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msw188
Joined: 02 Jul 2003 Posts: 1041
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Posted: Mon Jul 07, 2008 9:34 am Post subject: |
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Thank you for trying my game, Rya. I am really disappointed about the bug. I'm pretty sure that it is a bug in the OHR; I do not do any plotscripting to affect experience or levels, but I have seen something similar before somewhere else. I'm pretty sure it was reported, but I can't remember the details now.
To be fair, the dungeons in the first few Chapters are intentionally easier than many of the later ones. And the forest had some separate restrictions due to a story-related event that occurs there (much) later.
I really wish you could continue the game and see some of the later dungeons. Even the second chapter has a somewhat 'mazier' dungeon near its conclusion. The 4th has a tower that is probably closer to what you are looking for. The 6th and final chapter (nearly twice as long as the other five put together) has plenty of dungeons like this. However, I disagree with your suggestion about the encounter rate, and you will find that that does not change much throughout the game. The graphics improve a little bit here and there, but not by much. And the music also stays in the same vein (I don't like the techno-oriented music that seems to find its way into lots of independant video games). If you are interested, send me a copy of your .sav file and I will try to see if I can help James unravel this bug. _________________ My first completed OHR game, Tales of the New World:
http://castleparadox.com/gamelist-display.php?game=161
This website link is for my funk/rock band, Euphonic Brew:
www.euphonicbrew.com |
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Bob the Hamster OHRRPGCE Developer

Joined: 22 Feb 2003 Posts: 2526 Location: Hamster Republic (Southern California Enclave)
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Posted: Mon Jul 07, 2008 10:42 am Post subject: |
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msw188 wrote: | Thank you for trying my game, Rya. I am really disappointed about the bug. I'm pretty sure that it is a bug in the OHR; I do not do any plotscripting to affect experience or levels, but I have seen something similar before somewhere else. I'm pretty sure it was reported, but I can't remember the details now. |
Maybe '' . bug_title('459') . ''? Rya, I would love to know what the version number is on the copy of game.exe where you saw that bug. |
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Rya.Reisender Snippy

Joined: 18 Jan 2008 Posts: 821
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Posted: Mon Jul 07, 2008 11:36 am Post subject: |
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I used all the files provided in msw188's zip file. It already contained a game.exe.
When I start it it says:
OHRRPGCE wip 20070803 fb/native
What happened before the bug appeared:
I had a hero in spot 1 and spot 3. Both far from leveling if I recall correctly. Then a hero was added at spot 2 and the heroes at spot 1 and spot 3 got removed, my inventory got reset to empty, my money got reset to 61. After that the bug appears that it tell me after every battle that something unnamed levels up. I tried to have the hero into spot 1, but that didn't fix the problem.
James, if you want I can send you the files. The bug seems to be reproducable I just tried it again and the bug is still there.
It's basically as the bug described in your link just that I don't have any dead heroes in my party.
@msw188
That I stopped playing the game was not only because of the bug, though, it's also due to the other things I mentioned.
Quote: | However, I disagree with your suggestion about the encounter rate, and you will find that that does not change much throughout the game. |
Well, I already found the encounter rate in the first chapter high enough that it got annoying.
In fact you combined certain things that make it really annoying:
- high encounter rate
- unable to run away
- lack of monster variety (the first part of the world map, the forest, the cave, the north part of the world map, all have the same monsters, and in the followup chapter there are STILL the same monsters)
- slow paced battles (speed < 20 and only one or two heroes)
And if you later add:
- long complicated maze-like dungeons
It'll probably get unplayable for me...
Don't get me wrong I don't dislike those points in particular, but all of them put together is just a pain and makes the game more work than fun.
My personal suggestion would be:
- slightly decreased encounter rate (reduced by 2)
- unable to run away (keep)
- at least triple the amount of different monsters, even if they are just recolours, different monsters in different chapter as well, and maybe later chapters with a mix of two chapter (for example chapter 1 has monster A and B additionally, chapter 2 has monster C and D additionally, chapter 3 has monster A and C and chapter 4 has B and D), but some monsters should really be exclusive to one chapter (excluding bosses)
- faster paced battles, if you know there won't be much heroes (only one or two) at the same time in the party you might as well double the hero speed, especially since you use a "full wait" battle system anyways, maybe use the "hero speed depends on number of persons in your party" plotscript that was suggested in another thread
- long complicated maze-like dungeon (keep)
Now I don't expect you to 'fix up' your old game. Just take those as ideas for your upcoming games.
PSII has a high variety of monsters by the way, there are at least 10 different monsters in each dungeon and the deeper you walk into the dungeon the stronger the encounters get. One dungeon in PSII has a lot encounters, at least 50 per dungeon, but each dungeon also has like 50 different battle formations, so you won't see the same encounter twice often.
The encounter rate is a bit random in PSII which can be annoying sometimes. It seems they coded it so that each step has a 10% to be an encounter. So it can happen that there's an encounter every step (the annoying part), but sometimes you can also walk over half the floor without getting one encounter. _________________ Snippy:
"curt or sharp, esp. in a condescending way" (Oxford American Dictionary)
"fault-finding, snappish, sharp" (Concise Oxford Dictionary, UK)
1. short-tempered, snappish, 2. unduly brief or curt (Merriam-Webster Dictionary) |
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Bob the Hamster OHRRPGCE Developer

