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VF5 System Tidbits

Discussion in 'Dojo' started by Yupa, Sep 14, 2007.

  1. Yupa

    Yupa Well-Known Member

    VF5 System Tidbits

    Unicorn, you're right, trying to quick rise too fast affects both bounce AND non-bounce combos. The Sarah combo in question just happens to be a bounce combo. If you read on in that same thread, I mention a non-bouncing combo vs. Jeff that has increased damage only if Jeff tries to quick rise.

    Does anyone know if this added damage in combos is held over in ver C? Probably one of the first things I'll check out when I get my hands on the 360 version.
     
  2. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    Noodalls was kind enough to send me translations of various system related articles which I'll post here. The translations were provided as voice recordings, so if there are any errors in my transcribing then I apologise.


    <span style='font-size: 14pt'>Defensive Technique - Fuzzy Guard Throw Escape</span>
    In this game, amongst the many defensive skills the one with the most potential is beating your opponents nitaku using a fuzzy and then beating his delayed attack or throw by evade throw escaping.

    As expected, once you're disadvantaged you should fuzzy, and when the fuzzy has ended in that instant you can do a throw escape and if you can judge that an attack has not come you can do an evade throw escape. (noodalls, I'm personally a little unclear as to why you'd need the first throw escape? It's not required when described below?)

    It's quite a difficult technique, requiring a high degree of execution and anticipation. But if you can do this ASAP then it's going to be a skill that's very dependable and very useful.

    When you do the fuzzy technique, if you see your opponent dashing or crouch dashing while you recover, then do the evade throw escape guard, with one throw escape input. This defends against a delayed attack or a delayed 0-frame throw attempt.


    <span style='font-size: 14pt'>Damage Scaling for Head Crumple Combos</span>
    Normally after a head crumple, the followup attack before the opponent hits the ground has no damage scaling applied. However, for a certain number of characters, the damage is scaled!

    These characters are: Sarah, Aoi, Pai, Lei, Vanessa. That is, if you head crumple any of these characters, then your followup attack could be scaled, reducing the overall damage to the combo.

    For example, Lei Haishiki /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif (fully charged) produces a head crumple into /forums/images/%%GRAEMLIN_URL%%/db.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif, if it hits just before they are considered "down" then the combo damage will be affected.

    The above combo vs Kage does 40 + 20 = 60pts (no scaling)
    The above combo vs Sarah does 40 + 15[/size] = 55pts (scaling)

    Furthermore, Lei and Vanessa, moreso than the other 3 characters, the damage scaling timing comes on quite late. Which means it's easier to achieve maximum damage after the head crumple against Lei and Vanessa, compared to the other 3.


    <span style='font-size: 14pt'>Don't Ukemi too early!</span>
    When you're juggled until you hit the ground, if you take Ukemi too early, the time you'll spend in the air will be extended and combos will be easier to hit (has been the case since FT). However, in 5, there's an additional reason not to do this -- the damage scaling will be removed so the damage will increase!

    1st case: for combos that require a Just Ukemi, if the Just Ukemi is correct then the damage will be reduced significantly, but if you Ukemi too early and hence fail, then the damage will be increased (not scaled).

    2nd case: for a bounce combo where you can't even Ukemi, but you try to anyway, then the damage will be increased (no scaling).

    You really have to stop trying to Ukemi at the wrong time, or you get penalised! Furthermore, the annullment only applies to the air combo scale.

    Note: this feature was noticed some months ago and was considered to be a Training Mode bug! /forums/images/%%GRAEMLIN_URL%%/smile.gif

    <span style='font-size: 14pt'>Going for guaranteed strings from the side</span>
    Jacky's /forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/u.gif/forums/images/%%GRAEMLIN_URL%%/p.gif, Kage's /forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/p.gif, Lion's /forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/k.gif/forums/images/%%GRAEMLIN_URL%%/p.gif, etc, if the first hit connects on the side, the rest of the hits will be considered a natural combo. Natural combos are guaranteed and cannot be ducked or evaded as soon as possible. The damage is reasonably good on hit and afterwards you have a good condition to followup with.

    It's something you can go for as a counter attack after a successful evade. Not only that, if you take the opponent's side at the wall it's very useful.

    For Kage's /forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/p.gif, against small bodied characters like Shun and Blaze, depending on some factors like foot stance, there's a possibility the combo could miss.

    Lion's /forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/k.gif has the advantage that it can be hit checked from the side. So after a successful evade just enter /forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/k.gif as a set piece, and then hit check. If it's a side hit, finish the combo with the /forums/images/%%GRAEMLIN_URL%%/k.gif. For the other two characters it's quite difficult and not really possible to hit check.
     
