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Artist

  • ? kirai shouen 291

Copyrights

  • ? metroid 7.1k
  • ? touhou 953k

Character

  • ? alice margatroid 36k

General

  • ? 1girl 6.8M
  • ? apron 239k
  • ? blonde hair 1.8M
  • ? blue dress 140k
  • ? blue eyes 2.0M
  • ? boots 567k
  • ? capelet 135k
  • ? dress 1.5M
  • ? fake screenshot 11k
  • ? from side 256k
  • ? full body 965k
  • ? hairband 545k
  • ? name connection 11k
  • ? parody 90k
  • ? pixel art 23k
  • ? running 35k
  • ? solo 5.6M
  • ? title parody 1.6k

Meta

  • ? animated 97k
  • ? ↳ ugoira 19k
  • ? commentary 1.7M
  • ? lowres 100k

Information

  • ID: 2978823
  • Uploader: Saiko »
  • Date: over 7 years ago
  • Approver: user 525419 »
  • Size: 677 KB .zip (384x384) »
  • Source: pixiv.net/artworks/66677353 »
  • Rating: General
  • Score: 23
  • Favorites: 32
  • Status: Active

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  • オモロイド

    (ベビーメトロイドかわいいよね)

    A Metriot

    (The baby Metroids are cute, aren't they.)
    The original title is "Omoroid" = "omoroi" (amusing) + "Metroid".

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    SilverDrake
    over 7 years ago
    [hidden]

    I'd play it. Would she just whip out different dolls for the various beam attacks? Drop self destructing dolls to act like the bombs. I'm a bit lost on the morph ball though.

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    user 509926
    over 7 years ago
    [hidden]

    The first time I ever read her name, it was literally the first namesake joke I thought about and I was not alone.

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    NWSiaCB
    over 7 years ago
    [hidden]

    What the?! The NES didn't have parallax support!

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    creaothceann
    over 7 years ago
    [hidden]

    NWSiaCB said:

    What the?! The NES didn't have parallax support!

    Easy to do with interrupts/mappers/times code, afaik.

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    NWSiaCB
    over 7 years ago
    [hidden]

    creaothceann said:

    Easy to do with interrupts/mappers/times code, afaik.

    But the NES only had the capacity to have two layers, IIRC. One for character sprites and one for backgrounds. For that matter, it only really supported scrolling in one direction at a time, so maps had to either be horizontal-scrolling or vertical-scrolling. Likewise, there was a limited number of character (or bullet) sprites that could be on the screen at once, or it started glitching out and having to cycle which enemies or bullets were visible for that frame.

    Basically, the NES was a very limited piece of hardware that was making the best of the limited computational power it had.

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