Joined: 22 Feb 2003 Posts: 2526 Location: Hamster Republic (Southern California Enclave)
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Posted: Mon Jul 07, 2008 12:59 pm Post subject: |
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Rya.Reisender wrote: | I used all the files provided in msw188's zip file. It already contained a game.exe.
When I start it it says:
OHRRPGCE wip 20070803 fb/native
What happened before the bug appeared:
I had a hero in spot 1 and spot 3. Both far from leveling if I recall correctly. Then a hero was added at spot 2 and the heroes at spot 1 and spot 3 got removed, my inventory got reset to empty, my money got reset to 61. After that the bug appears that it tell me after every battle that something unnamed levels up. I tried to have the hero into spot 1, but that didn't fix the problem.
James, if you want I can send you the files. The bug seems to be reproducable I just tried it again and the bug is still there.
It's basically as the bug described in your link just that I don't have any dead heroes in my party.
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Sounds like memory corruption, but since it was an old build from 2007, I am not too worried about it. The bug has probably already been fixed.
Is it reproducible if you try with a current nightly build? |
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Newbie_Power

Joined: 04 Sep 2006 Posts: 1762
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Posted: Mon Jul 07, 2008 2:48 pm Post subject: |
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I haven't played Tales 1, but Tales 2, which probably already addresses a bunch of issues.
And even then, I wouldn't expect it game to be like Phantasy Star II, more like Dragon Warrior III/IV. _________________
TheGiz> Am I the only one who likes to imagine that Elijah Wood's character in Back to the Future 2, the kid at the Wild Gunman machine in the Cafe 80's, is some future descendant of the AVGN? |
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msw188
Joined: 02 Jul 2003 Posts: 1041
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Posted: Mon Jul 07, 2008 3:01 pm Post subject: |
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I thank you, Rya, for your comments. I will answer them in my own defense, but please believe me that I fully understand your opinion on the issue.
I don't really see the point of decreasing the encounter rate and increasing the dungeon size. The number of battles will still be the same, except there will be longer walking times. I personally find the balance to already be about where I wanted it, and I don't think that it has been altered much for Tales II.
The 'speed depends on party size' idea is interesting, but it seems as though it would counter my intuition. I like getting a feeling for how long my characters, and various monsters, take to 'be ready' (or, in a turn-based battle system, what order they are likely to go in), and this would be disturbed by the variance of such a system, it seems to me. Over half of the game is played with a full four-person party, but this doesn't happen until about ten hours in or so.
As for monster visual variety, this is something that has never interested me at all. I remember thinking how odd it was when there were Blue Slimes and Red Slimes (AND plenty of other small critters) in Dragon Warrior with only minimal statistical differences. Why? Similarly, in many Final Fantasy games, there is a great variety of enemies who have attacks with different names and different graphics, but that all seem to have the same (or about the same) statistics and hurt your heroes the same. Why? It never really made much sense to me. It's not a bad thing, but I would hardly count it as necessary FOR ME. Now, having a variety of monsters with actual differences in damage and statistics, that would be very nice. But I found that very hard to do in the Chapter setup where the player was once again on level zero. There I will fully admit that my creativity failed me, and instead of taking the time to figure something out, I just kept on making the game because my enemies already felt balanced. Of course, once you reach the final chapter where all of the characters meet and move forward together, the monsters change continuously as the characters get more and more powerful.
Running away is a sore spot, I will admit. This has been fixed in Tales II with the Esc Ball now allowing the player to run away a limited number of times (limited by how many Esc Balls he has, and he can only carry eight items per hero). I have thought about trying to implement this into Tales I, but I don't think it will work well with the standard item system where the player can buy as many Esc Balls as he can afford. Meatballsub already pointed out to me how the balance fell apart later in the game when it was possible to buy 99 Magic Herbs and go about unleashing all of the most powerful attacks at will. _________________ My first completed OHR game, Tales of the New World:
http://castleparadox.com/gamelist-display.php?game=161
This website link is for my funk/rock band, Euphonic Brew:
www.euphonicbrew.com |
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Newbie_Power

