Showing posts sorted by relevance for query rogue. Sort by date Show all posts
Showing posts sorted by relevance for query rogue. Sort by date Show all posts

Tuesday, August 01, 2017

Rogue





The ultima gauntlet?

I've always had a spark of curiosity for Rogue but also wondered why I should bother with a "roguelike" when I could crawl within the realms of Dungeon Master. Of course, I'm being silly as players crawled long before; spending their lunch breaks in a text-based dungeon looking for the Amulet of Yendor! Epyx released our sexy conversion back in 1986 and it's essentially the same venture through the Dungeons of Doom but we have fantastic graphics to replace the original text (no complaints from me! lol).

The dungeons may look primitive but suit the atmosphere and I love it!! For me, it's the monsters that look the best as these are superbly drawn - I love the Ice Monster the most. And the Zombie looks like he's about to get down and boogie. Pressing the Enter key will zoom out to display and the entire map - viewed full screen. This is probably favourable to the purist using a more traditional oldskool view of the dungeon? Monsters are then represented by letters, ie: B for Bat, R for Rattlesnake, Z for Zombie, etc...

Which visual display style is best for you? Let's take a look at both in these screenshots...



Carefully explore all unique locations and zoom out to see the map...



This is great and allows you to see the entire map.




Let the adventure begin!

From the start, we're introduced to the adventure schematics that allow us to explore in relative safety with only minor baddies to contend with. This is a good learning curve because a novice adventurer (ie, me) appreciates it. However, having said that take a look at my screenshot from a recent game. Wow, quite an incredible gang of nasties, I'm sure you'll agree? But this is also a testament to the game's ability to randomly generate interesting scenarios with each attempt. So, Rogue will always feel different each time you decide to boot it up.

Directional control of our little explorer is done using the ST's keypad which can be used in combo with the mouse. I prefer to use the keyboard for everything. There are other useful functions such as ALT/click to identify objects/creatures. Pressing F1 duplicates your last action with other shortcuts like 0 to rest and '.' to search (repeated searches give the best results). Try it keyboard only and I'm sure you'll agree.

Rogue is an ARPG meant to be enjoyed from the start to death/victory. Once you've been beaten, you are buried and this is permanent. You can save your progress but, coming back to continue is only allowed once (as that file is deleted). Hence, permadeath - it may sound unfair but works well to suit the original.

Hey, do you fancy a couple more Rogue screenshots? What? Really? I knew you did...



There's so much to this old dungeon crawler.



Looks like I'm carrying a lot. Fancy a chomp on my food?




Beware, you're not alone!

The enemies are a wild bunch; from traditional beasts like Snakes, Zombies and Bats to fantasy spooks like Ice Monsters, Hobgoblins and even Emus. Yes, there are emus down there! It's worth noting that not every character is immediately aggressive so it's advisable to try and tiptoe around a Leprechaun, a Nymph or a Centaur. I only wish Trolls and Wraiths had that relaxed temperament as they are mean - how good is your defence?

Fight using swords, axes and more but there are also magical scrolls and potions which perform a variety of uses like illuminating the dungeons, increasing health, weapon strength, and much more. However, not all are good so you may wish to empower yourself with the ability to identify any obscure items you may be carrying. After all, you might mistakingly conjure a demon or leave yourself blind in the darkness.

Like the dungeon, both enemies and objects are randomly generated so you never get to perform the same battle twice or know the location of items. This is one of the many things that makes Rogue special.

Let's put the reading on pause whilst you gander at a couple more screenshots...



Some kind soul has left food and it's not rotten.



Oh no, a Centaur appears and he's not happy!




Tricks and traps

Rogue has many hidden traps. So if something doesn't feel right, remember to search and you might just uncover a hidden passage. Watch out for teleporters that will zap you to another part of the map or maybe even drop you down a level. Gas sends you to sleep and bear traps are dangerous and require a few turns to escape their clutch. Avoid the temptation of a Nymph who might sneak something from your inventory -  and I laughed when battling a Leprechaun as he actually managed to rob me of my gold. O_o

Rogue has aspects which are traditional yet amusing like being caught by cursed clothing which is impossible to remove without using the right spell to counteract it. I travelled for five levels before being able to remove a nasty piece of cursed chainmail. Cursed clothing, who'd have thunk it? Irritating but humorous too.

