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OmegaDog 1186th Post

 
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| "Re(1):KOF MI & NW" , posted Thu 8 Apr 11:12:
quote: Kyo, Terry and Ryo are in 3D and ugly.
Is it just me, or do the first three chars look slightly more Shinkiro-style than these renditions of Kyo, Terry, and Ryo?
EDIT: Actually, it seems to be just Ryo that looks to be in a different style -- though Kyo's face seems a bit more compact...
EDIT 2: ... no, for Ryo, it's just his chin that looks different. Dammit -- well, at least they all look somewhat Shinkiro, no?
 "I must pay for my past sins... Let's fight!""I have no choice. You will lose!" | CCT: NEXT STAGE IS 17 |
[this message was edited by OmegaDog on Thu 8 Apr 11:18] |
Iggy 3120th Post

 
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| "Re(2):here we go !" , posted Thu 8 Apr 16:07:
I think it's real : Kula team = Kula, Saishu, Shingo (WTF!!!!!!!!!?) Robert = 2002 Amesport team is here. Ryo's ichigeki hissatsu stuns, with weird effects of thunder and such (maybe common to all the supers ?) Iori's teammate are Mature and Vice. Athena is with Kensou and Chin. Jhun, Choi, Chang in Korea.
Someone is eating shit because K9999 is not there. Then, someone says the sounds effects are SvC, and the Amesupo is not here. No Kim, NO BIG, NO KRAUZER !? Oh craaaaap... PUT ALL THIS TOGETHER PEOPLE !!!!!
しつこい女だなぁ...
[this message was edited by Iggy on Thu 8 Apr 16:14] |
Iggy 3121th Post

 
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| "Re(3):here we go !" , posted Thu 8 Apr 16:16:
K', Maxima, Whip. Ryo, Robert, Takuma. King, Yuri, Mai. VANESSA SETH RAMON. Terry, Andy, Joe. Kusanagi Beni, Daimon (KUSANAGI!? I guess he means Kyo, RIIIGHT,) Leona Ralf Clark Yamazaki Billy Mary
しつこい女だなぁ...
[this message was edited by Iggy on Thu 8 Apr 16:18] |
Iggy 3124th Post

 
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| "Re(6):here we go !" , posted Thu 8 Apr 18:21:
buttons : ABC DE
A B : punches D E ; kicks
C : Hit (heat ?). push once to enter/leave the heat mode. no lag. During the mode, attack power up, life slowly down.
The name of the modes are not official.
Max2 mode : one gauge, Max2 usable when low in health. no evade move
Guard clash mode : DE = unblockable move. 2 gauges, maybe kinzai/MAX2 with 2 gauges ? evade move, Just defense.
The last one has 3 gauges. Dokokan ?
WORST QUOTE OF THE THREAD : I would like to talk about the characters I used and how they changed, but I didn't felt any diffrence with 2002... Saishu has maybe one new move, the rest is 98. Geese is a monster. Really. unblockable ranbu, another unblockable move... perfect, perfect, perfect. Uuuoh, worse than AoF2?
しつこい女だなぁ...
[this message was edited by Iggy on Thu 8 Apr 18:45] |
beto 323th Post

 
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| "Re(8):here we go !" , posted Thu 8 Apr 18:58:
quote: But nooo, Big, Krauzer, Eiji, the nests and the amesupo are hidden ! They will be playable with the atomis card and all ! ... ... die Imoya.
Is this really hinted/mentioned, or is this just we/them being hopeful?
And is this the final roster?
Kula - Saishu - Shingo Iori - Mature - Vice Lucky - Heavy D - Brian Athena - Kensou - Chin Jhun - Choi - Chang K' - Maxima - Whip Ryo - Robert - Takuma King - Yuri - Mai Vanessa - Seth - Ramon Terry - Andy - Joe Kyo - Beni - Daimon Leona - Ralf - Clark Yamazaki - Billy - Mary
If that´s it, there´s no reason to play the game.
Gameplay?
Same as previous games, just with an extra button.
Characters?
One old boss brought back.
Graphics?
High-res backgrounds and art, like PS2 and/or DC versions of previous KOFs.
In 2003 we had new gameplay, new characters, new storyline. Is NeoWave going to be a step back?
[this message was edited by beto on Thu 8 Apr 19:07] |
Cain Highwind 355th Post

