The Mezunian

Die Positivität ist das Opium des Volkes, aber der Spott ist das Opium der Verrückten

The Legend o’ Legend of the Four Switches: Part 3 – The Yellow Switch

1 odd part ’bout the Yellow Switch is that, ’cept for the 1st level, it’s much easier to get than the Red Switch, e’en though my “canonical” sequence ( & as I mentioned in the intro, once a mandatory sequence till I came to my senses ) had the Red Switch before the Yellow Switch ( hence why I do so here ).

Adding this to the fact that the Yellow Switch opens access to mushroom-producing Yellow Switch blocks makes me recommend doing the Yellow Switch before the Red Switch for beginners ( well, other than recommending not playing this dreck @ all ).

World C: Shroom City Mainland ( revisited )

We still won’t be here for too long…

Highway to Hell ( 1st trip )

Music: “Dark Cave”, Pokémon Gold, Silver, & Crystal

This name isn’t an exaggeration: this level is a pain in the ass — & I only did the 1st exit.

I’m not sure whether to think the 1st pipe structure is clever or stupid: as the video shows, it leads you into thinking it’ll be some convoluted maze, only for most o’ its contents to be useless & that you’re actually s’posed to just go o’er it. E’en better — spoilers — 1 half o’ the secret exit actually is hidden in there, which only pulls the rug back under your feet after pulling it.

On the other hand, the path ’bove the pipe “maze” is just a boring straight path with a few Bob-Ombs you might get hurt by if you’re not paying attention out o’ pure impatience.

The part just after the midway point is quite dickish: it leads you to think you’re s’posed to use the springboard to get o’er the pipe wall, but as the video shows, you’ll want to use the convenient invisible blocks ’long the side. ’Less you’re good @ aiming your cape flight ( & you still have your cape ), you’ll need the springboard for later.

The 2nd hub doesn’t have much: mostly filler enemies round pipes that lead to different areas. There’s only 1 point o’ interest, but that’s for our next visit.

1 point o’ historical interest: I thought I remembered the 1st pipe leading back to the exit pipe in the 1st hub. I’m not sure if I took it out ’cause I thought ’twas useless & just an annoying beginner’s trap or if I’m just misremembering. Considering the bewildering ( & sad ) ’mount o’ stuff I do remember ’bout this dumb game, probably the former.

The next room you’re s’posed to go to is just a clusterfuck o’ enemies; but as I demonstrate when I finally beat it, you can clear out most o’ that cluster by kicking the shell o’ 1 o’ the Koopas @ the beginning. I actually kinda like it: it reminds me o’ an original Super Mario Bros. level.

’Course, as the video also shows, in order to get back o’er the wall in the 1st hub — back to that tantalizing floor o’ brown blocks covering the pipe, if you remember — you need a cape; so if you lost it, like I did, you have to go back into the 2nd hub & find a new 1 while keeping ’live & keeping the P-switch. If you die, you have to get both the P-switch & the cape all o’er ’gain.

I have mixed views on this level. It’s a pain in the ass; but you have to admit it’s a clever use o’ tools. It’s just way too early in the game. This is the kind o’ deviousness that should be reserved for a latter area — possibly as a bonus. Worst, it’s a huge bottleneck for the game. All the switches but the Red Switch require you to beat this level, 2 the normal exit, 1 the secret exit. That’s what makes the level particularly assholish.

Other than that, the 1 problem is that some areas, like the toxic water areas & the Piranha Plant area ( which we don’t see yet ) are fillerish: mostly many tiny jumps o’er death pits.

  • P-Switch level count: 10 / 15
  • Levels with mo’ than 1 switch: 3
  • Levels with mo’ than 1 o’ the same switch: 3

Piranha Trap Pass ( 1st trip )

Music: “Overworld”, New Super Mario Bros.

Interestingly ’nough, “Highway to Hell” & “Piranha Trap Pass” are the 2 main gatekeepers to the rest o’ the game. “Highway to Hell” guards all but the Red Switch ’hind its normal & secret exits while “Piranha Trap Pass” guards the Yellow & Blue Switches ’hind “Highway”’s normal exit. Luckily, “Piranha Trap Pass” is much easier.

’Course, as the video shows, this level trolls the player a bit — as we’ll see I liked to do a lot. Tricking the player into Koopa hopping o’er Muncher pits when they’re truly s’posed to go left & bring a silver P-switch is ’specially silly considering the following levels will actually demand enemy-hopping o’er Muncher pits ( though there will still be mo’ trolling soon… )

As an extra trick, the level makes you think you can make going back past the reams o’ Piranha Plants easier by hitting the silver P-switch as soon as you reach it; but as the video shows, nope, you won’t make it, & you’ll be completely screwed out o’ getting the normal exit ’less you leave & come back.

I don’t know how many o’ these tricks were intentional. I know the last 1 I mentioned wasn’t, ’cause I literally was just trying it for the 1st time in that video footage.

Also, I like the palette on this 1. This was a later change & was probably when I started using Photoshop / GIMP filters to devise the colorsets for levels rather than just guessing colors like a buffoon.

Speaking o’ which, I should talk ’bout the gradient backgrounds ( which gorgeously leave parts visible when the screen fades, a prevalent glitch that literally made SMW Central rightfully reject this hacky hack ): people @ SMW Central did praise me for my use o’ HDMI, some complicated SNES effect that I couldn’t figure out how to get working well in SMW. As that should hint, this doesn’t use HDMI @ all, but simply uses pixelated tinting & a gradient o’ shades ( which can easily be done in Lunar Magic’s palette editor by holding Alt & back clicking 2 colors @ either end o’ where you want to gradient to be ).

I simply created tiles o’ flat colors & a blend ’tween 2 side-by-side colors & put 1 ’bove the other for the illusion o’ smooth color transition ( actually, in my defense, since HDMI does not use pixelated transitions, but just flat bars, my version actually is smoother, which probably ’splains why people found my “version” looked so nice ). Hawk-eyed viewers will notice that in these backgrounds the gradient always starts ’bove the picture ( the jungle plants in this case ), while the part actually ’hind the picture is flat. That’s why: it’s part o’ the same background, & since the gradient takes up too many colors to share a row with the picture ( a tile can only use 1 palette row ), the gradient & the picture can’t share tiles; & since the gradient goes clear ’cross horizontally, they can’t share any vertical space.

