- dragon enthusiast
- Jan 1, 2010
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it's mario time
https://twitter.com/oleivarrudi/status/849604199314857986
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Apr 19, 2017 22:35
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- Adbot
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ADBOT LOVES YOU
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May 9, 2024 09:55
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- Black Baby Goku
- Apr 2, 2011
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by Nyc_Tattoo
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Holy poo poo.... are Amiibos ROMs now? Is that how switch VC will work?!
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Apr 19, 2017 22:44
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- Mr. Sophistication
- May 16, 2014
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I know this wasn't your original avatar but I just love this game. Cheers, rediscover.
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iw ant some deep cuts on there too. joe nd mac, plok, demon's crest, motherfuckin lufia 2, ogre battle
Lufia 2 is more than a deep cut. It's a drat classic
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Apr 20, 2017 02:44
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- In Training
- Jun 28, 2008
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If you go to any target it makes the 3. 2. 1. Go! jingle whenever the door opens
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Apr 22, 2017 17:54
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- P-Mack
- Nov 10, 2007
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Anybody here get a switch from the Nintendo store in NYC, and if so how does the line/wristband whatever system work? Seems to be the only place that has it in stock but they don't go on sale until 3 and I have to work like a scrub.
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Apr 25, 2017 16:02
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- P-Mack
- Nov 10, 2007
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targets are getting switches restocked this week and i don't think they're purchasable online. so trying calling them
thanks... getting nervous about finding one before mothers day...
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Apr 25, 2017 17:42
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- In Training
- Jun 28, 2008
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Anybody here get a switch from the Nintendo store in NYC, and if so how does the line/wristband whatever system work? Seems to be the only place that has it in stock but they don't go on sale until 3 and I have to work like a scrub.
You line up outside before 3PM. I was st the store around 11AM today and there were like 5 or 6 people online? So I don't think you need to get there insanely early or anything to get a console.
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Apr 25, 2017 17:43
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- P-Mack
- Nov 10, 2007
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You line up outside before 3PM. I was st the store around 11AM today and there were like 5 or 6 people online? So I don't think you need to get there insanely early or anything to get a console.
cool, gonna get my wife to grab one next time she's in the area
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Apr 25, 2017 18:10
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- elf help book
- Aug 5, 2004
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Though the battle might be endless, I will never give up
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https://arstechnica.com/gaming/2017/04/the-first-kirby-game-was-programmed-without-a-keyboard/
The tidbit comes from a talk Sakurai gave ahead of a Japanese orchestral performance celebrating the 25th anniversary of the original Game Boy release of Kirby's Dream Land in 1992. As reported by Game Watch (and wonderfully translated by the Patreon-supported Source Gaming), Sakurai recalled how HAL Laboratory was using a Twin Famicom as a development kit at the time. Trying to program on the hardware, which combined a cartridge-based Famicom and the disk-based Famicom Disk System, was “like using a lunchbox to make lunch,” Sakurai said.
As if the limited power wasn't bad enough, Sakurai revealed that the Twin Famicom testbed they were using "didn’t even have keyboard support, meaning values had to be input using a trackball and an on-screen keyboard." Those kinds of visual programming languages may be fashionable now, but having a physical keyboard to type in values or edit instruction would have probably still been welcome back in the early '90s.
Sakurai, who was 20 at the time, says he simply thought this keyboard-free programming environment was "the way it was done," and he coded an entire functional test product using just the trackball. He even says the process led to some improvements managing the game's "data processing load," creating "a game that had a very smooth movement for a Game Boy game."
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Apr 26, 2017 23:45
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- FactsAreUseless
- Feb 16, 2011
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https://arstechnica.com/gaming/2017/04/the-first-kirby-game-was-programmed-without-a-keyboard/
The tidbit comes from a talk Sakurai gave ahead of a Japanese orchestral performance celebrating the 25th anniversary of the original Game Boy release of Kirby's Dream Land in 1992. As reported by Game Watch (and wonderfully translated by the Patreon-supported Source Gaming), Sakurai recalled how HAL Laboratory was using a Twin Famicom as a development kit at the time. Trying to program on the hardware, which combined a cartridge-based Famicom and the disk-based Famicom Disk System, was “like using a lunchbox to make lunch,” Sakurai said.
As if the limited power wasn't bad enough, Sakurai revealed that the Twin Famicom testbed they were using "didn’t even have keyboard support, meaning values had to be input using a trackball and an on-screen keyboard." Those kinds of visual programming languages may be fashionable now, but having a physical keyboard to type in values or edit instruction would have probably still been welcome back in the early '90s.
Sakurai, who was 20 at the time, says he simply thought this keyboard-free programming environment was "the way it was done," and he coded an entire functional test product using just the trackball. He even says the process led to some improvements managing the game's "data processing load," creating "a game that had a very smooth movement for a Game Boy game."
