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Which is better, Link (Melee) or Link (Brawl)?

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I PLAYED SS

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Re: I PLAYED SS

Post by Link on Sun Dec 04, 2011 11:46 pm

Yeah I can sympathize, there is a huge problem with the Skyward Strike loading time but that's just because of how SS is.

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Re: I PLAYED SS

Post by Roxas on Mon Dec 05, 2011 12:20 am

Really you can't attribute problems to the Skyward Strike, it's more the fact taht there is no magic in SS so the sgame sucks.

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Re: I PLAYED SS

Post by Link on Mon Dec 05, 2011 8:28 pm

true dat

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Re: I PLAYED SS

Post by Link on Sat Dec 10, 2011 4:46 pm

Just fought Ghirahim and pwnt him, also did Skyview minus beating the Stalfos Knight.

Only took like a heart of damage against Debbie

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Re: I PLAYED SS

Post by Saria on Sat Dec 10, 2011 11:23 pm

You know how to loop him, right? Just hold the sword to the left, wait for him to focus on that position, bring the blade to the right then slash three times and add a spin attack, rinse and repeat til he gets his own blade.

He should teleport, if he holds his blade horizontally then do a horizontal spin attack, vertical then a vertical spin attack. Just sidehop to dodge his red beams. If he does his dash, shield bash then hack at him! You should be able to pass him without taking damage.

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Re: I PLAYED SS

Post by Link on Mon Dec 12, 2011 7:28 pm

Looping is easy, just beat him with only one heart of damage (or was that a couple days ago)

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Re: I PLAYED SS

Post by Link on Mon Dec 12, 2011 7:30 pm

The hard part is actually doing the spin attacks; Link likes to slash instead of spin, and then moments later he'll spin...

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Re: I PLAYED SS

Post by Link on Sat Dec 17, 2011 4:51 pm



idk how I forgot to post this.

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Re: I PLAYED SS

Post by Guest on Sun Dec 18, 2011 10:31 am

Is that all the minigames Skyward Sword has to offer? That's not many, and they certainly don't look that fun either :/

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Re: I PLAYED SS

Post by FaytKHZ on Sun Dec 18, 2011 1:26 pm

Well, they ARE pretty fun if you think about it ;D

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Re: I PLAYED SS

Post by Link on Mon Dec 19, 2011 11:45 pm

So it goes, then, that when I discover something I like, all the world conspires to shove it down my throat for six hours. The Legend of Zelda: Skyward Sword
is a big fan of not letting me play the game for more than 30 god darn
seconds before a widget beeps or my robo-fairy helper implores that I
press down on the control pad, or I come around some bend in the forest
and for the third darn time in 30 minutes red forest goblins are
assaulting some tertiary character and I have to endure some "Help me!"
dialogue before swatting the enemies away and then enduring some
drawn-out soliloquy of a "Thank you!"
In the first 20 minutes of the game, literally (by which I mean
"figuratively") every character and their second cousin stops you in the
street to tell you that your red bird is unique among these bird-riding
people, who ride birds, because most of the birds that these
bird-riding people ride are blue, and also that the birds pick the
riders at a young age (this they swiped from the dragon scene in Avatar),
and that your bird, who is red—which is unique here, where most of the
birds (which people ride) are blue—chose you at a young age, too, and
that it must have been some kind of fate, even though technically, hey,
it's fate that any birds choose anybody up here, where people ride birds
who choose them as riders at a young age.
Skyward Sword tells you everything about everything at least twice.

Skyward Sword tells you everything about everything at least
twice. You spend an hour learning the history and customs of Skyloft, a
floating island, only to, once on the surface, encounter a traveling
scholar (who you must save from red forest goblins, of course) who
relates to you all the stories he's heard of the island. I guess this
makes you feel cool: that's the part of the world I just experienced for
an hour, and it's special to this guy. Then the game just...does it
again. And again.

