Posts for Bag_of_Magic_Food

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Wow, I joined in 2004? And I remember I lurked for a while before I made my account, too...
put yourself in my rocketpack if that poochie is one outrageous dude
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You can never say that someone missed your sarcasm, because they'll just say you missed theirs!
put yourself in my rocketpack if that poochie is one outrageous dude
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Don't worry, Gruebot. Soon you'll be able to enjoy Super Mario... FOREVER.
put yourself in my rocketpack if that poochie is one outrageous dude
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Because HappyLee NEEDS to post about any sort of Super Mario Bros. 1 run, even if there is nothing to say. Have I got that right, HappyLee?
put yourself in my rocketpack if that poochie is one outrageous dude
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Right, I don't see why opening your mind and using your brain have to be mutually exclusive. I've also never been taken by "soul of the gaps" arguments. I can grasp the concept of a disembodied mind, but a "soul" as it's often described comes across as a kind of parasitic ghost that has to do half the brain's work for it and tries to lay claim to someone's identity. Who needs such a thing?
put yourself in my rocketpack if that poochie is one outrageous dude
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Hey, high speed can be helpful sometimes. You can use it to zoom through a long movie when you don't have savestates for it, or to get through unskippable cutscenes, or for when you want a bot to play through a short sequence repeatedly, or just to see what happens when you run a game's timer way up.
put yourself in my rocketpack if that poochie is one outrageous dude
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Sure, so now we should be testing little individual sections and battles to evaluate what items will save time overall. I'm mainly thinking about grabbing G and S code chips that can be grouped together with the swords and program advance we know we're going to use, but be on the lookout for any other chips that can be obtained fast and save a lot of time on any bosses, perhaps forming a new code group. I'll find out in a few days how much random battling, trading, shopping, or scavenging should be necessary to make Ms. Yuri's 60-chip minimum by that point. Also, I haven't really looked into how to manipulate the game into giving you the random battles you want. It will be helpful to be able to control both the enemy type and the time it starts so you can have the right battle chips ready to beat it right away. Fortunately, random battles should only be needed a few times, but that means you need to be good at avoiding them without slowing down a lot. I just reviewed the "ice bears" part. After you beat them, you jack out automatically, but you have to run back to ACDC manually. However, once you reach the town, Lan automagically reaches the school pond for you. Then you manually run back to the Metroline station, only to get the e-mail (pre-read in a cutscene) that lets you manually run back to the car to open it. So that is two more tickets you want to grab on your way out of the stations, because it appears to always be faster to grab tickets on your way out when the game doesn't remove them at the end of the mission, due to the exit turnstile being a little closer to the ticket dispenser. Also, remember that faucets turn themselves back on when you jack in again, so don't bother turning off the next faucet on the second path early during your first trip. Now I found out that my plan to wait for SkullMan to power up won't work. Not only do you have to be at the right point in the story, but you also have to have beaten the less powerful forms of a Navi before it'll be replaced by the stronger one. So you could end up burning through 2 or 3 different versions of a friendly Navi in a row if you saved them for later. SkullManV2 would be a whole extra second battle, and SkullManV3 would be a third. So I think we'll just beat SkullManV1 at the first opportunity.
put yourself in my rocketpack if that poochie is one outrageous dude
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Right. One snag with NumberMan is that the passcode does increment while viewing your folder, so that can complicate the timing a little bit when the amount of swapping you do changes how many times you have to flick the numbers up or down, but it shouldn't be too hard to figure out.
put yourself in my rocketpack if that poochie is one outrageous dude
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Um, you start the game with 4 Sword Ss and a WideSword S, as well as a Steal S. LongSword S is an easy virus fight. And did you read with Kirk said about chip stacking? We are able to see what order the chip slots come up in when the battle starts, letting us move the desired chips into those slots so that they'll be the ones chosen at that same battle start time.
