Wednesday, 13 July 2016

The Fake World Tournament II Roster




Abobo by (^o^)
Abubo by Ryo 2005 + Ns
Adamas
Adelheid by Beppu
Adon by (^o^)
Ai by Hanyu-maru
Akari by Websta
Akira by Ghost Killer
Albiole by Drkelexo
Alcott by Kamekaze
Alessi by Hh
Alex by Gm
Alex_a by Felicity
Alexey Zalazof by (^o^)
Alfred by Tora
Alice by Nhk
Alsion3rd by Shimon
Alter Amiba by Melvanainchains + The_none
Amakusa by Misao
Amano by Abuhachi
Amingo by Kamekaze
Anakaris by Hsiehtm
Ananzi by Andres Borghi
Andrew by Ohgaki
Android 18 by G.knux19
Andy Bogard by Tora
Andy by Ikaruga
Andy by Infinite
Angela Belti by Drkelexo
Angus by The_none
Animus by Andres Borghi
Anita by Kaz
Anonym by Ns
Another Kyo by Mouser && Byakko
Anthony Hawk by (^o^)
Arashi by Ali
Arina by Nhk
Armgon by Kamekaze
Ash by Chazzanova & Quickfist
Ash by Ikaruga
Ash by Tonyadv, the Pizzaman, Mr.chainsaw & Vegetto
Aska by Kamekaze
Asuras by Simotsuki
Athena by Warusaki3
Avdul by Nimame
Axel Hawk by Darkside Joe
Axel by Dick Buckus
Axl by Muteki
B.jenet by Infinite
B.orchid by Ahrimanes
Babidi Z2 by Balthazar, Daeron & Xgargoyle
Baby Bonnie Hood by Baby Bonnie Hood
Bai-hu by (^o^)
Baldhead by Bad Darkness
Balrog by Kamekaze
Balrog by Omegapsycho
Baraka by Omegapsycho-mk
Batman by Alucard
Batsu by R@ce Akir@
Beavis by The_none
Belmont Trusdale by Kamekaze
Benimaru Nikaido by Deuce
Benimaru by Warusaki3
Bern & Lambda by Hanyu-maru
Big Bear by (^o^)
Billy Kane by Infinite
Billy Lee by (^o^)
Billy Two Moons by Melvanainchains
Billy by Ikaruga
Birdie by (^o^)
Bishamon by E-fry
Bison Trooper X by the Magic Toaster
Black Glass by Exclamation_question
Black Glass by Melvanainchains
Black Polnareff by Warusaki3
Black Widow by (^o^)
Blair by Dampir
Blanka by (^o^)
Blanka by Masa
Blizzard by The_none
Blodia by Gm
Blue Mary by Tora
Bobby by Neat Unsou
Boggy by Mass
Bomberman by Gladiacloud
Bonus by Masa
Boomy by Melvanainchains
Bootleg Ryu by Drkelexo
Boss Sagat by Kamekaze
Boss by Amarimono
Brain_battler by Felicity
Briaaaaaaaaaaaaaaaaan by Ahuron
Brocken by Gm
Bubblun by Gladiacloud
Buguu by Masukenpu-kun
Burnie by (^o^)
Burnov by (^o^)
Bushou by (^o^)
Butt-head by The_none
C.dome by Kamekaze
C.kidd by Darkside Joe
Cable by Infinite
Cammy by Phantom.of.the.server
Captain Atlantis by (^o^)
Captain Commando by Splode
Captain.cat.kit by Ngi
Captain_heart by Felicity
Carlos by Ns
Carol by Veanko
Cell by Kamekaze
Chaka by Nimame
Chang by Ahuron
Charles by Masukenpu-kunz
Charlie by Phantom.of.the.server
Charlotte by Misao
Cheng by Krunkest404
Cheng_fu by (^o^)
Chili N Pepper by The_none
Chinnen by Wara
Chizuru Kagura by Sander71113
Chris by Ahuron
Chris=wayne by Mass
Chronos by Aokmaniac13
Chun Li by Conversion World - J.lee
Chun Li by Kaz
Chun-li by Jmorphman
Clark by Ikaruga
Claus by (^o^)
Cloud by Rikard
Cody_a by Felicity
Colossus_a by Felicity
Condor by Kamekaze
Cool by Mass
Corpse by Ahuron
Cpt. Falcon by Kamekaze
Crow by Ikaruga
Cyber Akuma by Mystikblaze
Cyborg T-8p by The_none
Cyborg_d-9f by (^o^)
Cycloid Omega by Ahuron
Cycloid Sigma by Ahuron
Cyclops by  Loganir & Verz36
Cyclops by Kaz
Daimon by Sander71113
Dan Hibiki by Smoke
Dan by (^o^)
Dan by Kamekaze
Dan by Phantom.of.the.server
Dan by Warusaki3
Dandy J by Nhk
Dante by Bugya
Dao-long by (^o^)
Dark Chun-li by Big Eli King
Death Adder by Mike Obrecht
Deathmask by Drkelexo
Dee Bee Kaw by The_none
Dee Jay by N64mario
Deejay by (^o^)
Deke Cay by the Magic Toaster
Demitri Maximoff by (^o^)
Demitri by Vanity13
Devo by Nimame
Dhalsim by 3ha
Dhalsim by Gal129
Dhalsim by Masa
Dhalsim_a by Felicity
Diavolo by Amarimono
Diba by Melvanainchains
Dio by Warusaki3
Dirtyfat by Ngi
Donatello by Dcat Power
Donkey Kong by Exclamation_question
Donovan by Zelgadis296
Doppo Orochi by Tokage
Dougster by (^o^)
DOWN by Arti
Dr.doom by Infinite
Dragon Claw by Reu
Dream Bison by Cannon Musume
Drew by (^o^)
Duck Hunt Dog by Dj Hannibalroyce
Duck King by Tora
Dudley by Kamekaze
Duke by (^o^)
Duo Lon by Chazzanova
Dynamite Headdy by Roysquadrocks
E. Honda by Phantom.of.the.server
E.honda by Omegapsycho
Eagle by Byakko
Earl by Roysquadrocks
Earthquake Svc by Actjapan
Earthworm Jim by Drkelexo
Ebe by Masukenpu-kunz
Eddie by Muteki
Egith by Mass
Eiji by Ikaruga
Eins by Dick Buckus
Electro by  Loganir & Verz36
Elena by Kaz
Elena by Umihei
Ella by Aiduzzi
Eric Windsor by Daraku
Ermac by Omegapsycho-mk
Evil Dan by Ilcane87
Evil Ken by Reu
Evil Kung Fu Man Mkii by The_none
Evil Ryu by Reu and Kingtigre
Evilmiopinja by Ngi
Ex Rugal by Kamekaze
Fakir by The_none
