Street fighter 89

In Progress Street Fighter 89 The Final Fight by Machok v3.7

No permission to download
The project is currently under development.
This demo is a ton of fun. Being an Arcade kid to the bone, watching these huge detailed sprites with an expanded moveset is a joy beyond compare. And the upgraded soundtrack is an eargasm. Can’t wait for the next update.

I think Guy’s "Blast Palm" lacks details. When it hits enemies you have partial sprites and never see the fireball in it’s enterity. I want to see the enemy eat that ball and feel the impact, you know. ^^

In contrast, just remember Blaze’s "Kikusho" from Streets of Rage 2. The fireball is more detailed:

_Final Fight 3 Guy Sprites Cropped.gif
_SOR 2 Blaze Sprites Cropped.png

I think the lack of details in Final Fight 3 is due to the limitations of the SNES, the devs filled the cartrigde to the brim and reached "24 Megs". But since your're using the Arcade sprites, I think Guy’s Blast Palm deserves better.

I also have to commend the spritework on Maki, she looks much more graceful than her SNES counterpart and fits seamlessly with the CPS1 graphics. Brilliant, really.

Good Luck, machok. Edit: and Team. 😅
 
Last edited:
@machok hey buddy, there is a gameplay I've recorded with my son:

What I liked:
- The stages, as always, are just amazing. One thing I've always really enjoyed about fan-made games is when they show parts of the scenery that haven't been seen before, and you guys did it brilliantly! (I remember someone made a Final Fight game here where you could enter one of the doors on level 1 and my head exploded, lol)

- The sprite editing work is amazing, it really looks like something official.

-You managed to maintain something, 99% of the time, that I think is very important: cohesion. The style of everything matches the style of everything, and that's extremely difficult to do in a fan game.

- The game pace is very frenetic

What I think needs more work:
- Combos. When I saw some videos, I was worried that this game might suffer from the affliction that some games nowadays suffer (including OpenBOR games) - too many combos. Sometimes it feels like you're playing an MVC2 with Magneto (who has played MVC2 knows what I'm saying - it's an infinite festival).

I know what I'm saying may seem strange, but just think about it like this: If there is a tool in the game that you CAN use, ok. But if there is a tool in the game that you MUST use or you can't complete the game or it affects the gameplay too much, then we have a problem.

I think you guys are at the limit of the acceptable level of combos. But they start to make the game incredibly easy. I was playing with my son and explaining to him how difficult the original game was and how terrifying it was to find an Andore ahead of you. Here, it's very easy.

You can see an example of this in the video above, from 15:00 minutes, in the battle against Sodom. In the original game. you knew that if you took his sword away, he would come running after you fiercely and deal you great damage.

If you put the video at 16:00, you'll see that the fight against him got boring, since he didn't have any chance to fight back - we even got one on each side to have a little fun fighting him .

What is my suggestion to solve this?
Add MP in game. These special moves need to spend something, and an MP bar would be perfect in this case.

- Guy's hyper from FF3 has really cool sprites, but the way he works here is strange, as there is no pause in the action (he just stays still). If I'm not mistaken, in the original game, you could only use this if you were grabbing the opponent, right? If you don't want to use it this way, you can add a small pause with an effect (using an entity of type text).

And the move seems to hit at a much greater distance than it should, you can see that in this trailer I made

- Blink. Explaining the 99% cohesion that I mentioned above, the only part that deviates from the standard is when it glows when you hold a button, because you are using transparency in the effect and that breaks the immersion. I would suggest leaving the white effect without transparency.

---
That said, I loved the game. It's really fun to play (albeit very easy) and you guys are doing an amazing job!
 
@dai92 thanks a lot bro 😘

This demo is a ton of fun. Being an Arcade kid to the bone, playing with these huge detailed sprites with an expanded moveset is a joy beyond compare. And the upgraded soundtrack is an eargasm. Can’t wait for the next update.
😘 Thank you for the kind words

I think Guy’s "Blast Palm" lack details. When it hits enemies you have partial sprites and never see the fireball in it’s enterity. I want to see the enemy eat that ball and feel the impact, you know. ^^
In contrast, just remember Blaze’s "Kikusho" from Streets of Rage 2. The fireball is more detailed:
I think the lack of details in Final Fight 3 is due to the limitations of the SNES, the devs filled the cartrigde to the brim and reached "24 Megs". But since your're using the Arcade sprites, I think Guy’s Blast Palm deserves better.