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Kirkq wanted me to post what the planned route is right now to clear up any confusion about what you have to do, so here goes. Day 1 Get the PET and go to school. Talk to Dex to make the tutorial start. Manipulate 3 Cannons for the third tutorial. I know it can be done, we just need to figure out good timing for it. Go home and jack into Lan's computer. Talk to Glyde, talk to the lost program, bump into the door to sector 2, talk to Glyde again in Yai's computer and receive SpreaderGun I. While you're doing all that, you could collect 2000z from random mystery data and buy a PowerUp now, depending on how useful a level 2 attack is in the next two dungeons. Jack out, talk to Mom, jack into the oven. You fight 1 Mettool here no matter what, so get the MetGuard G for GutsShoot from it. (ShockWave can be found as an item pickup to fill your library later.) Get the IceBlock, which will make you have to get and use the WaterGun. Fight FireMan with 4 swords. Go to bed. Day 2 Run all the way to the last door of the school. Talk to every student once to make the class/attack start. Talk to Dex. (GutsMan has to fail before MegaMan can try.) Talk to Mayl and receive Roll R. Yai forces you to do this before you can jack in. Jack in and journey through the school network, unlocking some doors as Lan with predefined answers, and others with numbers based on the frame count. One door is optional to open; beyond it is another HPMemory if you find it's worth the time. MegaMan gets zapped, so go to the corner desk of the AV room to free him. Also get the RepairPanelReturn A on the teacher's desk, because it's right there! The last door makes you go free Mari for an ID card. Get the HPMemory while you're doing that. After you use the ID, entering the last password makes you fight NumberMan. You get warped back to 5A, so run all the way out of the school and to Mayl's house. Jack into the piano and collect the Recovery-50 L, but not @Mayl. Visit the Metroline station, talk to the worker in the corner, and ask "What caused it?" Go fight Dex's upgraded GutsMan with 5 swords to receive /Dex and GutsMan G. You could also jack in to get @Dex from the computer or get a CrossGun K and fight for a HighCannon G in the GameCube if they turn out to save time. (My tests show that the @Dex shortcut is about 3 seconds slower, actually, but I'd like someone else to try to confirm it.) Jack into Lan's computer again and go toward StoneMan. If you haven't already, fight for DashAttack G. If you're using @Dex, bookmark that along the way too. You probably won't be able to get all 4 random crystals to appear in the closest places to your path in sector 2, though. I would focus on getting the 2 1000 zennies in sector 1 again so you can buy a second PowerUp and do 3 per shot. Oh, and fight a Swordy for a LongSword on the way to StoneMan if you want to form Beta-Sword or Sigma-Sword sometime. After beating StoneMan with GutsShoot and whatever else you have, jack out and run to the Metroline. Go to Government Complex, and grab a ticket to ACDC Town on the way outside, since I found it was a little faster. The TV has one of the Escapes you need for that KnightSword trade, and the SciLab vending machine has 5000z if you have time for an extra jack-in. Talk to the receptionist in the SciLab lobby to be able to use the elevator. Jack into the computer and talk to the program. Grab @Dad here, not because it's necessary, but because it sets up that great shortcut I thought up. Run all the way back home, and Dad will send an e-mail with an HPMemory and a PowerUp. You have to open this e-mail before you can go to bed, so get @Mayl from the previous e-mail and CrossGun C from that old one (if you need more chips to trade) at the same time. Now go to bed. Day 3 Run to school again--this time you can use the first door to 5A. Talk to Yai to make class begin and end. This is the point when you can fight GutsMan's final form for more GutsMan or GutsPunch chips. This is also when the chip shop opens and you can do the old-man trades. The game really starts to open up now! (However, the last Escape you need isn't until the DenTown mission, so that's where the chip trader could come in handy.) Go to the Government Complex again and get through the Chaud scene. Go to Dr. Hikari's office and snip the ID. Go up to the WaterWorks control room, grab the HPMemory, and talk to Dr. Froid (his control panel might be worth jacking into as well), then go down and to Dr. Hikari's office again. Now go back to the WaterWorks and jack into the water cooler. This would be another place to fight for AquaTower G or HiCannon G, but I haven't tested this far yet, so now I'm continuing based on some online guides and what I can remember having to do. The water net is split into two branches, with one being inaccessible because of a broken handle. So take the first branch and end up fighting two of those ice-making polar bears (couldn't find the virus names for this game). Electric attacks would come in handy if you could find any, or you could just use Beta-Sword. Now you'll automatically go back to ACDC Town and find that the school fountain water is