335 Posts Found by AuroVee
04-12-17 04:43 PM
| ID: 1334941 | 40 Words
| ID: 1334941 | 40 Words
AuroVee
ah2190
ah2190
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POSTS: 34/335
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Well, I can understand why you say that, darthyoda - I'm just speaking from the point of view of someone who is a Patreon of some artists who do offer a rebate on commissions based on how much you pledge. |
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04-12-17 03:32 PM
| ID: 1334935 | 101 Words
| ID: 1334935 | 101 Words
AuroVee
ah2190
ah2190
Level: 40





POSTS: 33/335
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That I have to agree is a good compromise: maybe for being a Patreon for a complete quarter, you get Viz based on the average payment made - either by rounding it to the tier equivalent (For example, if someone donates at the $2 tier for two months, but then ups it to the $50 tier for the third month, they'd only get Viz equivalent to what someone who always stuck at the $10 tier) or depending on the value rounded to the nearest dollar (in this case, they'd get as much as someone who pledged $18 for all three months) |
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04-12-17 02:55 PM
| ID: 1334929 | 58 Words
| ID: 1334929 | 58 Words
AuroVee
ah2190
ah2190
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POSTS: 32/335
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Just an |
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| The Latius of Vizzed |
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04-12-17 02:51 PM
| ID: 1334928 | 62 Words
| ID: 1334928 | 62 Words
AuroVee
ah2190
ah2190
Level: 40





POSTS: 31/335
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POSTS: 31/335
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I've had a look on the Patreon, and I will admit it does sound helpful. Although the only suggestion I want to make is maybe making it where once a Patreon has finished a payment for a month, they get a monthly income of Viz as a result based on their patronage value, although maybe not as much as a direct payment. |
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03-30-17 12:51 PM
| ID: 1333691 | 112 Words
| ID: 1333691 | 112 Words
AuroVee
ah2190
ah2190
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I am currently working on a guide for Suzuki Bakuhatsu, but I will need some help with sorting it out, mainly as I do not know the Normal difficulty time limits at this point in time, plus I would need some translations for a couple of the bombs - mainly, for the Lunchbox Bomb and the Heated Table bomb - so that I can explain why you need to cut the wire you have to cut in them. The guide will eventually be posted here on Vizzed once completed, but for now, the current WIP of the guide can be found here. Feel free to have a look and comment on it. The guide will eventually be posted here on Vizzed once completed, but for now, the current WIP of the guide can be found here. Feel free to have a look and comment on it. |
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03-28-17 03:02 AM
| ID: 1333519 | 68 Words
| ID: 1333519 | 68 Words
AuroVee
ah2190
ah2190
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No problem, Eirinn. In fact, I only found out about this game after someone did a tool assisted speeding of it, and it popped up in my YouTube home page. I watched it, and then I was hooked. True, we didn't have the equivalent of idol shows back then, which is one reason why it most likely never got ported over, but... Well, you can see for yourself. True, we didn't have the equivalent of idol shows back then, which is one reason why it most likely never got ported over, but... Well, you can see for yourself. |
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03-26-17 02:44 PM
| ID: 1333385 | 944 Words
| ID: 1333385 | 944 Words
AuroVee
ah2190
ah2190
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POSTS: 28/335
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POSTS: 28/335