All I did was resizing from the original yeah I wish we had the blast from SFA version
I do have something in mind to added, like enemy burning effect when hit by this attack but I haven't decided yet

I also have to commend the spritework on Maki, she looks much more graceful than her SNES counterpart and fits seamlessly with the CPS1 graphics. Brilliant, really.

Good Luck, machok.

Maki is 100% @NED works and I completely agree he deserves the praise 🥰

@machok hey buddy, there is a gameplay I've recorded with my son:

your son played very well I'm glad this mod can be suitable for casual

What I liked:
- The stages, as always, are just amazing. One thing I've always really enjoyed about fan-made games is when they show parts of the scenery that haven't been seen before, and you guys did it brilliantly! (I remember someone made a Final Fight game here where you could enter one of the doors on level 1 and my head exploded, lol)

@don vecta always knows what we want, I love the Ninja House and we still have at least one more hidden area in the works hope you'll like it

- The sprite editing work is amazing, it really looks like something official.

this is actually my first time doing it and its been a pretty crazy process in the last 4 months so really happy to hear this from you 🥰🥰🥰

-You managed to maintain something, 99% of the time, that I think is very important: cohesion. The style of everything matches the style of everything, and that's extremely difficult to do in a fan game.

- The game pace is very frenetic

I admit it's not easy to maintain something like, thats why I am very picky at almost anything I want to put in it. This makes the whole process take years even so, I really enjoyed it
I play a lot of openbor games and learn a lot from them I was also lucky to get the help I needed @Kratus @Bloodbane without them I would never have made it this far

What I think needs more work:
- Combos. When I saw some videos, I was worried that this game might suffer from the affliction that some games nowadays suffer (including OpenBOR games) - too many combos. Sometimes it feels like you're playing an MVC2 with Magneto (who has played MVC2 knows what I'm saying - it's an infinite festival).

I know what I'm saying may seem strange, but just think about it like this: If there is a tool in the game that you CAN use, ok. But if there is a tool in the game that you MUST use or you can't complete the game or it affects the gameplay too much, then we have a problem.

I think you guys are at the limit of the acceptable level of combos. But they start to make the game incredibly easy. I was playing with my son and explaining to him how difficult the original game was and how terrifying it was to find an Andore ahead of you. Here, it's very easy.

You can see an example of this in the video above, from 15:00 minutes, in the battle against Sodom. In the original game. you knew that if you took his sword away, he would come running after you fiercely and deal you great damage.

If you put the video at 16:00, you'll see that the fight against him got boring, since he didn't have any chance to fight back - we even got one on each side to have a little fun fighting him .

I definitely need to hear all this, this is my main purpose to releasing a private demo
some time ago (before v2.9) I deliberately lowered the difficulty level because a lot of complaints about. although I personally feel the difficulty level (v2.1) is still below the arcade version but since they're coming from final fight veterans so I think I should do it :(

However, with the addition of new moves, the game becomes easier yeah when I watch your gameplay videos especially the first boss Damnd you can beat him very easily, Sodom was luckier because he was wearing body armor and my main disadvantage is that I never tested it playing with 2 players

I will find a way out about this, most likely I won't raise the level of difficulty but instead I need to be smarter in managing enemy attacks, distance and ai about how they react in action.

What is my suggestion to solve this?
Add MP in game. These special moves need to spend something, and an MP bar would be perfect in this case.

Always think the same however I still avoid adding magic/super bar until now, I'll decide on this until Cody and Haggar are done

- Guy's hyper from FF3 has really cool sprites, but the way he works here is strange, as there is no pause in the action (he just stays still). If I'm not mistaken, in the original game, you could only use this if you were grabbing the opponent, right? If you don't want to use it this way, you can add a small pause with an effect (using an entity of type text).

honestly I want to perform this move exactly like in the original but I still don't know how 🤭

And the move seems to hit at a much greater distance than it should, you can see that in this trailer I made

Thank you so much I'll learn about this further

- Blink. Explaining the 99% cohesion that I mentioned above, the only part that deviates from the standard is when it glows when you hold a button, because you are using transparency in the effect and that breaks the immersion. I would suggest leaving the white effect without transparency.