Finally, remember to look after yourself and watch those stats. Food is sparse down in the dungeons, so collect everything and only stop for a bite when it's absolutely needed. The action is lurking around every corner but a careful adventurer will find tactical exploring to be both enjoyable and rewarding. Think before you act.

Can you tell that I'm enjoying Rogue? This game is hot stuff and it's now screenshot time...



Carefully, I sneak by the old bat (insert mother-in-law joke)



Beware of leprechauns on level 7... $$$




Aesthetics?

Nobody loads up Rogue to be blown away by dazzling visuals but this is actually better than I imagined. I love how the dungeons look; bright, colourful and quite bare. It looks the business and feels like a graphical upgrade on the original but without ruining it. As I said earlier, the best parts are the sprites and those little iddy-biddy monsters lurking in the dungeon is fantastic. They are updated yet faithful to the theme.

The Sound effects are authentic to the original, ie there aren't any! Well, little beyond the default clicks & dings we're all used to as ST owners, which is perfectly fine and natural to what Rogue is all about. However, I'd have liked an option to turn off the clicks without having to resort to using something like XControl.

I had an idea for my video recording - that's at the top of this page - so scroll back up. I wanted to replace the silence with something eerie using the Atari STe ACCessory: STe Background Audio Player. This plays samples using the DMA coprocessor and works tremendously well without any slowdown. Let me know what you guys think?

We're almost at the end of this gripping review so here are the last screenshots...


Use this view for a bigger image of your dungeon and keep stock of the inventory.



The fun didn't last long ... I only reached level 7. Yikes!




The CryptO'pinion?

As I write, I've reached level 14 which is an outstanding feat for me! However, Rogue has cranked up the difficulty a lot since level 9 and I'm struggling. I'm low on supplies and suffered heavily when fighting a Wraith and a Troll. I need to rest and hope nothing creeps up while I'm vulnerable. Hang on, I've just found a healing potion and a spell to confuse the monsters. There is so much to this fascinating game!!

Yes, Rogue is easy to get into and extremely rewarding. I'm still learning the ropes of this immense dungeon crawler and have only scratched the surface. Rogue thrills and excites this old gamer and I am loving every minute of my tremendous adventure. This is quite possibly one of the best Atari ST games I've played.

That's right, this is an adventurer's masterpiece. Absolutely wonderful and highly recommended!!


Brave adventurers use their hard drives.
Oldskoolers use Automation #79 floppy disk.

Are you struggling with Rogue??
Then view my level maps, which will help!!




Thursday, December 19, 2024

RogueCrypt





ROGUE!!

I've been considering doing this for quite a while. Why it's taken me so long is anyone's guess, but I can imagine most of you already use Peter's excellent hard drive version? Nonetheless, I have created my own bootable floppy image, which I have named RogueCrypt. Yes, I know the name is awful.

My disk is built on Peter's excellent hack, but I've added a few optional extras to make the Rogue's quest even more interesting. QuickST is used for a slightly faster display (hopefully) and XControl automatically disables the key clicks. You also have the option to switch between 50/60Hz which I love to use. I've tested with Atari ST/STe running TOS 1.02(1MB) and TOS 1.62(4MB). Oh, there might be a couple of extra surprises too!

I hope someone finds this interesting enough to download. Rogue is such a fantastic game and the perfect reason to take a break from your PC or Xbox. Download my disk and enjoy the dungeons of Rogue.


After creating the disk image, I decided to test my luck and take a stroll through the dungeons...



Rogue is quite possibly one of the best Atari ST games. What say you?



Oh no, I've hit a dead end? Use the search, dummy!



In the dark and set upon by a zombie and a rattlesnake. Life's not fair.



Exploring another corridor, and something from a children's TV show appears!



My adventure ended soon after. I need a cheat (joke!)

Friday, December 27, 2024

With Asterix in the Dungeons of Doom




Crawling with Asterix

Following the success of RogueCrypt (yes, that’s what I named it and I shall be forever sorry), Mug UK asked me to create a similar image for the Asterix-themed Rogue hack. This version is essentially the same game with graphical modifications. Asterix in the Dungeons of Doom allows us to take on the role of Asterix instead of the Rogue character while keeping most other aspects unchanged. I’m tempted to call this disk AsterixCrypt. Have I hit an all-time low? Yeah, maybe I’m taking this naming convention a bit too far.

