Super Smash Bros. Runouw Edition

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Re: Super Smash Bros. Runouw Edition

Postby Karyete » April 9th, 2015, 4:57 am

Please don't tell me this is dead, Nan. :<
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Re: Super Smash Bros. Runouw Edition

Postby 1018peter » May 11th, 2015, 5:10 am

CHALLENGER APPROACHING: show
Name: Son Goku
I wanted to build a Goku more centered around his teenage years,mainly at the very end of Dragon Ball and the very beginning of Dragon Ball Z. Hence the lack of more fancy moves like Spirit Bomb and Dragon Fist.
Appearance: Image
Pallete Swaps/Alt Costumes:
Without weighted clothes:

The gi also gets a version which bulks King Kai's symbol:
Image
(The symbol is also on the back of the gi)

And a version which bulks the Son family's symbol:


And a version which bulks no symbols at all. Adding up to a total of 8 different costumes. (With weight and without weight)
Entrance: Goku flies in on his flying nimbus and lands on the field.
Icon: A 4-star Dragon Ball. (See Below)
Image

Victory Music: https://www.youtube.com/watch?v=0HZzQY7SEeo
Victory Pose 1: Goku thumbs up to the screen.
Victory Pose 2: Goku poses a fighting stance like this -

Victory Pose 3: Goku walks a bit to the back and the turns back 90 degrees.

Description: Goku's first jump is much better when done on land. The jump is nearly two Super Jumps (Mario's up-special) high. Goku's double jump gives him another jump equal to one Super Jump high. Goku's first jump only maintains half of its power when done in air.
Goku's speed is mediocre. A bit slower than Sheik. Goku weights around Sheik.
SPECIAL TRAIT - Ki (AKA Spiritual Energy):
Goku's power circles around his Ki. He starts off with full Ki and gets his Ki restored fully on KO,the maximum amount is 50 points. Whenever he uses a Kamehameha (Neutral Special) or a Ki Rush (Side Special),his Ki deducts by a certain amount (More info in the moves' section). Ki also regenerates passively (1 point per 3 seconds) and recovers by 10 per KO,but Goku can use his Taunt 1 to recover it faster (10 points per use). When Goku's Ki goes below 15 points,his animation will show that he's tired (Even at 0%). This will hinder his combat ability,deducting 1% damage and 10% knockback from all of his attacks.
This greatly balances the ultimate utility that is Kamehameha,forcing Goku players to think twice before spamming it.

Neutral Attack: Goku throws two quick punches (4% each),and knocks the foe away (4% Slightly more vertical knockback than horizontal knockback).
Dash Attack: Goku lands a hook at his foe (5%).
Side Tilt: Goku throws a punch (7%,horizontal knockback).
Up Tilt: Goku throws an uppercut (5%,vertical knockback),this leads to aerial combos with Goku's jumps.
Down Tilt: Goku does a low sweep,guaranteed to trip slow opponents.
Side Smash: Goku charges a strong punch to the gut (18%,+2% per second,maximum of 24%. Strong horizontal knockback),this locks the target in a longer hitstun than usual during the knockback.
Up Smash: Goku charges a kick (20%,+1% per second,maximum of 24%. Slightly strong vertical knockback),spins once,then kicks to the air. Can be sweetspotted on the tip of the foot for +4% damage and extra knockback.
Down Smash: Goku puts his right hand down onto the ground,and charges a sweeping kick (16%,+3% per second,maximum of 22%). Guaranteed tripping to grounded foes after the first second of charging.

Neutral Air: Goku throws a quick aerial hook (3%). If used in a succession,he will use left and right hooks in a chain.
Forward Air: Goku does two rapid kicks (First one does 4%,second one does 5%),only the last hit carries horizontal knockback.
Back Air: Goku spins to his back and does a strong kick (9%,horizontal knockback).
Up Air: Goku does an aerial uppercut (4%,weak knockback).
Down Air: Goku does a double-handed knuckle (10%). Medium vertical knockback if sweetspotted on the exact bottom of the hands,otherwise,weak vertical knockback.