tainted. I think you have to go back to the Metroline station, only to receive an e-mail that finally lets you open the car, but I have to double-check this. Tory Froid gives you the Handle when you free him, so go all the way back to that water cooler and take the other path, grabbing the HPMemory nearby. There's also a PowerUp right along the way, but it's hard to see. There's a sequence break in that area where you can skip turning on the first faucet by sliding just past two holes on either side of you, but the PowerUp is on the way to the second faucet, so no problem there. Fight IceMan with ElecSword or whatever. And then the day just ends with a bunch of cutscenes? Yeah, I think so. Day 4 This time you start out as MegaMan in Lan's computer. Use your e-mail to accept Mayl's invitation, then take the response into Mayl's computer using @Mayl because her house is locked now. Once again, you could luck-manipulate a random item right on the path there. You have to enter and exit the Metroline station once to start the scene that sends Mayl on her way to DenTown, despite MegaMan admonishing you for checking inside the station if you hit L there. Once in Dentown, there's a couple more things to do before the big emergency mission. You could get the PowerUp from the summer school blackboard now, but at this point it's a detour, whereas later you'll be forced to visit there. Open Mayl's message to receive RollV2 R and set up the meeting place. Talk to Miyu once, so they "know" where to find antiques. You should fight SkullMan now, since you're forced to talk to Miyu, and /Miyu is required to reach the Undernet. However, you could put off the battle until you come back to this town later, which I think would let you fight a more powerful SkullMan for a battle chip. Haven't really tested yet. Once you've read that e-mail that had Roll2 and talked to Miyu, standing at the bus stop of Block 1 will begin the traffic accident sequence. I recall there's one more e-mail you're forced to read, either before or after you jack-in to the first light, I'm not sure, but it'll be obvious anyway. Talk to the three people trying to buy the WWW program, then to Maddy, and then that starts the big chase around town where you jack into three more regular lights and then a round-the-block light. You'll get to revisit the antique shop during this mission, but not the summer school, sorry. Maybe win a DynaWave S in the color dungeons? It would go well with all those swords you start with. At the end you fight ColorMan with GutsShoot and AquaTower or whatever. Then some more cutscenes... Day 5 I recall this day starts you off in the park. Anyway, go tell Mom about the party. Before you go to the Government Complex, visit Yai for 10000 zenny! That's got to be one of the quickest sources of money in the game. If you talked to Mom, then Chaud will be at the SciLab. If you talk to him, then nothing interesting will happen, and MegaMan will suggest talking to everyone again. But actually, you just need to talk to the one guy standing right outside that TV lounge area, who tells you about the restaurant and power plant. Then when you go back to the middle of the lounge, the parents will arrive and you'll get to go to the restaurant. If you talk to that guy first, then when you talk to Chaud, Dad will appear immediately after... so do that. In the restaurant, you need to talk to every single person once to start the next scene. This includes Lan's dad, who has another skippable custscene, but not people outside the restaurant, or inanimate objects. Go down the dust chute. Talk to the person outside the control room door, then talk to the person outside the generator room door, and this will make the first one open the control room door offscreen. Jack in and do the power planet net, blah blah... Batteries are always used in the same location every game, so you can still use maps to spoil the solutions. Fight ElecMan, but he'll heal whenever his HP reaches 550, so make him heal 3 times with 3 MiniBombs or whatever to end the battle and get Lan to turn the power off. Fight ElecMan for real now. Fight ProtoMan. Another boss that can be finished off with only GutsShoot! Since I don't think you get a chance to arrange your folder again between ElecMan and ProtoMan, Kirkq recommends picking a wholly different set of chips for the other fight, so you can set up some chips to fit into the first random arrangement the game picks, then set up the others to fit into the random arrangement that'll be chosen by the time the second fight starts. Sounds tricky, but doable. Then I think all you have to do is talk to Mom, and you go home. Day 6 You're looking for Chaud now, although you don't have to read the e-mail that tells you so in order to start this quest. You do have to talk to the guy at the SciLab who says that Chaud went to DenTown. If you go to DenTown before you talk to that guy, Chaud won't be there. Talk to Chaud in Central DenTown, and if you want, make a detour for SkullManV3. Now you know you need to find an ex-WWW-member. That's Higsby, so go to his shop and talk to him behind the counter to get his HigsMemo. There are 3 other memos to find, but Lan doesn't