Note: the solid tiles aren’t pictured, ’cause they’re just the solid tiles that already exist in 1 o’ the 1st graphics “banks” that comes with the original Super Mario World to save space.

The lack o’ HDMI also ’splains why the gradients ne’er blend with the rest o’ the graphics, as real HDMI can do — & which makes HDMI worth it in the 1st place. Nor could I do any wavy effects. Compare my levels to this level from Brutal Mario, which actually uses HDMI, & one can see the clear difference:

  • P-Switch level count: 11 / 16
  • Levels with mo’ than 1 switch: 3
  • Levels with mo’ than 1 o’ the same switch: 3

World E: Deserted Skies

Music: “Map Medley”, Super Mario World 2: Yoshi’s Island

You’ll get the “skies” part later.

Dusty Desert

Music: “Area 8 – Raddish Ruins”, Kirby & the Amazing Mirror

After 2 clever levels, we get utter mediocrity. The only interesting thing ’bout this level is that it has actual Koopa-hopping o’er Muncher pits — albeit, small, simple bouts — in contrast to the previous level.

But most o’ the level are hashed-together small jumps o’er spiked enemies or holes. Mo’ bewildering, despite being a desert, most o’ this level takes place in the clouds ( in fact, as we’ll see, all o’ these desert levels take place high up in the sky for some reason; if I had intentionally made this a sky/desert combo theme, I’d think this was clever ), which are just a ’scuse for tiny jumps. It’s copypasta level design to its max. It sucks.

  • P-Switch level count: 12 / 17
  • Levels with mo’ than 1 switch: 3
  • Levels with mo’ than 1 o’ the same switch: 3

Death Valley

Music: “Area 8 – Raddish Ruins”, Kirby & the Amazing Mirror

& here we get the big troll level. Yes, as the video shows, it makes a big deal ’bout how you’re s’posedly s’posed to Koopa-hop o’er the long Muncher pit ( which, as the video shows, is actually quite easy if you bring a Yoshi ), only to provide 2 cape feathers that can be used to fly o’er it all, making this the easiest… Nope: e’en that’s not true. That’s ’nother troll level.

This was meant to be a satire on a common complaint ’bout Super Mario World & the cape feather & how people can just fly o’er some levels. The idea is that people have been so conditioned that flying o’er levels in Super Mario World & its hacks is wrong, is cheating, that it’s a puzzle to run into an actual level that requires it. & yet, it makes sense: the infinite flight isn’t some glitchy exploit, but an intentionally-designed game tool put in not just this hack, but the original. It makes sense that you’re s’posed to use it to beat some levels.

( Interestingly, ’nother theme I just now noticed in Desert / Sky World: the Yellow Switch, as I mentioned in the Red Switch, heavily focuses on flight to beat it — ’cept it’s actually challenging. So in addition to a troll, you could consider this level a stealth tutorial ).

  • P-Switch level count: 12 / 18
  • Levels with mo’ than 1 switch: 3
  • Levels with mo’ than 1 o’ the same switch: 3

Dark Desert

Music: “Area 8 – Raddish Ruins”, Kirby & the Amazing Mirror

The 1 thing I can say ’bout this level is, man did I make it much mo’ concise. I remember the original version had the 1st part go on far longer, which meant that the swim under the 1st part took super long, which was ’specially tedious on the way there, constantly tapping the B button. There’s still a Cheep Cheep that jumps through dirt, but I guess you could make up some ’scuse for that. It’s better than an earlier version where there was a Blurp that outright swam through the sand.

Actually, in general I’d say this level makes good use o’ space, with the only exception being that random bowl-area with a single Pokey inside.

Granted, I’m not so fond o’ the reuse o’ the “hit P-switch to re-enter 1st area so you can rush to reach the pipe @ the start” for the secret exit, which had already been done much better in “Basidio Bridge”.

I’m also mixed on mixing the “enter pipe you entered from to enter a subtly different version o’ this room” for the water room keyhole with a separate secret for the key. On 1 side o’ it, having just, “Just enter 1 o’ the pipes you enter from” as the sole “secret” seems lame; on the other, this feels like a waste o’ ideas. I think I’d lean toward keeping it as it is.

You know, I used to remember thinking this level was worse than it seems now. I actually think this is quite a good level.

  • P-Switch level count: 13 / 19
  • Levels with mo’ than 1 switch: 4
  • Levels with mo’ than 1 o’ the same switch: 3

Shroom of Sands

Music: “Area 8 – Raddish Ruins”, Kirby & the Amazing Mirror

I’m not sure why I bothered to e’en mention this, since it’s the exact same thing as the last 1 we saw — & the 5 or 6 we’ll see hereafter.

1 difference is that the message is e’en mo’ useless than the previous, which actually gave useful, albeit well-known, advice, while this just spews out a shitty joke that was already made in “Flaming Femurs”.

O well. I’d much rather go through the secret exit o’ “Dark Desert” than “Volcanic Valley”, so it’s not nearly as much a disappointment.

Pain in My Temple

Music: “Temple”, Zelda II: The Adventures of Link

The original version o’ this level was “Temple of the Cat”, an incredibly lame pun off the band, “Temple of the Dog”, which most people probably wouldn’t get. Sadly, this change means that my attempt to twist this post into a Chris Cornell tribute, which wouldn’t be cynical @ all, is ruined.

Anyway, it’d be a terrible tribute, ’cause this level is poop. The only good thing ’bout it is its graphics & music, which, as the message box that gets its own room for no good reason says, were just stolen by some jerk1.

The main problem is that maneuvering through a lot o’ places is awkward. As the video shows, Koopa-hopping o’er the Spear-heads is awkward; & if you accidentally kill 1 with a fireball, you’re fucked ( fireballs truly suck compared to the cape in this game; they’re almost worse than just being big ). But the alternative is ladder-hopping, which is fine for the normal exit, but a pain to do if you’re carrying a P-switch & don’t want to accidentally drop it into a pit. The skeleton fish are hard to see in the sand.

& then there’s that bullshit secret, with is just move-throughable wall which can only be discerned by noticing a slight color difference. Move-throughable walls are the laziest secret in all gaming.

There’s also a lot o’ empty padding. In addition to the empty room with the hilarious 4th-wall-breaking message box there’s a split path that leads to the midway point & key. ’Cept 1 path has literally nothing while the other has tricky-to-dodge Thwomps only 2 blocks from the ceiling. ¿Why bother with the hard part when you can literally just skip it? I guess if you haven’t hit the switch, you have to take the dangerous part to get the midway point — but not the key; but if you’re willing to risk that, you might as well be willing to risk hitting the switch, which is easier, & getting both. It makes no sense.

