Super Metroid 14% (aka. glitchless/legit Low%) TAS v1.1 by Saturn

Recorded on Snes9x 1.43-improvement9 (but works on future versions of the Snes9x 1.43 series just fine as well)

Sync Settings

  • WIP 1 Timing: ON
  • Left+Right/Up+Down: OFF
  • Volume Envelope Height Reading: OFF
  • Fake Mute desync workaround: ON
  • Sync samples with sound CPU: ON

Attributes of this run

  • 14% mode (beats the game with the least amount of items possible in legal conditions)
  • aims for fastest possible time, both, real- and ingame time wise
  • takes damage to save time
  • very high luck manipulation (especially to get optimal refills)
  • abuses glitches (but not the major out of room ones the 6% TAS does)
  • Genre: Platformer
  • Total Frames: 153428
Addendum by Bisqwit: "legal conditions" as defined here: Forum/Posts/184660 and Forum/Posts/184775 according to the author.
Suggested screenshot:

About the Game

Super Metroid is a classic platformer with many advanced techniques and a very fine, subpixel-based move engine. The story is about a bounty hunter called Samus who has the goal to explore a foreign planet called Zebes to find and destroy Mother Brain, the evil leader of the galaxy who is breeding a mighty species called Metroids to abuse them for her own benefits. During the journey you will find alot of items such as new ammo, energy tanks, special upgrades that speed you up or allow to pass certain areas you would normally not be able to, and making your character strong enough to be ready for the upcoming showdown against Mother Brain.
Despite being 14 years old by now, it is considered as one of the best games ever made, and is still played by many people on a regular basis. Due to the many different move techniques, a high variety through the new upgrades, and alot of route possibilities, this game is a very common target for many types of speedruns and playthroughs.

Moviemaking & Comments

As promised in the Super Metroid thread, here is my first version of a 14% TAS. I mainly recorded it between July 19, 2007 and January 1 2008 (v1.0), with a small improvement added during the big Metroid escape in July 2008 (v1.1). It's a huge improvement to the previous run, beating it by gigantic 30517 frames (or ~8,5 minutes) of realtime, and achieving a record-time completion of 0:27 minutes on the game clock (or 27:59 to be more exactly), which is definitely the limit for a glitchless 14% run. On top of that I managed to avoid the pause screen / menu entrance completely except to execute the unavoidable Gravity Jump, getting a optimal realtime as well while making the run more entertaining to watch due to less interruptions.
During the making of the run I managed to develop some really cool techs never done before, most noticeably the "WS-Lake horizontal bomb jump" without collecting the Missile pack, and also many new strategies at bosses (especially on Ridley and Draygon) to still beat them very quickly, even with the very limited conditions in ammo and equipment. Finally the run uses a fully optimized route to avoid backtracking as much as possible.
All in all, the quality of the run is very high, and it's only improvable by at most 15 seconds in the early parts of the run (the late ones are pretty much flawless with a few tiny exceptions worth of single frames only). Ammo and energy management is excellent over the entire run, and in fact, the refill drops are so good in this one that I doubt they could be reproduced without sacrificing realtime by entering the menu to manipulate them, which would in any case result in possible slowdowns to compensate that.
Seeing that the 14% category got kind of obsoleted by the 6% NBMB one (although they can't really be compared to each other), I don't expect this to be published, despite the huge and ground breaking improvement. My intention with this submission is to just contribute a unique run that sets a eternal ingame completion record to this site for the many people who want to see it, especially for those who have problems downloading large video files due to slow connections. It's definitely not less entertaining than the 6% NBMB TAS overall, so maybe it's worth to at least include this submission to the description of it without necessary publishing, like it was done a couple of times before. There is also a concept demo section for runs that aim for special goals like this one, so it would eventually fit there as well.