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Suzuki Bakuhatsu is a surreal puzzle game which was only released in Japan, which features the daughter of a bomb disposal expert, the titular Suzuki, as she encounters bomb after bomb, sometimes in the most surreal of places. The game offers three different difficulty levels, which allows you to decide just how long you have to disarm each bomb, and also how many (if any) sections are trapped and thus need to be dismantled within a tight time frame. On Easy, you get the most time and the least number of trapped sections, while Hard will feature more trapped sections and tight time limits. The timer doesn't start until you start unscrewing the bomb, except for certain bombs which start ticking right away - however, those bombs are normally the easiest to defuse once you know the trick. Barring the cut screens, which are often slide shows of pictures with the odd video clip and some visual effects, the main graphics of the game give you 3D models of the bombs which you can move around to an extent, which can help you with disarming the bombs. While the game is Japan-exclusive, most of the menus are in English, and there's the usage of icons to show which tool you are using - from a screwdriver and a pair of wire cutters, to different wrenches and even torpedoes for one bomb. This allows for those who don't understand Japanese to be able to play through most of the game without much aid, even though there are bombs which require some knowledge of Japanese or, at the very least, a guide. For example, the phone bomb has you calling people who may or may not know which wire to cut, but unless you can read Japanese, you won't know that you want to avoid the blue wire and cut the red wire instead, from what one of the people you can call would tell you. There's 19 bombs in total which you can defuse, although through a single play through, you only defuse either 10 or 11 of them, of which five are fixed: the first three, which includes an orange, a (toy) gun and the previously mentioned phone; and the final two, involving a keyhole and Suzuki's friend, Ito. Other bombs include the Moon itself, Suzuki's Shadow, a Puzzle Box, a glass of Iced Tea, a Mech in which you have to face by playing Rock, Paper, Scissors and a Cassette Tape, among others. And all of them, barring the Mech 'bomb', always ends with the actual bomb with two wires, and you'd have to snip one of them to try and defuse the bomb. Snip the right one, and you move onto the next bomb. Snip the wrong one, trigger one of the detonation traps or run out of time, however, and the bomb will go off - if one of the former two, you may have to watch as the timer quickly speeds down to 0:00 before it goes off, and with the detonation traps early in a bomb, you may even see one of the latter traps enter a state where it's impossible for you to stop before it triggers the detonator. And each bomb has its own unique explosion animation before you get the chance to try again, (as many times as you like) load a prior save or give up and return to the main menu. There is some replay value in Suzuki Bakuhatsu, as you can go back once you've completed the game and start again, disarming the bombs you hadn't disarmed and taking on harder versions of the bombs you have disarmed, unless you did it on Hard in which case it stays at that difficulty. And each bomb you defuse gives an extra part of the post-credits bonus, where you can see every explosion for failing in order. Plus, there's trying to get the elusive SA Rank, which can only be gotten by completely dismantling the bomb - dead ends included - quickly enough. There's also trying to disarm the bomb as quickly as possible as well, once you get the hang of how you can disarm a bomb. The story is a bit over the place, due to the non-linear nature of the game, but each stage has an introduction, the bomb itself, and then an epilogue for that stage. It can be crazy, such as a baseball game leading to a pinball table which contains a bomb, or Suzuki watching a TV show before finding herself in said show. But at least the epilogue links to the introduction leading up to the bomb, and most of the explosions also link to either what was going on, or to the bomb itself. While there isn't a lot of music, this serves to the game's advantage, as there's less for you to be distracted by. And, during some of the bombs, Suzuki will hum or sing to herself while she works on dismantling the bomb. Although there's the somewhat annoying