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Tabletop, DnD, board games, and minecraft. Also Animal Crossing.

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Happy Sunday everyone. Hope everyone has had a refreshing weekend. I have been playing minecraft and Disco Elysium this past week.

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submitted 1 month ago* (last edited 1 month ago) by Moonworm@hexbear.net to c/games@hexbear.net
 
 

Apologies for the length, I was just really enjoying the opportunity to write some slopping wet prose. I'll organize the journal entries by month and link them here.

Save file


State of the fortress in briefEverything’s going pretty much fine in the fortress. I reorganized the military and have the squads patrolling between the two cavern entrances in shifts. At any point the bridges could be raised, but I left them open to encourage fun.

One thing that I didn’t mention in the journal is that there are some warm walls in the lower caverns, which should indicate there’s a source of magma for future efficient industry and mischief.

There were only two dwarf deaths that I can recall, as well as a birth or two. There was one moderate wave of migrants. I mostly let the upper fortress run itself, save for a little shuffling and building of guildhalls. The Countess either has all her needs met or only needs a little more in her bedroom. I had thought about reorganizing some of the offices, but I didn’t really get around to that.

A number of rose gold coins have been minted. A small amount of bismuth bronze was made, I used some to decorate The Rose Chamber, which I intend to serve as a reliquary and landmark. It would also serve as a very fine temple complex for the local Stigilite sect, but it didn’t seem quite right for the roleplay and I didn’t want dwarves to be pulled up and down the fortress to visit it too much.

So far the military has been able to tackle pretty much everything the caves have thrown up and probably won’t struggle against anything that isn’t made of very hard materials or producing toxic gas. The elves might get pissed if tree-cutting picks back up, probably not a huge concern unless someone wants to maintain peace for whatever reason.

Suggestions for future players are to keep digging down, gain access to magma, and set up new industries like glass (if sand can be procured) or dyeworks.


Diary of ~~Likut~~ Regolith Togalkulet, Militia Commander

Granite
Slate
Felsite

Hematite
Malachite
Galena

Limestone
Sandstone
Timber

Moonstone
Opal
Obsidian


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hello everyone and welcome to the virtual tour! i'd just like to show everyone what we've been doing on the server and what's to come

let's start off with the developing town of Serygrad/Chapograd/Whatever the fuck they are going to call it! this community is being built literally from the ground up by none other than master architect and engineer @Seryph@lemmygrad.ml @LittleSery

say hi Sery!

it currently has half a train station, a full library, a functioning depot and two gay parrots! i cannot wait to see how this place turns out

this is the first of our trains. this one connects Serygrad to the town of Shadehaven. let's take a ride. ALL ABOARD!

enjoy the first-class amenities in our one-car train and relax as the centrally planned rail system efficiently takes us to our destination

along the line, we have a cute little picture to mark the city limits. hi Lenin!

welcome to Shadehaven Station!

enjoy the gothic ambience of our first-ever train station

right outside the station, the cherry trees accentuate the gothic vibes of the city. it's truly beautiful at night if you get past the gangs of roving phantoms trying to murder you

this is Shadehaven! it was originally built from the bones of a village into the sprawling behemoth it currently is (#5 if you want to be exact),

entirely because of the efforts of the dedicated community. everyone on here is a legend and i appreciate them immensely

the users on this server are so talented, bringing technological advancements that blend the virtual and real world. hi @ashinadash@hexbear.net!

it's seriously so impressive. is there any limit to what we can't d- oh. fuck off.

anyway. this is our town square! i love coming back to town because it's such a relaxing atmosphere

can you believe this started out with like 3 villagers and a witch?

the natural build gave us a leg up and the infrastructure they left us has been built upon and improved immensely

i love this place.

we even have a castle! obviously the crown jewel of our town, it is a majestic beacon of progress

oh. @PurrLure@hexbear.net please explain this.

inside you can hear the groans of a villager and some kind of animal. this fucking sucks.

why are you here, you dweeb? just leave. fuck off

maybe it's not all bad. you know what they say, behind every closed door is

a stinky mule.