Ice VS Speed

In a 14% run, you must either take the Ice Beam, or Speed Booster. Both items, as different as they are, have the same purpose: They are required to get past the pre-Botwoon room and through the Zebetites in Tourian. I collected the Ice Beam in this run because my tests have confirmed that it is at least 75 ingame seconds (and even more realtime sec) faster in the end, despite of the slower running speed and the missing shinesparks. The reason is that Ice Beam does 50% more damage than the normal beam you have to use when picking up Speed Booster, and therefore speeds up boss battles with much HP alot. In fact, the Mother Brain fight alone already compensates the entire losses of the lacking Speed Booster, with additional big time saver at Ridley and the Metroids (which you would have to slowly PB otherwise).

Thanks

  • Terimakasih -- for his previous 0:35 run. He used a nearly same route, which helped alot in the decision to pick Ice over Speed Booster, giving me a pretty accurate estimation before even starting this run that the former will be a faster choice especially due to early Wrecked Ship.
  • Cpadolf -- for his new technique to escape the big Metroid even faster. It was the key to get the 0:27 time in this run.
  • Hero of the Day -- for his any% v1 in 0:25 run. It was of great help to me when comparing the Speed Booster gains and allowed me to estimate the rough completion time of this run already back at Ridley.
  • Moozooh -- for the Torizo Skip, and for motivating me to start this run parallelly to his own 14% one that would use the Speed Booster route. I actually hoped he would finish his one so that we would have TASes for both routes and a better comparison between them, but unfortunately it didn't want to happen.
And everybody else who has contributed something useful for SM-TASing.

Notes

For those interested, this run is also available on YouTube.
Enjoy!

mmbossman: I’m rejecting this run for the following reasons:
Primary reason - Quoting the Judge Guidelines: ‘’Keep the number of different branches per a game minimal.’’ This run is an attempt to resurrect a movie branch that is now obsolete, as there is already a true low% Super Metroid run published, and I see no need to resurrect a dead category. Considering that the previous 14% run was left unimproved for 4 years, while multiple other Super Metroid runs were improved (and added) several times, it shows that there is a lack of interest in the Super Metroid TAS community in this category, which can likely be correlated to a lower interest in this category from the TASvideos community in general. When compared to the three currently published "non-glitched" runs, this movie provides very little additional entertainment value for viewers who do not closely follow Super Metroid techniques and tricks.
Secondary reason - The goals of this run, along with the execution of those goals, are nebulous. The author has stated an obvious preference towards ‘’maximally optimized subpixel position’’ techniques in the latter half of his run, while rationalizing intentionally missed techniques in the first half of the run by saying they ‘’add up to the entertainment level of the run’’. I am not against entertainment tradeoffs at the expense of speed, however those exceptions should be made clear in the submission text, not explained away afterward (and especially not in the passive aggressive manner shown by the author). Additionally, very little attempt is made in the submission text to define what makes a run ‘’legit’’ in the authors mind, and the issue is further clouded by admitting to abusing other glitches. This lack of clear goals is the second reason this submission is rejected.

Saturn:
Dear mmbossman, the goals of this run are as clear as they can be: Completing the game with the minimal amount of items without skipping bosses and use major glitches. The explanation of "legal conditions" wasn't stated in the submission text because I expected it to be a obvious thing to anybody who knows at least a bit about Super Metroid (since those who don't, wouldn't even care to watch this run). Besides, it was explained in the discussion tread here, or here. You apparently still fail to realize that the 6% run you labeled as "true low%" skips 90% of the game and all bosses, so it can't be put into the classic low% category this run represents, that exists for almost any game.
Also, the clear majority of people have stated that they enjoyed the run and think the category is good. I'm not sure if ignoring all this people and just go by your own biased opinion is a good thing, especially for the TAS community as a whole, which because of that will miss a very unique and entertaining quality run that would only enrich this site due to the many people who would definitely be interested to see it. Too bad.

mmbossman: For my rebuttal to Saturn's complaints, see the following links: Link 1 Link 2 Link 3 Link 4

Saturn:
Since we're at it, mmbossman forgot Link 5, for a clear and detailed explanation to his "multiple goal problem". Didn't seem to arrive yet, but hey, it's not too late.