siren which plays during the trapped sections, which is a reminder that you don't have long to finish the section you're working on... Overall, Suzuki Bakuhatsu is, while nothing like the more recent Keep Talking and Nobody Explodes, a good game which will challenge your mind and also sees how well you can cope under pressure in what could be a life or death situation. It is a shame that it never was translated into English, but with the help of guides, you will be able to play through it regardless. Just remember that it is not just Suzuki's life which may be on the line... The game offers three different difficulty levels, which allows you to decide just how long you have to disarm each bomb, and also how many (if any) sections are trapped and thus need to be dismantled within a tight time frame. On Easy, you get the most time and the least number of trapped sections, while Hard will feature more trapped sections and tight time limits. The timer doesn't start until you start unscrewing the bomb, except for certain bombs which start ticking right away - however, those bombs are normally the easiest to defuse once you know the trick. Barring the cut screens, which are often slide shows of pictures with the odd video clip and some visual effects, the main graphics of the game give you 3D models of the bombs which you can move around to an extent, which can help you with disarming the bombs. While the game is Japan-exclusive, most of the menus are in English, and there's the usage of icons to show which tool you are using - from a screwdriver and a pair of wire cutters, to different wrenches and even torpedoes for one bomb. This allows for those who don't understand Japanese to be able to play through most of the game without much aid, even though there are bombs which require some knowledge of Japanese or, at the very least, a guide. For example, the phone bomb has you calling people who may or may not know which wire to cut, but unless you can read Japanese, you won't know that you want to avoid the blue wire and cut the red wire instead, from what one of the people you can call would tell you. There's 19 bombs in total which you can defuse, although through a single play through, you only defuse either 10 or 11 of them, of which five are fixed: the first three, which includes an orange, a (toy) gun and the previously mentioned phone; and the final two, involving a keyhole and Suzuki's friend, Ito. Other bombs include the Moon itself, Suzuki's Shadow, a Puzzle Box, a glass of Iced Tea, a Mech in which you have to face by playing Rock, Paper, Scissors and a Cassette Tape, among others. And all of them, barring the Mech 'bomb', always ends with the actual bomb with two wires, and you'd have to snip one of them to try and defuse the bomb. Snip the right one, and you move onto the next bomb. Snip the wrong one, trigger one of the detonation traps or run out of time, however, and the bomb will go off - if one of the former two, you may have to watch as the timer quickly speeds down to 0:00 before it goes off, and with the detonation traps early in a bomb, you may even see one of the latter traps enter a state where it's impossible for you to stop before it triggers the detonator. And each bomb has its own unique explosion animation before you get the chance to try again, (as many times as you like) load a prior save or give up and return to the main menu. There is some replay value in Suzuki Bakuhatsu, as you can go back once you've completed the game and start again, disarming the bombs you hadn't disarmed and taking on harder versions of the bombs you have disarmed, unless you did it on Hard in which case it stays at that difficulty. And each bomb you defuse gives an extra part of the post-credits bonus, where you can see every explosion for failing in order. Plus, there's trying to get the elusive SA Rank, which can only be gotten by completely dismantling the bomb - dead ends included - quickly enough. There's also trying to disarm the bomb as quickly as possible as well, once you get the hang of how you can disarm a bomb. The story is a bit over the place, due to the non-linear nature of the game, but each stage has an introduction, the bomb itself, and then an epilogue for that stage. It can be crazy, such as a baseball game