Regardless, here are all the links you need for the file download and more...


To tempt you to play, I'll end with screenshots of the Gaulish warrior's adventure...



Asterix isn't used to a dungeon so let's help him beat the monsters and grab the loot!


Shush, the bat is asleep. Quietly get that potion, treasure, and scroll...


Kestral's are mean beasts and this one wasn't alone.


I spent time searching for a hidden door but the exit was hiding under a sleeping bat!



I wanna run and escape but a slime beast is in my way.


Avoiding the Leprechaun as best I can in a darkened room.



Phantoms are strong, a zap from my wand helped a bunch!



I guess the dungeons proved too much for our little warrior?

Sunday, June 09, 2024

Nano Cave





Deeper dungeons!

Like a lamer, I enjoy following events like Silly Venture and the latest unleashed incredible art, music, demos, and much more (for all Atari's). It's mind-blowing to think these gatherings still happen today, and for a computer older than most friends! Anyhow, it was a #roguelike game by Electric Dreams that caught my eye.

It's called Nano Cave and was programmed in GFA Basic, a product that has helped produce many ST games (Saboteur III, Mystic Realm, PouifOuf). I'm a massive fan of the genre, so news of a new "Rogue" was exciting, albeit with a pinch of apprehension about how it might compare to the games already in our library.

So, who are Electric Dreams and the guys behind the daunting task of taking on Rogue? They are an indie games developer and all coding by Shaoth, who also programmed 'Space Zot'. Pépé Peekpoke drew the graphics and is a member of one of the best demo groups ever - Hemoroids. That beautiful chip music is by DMA-SC, who certainly needs no introduction as all my readers know how much I adore his incredible musical creations. I'm getting those 1980's vibes - this is like a modern "Dream Team"!!

Nano Cave has something I never expected to see - graphical skins to change the entire game's appearance so it looks like it's running on other computers - C64, ZX81, Amstrad, etc. This is a fascinating concept and a wonderful addition, albeit cosmetic. Regardless, I loved experimenting with the different skins!

Older gamers are drooling over the prospect of this, so let's see a couple of funky screenshots...



The first dungeon defaults to the ASCII skin for an authentic touch (that the kids will hate).


Check out the super-cool Atari 2600 skin. A 5200 skin would be cool ;)




Gimme the blurb

Brace yourself for brutal originality; the story goes like this: a magical item called the Amulet of Zendor has been lost. Hang on, surely I mistyped there and meant Amulet of Yendor, right? Erm, no. Anyhow, why this keeps getting lost, I don't know. But I know this much: it's been lost inside a treacherous cave with a promise of mystery and danger. Who finds these caves? Who can resist that challenge? Meh, not me!

Upon booting, a fantastic intro plays with superb chip music. Well, it is an Atari ST game. Okay, don't sit there too long enjoying that - hit the spacebar for the main menu. Here you can choose from many different options and also play around with the various graphical skins. There are many to choose from - or you could leave the game to automatically cycle through them one by one? It's up to you.

Note - this is a work in progress. There are anomalies and missing graphics plus I also had more than my fair share of crashes in emulation. I had far better success on my real Atari STe by comparison.

Let's stop the chitter-chatter as we need to enter the dungeon! Oh yeah, let's see more pixels...



The main menu - as you can see, I've changed the skin. Which computer did I choose?



In this game, my ST thinks it's a ZX81, and the dungeon is scary in black & white.




Gameplay

Nano Cave is very similar to the original Rogue in the sense that we're plundering a dungeon looking for an amulet. Of course, the dungeon is a labyrinth crammed with nasties and lots of traps. It's not all bad, thanks to randomly discarded items we might find, everything from armour and weapons to potions and spells.

Ignoring the first level, the dungeon is randomly generated in terms of the layout and its 26 creatures lurking in the darkness. The game is viewed from an overhead perspective with locations gradually revealed - so items and monsters are only seen when close. Inside the dungeons are emus, kestrels, ice monsters, bats, etc. Later levels have zombies, aqators, crabs and some I've yet to discover: dragons, medusas, and Quaggas.

Controlling our cute protagonist is a cinch using the cursor keys for a 4-way direction. Battling nasty creatures and picking up items is simply a case of 'bumping' into them (exactly like you did in Rogue). As you get close(ish) to an enemy, a pop-up appears detailing their stats. That might help you to decide whether to fight or flee. I say fight - so just keep on bumping your foes until they are no more (I sound like a cruel poet lol!).

