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Joined: 5/3/2004
Posts: 1203
I think it is safe to say, However, that your MM1 run is suffused with and dependent upon glitches.
Active player (277)
Joined: 5/29/2004
Posts: 5712
Yeah, what I meant is that you normally can't start with ElecMan without revisiting it to get the Magnet Beam.
put yourself in my rocketpack if that poochie is one outrageous dude
Post subject: Possible Solution:
Joined: 11/30/2004
Posts: 8
I honestly think that the only objective way to speed run is to make two separate sections. Since every game is uniquely different, it makes the most sense to have the corpus of all speed runs be legitimate runs of the game (i.e. in accordance with all TG restrictions), and to make the second section glitched runs of games. The glitched section should be able to include different runs of the same game (depending, of course, on the intent of the creator) and should at most be intended for purely entertainment purposes and not actual WR competitions. I mean it's impossible to look at this Zelda II movie (however entertaining it may be) and go away thinking that the author has really produced a quality movie. Don't get me wrong--I like the movie myself--but certainly not because the author is legitimately dominating the game, but rather because it showcases some unusual programming (i.e. "wow, it's actually possible to beat this game in under 8 minutes, but boy does Link have to do some weird things to make it happen.") Personally, I much prefer watching the character actually move in accordance with how the programmer of the game intended him to move and then in that environment pull off death defying, jaw-dropping stunts. Maybe it's just me, but Morimoto's SMB3 movie--the one that started it all--was as awesome as it was precisely because people knew (well aside from the wall glitch in Bowser's castle) that someone *could* pull it off without abusing glitches, game genie, etc... but that person's skill would have to be robotically prodigious. I'm sorry, Bisqwit, if I have to lump the Megaman movie in the glitched category, but as far as I know the programmer never really intended Megaman to warp through solid matter as a means of propelling himself closer to his destination. While this may look really cool (and I am by no means suggesting that it's value is lessened by this assessment), I think it should be put into the "glitched" category along with Rygar and a few others that clearly abuse similar glitches. After that's done, then a table could be made of real legitimate speed run WR's and their glitched counterparts so a person could choose between which run he prefers. Actually, even better yet--why not just post .smv, .fmv, etc... files for runs that are more novelty runs (like this Zelda glitched run) so as not to waste so much time encoding and torrenting. I'm sure a good many people will agree with me that watching them from the emulators is way better quality anyway. Anyway, just a few of my thoughts and suggestions. I've been an avid watcher for some time now--just haven't really felt compelled to post that much. Also--real quick question: How come the queue still goes back to August of last year? It's been a long time since I've seen anything rejected and some of those have less than 50% approval. Not nitpicking--just curious.
Post subject: Re: Possible Solution:
Player (36)
Joined: 9/11/2004
Posts: 2623
bjladd wrote:
The glitched section should be able to include different runs of the same game (depending, of course, on the intent of the creator) and should at most be intended for purely entertainment purposes and not actual WR competitions.
I think you missed the intention of the site. None of these are for world records. That would be stupid. Every video on this site is for entertainment purposes only.
bjladd wrote:
Morimoto's SMB3 movie--the one that started it all
Did not.
bjladd wrote:
Actually, even better yet--why not just post .smv, .fmv, etc... files for runs that are more novelty runs (like this Zelda glitched run) so as not to waste so much time encoding and torrenting. I'm sure a good many people will agree with me that watching them from the emulators is way better quality anyway.
It's already published in the manner you describe when you submit it. So what would be the real difference between an accepted glitch movie and one that's still just submitted.
bjladd wrote:
How come the queue still goes back to August of last year? It's been a long time since I've seen anything rejected and some of those have less than 50% approval.
I'm sure that the editors have better things to do with their time than just reject movies.
Build a man a fire, warm him for a day, Set a man on fire, warm him for the rest of his life.