Grab: Goku steps forward and grabs.
Pummel: Goku lets go of his grab and hit the target with hooks (1% each),continues grabbing after the Pummel's done.
Forward Throw: Goku tosses the target forward in a pitcher-like fashion (7%). Locks target in a longer hitstun during knockback than usual.
Back Throw: Goku does a dragonthrow (AKA So long,Bowser! 12%). Locks target in a longer hitstun during knockback than usual.
Up Throw: Goku does a heavy punch to the target's guts (6%),then kicks the target up high (5%).
Down Throw: Goku does a double-handed knuckle to the target (8%). The target is open for attacks after hitting against the floor.

Get-up Attack: Goku does a rolling kick (6%),only trips heavier targets.
Edge Attack: Goku gets up from the edge and rolls few steps away,then kicks the target off the stage (7%,horizontal knockback).

Neutral Special - Kamehameha: Goku charges a Kamehameha and fires it. There are 5 stages of the Kamehameha.
<NO CHARGE>-1st Stage-<1.5 SECOND>-2nd Stage-<3 SECONDS>-3rd Stage-<4 SECONDS>-4th Stage-<6 SECONDS>-5th Stage

1st Stage - Goku fires a short blue energy blast with a short tail,explodes on contact with the spherical part (10% for the explosion,2% for connecting with the tail). Weak knockback. Costs 3 Ki points.
2nd Stage - The energy blast is slightly enlarged with a longer tail,explodes on contact with the spherical part (14% for the explosion,3% for connecting with the tail). Medium knockback. Costs 6 Ki points.
3rd Stage - The limbo stage between the "Comet" version and the "Wave" version. The energy blast is even bigger than the 2nd stage,with an even longer tail. Explodes on contact with the spherical part (20% for the explosion,4% for connecting with the tail). Slightly stronger knockback. Costs 9 Ki points.
4th Stage - The Kamehameha most people recognizes. Goku launches a thick,blue energy beam. Lasts 4 seconds if not cancelled (Every 0.25 second,the beam damages whoever's still in the beam's hitbox by 2%. Including the initial hit,you can rack up 34% damage in total. Strong knockback on the ending hit). Costs 12 Ki points.
5th Stage - It's Goku's Super Kamehameha! He launches an even wider energy beam (A Bowser and a Mario wide). Lasts 8 seconds if not cancelled (Every 0.25 second,the beam damages whoever's still in the beam's hitbox by 2%. Including the initial hit,you can rack up 66% damage in total. Even stronger knockback on the ending hit). Costs 15 Ki points.
You can aim the Kamehameha by pulling the analog stick toward the direction you want while charging. Doing so will execute the Kamehameha. If pointed down,it can launch Goku upwards,giving him a good recovery choice.
You can also DI the Kamehameha after Goku fires it. In all stages,the Kamehameha travels at the same speed. You can pilot the first three stages' Kamehamehas in a full circle (Which is unlikely to do any good in 1v1s). But after the third stage,you can only DI once,either up or down. This can meteor smash opponents trying to recover.
Side Special - Ki Rush: Goku dashes to the closest target in front of him quickly,extending his abilities to perform aerial chases. This costs 3 Ki points per use. Ki Rush's Ki cost times nine per consecutive use (resets upon landing) to prevent it from being too overpowered. So you can only do two chain rushes at most every time.
Up Special - Penetrate!: Goku slightly flies upward and attempts to penetrate the target with a rising fist. Damage and knockback varies during the knockback Goku's currently taking. The weakest (Starting from the ground) dealing 9% damage and barely any knockback. The strongest (Propelled by a 3rd Stage Kamehameha and higher) dealing 44% damage and is pretty much instant KO.
Down Special - Solar Flare: Goku casts a blinding flash from his forehead. Causes no damage at all and breaks shields instantly. It also blinds the target's sight for a second. This move only works if the target's facing Goku and standing in front of him.

Custom Specials:
Comet Kamehameha - Replaces Neutral Special. Turns the 4th and the 5th Stage of the Kamehameha into stronger Comet versions of Kamehameha (36%,58% each,with 6% damage on contact with the tail). They can also be DI'd like the other Comet versions.
Meteor Smash (Not to be confused with the metagame term) - Replaces Side Special. It's Ki Rush but ends with a double-handed knuckle (16%,vertical knockback). But unlike Ki Rush,it leaves Goku helpless in the air after using. Costs 6 Ki points instead of 3.
Quick Penetrate! - Replaces Up Special. Gives Penetrate! a built in,weaker Kamehameha (1st Stage),allowing instant effectiveness (Which is 18% damage,medium knockback). This however renders the velocity bonus the original one gives useless. Costs 3 Ki points per use.
Afterimage - Replaces Down Special. Puts a nearly identical illusion of Goku in his current position for a second,Goku's incapable of moving meantime. If the illusion's hit by an attack,Goku appears behind the target and kicks the target hard (21%,strong knockback).