Fallen Balrog by Cannon Musume
Fang by (^o^)
Fangore by The_none
Faust by Muteki
Fefnir by Masukenpu-kun
Feilong by (^o^)
Felicia by Misao
Final by Andres Borghi
Firebrand by Hh
Footee by Nhk
Franco Bash by Tora
Frank West by Kamekaze
Freeman by Ikaruga
Freeman by Kasumi1030
Freeza Z2 by Balthazar & Cybaster
Fugo by Amarimono
Fungi by Masukenpu-kunz
Fuuma by Mouser
Galford by Nrf
Gambit by Dick Buckus
Ganjou Dan by (^o^)
Gardener by the Magic Toaster
Garuda by Deman
Gato by Gm
Geese Howard by Tora
Geese by Ikaruga
Geese by Phantom.of.the.server
Geese by Warusaki3
Gen by (^o^)
Gen_an by Kusaremiyabi
Genjuro by Capuchino
Genkai by Masa
Genteki Dan by (^o^)
Ghetto Warmachine by One Winged Angel / Melvanainchains + The_none
Ghiaccio by Amarimono
Ghost Kick by Dick Buckus
Giano by Aiduzzi
Giant by Yumehiko
Gill by Gm
Gillius by Binho
Giorno Giovanna(amaai) by Amarimono
Glacius by The_none
Gliformoth by Ankokunaitou
Goblin by Ikaruga
God-o-mite by the Magic Toaster
Goenitz by Syu Takazaki
Gohan Z2 by Balthazar & Cybaster
Goku Z2 by Balthazar & Cybaster
Goldrush by Masa00341
Goodman by Websta
Gorilla by Masukenpu-kun
Gorimaru Jr by Ahuron
Goro by Omegapsycho-mkboss
Gouken by Infinite
Gouki by Jessica Smoke
Gozu by Ironjw
Grant by M.m.r.
Grim Reaper by the Disciple X
Guerrilla by Masukenpu-kun
Guile by Kamekaze
Guile by Kaz
Guile by Mauteck & Jessica Smoke
Guy by Phantom.of.the.server
H.h. Harn by Melvanainchains
Halforc by Drkelexo
Han by Ikaruga
Hannah Dundee by Alexei Roschak
Hanzo by (^o^)
Hanzo by Mouser
Hanzou Hattori by Nrf
Haohmaru by Capuchino
Haohmaru by Ikaruga
Haohmaru by Z Sabre User
Harima by (^o^)
Harry by Ns
Hashi by Andres Borghi
Hasshie by Masukenpu-kunz
Hawk by Mass
Hawk_mina by Felicity
Hayato by Felicity
Heavy D! by Ahuron
Heidern by Ikaruga
Hero M by the Magic Toaster
Hiei by Kamekaze
Hinako by Ryo 2005
Hinata Wakaba by Li_kun & Fervicante
Hiryu by Mass
Hokuto by Deman
Hol 'butt King' Funtimes by Drkelexo
Hol Horse by Y.y
Holhorse by Ouchi
Hon-fu by Mouser
Hopper by Cannon Musume
Hotaru by Gm
Houki Gonjou by the Magic Toaster
Hsien-ko by Phantom.of.the.server
Hugo by Gm
Hulk by Kamekaze
Hwa Jai by Ahuron
I-no by Muteki
Ibuki by Gm
Iceman by Splode
Ickybod Clay by Lordshade67
Iggy by Gal129
Ingrid by Crazykoopa
Ingrid by Warusaki3
International Karateka by The_none
Iori by Hh
Iori by Ikaruga
Ioro by Error Macro (emw)
Ironfist by Ahuron
Ironman by Magus
Ivan Ooze by O Ilusionista
Iyo by (^o^)
J.p.polnareff by Nimame
Ja-koh by Mass
Jack Dawson by Exclamation_question
Jack by Ns
Jackie Chan by Mass
Jade by Omegapsycho-mk
Jagi by Drowin Hokuto
Jamm by Mass
Jax by Omegapsycho-mk
Jean Pierre by Adamskie
Jean_pau by (^o^)
Jedah by Deuce
Jesse by The_none
Jhun by David Demianoff
Jill by Seanaltly+divinewolf
Jimmy by Ryo 2005
Jin Bros by Nrf
Jin Kazama by Byakko
Jin Saotome by Hsiehtm
Joe Higashi by Byakko
Joe Higashi by Ohgaki
John Anderson by (^o^)
Johnny Cage Mk1 by Omegapsycho-mk
Johnny Cage Mk2 by Omegapsycho-mk
Johnny by Muteki
Johnny by Shimon
Joker by Ngi
Jon Talbain by Splode
Jonathanasb by Amarimono
Joseph Joestar by Y.y
Joseph by Nimame
Josuke by 280†
Jotaro by Warusaki3
Jubei Yamada by Gal129
Judy by Ngi
Juggernaut by Splode
Juni by Warusaki3
Justice by Muteki
Jyubei Yagyu by Nrf
Jyuzumaru by Ikaruga
K' by Ikaruga
K9999 by Silencer & Orochikof97
Kaede by Websta
Kaf Ka by The_none
Kagemaru by Masukenpu-kun
Kain by Infinite
Kairi by Mr.karate and Gustavo C. Moraes
Kakyoin Noriaki by Nimame
Kamaitachi by D, the Red Cloak
Kamui by (^o^)
Kanae by Aokmaniac13
Kangaru by Masukenpu-kun
Kanji by Silencer
Kano by Omegapsycho-mk
Karin by Kaz
Karin by Phantom.of.the.server
Karla by Mass
Karman-cole by Mass
Karnov by Adamskie
Kasumi by Ikaruga
Kasumi by Koopakoot
Kawajirikosaku by ‚ ‚ü‚è‚à‚ì
Kazu by The_none
Kei by Rikard
Ken 3rd S.g.m. by Renzoku
Ken Masters by J.smoke
Ken by Gm
Ken by Kamekaze
Ken by Kamekaze
Ken by Phantom.of.the.server&jmorphman
Kenshiro by Drowin Hokuto
Kensou by Syu Takazaki
Kensuke Kudou by (^o^)
Khameleon by Omegapsycho-mk
Kim Kaphwan by Jmorphman
Kim Kaphwan by Tora
Kim by Ikaruga
Kimala the Bouncer by (^o^)
Kimberly by Rikard
King Lion by Websta
King by Ns
Kinniku Suguru by (^o^)
Kintaro by Omegapsycho-mkboss
Kiriko by Nhk
Kisarah by Mouser
Kitana by Omegapsycho-mk
Knuckles by Veanko
Kokesz by Adamlexus
Kou by Ikaruga
Kousonsyou by (^o^)
Krang by Dcat Power
Krauser by Ikaruga
Krauser by Infinite
Krizalid by Nyankoro
Kuando by Aiduzzi
Kula by Beppu
Kung Fu Man by N64mario
Kung Fun Man by Melvanainchains