Joined: 11/30/2004
Posts: 8
Maybe I should clarify: I know the movies produced on this site aren't at all legitimate WR's and no one makes any pretence of them being so. I should probably have rephrased the point I was trying to get across: Makers of these videos generally have the idea in mind of (1) completing a game in as FAST a time as is possible (i.e. SMB1 being sub 5 minutes is a sort of WR only among the tool-assisted community) and (2) making the game look as entertaining as possible while still adhering to (1). That said, if a person completes Zelda II like the authors of this one did, I merely suggest that it's such a sharp deviation from (2) that even though it succeeds in completing (1) the fastest possible time (I know I misused the term WR here, but that's what I meant anyway), it's still undeniably a weird, almost psychadelic departure from merely watching an ultimate player play the game with the greatest skill possible. While (1) is unquestionably at the heart of this movie, I merely suggest posting both runs and (I know I'm probably in the minority here), even making stricter rules for non-glitched runs in accordance with TG rules. That, I feel, has a great potential for competitition with real and legitimate standards vice cracking a new bug and doing something like Z2. I doubt very highly that I will persuade anyone to form anything like what I suggest, but I just put it out there merely as a friendly (and perhaps vain) suggestion and nothing more. On a somewhat different note: I know this may be anathema to this community, but I also think it would be cool to make movies where cutscenes or dialogue are still kept at normal speed and the action is blazingly fast. Since the object of these types of movies is not to be as fast as possible, some huge liberty could be taken in controlling the character more life-like. This would be a new form of speed run that aims at being as "movie-like" as possible. Instead of having a robotic automoton of a character, actually moving the character as a character would move (usually not taking damage unless extreme circumstances would warrant it) might have serious entertainment value. This may not be as off-the-wall as I'm making it out to be. There's a huge difference between Terikamashi's Samus and "Samus Aran's" -- so much so that they almost have different personalities in their time attacks. I think it would be really cool to see movies made by people who place a greater priority on how the person looks in relation to the action vice only going for speed while sacrificing aesthetics. I'm not suggesting that these movies replace current runs, but that possibly a whole new genre of speed runs be created based on this "movie" concept. Take Ninja Gaiden for instance. If cutscenes could be seen as well as the action, it would look like a real video-game movie. If you truly wanted to just skip to the action, you could just press whatever hotkey (if you're watching it in an emulator) to skip through if you don't want to read, or press fast-forward if you're watching the AVI. With the way current videos are made, you can't do that at all. Also, the ultra fast wall jumping could be taken out in place of a slightly toned down version that would look aesthetically better (more like a ninja would move and less like this weird fluttering thing going up a wall) Again, I don't expect universal support for this, I'm just putting it out there. I absolutely respect the hard work and dedication that time attackers go through to make their movies (I do notice the rerecord statistics) and I'm not coming down on them. Rather, I'm just making a few suggestions about time-attacking in general. Oh--one last thing--even if Morimoto's SMB3 run wasn't the first, it certainly was one of the most influential in the gaming community. All of his early runs were. And all I wanted to do by discussing them was to harken back to why they were so influential--what made them so, to kind of debate glitched versus non-glitched movies and to possibly answer the question: "how much can entertainment really suffer for speed?" Well, the good news is that for the most part, this site tends to publish additional runs of a similar game if the popularity of the run warrants it (i.e. Metroid) enough so I'm sure I'll have the good fortune of seeing a Z2 run 100% or non-glitched pretty soon anyway. Also, your point about the submission queue was definitely well-taken and that's where I download most of those files. I was thinking more of the person who knows nothing about the site just kind of stumbling onto it and still being fairly accessible to novelty runs without going through all the trouble--that's all.
Post subject: Re: Possible Solution:
Former player
Joined: 8/12/2004
Posts: 651
Location: Alberta, Canada
bjladd wrote:
Actually, even better yet--why not just post .smv, .fmv, etc... files for runs that are more novelty runs (like this Zelda glitched run) so as not to waste so much time encoding and torrenting. I'm sure a good many people will agree with me that watching them from the emulators is way better quality anyway.
This has already been done, and is exactly what I suggested. If you look at description the Tiny Toons Adventures run you will see the text "In this game, if you press right+left at the same time, a strange thing happens. Peter Bucher aka. Exim has made a 11:52 long timeattack at this game using that glitch. His movie is available for Bittorrent download here (FMV here)." This is the exact same situation, and I beleive it should be handled the same way.
bjladd wrote:
Take Ninja Gaiden for instance. If cutscenes could be seen as well as the action, it would look like a real video-game movie.
There have acually been a fair amount of people that have asked for me to do a run with the cutscenes in it. I really haven't decided weither or not I will do it...
Former player
Joined: 4/16/2004
Posts: 1286
Location: Finland
OmnipotentEntity wrote:
I'm sure that the editors have better things to do with their time than just reject movies.