Final Smash - Meteor Combination: Goku poses a readying position (Like a runner),and dashes forward with an elbow hit (14%). If it connects,Goku delivers ten more rapid kicks (4% each) and then a strong side kick (10%) followed up by a knee hit (8%). Then he delivers ten more punches (3% each) and then two whirlwind kicks (8% each). After that,he paralyzes the opponent with a heavy gut punch (16%),causing the opponent to fall onto the ground. Finally,he jumps to the top of the screen and fires a Super Kamehameha (Lasts 4 seconds,damage whoever in the beam's hitbox every 0.25 second by 4%. Fixed,medium knockback),it also sends off pulsing waves from the impact point like off waves (One pulse per second,deal 4% damage and gives slightly strong knockback) which don't actually hit the main target.
The maximum damage you can take from this is 198%. And,interestingly,the Final Smash itself doesn't actually KO the main target,it just leaves the target in fatal condition. But the pulses can still KO the others.
References to Goku's somehow-not-fatal combo against Piccolo.

Taunt 1: Goku charges up his Ki for one and a half second,then stretches his arms wide,finishing the charge.
Taunt 2: Goku thumbs up to the screen.
Taunt 3: Goku exercises for a second.


Goku's a character with a lot of combo potentials and can quite easily rack up damage,but against an evasive target,he's most likely going to drain up his Ki missing Kamehamehas and become an easy target. But even then,he still has a few gimmicks up in his sleeves,like the Shield-Breaking Solar Flare that could turn the table around.
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Re: Super Smash Bros. Runouw Edition

Postby kinker » May 19th, 2015, 4:55 pm

Name:Z͏̵͞x̡҉͟d͟҉̸̨t̢͏̨̛g̀͝h̶̡̨̀͝k̸͏
Appearance: This character is a medium sized garbled very glitchy mess of the various characters you have with no cohesiveness whatsoever, and would also have NES/SNES/N64/DOS corruption artifacts.
Palette Swaps/Alt Costumes: The appearance generation of Z͏̵͞x̡҉͟d͟҉̸̨t̢͏̨̛g̀͝h̶̡̨̀͝k̸͏ is completely random/dynamoc, so palette swaps/alt. costumes wouldn't be available for this... thing.
Entrance: Z͏̵͞x̡҉͟d͟҉̸̨t̢͏̨̛g̀͝h̶̡̨̀͝k̸͏ would be there to begin with. Don't ask how.
Icon: Animated portrait of a glitched garbled non-cohesive mess, thus covering the entire icon.
Victory Music: Horribly glitched cacophony of other victory music.
Victory Pose 1:A fake crash screen displaying the results would display instead of the usual stuff. This is the most rarest one.
Victory Pose 2: Z͏̵͞x̡҉͟d͟҉̸̨t̢͏̨̛g̀͝h̶̡̨̀͝k̸͏ would attempt to do something, or maybe not. This is the most common one
Victory Pose 3: Textures would fake corruption, thus looking horrible as Z͏̵͞x̡҉͟d͟҉̸̨t̢͏̨̛g̀͝h̶̡̨̀͝k̸͏. This is a rare one.
Description: The move-set (except final smash) for Z͏̵͞x̡҉͟d͟҉̸̨t̢͏̨̛g̀͝h̶̡̨̀͝k̸͏ is randomly generated by the various characters you have while looking horribly corrupted/glitchy. It's movement controls would randomly be generated in a 30 second interval during the entire stage. It's damage/speed/jump height would be a completely random number, thus sometimes launching Z͏̵͞x̡҉͟d͟҉̸̨t̢͏̨̛g̀͝h̶̡̨̀͝k̸͏ off the stage. Z͏̵͞x̡҉͟d͟҉̸̨t̢͏̨̛g̀͝h̶̡̨̀͝k̸͏'s final smash would corrupt the whole stage thus dealing a random effect of a random magnitude on random players for a random amount of time.
Other notes: Z͏̵͞x̡҉͟d͟҉̸̨t̢͏̨̛g̀͝h̶̡̨̀͝k̸͏ would obviously be a secret character unlocked by moving your cursor off the screen until it selects something, in which one activated, the icon would be empty, and picking any stage would trigger the fight for Z͏̵͞x̡҉͟d͟҉̸̨t̢͏̨̛g̀͝h̶̡̨̀͝k̸͏, located in it's stage, in which I will describe. Any controller attached that picked Z͏̵͞x̡҉͟d͟҉̸̨t̢͏̨̛g̀͝h̶̡̨̀͝k̸͏ would rumble continuously. Team Matches featuring 2+ Z͏̵͞x̡҉͟d͟҉̸̨t̢͏̨̛g̀͝h̶̡̨̀͝k̸͏s would be dyed the team color and be brightened depending on how many clones of Z͏̵͞x̡҉͟d͟҉̸̨t̢͏̨̛g̀͝h̶̡̨̀͝k̸͏ there are on the same team. The sounds for when Z͏̵͞x̡҉͟d͟҉̸̨t̢͏̨̛g̀͝h̶̡̨̀͝k̸͏ move sounds would also be a corrupted cacophony. The music on the stage would also corrupt.