and that concludes our tour! time to rest outside my cabin. i'm just gonna sit here and ignore the fact that all of that bullshit is literally down the street from me

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the server is intended for hexbear and lemmygrad users. to get on the allow-list and get the ip, just dm me. i do a quick vetting of acct so if ur acct is new or ur a lurker you’ll have to wait while i figure some stuff out (ill update this post when we’re accepting new users and lurkers)

the modpack were using is here

thank you to the owner of the server for being so generous and hosting us! and thank you to the two users who worked on the modpack!

happy minecrafting gaymers!!

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Feel free to join up. We play with digital tools which mean you don't need to own any cards in real life to play. Link is open for next 7 days, if you see this post after then, send me a DM for a fresh link. https://discord.gg/7uwdVZCp

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For those of you who don't care, I promise this is the last post about this. All further discussion can be relegated to the matrix space.

Matrix Space: https://matrix.to/#/!tyfTFjggYNboCPZPKo:envs.net?via=envs.net

The main base isn't anything special, at least for now, but it's enough to protect from the main planet's frequent boiling storms. If any comrades need to be picked up, you can use the S.O.S. channel in the matrix space. All four stars are yellow, so no special hyperdrives are required to traverse the whole federation.

Portal Coords:

Hexadecimal Transcription: 4 0 6 E F E F B 4 9 1 3

Atlas Transcription: Tepaavpe Dipedigu Teudzago

Feel free to join us! No other planets except the main one in System Alpha have been discovered, so feel free to name them how you wish, and build small outposts, huge bases, or anything in between! I can't wait to meet all of you in our marxist-leninist space commune!

astronaut-2 astronaut-1

edit: thank you for the pin! heart-sickle

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EDIT: Holy shit thanks so much whoever made the $19.17 donation

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I'm hosting a project zomboid server with a few friends and would love if more people played. We use a bunch of mods so I recommend modchecker to see what mods to download. cat-trans IP: 173.0.151.92 Port: 17100

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submitted 1 year ago* (last edited 3 weeks ago) by riseuppikmin@hexbear.net to c/games@hexbear.net
 
 

Here are some educational resources/explanations for the games community about emulation and other game-related tools.

Note: Check my top-level replies in this thread as I ran out of text in the post

[Informational Resources]

Reddit's ROM Megathread - Unaffiliated with this site

Emulation Wiki

[Emulation as a field]

Emulation is the process of re-implementing the functionality of something (hardware and/or software) in a separate software environment. You're probably most most familiar in the term as it relates to game system emulation- like the Dolphin Wii and Gamecube emulator, but it's actually much broader than that.

While emulation does cover physical systems, it can also cover things that strictly exist as software. If you've ever played on WoW or any other MMO private servers, the actual underlying software that was being run was likely a server emulator (or in rare cases the actual official server software itself may have leaked or released).

These server emulators are created by analyzing the network information exchange (packets) sent from the game client to the server and those received by the client from the server. A painstaking and brutal process of analyzing these packets allows server reverse-engineering projects to then re-implement the functionality of the official servers, and then we can point the game client towards our reverse-engineered private server (that speaks the exact same "language" as the official servers). This then allows the private servers to provide additional or changed functionality (for example, more exp per quest) which allows a much more customizable experience.

Emulation can also be used to re-implement vendor solutions like the Steam API which provides various utilities like DRM (which the emulator could choose to ignore). A great example of an emulator in this regard is the Goldberg Emulator.

Let's say you've acquired (through legal purchase only of course) the clean steam files for a game and want to run it offline. Normally you wouldn't be able to because the steamworks DRM check wouldn't be able to authenticate against the official steam servers. If we instead replace the steam_api.dll (this could also be named steam_api64.dll depending on the game) with the one provided by the Goldberg Emulator, when the game makes the check for the steamworks drm authentication status, the Goldberg Emulator's implementation of steam_api.dll will simply return true and let us play our game offline. The game itself just knows that it asked for a DRM verification check to a service, and the Goldberg variant of steam_api.dll looks (to the game) exactly like the "real" version, except that it always returns that the steamworks DRM has been verified.