 
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| "Re(2):Comments..." , posted Thu 8 Apr 22:43:
Well, I'm rather intrigued they (whether SNK or Sammy) put in "Young Geese" (look at it this way people, not the same ol' Rugal, assuming the news about him being a boss is true)
I'm sure we haven't heard the entire roster yet, this is the first day. Remember SvC how everyone complained about all the SF2 characters and then out of nowhere came Demitri, Zero, Mars People, Athena, and Red Arremer? And how people complained Geese wasn't in, and then he really was. This'll end up being the same thing I'm sure. Thoug bad in a sense if they repeat the same mistake as SvC (no betatesting the secret characters)
EDIT: Just saw the vids, thanks Saiki
[this message was edited by Cain Highwind on Thu 8 Apr 22:48] |
beto 326th Post

 
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| "Re(3):Comments..." , posted Thu 8 Apr 23:03
quote: Well, I'm rather intrigued they (whether SNK or Sammy) put in "Young Geese" (look at it this way people, not the same ol' Rugal, assuming the news about him being a boss is true)
I'm sure we haven't heard the entire roster yet, this is the first day. Remember SvC how everyone complained about all the SF2 characters and then out of nowhere came Demitri, Zero, Mars People, Athena, and Red Arremer? And how people complained Geese wasn't in, and then he really was. This'll end up being the same thing I'm sure. Thoug bad in a sense if they repeat the same mistake as SvC (no betatesting the secret characters)
EDIT: Just saw the vids, thanks Saiki
The game looks beautiful.
And i hope you´re right, and they indeed go SVC on us roster-wise.
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beto 329th Post

 
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| "Re(4):Re(10):Comments..." , posted Fri 9 Apr 08:47
quote: I can't understand that Sammy is letting Playmore make this ultimate crap for Sammy Atomiswave. But.. Sammy is making it.
Neowave = Sammy
2004 = Playmore, no? Or is my brain frazzled?
That was what we assumed. But...
beelzebbuble´s info:
this game seems like ass!
ill start with the last piece of info i got, this game is being made by noise factory is what i was told by the loke test game centre staff.
graphics:
they are terrible. the OLD kof sprites look about 4x as pixelated as when they were on the neo.. why coz of the mvc2 style high res backgrounds. the bgs look OK. some are sorta cool but as per svc very sparse and boring, lifeless. i think the whole style was done better in svc to be honest. they sorta look like rumble fish bgs. yeah the rez is nice but the design isnt.
the hit sparks are low rez and the just defend ones look horrid, they are huge and blue very cheesy. the layout looks ok at certain points but once a match starts they look photoshopped on like a windows screen or a 5 year old cutting edge website.
super flash for certain super moves looks nothing short of cheesy and terrible (the super where kensou throws a fb and it comes back at him for example).
animation frame rate does seem more stable/higher.
characters:
11 teams plus long haired suit wearing boss geese. (who looks like a ffspc sprite btw though now that i think about it he sorta looks rage of the dragons.. a little incongrous.)
1.kyo, beni, daimon 2.clark, ralf, leona 3.terry, andy, joe 4.chang, jhun, choi 5.iori, vice, mature 6.saishu, king, shingo 7.athena, sie, chin 8.kula, yamazaki (2k2 sprite), billy 9.yashiro, shermie, chris 10.ryo, robert, tak 11.k, maxima, whip 12.mai, mary, yuri
most are there 2k2 sprites it would seem.
gameplay:
3 options, super cancel, guard break and max2 mode
has a 5 button called heat.. not sure how it works.
stages:
angkor wat, suspension bridge near a city, shipyard and bridge, glass dome arboretum, clock tower, train yard with huge tv screen which says "snk, sammy and atomiswave" on it...,
random bits:
* no character names * in game art is ok at best.. some looks really horrid, the expressions... not sure of the artist, doesnt seem to be one of the regulars. *seems really incomplete.. might have a lot of work left to be done (fingers crossed) *geese also has a stage inside his office or whatever. he has a fire wave, fireball, dragon punch, rush super and a glowing fist juggle thing.... he looks sillly/lame imo.
i probably wont go again.. it didnt grab me at all....
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Iggy 3131th Post