Bisqwit starts concentrating on a new spell.
Bisqwit holds up a diamond and whispers the magic words "herää".
Pieces of #2136: Saturn's SNES Super Metroid "glitchless low%" in 42:37.13 surface from various positions in the ground
and come together forming a living submission!
Eww! The pieces stink like grue excrement ― hardly surprising,
considering the circumstances in which they were deposited.
Bisqwit starts concentrating on a new spell.
Bisqwit empties a bag of fairy dust at #2136: Saturn's SNES Super Metroid "glitchless low%" in 42:37.13 and sings "wunderbaum, wunderbaum".
The foul smell of #2136: Saturn's SNES Super Metroid "glitchless low%" in 42:37.13 is neutralized!
Submission 2136 has been resurrected from the dead.

Bisqwit: Decision: Submission postponed until a time we can have arbitrary goal movies without making the site unmanageable.

adelikat: Decision: rejected until a time we can have arbitrary goal movies without making the site unmanageable

Nach: Since the above has now come to fruition, accepting.
feos: Processing.......

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Joined: 6/9/2006
Posts: 614
Location: Mettmann
if i see "legit" here to describe something in a TAS i guess i can't believe my eyes what a stupid discussion :(
Joined: 2/26/2007
Posts: 1360
Location: Minnesota
Look, bottom line, there is a certain user is twisting and manipulating so he can get his way. If it were someone else's run (aka he didn't put any time into it) I am sure this person would be fighting tooth and nail to get this run not published with this set of given criteria.* *I have no proof of that last statement, just a personality judgement, so don't bother calling me on it. I will not respond.
adelikat wrote:
I very much agree with this post.
Bobmario511 wrote:
Forget party hats, Christmas tree hats all the way man.
Banned User, Former player
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Posts: 1850
The only thing that should be considered a "legit" TAS is one that doesn't manipulate anything outside of the game itself (e.g. cheats, hacked ROM, etc.). Any other definition in the context of a tool-assisted speedrun is wrong*. Attempting to use it to define certain combinations of glitches or lack thereof is just asking for trouble, which is (surprise) what happened here. * With the exception of concrete restrictions. e.g., a 100% run that achieves anything less is clearly not a legitmate 100% run. Something like "doesn't use glitch x" is pretty much arbitrary.
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gia
Player (109)
Joined: 5/3/2006
Posts: 223
My pokemon yellow run was accepted despite knowing there was a two frames improvement. All in all I find this "it must be rejected because we know it isnt perfect" completely stupid. It seems you got other roads available anyway, I was extremely impressed with the run (only played metroid once tho), just wonder why you didnt move around vs mother brain, that was the only boring part. Ridley had some of it but it finished soon after, I was hoping you'd start moving the last thirty seconds or so, what makes it completely necessary to stay in the corner?
Joined: 7/2/2007
Posts: 3960
There's a difference, though, between "An improvement was found mid-run that would require redoing a lot of work" and "I know there's a faster way to do this but I'm not going to use it because I don't want to tip my hand." Many of the possible improvements in this run are of the latter type, which is what's causing most of the argument (the remainder stems from Saturn's use of absolutes and superlatives when discussing his work). As for not moving around vs. Mother Brain, I assume you're talking about the bit where Samus is crouching and kinda breathing heavily while the Metroid eats Mother Brain's cranium? That's a cutscene. You can't move during it unless you employ glitches that require more gear than he has.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Joined: 5/2/2006
Posts: 1020
Location: Boulder, CO
Also, keep in mind that frame counts are only really important when compared to how well optimized the movie is as a whole. finding 15 seconds in a movie that is a first version, and not exactly time tested is not a big deal, but in a game as thoroughly researched as super metroid it really is. Especially when the author left them out intentionally. Especially when the tricks are over a year old. Especially when they were left out in an effort to keep the rest of the community in the dark. That and that it is an obsolete category.* I honestly don't see why this is even still up for discussion. I think the decision should be obvious. *Most important reason
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Player (209)
Joined: 2/18/2005
Posts: 1451
gia wrote:
just wonder why you didnt move around vs mother brain, that was the only boring part. Ridley had some of it but it finished soon after, I was hoping you'd start moving the last thirty seconds or so, what makes it completely necessary to stay in the corner?