Actually, only judges can reject or accept movies, which means that there are only four people doing it (Bisqwit, Phil, DeHackEd and BoltR).
Editor, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Kyrsimys wrote:
Actually, only judges can reject or accept movies, which means that there are only four people doing it (Bisqwit, Phil, DeHackEd and BoltR).
Though BoltR is not a judge. It's a glitch caused by insufficient privilege level separation...
Player (36)
Joined: 9/11/2004
Posts: 2623
XD Abuses programming errors to reject movies faster.
Build a man a fire, warm him for a day, Set a man on fire, warm him for the rest of his life.
Former player
Joined: 5/3/2004
Posts: 366
I'm back from my exam but instead of double-posting in the submission thread I'll post the L+R details here. For starters, there's finding the right frame for input. Using frame advance and save states, you want to make a save state at the exact time the scenario is drawn while Link is not. If you're falling from the top, taking an elevator, or coming out of a door, you can instantly control the character from this point. If you're coming from the left or the right, you have to advance 8 frames. The effect (in general) of holding L+R for a certain number of frames: 1 Frame - Moving to the right sort of fast 2 Frames - Moving to the right really fast 3 Frames - Moving to the left really fast 4 Frames - Moving to the left sort of fast 5 Frames - Practically stopping So, if you want to go to the right really fast, you hold L+R for two frames and then "accelerate" (more on that later). Going to the right, likewise, is holding down L+R for three frames. Note that if you're entering a screen from the right side (your character is walking left for those 8 frames) then this won't work. Fixing this is a simple matter of pressing Right for one frame (and then you can immediately hold L+R the desired number of times). To maintain the fastest speed, you have to accelerate. Naturally, this is simply holding down the direction you're moving. The tricky part is that holding it down too long will, at some point, suddenly reverse directions. There are a couple of ways of handling this: 1) If you're in the air, once you reach max velocity it won't go down so there's no problem. 2) You can maintain that velocity by pressing JUMP at the exact frame where the game doesn't think you've landed (even though you just jumped off the ground). This avoids the ground friction. 3) That can't be done every time, so from the ground you simply alternate "Pressing Direction" and "Not Pressing Direction". Naturally, if you touch the ground for too long after landing it'll start slowing you down so you'll have to find out when you can start alternating (frame advance, save states, etc). When you're accelerating, how do you know when to start alternating? It's actually pretty simple. You keep accelerating using frame-advance until you reach the frame where Link suddenly reverses direction. Take note of the Frame #. Let's just say it's 9564. This means that at 9562 you have to NOT press the direction and that's when you start alternating. In fact, this is a general rule of thumb: when sliding along using the glitch, if Link suddenly turns around, go back and do not press the direction key you did two frames before. (This is helpful when you're sliding off of a platform) As a quick note, when you enter the screen from the Right side, you press Left, press L+R 3 times, and press Left only 2 times before maxing out the velocity. About jumping from the ground when you're alternating: if you jump on the same frame you press the direction key, you'll have max velocity in the air. If you jump on a frame when you're not pressing the direction key, your first frame in the air you only need to press that direction key once. An important thing to mention is that maintaining maximum speed can sometimes cause the wrong room to load when you travel between screens. Here's where I've experienced it: -In my first glitched test-run, sometimes going off the screen to the right would cause me to re-enter the same room from that side. -In my tests involving the Healer glitch, sometimes you're supposed to scroll the screen a bit to the right then exit on the left, correct? One time it didn't exit at the proper place. The only way I've found to prevent that is to slow down a bit. It'll be hard to notice, though. You shouldn't run into it too often. On the mentioning of the Healer glitch, sometimes you need to have the screen scroll to the right a little bit more than usual, right? So just use L+R twice and delay the third L+R a few frames (you probably want to accelerate some during that pause). Note that putting off L+R for more than two frames if you entered from the Right side of the screen will cause L+R to make