 
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| "Re(2):Re(10):Re(10):Comments..." , posted Fri 9 Apr 14:55:
Okaaaaay.... So, the characters don't look like their 2002 selfs, they ARE their 2002 selfs. Which means so far all the moves have the same properties, all the combos from 2002 are possible, the neutral poses, the animations, the winning poses, THE VOICES ARE THE SAME. Shingo and King are also the same as they were in the DC port of 2002. Saishu is nearly like in 98, but with a new MAX2 (in which they just used already existing animations and moves in a different way). Jhun is like in 2000, but there may be some changes (a MAX2 at least). Geese, the only new sprite of the game, is not well done. His voices are those of Geese in SvC, which is really weird with his young look. This is really just a test, the first KOF on Atomiswave, nothing more.
The super cancel mode is weird. the cancel special->super AND the cancels special->special, like in max hatsudo in Kof 2002, take 1 gauge each.
The guard break mode's unblockable move has wire damage. the mode has just defense, which doesn't heals life.
The Max 2 mode has only 1 gauge, but it fills itself with the time. You can use the MAX2 when you loose some life BUT YOU CAN'T USE MAX SUPERS.
Also, holy crap, I hated this in CvS2 : you choose the mode for the team, not for each character. Oh well.
Pushing start on the Orochis and Kyo doesn't change them in their ura versions (maybe the code is just different ?) The C heat mode seems to be not implented yet (at least, someone said nothing happenned when he tried to use it).
EDIT : and I may have forgotten to add it, but if everybody waited more of the game, they all say the backgrounds are great (but the sprites don't match well in them), the new art is gorgeous, the music seems quite heavy (like in MS5?) and seems good even though it's hard to hear, and the general game is so much like KOF 2002 it has the same good points. Which means, it's fun to play. It's a mod to 2002, so if you liked it, it's basically the same game, with the same qualities. And the same bad points, if you disliked it.
しつこい女だなぁ...
[this message was edited by Iggy on Fri 9 Apr 15:23] |
beto 331th Post

 
Bronze Customer
 
   
| "Re(2):Re(10):Re(10):Comments..." , posted Fri 9 Apr 16:29:
Murata kicks ass.
http://oggg.dip.jp/photo/kofneo_10.jpg http://oggg.dip.jp/photo/kofneo_09.jpg http://oggg.dip.jp/photo/kofneo_08.jpg http://oggg.dip.jp/photo/kofneo_07.jpg http://oggg.dip.jp/photo/kofneo_06.jpg http://oggg.dip.jp/photo/kofneo_05.jpg http://oggg.dip.jp/photo/kofneo_04.jpg http://oggg.dip.jp/photo/kofneo_03.jpg http://oggg.dip.jp/photo/kofneo_02.jpg http://oggg.dip.jp/photo/kofneo_01.jpg http://oggg.dip.jp/photo/kofneo_00.jpg
If you understand japanese... have fun digging it out:
http://oggg.dip.jp/game/kofneo.html
Like what Iggy already tolds us:
http://www.geocities.jp/mnzk21/kofneowave.html
#system
>Button=action is...
A=light punch,B=strong punch,C(keep on pushing)=heat mode,D=light kick,E=strong kick
>Button position is...
ABC DE
>Basic control is like KOF2002.
>heat mode<NEW!> Keep on pressing C button. Your character wink in red color. Power becomes far strong. But,Player life automatically decrease.
>mode select<NEW!> 1)super cancel mode Maximum stock number of power gauge is 3. You can use "super cancel".(consume 1 gauge stock)
2)guard break mode Maximum stock number of power gauge is 2. You can use "just defence"(from Garou MOW). You can use soecial attack(Your opponent can't guard this attack). When this attack hits your opponent,"wire damage"(from KOF2001or2002) occur.
3)MAX2 mode Maximum stock number of power gauge is only 1. But,power gauge recover automatically.(slow pace) You can use MAX2,when character life decrease to 25%.(consume 1 gauge stock)
#character
>player
kyo,benimaru,daimon terry,andy,joe iori,mature,vice yashiro,shermie,chris leona,ralf,clark jhun,chang,choi athena,kensou,chin ryo,robert,takuma mai,yuri,king saisyu,kula,shingo yamazaki,mary,billy K',maxima,whip
That's all. Their looks,property,voice,graphic is just same as KOF2002.(really "jaus same")
>boss "Young" geese howard(from Art Of Fighting 2) Super combo is "deadly rave".Unable to guard,and damage is 80% of your life gauge. He is a very strong boss.
#conclusion
This game is very similar to KOF2002.
[this message was edited by beto on Fri 9 Apr 16:41] |
beto 332th Post