I had no choice. Moving around in the MB fight would make you end up avoiding MBs shots in a much more difficult way, one that would require you to turn around several times to do that. And every turn-around delays your charge counter slightly, which means I wouldn't be able to shoot her as fast as possible. Standing in the corner is a save place that allows you to control the fight without any sacrifices in the shot frequency at all, so I had to do it that way to save time, especially since getting 0:27 was so close here.
derakon wrote:
There's a difference, though, between "An improvement was found mid-run that would require redoing a lot of work" and "I know there's a faster way to do this but I'm not going to use it because I don't want to tip my hand." Many of the possible improvements in this run are of the latter type, which is what's causing most of the argument
It's not. Due to the fact that this run is almost a year old, I wasn't aware of most improvements. They were found when this run was already done long time ago.
Twelvepack wrote:
finding 15 seconds in a movie that is a first version, and not exactly time tested is not a big deal, but in a game as thoroughly researched as super metroid it really is.
Yet another Mr. clueless we have here, it seems. I tell you what, if it wasn't for this run, nobody would get the low completion time this run does in both real and ingame, even with the few tricks included in the beginning. Most of the more complex strategies for sure wouldn't be as fast as they are here, and if the ones who are aware of SM-TASing would be honest to themself (this seems to be a common problem here), they wouldn't deny that as well. And to remind you again, since most of the praised runs on this site got obsoleted by several minutes as time showed, this movie is surely of higher quality than most of them. I don't say that to praise myself or anything, I just try to open some people the eyes, who unfortunately aren't able to see that. But whatever, if people don't approve the "original" work just because of the few stupid tricks I was unaware of, so be it. I guarantee you guys that any improvement attempt will end up to be a lame copy of this run based to 99% on my work in the end (thats what TASing is about nowadays, it seems), just with the mentioned tricks added. One could basicly just take a video of this run, and simply editing the new techs (that wouldn't make a difference in the completion time anyway) in the few rooms into it, to achieve the exact same result in the end.
See my perfect 100% movie-walkthroughs of the best RPG games on http://www.freewebs.com/saturnsmovies/index.htm Current TAS project (with new videos): Super Metroid Redesign, any% speedrun
Skilled player (1432)
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Posts: 1468
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Bringing it up another notch I see. I think it is nice that you are still able to actually surprise me with your behavior, I honestly didn't think that it could be done anymore.
Agare Bagare Kopparslagare
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Cpadolf wrote:
Bringing it up another notch I see. I think it is nice that you are still able to actually surprise me with your behavior, I honestly didn't think that it could be done anymore.
Oh, how could you. Saturn is trying his best to open your eyes, but unfortunately, you still aren't able to see the full extent of his arrogance.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Posts: 1451
Cpadolf: This misinterpretation is unfortunately a side-effect when trying to tell things how they are. Instead of repeating the same mistake again and again, while also encouraging spongers who do nothing for years despite making big promises to do the same, how about proving anything I said wrong instead?
See my perfect 100% movie-walkthroughs of the best RPG games on http://www.freewebs.com/saturnsmovies/index.htm Current TAS project (with new videos): Super Metroid Redesign, any% speedrun
Skilled player (1432)
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Saturn wrote:
how about proving anything I said wrong instead?
From previous experience I know that nothing I say to you will change anything, thus I don't feel like dignifying you with an answer. Take that as you wish, I really don't care.
Agare Bagare Kopparslagare
Joined: 7/1/2008
Posts: 272
i still don't understand the reasoning why the "severely glitched" 6% and this run can't coexist. this site allows plenty of glitched and nonglitched versions of runs. all three GBA Castlevanias, Contra III, Zelda II and III, there are probably others i'm not thinking of right now. the notion of not using a glitch just because the runner didn't want to doesn't hold true to this run. the 6% uses a glitch that skips a large portion of the game; Ignores Important Goals. this one doesn't.
Joined: 9/30/2007
Posts: 103
Saturn wrote:
It's not. Due to the fact that this run is almost a year old, I wasn't aware of most improvements. They were found when this run was already done long time ago.
If this was done a long time ago, and you're complaining about how this won't be published due to the 6% run... ... I don't get it.
Joined: 2/26/2007
