Incoming Super Mario Movie!


Hold the phone – Nintendo’s working on a movie?! Let’s talk about that! And as usual, Nintendo sales are up and more developers are committing to bringing their games to the Switch!

“Escape the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
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Great Bad Game Design

Note: The following article contains spoilers for Sonic Mania. For those interested in Sonic Mania, I highly recommend waiting until you complete zone 2, act 2 before reading further.

Sonic Mania is amazing. But you probably already know that, either from experiencing it first-hand or from the mounds of praise heaped upon it by the general public. It quickly became my favorite entry into the franchise when I picked it up for myself a few months ago. It’s the “back to basics” game Sega has been promising—but ultimately failing—to deliver for nearly a decade now. Heck, this game is so good, it can even include one of the most egregiously wrong design choices I’ve ever seen and make it one of the most charming set-pieces of the entire game.

And no, that’s not hyperbole, one of the game’s most memorable moments is flat out stupid by conventional game design standards. What moment am I referring to? The Chemical Plant Zone Robotnik fight.

Why It Should be Horrible

The boss of Zone 2 isn’t a boss in the traditional sense; instead, it’s a game of Puyo-Puyo Pop. That’s right, instead of fighting some wacky contraption, Sonic, Tails, or Knuckles faces Dr. Robotnik in a lethal game of Puyo-Puyo. No instructions, no fore-shadowing, just dropped into a game and expected to win.

From a design standpoint, this looks like a bad idea on paper. As mentioned before, the player is given no instructions. Puyo Pop isn’t exactly the hardest game to understand, but the game assumes the player already knows how to play. There’s no pop-up for controls, no instructions on how to clear Puyos from the screen, nothing. If the player is familiar with drop-puzzles like Tetris or Dr. Mario, they may be able to intuit some objectives from the conventions of the format: namely matching colors.

That leads into the more pressing issue: genre shift. While switching between gameplay styles isn’t uncommon in video games, especially more recent Sonic titles, typically levels that dip into different gameplay formats only switch to genres of a similar nature. For instance, many side-scrolling platformer games include one or two levels that switch over to being a side-scrolling shoot-em-up. This is typically considered acceptable because the two gameplay styles have many similarities. Most notably, both are action games, meaning the skills needed to master them are almost identical. These skills include things like quick-reflexes, spacial awareness to assess threats and their proximity to the player, and prioritization of risks and rewards (such as power-ups).

Where switching gameplay styles gets frustrating is when the new style has little or nothing to do with the concepts of the core gameplay style. A pertinent example of such a gameplay switch is the fishing segments of Sonic Adventure. While many people speak fondly of the game those segments’ mechanics were based off of, Sega Bass Fishing, most people object to the inclusion of such mechanics in an action platformer. That’s not to say juxtaposed gameplay styles can’t be paired successfully, but that contrast typically has to be one of the game’s core principles with everything else designed around it (e.g. DS cult classic Henry Hatsworth).

Where switching gameplay styles gets frustrating is when the new style has little or nothing to do with the concepts of the core gameplay style.

Now compare that to Puyo-Puyo Pop. Being good at Puyo-Puyo requires players to plan on the fly. The player has to decide how to stack and group puyos in real-time to set up combos and react to his opponent’s attempts to interfere. I don’t have the background in Puyo-Puyo to know what exactly goes into high level play, but I can tell you it’s a very different game than Sonic the Hedgehog. This means that the player is expected to use an entirely different skill-set from what the game has been training him to use up until this point. Moreover, this is the only place in the game—outside of an unlockable bonus Puyo-Puyo mode, that is—that the player is asked to exercise these skills.

The look on Sonic's face at the start of the fight is priceless.
The moment in question.

Why It’s Awesome

So why does this moment work? There’s several factors at play here. First is the design of Puyo-Puyo Pop itself. First of all, Puyo Pop is a fairly easy game to learn: the computer is playing it along-side the player. If the player doesn’t understand how color matching works, he can just observe the computer match groups of four or more puyos of a single color.