The 1 thing I do like is the dynamic o’ having a simple & easy normal exit to the left ( which pulls a bit o’ a “Chocolate Island 3” on you & simply creates a path back to Dry Desert, as if you e’er wanted to play that awful level ’gain ) & a mo’ challenging secret exit to the right. Also, Wario Land 3 chest in night sky as keyhole is a nice touch.

As an extra note: I’m not the only one who noticed that this level is the best way to grind money ( which, as we’ll see, we’ll need later ).

  • P-Switch level count: 14 / 20
  • Levels with mo’ than 1 switch: 4
  • Levels with mo’ than 1 o’ the same switch: 3

Lab of the Mirage

Music: “Revenge of Meta Knight – Halbert”, Kirby Super Star

¿“Mirage”? ¿What mirage? ¿Why wasn’t this called “Lab of Sands” to both be consistent with the “Shroom” & to take advantage o’ the fact that “sands” is both alliterative with “shroom” & rhymes with “lab”?

This lab probably fits the least with its theme; but it’s still a thousand times funner than “Lab of Darkness”, ¿so who cares? I guess one could make a connection ’tween this level’s focus on yellow blocks & sand… Not sure the 2nd part fits in, though. ¿’Cause the electric bolts are yellow? I guess everything’s slightly yellow.

It’s short, but that makes it sweeter than the giant mound o’ shit that’s “Lab of Darkness”. Sorry, there’s not much to say ’bout this level other than comparing it to the previous lab.

I can say that the boss is mo’ interesting than the “Lab of Darkness” boss. I’d say it’s the 2nd best. It’s not exactly brilliant; but when you don’t want to reuse Super Mario World’s e’en lamer bosses & can’t figure out how to use the Custom Boss sprite from SMW Central, you use what you have. ( I guess I could’ve used some other custom sprites — which I rarely used in this hack, for some reason. )

  • P-Switch level count: 14 / 21
  • Levels with mo’ than 1 switch: 4
  • Levels with mo’ than 1 o’ the same switch: 3

The Yellow Switch

Music: “The Axem Rangers Drop In”, Super Mario RPG

& this Switch is much better than the Red Switch.

The only problem is that Yoshi, who should ne’er be ’loud to enter this level, ruins it.

I wish this level did mo’ with flying. Just dodge a few spike balls. As the video shows, e’en if you get hit by 1, it’s still quite easy to make it to the pipe.

  • P-Switch level count: 14 / 22
  • Levels with mo’ than 1 switch: 4
  • Levels with mo’ than 1 o’ the same switch: 3

Only 3 posts & we’ve already been through half the Switches & mo’ than 1/3 the levels.

Posted in Legend of the Four Switches, My Crimes Gainst Art, Programming, Video Games

Waiting for Summer to End Yet ‘Gain ( ME SENTABA POR EL OCÉANO Y BEBÍA LA POCCIÓN CHICA BORRARTE )

& I don’t e’en mind this time—

stuffy hair-ridden jacket

with itchy zippers,

sticky bottom lip stuck with slivers.

Time races

with feet glued to gooey tarmack,

trapped for dour hours in shiny hot cracks.

¿Why keep the pinecones

you don’t e’en play with no mo’?

¿& why dream o’ snowcones in the sun?

When the icy moon melts every revolution.

Dusty pages make me wheeze,

red eyes in white heat

in hellish darkness swarm

maggot-colored fireflies.

Through the round looking glass stained

with wasp guts

becons light

leading down the well

to a heaven

scientifically proven by Dr. Healey

to be hotter than hell.

You’re just losing focus ’gain.

¿Why can’t you bloom on ruby gin

like the rest o’ them,

like the best o’ them?

¿When’d I e’er have the crystal?

It’s clear.

It’s clear.

puts down_glass

puts_down glass

puts_down_glass

I feel the cobwebs on my face

as if the past few threads had been erased.

Wipe the wine right off your face

& spit the stale grapes from your taste

& find a better palette with which to paint.

Maybe ’nother day…

This mer soleil is great, though;

sitting back as the waves foam,

tittering as your white blanket

takes me to sunnier pines.

& I haven’t been minding this entire time.

Posted in Poetry

The Legend o’ Legend of the Four Switches: Part 2 – The Red Switch

( Note: an idea I unfortunately hadn’t thought o’ implementing till now: each level’s music, most o’ which is custom [ stolen from SMW Central, adaptations o’ songs from real games ], as well as the game it’s originally from & whether or not it’s a spot-on adaption [ labelled “same” ]. I’ve also gone back to the previous post & added them. )

World C: Shroom City Mainland

Music: “Map Medley”, Super Mario World 2: Yoshi’s Island

I don’t know how good a name that is for this area; like I said, none o’ this game was broken up into any kind o’ coherent “worlds”.

Unfriendly Forest

Music: “Forest Area”, Kirby’s Adventure

I question whether I should include this in this world, since it has nothing to do with cities; & as you’ll see soon, we won’t be staying in this world for long, anyway.

Early on I considered this 1 o’ my better levels. I just think it’s all right now. It does have a subtle quality in how fun the jumps are if you do them correctly. Unfortunately, thanks to both the jitteriness o’ trying to record emulator playing & my weakened game-playing skills after years without playing not only this hack, but Super Mario World in general, I don’t show off this level particularly well.

1 thing I will say ’bout this level is that I think I did do the nonlinear thing well. This 1 feels legitimately open-ended & has multiple paths & uses almost everything, rather than having a bunch o’ useless fluff everywhere. If I had any complaint, it’d be that there seem to be a few too many basic jumps & naked Koopas.

I would e’en say I don’t mind the use o’ the P-switch here. ¿Have I mentioned yet that I had an affinity for making you go somewhere to get something that allows you to get past something blocking a path right @ the start, like Wario Land 4?

I still stand by the trick to getting the keyhole — ’specially since it’s not e’en necessary; you can just run & jump up there if your timing’s right. In fact, from what I’ve seen o’ people playing this level, I don’t think many have gotten frustrated, since all always found an easier alternative. I like that: it’s a cute li’l trick that you get o’er with soon. It’s like a parody o’ bullshit jumps in bad Super Mario World hacks, but thankfully doesn’t make you endure 1 in actual.