Ilu I don't understand this part. This is my RGB value:
C:
                    changedrawmethod(self, "tintmode", tintMode);
                    changedrawmethod(self, "tintcolor", rgbcolor(color, color, 205));

my value causing transparent? what should I change?


---
That said, I loved the game. It's really fun to play (albeit very easy) and you guys are doing an amazing job!

Love your feedbacks Ilu I do really appreciate it
 
@machok Is this a new closed beta update available to download? I would like to give it a try :)

Ilu I don't understand this part. This is my RGB value:
Maybe he's meaning the charge attack gradient color, which sounds like a transparency instead of a flat color. Once we are using the same script, if you want I can send you an update I'm currently testing a classic graphic style in the SORX, which works with flat colors when the graphic effects option is changed in the menu.
I only developed these scripts with gradient colors by default because although I love the 8/16 bit era, I prefer the 2D visual from the PS1 era, which uses transparency, rotation and mixes with some 3D elements, but I like the purist style graphics too and this is why I'm creating as an option.

 
I definitely need to hear all this, this is my main purpose to releasing a private demo
Thanks for listening feedback :) Some people think this is annoying (and in somecase it may be), but its very important :)

honestly I want to perform this move exactly like in the original but I still don't know how
to be able to use it only during grab? Use cancel, like this:
cancel 0 4 0 d u S freespecial12
my value causing transparent?
Maybe he's meaning the charge attack gradient color, which sounds like a transparency instead of a flat color
Yeah, I am talking about this.
SF89_GUYDEMOv2.9b - 0001.png

This kinda breaks the style of the game for me, because you don't have transparency in any other place.
I know its not easy to avoid it sometimes. I have it on my own Avengers game, just look at Vision and you will see it:

But in my case, I don't have much options - well, I do have one (using checkered transparency), but it would required way more work and won't be possible for every animation.
So maybe I am over complicating things :)

About the power bar, if you don't want to put it on the bottom part (so you kinda keep the FF1 look), you can try something like this:
1690728777814.png
 
Thanks for listening feedback :) Some people think this is annoying (and in somecase it may be), but its very important :)

to be able to use it only during grab? Use cancel, like this:
cancel 0 4 0 d u S freespecial12
Can we adding like freeze effect but only for the enemy that is being grabbed?
because in doing this movement in the grab position enemy is immediately released from the grabbed position and sometimes they can run away when released (example poison and roxy)

About the power bar, if you don't want to put it on the bottom part (so you kinda keep the FF1 look), you can try something like this:
View attachment 4645

magic-power bar indeed solve many of these problems. I still want to keep the classic side without the power bar but with all these new moves I think the gameplay can also be said to be in the modern mix Ok thank you so much I'll try to decide whether to use it or not or maybe add a poll on this 🤭


*update:
I think now I know how to do it. I will use this instead so future versions of this move will only work in grab position
 
Last edited:
About power bar and new moves, well as long as you have the original game buttons and moves, it's up to the player how they approach the game, see, it doesn't matter if you have new moves and super moves, it doesn't matter if you have Marvel games combos, KI combos, etc, it's always the players the ones pressing the buttons and having several ways to play, they can go through it just by mashing the attack button making things more complicated just because, or go ham and use every move in the characters arsenal according to any giving situation.

People might complain the characters feel overpowered, well, stop using those moves and that's all, heh. Go ahead and add the power bar if you need to. In my game, characters have special moves (they have juggle cost and don't use power bar), EX versions of the special moves (they don't have juggle cost but uses the power bar), and Super Arts which of course need power bar. Juggle cost might solve the problem of having too long combos if that's the case.
 
@machok

The game is amazing, IMO you are going in the right direction. You rebuilt the classic atmosphere very well in the smallest details, instantly sending you back to the 90's era during the playthrough :)
I loved the extended parts in some levels and most upgrades you did in the mechanics, congratulations for the creativity.

Although I have a few more polishing tips for visual/audio, I will focus on the gameplay once you are building the base structure first.

- The only visual thing I suggest to think about for now is the charge attack. After playing the game I agree with @O Ilusionista about that, if you have a certain effect working alone in a game it can contrast with the default visual, you would need more effects using transparency or maybe changing the charge attack to a more classic visual, like the flat color I mentioned before. If you like the idea I can add it in your game directly.

- I don't know if I'm not using it correctly but the "counter" ability broke my planned actions sometimes when I was trying to do a normal or special attack.