know that yet, so you can't get them yet. Log onto the Internet one more time, from Lan's computer or from Dex's computer if that route works out. Get a few HPMemories from the shop if you need them to reach the 30-level goal. Now you're going all the way to sector 5, collecting any random items that contain battle chips you don't already have for your library, or extra money if you still need that. In sector 2, take the opposite path from last time to use /Miyu and enter sector 4. At the entrance to sector 5, you'll fight 2 Hardheads and 1 of those metal shield things, I think I read they were called Froshello somewhere or something like that, or maybe I just dreamed it. Why'd they wait 'til the second game to display the enemy names, anyway? Er, so yeah, that's two enemies in opposite corners with 90 HP that are only vulnerable when they're spitting cannonballs (Howitzers?), and one in the middle with 250 HP with a shield in front that only raises for a little while when you do a lot of damage to it, it's probably 100 or so, so figure out a combination of chips that will make short work of all of them and don't lose your footing. This might call for a level 3 Navi chip. Now you'll get an e-mail from Higsby explaining the other three memos. You need to read it sometime, but don't jack out yet! Continue to the end of sector 5, then go through the one-way door into sector 9, then down into sector 3, where you can bookmark @Dad. You could also fight StoneMan and visit the shop in sector 3. You'll probably want the WoodArmor just to raise yourself 6 levels, and StoneMan MIGHT come in handy because even the first-level chip can do 300 damage, but it is very slow. Now make sure you have 60 chips in your library. If you don't, I guess that's one last stop at Higsby's, but let's try to plan ahead and minimize the number of side-trips to there. Go back to the SciLab. Talk to the guy who wanders around going "Hmm..." for the first memo. Now go to DenTown's summer school to get Yuri's memo. She's the one who checks to see that you've gotten 60 kinds of chips. There's a Barrier in the locker you can grab fast, so if you didn't have time to stop here earlier, then that may end up being your 60th chip. Also, there's a PowerUp in the blackboard, so that's probably worth the jack-in time, too. Now you can go back to ACDC Town and talk to the old man now standing in front of the empty house. No, you don't have to talk to the old men in the other towns; all they do is tell you that you've got the wrong guy. And the other old men in ACDC Town won't tell you anything new, because characters in trading sequences never comment on the main story. If you got all the other memos and MegaMan is at level 30 or higher, the old man will give you Pa'sMemo. So if you have some extra PowerUps sitting around, make sure to equip them so they actually raise your level. (In general, try to combine trips to the Folder, E-Mail, and MegaMan's Status so you save a little time opening the menu, though it's not a huge deal if you can't.) Now I recommend you go back to Dr. Hikari's office at the SciLab and jack into his computer. This will allow you to start out at sector 3, where you can travel back to sector 9, then back to sector 5 through the now-two-way door, which puts you right at the entrance to sector 6! Continue on to sector 8. At this point, you don't need to fill your library anymore, so only pick up things that actually help you from now on. Fight BombMan. The guide says he's Fire-elemented, so AquaTower might come in handy again, though he loves to hide behind his bombs. Jack out and talk to Dr. Hikari, who will be standing right there if you jacked in from his office computer. I noticed that at this point, ProtoMan and SharkMan are now powered up to their final levels, if that makes any difference to anyone. Now you can finally go home to bed. Day 7 Leave your house, go to Higsby's, and you should find the WWW pass on the counter. I think you talk to the Metroline worker in the back to find out you're looking for a secret subway line. Then you find it in the school statue, but you find out you have to get the pass updated. So you go to Dr. Hikari again, and you can finally get to the secret mountain fortress. Should be pretty obvious from there on, except you have to check the Wily picture twice before you can jack in. Next boss is MagicMan. Uh, luck-manipulate for easy enemies or something? Then some cutscenes, spoilers, blah blah blah, and a short dungeon later, you get the final boss, LifeVirus. He has 1000 HP as well as a 100 aura that you can either spend a high-powered chip to break early, or you can wait for him to drop the aura on his own when he attacks, but you wouldn't have as much time to counterattack. I don't know what strategy might end the battle in one turn, but I did calculate that with maximum attack and speed, the Mega Buster could do 72 points of damage per second! Well, I'll try to find out how Hub.bat affects lower values too. And then the first half of the ending is all skippable with Start. Our viewers aren't going to see very much story, you realize? It'll look like Lan has the power to blink and make people vanish. Oh well.