Enjoy it while it lasts.

  • P-Switch level count: 6 / 7
  • Levels with mo’ than 1 switch: 1
  • Levels with mo’ than 1 o’ the same switch: 1

World D: The Darkness

Music: “Welcome to Crocodile Island”, Donkey Kong Country 2: Diddy’s Kong Quest

Hmm… Isn’t this familiar…

Flaming Femurs

Music: “Hot Head Bop”, Donkey Kong Country 2: Diddy’s Kong Quest ( Same )

This music’s so amazing that I didn’t mind having to hackily turn off sound effects seemingly arbitrarily to get it to work well.

Surprisingly, the sound doesn’t crack @ all in this playthrough, e’en though I always remembered kicking a Koopa shell somehow disobeyed the sound-effect-canceling sprite.

You’ll see soon ’nough that I like very dark levels — not for any sake o’ difficulty, but simply for aesthetics, not thinking @ all what problems this might cause for anyone who didn’t have a monitor as bright as mine or had weaker eyesight.

This actually might be the only time I intentionally used the darkness as a form o’ difficulty, @ the end with the blocks that blend in with the background. This level also originally had a block that was s’posed to change the palette to a brightened-up version to simulate turning the lights on, but I couldn’t get that to work without causing the palette to become a psychedelic mess, — & that’s not s’posed to happen till much later in this hack — so I had to scrap it.

These layer-2 rooms are god awful. I don’t think I’ve e’er done 1 well & knew it e’en @ the time, but forced myself to do them ’cause I tricked myself into thinking they added variety. The timing’s always off, forcing you to wait, which is always boring & awful. & this is the least-awful iteration.

Finally: the message box that tells you to jump into the lava to find a secret key isn’t just a parody o’ those cliché schoolyard rumors; in a much earlier version o’ this level I actually had that as a way to find a secret exit. That was back when I thought the best puzzles were those where I just changed the behavior o’ a block & hoped the player randomly guessed that the game rules changed for no reason — ’cause that’s always great game design.

Otherwise, there’s not much to say ’bout this level. A’least it’s short & simple for once. O yeah: & no P-switches.

  • P-Switch level count: 6 / 8
  • Levels with mo’ than 1 switch: 1
  • Levels with mo’ than 1 o’ the same switch: 1

Cave of Misfortune

Music: “Mt. Moon”, Pokémon Red & Blue

I still think this level’s great & am still proud o’ the main gimmick. Too bad I suck @ games & fucked it up in this video.

’Nother detail I’m glad I added was changing some hex code so that the Koopas are no longer in the shells that pop out o’ the ?-blocks, which always made me wait for them to pop out & fall into a pit on earlier versions. Forcing yourself to play your own games the natural way is a great way to push yourself to optimize things, just for your own selfish goal o’ minimizing tedium.

I do worry that the secret exit might be too easy to find. I think if I were to do it now, I’d make it look like there’s a full ceiling, ’stead o’ that conspicuous line o’ empty dirt, while still having the beanstalk eat through it. This would do what I just mocked as lazy earlier, but in this case I think it’s fair, since the idea that vines eat through solid dirt isn’t necessarily solid, as evidenced by the fact that it ate through that solid middle dirt in the current version. If anything, the conspicuous line o’ empty dirt looks too much like cutoff, which was surely the core reason why this hack wasn’t accepted by SMW Central.

Also, I’m not sure what I was thinking when I designed the palette for the secret room. I’m also not so fond o’ how it’s the same thing as the main level. O well: a’least it’s short.

  • P-Switch level count: 6 / 9
  • Levels with mo’ than 1 switch: 1
  • Levels with mo’ than 1 o’ the same switch: 1

Volcanic Valley

Music: “Hot Head Bop”, Donkey Kong Country 2: Diddy’s Kong Quest ( Same )

& now we get into some true shit. You have no idea how many deaths I had to edit out — & most o’ them were caused by the wonky hit detection o’ these slopes. In particular, the last slope before the pipe is, I think, impossible to do ’less you’re small or you’re super dexterous ’nough to duck & slide jump before falling into the lava. The saddest thing is, it’d be easy to solve, too: just make the slopes go deeper into the lava. That’s how Nintendo programmed the lava after all: the top block doesn’t kill you; just the body below it, allowing some padding before you die.

The inner caves are no better. They’re mostly the same, but now there’s a boring-ass skull-raft ride, which is so slow, it sucks. & as, um… raocow says in the video, the raft disappears if you let it leave the screen. & since you need to to enter the pipe, — e’en if you had a cape & could float o’er to it, the raft is the only ground you could use to enter the pipe — leaving you utterly fucked.

This was the 1st level to legitimately piss me off. It won’t be the last. E’en the lack o’ P-switches doesn’t save it.

  • P-Switch level count: 6 / 10
  • Levels with mo’ than 1 switch: 1
  • Levels with mo’ than 1 o’ the same switch: 1

Shroom o’ Darkness

Music: “Mt. Moon”, Pokémon Red & Blue

Hey, it’s 1 out o’ a million o’ these. ’Cept without the cool bonus items that Super Demo World had which actually made them interesting. Look: you get to pay to get o’erpriced powerups you can easily get in a regular level; ¿isn’t that a great reward for all that bullshit?

But a’least you get some advice every Super Mario World hack-player knows.

Also, this doesn’t count for the P-switch count, since it doesn’t e’en have a goal.

Dead Shallows

Music: “Ghost House”, Super Mario World ( Same )

I was proud o’ this level till I found out The Second Reality Project already did its main gimmick years before me.

Going through the level backward underwater to get a P-switch you obviously couldn’t get, & using that P-switch to go through the main room a different way are cool, but not used to their best extent. I think putting them together is a waste o’ 2 good gimmicks. I love how I just threw together 2 clever gimmicks & did li’l with them while o’erusing P-switch puzzles & layer-2 bullshit in a dozen other levels ’cause I apparently didn’t have ’nough variety.

I thought I remembered an info box @ the end o’ the water room hinting that you should try to go through the 1st room ’gain without using the Torpedo Ted; but maybe I removed it ’cause I thought the solution was too obvious.

  • P-Switch level count: 7 / 11
  • Levels with mo’ than 1 switch: 1
  • Levels with mo’ than 1 o’ the same switch: 1

World A: Valley o’ Bowser’s ( revisited )

Music: “Valley of Bowser”, Super Mario World ( Same )

The Haunt

Music: “Shade Man – Ghouls ‘N Ghosts”, Mega Man 7 ( Based on 1st stage theme from Ghost ‘N Goblins games )

I remember this level being harder; surprisingly, I had less trouble this time than with “Cave of Misfortune”. Must’ve toned it down.

