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[Standard] Paper Luigi Mafia - Fanboys And iiMKUltra Win

Discussion in 'Circus Maximus' started by Blue_Tornado, May 24, 2011.

  1. imperfectluck

    imperfectluck
    is a Past WCoP Winnerwon the 4th Official Smogon Tournament

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    iiMKUltra was the second best teammate I had in this game
  2. Spiffy

    Spiffy

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    IPL was I the first?
  3. theangryscientist

    theangryscientist

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    of course you weren't

    i was
  4. Fatecrashers

    Fatecrashers acta est fabula
    is a Site Staff Alumnusis an Artist Alumnusis a Super Moderator Alumnusis a Smogon Media Contributor Alumnusis a Contributor Alumnusis a Battle Server Moderator Alumnus

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  5. asim

    asim

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    maybe we can make this page have the most non-Blue_Tornado posts
  6. Da Letter El

    Da Letter El Officially internet famous
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    good luck with that asim
  7. Blue_Tornado

    Blue_Tornado

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    i think you've already achieved that

    also: i think the only pms i'm missing are from the usual inactives, so i'll start working on update now.
  8. Spiffy

    Spiffy

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    Go update go!
  9. Fatecrashers

    Fatecrashers acta est fabula
    is a Site Staff Alumnusis an Artist Alumnusis a Super Moderator Alumnusis a Smogon Media Contributor Alumnusis a Contributor Alumnusis a Battle Server Moderator Alumnus

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  10. Blue_Tornado

    Blue_Tornado

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    You eventually get over your shock from being alive in a cycle with two digits and tackle Bowser’s doors. No, literally, he has a handful of annoying guard-esque doors that can talk. Go figure. You eventually pass their ‘tests’ and get close to the transition between the two castles - Bowser’s and Peech’s - when you see a familiar face. It seemed to be iiMKUltra uh I mean Jr. Troopa, and he’s learned a few tricks from Kappy Koopa herself. And really, he DOES wow you. Until he dies swiftly.

    Then you get to the transition I earlier mentioned, when all of a sudden arrives Eldstar. “I.. don’t really have a reason for bothering you guys this time. But, be there a reason or not, heads must roll, and I’ve prepared a special treat for today- giant Dry Bones!” And with that he summons a giant Dry Bones that begins to march in the group’s general direction. He then breaks apart and crumbles on the floor, but since his bones are so big, it came with quite the anticlimactic results! It seems that asim got completely smashed by one of the bigger bones, leading to his death. Fatecrashers was also injured, but slightly less, and the only thing he won’t be doing is using actions. “And here is the poor sap’s PM. Asim’s, that is:”
    “And I found another completely unrelated body. I think this guy went by the name of Engineer Pikachu, but you can never be sure! I think I’ll leave you guys with these for now, I’m off doing something else, productive probably.” Poor Engineer Pikachu’s PM was the following:
    Parakarry brings you the new Scavenge Bank, which is extraordinarily big. You guys might want to browse through and get some of the treasures.

    Scavenge Bank (open)
    [3] All or Nothing - Increases Damage if actions are efficient, but...
    [2] Bump Attack - Defeats weak targets.
    [3] Defend Plus - Boosts Defense by 1.
    [1] Dizzy Stomp - Makes opponent dizzy.
    [1] Double Dip - Increases agility.
    [1] Double Dip - Increases agility.
    [2] Feeling Fine - Stops abnormalities from affecting the holder.
    [1] First Attack - Defeats weak targets if attacking swiftly.
    [3] Happy Heart - Recovers HP at a slow pace.
    [3] HP Plus - Raises maximum HP.
    [3] HP Plus - Raises maximum HP.
    [1] I Spy - Alerts holder of a target's load.
    [1] I Spy - Alerts holder of a target's load.
    [1] Mega Rush - Greatly raises the Attack of a weak holder.
    [1] P-Down, D-Up - Alters Attack and Defense.
    [2] Peekaboo - Reveals target's current HP.
    [2] Power Plus - Raises Attack.
    [1] Power Rush - Raises the Attack of a weak holder.
    [2] Shrink Stomp - Shrinks a target.
    [0] Slow Go - Holder becomes sluggish.
    [0] Slow Go - Holder becomes sluggish.
    [2] Speedy Spin - Raises the holder's speed.
    [2] Spin Attack - Defeats weak targets.
    [2] Triple Dip - Greatly increases agility.
    [3] Zap Tap - Electrifies the holder.