Secondly, this battle is pretty easy. So long as the player keeps the board mostly clear, Dr. Robotnik’s incompetence will do the rest of the work sooner or later. Putting the battle so early in the game was actually a smart move: the encounter’s low difficulty allows the player to get used to the new gameplay style while still fitting the game’s expected difficulty curve.

Third, Puyo Pop is good. Many times when a game dips into a different style, the auxiliary gameplay style is under-developed. The majority of the developers’ time and effort (hopefully) goes toward the core gameplay, meaning mini-games don’t get the time and polish needed to fully flesh-out the concept. The Puyo-Puyo battle gets around this by implementing an already established idea. This way the Mania team didn’t have to haphazardly slap together a new gameplay concept, instead they just had to copy something they knew works.

Many times when a game dips into a different style, the peripheral gameplay style is under-developed.

Now that I’ve gotten the minor stuff out of the way, let’s talk about the two biggest reasons this works. I’m sure many of you are grinding your teeth by now with how I keep referring to this moment as “Puyo Pop”. Chemical Plant Zone’s Robotnik fight is actually a callback to the Sega Geneisis/Mega Drive classic Dr. Robotnik’s Mean Bean Machine (which was technically just a reskin of a Puyo-Pop game, but whatever). This attention to detail and acknowledgment of the Sonic series’ history is a huge part of what makes this bizarre set-piece work. Who in their right mind would anticipate such an obscure reference?

Companies like Sega and Nintendo often reference their past works, but they tend to stick to callbacks that are easy for fans to recognize. Even when a reference is to something more obscure, it’s out of the way and can be easily ignored. Most designers would stick some puyos/beans in the background and call it good. The Mania team, however, decided to put that callback front and center by making it a part of gameplay. If the reference is half of the reason this moment works, the sheer audacity that the designers would even attempt it is the other half. The element of surprise and the obscene amount of creative whimsy this moment embodies is more than enough to make up for any of its “bad” game design.

If the reference is half of the reason this moment works, the sheer audacity that the designers would even attempt it is the other half.


The combination of good implementation, recognizability, and surprise factor all come together to make this one of my favorite game set-pieces in recent memory. While I love analyzing what works and what doesn’t work in games, it’s important not to get too entrenched in sticking to “good” game design. There’s a delight in encountering the unexpected that is all too often ignored in favor of “safe” design practices. Formula is good, but too much results in a game being formulaic.

2 Newbs Vs. Rocket League (Switch)


Introducing… MILES! Guest host for the week and TBC’s resident “old guy’ friend, Miles is here to take Rocket League for a spin with Simeon. A famous indie game finally making its way to Nintendo platforms, Rocket League is a blast (even if you don’t typically enjoy soccer or cars).
“Escape the Premises” Kevin MacLeod (incompetech.com)
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BotW DLC News, Namco & Square Exclusives!


It seems like Switch is actually picking up steam with third-parties! Sounds like a lot of exclusives are under development right now, just like Breath of the Wild’s winter DLC is! That, and more on this week’s installment of Nintendo news.

“Escape the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
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Exploring Snipperclips Plus DLC!


Snipperclips, Switch’s first split-Joy-Con-co-op experience has been expanded! More levels and modes were added as DLC, and sold as a complete physical package! Maybe you have the original game and are wondering if the upgrade is worth it? Or if you’re just ready to have a good time, watch Simeon and Scott snip and clip their way to victory.

“Escape the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
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What does the Future of Gaming Hold?


VR and AR are certainly hot topics, and we’re discussing those as well as other future possibilities as we look at what is to come. The future of gaming could look quite different than what we’re experiencing today, so Simeon and Scott are placing some bets on what’s coming down the pipeline!

“Escape the Premises” Kevin MacLeod (incompetech.com)
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Super Mario Odyssey – Co-op Exploration!