Holy poo poo
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Apr 26, 2017 23:48
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- Plutonis
- Mar 25, 2011
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Apr 26, 2017 23:54
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- Evil Eagle
- Nov 5, 2009
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https://arstechnica.com/gaming/2017/04/the-first-kirby-game-was-programmed-without-a-keyboard/
The tidbit comes from a talk Sakurai gave ahead of a Japanese orchestral performance celebrating the 25th anniversary of the original Game Boy release of Kirby's Dream Land in 1992. As reported by Game Watch (and wonderfully translated by the Patreon-supported Source Gaming), Sakurai recalled how HAL Laboratory was using a Twin Famicom as a development kit at the time. Trying to program on the hardware, which combined a cartridge-based Famicom and the disk-based Famicom Disk System, was “like using a lunchbox to make lunch,” Sakurai said.
As if the limited power wasn't bad enough, Sakurai revealed that the Twin Famicom testbed they were using "didn’t even have keyboard support, meaning values had to be input using a trackball and an on-screen keyboard." Those kinds of visual programming languages may be fashionable now, but having a physical keyboard to type in values or edit instruction would have probably still been welcome back in the early '90s.
Sakurai, who was 20 at the time, says he simply thought this keyboard-free programming environment was "the way it was done," and he coded an entire functional test product using just the trackball. He even says the process led to some improvements managing the game's "data processing load," creating "a game that had a very smooth movement for a Game Boy game."
It's a miracle that he's still alive.
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Apr 27, 2017 00:17
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- Pablo Nergigante
- Apr 16, 2002
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https://arstechnica.com/gaming/2017/04/the-first-kirby-game-was-programmed-without-a-keyboard/
The tidbit comes from a talk Sakurai gave ahead of a Japanese orchestral performance celebrating the 25th anniversary of the original Game Boy release of Kirby's Dream Land in 1992. As reported by Game Watch (and wonderfully translated by the Patreon-supported Source Gaming), Sakurai recalled how HAL Laboratory was using a Twin Famicom as a development kit at the time. Trying to program on the hardware, which combined a cartridge-based Famicom and the disk-based Famicom Disk System, was “like using a lunchbox to make lunch,” Sakurai said.
As if the limited power wasn't bad enough, Sakurai revealed that the Twin Famicom testbed they were using "didn’t even have keyboard support, meaning values had to be input using a trackball and an on-screen keyboard." Those kinds of visual programming languages may be fashionable now, but having a physical keyboard to type in values or edit instruction would have probably still been welcome back in the early '90s.
Sakurai, who was 20 at the time, says he simply thought this keyboard-free programming environment was "the way it was done," and he coded an entire functional test product using just the trackball. He even says the process led to some improvements managing the game's "data processing load," creating "a game that had a very smooth movement for a Game Boy game."
God drat
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Apr 27, 2017 00:34
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- In Training
- Jun 28, 2008
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https://arstechnica.com/gaming/2017/04/the-first-kirby-game-was-programmed-without-a-keyboard/
The tidbit comes from a talk Sakurai gave ahead of a Japanese orchestral performance celebrating the 25th anniversary of the original Game Boy release of Kirby's Dream Land in 1992. As reported by Game Watch (and wonderfully translated by the Patreon-supported Source Gaming), Sakurai recalled how HAL Laboratory was using a Twin Famicom as a development kit at the time. Trying to program on the hardware, which combined a cartridge-based Famicom and the disk-based Famicom Disk System, was “like using a lunchbox to make lunch,” Sakurai said.
As if the limited power wasn't bad enough, Sakurai revealed that the Twin Famicom testbed they were using "didn’t even have keyboard support, meaning values had to be input using a trackball and an on-screen keyboard." Those kinds of visual programming languages may be fashionable now, but having a physical keyboard to type in values or edit instruction would have probably still been welcome back in the early '90s.
Sakurai, who was 20 at the time, says he simply thought this keyboard-free programming environment was "the way it was done," and he coded an entire functional test product using just the trackball. He even says the process led to some improvements managing the game's "data processing load," creating "a game that had a very smooth movement for a Game Boy game."
Badass.
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Apr 27, 2017 01:23
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- Scrub-Niggurath
- Nov 27, 2007
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https://arstechnica.com/gaming/2017/04/the-first-kirby-game-was-programmed-without-a-keyboard/
The tidbit comes from a talk Sakurai gave ahead of a Japanese orchestral performance celebrating the 25th anniversary of the original Game Boy release of Kirby's Dream Land in 1992. As reported by Game Watch (and wonderfully translated by the Patreon-supported Source Gaming), Sakurai recalled how HAL Laboratory was using a Twin Famicom as a development kit at the time. Trying to program on the hardware, which combined a cartridge-based Famicom and the disk-based Famicom Disk System, was “like using a lunchbox to make lunch,” Sakurai said.