leading to a pinball table which contains a bomb, or Suzuki watching a TV show before finding herself in said show. But at least the epilogue links to the introduction leading up to the bomb, and most of the explosions also link to either what was going on, or to the bomb itself. While there isn't a lot of music, this serves to the game's advantage, as there's less for you to be distracted by. And, during some of the bombs, Suzuki will hum or sing to herself while she works on dismantling the bomb. Although there's the somewhat annoying siren which plays during the trapped sections, which is a reminder that you don't have long to finish the section you're working on... Overall, Suzuki Bakuhatsu is, while nothing like the more recent Keep Talking and Nobody Explodes, a good game which will challenge your mind and also sees how well you can cope under pressure in what could be a life or death situation. It is a shame that it never was translated into English, but with the help of guides, you will be able to play through it regardless. Just remember that it is not just Suzuki's life which may be on the line... |
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03-26-17 01:09 PM
| ID: 1333383 | 92 Words
| ID: 1333383 | 92 Words
It has been a long time since I last posted here, if I had, but my likes have only changes slightly. My favorite Legendary is either Latias or Latios, with Yveltal a close second - but only outside of RPs. In RPs, I have a fear of sorts for the Destruction legendary. Lucario still has my vote as the best Pokémon, but Type:Null and it's evolution are close behind, and they are my top Gen VII Pokémon. As for Starter, excluding Pikachu (which takes third place) - I have to go Braxien. My favorite Legendary is either Latias or Latios, with Yveltal a close second - but only outside of RPs. In RPs, I have a fear of sorts for the Destruction legendary. Lucario still has my vote as the best Pokémon, but Type:Null and it's evolution are close behind, and they are my top Gen VII Pokémon. As for Starter, excluding Pikachu (which takes third place) - I have to go Braxien. |
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03-26-17 01:02 PM
| ID: 1333382 | 25 Words
| ID: 1333382 | 25 Words
Unfortunately, that's not the case. I rarely use the Shell Bell myself. Although on the subject of held items, the next poster likes the Leftovers. Although on the subject of held items, the next poster likes the Leftovers. |
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05-29-13 08:19 AM
| ID: 805827 | 77 Words
| ID: 805827 | 77 Words
Charmander - 12 Bulbasaur - 10 Ivysaur - 11 Squirtle - 14 Wartortle - 12 Blastoise - 11 Chikorita - 10 Bayleef - 16 Meganium - 18 Cyndaquil - 14 Quilava - 12 Typhlosion - 13 Totodile - 11 Croconaw - 8 Torchic - 14 Combusken - 8 Grovyle - 14 Sceptile - 8 Marshtomp - 6 (-3) Turtwig - 13 Grotle - 12 Torterra - 18 Piplup - 11 Empoleon - 7 Servine - 9 (+1) Bulbasaur - 10 Ivysaur - 11 Squirtle - 14 Wartortle - 12 Blastoise - 11 Chikorita - 10 Bayleef - 16 Meganium - 18 Cyndaquil - 14 Quilava - 12 Typhlosion - 13 Totodile - 11 Croconaw - 8 Torchic - 14 Combusken - 8 Grovyle - 14 Sceptile - 8 Marshtomp - 6 (-3) Turtwig - 13 Grotle - 12 Torterra - 18 Piplup - 11 Empoleon - 7 Servine - 9 (+1) |
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05-26-13 07:04 PM
| ID: 804359 | 42 Words
| ID: 804359 | 42 Words
play4fun : It's my second review, although the first one was much shorter. And, yeah, I may had not fully clarified some things in the review, but I couldn't think of anything else to add at the time. But thanks for the feedback. |
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05-26-13 04:11 PM
| ID: 804259 | 85 Words
| ID: 804259 | 85 Words
Charmander - 12 Bulbasaur - 10 Ivysaur - 11 Squirtle - 14 Wartortle - 12 Blastoise - 11 Chikorita - 9 Bayleef - 16 Meganium - 18 (+1) Cyndaquil - 14 Quilava - 12 Typhlosion - 13 Totodile - 11 Croconaw - 10 Feraligatr - OUT! (-1) Torchic - 13 Combusken - 8 Grovyle - 12 Sceptile - 11 Marshtomp - 9 (-1) Turtwig - 13 Grotle - 12 Torterra - 18 Piplup - 11 Empoleon - 10 Servine - 12 Dewott - 2 (-1) Bulbasaur - 10 Ivysaur - 11 Squirtle - 14 Wartortle - 12 Blastoise - 11 Chikorita - 9 Bayleef - 16 Meganium - 18 (+1) Cyndaquil - 14 Quilava - 12 Typhlosion - 13 Totodile - 11 Croconaw - 10 Feraligatr - OUT! (-1) Torchic - 13 Combusken - 8 Grovyle - 12 Sceptile - 11 Marshtomp - 9 (-1) Turtwig - 13 Grotle - 12 Torterra - 18 Piplup - 11 Empoleon - 10 Servine - 12 Dewott - 2 (-1) |