Refer to the readme within the Goldberg project for more information about what to do with specific games. Also take note that this only works with games that only use steamworks drm (most of them) and games using other/multiple DRM solutions won't work with this method only for offline play.

[Console Emulators]

All of the emulators listed below are my personal per-console pick. Each is at least in the recommended section of a great general emulation resource, the Emulation Wiki

Game Platform | Emulator Name | Emulation Platform | Comments

Nintendo Consoles

NES | Ares | Windows/Linux/Mac

SNES | Ares | Windows/Linux/Mac

SNES | bsnes-hd | Windows/Linux/Mac | Widescreen modifications for some SNES games

N64 | Simple64 | Windows/Linux | N64 emulation has a lot of viable candidate emulators, check the page here

GC | Dolphin | Windows/Linux/Mac/Android

Wii | Dolphin | Windows/Linux/Mac/Android

Wii U | Cemu | Windows/Linux

Switch | Ryujinx | Killed by Nintendo 10/1/2024

Switch | Yuzu | Windows/Linux/Android | Killed by Nintendo 3/4/2024

Nintendo Handhelds

GB/C | mGBA | Windows/Linux/Mac

GBA | mGBA | Windows/Linux/Mac

DS | MelonDS | Windows/Linux/Mac/Android

3DS | Citra (PabloMK7 Fork) | Windows/Linux/Mac/Android | Fork by longtime former contributor of Citra receiving additional development from GPUCode (another longtime contributor)

Sony Consoles

Playstation | DuckStation | Windows/Linux/Mac/Android

Playstation 2 | PCSX2 | Windows/Linux/Mac

Playstation 3 | RPCS3 | Windows/Linux/Mac

Playstation 4 | ShadPS4 | Windows/Linux/Mac | Heavily experimental and not for casual use yet

Sony Handhelds

PSP | PPSSPP | Windows/Linux/Mac/Android

PSVita | Vita3K | Windows/Linux/Mac

Sega Consoles

Sega Master System | Ares | Windows/Linux/Mac

Genesis | Ares | Windows/Linux/Mac

Saturn | Mednafen | Windows/Linux

Dreamcast | Flycast | Windows/Linux/Mac/Android

Microsoft Consoles

Xbox | Xemu | Windows/Linux/Mac

Xbox 360 | Xenia | Windows

Apple Phones

iOS 2.x | TouchHLE | Windows/Mac/Android

[Graphics Packs]

A lot of emulators have texture replacement capabilities built into them. What this means is that users can manually and/or AI upscale textures from the game into higher resolution or outright replace them with other textures. There aren't currently (that I'm aware of) area that have consolidated links to these things, so you'll unfortunately have to search individual project forums and look for texture or graphic packs links.

Some known graphics packs repositories:

Dolphin Forums

Citra Forums Killed by Nintendo 3/4/2024; waiting for the dust to settle for recommendations

[Graphics API Translation Layers]

Sometimes there are scenarios where a game may only use DirectX to draw it's rendered graphics to screen and we may not want this. This could be for performance reasons (maybe the Vulkan graphics api has better performance, maybe DirectX isn't available on our OS, or maybe the DirectX version is really old and not properly supported by our OS/GPU/Driver combination). In these instances we can use translations layers to translate DirectX graphics api calls into Vulkan calls using utilities like DXVK . Explaining which files to copy over depends on a per-DirectX version basis, so you'll have to use a combination of the PCGamingWiki and DXVK documentation to figure out which files to replace.

[Graphics Post-Processing]

With a utility called ReShade we're able to inject various post-processing effects into the final stage of the graphic rendering pipelines of games. This allows you to adjust color curves, inject path-traced global illumination (a method like ray-tracing), and add a bunch of other effects to DirectX9/11/12/Vulkan games.