I know I must’ve toned down the P-switches, since I remember the original forced you to get both a blue & silver.

That said, other than the atmosphere, there’s not much to say ’bout it. There’s a subtle cleverness to the jump down the hill, which was much worse in earlier versions; I remember the jump through the plants in the upper part could be done quickly & flashily, which I don’t do, ’cause I’ve lost all skills I’ve developed in this game; the fact that you can use the silver P to go through the part easier is nice; though this was done better in other levels.

O yeah, & there’s keys all o’er, as some kind o’ joke… I guess. You’d have to ask teenage me. There’s no secret exit in this level, & there’s no keyhole anywhere.

  • P-Switch level count: 8 / 12
  • Levels with mo’ than 1 switch: 1
  • Levels with mo’ than 1 o’ the same switch: 1

Sea of Sangre ( revisited )

Music: “Decisive Battle”, Final Fantasy VI

’Course, anyone watching the video o’ the 1st trip must’ve noticed that this was a red level with a secret exit.

Though it’s mo’ a hindrance to this level than a help, I decided to show off that there’s a red Yoshi hidden @ the top o’ the beginning o’ this level as an easter egg. The game’ll mention later that there’s 1 o’ each special color Yoshi in each level ( technically 2 levels for the blue Yoshi, thanks to the wing bonus ); but the red Yoshi’s the only 1 that’s hidden ( the others you have to encounter to 100% the game ), & most playthroughs I’ve seen hadn’t found it.

This is ’nother level that’s rather hard to comment on simply ’cause it’s just OK. I guess I thought having the goal in the middle o’ the room clever, though I bet I’ve done it better in ’nother level. Also, having ’nother “Find the P-Switch” puzzle loses whatever points it might’ve gained. Same with a long-winded bridge-building puzzle that’s only made bearable by flying & hitting them all @ once. I guess maybe that could be a clever way to reward those who think o’ that; I didn’t plan it but came up with it while testing the level in a desperate attempt to speed it up, since I tested these levels dozens o’ times.

Note how I tried to make this a trainer’s wheels version o’ Koopa hopping by making there by ground below. Also, ’twas pointless, since by this point it’s immensely likely you have a cape & can just fly o’er everything. You can see in the video that I started to do just that, only to stop & decide that I probably ought to show off the way you’re “s’posed” to do it. These trainer’s wheels are e’en mo’ odd if you do this exit on the way back, which is what I expect, you’ll have to go through much harder challenges ( ’specially if you play through that “Volcanic Valley” bullshit ).

  • P-Switch level count: 8 / 12
  • Levels with mo’ than 1 switch: 2
  • Levels with mo’ than 1 o’ the same switch: 2

Lab of Darkness

Music: “Fight Against an Armed Boss”, Super Mario RPG

’Stead o’ castles or fortresses, this game has laboratories, with a li’l green & gray icon I drew myself. I actually still like this decision, though I wish I’d picked better Mega Man graphics to steal.

It cracks me up how there’s a cutscene showing Luigi jump off Yoshi, as a way to keep the game from glitching with Yoshi’s existence, & then slowly walking inside ( after Luigi the Magician makes the door open just by looking up @ it ), only to start you outside the castle ( to keep the darkened palette o’ the 1st inside room from infecting the cutscene ). Maybe it’s just the entrance to the courtyard.

Also, if this is s’posed to be a lab, ¿why’s it look so much like a castle? Just gotta use your imagination. It reminds me o’ when I was young & had to pretend a green hacky sack was Kirby & Leonardo’s blue triceratops ( from some prehistoric TMNT toys ) was Bowser. That’s just what you have to do when your resources are limited.

But this level blows. It’s too many mediocre sections taped together. I can’t help noticing that the best levels I did were those that were concise; this is bloated. The graphical gimmick — having the 1st section be dark & the 2nd section light — isn’t used beyond looks, & looks tacky. I guess in fairness, you can skip some o’ it; I only wish you could skip the worst o’ it: that god awful layer-2 section right after the 1st room.

Like always, the main goal is to find a P-switch & bring it back to the 1st dark subroom to get past a brown-block wall in ’nother sublevel. Unlike the other levels, I don’t like this use: it only adds fluff to a level that’s already stuffed with it. There are actually 2 places where you can get the P-switch, & this version makes those places much better; in the original, the P-switch in the light room was in the hall that led to ’nother room that already had 1, whereas going the other hallway & through the room that it leads to would give the player no P-switch @ all, while leading them back to the start. Considering the midpoint in the light room, that takes them back farther than if they’d died.

& then we have the final boss. I couldn’t figure out how to get the “Custom Boss” sprite to not crash my game & didn’t want to reuse the Koopa Kids, so I made up li’l puzzles with regular enemies & called them “bosses”. 1 I truly liked later; but here we just have a joke. I still think it’s all right. It’s a 1-time thing, & a relief after what a pain in the ass the level itself is.

“The Angry Exterminator” is a reference to some silly rom hack. I made a few satirical references to other rom hacks — making satirical references to other works in the same medium is something I oft do; but the truly good 1 comes much later.

  • P-Switch level count: 9 / 13
  • Levels with mo’ than 1 switch: 3
  • Levels with mo’ than 1 o’ the same switch: 3

The Red Switch

Music: “The Axem Rangers Drop In”, Super Mario RPG

But the true boss isn’t the lab, but the switch itself.

I like this dynamic: a ( s’posedly ) all-round-hard castle-like level followed by a simpler, puzzle level. I also like the aesthetics. It’s just too bad the design o’ the levels themselves were mostly lame.

This 1’s unquestionably the worst. There’s no focus @ all. It starts with a bunch o’ mindless jumps, has some awkward but easy section to get a spring, with an awkward way to get out ( which makes it impossible to bring Yoshi back with you & keep the spring ), & then has some dumb “run, but duck under the spikes” strewn round a long, empty hall ( which made bringing Yoshi impossible, anyway ). Padding. It ends with a short flight section that would be better if a better version wasn’t done in the Yellow Switch.