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05-26-13 04:09 PM
| ID: 804256 | 608 Words
| ID: 804256 | 608 Words
F-Zero: GP Legend is an interesting addition to the F-Zero series of games, taking the universe of the amine – which is also called F-Zero: GP Legend – and creating a story mode which, while short – most of the 8 Story Mode stories have only five missions, although two of them have a bonus sixth mission which can be unlocked – manages to give the player the general feel of the amine. It can also be considered a bit of a midquel of the amine, taking place sometime during the first – and only – season. Before and after each mission in a story, you are treated to a (skippable) cutscreen which develops the plot – although it is not recommended to skip the pre-mission cutscreen the first time, as at the end of it, you are told what you have to do for that mission: ranging from either winning a race or beating a certain opponent on either one of the game’s circuits (two of which are only playable in Story Mode) or on a sprint track (which are only playable in the missions) to taking out someone prior to the end of the race or making sure to stay in first place. And you’ll need to play through them all in order to unlock all of the characters, some of which require you to have to get $2,550,000,000 cash from the missions. (This is impossible to achieve in a single run, requiring missions to be repeated in order to reach the goal) The music of GP Legend is a series of great remixes of the original F-Zero themes, such as Mute City, Port Town, White Land, Silence and Big Blue, while including new songs for locations like Mist Flow. And the announcer – who, in the amine, is known as Mr. Zero – is not as much of a big ham, like they are in the other games, which makes a welcome change. The Graphics of GP Legend are great, barring a few minor things, such as the flickering map. I can’t confirm if this is just an emulator problem or if this happens when played on a real GBA, but it can be distracting at times. As for the game play, if you had played the original F-Zero, you’ll feel somewhat at home, as the game play is closely related to that, but with some additions from the latter games, such as the boost system of F-Zero X, where you can expend some of the machine’s energy to gain a burst of speed, and GX’s side attacks, which gives you the ability to attack without taking damage from said attack. And, some of the tracks from F-Zero make an appearance in the bonus Platinum Cup, which helps with the nostalgia factor. The difficulty in the game starts out low to begin with, but there are some missions which are ridiculously hard, like the final mission of Black Shadow’s Story Mode, as well as harder variations of the tracks in GP mode when you take on the Expert Class – of which one is used for both Black Shadow’s final mission and one of the bonus missions. All in all, F-Zero: GP Legend is a welcome addition to the series, combining the best of the three console games into a fast-paced racing game which leaves you wanting more. It’s a shame the sequel only came out in Japan… but then again, the amine was canned in the US before the season was completed, yet Japan got the whole season, which included the epic moment which has forever gone down in history as Falcon’s greatest move… Before and after each mission in a story, you are treated to a (skippable) cutscreen which develops the plot – although it is not recommended to skip the pre-mission cutscreen the first time, as at the end of it, you are told what you have to do for that mission: ranging from either winning a race or beating a certain opponent on either one of the game’s circuits (two of which are only playable in Story Mode) or on a sprint track (which are only playable in the missions) to taking out someone prior to the end of the race or making sure to stay in first place. And you’ll need to play through them all in order to unlock all of the characters, some of which require you to have to get $2,550,000,000 cash from the missions. (This is