Kung Lao by Omegapsycho-mk
Kunio by Masa
Kunoichi by D, the Red Cloak
Kurama by Kamekaze
Kuroko by Warusaki3
Kusanagi by David Demianoff
Kusanagi by Ikaruga
Kusaregedo by Hh
Kuwabara by Kamekaze
Ky by Muteki
Kyo by Ikaruga
Kyo by Sander71113
Kyosuke Shigure by (^o^)
Kyosuke by Kamekaze
Kyoushirou Senryou by Nrf
Laurence by Tora
Lee by Hanyu-maru
Leo by Gal129
Leona by Ehnyd
Leonardo by Dcat Power
Leone Abbacchio by Amarimono
Licht by Masukenpu-kunx
Lihua by Seki-rou
Lilith by Misao
Lin by Ryo 2005
Lio Convoy by (^o^)
Lipsyncher by Darkside Joe
Lisa_lisa by Heal the World
Liu-kang Mk1 by Omegapsycho-mk
Liu-kang Mk2 by Omegapsycho-mk
Lord Beerus by Rahlonnir
Lord Zedd by Demonlord of T.m.l.
Lucia Fernandez by On.off & Fervicante
Lucky 71113 by Sander71113
Lucky Colt by (^o^)
Luke Skywalker by Dj Hannibalroyce
Lynn by Ikaruga
M.bison Sf2ww by N64mario84
M.bison by N-mario
M.bison by Omegapsycho-mk
M.bison by Phantom.of.the.server
MK2 Secret Ninjas By Omegapsycho-mksecret
Magaki by Jin
Magic Geese by The_none
Magneto by Nobuyuki
Mahael by Shimon
Mai-ling by Kojirobadness
Major Dutch by (^o^)
Makai by (^o^)
Makaryudo by Drkelexo
Maki by Ehnyd
Makoto by Nhk
Manute by Rei•elm
Maraiah by Rei
Marco Rossi by Ahuron
Mari by Duck@ss & Dj Hannibalroyce
Marrow by Buyog & Ryou Win
Mars People by Websta
Mary by Ehnyd
Masamichi Oyama by (^o^)
Master Huang by Kenshinhimura
Matlok Jade by Xinos
Maxima by Beppu
Mecha-gorilla by Nrf
Mega Man by Felicity
Mega Tigerzord by Redline
Megumi by Rikard
Mexican Typhoon by O Ilusionista
Michael Jackson by Ryuui Sinyongkwon
Michael Jordan by Exclamation_question
Michelangelo by Dcat Power
Micky by Ns
Midknight by Juan Carlos
Mike Haggar by (^o^)
Milan Flare by Mass
Mileena by Omegapsycho-mk
Ming Ming by Xcb
Miopinja by Ngi
Missing Iq Gomes by (^o^)
Missingno. by The_none
Mista by Amarimono
Mitsuji Tanimati by (^o^)
Mizoguchi by Kamekaze
Mizuchi by Websta
Mobo by Roysquadrocks
Mondu the Fat by Melvanainchains
Morrigan by Kaz
Morrigan by Phantom.of.the.server
Motaro by Omegapsycho-mkboss
Mr. Bear by The_none
Mr. X by Seanaltly
Mr.big by Ikaruga
Mr.heart by Rei
Mr.karate by Cirio
Mr.karate2 by Beppu
Ms. Fanservice by Drkelexo
Mudman by Omegapsycho
Muhammad Ali by Exclamation_question
Mukai by Syu Takazaki
Mukuro by Ahuron
Mukuro by Rei
Musashi by Melvanainchains
Mysterious Budo by (^o^)
Nakoruru by Phantom.of.the.server
Nameless by Ahuron
Narayan Maxime by Ryanide, Edited by Meldo
Necro by Umihei
Needles Kane by Varia31
Nega Joe by Kamekaze
Nega Ryo by Kamekaze
Neodio by Jin
Neokyo 71113 by Sander71113
Ninja Megazord by Redline
Ninja by Masukenpu-kun
Ninjaslayer by Fu-lin
No-name by Rien
Noah by The_none
Nool by Gal129
Norimaro by Ahuron
Noroko by Andres Borghi
Number Muncher by Dj Hannibalroyce
Ohga by (^o^)
Olof by Meka
Omega Red by Iwakick
Omega Shingo by Ahuron
Oni Inomura by Infinite
Orc by Ikaruga
Order-sol by Muteki
Oro by Umihei
Ortega by Dick Buckus
Oswald by Ikaruga
Ouyang Feng by Ngi
Ox by (^o^)
Peijin-san by Masukenpu-kun
Peketo by Andres Borghi
Petshop by Rei
Phobos by Misao
Piccolo by Choujin
Pielle by (^o^)
Pielle by Kamekaze
Pocket Shin Akuma by Phantom.of.the.server
Poochy by Shimon
Pope Benedict by the Magic Toaster
Possessed Heita by The_none
Potemkin by Muteki
Predator by Hsr
Prosciutto by Amarimono
Psychopath Kyo by Drkelexo
Psylocke by Whitemagic2002
Pucca-toppo by Masukenpu-kunz
Pulse-k by Masukenpu-kunz
Pupazz by The_none
Pure and Fur by Gladiacloud & Beximus
Pyron by Vanity13
Q by Umihei
Q-bee by Misao
R.king by Kamekaze
R.mika by Warusaki3
Radel by Ryo 2005
Raiden by (^o^)
Raiden by Omegapsycho-mk
Rain by Omegapsycho-mk
Rainbow by Ngi
Ralf by Infinite
Ralf by Vans
Ramda by Ikaruga
Ramon by Sander71113
Randy by Alexei Roschak (kenshinx0)
Rangle by Ankokunaitou
Raphael by Dcat Power
Rasetsumaru by Ali
Rasputin by Darkside Joe
Rasputin by Mouser
Ray Mcdogall by (^o^)
Rayden by Patrick Ching(pneophen)
Red Ranger by Alexei Roschak
Reggie Skatore by Melvanainchains
Rei by Ahuron
Reject No. 253 by Kamekaze
Remi by Mass
Remy by Umihei
Ren Idagawa by Jango + The_none
Reptile by Omegapsycho-mk
Requiem Giorno(amaai) by ‚ ‚ü‚è‚à‚ì
Resistance by Ikaruga
Rick Simpsons by (^o^)
Rick Strowd by Nhk
Rick Strowd by Tora
Rick Taylor by Otz-kai
Rikuo by Splode
Rila by Drkelexo
Rip Saber by (^o^)
Road Runner by Dj Hannibalroyce
Robert by Ikaruga
Robinmask by (^o^)
Robo Rock Type-2 by Y.y
Robo Rock by Y.y
Robo by Roysquadrocks
Robo-jam by Ukege
Robo-ky by Ukege
Robot Steven by Tmc55 & D, the Red Cloak