It’s Simeon’s first time going hands-on with Super Mario Odyssey, and Scott’s beaten the game! In an effort to not be too spoilery, we’re just hunting for moons in an early world (the Cascade Kingdom) and not wearing any costumes that are TOO amazing! We have a blast and we get rich on purple coins and moons!

“Escape the Premises” Kevin MacLeod (incompetech.com)
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Making Time for Gaming As Adults


The great majority of our viewers are adults, so you know what it’s like to try and squeeze a hobby into your schedule. You’re already busy, whether it’s with kids, work, school, or all of the above. How does one set aside time for gaming? What are some things you might have to say “no” to, in order to get that coveted console time in? Simeon and Scott have a few thoughts and ideas to share.

“Escape the Premises” Kevin MacLeod (incompetech.com)
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Switch is Selling, But 3rd Parties Aren’t Buying


Do you want the good news, or the bad news first? (Well, too late – we already recorded this episode.) As you’ll see in the video, the good news is that Nintendo is on a huge roll with hardware sales. The bad news is, some third parties are still holding out before committing to support the system with games. Will it be too late by the time they get on board?

“Escape the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
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Octopath Traveler – Day of the Demo


Neither Simeon or Scott are big RPG players, but how can you resist a game that looks like Project Octopath Traveler? Especially when a free demo is available! This Square Enix title is coming to Nintendo Switch in 2018, but we’re going to take it for a spin and get some initial impressions of the game.
“Escape the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
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2017: One of the Best Gaming Years in History?

Fall is already upon us. Leaves are changing, the air is becoming cool and crisp, and good games are seemingly being released left and right. Alas, this blog is not about the season, but about 2017 as a whole. Yes, we have a few more months before it wraps up, but in less than a week, Nintendo’s juggernaut, Super Mario Odyssey will finally be released. I for one cannot wait to sink my teeth into this game. Having already received a perfect score, I think we are in for a fun ride. That being said, I want to focus on what has already been released, and why I think 2017 has been one of the most glorious years for gaming in recent history.

Nintendo is a company that fans expect a lot of. They always seem to set the bar of quality game design higher and higher. Take Breath of the Wild for instance. This game takes the best aspects of the franchise and capitalizes on what makes it great. I felt no greater sense of adventure since I was a young kid playing Super Mario 64 or Ocarina of Time for the first time. This is undoubtedly special, and why so far Breath of the Wild is currently* game of the year for me.

*subject to change

A franchise that was essentially brought back from the dead this year is Metroid. Samus Returns does everything that I was hoping it would. Appealing visuals and tight controls, along with the new melee addition, make for a really addictive journey. I would love to see the developer have free reigns and make a brand-new Metroid game.

This year in particular, smaller, more tightly knit developers are also getting more attention. Sonic Mania is living proof that sometimes, fans know exactly what is best for a franchise. The game was made by only a handful of inspired and passionate people, and look what resulted. The same can be said for the recently released Cuphead. Though not on a Nintendo platform, I couldn’t pass this one up. The 1930’s art style is one that I have never seen before in a game, and pushing through the brutally hard difficulty is so worth it only to experience more. My point is, gamers are starting to appreciate the hand crafted, quality approach, and developers are responding.

A Game of Year Contender for sure. Competition is fierce this year.

The release of the Switch was also monumental, and completely necessary, to erase painful memories of the Wii U era. I love that Nintendo doesn’t feel the need to compete with competitors by powerful processing or graphics, but with intuitive design. A portable home system is something that will pave the way for years to come. When Nintendo becomes irreverent in the industry, Nintendo is at its strongest. We were also fortunate enough to get the SNES classic, so I can replay some of my favorite games of all time the way they were meant to be played.