- Another thing that broke my gameplay a bit is the "double punch" if I press attack once while moving the character, and sometimes I can do 5 or 6 normal punches instead of 2 by default. Plus I didn't notice the classic FF combo reset, I don't know if you plan to add it but would be very welcomed if you want to maintain the original FF feeling, the game became easier when I used the classic SOR combo reset.

- The rising attack feels a bit out, gives a considerable advantage to players. I would maintain only the fast rising from the original game, which already does a good job.

- I agree with @Mr.Q! about adding advanced moves and juggles, I do the same in SORX and it's up to the player to use it or not (mainly when there's a menu to disable features you don't like).
However, after playing the game I agree with @O Ilusionista about how easier the game became using these new moves with no cost. I strongly suggest to use some "energycosts" in order to balance things.
Let's use the "run attack" as an example (or the slide attack too), it gives me a considerable advantage most times, Guy will slide during a long distance allowing me to reach the enemies quickly plus already doing an attack. In addition, I can select how many hits the it can do, so I can use it as a trick to reduce the vulnerability.

- One thing I missed is the ability to throw an enemy when pressing the opposite direction during the last hit of the default combo, without grabbing the opponent. It's easily doable using keyscripts in case you want to add it.

- Honestly I didn't use the dodge too much but it does the job. However, maybe drawing a proper "roll" sprite or some kind of "slide on foot" move can work better visually, it seems that you used the jump sprites for that purpose.

- I feel the "rage attack" is a bit hard to perform (front>back>front), maybe down>up>special can be easier. And you called it "rage" but it resembles the Streets of Rage series 😁, this is why I'm using rage too. Instead you could use a name related to Capcom franchises like "super combo" (or just "super") works for the Street Fighter series.

- I suggest a few "forcedirection" additions in order to maintain the target's falling direction in the same way as the attack move is going, you can see some examples during the Sodom fight when I used the air kick.

I recorded two playthroughs, one playing more in the classic way (a small no-death 😅) and other exploring the new moves.

 
- I don't know if I'm not using it correctly but the "counter" ability broke my planned actions sometimes when I was trying to do a normal or special attack.
Ah the spinning kick right? I never understood how it works. It just happens.
One thing I missed is the ability to throw an enemy when pressing the opposite direction during the last h
It's there - you have input up, like in the original :)
 
Ah the spinning kick right? I never understood how it works. It just happens.

It's there - you have input up, like in the original :)

In my game, I adapted that as well, but if you hold Up you throw them forward, and if you hold Down you throw them backwards. I think Cadillacs & Dinosaurs works this way, great for crowd control.
 
About power bar and new moves, well as long as you have the original game buttons and moves, it's up to the player how they approach the game, see, it doesn't matter if you have new moves and super moves, it doesn't matter if you have Marvel games combos, KI combos, etc, it's always the players the ones pressing the buttons and having several ways to play, they can go through it just by mashing the attack button making things more complicated just because, or go ham and use every move in the characters arsenal according to any giving situation.

Yeah I want players have freedom to use all the moves without restriction/rule by the magic/super bar but first I also need to see how their response because this is my main purpose releasing a demo

People might complain the characters feel overpowered, well, stop using those moves and that's all, heh. Go ahead and add the power bar if you need to. In my game, characters have special moves (they have juggle cost and don't use power bar), EX versions of the special moves (they don't have juggle cost but uses the power bar), and Super Arts which of course need power bar. Juggle cost might solve the problem of having too long combos if that's the case.

Ahh thanks Mr.Q this actually very a good choice :)

@machok

The game is amazing, IMO you are going in the right direction. You rebuilt the classic atmosphere very well in the smallest details, instantly sending you back to the 90's era during the playthrough :)
I loved the extended parts in some levels and most upgrades you did in the mechanics, congratulations for the creativity.

Although I have a few more polishing tips for visual/audio, I will focus on the gameplay once you are building the base structure first.

😘 Thank you for spending your time to try it

- The only visual thing I suggest to think about for now is the charge attack. After playing the game I agree with @O Ilusionista about that, if you have a certain effect working alone in a game it can contrast with the default visual, you would need more effects using transparency or maybe changing the charge attack to a more classic visual, like the flat color I mentioned before. If you like the idea I can add it in your game directly.