impossible to achieve in a single run, requiring missions to be repeated in order to reach the goal) The music of GP Legend is a series of great remixes of the original F-Zero themes, such as Mute City, Port Town, White Land, Silence and Big Blue, while including new songs for locations like Mist Flow. And the announcer – who, in the amine, is known as Mr. Zero – is not as much of a big ham, like they are in the other games, which makes a welcome change. The Graphics of GP Legend are great, barring a few minor things, such as the flickering map. I can’t confirm if this is just an emulator problem or if this happens when played on a real GBA, but it can be distracting at times. As for the game play, if you had played the original F-Zero, you’ll feel somewhat at home, as the game play is closely related to that, but with some additions from the latter games, such as the boost system of F-Zero X, where you can expend some of the machine’s energy to gain a burst of speed, and GX’s side attacks, which gives you the ability to attack without taking damage from said attack. And, some of the tracks from F-Zero make an appearance in the bonus Platinum Cup, which helps with the nostalgia factor. The difficulty in the game starts out low to begin with, but there are some missions which are ridiculously hard, like the final mission of Black Shadow’s Story Mode, as well as harder variations of the tracks in GP mode when you take on the Expert Class – of which one is used for both Black Shadow’s final mission and one of the bonus missions. All in all, F-Zero: GP Legend is a welcome addition to the series, combining the best of the three console games into a fast-paced racing game which leaves you wanting more. It’s a shame the sequel only came out in Japan… but then again, the amine was canned in the US before the season was completed, yet Japan got the whole season, which included the epic moment which has forever gone down in history as Falcon’s greatest move… |
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05-26-13 03:47 PM
| ID: 804240 | 28 Words
| ID: 804240 | 28 Words
SuperCrash64 : Thank you for the response. I'll make sure to keep those things in mind when I finish working on my F-Zero: GP Legend review, which I've drafted. |
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05-26-13 02:00 PM
| ID: 804177 | 214 Words
| ID: 804177 | 214 Words
Pokémon of the Past is, to be frank, a not-so-good hack of Link's Awakening. While it's not too bad... it could had been a lot worse. My main complaints of the game are as follows: first, some of the sprites could had been done a lot better, as it's mainly Link and his items which are replaced sprite-wise. Second, the text is badly done - with words cut up and the combination of old and new text making it hard to read some of the story. Third, while I understand why the hacker possibly renamed the dungeons as gyms, I don't think it works as well as they intended. And fourth... why use Poké Balls in place of hearts? Sound-wise... I had hoped to hear some more Pokémon-related themes in this hack, rather than the standard Zelda music. But at least the beeping is not as annoying in this game compared to other games. As for the story, while it follows the same logic as Link's Awakening, the equivalent of the Wind Fish in this game, Serebi... That's somewhat of a turn-off for me. Finally, while the hack is somewhat long, it's not one which I would recommend to anyone to try out. You'll be better off playing Link's Awakening DX than this hack. My main complaints of the game are as follows: first, some of the sprites could had been done a lot better, as it's mainly Link and his items which are replaced sprite-wise. Second, the text is badly done - with words cut up and the combination of old and new text making it hard to read some of the story. Third, while I understand why the hacker possibly renamed the dungeons as gyms, I don't think it works as well as they intended. And fourth... why use Poké Balls in place of hearts? Sound-wise... I had hoped to hear some more Pokémon-related themes in this hack, rather than the standard Zelda music. But at least the beeping is not as annoying in this game compared to other games. As for the story, while it follows the same logic as Link's Awakening, the equivalent of the Wind Fish in this game, Serebi... That's somewhat of a turn-off for me. Finally, while the hack is somewhat long, it's not one which I would recommend to anyone to try out. You'll be better off playing Link's Awakening DX than this hack. |