A "HUD" shows our current statistics and moves from top-to-bottom depending on our position (hitting "H" will hide that). From left to right, it shows the following: our current level, hit points, strength, armour, gold, XP, and hunger. These are self-explanatory, but note that HP improves as you explore, as there is no rest key. Food is a remedy for hunger/fatigue. Any pickups can help to strength/armour and XP increases after a kill. Multiple ranks are awarded, but only when you've earned enough XP, which results in extra HP for a tougher fight.

A rudimentary inventory can be accessed by pressing any key, but, oddly, I always press "I". This menu operates intelligently using the same cursor keys: Up/Down to select, Right to choose, and Left to cancel. This is superb, but the Inventory is lite on function and features. For example, there is no way to compare stats for weapons or clothing with what you currently wield. Just don't be silly and replace your sword with a dagger...

Hacking your way through the dungeon is great and a simple affair without depth. It's a roguelike, so the gameplay is based around action and exploration. Heading further into the dungeon, the levels are more complex with extra traps, and monsters are much stronger. Yes, Nano Cave is tough; the best I've done was reaching level 10 (on the previous levels, I landed lucky with the right pickups - before being slain by a crab!).

If you ever find the Amulet of Zendor, you should retrace your path back through the dungeon. You're obviously a dungeon-crawling rockstar! However, I doubt I'll experience that as level 10 was cruel enough. This game is not easy, which is good. Oh, and Permadeath is used so - explore carefully. Hey, what did you expect?

Nano Cave offers the genre a new, modern twist, and I love it. Let's see some more screenshots...



In true permadeath, I died and restarted using the stunning Atari ST skin.



The inventory screen is rather limited but functional to a point.




Magic & stuff

After the initial level, items are randomly placed - food, gold, weaponry, clothing, or something special like a scroll or potion. Sadly, not everything appears to have a function; many weapons didn't change my stats and similarly for armour, much of the time. Food compensates for the fatigue warning that pops up regularly (a possible red herring?). Gold is purely cosmetic and something those Leprechaun fellas love to pinch!

The most interesting pickups are potions & scrolls that provide a wealth of positive and negative effects. Sadly, some are yet to be implemented, so will do nothing more than tease you with a dialogue box - it hints to wait for the next release. Argh, I hope that is real soon!! Let's take a quick look at these two types of items:

Potions - come in a variety of coloured bottles (white, blue, green, pink, burgundy, clear, red, brown, plaid, yellow, grey, beige, and black). It's best to identify these or run the risk of a cruel gamble. Some might increase health or strength whilst others can show the locations of monsters/treasure/magic. However, those gamblers with little good fortune could find themselves paralysed or teleported into a dangerous place. Worst of all is blindness - this is a killer and I got it a lot!!

Scrolls - once again, these will need identifying as their description is a bunch of jumbled lettering. I thought that might have been an alphabet puzzle to solve but no code breaking worked. So, identify first otherwise you might hear the distant cry - which means that a new monster materialises nearby!! Interestingly, level one always has a scroll to reveal where the monsters are hiding. That is far too powerful to use on any opening level(s) so deffinetly worth keeping until later.

As is always the case, this is a gamble - do you wait for an identification scroll or run the risk and take a chance? Personally, I think Nano Cave needs more identification scrolls to balance the gameplay. It's way off at the moment with too few scrolls. However, this does help to create massive stress and anticipation!

Yes, I'm so looking forward to future releases, so let's view a couple more screenshots while we wait...



Some potions/spells are helpful. Like this - it shows where all the monsters are located.



A scroll to identify any item is well-advised. Otherwise, it's quite the gamble!




Achievements

That's right, every game you play is a chance to complete some type of achievement. Everything you can imagine from the game is featured and archived in an alphabetical list. This includes all encounters you've successfully overcome, like beating a Kestrel (yikes!). Plus silly ones like filling up your inventory, starving yourself, and a chest grabber (lol - I kid you not). Whatever, this is a superb addition!

Again, it's WIP, and some of the artwork is absent. I hope this is finished for the next release. It's a great feature of the game, and the artwork is glorious, using a dark, gothic effect. Jaw-dropping pixel art.

