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guro
scat
furry -rating:g

Artist

  • ? kirai shouen 294

Copyrights

  • ? metroid 8.7k
  • ? ↳ metroid (classic) 130
  • ? touhou 1.1M

Character

  • ? alice margatroid 40k

General

  • ? 1girl 8.6M
  • ? apron 317k
  • ? blonde hair 2.2M
  • ? blue dress 194k
  • ? blue eyes 2.5M
  • ? boots 721k
  • ? capelet 182k
  • ? dress 2.0M
  • ? fake screenshot 15k
  • ? from side 350k
  • ? full body 1.3M
  • ? hairband 727k
  • ? name connection 13k
  • ? parody 111k
  • ? pixel art 32k
  • ? running 46k
  • ? solo 7.2M
  • ? title parody 1.9k

Meta

  • ? animated 138k
  • ? ↳ ugoira 23k
  • ? commentary 3.3M
  • ? lowres 114k

Information

  • ID: 2978823
  • Uploader: Saiko »
  • Date: almost 9 years ago
  • Approver: user 525419 »
  • Size: 677 KB .zip (384x384) »
  • Source: pixiv.net/artworks/66677353 »
  • Rating: General
  • Score: 25
  • Favorites: 34
  • 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
    almost 9 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
    almost 9 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
    almost 9 years ago
    [hidden]

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

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    creaothceann
    almost 9 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
    almost 9 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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