you go to the Left faster (because it only takes two frames to reach max velocity to the left). If you're coming from the Left side of the screen and you're going to scroll the screen a bit to the right and exit to the left (which happens very frequently) what I've done is L+R twice, accelerating to the right, and just after the screen scrolls a bit the velocity will suddenly reverse directions (it was faster than trying to time L+R #3). This makes it pretty fast to do that. In addition, to deal with platforms or stuff that might be in your way in front of you, you can JUMP on the first L+R (or, if you need more height, on the second L+R). If you control the height of the jump, you can usually just enter and exit the room in a flash. On another note, if you haven't noticed, holding JUMP causes Link to go higher. You can release JUMP at just the right time in some places to speed yourself up. A good example of this is in my glitch test-run at the palace entrances. For all but the first (I think), I jump at just the right time (and hold jump down just the right amount of time) to land in the elevator without hitting the wall or floor. You can use this to control where you land in caves, in general, and you can also use it to jump just high enough to clear the edge of a platform while landing on it as soon as possible. When the Healer glitch is active, you have to clear the downward stab room, right? I still don't have a good idea how to do it. That room is problematic. What I did was... -Slide into the room and slid into the wall, counting how many tile columns were loaded. -Found the earliest spot where I could duck+attack (thereby stopping) and cause the same number of columns to load. -L+R glitched to the left, then turned around at some point where sliding all the way to the right freed a good more. -...and I don't remember what I did after that. All I remember is clearing (counting the number of "bricks")...5 the first time, 4 the next, and then clearing up to the Warrior. (1 brick = 2 tile columns). So, the second time I had 9 bricks total cleared, although 11 was possible (if I slammed into the wall and couldn't L+R myself for a while, I think...) Naturally, if I was typing this in from home I would have more details, but alas y'all have to live with my memory for now. Notes about certain rooms and the L+R glitch... For the Trophy cave, you can accelerate to max speed and you don't have to slow down; you can reach the Trophy by traveling through the cave at max velocity. The same with getting out. For "climbing" walls using the L+R glitch, normally you might: -Find the latest frame you can jump -On that frame, Jump once, then L+R glitch once -Repeat But suprisingly this ended up being faster: -Find the latest frame you can jump -On the previous frame, jump once. -Then do nothing for a frame, then L+R glitch once. -Repeat (I think faster by only 1 frame, though). In Palace 2, the room with the slimes in it that I easily got through with the downward thrust. You have to slow down a bit to jump over the slimes but it's not a big slowdown. A viewer probably wouldn't notice it, actually. You can continuously move through the room. Likewise, in the room where you "drop down the stairs" and there are two floating skulls down there, you can jump at the right time and slow yourself down enough so that you make it down the stairs and still have most of your velocity. (This is good because it doesn't take many frames to return to max velocity). Well, that's everything that came to mind...that and I've got to head to class. ^.^;;
Fihlvein
He/Him
Joined: 7/28/2004
Posts: 135
Location: Finland Realms
Honestly, after seeing how well you know theory and seeing you perform with the glitch, I think you should make your effort on the game completing as fast as possible. Or did you already say no to such suggestion?
Joined: 10/24/2004
Posts: 60
Location: Quebec
WOW, I am amazing, my next work will be based on that, and if you want Giga, can you be the judge for the time I do it, can you give me hint or tip and trick. My next run, and the last one, I expect... Will be really really of quality. I think I can down it under 7:30, 7:20
Former player
Joined: 5/3/2004
Posts: 366
You should be able to break 7 minutes easily. Everything really adds up...timing the L+R right, continuous movement, the U+D elevator trick, etc. At a minimum it should be 50 seconds faster. (I've calculated at least 50 seconds of improvement. I haven't done any exploration of the inside of the Great Palace, though. Only so much time in a day...) If I'm mistaken about that I'll be able to find out when I get home...
Joined: 10/24/2004
Posts: 60
Location: Quebec
Thanks Giga(again) I think I can improve it, in the great palace, and under 7, that would be sick, well I try it!!!