It's not just the plot details: Skyward Sword will pause to
tell you what a such-and-such is every darn time you pick up a
such-and-such in an environment where you've never picked up a
such-and-such before. You'll pick up a "jelly blob" after killing an
enemy, and then we'll zoom into Link's big dumb face. There's a text
window: "This may look like a piece of useless gunk"—whoa, whoa, let's
just stop right there. The game is recognizing one of its elements as
looking "like a piece of useless gunk". Aren't we supposed to be making
these games enthralling and full of exciting details? Earlier this year I
noticed that The Sims Social's description text for less
expensive items is outright insulting of the item: this is because the
game wants you to hate these things, and prefer the things you have to
pay actual money for. Is Nintendo turning Zelda into Farmville? Oh god . . . they are, aren't they?

Then the game forces a menu open and shows you where the jelly blob
is being store. With a flash and a schwing, the numeral by the jelly
blob icon increases by one. The next time you get a jelly blob, it
doesn't give you the description.

When you power the game down and then power it back up later, it gives you the description again. Holy lord—it's maddening.

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Re: I PLAYED SS

Post by Link on Tue Dec 20, 2011 12:11 am

In short, there I was, knowing that one day I'd be sitting in on a
Nintendo press conference where they debuted a Zelda game that looked
like The Lord of the Rings had a tryst with a Vaseline-coated Nintendo
64, and the enthusiastic cheers of the enthusiast press would be enough
to cause long-term ear damage.

So we light the torches, and the door opens, and . . . and that's the
moment where we're hooked. We are now A Zelda Fan For Life. This is the
sort of moment Zelda chief Eiji Aonuma is talking about when he says
that Zelda dungeons are supposed to "make the player feel smart".

All I was able to come up with in the 30 seconds between the last
paragraph and this one is that The Perfect Zelda Game would be somewhere
between Super Mario 64 and Gears of War 2. Yeah, there's a game design homework assignment about as easy as finding a flea on a football field.

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Re: I PLAYED SS

Post by Link on Tue Dec 20, 2011 12:49 am

Everything beeps in this god-forsaken game. There's that
familiar dread of being hit so many times the game starts beeping to
tell you you're almost dead. I hate that beeping. It ruined my
childhood. I swear: that beeping is why my little brother was afraid
well into his college years of being locked in a Target store after they
closed. That sound is the reason I jerk my microwave open the second
before the timer can count down to zero. That sound is the reason I
literally screamed like an electrocuted sheep the night I realized my new microwave oven beeps anyway when you open the door. It's a "yay!" beep. The low-health sound in The Legend of Zelda is likely also the reason I literally shrieked like a hen dropped into a pot of boiling butter the afternoon I realized my microwave will beep again if I leave my food in there for just one minute
after the timer counts down to zero. What fucking business is it of my
microwave's if I don't snatch my food out of there immediately? What a
nosy little machine. Not everyone is that hungry! And then there's my
hair straightener (cue the comments about this whole article is about a
guy straightening his hair!), the package of which boasted "automatic
shutdown": it heats up in thirty seconds and then shuts itself down
after thirty minutes of un-use, and once it shuts down it beeps shrilly
for literally 90 seconds. "Hey! Hey! Hey! Hey! Listen! It's me! Your
hair iron! You left me on! Your house hasn't burned down yet, or it has,
and you're dead, though obviously you're not paying attention to me, so
I'm just turning myself off over here! I'm already off! I'm just
beeping to let you know!"

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Re: I PLAYED SS

Post by Roxas on Wed Dec 21, 2011 1:12 am

I lol'ed so hard

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Re: I PLAYED SS

Post by Link on Wed Dec 21, 2011 1:25 pm

I'm loving SS. Seriously, the game needs a Magic Bar to place on OoT/MM's level though.

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Re: I PLAYED SS

Post by Link on Wed Dec 21, 2011 9:38 pm

Tauhid has three aspects:
Oneness of the Lordship of Allah;
Tauhid-ar-Rububiyyah: To believe that there is only one Lord for all the
universe and He is its Creator, Organizer, Planner, Sustainer and the
Giver of security and that is Allah Alone.