    Before he flies off, he lets you know that the addicts are leading, somehow. Still, it’s worth noting that the competition is extremely close.

    And that starts Chapter 11 Evening (gosh!), which will end whenever I get your PMs. If you do this lightning-fast I may be able to update again today!!
  11. Blue_Tornado

    Blue_Tornado

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    I am missing three actions but the associated users have been online during this time-span and I am not going to wait for their slacking off. Deadline.
  12. Blue_Tornado

    Blue_Tornado

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    The castle’s in sight-- in fact, it’s right there! You climb up the stairs to the hallway in which people assumed ‘it’ happened, which is, the clash between Mario and Bowser. Prologue, remember that? About a month ago? Anywho, many battles had occurred here, and it would be of no surprise if something like that happened right now. Well, you wait for the inevitable, but it doesn’t come. You go a bit forward to find a body. WOW! In fact, from good news to better, it seemed to be Spiffy, who has finally died. Took certain players 12 cycles to do so, though, I guess he can take that as a compliment.
    Parakarry drops b--”No time to talk, take your little scavenge list and finish this damn game already.” Whoa.. what got into him?

    Scavenge Bank (open)
    [3] All or Nothing - Increases Damage if actions are efficient, but...
    [2] Bump Attack - Defeats weak targets.
    [1] D-Down Pound - Ignores Defense.
    [3] Defend Plus - Raises Defense.
    [1] Dizzy Stomp - Makes opponent dizzy.
    [1] Double Dip - Increases agility.
    [1] Double Dip - Increases agility.
    [2] Feeling Fine - Stops abnormalities from affecting the holder.
    [1] First Attack - Defeats weak targets if attacking swiftly.
    [3] Happy Heart - Recovers HP at a slow pace.
    [3] HP Plus - Raises maximum HP.
    [3] HP Plus - Raises maximum HP.
    [1] I Spy - Alerts holder of a target's load.
    [1] I Spy - Alerts holder of a target's load.
    [2] Peekaboo - Reveals target's current HP.
    [1] Power Rush - Raises the Attack of a weak holder.
    [2] Shrink Stomp - Shrinks a target.
    [0] Slow Go - Holder becomes sluggish.
    [0] Slow Go - Holder becomes sluggish.
    [2] Speedy Spin - Raises the holder's speed.
    [2] Speedy Spin - Raises the holder's speed.
    [2] Spin Attack - Defeats weak targets.
    [2] Triple Dip - Greatly increases agility.
    [3] Zap Tap - Electrifies the holder.

    “And you might want to know that the Fanboys are leading. I guess.”

    It is now Chapter 12 Morning. Get it done, please.
  13. Blue_Tornado

    Blue_Tornado

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    And it was time for your final chapter in this little quest. The Star Rod is supposedly ahead, in the pinnacle of Peach’s Castle. You get closer and closer until.. Eldstar, of course. “Sigh.. this is the last time I’ll be seeing you guys. While I admit it was daunting for me, it was still pretty damn fun. I mean, who DOESN’T enjoy immense power in their hands? Anyway, before I get carried away, I’d like to tell you the results of the lynch, but just to make it more tense, I’ll show you these bodies I picked up earlier. They managed to vote before they died, but I guess I’ll show them first. :)” And with that he reveals the bodies of one kingofkongs and one J-man. They are, respectively:
    “And with that.. I’d like to get to the votes, if possible. Looks like most of you just don’t like Nightmare jigglypuff. It’s a shame really.” Aaaand he summons a giant Bony Beetle (I’m running out of ideas) to completely squish him/her/it.
    “Quite the blow, really. Now, apparently the minority of you wanted Nachos gone. An interesting choice indeed.” Nachos then appears from the now small crowd and puts on some shades. “Heh, looks like you’ll have to wait another cycle before you deal with me.” Eldstar swiftly replies: “Actually, I beg to differ- you’re pretty much doomed.” “Uh, you can’t just call the game like that, right?” “Oh I’m not calling. You just die even if you’re in second place. Sorry”