Former player
Joined: 5/3/2004
Posts: 366
Alright, I'm still looking at the Great Palace, but I've created a map... http://www.kraftfam.org/~erk/nesvideos/gpalace.gif In particular, it's a glitch map of the palace. If there's a square without any red\blue\yellow on it then it's unreachable with the Healer glitch. Of note is that, if the glitch doesn't kill you or get you stuck (done from the rooms with the red dots), or it doesn't return you to the beginning (rooms with the blue dots), or it doesn't return you to the map (rooms with the yellow dots...but you go right) then it either allows you to go left two rooms or it allows you to go down one floor. So, based upon this, when the glitch is active the optimum path is trivially... Glitch left (only option from entrance) Left Glitch left (goes down) Right Right Down Right Down Down Down Right Down Right Down Right Down Down Down Right Glitch Left Left Down Right Down Right Right So pretty much, the path was already optimal with the exception of the entrance. In the current 7:38 video, you Glitch Left, right, Glitch Left, Left, Glitch left. You can completely throw out the "right, Glitch Left" part and simply go left. :)
Former player
Joined: 5/3/2004
Posts: 366
Well, I'm going to double-post the remaining information. (IE, things I forgot to mention and info about Great Palace related stuff). It looks like you can get pretty close to (if not under) a 6:30. I think that should be your target time. Other things to mention...I think in your latest video you might have opened the menu to cast Jump when getting Downward Stab. I might be wrong. But, anyways, I just wanted to post a reminder that you can simply press select to cast it without opening the menu (because the menu was opened for you when you got the spell). To get on top of the ceiling from an elevator (to slide on the ceiling), assuming you're coming from the top of the screen, from the first frame you can start input (when the background is drawn but link isn't): UP+LEFT+RIGHT UP+LEFT UP+LEFT+RIGHT UP+LEFT UP+LEFT+RIGHT UP+LEFT UP+LEFT+RIGHT UP+LEFT UP+LEFT+RIGHT [Release keys] Read: While holding up... Press L+R for one frame... Then "slide" into the fall by alternating L with L+R Then make sure you're not pressing up Pretty much, alternating L and L+R allows you to slide into a wall. When doing the above 10 frame sequence, you'll time it right so that when you're done alternating L; L+R you're at the exact frame to release UP (so you don't accidently go up a screen) and you're also at the exact frame where it doesn't matter how you move because on the next frame you'll have been forced onto the ceiling. So, that's how you do a smooth transition onto the ceiling from an elevator. Path-wise, I'm beginning to wonder if there's a better path through the Great Palace...at a specific point, of course. Basically, from my map posted in the previous post, I was thinking that your path from room U to Y was faster. I'm starting to have doubts now. Here's that path: -Come into U from the bottom (used U+D in the room above so you came from the bottom) -Go down to W -Ceiling slide to X -Left Glitch to W -Go through "glitched" W to Y Another possible path: -Come into U from the bottom -Take secret passage to the left to Left Glitch to W -Go left In fact, listing it like that it seems like it'd be a whole lot faster. Another speedup involves the "stairs" rooms in the Great Palace (where you climb the stairs, attack blocks, downward thrust through blocks, then reach an elevator...rooms K and S?) Instead of downward thrusting all the way to the bottom, downward thrust to the second-to-bottom. Also, there's a frame where you can DOWN+ATTACK the blocks to your right and you can take them both out in one attack. This should be a bit faster. In the room with the long collapsing bridge (room !, the one where you're supposed to stop at a specific point on the bridge and fall), you can shave off two frames by dropping from the bridge-block to the LEFT of the hole. While falling, there's a point where you can alternate L,L+R to force yourself into the next bridge block without the game putting you on top of it. I think you just L,L+R four times and you'll be able to fall straight into the hole. So, hopefully that covers just about everything.
Joined: 10/24/2004
Posts: 60
Location: Quebec
Thanks (yes again) I'm currently working on the third and last version I think I can make it under 6:30 and I try to see if we can skip the jump spell, by wall jumping, not sur but I will try.
Former player
Joined: 5/3/2004
Posts: 366
Okay, I hate to mention stuff even though you're probably in the middle of making your run, but now I think you should try for 6:20. Everything I mentioned before really adds up, and as for a few of the untested parts... In the river town, it's 77 frames faster to "Left Glitch" in the first screen (IE, you do what you did in your video except 70 frames faster). In the second room in the cave that leads to the hammer in death mountain, Left Glitching to the floor below is 17 frames faster. In the Great Palace, the possible improved path is 144 frames faster suggesting it definately is faster. :) Also, it occured to me that you could use the "get onto the ceiling from an elevator" trick in Palace 2 to speed it up a bit. In particular... Using it on the first (entrance) elevator is 29 frames faster. Using it on the second elevator is 76 frames faster (because you go over a locked door you normally have to Left-warp through. Hurray!)
adelikat
He/Him
Emulator Coder, Site Developer, Site Owner, Expert player (3596)
Joined: 11/3/2004
Posts: 4738
Location: Tennessee
nice, when this run is getting down to insane speeds.