Roche by Mass
Rock by Ikaruga
Rock by Warusaki3
Rocky Balboa by Jessica Smoke
Roger by D the Red Cloak
Rogue by Splode
Rolento by Rei
Roll by Hsiehtm
Ronald Mcdonald by Kishio
Roomi by Ali
Rose by Ehnyd
Rouwe by Masa
Rubber Soul by Bad Darkness
Ruby Heart by Kamekaze
Rugal by Ahuron
Rugal by Kamekaze
Rugal by Warusaki3
Ryo Mr Karate by Ikaruga
Ryo Sakazaki by Masa
Ryo by Ikaruga
Ryo by Warusaki3
Ryo-sakazaki by Brown
Ryofu by Shimon
Ryoko Kano by Adamskie
Ryu by Ikaruga
Ryu by Nrf
Ryu by Phantom.of.the.server
Ryu by Umihei
Ryuhi by Ankokunaitou
Ryuko by Kamekaze
S.p.o. Ryu by Rikard
Sabretooth by Kamekaze
Sabrewulf by Shift B is B
Sagat by Kamekaze
Sagat by N64mario84
Sai by Mikita
Saibamen by Balthazar + The_none
Saiki by Or2=3
Saisyu by Ikaruga
Saisyu by Vans
Saizo by Ryo 2005
Saizo by Shimon
Sakazaki Ryo by Byakko
Sakura by Ikaruga
Sakura by Kamekaze
Sakura by Kaz
Sakura by Phantom.of.the.server
Sandman by Mccready & Loganir
Santaurus by Ngi
Sas_counter by Armin_iuf
Sasquatch by Sander71113
Sasuke by (^o^)
Scorp by Dick Buckus
Scorpion by Kazmer13
Scorpion by Omegapsycho-mk
Sean by Dick Buckus
Sean by Rei
Segalow by The_none
Segata Sanshiro by the Mvc Champ
Senator Lieberman by The_none
Senator by Elecbyte
Sentinel by Xslaught
Sentro by The_none + Balthazar
Setsuna by Orochi Herman
Shadow Dio by Orochi Herman
Shadow Geist by Deman
Shadow Kouma by The_none
Shadow Sumou by 3ha
Shadow by Aokmaniac13
Shaky Jake by Melvanainchains
Shang Tsung by Melvanainchains + The_none
Shang Tsung by Omegapsycho-mk
Shaq by The_none
Shar-makai by Andres Borghi
Sheen by Gm
Sheep the Royal by (^o^)
Shen by Ikaruga
Shermie by Anjel
Shimo by Ikaruga
Shin Akuma by Phantom.of.the.server
Shin Vega by Kamekaze
Shingo by Ikaruga
Shinnosuke Kagami by Orochi Herman
Shinsaku Maekawa by (^o^)
Shion by Drkelexo
Shishimaru by Ali
Shishin by (^o^)
Shizumaru by Capuchino
Sho Hayate by Ironjw
Sho Kamui by (^o^)
Shogun Megazord by Redline
Shotoborg Mk. Ii by Kamekaze
Shredder by Dcat Power
Shuma-gorath by Basara-kun
Shura by Gm
Sieger by Warusaki3
Silkheart by Masukenpu-kunz
Silver Samurai by Corntortillas
Simple by Masukenpu-kun
Sissy by Chloe
Skate Hunter by Dcat Power
Skaxl Roa by Drkelexo
Skeleton by Zyriliss
Sketch Turner by Farengeit
Skullomania by Deman
Skullomania by Seanaltly&divinewolf
Slash by Inverse
Slayer by Muteki
Smoke by the Magic Toaster
Sodom by (^o^)
Sodom by Splode
Sokaku.m by 3ha
Sol by Muteki
Soldier by Ikaruga
Solis=r8000 by Mass
Sonic by Some Guy
Sonic by Veanko
Sonya by Omegapsycho-mk
Spider-man by Kong
Spinal by Shift B is B
Spiral by Luchini
Spy-dama by Fu-lin
Ssj Goku Z2 by Balthazar & Cybaster
Stevareno by Mass
Stingray by Infinite
Storm by Kaz
Strawbelly Jam by Melvanainchains
Street Fighter is Boring You Idiots by the Doritos Factory
Strider Hiryu by Splode
Suave Dude by Masukenpu-kun
Sub-zero by Omegapsycho-mk
Sub-zero by Pneophen
Sukapon by Masa
Sumo by Masukenpu-kun
Sun Wu Kong by Melvanainchains
Super Mario by Shinryoga & Neoankh
Superman by Hannibal/kal-elvis and Friends
Syous by Jc
Syouzan Matsuo by (^o^)
T.hawk by Omegapsycho
Tabasa by Nhk
Tails by Veanko
Tain-ren by Mass
Takuma by Ikaruga
Tamtam by Ali
Tane by Hh
Tao Jun by Yes
Tarochan by Masukenpu-kun
Tengu Gou Hibiki by (unknown)
Terry Bogard by Sander71113 & Maximillian J[e]nus
Terry by Gm
Terry by Ikaruga
Terry by Omegapsycho
Terry by Warusaki3
Terryman by (^o^)
Tesse by Nhk
Tetsu by Xcb
Thanos by The_none
Thawk by (^o^)
The Griffon by Gm
Thor by Loganir & Blackdragon
Thunder Megazord by Redline
Tia Langray by (^o^)
Tiffany Lords by Fervicante
Tiger by Dick Buckus
Titan the Great by (^o^)
Todo by Gal129
Todo by Rei
Toejam by Roysquadrocks
Toguro 100% by Kamekaze
Tony Won by Mitai Dake
Torao Onigawara by Nhk
Trigger by Mass
Trish Una by ‚ ‚ü‚è‚à‚ì
Tristan by Kamekaze
Trouble Man by Drkelexo
Tung Fu Rue by Masa
Tung Fu Rue by Websta
Tusk by Shift B is B
Twelve by Rei
Tyssa Willing by (^o^)
Ubu by Aiduzzi
Ukyo by Intense_mc
Ume by Hh
Umvc_fuha by Rel
Umvc_onix by Minoo&rel
Unlucky Glauber by Ahuron
Uppercut by The_none
Urien by One Winged Angel
Urien by Umihei
Valgar by Ikaruga
Vanessa by Deuce
Vanilla Ice by Warusaki3
Vega by Masa
Vega by N64mario84
Vega by Rei
Vegeta Z2 by Balthazar & Cybaster
Venom by Muteki
Vergil by Bugya
Vice by Or2=3
Vice by Orochikof97
Victor by Cngsoft
Viga by Omegapsycho
Viper by The_none
Voltz by (^o^)
W. Krauser by Masa
W.nut by Kamekaze
Wang-fu by Nrf
War by Kamekaze
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Thursday, 16 July 2015

