Anybody that beats your ass easily likely wasn't particularly trying at all. I usually don't post but someone in this reeks of salt.

>> No.6392298

>>6391746
Why it was always those specific titles?

>> No.6392317

>>6391597
GOD DAMN IT

>> No.6392318

>>6392283
Must be you with all the onions that you consume

>> No.6392351

>>6392298
Early famicom classics. They were small so they could fit a lot of them in a single cart.
I believe the biggest (in size) titles on milticarts were games like SMB, Adventure Island and Contra.

>> No.6392362

>>6392351
is it true that early famiclones (carts and systems) could not replicate the later mappers like MMC1 and MMC3?

>> No.6392474

Always enjoyed seeing the arcade, doesn't play too well on famiclone or emulator, though.

>>6391597
Haha now can't unsee

>> No.6395086

>>6392474
I enjoyed it on Famiclone. Then again, I never played the arcade. I should give it a go one of these days.

>> No.6395154

>>6389881
>The worst thing to have happened to the genre is the combo system
This. Fighting games should be momentum based and not combo shit. Button memorization is cancer.

>> No.6395369
File: 1.97 MB, 1024x764, file.png [View same] [iqdb] [saucenao] [google]
6395369

>>6392362
If anything, newer famiclones are incapable of running specific mappers, most notably MMC5. Old Famiclones were hardware clones so their compatibility was nearly perfect. What was true, however, is that the bootleggers had a hard time duplicating later mappers, so they often had to perform 'mapper hacks' to make them work on their own solutions, and some of them only work on clone consoles. They have hacked SMB2J (an FDS title) and Mr. Gimmick (an FME-7 title), which was hacked into 'Pipe V'.

>> No.6395654

>>6395154
For that tempo I reccomend playing street fighter 2 on fightcade or the samurai shodown series. There's a big variety in fightans I bet you could find a community for something you'd like

>> No.6396067

>>6395369
Is there a list of Hardware Clones on the net somewhere? Buying famiclone now is a toss of a coin in this regard

>> No.6396389

>>6389874
looks like a fantastic game

>> No.6398030

Lang is my waifu!
Claimed her.

>> No.6398087
File: 154 KB, 911x785, DeUD_y2VwAAfXph.jpg [View same] [iqdb] [saucenao] [google]
6398087

>> No.6398112

>>6389902
>excuses excuses
Just what a I expect from a shitter

>> No.6398569

>>6389881
based

>> No.6399018
File: 299 KB, 450x249, file.png [View same] [iqdb] [saucenao] [google]
6399018

>>6396067
If it's built in Taiwan and really old, chances are it's a hardware clone. The NASA famiclone is one such machine, and it commands a premium.

>> No.6399046

>>6391158
do you have sauce on these claims anon? is there an interview somewhere?

>> No.6399056
File: 278 KB, 480x724, bs_suga.jpg [View same] [iqdb] [saucenao] [google]
6399056

>>6389874
>Yie Ar Kung Fu is the best fighting game of all time
Now i've heard everything

>> No.6399173
File: 1.17 MB, 412x360, taekwondo.webm [View same] [iqdb] [saucenao] [google]
6399173

>>6398087
kino

>> No.6399378

>>6399056
He's not wrong

>> No.6399406
File: 82 KB, 917x1223, B-Nyt4zCIAAju61.jpg [View same] [iqdb] [saucenao] [google]
6399406

>>6399046
Here's the bit about being so aware of the potential consequences of combos that they experimented with making them impossible:
https://twitter.com/nin_arika/status/382463651161964544
The bit about normal to special cancels being an unforeseen side effect of the input leniency system that was then intentionally left in has been repeated multiple times, but here's one instance:
https://twitter.com/nin_arika/status/394807041522294785
https://twitter.com/nin_arika/status/394807075324166145

>> No.6399515

>>6391145
>>6391158
>>6399406
Good stuff, thanks for clarifying that. It's cool how many old devs have twitter accounts too, probably lots of good info gets posted that goes more or less unnoticed.

>> No.6399773

>>6391689
>super onions

>> No.6399787

>>6399173
Holy shit, that's intense.