It's time to pause the boring reading for funky screenshots of my achievements...



I always felt mean killing kestrels! But here, it's a winged bloke, so I don't mind so much!



Why are emus in a dungeon? That's weird, but let's kill as many as we can!




Aesthetics

As you can tell from my enthusiasm, I love the graphics. Thankfully, the game is also fantastic, thanks to the sheer variety of the skins. It's funny, but when I first began playing Nano Cave, I was weirdly impressed with its authentic ASCII display. I hardly use that now because I can select older computers like the Apple II, PC CGA, Amstrad CPC, and Sinclair ZX81. These are gorgeous and drastically change the game's appearance.

The Atari ST skin is best - because it is. But you should still experiment and check out the others. I like them all, but the C64 graphics are my second fave - please don't shoot me. Pépé has blown me away with these skins, and the variety is great. This idea is far beyond what I imagined; a monumental feature I never expected!!

As for the audio, there are no effects - not that I expected any. Instead, we have music composed by one of my favourite musicians, Mathieu Stempell. Sometimes background music doesn't suit a game, sometimes it gets disabled, and sometimes it's rubbish. Not here. It's fantastic and perfect for a rogue's adventure.

Not only do we have a new #roguelike, but it has funky sounds & pixels!! Screenshot time...


The C64 graphics are superb, using a clear design and stark colours!



Sadly, I had lots of quirks using an emulator. Ran a zillion times better on my real ST.





CryptO'pinion

Rogue is one of my favourite Atari ST games, and I've spent hours plundering its levels - I've accepted that I'll never come close to recovering the Amulet of Yendor, but I have my fun. So, hearing about Nano Cave was a mixture of shock, worry, and considerable joy! I'm always eager to discover new ST games, but I was apprehensive about how it would compare to what we already have.

Nano Cave might be a work in progress with a few niggles, but it doesn't disappoint whatsoever. It's straightforward without much of a learning curve or pesky complications, so it's easy to play. From the start, you are exploring, using items, and killing dungeon beasts. It's more of a #roguelite, and I appreciate that.

Once again, the power & versatility of GFA Basic is proven by Shaoth & Co., who should be proud of Nano Cave. I've truly enjoyed romping through the dungeon and hope to beat level 10 one day. So, wait no more and download this wonderful game. My rating is 89%, and I eagerly await the next update.

Let me know what you think of Nano Cave in the comments below. Happy dungeon crawling!!



Each level has an information panel about your current game progress.



This green PC skin is quite peculiar, but it grew on me after a while!



The Apple II skin is probably the weakest of the lot thanks to its wacky colours.



Monster Detection has been used with the PC's CGA skin. Ugh, PCs!!



This is the NES skin. At first, I thought it was plain, but I genuinely love it.



Ironic, I own a Mac and hardly ever select this skin.



Ice Monsters often don't care much about you, along with the bats. An easy kill!


Sigh, I finally got to battle a Quagga...


Legends.

Thursday, December 14, 2017

Death Chase - The Remix





This is a STOS game. Wait, come back!!

That's right, Death Chase was programmed in STOS, a tool that can produce some neat results but... more often than not... tends to leave me feeling cold. Usually, that's down to the jerky scrolling or oversized sprites! Anyhow, I thought Death Chase was going to be a remake of Mervyn Estcourt's ZX Spectrum racer. Alas, it isn't.

Actually, I'm glad!!! This is a vicious top-down shooter developed in 1996 by Daniel Fielding for the Atari STe and takes inspiration from a variety of action/shooters. It even supports both solo and an incredibly cooperative two-player mode. Yep, this is sounding awesome already, whether you're playing solo or not.

Our character roams Rogue-like locations and initially, armed with a pistol. It's our task to explore the rooms that are inhabited by cyborgs armed to the teeth!! Death Chase is loud, exciting and bursting with big explosions and many baddies. It's intense!! Come on, we have guns and many bad guys to kill. Oh yeah, bring it on!!

Wanna see a screenshot from my (one-player) game? No? Well, here you go anyway...



Each room holds so many possibilities for a whole new level of violence. It never gets dull!!!




Guns and loud violence?

We start with a pistol but our armoury is huge with a possible 18 weapons - including shotguns, rocket launchers, and lasers. I bet Star Wars fans will enjoy using the lightsaber. Ammo and health are found in most rooms, so inspect lockers and tabletops. However, beware of potential traps like mines or even TNT crates.