put yourself in my rocketpack if that poochie is one outrageous dude
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I think the reasoning there was "Zelda 64 runs are really hard to make, so by the time somebody makes a new one, there were be even more new tricks they hadn't discovered yet and the cycle will never end!"
put yourself in my rocketpack if that poochie is one outrageous dude
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Have you played a Contra game before, Comicalflop? I remember I didn't enjoy Contra 1 so much for its speed or platforming, but for all the tense moments where a hazard pops up suddenly or loads of bullets are drifting your way, and you have to stay alert and learn good timing to avoid everything. Well, and the cool weapons. Since a TAS knows exactly when and where to shoot and what will or won't come the player's way, of course it'll look like a cakewalk, but that's what makes it so different from a normal play and therefore fun to watch.
put yourself in my rocketpack if that poochie is one outrageous dude
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Kirkq wrote:
HappyLee: You jump too much. The sound gets annoying. Jumping on enemies, jumping to grab coins, and jumping to take a fun route are all good. Jumping to pass time gets annoying. Please consider this on your next submission.
Yes, and don't forget: The fewer sounds you make, the more of the music we get to hear.
put yourself in my rocketpack if that poochie is one outrageous dude
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What's this now? Did someone try to coerce me into making a new Eggerland run?
put yourself in my rocketpack if that poochie is one outrageous dude
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Yah, I don't think I would have figured out all those bomb tower tricks; they never made much sense to me.
put yourself in my rocketpack if that poochie is one outrageous dude
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I see. The problem is that others will only see your posts as unoriginal parroting of someone else's joke pictures and may not pick up on the message right away.
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But, but what if I happen to be leaning on the keyboard just then, and... Ah no one cares.