Oneness of the worship of Allah; Tauhid-al-Uluhiyyah (Ibadah): To believe that none has the right to be worshipped but Allah.

Oneness
of the Names and Attributes of Allah: Tauhid-al-Asma was-Sifat: To
believe that we must not name or quality Allah except with what He or
His Messenger (Sallahu Alaihi Was-Salam) has named or qualified Him;
None can be named or qualified with the Names or Qualifications of
Allah; we must believe in all the Qualities of Allah which Allah has
stated in His Book (the Qur'an) or mentioned through His Messenger
(Muhammad SAW) without changing their meaning or ignoring them
completely or twisting the meanings or likening them (giving
resemblance) to any of the created things e.g. Allah is present over His
Throne as mentioned in the Qur'an (V.20:5)

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Re: I PLAYED SS

Post by VentusXII on Thu Dec 22, 2011 2:57 pm

Link speaks the truth.

SS has too many problems with it to be GOTY.
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Re: I PLAYED SS

Post by Link on Fri Dec 23, 2011 2:36 am

Let alone better than OoT.

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Re: I PLAYED SS

Post by Roxas on Sat Dec 24, 2011 12:16 am

I should not need to tell you about how Skyward Sword uses Wii MotionPlus. [color:4cca=blue !important][color:4cca=blue !important]The [color:4cca=blue !important]game
tracks nine different types of sword strike, which must be used
strategically in battle. All of the 3D Zelda games have included
multiple directions for swings. Ocarina of Time originally allowed the
player to do horizontal and vertical swings as well as thrusts. While
little importance was placed on swing direction in those games, it’s
actually not true that it wasn’t a factor, and skilled players may have
noticed that swinging horizontally at Dark Link from the side opposite
his shield made landing a hit far easier, and paying attention to what
attack you use could be of use in both The Wind Waker and [color:4cca=blue !important][color:4cca=blue !important]Twilight [color:4cca=blue !important]Princess.
Despite this, however, it has never been used outside of obscure combat
tactics and Skyward Sword makes this feature newly prominent, as well
as doubling the number of possible strikes.

This new layer to the combat provides increased depth as well as
difficulty, as does anything that increases the complexity of a game.
Enemies also utilize the same control principle in their attacks and
especially in their guard, forcing you to quickly familiarize yourself
with new foes or else lose many hearts. Depending on [color:4cca=blue !important][color:4cca=blue !important]player [color:4cca=blue !important]skill
and unique playstyle, the player may find themselves having a lot of
trouble fighting even basic foes, and for some enemies this may never
completely go away, even late in the game. Whether this is true for you
or not will probably depend on your ability to adapt to the controls as
well as your ability to think with the concepts behind the combat and
enemy [color:4cca=blue !important][color:4cca=blue !important]design.

Two
of the Hidden Skills from Twilight Princess return as basic techniques,
as does the Sword Beam from classic Zelda games, now called the Skyward
Strike. The Ending Blow from Twilight Princess will be used to quickly
dispatch fallen enemies, and the Shield Bash is used to deflect enemy
blows and to preserve your shield; if an attack is successfully bashed
rather than merely blocked, the shield’s durability meter will not
deplete. These shield controls are an expansion to the basic ones that
were also first established in Ocarina of Time, and they function
identically to the new sword controls in that they add a new layer of
depth as well as difficulty. The shield will take getting used to, but
adds a lot to the game (especially in terms of inventory management and
upgrades), and can be invaluable in defending yourself against
challenging foes. You may, however, find that after mastering the
shield, the combat will no longer be nearly as challenging. You can use
the Shield Bash to create massive openings, allowing many free hits
without much risk. This is of great benefit to players who have
difficulty with the combat, but for those who enjoy the challenge, they
may find this disappointing unless they limit their use of the shield.