 
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| "Re(5):Re(10):Re(10):Comments..." , posted Fri 9 Apr 21:00
Posted by Nagase at Orochinagi.com:
Controls are for the most part like 2k2, except with the addition of the heat button, and the renaming of the standard buttons, i.e.
A B C D E
instead of
A C B D
Which it used to be.
Other than that, CD attacks (wait - now we have to call them BE attacks? -_-;) are in, rolls are done with the same button presses (i.e. now AD instead of AB), Guard Cancel rolls, Guard Cancel CDs (screw this, I'm just going to stick to the old terminology), recovery rolls, etc are all in.
The heat button seems to be a press once, to initiate, press again to cancel instead of a "hold on to button" thing. Personally, I think that makes a lot more sense. I have little enough hand coodination as it is. Heat activation and cancellation can be done in the air.
Other than that, the only new command seems to be the guard break attack. done by qcf CD (remember, kids, PS is sticking to the olde KOF terminology, which means it's now BE)
Upon starting the game, you'll have to select one of 3 modes first.
Super Cancel Mode: Able to cancel special moves into other special moves (takes up one gauge). e.g. : Oniyaki into Koto Tsuki Negative (Iori's hcb k, right?)
Also, standard Super Cancelling feature found in 2k1-2k3 is in. (2 gauges to cancel a DM from a special move, SCing SDMs/HSDMS will cost 3 gauges)
While being the most orthodox mode, you're able to pull off some deep strategic tactics, which makes it fun to play.
Maximum of 3 stocks, SDMs and HSDMs cost 2 stocks.
Guard Break Mode:
Able to do Just defend, and an unblockable Guard Break Attack (takes one gauge to perform). A mode that combines both strong attack and defence options for the advanced player.
Guard Break Attack: qcf CD does an unblockable attack that consumes 1 stock. The animation for the Guard Break attack is a slow CD attack. Seems like the lightning effects on the character as he does the Guard Break attack grants the user some invincibility? Upon connecting, does "Wire Damage" (I suppose it just means it does some damage, then gives you a Wire option?)
Just Defend: Done by guarding an attack the moment before it connects. Block stun (I think this is what they mean when talking about blocking "rigour". -_-) is shortened, and the hit back effect is eliminated. Life does NOT increase upon a successful Just Defend Max 2 stocks, SDMs and HSDMs cost 2 stocks. CANNOT perform Guard Cancel CD attacks
MAX2 mode Power gauge automatically fills itself. Once you have 1/4 life remaining, your life bar flashes red, and you can expend one stock to do HSDMs. A mode that threatens the possiblity of killing your opponent in 1 hit.
Max 1 stock. CANNOT DO AB ROLLS (Recovery rolls can still be performed) SDMs and HSDMs cost 1 stock to perform when life is flashing.
About Heat Mode (Common to all 3 modes)
Pressing the Heat Button will cause your character to flash red. While in effect, your attack power is *greatly* increased, but your life gauge will decrease steadily. Either hitting the button again, getting hit by your opponent, or after a set amount of time passes, Heat Mode will automatically end. Using Heat Mode when your opponent is defenceless, or whenever you see an opportunity will grant you great results.
Overall system tweaks
You start each round with a full power gauge. Even if you use all your stocks in one round, you'll start the next round with a full power gauge (Personal note: Hmm? Sounds like the game is going to be extremely short and intense if you have so many stocks to burn. Especially so if you're in Heat Mode and bust out DM combos. Who needs battery characters any more?)
Lightning effects are flashed when HSDMs are performed.
No win quote upon victory.
Each character has 5 colours.
Round time is 60 seconds.
BGM stops after one round.