It's hard to look this good. My TAS projects
Former player
Joined: 5/3/2004
Posts: 366
Unsuprisingly, I've found yet another place to shave 2 seconds off. First, the glitched map of Death Mountain: http://www.kraftfam.org/~erk/nesvideos/DMount.gif (On a funny note, I thought it was sort of funny that you can't enter caves D and E at all...caves with the Xs on them can't be entered from that entrance because you appear in the water\lava, instantly die, and keep dying until you lose your lives.) So, about the improved path...in the 7:38 run, the path through Death Mountain was... Q - Left Glitch F - Left Glitch J - Left Glitch L - Left M - Left Glitch N - Left However, you can drop 137 frames by instead going this route: Q - Left Glitch F - Left Glitch J - Left Glitch L - Left Glitch N - Left Note that the difference is you Left Glitch through L instead of going straight through it. I also tested to see if, using the full map, it was possible to drop time by not dying after getting the hammer. Well, dying is 256 frames faster than going through Death Mountain again so scratch that. Dying is significantly faster. Another discovery is that it is slightly faster to jump to maintain the max speed than to simply slide and alternate pressing\not-pressing. In particular, in the case of the town with the Jump spell, for the first screen, it is 2 frames faster to maintain speed with jump instead of sliding. For Zelda's palace, however, it isn't faster. I haven't tested any other places, though.
Joined: 10/24/2004
Posts: 60
Location: Quebec
Yes its is faster, and yes in the zelda palace it is faster I shave out about 3 or 4 frame faster, and my run go well, I need to redo something from the start, buit I can do it.
Joined: 5/29/2004
Posts: 757
blitzag wrote:
Yes its is faster, and yes in the zelda palace it is faster I shave out about 3 or 4 frame faster, and my run go well, I need to redo something from the start, buit I can do it.
Here's an idea.. you know how you can magically do the ceiling slide... if there was some really weird way you could elevator down lower then you should, like into the floor, maybe you could avoid downward thrust altogether by sliding through the floor and falling through the holes the bricks block? I doubt it could work, but you never know. Still waiting to hear if the wallglitch to the 2nd floor in the town for downward thrust works... I mean if it worked in the cave, should it not work there too? Mr. Kelly R. Flewin
Mr. Kelly R. Flewin Just another random gamer ---- <OmnipotentEntity> How do you people get bored in the span of 10 seconds? Worst ADD ever.
Joined: 10/24/2004
Posts: 60
Location: Quebec
Mr. Kelly R. Flewin, I'm not sure to understand clearly what you wnt, and Gigaforst I can't 'frame advancing' when I hold down UP-LEFT-RIGHT, for the ceilling glitch.
Former player
Joined: 5/3/2004
Posts: 366
What's probably going on is I just use different keys (the keyboard might not let you press much if you're pressing UP+LEFT at the same time? Normally, anyways). I use the numeric keypad arrow keys, and I don't think those are the default keys. If you haven't tried using them (and you haven't trying binding the direction keys to them) then hopefully that'll do it. :) As for the sliding-through-solid-bricks idea, it doesn't work. Pretty much, you can use the L\L+R trick to embedd yourself into a single block, but once you're all the way in it you're stuck. Well, you're stuck horizontally. If you can destroy the block beneath you then you can fall out of the wall. If Link's upper body isn't in a block (only the legs are) then you can jump out. But without those vertical options, you get to thrash around all you want.
Joined: 5/29/2004
Posts: 757
Gigafrost wrote:
As for the sliding-through-solid-bricks idea, it doesn't work. Pretty much, you can use the L\L+R trick to embedd yourself into a single block, but once you're all the way in it you're stuck. Well, you're stuck horizontally. If you can destroy the block beneath you then you can fall out of the wall. If Link's upper body isn't in a block (only the legs are) then you can jump out. But without those vertical options, you get to thrash around all you want.
Ahhhh alright, scratch that idea then ^^;; I figured it may not work, but if it did for some reason, all the better ^^ Mr. Kelly R. Flewin
Mr. Kelly R. Flewin Just another random gamer ---- <OmnipotentEntity> How do you people get bored in the span of 10 seconds? Worst ADD ever.
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