One of the downsides of Skyward Sword’s combat comes with the number
of enemies you’ll face. The enemy count is surprisingly small, and
you’ll constantly re-fight a lot of the same foes or only slight
variations of them. This is made acceptable by the depth, however. As I
previously stated, many of the foes will continue to challenge you
throughout the game, and many of the later weapons have various uses or
interesting results against enemies new and old. There’s always fun to
be had, even with recurring enemies.

You may still eventually find yourself wishing for a little more,
though. Most of the items are handled well, and there are plenty of
upgrades to spend your time on, but at times you may find yourself
wondering why certain items aren’t very useful outside of their obvious
applications, or why there weren’t upgrades available for them. Other
times it seems like Nintendo missed out on opportunities to make more
upgrades or give the weapons some good and obvious combat functionality,
like the Whip, which is virtually useless in combat and doesn’t do as
many things as the Snake Whip from Spirit Tracks did. The Clawshots have
also dropped functionality since their first appearance in Twilight
Princess, now becoming little more than a basic mobility item without
much active gameplay.

The
Clawshots and Whip are not even particularly useful during puzzle
sections, either. As I said, all the Clawshots do is allow you to move
from place to place, while the Whip only has incredibly standard use,
mostly flipping special Whip-only switches. No puzzle solving
whatsoever. Other items are used much better in the [color:4cca=blue !important][color:4cca=blue !important]puzzles,
however, and navigating the areas, removing barriers, and finding
secrets is often very enjoyable as you brainstorm unique ways to roll
bombs, or have to spot and carefully aim at targets with your bow at
great distances.

The puzzle-solving in Skyward Sword seems straightforward in some
areas, but in others it’s completely unique. The uniqueness often comes
from the [color:4cca=blue !important][color:4cca=blue !important]application
of the motion controls and new item functionality. Many Bomb rolling
puzzles can be found throughout the game, you’ll use the Gust Bellow to
blow away sand and manipulation propellers, and for the first time in a
while, careful sharpshooting with the Bow is crucial. The items are not
the only thing that adds a new dimension to the puzzles, though. You’ll
find that it’s often new concepts that create fun puzzles, like the
Stamina Meter, which limits your actions. There are plenty of simple but
enjoyable moments where the limitations of the Stamina Meter force you
to complete tasks quickly, or in stages, and this expanded element of
the gameplay, along with the motion controls, adds a huge new element to
the game. The controls in general allow expansion of the puzzle
elements from previous games, and as Nintendo has discussed, light
puzzle elements are present in nearly all battles due to the added depth
of the controls and combat [color:4cca=blue !important][color:4cca=blue !important]system.
The swimming controls are just like the Stamina Meter and other motion
controls in this, but they unfortunately suffer from hardly ever being
used. The game’s closest thing to a water dungeon, the Ancient Cistern,
requires very little swimming, and the only other swimming portions of
the game are very brief. This was a completely underused element. The
puzzles are also kept fresh in this game by the constant addition of new
elements, from the guardian eyes of the Skyview Temple, the rolling
boulders of the Earth Temple, the Timeshift Stones of Lanayru Desert, to
the moving of rooms in the game’s final dungeon.

The dungeon design of Skyward Sword in particular is impressive. As I discussed in my article about the Skyward Sword overworld,
many of the overworld areas feel like dungeons, in terms of how many
enemies you’ll face and in how many puzzles you’ll solve just getting
from point A to point B. You’ll even fight overworld bosses along the
way, such as The Imprisoned and Levias. This would make you think that
the dungeons of the game lack any importance, but in actuality Nintendo
has compensated by giving Skyward Sword some of the best dungeon design
of the series… for the most part.