Posts: 1360
Location: Minnesota
Saturn wrote:
But whatever, if people don't approve the "original" work just because of the few stupid tricks I was unaware of, so be it. I guarantee you guys that any improvement attempt will end up to be a lame copy of this run based to 99% on my work in the end (thats what TASing is about nowadays, it seems), just with the mentioned tricks added. One could basicly just take a video of this run, and simply editing the new techs (that wouldn't make a difference in the completion time anyway) in the few rooms into it, to achieve the exact same result in the end.
If it is so simple, just add them your fucking self, resubmit the file and call it good. Sounds to me like you are lazy.
adelikat wrote:
I very much agree with this post.
Bobmario511 wrote:
Forget party hats, Christmas tree hats all the way man.
Mitjitsu
He/Him
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Is this game hex friendly? I personally guess it's probably not. You will never beat me muhahahahaahahahaha
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AKA wrote:
Is this game friendly? I personally guess it's probably not.
I suppose you are talking about how easy it is to hex in some improvements. If that is the case then no it is not friendly. Ingame lag is pretty reliable and only screws up every once in a while, but in some door transition a frame of lag can randomly be added or reduced, making the movie desynch. Also luckmanipulation is bound to screw up (especially with bosses), as well as the behavior of some enemies.
Agare Bagare Kopparslagare
Joined: 5/2/2006
Posts: 1020
Location: Boulder, CO
Saturn wrote:
But whatever, if people don't approve the "original" work just because of the few stupid tricks I was unaware of, so be it./quote] http://www.youtube.com/watch?v=3LLwcB5-WcE Either you knew about it, or you lied about discovering it to steal the glory from taco. Neither would surprise me. The date on the video says it was discovered a week shy of 2 years ago. And if he video were fixable, and you fixed it, we could reduce this discussion to the merits of bringing the category back without having the issue clouded by a movie many people would rather not see on the site. At least then there would only be 1 issue instead of 2.
Has never colored a dinosaur.
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Posts: 1850
Twelvepack wrote:
Either you knew about it, or you lied about discovering it to steal the glory from taco.
Oh, wait, this is Saturn we're talking about. Nevermind.
i still don't understand the reasoning why the "severely glitched" 6% and this run can't coexist. this site allows plenty of glitched and nonglitched versions of runs. all three GBA Castlevanias, Contra III, Zelda II and III, there are probably others i'm not thinking of right now. the notion of not using a glitch just because the runner didn't want to doesn't hold true to this run. the 6% uses a glitch that skips a large portion of the game; Ignores Important Goals. this one doesn't.
There's some weird problem most people (i.e. judges) have with having more than x movies for a game on the site. There are currently 4 or 5 Super Metroid TASes published in seperate categories. Publishing this one would probably make their heads explode. Of course, this is only for the fundamental question of why this can't be published, not based on the actual merits of the run. Personally, I'd rather see the run rejected just to spite the author and his egotism, but that's exactly why I will refrain from voting on this submission.
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Regarding Hex-editing the run, as Cpadolf said, it's not possible. There is no way to change even a single frame anywhere in the game without causing massive desyncs due to completely different item drops and enemy behavior. What I meant with editing was the video (aka. AVI) file. It could be done without much effort, but the video wouldn't be legit that way, even though the result would look 100% the same like making another smv from scratch.
Twelvepack wrote:
http://www.youtube.com/watch?v=3LLwcB5-WcE
Do you really need to repeat yourself from page 1 again? I think everything about this video was said there already.
Twelvepack wrote:
The date on the video says it was discovered a week shy of 2 years ago.
That's true, during my any% run which I can prove anytime I want by releasing the original smv (the Botwoon fight of that run was showed in the "Mixed Speed Demos" vid for exactly that reason to confirm the unique refills I got after the fight). Besides, if you would just look at the date I uploaded that video, you would already see that it was done 3 days before Taco presented that trick the first time, thus the proof is already clear for anybody who can read video descriptions. Oh, and you can of course ask Kejardon as well. I informed him immediately after discovering that trick.
See my perfect 100% movie-walkthroughs of the best RPG games on http://www.freewebs.com/saturnsmovies/index.htm Current TAS project (with new videos): Super Metroid Redesign, any% speedrun
