GB, garou brabo 🤜🤛

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GB, garou brabo 🤜🤛

GB, garou brabo 🤜🤛

@workernetZX

🇧🇷 (pt-BR | En) KOFeiro dos Kusoges, Terry #1! 💻 Computeiro. 👊 BR FGC is something so great. 😂 Play Yu Yu Hakusho Final and Bishoujo Senshi Sailor Moon S!

nikit city Katılım Ağustos 2009
960 Takip Edilen669 Takipçiler
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GB, garou brabo 🤜🤛
GB, garou brabo 🤜🤛@workernetZX·
Pai promete, o pai entrega! Consegui 100% com a #Leona no #KOFXIII eu tô surpreso pq até q foi bem fácil, dano dela é absurdo. HD + 4 barras e o combo é bem viável.
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Central do Braga
Central do Braga@CentralDoBrega·
*Gol da Espanha* o transmissão da FIFA imediatamente: os caras já vão procurar uma criança chorando kkkkkkkkkkkkkkk
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Shougo 👺
Shougo 👺@ShougoTwo·
Carai tá tudo dando errado pra França nesse jogo. Kkkk
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PES MIL GRAU
PES MIL GRAU@Pesgrau·
Eu no portão da casa do meu amigo ouvindo a mãe dele dizer: "De novo esse menino, ele não tem casa não?”
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tsuruo3
tsuruo3@tsuruo3_·
ネオジオ さほど怪しくない?KOF98😄 わりと有名、コンボがムチャ繋がる。アテナ乱舞等新技追加 驚くのはCPUが30hits コンボとか追加された新技を普通にやってくるよ😂
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WinterVenom91
WinterVenom91@WinterVenom91·
The TM Revolution situation reminds me of the J-Novel Club AX panel where the founder mentioned Slayers and followed up with asking everyone in the audience if they knew what Slayers was. I raised my hand, but everyone else was just staring. He sighed and said it's like Konosuba
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GB, garou brabo 🤜🤛 retweetledi
SilvaGames
SilvaGames@SilvaGames123·
Chega de treinamento. Agora é hora do fight! 🔥 Neste fim de semana, a equipe SilvaGames desembarca em Bogotá, Colômbia, para disputar o The Fighter 2026. Será a estreia internacional de Kbecinha, o Imperador das KB7, que fará seu primeiro grande teste de fogo nos palcos internacionais de KOF XV. Todo grande jogador vive um momento como esse, e chegou a hora de mostrar sua força contra alguns dos melhores da América Latina. E não para por aí! Nosso incansável @didimokof também estará na Colômbia representando o SilvaGames na competição de Fatal Fury. Boa sorte aos nossos atletas! Que Deus abençoe essa jornada e que vocês aproveitem cada partida, aprendam com cada desafio e representem a FGC brasileira com orgulho. Bora pra cima! 🇧🇷👊🔥
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COTW
COTW@COTW_SNK_NeoGeo·
Development Chronicle of Samurai Spirits: Amakusa Kōrin by Ken-chan da pyōn (probably Head-Ken from the Planning section in the game’s credits) _ Samurai Spirits: Amakusa Kōrin was initially planned as an extensive reworking of Zankurō Musōken. The developer hoped that reusing the previous game as a base would save time and allow the team to implement ideas they had previously abandoned. _ The number of required changes became so large that the team ultimately decided to rebuild the game almost entirely from scratch. Their main objective was to revise the fundamental systems and create a game they themselves would be satisfied with. Finishing techniques, suicide and chained sword attacks were already part of the project’s general direction. _ The developer spent a long time searching for the game’s defining new feature. He came up with the idea for Rage Explosion while sitting on the toilet, followed by the concepts for Issen and Tsuranegiri. His superior tested the new systems and described them as genuinely fun, which the developer considered one of the most rewarding moments of planning work. _ The team decided early on to bring back several older characters. Jūbei and Charlotte were selected immediately, while Gen-An and Wang-Fu were also considered for the final returning slot. Tam Tam was ultimately chosen, officially for game-balance reasons, although the developer jokingly admitted that personal preference influenced the decision. _ During the most intense phase of production, the team practically lived at the company, worked day and night and saw several members fall ill. The working environment became so unpleasant that even the smell in the development room is mentioned. _ Just after the master version had been submitted, a serious game-breaking bug was discovered. Despite these difficulties, development was completed successfully. _ The developer said the project taught the team a great deal and promised that they would continue working intensely to create well-balanced games with strong gameplay. Full Chronicle: This time, right from the planning stage, we decided to use Zankurō Musōken as a base and rework it extensively. Personally, there were still many things I had not been able to accomplish in the previous game. So I began writing the proposal for Amakusa Kōrin with a terribly naive idea: “Since it is a remake, I will probably be able to use the time saved to accomplish everything I could not do before.” But when we began listing the elements that needed improvement, an enormous number of changes emerged. We then said to ourselves, “This will not work at all!” We changed our approach and decided to rebuild everything from the ground up. Development therefore began with this objective: “Let us start by reviewing the basic systems and create a game that we ourselves can be satisfied with.” By that point, the project’s overall direction had already been almost completely defined. I believe that elements such as the finishing techniques (Danmatsu Ōgi), suicide, and chained sword attacks had already been implemented. However, we still had to find the feature that would become the game’s true distinguishing element. Day after day, I could think of nothing else: while working, of course, but also while taking a bath or sitting on the toilet. From the outside, it must simply have looked as though I was doing nothing… Then, as the pressure continued to build, it was finally while sitting on the toilet that I came up with the idea for Rage Explosion (Ikari Bakuhatsu). You could truly say that I “gave birth” to it at that moment. The ideas for Issen and Tsuranegiri then appeared one after another. After receiving my superior’s approval, I had him try what we had created. When he told me, “This is really fun,” I was very happy. Moments like that truly represent the pleasure of planning work. Around the same time, we were also thinking about which characters would appear in the game. From the beginning, the entire team had decided to bring back several older characters. The return of Jūbei and Charlotte was decided immediately. However, we had a great deal of difficulty choosing the final one. Gen-An and Wang-Fu were also among the candidates, but in the end, because of my personal preferences… uh… no, no, of course, after carefully considering the game’s overall balance, we chose Tam Tam. As always, halfway through development, we practically began living at the company’s offices. More and more people fell ill, but the work continued day and night. Then, when we reached the final stretch and the smell in the room had become so dreadful that it had reached its absolute limit, development finally entered its final phase. We completed the master version without any problems… Well, no. Things are obviously never that simple. Just after we had submitted the master version, while everyone was celebrating and saying, “It is finished, we can finally go home!”, a terrible game-breaking bug suddenly appeared! After all these twists and turns, development did eventually come to an end. I believe Amakusa Kōrin once again allowed us to learn an enormous amount. In order to provide you with games featuring high-quality gameplay, we will continue to devote ourselves to research and effort, even if it means risking our lives to fine-tune the game balance. We therefore hope that you will continue to support us in the future as well. From SSC Newsletter Vol.1 #SNK #NeoGeo #SamuraiSpirits
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