    “Fuck”, replies Nachos, as he begins to crumble. This time for good, it seems, as his old bones finally disappear completely. He was, well, probably what you were all looking for:
    Ditto’s group, who appear as the remaining [/b]fanboys[/b], can’t seem to wait any longer “Ok great the game is finished.. now have we won yet?”. They seem to be quite confident, waving their PMs. Actually, I don’t really know how a bunch of inactives can wave like that, but I guess it works.

    Ditto (open)

    “Well, I”--”Is zorbees even alive??” Looks like Eldstar was interrupted again, this time by imperfectluck. “Well, I doubt it matters. We addicts win anyhow.” He points to, well, himself, the last addict standing. Quite shocking, actually.

    imperfectluck (open)

    “I’m sure I’ve seen this before..” It was the voice of Fatecrashers. “Well, err.. oh, I get it. Little Tsuk had you all confused. I found him washed up a few hours after I made that little showcase. Looked like a plastic bag to me but I guess I was wrong. Anyway, for your viewing pleasure:”

    Flamestrike/zerowing/Tsuk (open)

    “Ok, so that solves that. Now, did we win?” Lonely Fatecrashers continued, the last Star Rod Guardian. “Well..”--”No, it’s pretty clear I did.” imperfectluck continued. “IF YOU CAN STOP INTERRUPTING, I can tell you.” Eldstar clearly had enough. “Honestly, how do you expect to win. You’re the last of your faction and you have 4 bloody HP left. You’re lucky you’re alive!”

    “So.. we won. Cool” Fatecrashers interrupts. “Actually, well, how do I put this.. no.” Fatecrashers is sad. All he has left now is himself and a loss:

    Fatecrashers (open)

    “So.. woo, we won” said Ditto. He was quite right, actually. The Kammy Koopa Fanboys are the winners of Paper Mario Mafia. What an honor!

    “And that means we get the Star Rod, right?” he continues. “Ho ho ho.. you.. you can’t be serious, right? You realize I would never do something like that! It’s the source of the world’s wishes, for crying out loud.” “So.. what the hell was this worth.” “Erm, if you ask me, I’d say-- the experience. Wasn’t this fun? I’m sure it was. For me, at least.”

    The playerbase looks at Eldstar, or should I say Blue_Tornado, with a funny grin. What a suiting ending to a completely pointless adventure.

    Parakarry doesn’t stop himself from coming one last time. “This is kind of pointless but well, I have this final scavenge list and I have NOTHING to do with it. So there, take it.” and he hands you the final Scavenge Bank. It really did took some size to it.

    Scavenge Bank (open)
    [3] All or Nothing - Increases Damage if actions are efficient, but...
    [2] Bump Attack - Defeats weak targets.
    [1] D-Down Pound - Ignores Defense.
    [3] Defend Plus - Raises Defense.
    [1] Dizzy Stomp - Makes opponent dizzy.
    [1] Double Dip - Increases agility.
    [1] Double Dip - Increases agility.
    [2] Feeling Fine - Stops abnormalities from affecting the holder.
    [1] First Attack - Defeats weak targets if attacking swiftly.
    [3] Happy Heart - Recovers HP at a slow pace.
    [3] HP Plus - Raises maximum HP.
    [3] HP Plus - Raises maximum HP.
    [1] I Spy - Alerts holder of a target's load.
    [1] I Spy - Alerts holder of a target's load.
    [1] P-Up, D-Down - Alters Attack and Defense.
    [2] Peekaboo - Reveals target's current HP.
    [1] Power Rush - Raises the Attack of a weak holder.
    [2] Shrink Stomp - Shrinks a target.
    [0] Slow Go - Holder becomes sluggish.
    [0] Slow Go - Holder becomes sluggish.
    [2] Speedy Spin - Raises the holder's speed.
    [2] Speedy Spin - Raises the holder's speed.
    [2] Spin Attack - Defeats weak targets.
    [2] Triple Dip - Greatly increases agility.
    [3] Zap Tap - Electrifies the holder.