The deaths are hilarious! Zap, slice, or blow up the enemy and there is often a bucketload of blood splattering throughout the room! Each death will be different depending on the weapon used (how he's killed). And death leads me onto the excellent continue option - that means you can try again after dying - without restarting from the beginning. However, you lose the bigger weapons and start with the pistol. :/

This might be a bold statement, especially because the Atari ST has games like Rick Dangerous, Lemmings, and Gods but, I think Death Chase has the best dead scenes. Ignoring the enemy's deaths, ours is just as great. Which is an odd thing to say. Getting shotgun-blasted and seeing your body thrown across (numerous) rooms into a bloody heap is nothing short of sickening & hilarious all at the same time. Fantastic!!

This is an alluring game stuffed with an insane amount of violence and I love it! Screenshot time...



Death Chase is insanely good fun and bucket loads of it too. Either solo or with a friend.




Enemies?

This may sound like the weakest part of the game as there are only two enemies. I know, just two enemies sounds puny, doesn't it? Well, on one level it is but it isn't a problem whatsoever. Let's see...

Security Guards - these are common and wear blue uniforms but have no intention to serve & protect. Their armour is weak but they can use a range of devastating weapons and will often attack in packs.

Eliminators - these are the toughest and stand out like sore thumbs in their girly yellow body armour. These guys can carry a range of advanced hardware, like a mini-gun or a rocket launcher. Also, they don't care who gets in their way - even unlucky Security Guards can be torn to shreds during a pursuit. Interestingly, these guys aren't restricted to the current room and love chasing you through many screens. So beware because running away like a chicken has little benefit.

Strangely, having only two baddies is odd but it works well, so let's see a screenshot...



Only one guy stood between me and that ammo. So I fried him alive. Mwahaha!!




Controls, Gfx, Audio

Similar to Rogue, movements are performed within a grid layout in all 4-directions. However, I would not recommend using the joystick because it's too sensitive and the documentation advises the keyboard. It's dead easy: the A and D keys are used to turn anti/clockwise. W walks us forward with the Spacebar used to choose from an array of weapons (read the docs). Finally, banging on the Right Shift key produces an enormous amount of gratifying blood-soaked violence (I love the double-barrel shotgun). Absurdly superb!!

The graphics remind me of how today's developers seem to think "retrogaming" looked in the day. It ain't no Enchanted Land but I'm impressed by the perfect pixel art which is a style apt to the theme. Everything you see is gorgeously drawn with fine attention to detail. Needless to say, I love the visuals :-)

The audio is equal to the stunning visuals in all respects thanks to an array of incredible Mad Max chiptunes. These tunes play alongside the sound effects - which are crystal-clear DMA samples for almost every action you can think of. You will recognise many; these were recorded using Microdeal's Stereo Master from movies like The Evil Dead. Wow, so much effort went into every aspect of this killer game!!

Keyboard. Keyboard. Keyboard. Keyboard. Keyboard. Got that? Good. Okay, screenshot time...



Death Chase is almost like a nightmarish and blood-soaked version of Rogue. Love it!!




This is why we play Atari!!

What a pleasure it is to play Death Chase - The Remix. It's a job when a game comes along that, not only takes you by surprise but, completely blows you away. Death Chase first appeared quite modest, gimmicky, and perhaps even stupidly senseless. But a few moments pass during your first game and you are HOOKED. Use the keyboard and enjoy the frantic action which is exhilarating and bursting with bloody mayhem.

I can't stress how much of a rush it is to experience such a psychotic shooter. The unexpected "continue" feature is an excellent addition. Likewise, supporting two players spices it up beyond perfect to guarantee hours of fun. It's barbaric and Death Chase is one of the best games I've played. Well done Daniel Fielding.

I said that. Not only a brilliant Atari STe game but one of the best games I have ever played. Ever.





<<<~~~~~~~~~~~~~~~~~~>>>
Stop everything & download now!
<<<~~~~~~~~~~~~~~~~~~>>>




These sample screenshots show what the two-player games look like.



Gratifying violence for two players is legendary!



Oh no, I've been blasted. That means...



...I'm thrown out of the room and through to the next!!!
Before getting splattering against the wall!! LOL

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