Home Alone (1992 Mega Drive review)



When it comes to childhood power fantasies, none come close to beating Home Alone. Sure, some kids may want to be the indestructible Superman, but that's pure fiction. In reality, a kid could theoretically deter a pair of criminals with a set of improvised booby traps in a house they're trying to burgle. The lengthy life experiences of being an adult tells us that in this scenario the child and/or thieves would be killed, but when you're a kid you can buy into the reality of the situation but also not be traumatised by accepting in the Looney Tunes consequences.



Home Alone was of course a 1990 movie directed by Chris Columbus and written by John Hughes in which a kid is left home alone and takes it upon himself to protect his house from two burglars. If you're my age its a classic and when rewatching it last Christmas, I was impressed by how well it held up. It thankfully does well with the cartoon violence without making it a total farce like some other movies. I think it was a hit with kids because it was about a smart, resourceful child out smarting two adults.

Its too bad there was never a good game that let you play this out. Oh wait, there was but nobody ever talks about it. Then I shall talk about it. Home Alone on the Sega Mega Drive developed by Brian A. Rice Inc.

In the Home Alone game you are tasked with not only defending your own home, but an entire neighbourhood from The Wet Bandits, a pair of bumbling burglars. The inclusion of multiple houses obviously differs from the plot of the movie but as an excuse to have more varied locations, I'm fine with it. Besides, you did see them rob other houses in the film.

There are four things you'll be doing in Home Alone in your quest to protect the neighbourhood:

Setting up traps in the different houses, because its not a Home Alone game without that.

Getting between each house on your sled.

Making weapons.

Running around the house to stop the criminals.

Pretty varied stuff for a 16-bit movie tie-in. The objective of the game is to 'survive' 40 minutes of continuous criminal attacks on the 5 neighbourhood houses. You can't permanently defeat The Wet Bandits but you can deter them by filling up the 'pain meter'. Hitting them with traps, weapons and the house hazards will fill it and once full, they'll drop all their loot and leave (only to return later). The Wet Bandits' objective is to break into the houses' safes and take the goods. This is is indicated by the loot gauge and if it fills the house is then 'flooded'. If all the houses are flooded then its game over. Think of each house as a life. Basically you have to keep the loot meter from filling up and you stop it by filling the pain meter. Its an interesting concept for a game and pretty unique for a time where most movie tie-ins were simple platformers. I also find it an enjoyable game to come back to and score attack as you're given a rating at the end. You have to make sure at least one house remains by the time the police arrive. That being said, if you want even a semblance of challenge from this game then you should aim to not lose a single one.

Setting traps is the most obvious thing you'd expect in a Home Alone game. When entering an empty house you're presented with a blueprint and can lay them out. These are the only traps you have for the entire neighbourhood so you got to make sure you spread them out evenly. Unlike all of the other consumable items, you can't collect extra traps- the ones you have have to last. While setting out all the various traps is enjoyable, a lot of them are functionally identical. The marbles, grease, ice, micro machines- uh 'toys' all just make the victim fall over and that's it. I would have liked more varied effects- perhaps the grease could make an area slippery for whoever walks through it. Maybe the marbles could be more spread out over the floor than the other traps. The ice could send the victim careening across the floor and they end up slamming into the wall. Thankfully there are some traps with unique effects. The tacks will slow someone without knocking them down, the blowtorch is unique in that it can only be placed above doorways and the tar, possibly the most useful trap of all, will slow enemies to a crawl. Other than the blowtorch, Kevin can also become victim to them so you've got to be careful when navigating the house. One thing sadly missing are the iconic paint cans. The game features a lot of stairs so why not include them? Oh well.