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Xkeeper wrote:
There's some weird problem most people (i.e. judges) have with having more than x movies for a game on the site. There are currently 4 or 5 Super Metroid TASes published in seperate categories. Publishing this one would probably make their heads explode.
Head asplopi. The problem I have with multiple runs of the same game is not the number of runs, but the goals used in those runs. If some random game had 6 characters with 6 significantly different routes to complete the game, I would have no problem accepting 6 different runs. But when categories come into play, moderation goes out the window. Suddenly each character has to have an any% version, a 100% version, an in-game time version, and a glitched version. Obviously I'm exaggerating somewhat, but I think the message is clear. If not, here's a list of possible runs for Super Metroid that will could be submitted in the future:
100% in-game time
'legit' low% in-game time (via RAM watching for an accurate measurement)
'glitched' in-game time
100% glitched (just for the hell of it)
any%/glitched/100% 'save the animals'
... and any other combinations that I may have missed. I personally think that the in-game time is a horrible category that only die-hard fans of SM care about, but because it produced an entertaining run (twice), it was accepted. However, with the advent of the 6% run, I think the 14% category is indeed obsolete, as it inflicts one too many arbitrary restrictions on itself. But then again, that's just my opinion.
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mmbossman wrote:
... and any other combinations that I may have missed. I personally think that the in-game time is a horrible category that only die-hard fans of SM care about, but because it produced an entertaining run (twice), it was accepted. However, with the advent of the 6% run, I think the 14% category is indeed obsolete, as it inflicts one too many arbitrary restrictions on itself. But then again, that's just my opinion.
I was going to bring up a Metroid example (low%, any%, 100%), but then I realized that the any% had a higher time regardless and well. Besides, any potential argument I could make in terms of keeping a run without more major glitches would be pretty much decimated by precedent (see SM64, 0-star vs. 16-star etc.) For the record, I greatly prefer 16-star run to the 0-star run.
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I actually agree that in-game runs are not really necessary in the end. The only exception for this category is the any%, because it allows to collect the Plasma Beam and therefore makes the run more entertaining to watch overall, due to the much faster boss fights and more variety through the new items. 100% in-game is pointless, since the quicker boss fights and the high variety are still there, no matter of your aim. It doesn't make the any% in-game obsolete though, because it's much longer and with alot more interruptions. 14%/6% in-game is pointless as well, for the very same reasons as the 100%: no route change, equal variety and boss duration no matter what. 100% glitched and saves the animals is also pointless. The latter is obvious by itself (99,9% same run until the escape), the glitched is pointless due to the 6% run where it has the most solid purpose. It would also kind of destroy the meaning of a 100% run: to show off everything the game has to offer, which includes bosses in first place that would be partly skipped otherwise. Just my opinion.
See my perfect 100% movie-walkthroughs of the best RPG games on http://www.freewebs.com/saturnsmovies/index.htm Current TAS project (with new videos): Super Metroid Redesign, any% speedrun
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Xkeeper wrote:
Besides, any potential argument I could make in terms of keeping a run without more major glitches would be pretty much decimated by precedent (see SM64, 0-star vs. 16-star etc.)
Not necessarily. The 16 star version was replaced because, up to the point of the 1 star run, it was the fastest possible way to complete SM64. I wouldn't be opposed to a happy medium run for that series (70 stars, probably), because it fills a void. This run doesn't fill a void, it just takes up space.
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Saturn wrote:
Do you really need to repeat yourself from page 1 again?
I only brought it back up because you denied knowing about it. You are one of the least rewarding people to communicate with I have ever encountered. You seem to be simultaneously immune to reason, logic, and common courtesy, so I don't think its worth my time to read anything you write again. Standing out of the sea of stupidity that is the internet is an accomplishment. You are a blight in an otherwise enjoyable and well mannered community.
Has never colored a dinosaur.
Joined: 11/13/2006
Posts: 87
Location: California, USA
None of you are being logical. Thank you, and goodbye.
If you see me posting, I'm most likely being a douche. <small>Working on: not ever coming here again</small>
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