Joined: 04 Sep 2006 Posts: 1762
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Posted: Mon Jul 07, 2008 3:23 pm Post subject: |
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Actually, TMC, I thought there was a nice variety of enemies in the short amount of time Tales 2 had. In fact, your Blue Mage-type character manages to enforce more variety in the enemies than Rya even suggested to you.
But I also agree that it isn't absolutely necessary if there's really no reason. The only reason I'm making some new enemies or a part of my game is for locational reasons (it wouldn't make sense to have forest enemies in a castle or dungeon), but I'm finding it difficult to make them different than other enemies (they will be used alongside enemies that are actually new, as sort of filler).
I'll agree with msw that dungeon size doesn't have to be huge, it just has to have gameplay and balance (whatever that gameplay ends up being). _________________
TheGiz> Am I the only one who likes to imagine that Elijah Wood's character in Back to the Future 2, the kid at the Wild Gunman machine in the Cafe 80's, is some future descendant of the AVGN? |
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msw188
Joined: 02 Jul 2003 Posts: 1041
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Posted: Mon Jul 07, 2008 3:56 pm Post subject: |
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Did you just refer to me as TMC? Or does that stand for something?
Tales II has a little more variety than Tales I, perhaps, but as you said NP, it comes through to the player mostly because of the existence of the Monster-morph. It also helps when there is no chapter setup, allowing a continual influx of new enemies as the player reaches new areas (although this makes my progress on making the game much slower).
By the way, I apologize for leading this topic so far astray. What were we originally talking about again? Dungeon design? Here is a question. Does anyone have any good reasons to use damaging tiles? I've never thought that they add anything meaningful to the gameplay. _________________ My first completed OHR game, Tales of the New World:
http://castleparadox.com/gamelist-display.php?game=161
This website link is for my funk/rock band, Euphonic Brew:
www.euphonicbrew.com |
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Newbie_Power

Joined: 04 Sep 2006 Posts: 1762
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Posted: Mon Jul 07, 2008 4:03 pm Post subject: |
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Quote: | Did you just refer to me as TMC? Or does that stand for something? | Oops. I accidentally got you and TMC confused. I'm not sure why. I also get Jack and Uncommon confused sometimes.
Quote: | By the way, I apologize for leading this topic so far astray. What were we originally talking about again? Dungeon design? Here is a question. Does anyone have any good reasons to use damaging tiles? I've never thought that they add anything meaningful to the gameplay. | My only guess is to try and find the most efficient path to walk on or some games encourage you to have special equipment to walk on to progress (DW1). I don't see it as big enough deal to add, but also not a big enough deal to remove.
It can be used as a deterrent to make getting to some areas more difficult if you want to go that route, but I know you're talking about harm tiles put in dungeons for no real reason like in FF1. _________________
TheGiz> Am I the only one who likes to imagine that Elijah Wood's character in Back to the Future 2, the kid at the Wild Gunman machine in the Cafe 80's, is some future descendant of the AVGN? |
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TwinHamster ♫ Furious souls, burn eternally! ♫