The next thing you'll become accustomed to is making weapons. This is a fantastic element and adds a lot to the 'kid defence' premise beyond just traps. The game defaults to 'beginner' difficulty and with this on, the game will automatically create weapons for you. At this point I strongly recommend switching to 'expert' mode before you start because beginner has less weapons and traps to play with. Weapons are comprised of 3 elements- a platform, an operator and a type of ammo. Generally speaking, operators and ammo are always linked together whereas your choice of platform changes how the ammo will be used. Cans will make powerful mortars whereas crossbows will make weak yet reliable rifles. Ammo usage, the shooting angle, the amount of pain dealt and the time the enemy is incapacitated all seem to vary with the type of weapon you make. The best weapons are the ones that use rare parts like the sonic boom generator and the flashbulb shotgun. Am I the only person who finds it strange that this gun actually fires a lightbulb rather than creating a flash? All of these weapons will add to the pain meter as well as help you get around Harry and Marv. You get bonus points for varying the types of ammo you use. The results are completely cartoony with some results being pretty out there. Being hit by a ball turns you into a giant ball? What? Needless to say, they didn't digitize Joe Pesci screaming in agony and resisting the urge to call an 8 year old boy a motherfucker.

When you're not in a house, you're in the open world and can freely explore the area between the five houses. Kevin rides along on his battery-powered sledge (does such a thing even exist?) and can freely enter the houses. In fact, The Wet Bandits won't wait for you. You may be out in the open and suddenly see the dreaded loot meter appear. Its then a desperate matter of searching for the house they're in by seeing where their van is parked. Alternatively you can enter the houses at random- if the pain meter appears then you're in the right place. One house in particular parks the van about a god damn mile off the beaten track so like I said, just quickly enter each house to check if they're there or not. You can also ram into the van and you'll bounce off completely unharmed. Never mind attacking grown ups with home made electrical spark guns, whats this about the game teaching kids to ride their battery power sleds into traffic, huh?

One of the game's biggest challenges is the limited ammo. All of the weapon parts, including ammo, is finite, meaning once you've emptied a house, its empty for good. The only place where pickups respawn is in the open neighbourhood where breaking snowmen will provide a random pickup. Chances are you'll at one point run out of ammo and end up desperately scouting the open world for snowmen. Why snowmen contain rubber bands and batteries I have no idea. Elaborate decorations? Actually, speaking of that- snowballs are a type of ammo. Shouldn't you be able to just make them outside? As a last resort you have a BB gun but its incredibly weak and barely keeps Harry and Marv down for a second. This thing uses its own exclusive ammo and yes, it is entirely possible to completely run out of every type of ammo and be utterly defenceless and it sucks, My only advice here is to actually leave the house and grind the snowmen. 'Grind the snowmen'. You really have to ration your ammo in Home Alone, which is something I'll get back to. Oh and you can run out of sled battery which also, really, really sucks because it means you can barely move and its really a matter of luck finding a replacement. The item layout is random with each playthrough so if you're particuarly unlucky you can have a pretty miserable experience where you collect loads of platforms and operators but no ammo to use them. If anything, Home Alone teaches players how to ration their belongings and not be wasteful.

There are 5 different houses, all with different layouts and each one has a unique hazard-


The Mansion
This is Kevin's home and the house he defends in the movie. As such, its the most generic house with 3 long floors. The gimmick here is a spider that crawls around on the ceiling and drops down on any character that wanders by below. I'm guessing its supposed to be Buzz's pet tarantula even though it doesn't really look like it.

Colonial House
This is the tallest building and is protected by, of all things, a ghost. The ghost will wander in through the walls and electrocute anyone that he sees. The ghost is such a powerful force that this is possibly the easiest house to defend and you should save your traps for the others. This is also the only place in the neighbourhood that has bothered with Christmas decorations this year. Shame on these people.

Country House
Like the mansion, this place is generally unremarkable. The hazard, a crazy pissed off cat, is only a threat if you touch it. Its not much of a threat against The Wet Bandits so I suggest using more traps here. Also the image of a cat ripping a child's face off is pretty funny. Thats the type of wholesome family entertainment this game provides.

Old House
This is my favourite level in the game for its gimmick of breakable floors. The floor will randomly open up and send anything to a level down. The funny thing about this is that the game doesn't really do 'falling'. There's no fall damage and there aren't even any animations to support it so when someone falls they just stand perfectly still like its nothing. This also means you can't use falls as a means of hurting Harry and Marv although you can delay them greatly by sending them down, away from an unopened safe. You have to have good reaction times to shoot one of them while they're in mid-jump over a hole but the result looks great, even if the fall doesn't register gameplay-wise (as in they don't get dealt extra pain).

Ultra-Modern House
Definitely the most visually different of the bunch, this smart home is full of silver machines and doohickies and... I have no idea. I like the Jetsons styled tubes that replace the stairs. While I may not know what all these electronic gadgets are supposed to be, I do recognise that its protected by a god damn robot that patrols the house and picks up Harry, Marv or even Kevin to electrocute them. Being the only home with an automated defence system, its pretty easy. Even with this elaborate machine though, a little kid still needs to be there to help. The hell kind of expensive home protection system is this?


Once you enter a house the game becomes a relatively standard platformer. You're free to enter a house even if the criminals aren't there if you want to loot it for stuff. I actually recommend doing this as there's a good chance of running out of ammo early on. The controls are really simple. B fires your weapon and C jumps. If you hold certain directions you can jump in different way like holding up forward for a larger arcing leap, handy for getting over your own traps. I find another good trick is using the big vertical jump to get half way up the stairs. This is a good time saver and don't forget- this whole game is a fight against time. Pressing A drops a tyre. You can then jump on the tyre for a massive bounce but sadly they vanish after a single use. Lots of items are only accessible using tyres. The Old House has a hidden floor (a loft/attic) that is only accessible if you use two tyres. Its definitely worth saving two tyres for all of the goodies up there, just beware of the breaking floor that can send you plummeting back down.