Z͏̵͞x̡҉͟d͟҉̸̨t̢͏̨̛g̀͝h̶̡̨̀͝k̸͏'s stage:
The stage that Z͏̵͞x̡҉͟d͟҉̸̨t̢͏̨̛g̀͝h̶̡̨̀͝k̸͏ originates from would be called Ş̴k̛̕ń̸͘̕͝x̡̡̛̀x̶͘h̷̨͟g̸̷͜x̶̀͜҉f̴̢́͢͡t̴̢̨͡x̶̴̨͡x̴̸̧͡p̵̸̢̕l̶̢̢̛x̷̵̨҉͠s̵͝c̶̢t̀͝͡x̸̧̛̀r͏̶̴. The stage would be a garbled, glitchy, non cohesive, and horrifying mishmash of either pure corruption or a mish-mash of other stages. Ş̴k̛̕ń̸͘̕͝x̡̡̛̀x̶͘h̷̨͟g̸̷͜x̶̀͜҉f̴̢́͢͡t̴̢̨͡x̶̴̨͡x̴̸̧͡p̵̸̢̕l̶̢̢̛x̷̵̨҉͠s̵͝c̶̢t̀͝͡x̸̧̛̀r͏̶̴. can also randomly launch you off the stage or send you to an empty, purple version of another stage (or not) that would attack you continuously for a random amount of time. Ş̴k̛̕ń̸͘̕͝x̡̡̛̀x̶͘h̷̨͟g̸̷͜x̶̀͜҉f̴̢́͢͡t̴̢̨͡x̶̴̨͡x̴̸̧͡p̵̸̢̕l̶̢̢̛x̷̵̨҉͠s̵͝c̶̢t̀͝͡x̸̧̛̀r͏̶̴.might also turn into another stage, uncorrupted for a random amount of time. Platofrms generated in there spawn randomly and dissappear whenever it wants to, and would also have stage generation so random most SSBBRE stragegies would be thrown out the window. Due to Ş̴k̛̕ń̸͘̕͝x̡̡̛̀x̶͘h̷̨͟g̸̷͜x̶̀͜҉f̴̢́͢͡t̴̢̨͡x̶̴̨͡x̴̸̧͡p̵̸̢̕l̶̢̢̛x̷̵̨҉͠s̵͝c̶̢t̀͝͡x̸̧̛̀r͏̶̴.'s glitchy nature, it would be near impossible to tell where your going. Look for platforms with no bits of transparency, those have a better chance of being solid. Ş̴k̛̕ń̸͘̕͝x̡̡̛̀x̶͘h̷̨͟g̸̷͜x̶̀͜҉f̴̢́͢͡t̴̢̨͡x̶̴̨͡x̴̸̧͡p̵̸̢̕l̶̢̢̛x̷̵̨҉͠s̵͝c̶̢t̀͝͡x̸̧̛̀r͏̶̴. has no real boundaries, so thus the boundaries change all the times, and platforms might have launch traps, so be prepared to get launched off a lot! Z͏̵͞x̡҉͟d͟҉̸̨t̢͏̨̛g̀͝h̶̡̨̀͝k̸͏s would look strikingly different from Ş̴k̛̕ń̸͘̕͝x̡̡̛̀x̶͘h̷̨͟g̸̷͜x̶̀͜҉f̴̢́͢͡t̴̢̨͡x̶̴̨͡x̴̸̧͡p̵̸̢̕l̶̢̢̛x̷̵̨҉͠s̵͝c̶̢t̀͝͡x̸̧̛̀r͏̶̴. so that you'd know where it's going. Any other charcter in there would also not be "corrupted", for the sake of visibility. Ş̴k̛̕ń̸͘̕͝x̡̡̛̀x̶͘h̷̨͟g̸̷͜x̶̀͜҉f̴̢́͢͡t̴̢̨͡x̶̴̨͡x̴̸̧͡p̵̸̢̕l̶̢̢̛x̷̵̨҉͠s̵͝c̶̢t̀͝͡x̸̧̛̀r͏̶̴. would have the same aesthetic effects as Z͏̵͞x̡҉͟d͟҉̸̨t̢͏̨̛g̀͝h̶̡̨̀͝k̸͏s, except any effects on specific controllers would happen on all of them. It can be prevented by holding start when loading Ş̴k̛̕ń̸͘̕͝x̡̡̛̀x̶͘h̷̨͟g̸̷͜x̶̀͜҉f̴̢́͢͡t̴̢̨͡x̶̴̨͡x̴̸̧͡p̵̸̢̕l̶̢̢̛x̷̵̨҉͠s̵͝c̶̢t̀͝͡x̸̧̛̀r͏̶̴. Spawn platforms are random for this stage, but are always solid. Ş̴k̛̕ń̸͘̕͝x̡̡̛̀x̶͘h̷̨͟g̸̷͜x̶̀͜҉f̴̢́͢͡t̴̢̨͡x̶̴̨͡x̴̸̧͡p̵̸̢̕l̶̢̢̛x̷̵̨҉͠s̵͝c̶̢t̀͝͡x̸̧̛̀r͏̶̴. also has a chance of dumping the players into a blank white void (debug stage) fro, you guessed it, a random amount of time.