Joined: 07 Mar 2004 Posts: 1352
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Posted: Mon Jul 07, 2008 5:09 pm Post subject: |
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Quote: | Oops. I accidentally got you and TMC confused. I'm not sure why. I also get Jack and Uncommon confused sometimes. |
Avatars may actually kind'a have a reason for existing, 'ya know?
Quote: | By the way, I apologize for leading this topic so far astray. What were we originally talking about again? Dungeon design? Here is a question. Does anyone have any good reasons to use damaging tiles? I've never thought that they add anything meaningful to the gameplay. |
I always felt that they existed when heroes were overkilling every enemy that stood in their path.
They always provide a fixed amount of damage that will slow down the player when the enemies can't.
This definitely isn't a good thing, but it helps to numb the problem a little bit. |
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Rya.Reisender Snippy

Joined: 18 Jan 2008 Posts: 821
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Posted: Mon Jul 07, 2008 10:59 pm Post subject: |
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@James
I don't really have a nightly build, but I can try it with the latest official release when I'm back home.
@msw188 Quote: | I don't really see the point of decreasing the encounter rate and increasing the dungeon size. The number of battles will still be the same, except there will be longer walking times. |
The point of it is to increase the challenge to find the correct way without putting even more emphasis on how many 'annoying' battles there are.
The speed thing is just something that's a bit annoying to me additional to the battles being boring to begin with. I like lower speed as well so I can see how the character gets slowly ready, but in my own games I try to make sure there are at least two heroes in the party most of the time to counter the 'slow feeling'. Final Fantasy 6 basically has the slowest ATB of all Final Fantasys and there they also make sure that you only very rarely have just one hero in your party. Even in the intro they add two 'unimportant' heroes into the party, so it's more interesting. Yes there are spots where you are alone, but you usually never fight more than 10 battles in that time.
When I asked for more variety I didn't only mean visual but also gameplay wise. What's the point in having to fight the same battle formation over an over again? The tactic always will be the same. Your game is basically like:
"Oh slimes... just bash them away."
"Oh snakes... better kill those first."
"Slimes again... bashing..."
"Snakes again..."
"Slimes again..."
"Snakes again *yawn*..."
"Oh a new high-def slime, I need to use a skill to kill it in one hit, finally some tactics, yay!"
"Slimes again..."
"Another high def slime, using skill!"
"Snakes again..."
"Another high def slime... now this tactic gets boring as well..."
Then I get some higher level content and it gets a bit more interesting... then I play as the Dwarf back at level 1 go out and see "Snakes" and am like "Noooooooooooooo".
Of course if you add a variety of mobs they need to behave pretty different each. One that only can be killed with a skill (effectively). One that has so much HP but almost no attack power, so the player rather kills the other monsters first. One with a lot attack power, but that dies the first hit, so that the tactic is to kill this one first. One monster that heals and thus needs to be killed first. Then combine all those things with being alone or in desperation. A monster that kills you pretty fast when alone. Another monster that is immune until it's alone. One monster that kills all other monsters when is desperation, etc.
Each battle formation should have it's own "story" and these stories shouldn't repeat more than 2 times. By the way even with only 3 different mobs, if their AI is well designed you can already make 5+ battle formations with them that all require a different tactic. Repeating the same battle formations over and over again that hardly even need any tactics just is something I can't consider as enjoyable at all and I don't see anything positive about it other than 'the developer can be lazy'. If you are having problem with creativity in battle formations I might be able to help you. Just drop me a PM.
Sidenote @Newbie_Power:
I really only can *sigh* if you say something evil like "There no real reason to add more monsters other than for location reasons". I can just hope you didn't mean it as I read it. o.o
Quote: | Running away is a sore spot, I will admit. This has been fixed in Tales II with the Esc Ball now allowing the player to run away a limited number of times (limited by how many Esc Balls he has, and he can only carry eight items per hero). I have thought about trying to implement this into Tales I, but I don't think it will work well with the standard item system where the player can buy as many Esc Balls as he can afford. Meatballsub already pointed out to me how the balance fell apart later in the game when it was possible to buy 99 Magic Herbs and go about unleashing all of the most powerful attacks at will. |
You could make shops only sell a limited amount to solve this with the traditional item system. Like each shop only sells 10 escape balls and 10 magic herbs (you could also use variables to make the shops reset their inventory after clearing a chapter, for example make the stacks of 10 only appear if a variable is set).
Quote: | Did you just refer to me as TMC? Or does that stand for something? |
TMC rhymes with TNW. :-)
About damaging tiles, there's quite some point to them! Actually they are quite different ways of using them.
Phantasy Star II type - They just reduce HP by 1 each step. Reason for them is basically to find a way to take the least damage from them. Sometimes they are just pointless there, though. In Bio Labs they added those tiles only in the last floor, at a point where you are 2 hours into the dungeons and your ressources are almost used up. So each step you get hurt feels like you won't make it anymore... this adds quite some tension.
Tales of... type - Here the damaging tiles hurt you BIG TIMES, they take like 10% of your HP for each step, yes that means you're at 1 HP after every 10 steps (you won't die). Now this adds quite some difference in gameplay. Either you open the menu every 5 steps and heal yourself or you go into the battles with 1 HP and try to survive (which is quite possible if you are a good player in the Tales of... games).
Shining in the Darkness type - You first should know that this game is a dungeon crawler that's mainly about preservating MP. There is only one dungeon and the stronger you get the deeper will you be able to go walk into it without using escape. So far so good. But then they actually dared to put damaging tiles into the dungeons that take away 1 MP per step! Oh my god. This has a quite extreme effect. On me it had the effect that I never really dared to use the paths that had those damaging tiles. I always went the other ones first. Only when I couldn't find the 'goal' I started to walk these paths (or if I found the goal and came back to the floor to get the remaining treasure chests later).
This is actually quite interesting. The game manages to predict the path the player will go first quite well. _________________ Snippy:
"curt or sharp, esp. in a condescending way" (Oxford American Dictionary)
"fault-finding, snappish, sharp" (Concise Oxford Dictionary, UK)
1. short-tempered, snappish, 2. unduly brief or curt (Merriam-Webster Dictionary) |
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Newbie_Power