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I'm not sure I follow what you're asking. I don't know why you would ever mass-produce anything when you're trying to make the 60-kinds-of-chips requirement in time. And I still need to figure out what the game starts giving you less of when it starts giving you more of a kind you have. (Does someone know of cheat codes that edit the library? They might help.) --------------------------------- Hey, I did some more testing, and I figured out the rules to the 3-chip trader: No 4-star chips you don't already have, no Navi chips you don't already have, and no 5-star chips ever (which means no V3 or secret Navis, even if you already won some). So 3-chip has the Navi restriction, but 10-chip doesn't, except for those Continue* bosses I mentioned. I'm seeing that for both machines, every chip in your library is much more likely to show up than chips that aren't in the library; the effect is simply more pronounced for 1-star chips in the 3-chip trader and 2-star chips in the 10-chip trader. I think each new chip increases the chance of finding chips in its star rating a little, but mostly boosts the likelihood of finding that chip out of all the chips in its star rating. I decided this was probably the case when I got 16 FireMan2s out of 1638 trials while that was the only 4-star chip I had, but only 2 FireMan2s and 19 KngtSwrds after I grabbed the KngtSwrd G. Speaking of the KngtSwrd G, I may have to take back what I said: That is one case where producing extras of one chip could save time in getting another one. Remember the old man who trades you that KngtSwrd G for Escape in all 5 codes? Well, if Escape is likely to appear in the trader machine, then you could get the other Escapes quickly enough that way rather than finding all of them throughout the world, and if you only use the machine to get 1 or 2 of the Escapes, that still sacrifices fewer chips than finding KngtSwrd in the 10-chip trader would. It would be nice not to use the 10-chip trader very often, since even an item that's directly in your path costs about 90 frames to pick up, meaning you would spend at least 15 seconds just gathering enough to make the trade. But that ElecMan3 is pretty tempting... --------------------------------- Uh oh, I noticed some more chips missing from my list of random chip trade results when I tried the 3-chip machine with the bare minimum in the library. It looks as if these 2-star chips are also restricted from being given out by the 3-chip trader until you obtain them elsewhere: HiCannon, CrosBomb, LongSwrd, TriSpear, Thunder2, Huricane, Snakegg2, Candle1, SloGauge, and IronBody. That's right, you can win the first and third chips for the first time in some of those 3-chip families, but not the second. Additionally, most other chips that aren't in your library yet seem to be restricted to only certain letter codes when you first win them from the 3-chip trader, rather than being able to get any of the 5. Most of them I found in just 2 codes on the list, and they appear to be selected based on their rarity, such as codes that can't be found by beating viruses; or on their usefulness, such as codes that form a Program Advance; but I don't think there's a clear-cut rule to it. I think it's the programmers wanting players to try to win battle chips the normal way before they get extras from the trader in more letter codes; but when the player gets lucky and receives an all-new chip from the trader, then the programmers make it more special by setting it to a rare letter code. The 10-chip trader doesn't appear to have any of these restrictions, though.
put yourself in my rocketpack if that poochie is one outrageous dude
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So no one will press Left as the movie ends and make Mario miss the axe and die!
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Sometimes I wish there were less emphasis on "least input required for ending to start on its own", instead going for "least input to make the ending start the soonest" or "last input that controls the character". All those ways are fun to see in certain situations, it's just that it seems more natural to end the timer when the game actually awards you victory, not at the moment when you can drop the controller and run away. :) I probably wouldn't go as far as some recent submitters have and record all the way to the end of the credits, unless there's something WAY COOL at the end of the credits that requires tool assistance.
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Are you saying that speed shoes speed up Super Sonic by only a little then?
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Sure, I have no problem with that. And sometimes, a TAS you think will be boring when you start out turns out to have a lot more cool stuff in the end, so don't get discouraged!
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Great, I found out more about how the 10-chip trader sets its probabilities! Here are some more rules that seem to be in place: 1. No 1-star chips you don't already have. 2. No "post-game" chips you don't already have. This means LifeAura, MagicMan series, PharoMan series, ShadoMan series, and Bass are excluded--but not Anubis and Muramasa, strangely enough. 3. 3-star chips you already have turn up more frequently. 4. 2-star chips you already have turn up A LOT more frequently. Yup, the sequence definitely depends on your library, since I was getting FireTowrs like crazy, even though I had already traded my only FireTowr for a DynaWave. So which kinds of chips you elect to grab along the way will affect what you can get out of the trade machines. I'm not totally sure if they'll take effect until you reset, though. I'll test the 3-chip traders next.
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Both Bomberman voices are funny, but the Japanese one sounds like he's saying "Pushup" and "Sawdight", so he may have the edge over the English voice in funniness. Artemis needs to say "YO MINE" and "BYE BYE", though.
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Kuwaga wrote:
Anyway, a completed inventory isn't something that should determine whether 100% are achieved because you can RBA half of it, you can collect the same skultula a 100 times and other stuff that's just very silly.
So why don't you think it's silly to collect a duplicate 37th heart piece that you're not even supposed to be able to reach?
put yourself in my rocketpack if that poochie is one outrageous dude