    GAME OVER. FANBOYS AND iiMKUltra WIN.
  14. Blue_Tornado

    Blue_Tornado

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    THANKS FOR PLAYING THE LONGEST SMALL GAME IN SMOGON HISTORY!

    Really, it was quite the thing. Bad planning in some parts, combined with the loss of interest from the majority of players resulted in a really “missed” and drawn-out game. Like most mafia games, however, it did provide some kind of entertainment to some of the players (some of the time), and it was pretty interesting as a host to see how it progresses. There are many, many things that could have gone the other way in this game, many, many things that could have happened if only this player was inactive or that player had put more thought in their actions, it really had potential. And I’m not saying that because I’m the host - several players are the one that told me that, and, well, I agree. I’ll try to touch some of the problems, mysteries, and of course questions that need to be answered, that this game has left behind.

    First, let’s get to the biggest complaint, and what was blamed on to be why people lost interest- the anti-social nature of the game. Anyone who watch this game from the outside would think it’s incredibly anti-social (maybe even a pc++ ploy by me, but that would be more of a joke), what with all the private lynches, and I guess you could agree. But this game, in planning, was meant to be based around politics. I imagined the two villages finding their own members, then negotiating with the Menaces and eventually the Guardians. At the later stages in the game it was really meant to be pure politics- you’d want to get the help of another faction to weaken a ‘leading’ faction or an intimidating faction, and these kinds of agreements will always shift, probably even every half-cycle. However, players lost interest, became inactive, and as a result there weren’t barely any active negotiations, let alone talk between the faction itself. Then there was another complaint - the game was just TOO mysterious. Almost nothing was obvious, the badge descriptions were sometimes misleading, even the results didn’t specify much out of “your action was redirected to someone unknown by someone unknown”, or “one of your unknown targets was protected by someone unknown”, you see where this is going. I wanted people to find those things out for themselves, which would require activity. I thought that, since people were meant to be active, they’d be motivated to find out what really happened around them, and that would increase the activity even more. Of course, they weren’t active, so that didn’t happen either. Really, both of these main problems may have had an influence.. or may not have had an influence. It’s really a question of whether that is what got people to give up on this game, or they just gave up from another reason and the game was left to rot.

    The other main questions were related to the game’s course itself - some things, again, were left unclear so that the players would find them out for themselves. But, they didn’t, so common questions arose like “why is zorbees still on the alive list”. Actually, let’s talk about that- zorbees’ role was meant to completely confuse players, stay stealth, and add some spice into the game. zorbees was very active at first, getting some good addict claims, and I thought I made the right choice giving him that role. But.. then he got inactive. And he died, got his new PM and stayed inactive. And I asked him if he wanted to keep playing or I’d just sub him out and ruin the whole point of his role and he said he’d try to get back into the game, again and again until the game ended. Really, it’s quite the sad story. He got a BG and a very nice attack nightly, but he never used it them. I’m not blaming zorbees though- this is just one case of inactivity that consumed this game. Almost every player was inactive at some point, and the select few that weren’t.. well, I can probably count them with one hand. It’s really a shame, since a lot of roles and scenarios had potential to be really great for the game, and make the game as a whole better, but they never came to happen because of inactivity.