  • P-Switch level count: 9 / 14
  • Levels with mo’ than 1 switch: 3
  • Levels with mo’ than 1 o’ the same switch: 3

& this week’s journey ends with the best glitch: when you return to the map, you’re stuck on the switch. I have no idea why this happens, but I couldn’t fix it, no matter what I tried. You just have to reset the game. Good thing this game autosaves almost everything — ’cept Yoshi, which means it didn’t matter whether we could bring Yoshi with us or not.

Next week we truly explore Shroom City Mainland, starting with… ugh… a truly tiring level.

Posted in Legend of the Four Switches, My Crimes Gainst Art, Programming, Video Games

I Can’t Believe It’s Not The Onion

Sorry this is late: WordPress for some reason decided to keep this as a draft ‘stead o’ being scheduled & has such a crappy interface that I didn’t find out till I happened to stumble onto it now.


Honest-to-god Huffington Post article:

To The Racist Guy Who Picked Up My Pencil During Class

Read this article & tell me it doesn’t sound like some wacky parody from The Onion.

I can only imagine the response article: “To The Rich Company That Exploits The Work O’ Desperate Journalists Without Paying Them Who Criticized Racism”1.

Also, if we’re actually trying to make an intellectual argument to actually change the mind o’ a racist ( a futile endeavor ), I don’t think just asserting to them that racism’s bad is going to do anything. If anything, the racist, if they actually read this post ( ’cause I’m sure a racist Hairpiece-supporter would read Huffington Post ) would probably just convince themselves that you’re being all hostile — ¡& when they did you the great privilege o’ picking up your hefty pencil! — & convince themselves that this further backs up their view that the nonwhite-socialist-Starbucks-drinker Borg or whatever are crazy extreme pushy people or whatever & continue posting trite racist jokes ’cause they have no creativity.

Thanks for that, by the way. I mean, yeah, I’m sure your family getting deported is a problem & all; but I think we need to look @ the dire problems here, such as me having to see dumb racist jokes online & roll my eyes.

Huffington Post, I truly wish you’d learn that when you write articles arguing gainst legitimately bad things, you should try to not be stupid while doing so, so you don’t unintentionally hurt the cause you’re fighting for. Maybe if you actually paid your writers, you could get some who actually give a shit ’nough to try.

Posted in No News Is Good News, Politics, Yuppy Tripe

Let’s Code a Crappy 2D Platformer Like Millions o’ Other People on the Internet & Lose Interest & Give Up Only a Few Months In, Part XVII

I already did this months ago, only I just found out it for some reason didn’t publish when I wanted it to.

Value Valhalla

You can probably guess that this is a parody o’ Super Mario Bros. coin heavens.

You’d be surprised what a pain ’twas to not just loop repeatedly, but to add that extra part after the 3rd loop with the diamond.

But fans o’ Pannekoek2012 will be excited ’bout one way it’s implemented — yes, that’s right: it involved parallel universes. No, this wasn’t as an intentional joke or reference; I actually experimented with having your character’s & the cloud’s positions revert back to the other edge, but couldn’t get it to work smoothly.

Thus, the way the loop actually works is that while you & the cloud you’re on keeps gaining X position, the Map class manipulates the rest o’ the level to give the illusion that it’s looping. The camera is changed so that it no longer stops @ the width o’ the map, but goes on fore’er, & the map code for giving block indexes to the block system changes so that it gives one relative to how it calculates what the left edge o’ the particular “current loop”, which is calculated based on the player’s position, rather than outputting invalid indices past the edge o’ the level. ( As a note, recall that I mentioned in the last post how the cart level required the horizontal edges o’ the screen to be even to making the cart not bump into blocks from 1 edge while on the other edge. I fixed that now. )

The sprites also had to be repositioned ( ‘cept for the main cloud platform sprite: it does loop back round if you let it go past the edge o’ the screen; but due to nuances for how it works, it has its own separate code for looping ). Said repositioning code only works if the sprites reset to their original position, for some reason. Luckily, the bees automatically do that, anyway, & the cloud block sprites can do so without any problem. ( Note: not only are the bouncy blocks sprites; so are the flat ones, to make it so their eyes follow you. Yes, I created extra work for myself just so I could make blocks watch your character. )

I should point out that this level theoretically works fine looping in the other direction, too ( though the diamond part’s only programmed to appear on the 3rd loop going rightward, e’en if going leftward from the 4th loop ). In the original version o’ this level, there was a 2nd cloud up top that went leftward. However, I felt it ruined the gimmick o’ this level, since it made looping horizontally unnecessary, since one could just go back & forth. Plus, it wasn’t all the useful, since you can reach close to the top already. Lastly, changing it to work with the extra diamond area made it impossible to keep the cloud platforms in sync. This impressive feat was the only reason I cared ’bout keeping the other cloud, & since it’s now gone, I see no reason to still want the cloud platform. I think the level works much better now.

Levels to come: a sewer level influenced by “Wet-Dry World” & a sky level where you’re a flying owl.

Download source code.

Believe it or not, I’m still working on this — just not doing anything productive or worthy showing.

Posted in Boskeopolis Land, Programming

But You Can’t Feel Your Own

’Twas a bad time to stumble on economics articles.

I just have to mention the words “Less Wrong” & you’ll probably already smack your forehead. From what I’ve seen, “Less Wrong” are like most people, in that they try to not be idiots; but unlike most people, they make the idiotic decision to constantly brag ’bout how much better @ not being idiots they are than other people without any evidence while simultaneously pretending that they don’t do so.

To be fair, these “rationalists” should be praised for brilliantly figuring out something that benefits us all: they can assuage their shriveled egos while we can get hours o’ hilarity making fun o’ how shriveled their egos are.

If I were an actor in an improv show, and my prompt was “annoying person who’s never read any economics, criticizing economists”, I think I could nail it. I’d say something like:

Economists think that they can figure out everything by sitting in their armchairs and coming up with ‘models’ based on ideas like ‘the only motivation is greed’ or ‘everyone behaves perfectly rationally’. But they didn’t predict the housing bubble, they didn’t predict the subprime mortgage crisis, and they didn’t predict Lehman Brothers. All they ever do is talk about how capitalism is perfect and government regulation never works, then act shocked when the real world doesn’t conform to their theories.

Fun tip to economists: making childish strawmen arguments is a great way to confirm others’ judgments that, yes, economists are much mo’ mentally mediocre than they like to pretend they are.

This criticism’s very clichedness should make it suspect.

No, I think the fact that you pulled it out o’ your dick hole makes it mo’ suspect.