  3. Unicorn

    Unicorn Well-Known Masher Content Manager Wolf

    PSN:
    unicorn_cz
    XBL:
    unicorn cz
    After some testnig, I learned that this damage penalty result from pressing P+K+G in small frame window appearing shortly before you can recovery; and takes effect no mather if you will really recovery or not. This window appears really shortly before you hit the ground, and IS NOT WORKING while bouncing.

    Enhanced damage differs character by character, which does not seem to have any connection to their weight or to the distance from the ground.
     
  4. Yupa

    Yupa Well-Known Member

    The damage modifier being character specific was what I've observed too. I wrote in another thread that I theorize that Jeff falls victim to certain floats because he's the tallest, the same way that Lion and Shun avoid certain floats because they are short.

    From what I've tested, weight is slightly more important than stance for certain combos, as lighter characters are vulnerable in either stance, while heavier characters are only vulnerable in one stance. I'll be posting my results in the next week or so... As these discussions have proven, I'm ending up testing combos on every opponent, so it's taking some time.
     
  5. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    Would someone mind posting the actual tests they're doing which demonstrates this character-specific damage scaling?

    Remember, in the original Training Mode Bug post I made, a Kage TFT combo was thought to be character specific in damage, but I proved you could get the same damage against the two characters in question (Jeffry and Pai). The only variable I played with was the opponent's proximity to the ground.
     
  6. Unicorn

    Unicorn Well-Known Masher Content Manager Wolf

    PSN:
    unicorn_cz
    XBL:
    unicorn cz
    Hope this will prove this damage-scaling thing /forums/images/%%GRAEMLIN_URL%%/smile.gif

    Jeffry: /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif /forums/images/%%GRAEMLIN_URL%%/f_.gif/forums/images/%%GRAEMLIN_URL%%/p.gif /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/k.gif
    damage: 76
    against: Aoi, Pai, Sarah
    damage: 84
    against: Brad, Eileen, Goh, Jacky, Kage, Lau, Lei, Lion, Shun, Vanessa, Wolf

    Jeffry: /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/k.gif MC /forums/images/%%GRAEMLIN_URL%%/f_.gif/forums/images/%%GRAEMLIN_URL%%/p.gif /forums/images/%%GRAEMLIN_URL%%/f_.gif/forums/images/%%GRAEMLIN_URL%%/p.gif /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif /forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/k.gif
    damage: 91
    against: Aoi, Eileen, Kage, Sarah
    damage: 94
    against: Blaze
    damage: 88
    against: Brad, Shun

    And so on, Jeffry have more examples of stuff turning down his damage /forums/images/%%GRAEMLIN_URL%%/frown.gif

    Edit: Or did you ask about that enhanced-damage thing from trying to TR to early?
     
  7. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    This has already been explained in my recent VF5 System Tidbits post - Damage Scaling for Head Crumple Combos. In particular, there are certain characters that will have damage scaling applied after a head crumple, making it impossible to get max damage on certain combos. Your findings above agree with my post.

    <div class="ubbcode-block"><div class="ubbcode-header">Quote:</div><div class="ubbcode-body">
    Jeffry: /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/k.gif MC /forums/images/%%GRAEMLIN_URL%%/f_.gif/forums/images/%%GRAEMLIN_URL%%/p.gif /forums/images/%%GRAEMLIN_URL%%/f_.gif/forums/images/%%GRAEMLIN_URL%%/p.gif /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif /forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/k.gif
    damage: 91
    against: Aoi, Eileen, Kage, Sarah
    damage: 94
    against: Blaze
    damage: 88
    against: Brad, Shun
    </div></div>
    What settings were you using?

    And I think you have a typo in the combo? There's only one punch, not two? Otherwise I can't get a bounce on the heavier characters using two punches, and my damage findings agree with yours if I just use one punch.

    So let's assume the combo is:

    /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/k.gif CH /forums/images/%%GRAEMLIN_URL%%/f_.gif/forums/images/%%GRAEMLIN_URL%%/p.gif /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif /forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/k.gif

    This combo, using the normal damage scaling forumla, should do a total of 88 pts damage.

    /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/k.gif CH = 32 pts * 1.5 = 48 pts
    /forums/images/%%GRAEMLIN_URL%%/p.gif = 14 pts * .75 = 10 pts (total: 58 pts)
    /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif = 25 * .75 = 18 pts (total: 76 pts)
    /forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/k.gif = 21 * .75 * .8 = 12 pts (total: 88 pts)

    (I recently added Damage Scaling information to the wiki, so check it out if you don't understand the above)

    The only reason you're getting more is because I think you have Fall Recovery turned on. And hence, the CPU is getting penalised and you're getting more than 88 pts as a bonus.