Random system is from 2k2 (i.e. Start button at select screen will make you go into random mode, characters change in between rounds)
Sound effects are from 2k2.
Mode Select and Character Select time total 9 seconds There is no time to leusirely pick your system and characters (WTF. I have problems with 2k3s tight timing as it is. -_-)
You have 20 seconds at the Continue Screen.
4 types of jump: normal, big, small and middle jumps (I'm guessing this means normal jump, Hyper jump, short hop, hyper hop? Wonder if the vertical hyper hop and hyper hop = normal jump effect from 2k3 remains?)
Guard Cancel CD attacks take off a bit of life.
Game ends upon getting beat by 10 (probably a location test only thingy. ;p) with a CONGRATULATIONS! ON 10 WON message.
BGM doesn't sound like traditional KOF BGM, has a bright feel to it.
Is the Character Art from the select screen done by the Matrimelee guy?
(Not sure about this next one) Backgrounds are high-res dot art.
The insert card (I think this refers to the mini movelist you see in the cabinets?) only shows King, Saisyu and Shingo, as well as the "Evening Team" members (Who are the evening team? Iori's Secretaries?)
Kyo, Daimon and Iori's HSDMs are either not displayed in the insert, or they don't seem to have it at all?
7 rounds are fought before the boss battle.
Quite long, a single player play through takes about 20-30 minutes.
(Next bit is about the screen set up, quite self-explainatory, except that the green gauge beneath the life gaugeis confimed to be the guard gauge)
Character select:
Old Japan Team NFT '97 Special team Saisyu, Kula, Shingo
K' team Classic FF team 2k2 Kyokugenryo team Jhun, Chang, Choi? (what happened to Kim?)
Iori + Secretaries Classic Psycho Soldiers Ikari Team '95 Ladies Team
Individual Characters:
Saisyu:
Special moves are same as '98.
DM: Orochinagi.
SDM: qcf x2 a/c . (I dunno how to read the name of this move. ;p Didn't he use to have a reverse Mushiki in '98 with this motion though?)
HSDM: A flame pillar eruprts, and from there, about 4-5 fireballs are shot out. Saisyu can move while the fireballs are being shot out. Seems like the fireballs can OTG and you can continue combos with it?
Jhun:
HSDM is yet to have been found.
Other characters:
Same as DC 2k2 KOF (are there some new moves here and there?)
Small changes from DC 2k2:
Ralf: Far C comes out faster.
Yashiro: Says the same thing to Iori in a pre-fight intro as in 2k2.
Kula:
Animation for her Freeze Execute (was this her hcb x2 AC SDM?) is now the same as her HSDM.
Billy: Eiji shows up for a while against Iori in a prefight intro
Stages: KOF 2000's factory BG, redrawn.
Somewhere like a Botanical Gardens.
Station. Lots of Diesel Trucks around. Right half of screen carries adverts for Sammy, Atomiswave, SNKNeoGeo, etc.
Somewhere that looks like a clock tower. Lots of big gears moving.
Above a drawbridge. You can see cars running around and a steel bridge in the background.
Port. Big Ship.
Thoughts:
Nothing more than a 2k2 with prettier backgrounds and the mode select.
Well, there'll probably be some changes made from now till the game release (in July), right?
.... RIGHT? (XD I love this guy's sense of humour)
Boss Information (spoiler... well, not really)
Geese Howard. Looks young. Completely redrawn. (Uses the same effects though) Stage is from AOF2. Voice is from SVC. Offensive and Defensive strength seem to be about 2x a normal character's. (not sure about this)
Moves:
Reppuken. Weak version seems to be the lifter from SvC. strong version seems to be double reppuken, ground fireball.
(move name: I don't play Geese, man. -_-;). From AOF2. Has invincibility, multi-hitting move that hurts.
Sliding: Can be done after (above move name)
Explosion Ball (That's all it says, man. Don't look at me. -_-)
DM: Deadly Rave. Unblockable Ranbu. Does 60-70% damage.
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Iggy 3134th Post