    The ‘strongest’ or ‘leading’ concept, which I referred to in my docs as ‘P’ (for percentage), is just that- total current hp of a faction / total original hp of a faction. The higher the percentage, the better you were off. This was always shifting, and was always meant to shift. It really was the base of the concept of this game. It’s a shame I didn’t record the ‘P’ of each faction each night, since I would have done a showcase here. Regardless, I can say that it came extremely close towards the end (a 0.004 difference between addicts and fanboys during Chapter 11 Morning), and I’m glad it did. Unfortunately, Guardians (Fatecrashers) followed Ditto’s final orders rather blindly, and gave fanboys the win by targeting J-man instead of Ditto/RBG/zorbees. Actually, I’m not sure if this would give him the win (he did 9 damage, which is a lot but not game-breaking in any way), but the difference was around 0.7 and who knows, really.

    I actually prepared an opening part of a future postgame in another doc I had, around a bit after the game started. It’s a bit of a treat to find right now, so I’ll just post it here:

    Making the game! (open)
    So I’m constantly looking for game ideas, then start planning them and scrap the entire idea after a few hours worth of work. Then I come up with PM as a great theme, and seeing as I wanted to try a game based around the HP system, I went with it. At that time, I wanted a game that maximizes fairness and decreases “hax”. Random namekills are probably the worst part of a lot of games, and are incredibly unfair, and since the HP system essentially remedies this problem (usually), I really wanted to utilize it. So I did. Since I was using HP, it was obligatory to add in attack and defense, seeing as this IS Paper Mario. These three factors, however, have made initial planning an extremely hard task as I had no clue to how to start balancing roles and factions, especially since this was my first time with the system. I eventually settled on giving every player the power to damage another, but have other roles more specialized for damaging than others (those with 5+ attack, for example).

    While planning, I wanted the game to always give factions a fighting chance, even when they’re down. Doing so would stop inactivity as a result of not thinking they can win. This led me to, rather spontaneously, think up of the format of the game-- essentially, no faction was a pure enemy to the other, and once there is one faction out of the competing three (aka Fanboys, Addicts and Guardians) that is close to winning, the other two woud team up with the “target faction” (Menaces) against said faction, while that faction will do all it can do finish off the target faction. Menaces had to take advantage of the constant shifting to get to it’s own WC -- eliminating two other factions and essentially stealing the win from the remaining faction. I thought that this format, while completely prone to kingmaker scenarios, had you think hard on how to shift the situation to your own advantage, as any slight damage one faction takes may completely shift the focus of the other factions.

    Having each player able to damage another meant that knowing your allies is a huge boon. Informed factions would have a big advantage early on, as they wouldn’t randomly attack their own teammates. With this in mind, the Menaces ended up being just around as strong as the two villages power-wise, but obviously lacking in HP. Let’s look at it more clearly--

    • Fanboys had high HP and power but lacked in actions when compared to the Addicts.
    • Addicts were weaker than Fanboys but had nice actions and utilities.
    • Menaces had power somewhere inbetween Fanboys and Addicts, while having all sorts of weird abilities AND the benefit of being united.
    • Guardians were weaker than the other factions in all aspects (stats and actions) but had the benefit of being hidden, aside from their unity of course. Compared to the Menaces, not only were they hidden and free to manipulate the two villages, but Menaces were outlined as the initial threat to the villages, thanks to their WC that involves eliminating them.

    Surely, during the early cycles, the two villages would “work together” against the “mafia” like any other old-fashioned game-- just that they’d try weakening eachother in the process. There is absolutely no focus on a possible hidden faction, which is the Guardians’ saving grace. Guardians were built so they’d absolutely have to dig deep into the two villages and abuse their roles-- they lacked a Role PM Inspect, a Thief, the needed power to reliably kill targets and of course, they lacked votes. They had means of manipulating the vote, but not the votes themselves. The lack of basic utilities meant that they had to work hard in order to win. However, Duplighost meant that if there was any doubt regarding the Guardians’ chances of winning compared to other factions, it would surely subside.