In
previous Zelda games, many of the rooms in a dungeon will contain very
little to do. Twilight Princess in particular had vast dungeons with
many rooms and floors, but most of the rooms were generally meant for
only one or two things. Skyward Sword marks a complete reversal of this
trend; the majority of the dungeons have a single floor, use a minimal
number of rooms, and cram an amazingly large amount of things into each.
The Earth Temple, the second dungeon of the game, is the most extreme
example in that it contains literally only four rooms, but also
contains roughly the same amount of content as the dungeon preceding
it, which had many more rooms. These dungeons are complex, with a lot of
creative ideas, and they have seamless design so the experience flows
smoothly from puzzle to battle to new item.

I think that if this high level of quality had not been achieved, the
dungeons in Skyward Sword would have been far more disappointing than
those of other Zelda games, as they would have been overshadowed by the
dungeon-like overworld. With how the game is designed, however, the
dungeons act as pinnacles of gameplay, the decidedly funnest parts of
the game which you will still eagerly await. More than ever, these areas
and their bosses act as climaxes to sections of the game and as
breathtaking transitions from one region to the next.

What’s especially pleasing about these dungeons is how many themes they combine together and how much they innovate. In my past article about dungeons, I talked about the importance of unique themes in dungeons, and especially the combination
of many themes. To my delight, Skyward Sword beautifully showcases this
principle, outdoing even many of the more unique dungeons from past
games. Each dungeon is a distinct area that feels fresh because of its
own themes and ideas, and you rarely feel that you’re walking through
the same type of area. Unfortunately this does occur somewhat during the
game’s later half. After completing the fourth dungeon, the Ancient
Cistern (one of the most conceptually amazing dungeons in the game), you
will find yourself in the Sandship and the Fire Sanctuary, and while
both of these dungeons also have unique feelings and use their own
ideas, they do partially copy the gameplay concepts and atmospheres of
their predecessors from their corresponding regions, the Lanayru Mining
Facility and Earth Temple.

This is the point where the dungeon design also feels like it takes a
dip in quality. The first three dungeons are designed exceptionally
well and always have a new idea being presented, but the following three
have a more traditional Zelda execution, which isn’t necessarily bad,
but feels like a step back considering what the dungeons in the game’s
first half were like. This is an example of the game being incredibly
innovative, but unfortunately it’s also an example of how the game
sometimes loses its momentum.

The dungeons are challenging, dangerous areas – a [color:4cca=blue !important][color:4cca=blue !important]product
of both the new ideas and controls, but also of the dungeon design
itself. You will find the hardest enemies and worst traps of the game
here, and the puzzle design, particularly in the Lanayru Mining Facility
and Sky Keep, is devious. And this of course brings us to the bosses,
the final challenge of any dungeon.

The
mini-bosses return, of course, and are almost always the type of enemy
to challenge you in sword combat. These duals are often challenging and
fun, although it’s unfortunate that virtually all of them are sword
battles. Aside from this fact, the mini-bosses are a decent mix of
unique foes and powerful groups of regular enemies. There is even a
dungeon where you will fight none, and one where you will fight no less
than four.

The major bosses of the game however are very different. With the
exception of Ghirahim – a recurring boss encountered in two of the
game’s major dungeons – these are not sword battles. The bosses of
Skyward Sword are a varied collection of foes, from large monsters to
mechanized statues. The fights themselves are incredibly varied as well,
with no set standard. Ghirahim for example is impervious to most
weapons, and has no weakness to the items found in his dungeons; he is
purely a sword dual. This isn’t the only time where the use of the
dungeon’s item is limited or removed. Moldarach is largely a sword
battle, and the Gust Bellows from the dungeon are only used to reveal
him during his second phase. Most of the fight against Tentalus is much
the same. There is no set way or degree to which you’ll use the items,
and every boss has new ideas behind it.

Most of the bosses continue the two-phase concept from Twilight
Princess, forcing you to fight one section of the battle before a boss
reveals new tricks and changes the fight, but unlike in Twilight
Princess, the bosses can not usually be dispatched by revealing their
weak point and attacking it only three times. Instead, bosses often have
a lot of health that drags out the fight and makes it challenging. If
they were enemies that died quickly, they would have been nearly as easy
as those of previous games. These are some of the best boss fights of
the series, and indeed, I’d even credit them as some of the best of any [color:4cca=blue !important][color:4cca=blue !important]video game I’ve ever played.