 
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| "Soshite tokiwa ugokidasu...kamo" , posted Sun 11 Apr 03:15
It seems they added sheets to write your opinion since the first day. Well, that's beter than nothing.
I really wonder if companies that make games read at least their boards on 2ch. I mean, if for 2 month, people believe 62 and keep screaming "OMFG Eiji+boss team+Amesupo ! This is going to be the best game ever !", are they REALLY surprised to see everyone spit on them ? What do they need to get the hint ?
That being said, someone said something interesting : the Kula/Shingo/Saishu team really doesn't make sense, and there is a big chance this is a betatest-only team (maybe translating character from one system to another is more work than we thought). Maybe Kula will have her team from 2002 in the final product, and Saishu will get... I don't know, Heidern for example ?
Yesterday, I dreamed they added 2 hidden characters... who were Big and D!. I'm so desperate I don't even dare to dream they add characters I like ...(´д`)
しつこい女だなぁ...
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Kikkoken 660th Post

 
Red Carpet Regular Member
  
    
   
| "Re(1):Soshite tokiwa ugokidasu...kamo" , posted Sun 11 Apr 03:24
quote: It seems they added sheets to write your opinion since the first day. Well, that's beter than nothing.
I really wonder if companies that make games read at least their boards on 2ch. I mean, if for 2 month, people believe 62 and keep screaming "OMFG Eiji+boss team+Amesupo ! This is going to be the best game ever !", are they REALLY surprised to see everyone spit on them ? What do they need to get the hint ?
That being said, someone said something interesting : the Kula/Shingo/Saishu team really doesn't make sense, and there is a big chance this is a betatest-only team (maybe translating character from one system to another is more work than we thought). Maybe Kula will have her team from 2002 in the final product, and Saishu will get... I don't know, Heidern for example ?
Yesterday, I dreamed they added 2 hidden characters... who were Big and D!. I'm so desperate I don't even dare to dream they add characters I like ...(´д`)
Wild dreams, he?
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Fat Cat Lim 78th Post
 
Occasional Customer
 
| "Re(1):WTF" , posted Sun 11 Apr 04:52
quote: That being said, someone said something interesting : the Kula/Shingo/Saishu team really doesn't make sense, and there is a big chance this is a betatest-only team (maybe translating character from one system to another is more work than we thought). Maybe Kula will have her team from 2002 in the final product, and Saishu will get... I don't know, Heidern for example ?
I find it odd too, and I venture to wonder if they're purposely using KOF2K2 sprites just to fake out people who take pictures at loketests and then when the real thing is revealed on July, it's completely replaced with polished up or resized sprites that don't look so grainy. Wouldn't it be possible to use parameters from the old sprites (eg, hit boxes, frame properties, etc) and transport them onto new looking sprites?
...but I'm just wishing here. It'd take too much work and possibly take the glean off the next KOF game in the series that will probably arrive at the end of the year.
Why not reveal the whole roster including secret characters to let the beta testers thoroughly weed out any fatal bugs? Or have they still not learned their lessons from SvC and SS0???
Mysterious. Debonair. Criminally Fruity.
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Iggy 3137th Post

 
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| "Re(2):WTF" , posted Sun 11 Apr 05:17:
quote: I find it odd too, and I venture to wonder if they're purposely using KOF2K2 sprites just to fake out people who take pictures at loketests and then when the real thing is revealed on July, it's completely replaced with polished up or resized sprites that don't look so grainy. Wouldn't it be possible to use parameters from the old sprites (eg, hit boxes, frame properties, etc) and transport them onto new looking sprites?
Well, I think it's clear the simple porting of sprites is a bigger work than we thought. A normal company would have done the port silently and directly released Kof 2004, but this one wants to get the most money possible, so they release an alpha release with maximum copipe. And the funny thing is that the alpha-copiped version of Kof might actually be better than KOF 2004.
quote: Or have they still not learned their lessons from SvC and SS0???
Poppy was the best secret character possible. She was totally unexpected, she was too weak to screw the balance of the game, they didn't wasted too much work for her, the fans were all pleased by her presence, she was at the same time a gag character like Enja and not a waste og place. And SS0 was a great game anyways. Far better than anything SNKP has made until now.
About Geese, he is very similar to his sprite in AoF2, and it's not pretty.
しつこい女だなぁ...
[this message was edited by Iggy on Sun 11 Apr 05:19] |
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