Perhaps I consider 2017 so impressive because it made franchises relevant again. It made Nintendo relevant again. No, we didn’t get a new Animal Crossing game or a Pikmin game (at least not the type I’d want to see), but we did get a plethora of games that were not afraid to redefine themselves. When I look back on the year and reflect, I see a year of revitalization. A year of redefining what gamers actually want: quality.

So… Let’s try this “Stardew Valley” Thing


Scott’s grandpa just died and left him a farm (Two Button Crew Farm, to be precise) to inherit. After clearing out some dead branches, bushes, and rocks, Scott was ready to plant a few parsnips. But he has no idea what he’s doing, and there’re a bunch of neighbors in the city nearby that he’s yet to meet. Oh, and he hasn’t eaten in 7 days. How will Scott survive? Watch to find out!

“Escape the Premises” Kevin MacLeod (incompetech.com)
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Future of 2D Metroid, Wii Shop, Mega Man?!


In the first-ever installment of Live Show News, we’ve got our crystal balls out to talk about the ~future~ of video games! Wii Shop Channel? Mega Man? 2D Metroid? It’s all here, and discussed by Simeon and Scott!

“Escape the Premises” Kevin MacLeod (incompetech.com)
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Steam-Rolling Through Dig 2!


It’s the first installment of Let’s Play Switch! Simeon and Scott sit down to take SteamWorld Dig 2 for a spin, the newly released digging Metroidvania Nindie title. Is it worth your $20? Yes! Is it worth you watching this entire video? Yes again!

“Escape the Premises” Kevin MacLeod (incompetech.com)
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Will Odyssey Deliver on the Mario Formula?

It’s hard to believe, but this month marks another monumental game release from Nintendo! Joining the ranks of games discussed for decades like Super Mario Bros., Super Mario World, and Super Mario 64 is the newest game we won’t stop talking about for generations: Super Mario Odyssey. Link did a fantastic job carrying Nintendo’s new console through its infancy, but the torch is being passed to the plumber himself. Buckle up folks, this is gonna be big.

There’s no doubt Odyssey will sell millions, even a few tens of millions, or that it will be a hot topic for the entire Switch lifespan and beyond. But that’s not to say it’s a guaranteed hit. What we don’t know yet is: will it be good? Will it be truly great?

The potential is there. The track-record is evident in the series’ preceding entries. All Mario needs to do is avoid a few pitfalls, stick to what has worked, and wow us from time to time. A combination of tried-and-true best practices and fresh experiences will create a masterpiece.

Half of the puzzle has already been completed. The fresh ingredients: totally accounted for. We won’t be left wanting for any wow-factor, as already evidenced by numerous surprising trailer moments: Mario jumping out of a realistic city street’s manhole, Mario’s hat being alive, the game has T-Rexes… just to name a few.

Today, what I’m concerned with is this: Did the developers keep what worked from previous entries in the series? From the short time I’ve played Mario’s new adventure, and from what I’ve seen of others’ gameplay, I’m not so sure. I keep looking for those non-negotiable Super Mario elements, and unfortunately, some of them aren’t evident. Take a look for yourself.

Tight Controls

If we choose to ignore the Arcade Mario Bros. title, we can safely say that the Mario series has always featured tight controls. Whether you were making pixel-perfect adjustments with a D-Pad, or performing aerial cartwheels with an analog stick, the player always had complete and finite control over the mustachioed hero’s movements. However, Nintendo is pushing a control scheme on this game that will prove to be unideal. They say that disconnected Joy-Con with motion controls is the best way to experience Odyssey. However, that leaves us with the Switch’s signature small sticks (or S.S.S.S. for short). The analogue sticks on Switch aren’t very tall, and thus have a reduced range of motion. That’s fine for games like Breath of the Wild, where your character is often traversing in the same direction for long periods. But for intricate platforming, more range is needed.

I would recommend the Pro Controller as an alternative, but we run into further complications with that scheme, just like we do in Handheld mode: motion controls disappear (good), and are replaced with complicated combinations (bad). You would think with all the face- and shoulder-buttons at the Switch’s disposal, simple assignments would suffice, but unfortunately, performing the spinning-Cappy-throw (for example) requires you to physically spin Mario in a circle before hitting the Cappy button.