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Affected by 'Laziness Syndrome'
Registered: 05-15-13
Last Post: 2985 days
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| The Latius of Vizzed |
Affected by 'Laziness Syndrome'
Registered: 05-15-13
Last Post: 2985 days
Last Active: 1638 days
05-25-13 05:45 AM
| ID: 803320 | 90 Words
| ID: 803320 | 90 Words
Charmander - 12 Charmeleon - 3 (-2) Bulbasaur - 10 Ivysaur - 11 Squirtle - 13 Wartortle - 12 Blastoise - 11 Chikorita - 8 Bayleef - 15 Meganium - 17 Cyndaquil - 14 Quilava - 12 Typhlosion - 13 Totodile - 11 Croconaw - 10 Feraligatr - 7 Torchic - 12 Combusken - 10 Treecko - 6 (-1) Grovyle - 12 Sceptile - 12 Marshtomp - 10 Turtwig - 13 Grotle - 12 Torterra - 16 Piplup - 11 Empoleon - 10 Servine - 12 (+1) Dewott - 6 Charmeleon - 3 (-2) Bulbasaur - 10 Ivysaur - 11 Squirtle - 13 Wartortle - 12 Blastoise - 11 Chikorita - 8 Bayleef - 15 Meganium - 17 Cyndaquil - 14 Quilava - 12 Typhlosion - 13 Totodile - 11 Croconaw - 10 Feraligatr - 7 Torchic - 12 Combusken - 10 Treecko - 6 (-1) Grovyle - 12 Sceptile - 12 Marshtomp - 10 Turtwig - 13 Grotle - 12 Torterra - 16 Piplup - 11 Empoleon - 10 Servine - 12 (+1) Dewott - 6 |
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Affected by 'Laziness Syndrome'
Registered: 05-15-13
Last Post: 2985 days
Last Active: 1638 days
| The Latius of Vizzed |
Affected by 'Laziness Syndrome'
Registered: 05-15-13
Last Post: 2985 days
Last Active: 1638 days
05-24-13 06:55 AM
| ID: 802696 | 104 Words
| ID: 802696 | 104 Words
bavragor : Wrong list, mate. FunnyFurret : PIKACHU!!! That's two of my best Starters down! Charmander - 12 Charmeleon - 6 Bulbasaur - 10 Ivysaur - 11 Squirtle - 13 Wartortle - 12 Blastoise - 11 Chikorita - 8 Bayleef - 14 Meganium - 17 (+1) Cyndaquil - 14 Quilava - 12 Typhlosion - 13 Totodile - 10 Croconaw - 9 Feraligatr - 10 Torchic - 10 Combusken - 10 Treecko -12 Grovyle - 12 Sceptile - 12 Marshtomp - 9 (-3) Turtwig - 13 Grotle - 12 Torterra - 16 Piplup - 11 Prinplup - 7 Empoleon - 10 Servine - 11 Dewott - 10 FunnyFurret : PIKACHU!!! That's two of my best Starters down! Charmander - 12 Charmeleon - 6 Bulbasaur - 10 Ivysaur - 11 Squirtle - 13 Wartortle - 12 Blastoise - 11 Chikorita - 8 Bayleef - 14 Meganium - 17 (+1) Cyndaquil - 14 Quilava - 12 Typhlosion - 13 Totodile - 10 Croconaw - 9 Feraligatr - 10 Torchic - 10 Combusken - 10 Treecko -12 Grovyle - 12 Sceptile - 12 Marshtomp - 9 (-3) Turtwig - 13 Grotle - 12 Torterra - 16 Piplup - 11 Prinplup - 7 Empoleon - 10 Servine - 11 Dewott - 10 |
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Affected by 'Laziness Syndrome'
Registered: 05-15-13
Last Post: 2985 days
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| The Latius of Vizzed |
Affected by 'Laziness Syndrome'
Registered: 05-15-13
Last Post: 2985 days
Last Active: 1638 days
05-22-13 05:28 PM
| ID: 801658 | 315 Words
| ID: 801658 | 315 Words
I've already have a few variants of Poké Balls going around , so might as well share them here: The XD Ball Version 1 - The first of the XD Poké balls made, and designed to be reusable after transferring the Pokémon to another Poke ball. The Master XD Ball - An upgrade to the XD Ball V1 which never fails to capture a Pokémon. Only one Master XD Ball was ever made - and it is currently the Poke ball containing XD001. The XD Ball Version 2 (Prototype) - A planned upgrade to the XD Ball which would had included the capability to Snag Shadow Pokémon. However, the single prototype not only failed to snag a Shadow Pokémon, but was rendered useless afterwards. However, the tech used in this prototype would end up being used to help create the Veeballs. The Veeball Version 1 - The first of the Veeballs, created by Professor Samantha Wong after she defected from Cipher. This was created in secret - in fact, it was so secret that no-one outside of the people working on it knew about it. The XD Ball Version 2 - The true upgrade to the XD Ball Version 1, this Poké ball not only was much more likely to catch Shadow Pokémon (although they still needed