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submitted 1 week ago* (last edited 1 week ago) by take_five_seconds@hexbear.net to c/games@hexbear.net
 
 

i didn't know the atlus made a final fantasy persona

it's $70 usd and has denuvo

ah shit

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I know spam is not allowed, and im not that active of a poster but might as well give it a try. We (the studio where i work tbh) are releasing a demo of our game (less than 6 months in development) for the current steam next fest, its a small game we have been working on since our last project was cancelled because our publisher went off, so hopefully we can gain some traction with this demo. As i said it has been just 6 months in development so its a bit rough around the edges but hopefully you guys can give it a try and have some fun if only with the references to sci fi franchises and all that.

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cross-posted from: https://hexbear.net/post/3680064

Why yes I do love it when stuff I like is combined/takes inspiration from other stuff I like tyvm

“So much of what we do in society in general is just amelioration. It has nothing to do with curative justice,” Bloom said. “I wanted to make a game that was about that conversation."

Edit: Direct link to itch.io if y'all want it: Cain

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Disco Elysium is a 2019 role-playing video game developed and published by ZA/UM. Inspired by Infinity Engine-era games, particularly Planescape: Torment, the game was written and designed by a team led by Estonian novelist Robert Kurvitz and features an art style based on oil painting with music by the English band British Sea Power.

Disco Elysium takes place in the seaside district of a fictional city still recovering from a revolution that occurred decades prior to the game's start. Players take the role of an amnesiac detective who has been tasked with solving a murder mystery. During the investigation, he comes to recall events about his own past as well as current forces trying to affect the city. Disco Elysium was released for Windows in October 2019 and macOS in April 2020. An expanded version of the game featuring full voice acting and new content, subtitled The Final Cut, was released for consoles in 2021 alongside a free update for the PC versions.

Disco Elysium is a non-traditional role-playing game featuring very little combat. Instead, events are resolved through skill checks and dialogue trees via a system of 24 skills that represents different aspects of the protagonist, such as his perception and pain threshold. In addition, a system called the Thought Cabinet represents his other ideologies and personality traits, with players having the ability to freely support or suppress them. The game is based on a tabletop role-playing game setting that Kurvitz had previously created, later forming ZA/UM in 2016 to adapt it into a video game.

Disco Elysium has been cited as among the greatest video games ever made, with its narrative and art being praised. It won a number of awards from several publications, including Game of the Year. A television series adaptation was announced to be in development in 2020.

Gameplay

Disco Elysium is a role-playing video game that features an open world and dialogue-heavy gameplay mechanics. The game is presented in an isometric perspective in which the player character is controlled. The player takes the role of a detective, who suffers from alcohol and drug-induced amnesia, on a murder case. The player can move the detective about the current screen to interact with non-player characters (NPC) and highlighted objects or move onto other screens. Early in the game they gain a partner, Kim Kitsuragi, another detective who acts as the protagonist's voice of professionalism and who offers advice or support in certain dialogue options.

Setting

Disco Elysium takes place in the fantastic realist world of Elysium, developed by Kurvitz and his team in the years prior, which includes over six thousand years of history. The fiction has been constructed with attention to the theory of historical materialism, which posits that, even if the details were different, human history would play out in a similar way

The game takes place in the year '51 of the Current Century. Elysium is made of "isolas", masses of land and sea that are separated from each other by the Pale, an inscrutable, mist-like "connective tissue" in which the laws of reality break down. Prolonged exposure to the Pale can cause mental instability and eventually death, and traversing the Pale, which is typically done with aerostatics, is heavily regulated due to the danger

Events in the game take place in the impoverished district of Martinaise within the city of Revachol on the isola of Insulinde, the "New New World". Forty-nine years before the events of the game, a wave of communist revolutions swept multiple countries; the Suzerainty of Revachol, a monarchy that up to that point had been Elysium's pre-eminent superpower, was overthrown and replaced by a commune. Six years later, the Commune of Revachol was toppled by an invading alliance of moralist-capitalist nations called "the Coalition". Revachol was designated a Special Administrative Region and remains firmly under Coalition control decades later. One of the few governmental responsibilities that the Coalition concedes to the people of Revachol is policing, which is carried out by the Revachol Citizens Militia (RCM), a voluntary citizens' brigade turned semi-professional police force.