    I was able to get 88 pts against all the characters you listed. You can too if you ensure that Fall Recovery is turned off.

    <div class="ubbcode-block"><div class="ubbcode-header">Quote:</div><div class="ubbcode-body">Edit: Or did you ask about that enhanced-damage thing from trying to TR to early? </div></div>
    Yes, this is what I was asking about, but your Jeffry Knee combo above demonstrates this.
     
  8. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    BTW Unicorn, just re-reading what you posted earlier, you mentioned that the penalty does not apply if you try to TR a bounce move. Well, I don't have any evidence to disprove you! (yet?) /forums/images/%%GRAEMLIN_URL%%/smile.gif

    I just posted what was translated by noodalls originally, which came from an Arcadia issue. So either they could have made a typo, or we haven't discovered the bounce case where this applies?
     
  9. Unicorn

    Unicorn Well-Known Masher Content Manager Wolf

    PSN:
    unicorn_cz
    XBL:
    unicorn cz
    I do all this combo damages with TR set of on mentioned characters. But your right, Brad and Shun are 1-punch, my mistake, sorry /forums/images/%%GRAEMLIN_URL%%/frown.gif But I think Blaze = 94 and Aoi, Eileen, Kage and Sarah = 88 still makes a difference.

    But we better need another example, right? /forums/images/%%GRAEMLIN_URL%%/laugh.gif
    So: /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif -> /forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/k.gif/forums/images/%%GRAEMLIN_URL%%/p.gif (on Jacky) - 54 in close; 58 in open; all others are 58

    Other (and basic) one: /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif -> /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif
    56 on Akira, Blaze, Brad, Lion, Shun
    61 on Aoi, Eileen, Goh, Jacky, Kage, Sarah, Vanessa

    Other one: /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/k.gif MC -> /forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/k.gif/forums/images/%%GRAEMLIN_URL%%/p.gif
    57 on Aoi, Eileen, Vanessa, Brad (close)
    48 on Lau (open)

    Other one: /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/k.gif MC -> /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif
    55 on Aoi, Eileen, Pai, Sarah
    50 on Vanessa

    Uh, must go working, but I hope this will help you /forums/images/%%GRAEMLIN_URL%%/smile.gif
    I just try Jeffry's bounce juggles against friend who TR just bounces, not finisher; and the damage was the same as if he does not trying to TR. That is all I made before i statet this, so maybe I am wrong, I don't do any larger research about this:D
     
  10. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    The damage variation you're seeing is all easily explanable, and to illustrate I'll just use this combo:

    /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif > /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif

    You're wondering why you get 56 pts on some characters, and 61 pts against others? Here's why:

    1st hit: /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif
    Damage from the two hit combo is 31 pts
    >> Combo total: 31 pts

    2nd hit: /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/p.gif
    Damage is 20 pts x 75% (air scaling) = 15 pts
    >> Combo total: 46 pts

    Now this is where the variation occurs, depending on the opponent:

    3rd hit: /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif
    (if air hit) Damage is 20 pts x 75% (air scaling) = 15 pts
    >> Combo total: 61 pts

    OR

    (if bounce hit) Damage is 20 pts x 50% (bounce scaling) = 10 pts
    >> Combo total: 56 pts

    Note: "bounce" here applies to hitting the opponent when they're close to the ground. Same as OTG.

    As you can see, the variation is due to the state of the opponent. Due to various the body sizes, and the way the opponent's legs dangle (they're all different!), some opponents will be considered airborne, while others will be considered close enough to the ground such that any attacks will have the bounce (or ground) scale applied.

    So yes, the variation exists among the characters, but it's not a bug and there's a definitive explanation for it. Such is the uniqueness of this game!?
     
  11. Unicorn

    Unicorn Well-Known Masher Content Manager Wolf

    PSN:
    unicorn_cz
    XBL:
    unicorn cz
    Hmm, nice stuff! Thanx for explanation /forums/images/%%GRAEMLIN_URL%%/laugh.gif

    But anyway, point of the 1st post of this discussion is that some juggles have different damage outputs against different characters, is still valid; I never say (or even think /forums/images/%%GRAEMLIN_URL%%/smile.gif ) the game is bugged. But now I know the reason, thanx to you /forums/images/%%GRAEMLIN_URL%%/laugh.gif

    BTW can you post all formulas how to calculate damage? Where you find them?
     
  12. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    Glad you understand it now, and I agree with you, the same combo can yield different damage against different characters!

    Damage Scaling is explained in the System guide under the wiki.
     