Another area you will notice the absence of tight controls is in 2D segments—you know—the really cool-looking 8-bit graffiti art portions? As attractive as those look in trailers, it’s really weird and off-putting to play with a modern controller. Imagine trying to navigate the original Super Mario Bros. with an analogue stick, and you’ll get an idea of the sensation. Furthermore, 3D “rules” of Mario still apply during these retro levels, which means running into a Goomba doesn’t make you shrink down, but you lose part of your life meter instead, resulting in a feeling of disconnect.

Level Design

If there’s one thing Super Mario Maker proved, it’s that we all have a long way to go in becoming level designers. The community generated courses simply caused me to appreciate Nintendo’s internal team more, who have proved time and time again that they can carefully craft experiences that will pull newcomers and veterans through to the end. Each level in a Mario game has clear goals, features, and themes. In Super Mario Odyssey, this clear-cut level design might be ditched in favor of an overly-open, sprawling collection of miniature attractions. Places to earn Moons are abundant, which could be a detriment to more meaningful challenges.

Progression Structure

To be perfectly honest, I’m most concerned about this one. We just discussed the plethora of Moons that this game contains, and it doesn’t excite me. 120 Power Stars was a lot to collect in Mario 64, but it was manageable thanks to a cohesive overworld that guides you to specific worlds, and specific tasks within those worlds. The developers of this new Switch title tout the fact that gameplay is returning to a sandbox nature, but that implementation can be taken too far.

In past Mario games, you know if you’re missing something. You know if a world is incomplete, and if a level was too difficult to clear for the time being.

In Odyssey you are provided with a list of Moons collected (with dates), but how will you know where new ones are? How will you know if you got all the Moons in a certain area, except one that you’re missing one in the corner? How much backtracking will be involved, and how many Moons will I pass up simply because I didn’t think to ground-pound a certain summit, or break an inconspicuous box?

You see, I’m a Shrine kind of guy. I love counting down from 120, hearing my Sheikah Slate alert me to a Shrine’s proximity as I enter a new area of the map… but you’ll never catch me trying to collect all the Korok Seeds. And I’m afraid that Moons are more akin to Seeds than Shrines. I hope I’m wrong.

Power-Ups

Gotta love Mario’s power-ups, right? Fire Flowers, Capes, Penguin Suits, Boo Mushrooms, and more! Well, they’re gone, folks. At least, that’s what this quote from the game’s producer heavily implies:
So when we wanted to create Mario games this time around we wanted to focus on the actions Mario can do and in previous Mario games he was able to get power-ups and new abilities. But this time around when we were making many different prototypes and changed our approach that found capturing or “possessing” enemies worked well so we stuck with that. -Mr. Koizumi

It’s unfortunate, to see such a mechanic go. In 2D Mario games, getting a Super Mushroom and earning that feeling of added security and power is iconic. In 3D titles, power-ups haven’t ever been as strongly implemented, but as a result, getting a Fire or Ice Flower felt like a treat. These elements have been discarded in favor of Cappy.

Gimmicks

Speaking of Cappy, he’s the new gimmick! New entries often feature a defining “gimmick,” be it Yoshi, Fludd, or over-the-top new power-ups like the Cat Suit. These open up whole new gameplay opportunities and dictate much of the level design. Odyssey’s most prominent and promising mechanic is Capture, which satisfies this aspect of the Mario formula nicely.
Let’s just hope Cappy doesn’t turn out to be the new Navi, eh?

Music

Mario music typically accomplishes two things. One: it’s catchy, and it gets stuck in your head. Two: it provides strong location associations. You can close your eyes and know exactly when Mario is underwater, in a dessert, or in Bowser’s castle. Did you just hear each of those themes in your head? I haven’t seen enough to know if Odyssey will deliver on this front, but there’s a good chance it will.