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Re: I PLAYED SS

Post by Link on Sat Dec 24, 2011 2:15 pm

Roxas, take your BS and gtfo. SS is the worst 3D Zelda just above TP.

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Re: I PLAYED SS

Post by VanitasXII on Sat Dec 24, 2011 4:47 pm

A dark Zelda would work. By dark, I mean by catastrophic events, people
screaming, things like that. The villain has to be menacing and has to
show it. The lighthearted titles, meaning SS, TWW and so on...they have
hints at a darker theme but they don't expand upon them. I don't want
backstory to tell us the events, I want ingame cutscenes. We got the
brunt of the insanity that Majora's Mask had to offer us all in ingame
cutscenes. We saw the moon destroy Termina. We witnessed Majora go
completely insane. We could literally kill Sakon if we chose to. We
could let Romani get kidnapped by THEM.

Basically, I'm just tired of the same story we've been getting for the
past Zelda releases. I just really want a new LoZ release to be as dark
or even darker than MM – from what I've seen, we get the BEST character
development from the darker games. Things feel tense, there's a sense of
urgency and believe it or not, the villains of that particular game are
outright willing to destroy you; never are they **** or willing to
blow you off as nothing more than a gadfly.

On the topics of villains, I'd love to have the types of villains like these:

  • Caius
    Ballad (Final Fantasy XIII-2) – *minor spoilers* we get to see him kill
    Serah and Noel in two cutscenes, it was absolutely amazing [though
    sad]. He's the best villain Final Fantasy has ever seen. He's ACTUALLY
    EVIL.
  • Majora (Zelda:Majora's Mask) – Insanity at its finest.
  • Albert
    Wesker (Resident Evil series) – he didn't think twice about eliminating
    obstacles in his path to power. Be it his fellow S.T.A.R.S members or
    even Excella Gione, Wesker was absolutely ruthless. He even abused Jill
    Valentine, doing things that I won't say because of spoilers.

I do NOT want villains like these in future Zelda releases:

  • Demise (Zelda Skyward Sword) – He's ****. He's a joke. He's pointless, because he's nothing more than a plot device.
  • Ganondorf (Zelda Twilight Princess) – See Demise.
  • Zant/Ghirahim (TP & SS respectively) – Cool concepts, pawns to the very end.

The Zelda series needs amazing villains that do something ingame rather
than through backstory. We need to see devastating events happen to our
hero. Things of that sort would delight me. And none of them have to
feature blood, gore, nudity or even language. The word "inferno" can
replace that of "hell", "damnation" can be replaced by "sealing" and so
on. Heck, if I sealed Ganondorf in the sacred realm, I'm technically
damning him to the sacred realm as well, ain't I?
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Re: I PLAYED SS

Post by FaytKHZ on Sat Dec 24, 2011 11:51 pm

Van, everytime I see your avy I think you're Ven, then I see your siggy and I get so confused. Juxtify that, pl0x.

Yeah, SS was too lighthearted and the villains were absolute trash. I want a Caius, Wesker or a Majora. Caius especially, because he's badass.

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Re: I PLAYED SS

Post by Link on Wed Dec 28, 2011 7:26 pm

I got some SS vids coming; gotta render them then upload them (:

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Re: I PLAYED SS

Post by VentusXII on Thu Dec 29, 2011 12:53 am

Do show them, I hate this game but I'd love to see vids.
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Re: I PLAYED SS

Post by Amy on Thu Dec 29, 2011 1:26 am

Here are Link's new videos:


Fabulous Ghirahim is Terrible


Bird Flying is Terrible


Enemy AI is Terrible
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Re: I PLAYED SS

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