Joined: 04 Sep 2006 Posts: 1762
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Posted: Tue Jul 08, 2008 4:17 am Post subject: |
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Quote: | Sidenote @Newbie_Power:
I really only can *sigh* if you say something evil like "There no real reason to add more monsters other than for location reasons". I can just hope you didn't mean it as I read it. o.o | You didn't read it correctly. I'm not going to explain. _________________
TheGiz> Am I the only one who likes to imagine that Elijah Wood's character in Back to the Future 2, the kid at the Wild Gunman machine in the Cafe 80's, is some future descendant of the AVGN? |
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Rya.Reisender Snippy

Joined: 18 Jan 2008 Posts: 821
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Posted: Thu Jul 10, 2008 1:49 am Post subject: |
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Newbie_Power wrote: | Quote: | Sidenote @Newbie_Power:
I really only can *sigh* if you say something evil like "There no real reason to add more monsters other than for location reasons". I can just hope you didn't mean it as I read it. o.o | You didn't read it correctly. I'm not going to explain. |
Good then. :-)
Anyways, nobody wants to add to this discussion anymore? Where did msw188 disappear to?
Edit: By the way, the TNW bug persists with the newest stable build as well. _________________ Snippy:
"curt or sharp, esp. in a condescending way" (Oxford American Dictionary)
"fault-finding, snappish, sharp" (Concise Oxford Dictionary, UK)
1. short-tempered, snappish, 2. unduly brief or curt (Merriam-Webster Dictionary) |
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Rya.Reisender Snippy

Joined: 18 Jan 2008 Posts: 821
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Posted: Sat Jul 26, 2008 5:30 am Post subject: |
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Okay I guess this got dead, so I'll add some new content.
Dungeon psychology
Is it possible to determine which path most players will go by designing the dungeons in a certain way? Do you know any tricks?
Also please answer those two questions if you can:
1. Which path do you take first? Left or right?
2. If there are stairs and the path continues, do you continue the path or take the stairs first? _________________ Snippy:
"curt or sharp, esp. in a condescending way" (Oxford American Dictionary)
"fault-finding, snappish, sharp" (Concise Oxford Dictionary, UK)
1. short-tempered, snappish, 2. unduly brief or curt (Merriam-Webster Dictionary) |
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Newbie_Power

Joined: 04 Sep 2006 Posts: 1762
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Posted: Sat Jul 26, 2008 5:41 am Post subject: |
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It's likely going to be different for each person. Just design based on your own methods and known experiences and use that as the basis for the psychology. _________________
TheGiz> Am I the only one who likes to imagine that Elijah Wood's character in Back to the Future 2, the kid at the Wild Gunman machine in the Cafe 80's, is some future descendant of the AVGN? |
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