  13. nobody

    nobody Well-Known Member

    I'm really not sure what the point of this microbalancing on a character by character basis is. The damage difference is minimal; very few, if any, players will bother thinking about it in an actual match. It's just an incredibly minor tidbit of added detail seemingly added for the sake of being added, with no overarching logic that I can see for which characters it affects to what extent.

    Barring the revelation that this character scaling is a hint at some very well-hidden new game mechanic in VF5, this kind of premature fine-tuning (as though macro balance were a solved problem) has next to no benefit to memorize, no impact on how the game is played, and no addition to depth. It's just an insignificant bit of system trivia with no real reason for its existence, with effects so irritatingly inconsistent that it's really no better than a bug.
     
  14. Unicorn

    Unicorn Well-Known Masher Content Manager Wolf

    PSN:
    unicorn_cz
    XBL:
    unicorn cz
    ... What?
    I don't get your point /forums/images/%%GRAEMLIN_URL%%/frown.gif

    I personally with my Jeffry work with this stuff, because if you have more that 1 possible juggle (and Jeffry have them), you will choose that one which is most damaging. And have 2 groups of characters for one jugglestarter is much easier that remember chracter-specific juggles for each one - what is usual way how (not only) top players plays VF.

    Other thing is this "micro-balance" you talk about. This IS NOT the system, this is just a side-effect of ANOTHER SYSTEM. This system is mean to separate bounce and non-bounce juggles, because without this scaling bounces will be HORRIBLY strong. This examples we talk about here are just a side-effect.

    Or did you mean something another..?
     
  15. Yupa

    Yupa Well-Known Member

    I agree with Unicorn. One of my goals is to become the most efficient fighter possible, and so I want to know what combos (and throws) do the most damage. Unicorn's questions about the differences in the float scaling of combos were all very valid IMO. The differences between characters is more varied than the commonly refered to 4 weight classes. You almost have to consided each character individually if you want to maximize damage vs. each one of them.

    Nobody, if you choose to generalize your strategy vs. all the characters, that's your loss. This game is deeper than that.

    As a simple example, Sarah has a MC/forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/k.gif combo that does 77 pts damage vs. everyone in either stance. But vs. the girls, El Blaze, Brad, and Kage, I switch to an 80 pt combo that also works in either stance. That "minimal" difference is significant IMO. I want to know about it, and I want to exploit it.

    Knowing about the penalty caused by trying to quick rise when it's not possible is also valuable info. That 5 pts of damage that you avoid could be the difference between winning or losing a round.
     
  16. nobody

    nobody Well-Known Member

    You're comfortable not knowing the "why" for the added piece of memorization for head crumple damage?

    There are different float combos for different characters, but those differences have a "why." They make sense due to weight and hit detection, and can be inferred or guessed at and remembered easily precisely because they are the result of rules. You still get exceptions, which are irritating but livable.

    Without knowing the rhyme and reason behind a seemingly random set of characters (Sarah, Aoi, Pai, Lei, Vanessa? Is it only the girls? ...no, Eileen's missing. And what's Lei doing in there, then? Why are he and Vanessa exceptions to the exceptions? It's certainly not weight or height based.) having special properties, you're left with an unintuitive layer on play that's only apparent from trial and error and rote memorization.

    That's not the game I want to play, nor the one I signed up for with VF. Find me a reason for this difference to exist. The reason these specific characters are affected, why only them, and what benefit this adds to the game. I'm not eager to pay attention to a 5-point deficit if it has no apparent logic behind it other than the whim of some AM2 designer deciding to add a difference for its own sake. That's not depth. That's just plain inconsistency.
     
  17. SweepTheLeg

    SweepTheLeg Well-Known Member

    Myke to the rescue?
     
  18. Yupa

    Yupa Well-Known Member

    Huh? Sarah doesn't have anything that results in a head crumple. What are you refering to? /forums/images/%%GRAEMLIN_URL%%/confused.gif


    It's only for max combos... If you want to maximize your game, your going to have to do some work i.e. memorization. For float combos, weight is the primary variable, then foot stance, then character height and how they position their legs when they fall.


    You're wrong IMO. It's not arbitrary. I think it's an artifact of the 3 dimensional model that's used for the game. Why is it necessary for anything to be the same vs. any character. It's not like that in the real world.

    If you don't want to spend the time to find an extra 5 pts a damage, then don't. To each his own, but I think a lot of the people who come here are looking for that extra 5 pts of damage, or better yet, how to avoid that extra 5 pts of damage.

    No one ever said this game was easy.
     
  19. Yupa

    Yupa Well-Known Member

    I'm trying... I don't know why he's here in the first place if he's not interested in the miniscule details of the game /forums/images/%%GRAEMLIN_URL%%/smirk.gif
     
  20. nobody

    nobody Well-Known Member

    I'm done.
     

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