Yes please, I want to see the different

- I don't know if I'm not using it correctly but the "counter" ability broke my planned actions sometimes when I was trying to do a normal or special attack.

C:
anim    pain11
    loop    0
    delay    4
    offset    82 177
    bbox    0 0 0 0
    cancel    0 4 0 a a freespecial49
It is intended for convenience, when I watch their video on youtube I realize many players do not have quick reflexes and they seemed to freeze when they were attacked by many enemies and caused them keep to lose their lives. With this counter attack I hope can be more helpful for them
originally I used 0 2 0 a a but for this demo to I change it to 0 4 0 a a

- Another thing that broke my gameplay a bit is the "double punch" if I press attack once while moving the character, and sometimes I can do 5 or 6 normal punches instead of 2 by default. Plus I didn't notice the classic FF combo reset, I don't know if you plan to add it but would be very welcomed if you want to maintain the original FF feeling, the game became easier when I used the classic SOR combo reset.

I haven't included the script you gave me some time ago I've tried it once but still failed 🤭
I will try again when updating Cody because Cody has easier chain attack than guy

- The rising attack feels a bit out, gives a considerable advantage to players. I would maintain only the fast rising from the original game, which already does a good job.

Rising attack? you mean the grabup anim?

- I agree with @Mr.Q! about adding advanced moves and juggles, I do the same in SORX and it's up to the player to use it or not (mainly when there's a menu to disable features you don't like).
However, after playing the game I agree with @O Ilusionista about how easier the game became using these new moves with no cost. I strongly suggest to use some "energycosts" in order to balance things.
Let's use the "run attack" as an example (or the slide attack too), it gives me a considerable advantage most times, Guy will slide during a long distance allowing me to reach the enemies quickly plus already doing an attack. In addition, I can select how many hits the it can do, so I can use it as a trick to reduce the vulnerability.

It's true but in later stages this game will actually start to get more difficult. Stage 1 is very easy, stage 2 is starting to be a bit difficult
and so on will be increasingly difficult
THank you my friend I'll think about this carefully

- One thing I missed is the ability to throw an enemy when pressing the opposite direction during the last hit of the default combo, without grabbing the opponent. It's easily doable using keyscripts in case you want to add it.

I am using Bloodbane keyslam for this, yes it works with holding up or down while punching the enemies to perform this move
but I can't get "pressing opposite direction" to work properly

- Honestly I didn't use the dodge too much but it does the job. However, maybe drawing a proper "roll" sprite or some kind of "slide on foot" move can work better visually, it seems that you used the jump sprites for that purpose.

yes this is a very standard roll, I haven't come up with any other ideas yet 😆

- I feel the "rage attack" is a bit hard to perform (front>back>front), maybe down>up>special can be easier. And you called it "rage" but it resembles the Streets of Rage series 😁, this is why I'm using rage too. Instead you could use a name related to Capcom franchises like "super combo" (or just "super") works for the Street Fighter series.

for next release I'll use down up and can only be done in a grab position exactly like the original ff3.
Ahh yeah I'll change it to Super 🤭

- I suggest a few "forcedirection" additions in order to maintain the target's falling direction in the same way as the attack move is going, you can see some examples during the Sodom fight when I used the air kick.

this fordirection is actually only change the facing when fall Or can you change fall direction?

I recorded two playthroughs, one playing more in the classic way (a small no-death 😅) and other exploring the new moves.


thank you so much 🥰🥰
 
In my game, I adapted that as well, but if you hold Up you throw them forward, and if you hold Down you throw them backwards
Makes sense, it's a good idea.


People might complain the characters feel overpowered, well, stop using those moves and that's all, heh
With all the due respect, this was a terrible advice. Sounds like "it something breaks the game then just don't use it , instead of fixing it".

This phrase alone can be used to reply to every single feedback lol.

" -Hey I can juggle the enemy untill death if I keep pressing the attack button...
- stop using it"

:)
for next release I'll use down up and can only be done in a grab position exactly like the original ff3.
I agree with @Kratus here and it's something I've changed on my game too. As I am a most a keyboard player, down up down was easy to me to perform on it. But it's not that easy on joysticks.

And in your case it could be even worse because failing to execute it can leave your character facing to the wrong direction, very open to damage.

--

Oh and forcedirection changes the fall direction.

For example using "forcedirection -1" will always make the enemy fall to it's back.
 