a Snag Machine or Snag Glove in order to Snag the Pokémon) but it allowed the user to check the status of the Pokémon inside with ease without having to use certain devices. The Veeball Version 2.0 - The combination of the Veeball Version 1 and the XD Ball Version 2. It has a Purification Energy Dispersal Field, an Internal Translator, (which was inspired by the results of the Pokétalk Project) a Light Source Ring, a DNA Scanner, a Internal Communicator which could connect to the HQ Network and a shock rod for expelling it from... certain places. The XD Ball Version 1 - The first of the XD Poké balls made, and designed to be reusable after transferring the Pokémon to another Poke ball. The Master XD Ball - An upgrade to the XD Ball V1 which never fails to capture a Pokémon. Only one Master XD Ball was ever made - and it is currently the Poke ball containing XD001. The XD Ball Version 2 (Prototype) - A planned upgrade to the XD Ball which would had included the capability to Snag Shadow Pokémon. However, the single prototype not only failed to snag a Shadow Pokémon, but was rendered useless afterwards. However, the tech used in this prototype would end up being used to help create the Veeballs. The Veeball Version 1 - The first of the Veeballs, created by Professor Samantha Wong after she defected from Cipher. This was created in secret - in fact, it was so secret that no-one outside of the people working on it knew about it. The XD Ball Version 2 - The true upgrade to the XD Ball Version 1, this Poké ball not only was much more likely to catch Shadow Pokémon (although they still needed a Snag Machine or Snag Glove in order to Snag the Pokémon) but it allowed the user to check the status of the Pokémon inside with ease without having to use certain devices. The Veeball Version 2.0 - The combination of the Veeball Version 1 and the XD Ball Version 2. It has a Purification Energy Dispersal Field, an Internal Translator, (which was inspired by the results of the Pokétalk Project) a Light Source Ring, a DNA Scanner, a Internal Communicator which could connect to the HQ Network and a shock rod for expelling it from... certain places. |
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Affected by 'Laziness Syndrome'
Registered: 05-15-13
Last Post: 2985 days
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| The Latius of Vizzed |
Affected by 'Laziness Syndrome'
Registered: 05-15-13
Last Post: 2985 days
Last Active: 1638 days
05-22-13 03:50 AM
| ID: 801310 | 117 Words
| ID: 801310 | 117 Words
Why all the sudden hate for Pikachu? Oh, right... Because I did THAT. Well, sorry, but that's how the cookie breaks. Charmander - 12 Charmeleon - 6 (-1) Bulbasaur - 10 Ivysaur - 11 Squirtle - 13 Wartortle - 12 Blastoise - 11 Pikachu - 9 (+1) Chikorita - 7 (-1) Bayleef - 12 Meganium - 16 Cyndaquil - 14 Quilava - 12 Typhlosion - 11 Totodile - 10 Croconaw - 9 Feraligatr - 13 Torchic - 10 Combusken - 9 Treecko -12 Grovyle - 12 Sceptile - 12 Marshtomp - 12 (-1) Turtwig - 11 Grotle - 12 Torterra - 16 Piplup - 11 Prinplup - 10 Empoleon - 13 Servine - 11 Dewott - 13 Charmander - 12 Charmeleon - 6 (-1) Bulbasaur - 10 Ivysaur - 11 Squirtle - 13 Wartortle - 12 Blastoise - 11 Pikachu - 9 (+1) Chikorita - 7 (-1) Bayleef - 12 Meganium - 16 Cyndaquil - 14 Quilava - 12 Typhlosion - 11 Totodile - 10 Croconaw - 9 Feraligatr - 13 Torchic - 10 Combusken - 9 Treecko -12 Grovyle - 12 Sceptile - 12 Marshtomp - 12 (-1) Turtwig - 11 Grotle - 12 Torterra - 16 Piplup - 11 Prinplup - 10 Empoleon - 13 Servine - 11 Dewott - 13 |
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Affected by 'Laziness Syndrome'
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| The Latius of Vizzed |
Affected by 'Laziness Syndrome'
Registered: 05-15-13
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05-21-13 05:08 AM
| ID: 800661 | 33 Words
| ID: 800661 | 33 Words
I would say FNT, but that's not a status effect per say. So... I have to go with Confusion. Getting hurt if the move fails? That has caused some PKMN to FNT beforehand... |
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Affected by 'Laziness Syndrome'
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| The Latius of Vizzed |
Affected by 'Laziness Syndrome'
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