Enemies & Bosses

Baddies in the Mushroom Kingdom are always fun to stomp, and they don’t usually get repetitive or bothersome like the creatures in Metroid: Samus Returns. Hopefully, this game’s design will still lend itself to some combat, rather than just Capturing the majority of enemies in sight.

Bosses, while providing a spectacle, are typically an easy three-hit affair. This is an area where the new Switch title could easily improve upon tradition, and make boss encounters more intricate and memorable.

Charm

What would a Mario game be without charm? Character design, animations, music, and polish all create a compound for charm. Mario may be formidable when facing the forces of evil, but he’s equally adorable.

So… what’s this about real tyrannosaurus rexes roaming around? And realistic, proportionate humans walking alongside Mario in New Donk City?

I’m really questioning these design choices, and have been ever since the game was revealed.

Conclusion

Overall, Super Mario Odyssey appears to be a hodge-podge.
That’s the word for it. Just a big stew of locations, art-styles, new and old Mario sensibilities, and certainly a gigantic mix of objectives and tasks.

Will such a recipe, with that many ingredients, actually turn out well? I sure hope so, because I’m a day-one customer and lifetime Mario fan. I do trust Nintendo, but I’m not fully sold on this new direction, and I know I won’t be unless I take the game home and it proves me wrong. If that happens, I’ll update you! Fortunately, I’m entering the experience with low expectations, and that’s the safest posture to take. We’ll find out on October 27th!

Beat It Blind: Snipperclips!

If we can accomplish this feat blindfolded, I think that means we’re a CUT above the rest. GET IT?!


Snipperclips is a fairly challenging game! This second-party title, uniquely created for the Switch console, is perfect for two players, but the difficulty does ramp up after only a handful of levels. So we thought… why not make this incredibly more challenging by having a blindfold on one of the players at all times?! I MEAN WHY NOT?!

“Escape the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
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PAX 2017 Trip Recap Vlog + Nindies

Got to meet: Peer, Brian, Zach, and even Jose!


#598 – We really had an awesome trip to PAX West 2017. Our patrons funded the trip, and we’re super thankful that you guys made it happen. In this Vlog you’ll get to see us travel, snag some last-minute Sunday passes, meet IGN staff, sneak into the showfloor while it was closed(!), play some Nindie titles, as well as new Mario & Luigi and Fire Emblem Warriors games! Make sure to watch until the end!

“Escape the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
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Pokken Tournament DX Impressions (PAX 2017)

I think I discovered a pattern… this guy always let me win Round 1 and then spanked me!


#597 – Pokken is back! We played the original on Wii U, but now the Switch is receiving a deluxe inversion that includes all the arcade characters, plus a newcomer! Scott challenges a Nintendo rep in this video, so forgive him if he gets spanked. At least you get to see four playable characters in action that weren’t available on the Wii U version!

“Escape the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
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Mario Odyssey Gameplay + Impressions (PAX 2017)

Yes, it is great.


#596 – Super Mario Odyssey is Nintendo’s next big hit game coming to Switch. We went hands-on and explored the Sand Kingdom. Included in this demo are a few different 8-bit challenge sections, purple coin locations, and an interesting Capture mechanic that involves a big Tiki Head and sunglasses. Enjoy this sneak-peak at Super Mario Odyssey!

“Escape the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
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Runner3 Gameplay + Impressions (PAX 2017)

Looking REALLY good for a 2018 title!


#595 – Runner3 is the third installment in the Bit.Trip Runner/Runner series, made by Gaijin Games/Choice Provisions. Commander Video has gone through some changes, including receiving the ability to double jump, wall-jump, and more! We went hands-on with a number of different levels and environments, and we gotta say, development seems pretty far along. It’s a really polished indie game. This is a tough one though, so forgive Scott when he dies!

“Escape the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
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