    Without getting too carried away-- I’ll try and explain how I started designing the roles, despite the trouble I had thinking of a way to even start balancing and whatnot. After a lot of attempts, I’ve decided to simply make roles according to the character itself. I spontaneously designed the roles according to the character’s traits, until I reached my 25 roles. Then I tried assigning them into factions according to the actions I’ve given to them. After I’ve split them according to their roles, I had to change stats, change/add actions and even add abilities to balance things and fit respective roles to the faction they were placed in. This stage wasn’t really “over” until a bit before the game started-- I had made a lot of small modification to plenty of roles, making sure it’s as fair and as fitting as possible. In the meantime, I began finalizing the concept of Badges and started designing Badges in a way that I thought would make them blend into the game well and not just be left aside as a “rather useless side concept”. I think a lot of actions and concepts ensured they’d take a fair place in the game’s execution. That was the plan, at least.

    One of the biggest migraines I’ve had was deciding on Jr. Troopa’s final WC. I wanted him to win as a result of his own actions, and not as a result of others. At the same time, I didn’t want him to be strictly opposed to a certain faction, but I wanted him to make a kingmaker scenario more unlikely too. So many expectations made it ridiculously hard for me to come up with a good solution, but in the end, I came up with the 3 consecutive half-cycles WC. It’s challenging, essentially anti-kingmaker, while also giving Jr. Troopa the ability to negotiate with any faction, given the situation. And with that, the game was done.

    I’m not going to go in-depth with the actual game and how it went, since I can provide docs and you can provide stories, and besides, not too much of note has happened anyway. Here they are:

    Master Sheet
    Role PMs
    Planning Doc
    Updates

    There were some other less-significat docs like notes and the postgame doc I got the earlier part from, but really they’re nothing to see.

    And we’re done!
  15. Fatecrashers

    Fatecrashers acta est fabula
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    yeah i sort of resigned myself to losing after wild eep was lynched, just wanted this game to end lol

    G_G
  16. theangryscientist

    theangryscientist

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    politics or no politics, 3 factions gunning for us with no allies meant we were going down from the beginning

    it was inevitable that the game would come down to which village was leading when the last menace died
  17. Blue_Tornado

    Blue_Tornado

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    there were two factions with a dangerously low amount of hp left when this ended - which was the scenario your faction needed. a little more damage on fate and one cycle of attacking ipl and not spiffy would mean your game.

    basically, the end result proved that you did, in fact, have a good shot at winning.
  18. Wild Eep

    Wild Eep pet pet pet
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    lol

    This was fun, even though it took forever.

    Thanks B_T for hosting and everybody but the Duplighost people for playing!
  19. Blue_Tornado

    Blue_Tornado

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    also i should probably note something: a scenario i was worried about before this game started was a fanboys + menaces + jr troopa alliance that would topple the other two factions in votes and in power. that didn't happen though, but if it did, it would probably have been perfect for those three parties.
  20. Ditto

    Ditto /me huggles
    is a Tournament Directoris a Forum Moderatoris a Contributor to Smogonis a Community Contributor Alumnusis a Battle Server Moderator Alumnus
    Moderator

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    Good Game all! Wish I had known that zorbees was still alive when I was making final plans for the Fanboys though...
  21. zorbees

    zorbees
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    A well deserved win by me, I idled for the last million cycles. I'm da best.

    More Comments Later When I actually read what happened and the postgame.
  22. kingofmars

    kingofmars
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    I'd like to thank zorbees for increasing our hp % significantly, and to ditto for completely changing my action to win the game.
  23. Aura Guardian

    Aura Guardian

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    Good Game everyone. It seems my team's power... was Usurped.
  24. Spiffy

    Spiffy

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    Yay go team! :D
  25. Nightmare Jigglypuff

    Nightmare Jigglypuff

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    Oh, well i suppose this was coming.

    Good game everyone, although it was a long one, i found it enjoyable nonetheless.

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