As mentioned, attacking Harry and Marv adds to the pain gauge but you can't actually defeat them. Similarly Harry and Marv cant' 'kill' Kevin because... that would be disturbing. Instead, if you get caught they'll hang you on a coat peg- just like the movie. This may not seem like much of a punishment for getting caught but remember that you're fighting against the clock here. Time wasted on the peg gives them precious time to fill up the loot meter. This is why I think this is great licensed game. They took a simple movie concept, made an original game out of it and made sure to throw in plenty of recognisable moments from the source material.

One of the biggest revelations for me while playing Home Alone was when I managed to fit it into a genre- its a survival horror game. Hear me out. Its got all the elements of the genre. Its got limited ammo you have to carefully conserve. It has an unstoppable antagonist that can stop you instantly. You can only delay and inconvenience this antagonist but your player character is far too weak to permanently stop them. And the game has jumpscares.

Well OK, they're not scary I just find it kind of funny how the restrictive camera can work against you sometimes. A lot of the time I'm cautiously staying away from the edge of the screen, unsure of whether or not Harry or Marv are there. Sometimes you ascend a staircase and BAM they're there. All thats missing is a scare chord.

So in conclusion, Home Alone is a pretty fun game that I just wanted to bring to more people's attention. It definitely has some inspired design elements and the neighbourhood defence thing is pretty unique. My only critiques are minor and given the quality of most movie-based games, its easily forgiven. Actually, its worth noting that this game came out in 1992, two whole years after the movie, which may explain its overall decent quality (this was the same year the film's sequel was released). Its also kind of buggy in spots, particularly in the moments where you kick The Wet Bandits out of the house while delivering a terrible joke based on the weapon you used. The animations don't always play out as they're intended but it just makes the game more appealing to me with its goofiness. Its also not a particularly hard game once you know what you're doing and its not very long either given that every game session is going to be a maximum of 40 minutes,. Home Alone does support repeat playthroughs with its random elements and its scoring system so I encourage everyone to give it a go and bring some sweet, painful kid justice to the neighbourhood.


Saturday, 27 June 2015

Dynamite Headdy: An Academic Critical Analysis

Dynamite Headdy is a platform game developed by Treasure in 1994 for the Sega Mega Drive.

The unique selling point of the game is the separation of the playable character into two parts- head and body. Headdy’s head is detached from his body and levitates slightly above where his neck should be. The head can be fired short distances in eight by holding the d-pad and pressing B. The 8-way controls are similar to a shooting game such as Contra or Metal Slug. The head travels a short distance before returning to the body. Headdy can combine these with jumping and ducking. A unique selling point is the fact that only Headdy’s body takes damage yet his head does not. The player must use their head for offense while making sure the body avoids harm.
Unlike the similarly designed Rayman, this game justifies Headdy’s detached head by making him a puppet. The whole game world is set up as a theatre show and its aesthetics are designed around this idea so that the player never forgets that the game is a piece of fiction within fiction. The plot of the game, while vague, is still relatively straight forward with an antagonist (Dark Demon) for the melodramatically expressive hero to defeat as one may expect from a pantomime.
 “The most compelling amusement park attractions build upon stories or genre traditions already well known to visitors, allowing them to enter physically into spaces they have visited many times before in their fantasies. Broadly shared genre tradition- designer assumes some assumptions of the player- setting and world” - (Jenkins, 2004)
Presenting a particular immersive aesthetic theme is more difficult on the 16-bit Mega Drive technology than it would be for a modern HD system. While the Mega Drive obviously isn’t incapable of showing a clear and understandable world, it is likely that a player will take most visual representations of objects at face value. Without being explicitly told that a 16-bit cloud is actually a 16-bit painting of a cloud, something else has to make the construction obvious.
“Relatively higher-quality graphical resolution and design/reproduction of sound can increase the extent to which narrative, generic or other contextual frameworks are likely to be in play, giving a stronger sense of the location of gameplay within a particular, realized milieu.” (King & Krzywinska, 2006)
The game resolves this by constantly presenting ‘giveaways’. The set backgrounds are almost always damaged in some way, including torn matte paintings and exposed scaffolding. This damage is required to clearly identify the backgrounds as artificial. The whole world is a stage- for example clouds are held up by frayed ropes. Levels are also referred to in-game as ‘scenes’.

Standard game screen

A manipulation of the above screenshot to remove all set imperfections

The original Japanese version told the story through text dialogue which has been almost entirely removed in the foreign release. The game opens with a dialogue-free overview of the plot. While the character names appear at the bottom, a series of events detail the setup: Robots attack a once peaceful town of toys. Headdy attempts to fight them off but is swiftly captured. Headdy is deemed unfit to enter ‘D.D Imperial World’ and is dumped for incineration. Headdy breaks out and the game begins. Any specifics about the plot in the Western version are hard to determine as it is difficult for the player to differentiate between the events of scripted puppet show and what happens outside of it. The game’s focus on cartoony melodrama still makes the tone clear. (Schell, 2008) states that when balancing the tone of a game, it is acceptable to “give details the imagination can use”. (Salen & Zimmerman, 2004) also explain that “When you are creating a games with less typical narrative experiences, your design task becomes more challenging.” They go on to say that players not initially familiar with a game’s fictive world would rapidly require traits to establish the world. By carrying the visual cues of set stage design the players can quickly grasp that this is not a game world to be taken at face value.  “Narrative descriptors in games include everything from the written introduction to the opening cinematic, from the design of light and sound to the style of the game interface.”
The game features a dijectic HUD in the form of Headdy’s spotlight- the colour of which represents his 16 hit points of energy.This is also reflected in his bowtie. Another spotlight appears on the opposite side for bosses. This is an additional part in forming the consistent game world which (Bjork & Holopainen, 2003) refer to as game patterns. “…game elements are normally also related to one another, thus creating game element configurations.” The game relies on the theatrical references working together to succeed as a whole. “The state of the game is the totality of the game element configuration at any given time.”
The first level has Headdy run away from a robot. Headdy cannot actually be caught by the robot and it isn’t neccesary to destroy the robot to continue. This entirely consequence-free enviroment allows the player to learn the controls without stopping the flow of the action.
“Some games create a space for rehearsal, as well, so that we can make sure we understand our character’s potential moves before we come up against the challenges of navigating narrational space.” (Jenkins, 2004)
Appling this to Csikszentmihalyi’s Flow Channel (1997) we can strike a balance between the thrill of running from a robot while avoiding the anxiety of failure. The player can freely learn the controls at this point through experimentation. The Mega Drive controller has only four buttons and a d-pad. This avoids what (Swink, 2009) calls ‘state overwhelming’. Game controls are often tradition bound (Sniderman, 1999) and through the standards of Sega games, B is commonly attack and C is jump (Golden Axe, Splatterhouse 2).
The following threats (a bomb-dropping plane and the first encounter with reoccurring boss Trouble Bruin) are low level challenges that do not require any of the gameplay lessons that appear in the following tutorial level. (Swink, 2009) refers to the cycle of game feel and challenge- new challenges are only introduced once the player has an established understanding of their character’s abilities.