Stage music: This would also play with other bits of garbled noise.
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Re: Super Smash Bros. Runouw Edition

Postby Harmless » May 19th, 2015, 10:01 pm

Oh, a thought just occurred to me.

What physics would be implemented in this? Melee physics? Brawl physics (please no)? Sm4sh physics?

If this is Melee physics Frederick and others would be adjusted accordingly.

edit: Edited all characters. Fixed typos, slightly changed move properties (nothing major or game-breaking), added in %'s for Harmless's attacks, and gave some battle music for an unlockable character.

Also gave general playstyles and melee physics for everyone :P
Expect something cool here soon!

~ Tesla Bromonovich
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Re: Super Smash Bros. Runouw Edition

Postby NanTheDark » May 20th, 2015, 10:19 am

Darn it I've pretty much abandoned this...

Is there still interest? :P
Some day I'll fix my sig.

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Re: Super Smash Bros. Runouw Edition

Postby Asterocrat » May 20th, 2015, 11:32 am

I love the idea.

Too bad Magnen is still the last good addition to the roster.
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Re: Super Smash Bros. Runouw Edition

Postby Harmless » May 20th, 2015, 12:03 pm

I plan to add more, I'm just buussyyyy
Expect something cool here soon!

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Re: Super Smash Bros. Runouw Edition

Postby Zunar » May 20th, 2015, 12:34 pm

Star king wrote:I love the idea.

Too bad Magnen is still the last good addition to the roster.

So you're saying Sabin wasn't a good addition? I'm hurt. :C

I have another idea, but I need to do a bit of research first...
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Re: Super Smash Bros. Runouw Edition

Postby Konradix » May 20th, 2015, 1:26 pm

I have something special planned for Rayman, it's just that
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Re: Super Smash Bros. Runouw Edition

Postby Asterocrat » May 20th, 2015, 1:32 pm

Zunar wrote:
Star king wrote:I love the idea.

Too bad Magnen is still the last good addition to the roster.

So you're saying Sabin wasn't a good addition? I'm hurt. :C

Oops, sorry, that's not exactly what I meant. The word I meant to use was "fitting"

Magnen is the last fitting addition. Then it got way too random. I know this is a forum game so there is no reason to stop you, but I kind of like to see new characters that actually have a connection with Runouw and the forums.
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