Development

Disco Elysium was developed by ZA/UM, a company founded in 2016 by Estonian novelist Robert Kurvitz, who served as the game's lead writer and designer. Kurvitz since 2001 had been part of a band called Ultramelanhool, and in 2005, while in Tallinn, Estonia, with the group struggling for finances, conceived of a fictional world during a drunken evening while listening to Tiësto's "Adagio for Strings". Feeling they had a solid idea, the group created a collective of artists and musicians, which included oil painter Aleksander Rostov, to expand upon the work of that night and developed a tabletop RPG based on Dungeons & Dragons on this steampunk-like concept

Kender suggested to Kurvitz that instead of pursuing a novel, that he try capturing his world as a video game as to draw a larger interest. Kurvitz had no experience in video games before, but once he had seen artwork of the game's setting of Revachol as easily fitting into an isometric format, as well as Rostov's agreement that they might as well continue taking the risk of failing on a video game together, Kurvitz proceeded with the idea.

The game was announced as an upcoming 2017 game under the title No Truce With the Furies, taken from the poem "Reflections" by R.S. Thomas and published in Thomas' No Truce with the Furies in 1995

Kurvitz established the ZA/UM team to create the game, using the name "za um", a reference to the Zaum constructed language created by Russian avant-garde poets in the early 1900s. Its name can be read in Russian as a shortcut for "vzyatsya za um" idiom, which is similar to the English idea of bootstrapping. The use of all-capitals and the slash symbol is to present the team as "something that definitely exists and weighs eight tonnes".

Work on the game started around 2016, with the local team living in a squat in a former gallery in Tallinn. They were able to secure venture capital into the game during that first year which allowed Kurvitz to seek out the English band Sea Power for their music for the game's soundtrack. While in Birmingham to speak to the band, Kurvitz realised England was a better location for the main development team as there were more local resources for both development and for voice-overs.

As originally planned, the game was to focus on action in a single city location to make the 2017 release. However, as ZA/UM had indicated to investors that this was to be a game that spanned a larger world, they found the need to spread beyond that single location, forcing them to delay the game's release, along with the name change to Disco Elysium. This title plays on a few double meanings related to the word "disco"; in one sense, it refers to ideas that briefly gain the spotlight before burning out similar to the fad of disco music, and reflected in the protagonist's clothing style, while in a more literal sense, "disco" is Latin for "I learn", thus reflecting on the protagonist's overcoming his amnesia to learn about the world of Elysium. Kurvitz had always anticipated the No Truce title to be more of a working title and wanted to reserve it for when they had bundled Disco Elysium with a second planned game

Design, voices, and influences

The game's art, drawn mostly in a painterly style, was led by Aleksander Rostov, while the game's soundtrack was written by the English band British Sea Power. The original release also had voice-acting by Dasha Nekrasova of the cultural commentary podcast Red Scare and four of the hosts from the political satire podcast Chapo Trap House; these would later be replaced in The Final Cut.

ZA/UM cited several works that influenced the writing and style of Disco Elysium. One major influence is the 1999 video game Planescape: Torment, which, like Disco Elysium, features an amnesiac player character, heavily emphasises dialogue, and is rendered isometrically. The television show The Wire was also used as an influence for the game's working class setting, while Émile Zola's writings shared stories on the misery of human life that narrative writer Helen Hindpere said she felt resonated within the game. Other works that influenced Disco Elysium included the video game Kentucky Route Zero; television shows True Detective and The Shield; the literary works of Dashiell Hammett, China Miéville, and the Strugatsky brothers; and artists Rembrandt, Ilya Repin, Jenny Saville, Alex Kanevsky, and Wassily Kandinsky. The creators have also said that their work owes a lot to the Estonian urbanist poet Arvi Siig. Kurvitz said while accepting the Estonian President's Young Cultural Figure annual award for 2020 "Without his modernism, Elysium – the world the game is placed in – would not be half of what it is." He also said Siig's vision of an international, radical and humanist Estonian culture lives on in Disco Elysium.