Last edited:
This is why all attack combos starters should have Jugglecost + power bar cost so enemies don't get infinite'd.

I don't see the moves as an error waiting to be "fixed", the moves are just the way they are, you can always adjust them to restrict their usage for the sake of balance. They became an error when they are vastly overpowered, of course.

All of this combined with different AI for the enemies should solve the feeling of the game being too easy. Careful tho, because with all the amount of mandatory extra stages in the game, you get exposed to harder enemies in the game earlier than commonly is in FFight, so it might be easy to fall into the "filling the screen of enemies" for the sake of difficulty and also having restrictions for the aditional moves might be a factor.
 
Last edited:
A win-win situation :)

---

@machok do you plan to add the same treatment of new moves to other characters, like Cody and Haggar?
And will Maki return?

and oh boy, every time I post about your game on my channel, people complain why its called "Street Fighter", lol
 
Rising attack? you mean the grabup anim?
I mean the spinning attack when I press attack button during the rise animation, similar to the special move.

It's true but in later stages this game will actually start to get more difficult. Stage 1 is very easy, stage 2 is starting to be a bit difficult
and so on will be increasingly difficult
Hmm it makes sense, in this case maybe it would be better to put the energycosts after the game has at least a full playthrough with all stages available. Usually I make balance changes after the game is entirely built (at least the mechanics and content like level/characters, not the aesthetic or polishment in which can be later steps), this way you can totally focus on this step and it's easier to see what adjustments are necessary instead of appling balancing updates at every new content added.

this fordirection is actually only change the facing when fall Or can you change fall direction?
Same as Ilu said, it's the direction of the falling opponents, sometimes they flip and you will lose the combo (mainly happens in the air kick, you can see it the Sodom fight).
Applying a value of -1 can solve the problem.

and oh boy, every time I post about your game on my channel, people complain why its called "Street Fighter", lol
Yeah haha, the same happens with me a lot when I put any unused/beta/japanese content in the SORX. I still need to explain what is Bare Knuckle Mobile lol
 
This is why all attack combos starters should have Jugglecost + power bar cost so enemies don't get infinite'd.

I don't see the moves as an error waiting to be "fixed", the moves are just the way they are, you can always adjust them to restrict their usage for the sake of balance. They became an error when they are vastly overpowered, of course.

I do use jugglecost-jugglepoints. They still use same numbers (jugglepoints 18). watching @O Ilusionista gameplay I see bosses and non thugs like andore should have smaller jugglepoints
player special moves are also free to use and we are still free to do any combo combination but I minimize the damage
Thank you I'll think about this I really appreciate the help, You already have a lot of experience on making this, I always feel I'm very lucky to get suggestions from you guys 🤗


@machok do you plan to add the same treatment of new moves to other characters, like Cody and Haggar?
And will Maki return?

Yes Cody and Haggar will get all the moves, all three have to stay in balance and this is why I can't add every new moves randomly

and oh boy, every time I post about your game on my channel, people complain why its called "Street Fighter", lol

:unsure: I might add or call the title like this next time? Street FIghter 89 or Final Fight 89 ? they should now two of them are the same


I mean the spinning attack when I press attack button during the rise animation, similar to the special move.

Ohh riseattackanim, yes it's mainly use for v2.1
agree I think we don't need it anymore for future release

Hmm it makes sense, in this case maybe it would be better to put the energycosts after the game has at least a full playthrough with all stages available. Usually I make balance changes after the game is entirely built (at least the mechanics and content like level/characters, not the aesthetic or polishment in which can be later steps), this way you can totally focus on this step and it's easier to see what adjustments are necessary instead of appling balancing updates at every new content added.

I have almost ready full version but not the Bosses, especially belger it would be more difficult to apply this new juggling system to him

my friend i never tried mp bar before in openbor when this bar is filled? I need to backup everything before I try adding super bar

Same as Ilu said, it's the direction of the falling opponents, sometimes they flip and you will lose the combo (mainly happens in the air kick, you can see it the Sodom fight).
Applying a value of -1 can solve the problem.

I'll try -1 value asap thanks guys 🤗

Yeah haha, the same happens with me a lot when I put any unused/beta/japanese content in the SORX. I still need to explain what is Bare Knuckle Mobile lol

sometime they often get lost because they rarely read, they don't even care about the description :LOL:🤭
 
Back
Top Bottom