Trouble Bruin in the spotlight

It is Trouble Bruin pushing the backdrop down on Headdy in the very first stage that establishes that the ‘show’ within this game has no fourth wall. The ‘fourth wall is a term taken directly from theatre and references to the ‘wall’ separating the stage and the audience (Bell, 2008).
After Bruin is defeated the player moves onto Scene 2-1 set in a town of toys. The player is given three optional tutorials based on Dynamite Headdy’s three gameplay pillars each of which is represented by a friendly NPC.
Headcase is a small orange smiley face that resides in a box. The box cycles icons representing different power up heads. Hitting Headcase will replace Headdy’s head with the one currently displayed. Each head offers a unique gameplay effect such as Warhead firing out projectiles in eight directions. Most heads can be removed with the A-button or are lost after a set amount of time. Using these heads help with particular bosses and some are required to navigate the environment, most notably Pinhead and Spike Head. To demonstrate the usefulness of Headcase the player is given one to combat a series of toy soldiers.
The second friend/gameplay style is Hangman. Headdy can grab these orange similes with his head and he will hold on as long as the B button is held. Once released Headdy’s body will be pulled up like a rubber band. This is used for fast vertical movement and can be used multiple times in the air. This is tested by a vertical auto-scrolling level that relies on more elaborate moves as it progresses.
The final friend is the angel Beau who points out the weakpoints on bosses. There are many bosses and mini-bosses in Dynamite Headdy which is a trope of developer Treasure (Alien Soldier, Sin & Punishment). This trial requires the player to hit targets establishing the 8-way shooting mechanic. The game features a distinct audio feedback system. An enemy that blocks an attack in some way gives off a metallic ‘ping’ sound whereas actual damage gives a satisfying ‘squish’ noise.
There is very little asset recycling in Dynamite Headdy. Most levels feature unique tilesets and enemies that are only seen on single short stages. Dynamite Headdy’s levels are usually very short and many scenes have the camera static for a boss fight. (Wolf, 2002) claims that a small game space such as this can make combat more intense. The game also features artificial scrolling; backgrounds run in a loop as though the camera is actually static. The player is watching the show from the audience, a form of emergent perspective rarely possible within a strictly 2D system with no Z axis camera movement. As a stage show is similarly viewed from a static perspective this technical limitation of the game feeds directly into its theme.

Still from a Japanese television advert

Dynamite Headdy features a diverse soundtrack which even includes a performance of the Nutcracker March during a boss battle complete with performing orchestra members. The player can hear the audience cheer whenever Headdy completes a level which is an incorporation of the belief of (Schell, 2008) that the game’s direct praise of a player is a form of reward equal with the promise of future powers and challenges.

The limitations of the 16-bit hardware have helped Treasure create a platformer in which every aspect of it contributes strange vivid world and it justifies the unique selling point of the gameplay. “The artists are simultaneously empowered by and restrained by technology, and the engineers are similarly empowered and restrained by art.” (Schell, 2008) The plot of Dynamite Headdy is somewhat weak because of the vagueness of the events that occur but it compensates by presenting the story in a unique setting. “even narratives that do not fit this paradigm draw their meaning from the way they play ironically against our deeply engrained expectations that all narratives are going to be like that.” (Hillis, 1990)

Bibliography

Bell, E. S. (2008). Theories of Performance. Los Angeles: Sage.
Bjork, S., & Holopainen, J. (2003). Games and Design Patterns. Level Up Digital Games Research Conference. Utrecht.
Csikszentmihalyi, M., & Csikszentmihalyi, I. S. (1997). Optimal Experience. Cambridge University Press.
Hillis, M. (1990). Narrative. Chicago: The University of Chicago Press.
Jenkins, H. (2004). Game Design as Narrative Architecture. First Person: New Media as Story, Performance, and Game, 670-686.
King, G., & Krzywinska, T. (2006). Tomb Raiders & Space Invaders: Videogame Forms & Contexts. London: I.B.Tauris & Co Ltd.
Salen, K., & Zimmerman, E. (2004). Rules of Play. Massachusetts: Massachusetts Institute of Technology.
Schell, J. (2008). The Art of Game Design. Burlington, MA: Morgan Kaufmann Publishers.
Sniderman, S. (1999). Unwritten Rules. The Life of Games.
Swink, S. (2009). Game Feel. Burlington, MA: Morgan Kaufmann.
Wolf, M. (2002). The Medium of the Video Game. Austin: University of Texas Press.

Games Cited

Alien Soldier
Treasure, 1995
Console game
Contra
Konami, 1987
Arcade game
Dynamite Headdy
Treasure, 1994
Console game
Golden Axe
Sega, 1989
Arcade game; Console game
Metal Slug
SNK, 1996
Arcade game
Rayman
Ubisoft, 1995
Console game
Sin & Punishment
Treasure, 2000
Console game
Splatterhouse 2
Namco, 1992
Console game