Kurvitz said that an aim was to have a full, complex depth of choices and outcomes, limited by the practicalities of game development. Knowing they could not realistically cover all possible choices, Kurvitz and his team instead focused more on what he called "microreactivity", small acts and decisions the player may make such as an embarrassing comment, and how that may propagate throughout events. The dialogue of the player's various skills helped then to provide critique and internalisation of how these small decisions had larger effects on the game world, so that the player would become more aware of such choices in the future. An additional factor in writing was the recognition that there was no real solution to the game; while the player may resolve some portions of the story, the primary case is nearly unworkable, similar to the rest of Revachol. They created the companion Kim as a no-nonsense character to help keep the player on track of resolving some part of the game and recognising that there were some story threads they simply could not fix or resolve.

Megathreads and spaces to hang out:

reminders:

  • 💚 You nerds can join specific comms to see posts about all sorts of topics
  • 💙 Hexbear’s algorithm prioritizes comments over upbears
  • 💜 Sorting by new you nerd
  • 🌈 If you ever want to make your own megathread, you can reserve a spot here nerd
  • 🐶 Join the unofficial Hexbear-adjacent Mastodon instance toots.matapacos.dog

Links To Resources (Aid and Theory):

Aid:

Theory:

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I have no interest into probing into the weird ancient alien shit that we've been observing for the last thousand years, like the bug bois that disintegrate if you look at them funny on the Citadel then magically get replaced by an identical bug boi, but I am simultaneously EXTREMELY invested in making sure that Krogan quad testicles don't work.

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It's REALLY bad on Steam, but on many online platforms (sadly even itch.io) there is so much damn shovelware. Not even "slop" something below "slop", sludge is the only word I can think of (no disrespect to Sludge Life 1 & 2, great games go play them). It clogs up online storefronts and really ruins searching games by tags.

It's really annoying that my personal favorite genre, "immersive sim" has been utterly flooded with these shovelware games. Unless I know exactly the name of a game, I cannot find anything worthwhile. Good games, small games, gems of yesteryear, all that sort of stuff is just hidden by this layer of sludge. I like to browse storefronts (digital and physical) and just check stuff out, get a feel for what's out there, but you can't do that when there is "XYZ simulator: prologue" every other item.

It fuckin' sucks. I really do think many real good games get lost in the sludge pit and have to hope that some internet video essayist/review or something discovers it by chance. I'm not saying everything is an undiscovered legend but I am saying, I can't even find games on most of these storefronts because the whole thing is flooded with effectively spam games.

(I then feel bad that these scumbags can get a game on steam and i can't even hack together a playable game jam thing, but that's a different post)

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It appears another "gigaleak" has gone down, involving Nintendo. According to sources online, it appears that Game Freak has been hacked, resulting in internal data from the company being leaked to the public. Those involved in the hacking community or those within general Pokemon related groups are claiming that while they will not be discussing or dissecting the specifics within the leak, it initially is being claimed that there is a total of 1TB of data.

This allegedly includes the source code for Pokemon Platinum, source codes for Pokemon HeartGold and SoulSilver, beta builds of Pokemon Black and White 2, beta builds of Pokemon X and Y, and potential internal codenames for upcoming Pokemon projects. Within it are mentions of an online Pokemon game, a collaborative project between Game Freak and Studio ILCA, the potential code name of the Nintendo Switch 2 being "Ounce", and a project named Gaia, which may be the next generation of Pokemon titles.

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I told ye I was gonna post Someone's work again, so here is another select one. (The one that managed to catch the algo that is. 50k views, wow! (Also I am posting these in c/games cause I think of Touhou as a games franchise and I'd rather not flood c/music with crossposts k thx until next time))

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Who would win, an eldritch alien god or two jiggling plumbers?

mario-dance luigi-dance

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