It would be very strange if there were a standard set of criticisms of economists, which practically everyone knew about and agreed with, and the only people who hadn’t gotten the message yet were economists themselves.

“¿What’s ‘hive mind’ mean? ¿What’s bias? ¡I don’t understand these elusive terms!”

If any moron on a street corner could correctly point out the errors being made by bigshot PhDs, why would the PhDs never consider changing?

So this superrationalist relies on appeal to authority — the idea that PhDs must be smart, ’cause that’s what PhDs are. Meanwhile, average people must be dumb, ’cause o’ “appeal to obscurity”. This hyperrationalist post sure is a great way to win Logical Fallacy Bingo.

A few of these are completely made up…

No, don’t underrate yourself, man: I’m quite sure you made all o’ them up.

[M]y impression is that economists not only know about these criticisms, but invented them.

Too bad your “impression” has the validity o’ what I heard ’bout in my fever dreams ( but are much less entertaining, sadly ).

For the next quote, I made sure to highlight all the fun regurgitated buzzwords that show that, no, this person didn’t put any thought into what they were saying.

During the last few paradigm shifts in economics, the new guard levied these complaints against the old guard, mostly won, and their arguments percolated down into the culture as The Correct Arguments To Use Against Economics.

Also, apparently German-style nouns are the rational way to do scare quotes.

As a psychiatrist, I constantly get told that my field is about “blaming everything on your mother” or thinks “everything is serotonin deficiency“.

Truly the most hurtful slur anyone has e’er punted @ someone.

Maybe people would be less ignorant ’bout the things you know so much ’bout if you actually provided scientific evidence that they’re wrong, rather than just telling them they’re wrong & tut-tutting them. Or e’en providing real evidence o’ these defamations rather than just saying some nebulous mass o’ people told you these things, “just take me @ my promise”.

If I were an actor in an improv show, and my prompt was “annoying person who’s never read anything about rationality, criticizing rationalists”, it would go something like…

No, stop. Nobody’s going to buy your shitty Ayn Rand plays. Stick to constantly asking people, “¿How does that make you feel?” till their hour is up. ( ¡Ha! ¡You missed a cliché! )

I didn’t bother reading his “play”, since he himself already warned me that ’twas stupid, & I’m not sure why he thought I’d want to read something stupid. Which makes me wonder why he wrote this post in itself… or why I’m reading it if I don’t like reading stupid things… Hmm…

Like the economics example, these combine basic mistakes with legitimate criticisms levied by rationalists themselves against previous rationalist paradigms or flaws in the movement.

’Cept, unlike economists, who have true PhDs & actual academic standards, there’s no rule regarding who can & can’t describe themselves as “rationalists” — well, ’cept a minimum level o’ narcissism. I can put underwear on my head & run round traffic calling myself a “rationalist” all I want, & you can’t prove me wrong, or e’en “mo’ wrong”.

Like the electroconvulsive therapy example, they’re necessarily the opposite…

O fucking God, this diction. ¿“Necessarily the opposite”?

There have been past paradigms for which some of these criticisms are pretty fair. I think especially of the late-19th/early-20th century Progressive movement.

“I think” is my favorite mathematical proof.

But notice how many of those names are blue. Each of those links goes to book reviews, by me, of books studying those people and how they went wrong.

“¿See? You’re wrong. The fact that I wrote some shitty blog review on these classics proves that I’m right. Obviously it’s physically impossible to write a stupid or wrong review”.

So consider the possibility that the rationalist community has a plan somewhat more interesting than just “remain blissfully unaware of past failures and continue to repeat them again and again”.

How ’bout I consider the possibility that the “rationalist community” is just a made-up name for your adult-child clubhouse & that though they “plan” something different from sitting round regurgitating thoughts that’ve already been made, they do something e’en less interesting than that.

Hey, if you can prove something with “I think”, so can I.

Modern rationalists don’t think they’ve achieved perfect rationality.

“¡Look @ how humble I am for thinking I’m not an intellectual god in fleshy form! ¡Please lay ’pon my feet all your adulation for my magnificent humility!”

[T]hey keep trying to get people to call them “aspiring rationalists” only to be frustrated by the phrase being too long[.]

You should replace “by the phrase being too long” with “by everyone ’stead calling us ‘narcissistic shitbrains’”.

( my compromise proposal to shorten it to “aspies” was inexplicably rejected ).

“For some reason, e’en my fellow narcissistic twats didn’t buy my attempt to appropriate a true social condition with my need for pity @ the weakest o’ criticisms”.

I can back him up on 1 thing, though: from my experience with psychiatrists ( who told me I shouldn’t publish these — ¡But they can’t stop me now! ), I oft see them throw round slurs for medical conditions for the people they’re s’posed to be helping. I know my psychiatrist was all, “Man, those fucking retards. ¿Am I right? Let me disclose all the stories ’bout this 1 loser named Becky Brown who was too pussy to leave their house”. So we can see that this psychiatrist is showing the utmost professionalism here.

They try to focus on doubting themselves instead of criticizing others.

¡Which he’s done so well here! ¡Look @ how oft he criticized his poor self, & didn’t e’en say a single bad word gainst any o’ the people who criticized him! ¡How noble!

They don’t pooh-pooh academia and domain expertise – in the last survey, about 20% of people above age 30 had PhDs.

“We don’t pee-pee academia; we just cite irrelevant statistics”.

They don’t reject criticism and self-correction…

Well, ’cept for all those “annoying” people who have “never read any economics” or have “never read anything about rationality”…

Tip: focus less on appropriating Aspergers & mo’ on trying to get pity for your obvious bout o’ Alzheimers.

They don’t want to blithely destroy all existing institutions[.]

¿What the hell does that have to do with anything?

O, great. So they’re not fun. I see.

[T]his is the only community I know where interjecting with “Chesterton’s fence!” is a universally understood counterargument which shifts the burden of proof back on the proponent.

“This is the only community out o’ the few I actually know that pretends that using obscure slang terms is the road to rationality”.

Sadly, wrong there, too.

They have said approximately one zillion times that they don’t like Spock and think he’s a bad role model.

OK, I tolerated all your other inanities — but being mean ’nough to hate Spock goes too far. He died in 1 o’ the movies… ¿I think? ¿Didn’t his actor die, too?

Fuck it: just pretend I made some shitty joke ’bout some dumb show I obviously ne’er watched.

They include painters, poets, dancers, photographers, and novelists.

Apparently his idea o’ propaganda is listing irrelevant “facts” he made up in a second. “They don’t eat @ Burger King; they eat @ Panda express. They include people who own mice, cats, armadillos, & iguanas”.

They…well… “they never have romantic relationships” seems like maybe the opposite of the criticism that somebody familiar with the community might apply.

His totally rational argument is “Man, we totally get lots o’ tail, unlike you losers”.

[…]encourage each other to give various percents of their income to charity, and founded or lead various charitable organizations.

“We are the only people to e’er do so, ’course”.

Look.

( Swings head all round, turns back to the screen & shrugs. )

I’m the last person who’s going to deny that the road we’re on is littered with the skulls of the people who tried to do this before us.

“This’ll be ensured when I finalize my robotic space pod, which’ll keep me ’live while the rest o’ you suckers drown in the seas o’ death”.

We’ve looked at the creepy skull pyramids and thought “huh, better try to do the opposite of what those guys did”.

“I’ll just assure you that we won’t be fuck-ups & you’ll just unconditionally believe me, ¿right?”

If you have this sort of concern, and you want to accuse us of it, please do a quick Google search to make sure that everybody hasn’t been condemning it and promising not to do it since the beginning.

Google is, after all, the most rigorous source o’ scientific knowledge.

We’re almost certainly still making horrendous mistakes that people thirty years from now will rightly criticize us for. But they’re new mistakes.

No: inane, arrogant douchebaggery’s as ol’ as fire.

And I hope that maybe having a community dedicated to carefully checking its own thought processes and trying to minimize error in every way possible will make us have slightly fewer horrendous mistakes than people who don’t do that.

Considering the utter lack o’ self-awareness present in this post, that’s guaranteed to fail.

If this is what passes as “rationalist” in the western world, I’m not surprised that it’s filling its leadership roles with the most pompous buffoons in the world. Welcome to Hairpiece America: where e’en the left is stupid, & the right has to become e’en stupider to keep ’head.

Posted in Yuppy Tripe

Web Designers Shitting Themselves

I think the average citizen would make a better web designer than a lot o’ so-called professional web designers simply ’cause they don’t try the excessive nonsense that web designers do & nobody else would e’en think to do ’cause it’s so insane. It’s the equivalent o’ someone bragging ’bout how amazing they look & then suddenly shitting all o’er their pants; they expect users to marvel @ their prowess, but ’stead we turn up our noses & cringe. Ugh. It’s the power glove o’ web design: ’stead o playing a perfectly good but “drab” controller, you fuck round with a glove like a jackass.

Take login forms. A novice who just learned HTML from 1 o’ the millions o’ O’Reilly books out there would create a basic form that would load to a basic “¡You’ve logged in, Jim!” page. Boring & less than 1% accurate in regards to the user’s name, but operable.

Now, let me tell you ’bout the login page o’ some website that shall go unnamed, like Voldemort. ’Stead o’ using a basic page, it uses a custom window made with a div & CSS magic.1 & since this is a div, it has no scroll bar; if you use the actual window’s scroll bar, the div will simply stay in place while the website you can faintly see ’hind it scrolls ’cause the div uses a fixed position. Now, ¿what happens when a vital element — say, the confirmation button — is off-screen? The answer is that you’re fucked; you can’t use the form. I e’en tried pressing Enter or highlighting with my mouse downward. Nothing worked. I’ll tell you what I did do: give up with disgust @ the scent o’ the designer’s feces-filled drawers.

I could try to give mo’ examples, but thankfully my mind’s blocked them out like traumatizing moments. I do remember 1 website long ago that was s’posed to help teach me web design & had the brilliant idea to have the navigation bar’s text rotated 90° so that you had to crane your neck just to see it. I still don’t e’en know how they did that, much less what made them think ’twas a good idea.

Here’s a common example from others who have seen this problem themselves, albeit 1 that’s rarer & a bit hyperbolic: magic JavaScript links. ¿Who needs boring ol’ anchor tags with their lame-ass semantics & SEO advantages when we can waste memory & bandwidth to load some JavaShit that does the same thing?

To be fair, many designers in general do this. It’s why my laptop mouse randomly clicks things when I move it ’cause the genius designers wanted to show off their awesome ability to click when you lightly tap the mouse pad ’stead o’ using the click button just below it — you know, what you do every time to put your finger on the pad so you can move it @ all. They were wrong: they didn’t prove themselves to be awesome; they simply shit their pants in front o’ everyone. It’s the same reason many DS games, including the otherwise awesome Wario: Master of Disguise & the always not-awesome Diddy Kong Racing DS2, were made mo’ frustrating by the MIC, whose mood swings determine whether your heavy blowing for minutes straight into it does anything or not. ’Gain, the designers thought they were being brilliant making something that easily could’ve been controlled by a simple button use some new control; ’stead they made the Power Glove 2.0. & they shit their pants in front o’ us all & made us all look ’way in shame.

¿Is that what you want, designers? ¿To watch so many people look @ you in disgust while feces slides down your pant legs all o’er your shoes? Then don’t do all this fancy shit. Just make the shit work intuitively & call it a day. As Vincent Flanders said, “Nobody e’er complained that a site worked too well”.

& for god’s sake, ’nough with the arbitrary rules for filling out forms. I must’ve wasted half an hour waiting for a page to load so it could tell me there was an error ’cause some jackass web designer arbitrarily decided that commas weren’t valid characters for a superfluous catch phrase they forced me to create or that it must be within some narrow range o’ characters. Said designer probably thought they were clever figuring out all o’ the code to create these limits & this wacky new security measure. They weren’t. They only wasted my time having to clean up all o’ the excrement they sprayed all o’er my walls.

I also loved the government site that had a quite low ( my 1st name barely fit, & it’s not that long ) character limit for names. Presumably this is purely to satisfy the nostalgia in fans o’ ol’ NES RPGs, since I can’t imagine their servers being so weak that they can’t handle strings with mo’ than a dozen characters — ¡you might as well ask them to host your MP4s, man! ¿What happens if you’re real name is too long? You’re fucked, that’s what. Better shell out the money to legally change your name just so you can pay your debts. You don’t want creditors calling you & having to respond with, “Sorry I couldn’t pay today; my name doesn’t fit in your website. I tried to pretend my name was ’Sebast,’ as I always named Cecil back in 1992, but then I was put in prison for not mo’ than 5 years”.

Posted in Web Design