As if the limited power wasn't bad enough, Sakurai revealed that the Twin Famicom testbed they were using "didn’t even have keyboard support, meaning values had to be input using a trackball and an on-screen keyboard." Those kinds of visual programming languages may be fashionable now, but having a physical keyboard to type in values or edit instruction would have probably still been welcome back in the early '90s.
Sakurai, who was 20 at the time, says he simply thought this keyboard-free programming environment was "the way it was done," and he coded an entire functional test product using just the trackball. He even says the process led to some improvements managing the game's "data processing load," creating "a game that had a very smooth movement for a Game Boy game."
that is nuts
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Apr 27, 2017 21:03
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- extremebuff
- Jun 20, 2010
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Apr 27, 2017 21:38
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- Evil Eagle
- Nov 5, 2009
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Poor Kirby
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Apr 27, 2017 22:05
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- WORLDS BEST BABY
- Aug 26, 2006
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https://arstechnica.com/gaming/2017/04/the-first-kirby-game-was-programmed-without-a-keyboard/
The tidbit comes from a talk Sakurai gave ahead of a Japanese orchestral performance celebrating the 25th anniversary of the original Game Boy release of Kirby's Dream Land in 1992. As reported by Game Watch (and wonderfully translated by the Patreon-supported Source Gaming), Sakurai recalled how HAL Laboratory was using a Twin Famicom as a development kit at the time. Trying to program on the hardware, which combined a cartridge-based Famicom and the disk-based Famicom Disk System, was “like using a lunchbox to make lunch,” Sakurai said.
As if the limited power wasn't bad enough, Sakurai revealed that the Twin Famicom testbed they were using "didn’t even have keyboard support, meaning values had to be input using a trackball and an on-screen keyboard." Those kinds of visual programming languages may be fashionable now, but having a physical keyboard to type in values or edit instruction would have probably still been welcome back in the early '90s.
Sakurai, who was 20 at the time, says he simply thought this keyboard-free programming environment was "the way it was done," and he coded an entire functional test product using just the trackball. He even says the process led to some improvements managing the game's "data processing load," creating "a game that had a very smooth movement for a Game Boy game."
if you'd like to know more about the madness that sakurai apparently takes for granted, you will like this article titled "sakurai's surprising storage skills [pt. 1]"
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Apr 27, 2017 22:27
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- WORLDS BEST BABY
- Aug 26, 2006
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Sakurai: I’m on my way to an early grave (laughs)
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Apr 27, 2017 22:28
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- elf help book
- Aug 5, 2004
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Though the battle might be endless, I will never give up
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ive seen this before and it rules
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Apr 27, 2017 22:46
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- elf help book
- Aug 5, 2004
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Though the battle might be endless, I will never give up
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EXCEPT when he gets games he throws away the boxes
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Apr 27, 2017 22:46
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- Raserys
- Aug 22, 2011
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IT'S YA BOY
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sakurai is the kind of prodigy who appears once in a generation and he will die making smash for the switch
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Apr 28, 2017 00:07
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- Chilled Milk
- Jun 22, 2003
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No one here is alone,
satellites in every home
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I hope they just port Smash 4 with maybe a fun campaign mode and let him rest
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Apr 28, 2017 01:10
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- extremebuff
- Jun 20, 2010
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I hope they just port Smash 4 with maybe a fun campaign mode and let him rest
same
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Apr 28, 2017 01:25
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- PaletteSwappedNinja
- Jun 3, 2008
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One Nation, Under God.
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https://www.youtube.com/watch?v=3lxNHhgMuTg&t=4s
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Apr 28, 2017 02:42
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- Raserys
- Aug 22, 2011
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IT'S YA BOY
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I hope they just port Smash 4 with maybe a fun campaign mode and let him rest
And ice climbers
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Apr 28, 2017 02:45
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- Evil Eagle
- Nov 5, 2009
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The new 2dsxl looks nice
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Apr 28, 2017 02:46
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- Tender Bender
- Sep 17, 2004
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I would've played so much Smash 4 if it had any decent single player mode
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Apr 28, 2017 02:48
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- Baxate
- Feb 1, 2011
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camelcamelcamel notified me of new switch inventory on Amazon earlier today and I jumped on it the brief window it was stock. Can't wait to game!!
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Apr 28, 2017 03:13
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- Mia Wasikowska
- Oct 7, 2006
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Sakurai: I’m on my way to an early grave (laughs)
lol
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Apr 28, 2017 03:38
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- WORLDS BEST BABY
- Aug 26, 2006
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I thought a big point of the switch was that they wouldn't need to make home/portable versions of every franchise anymore. Or is the idea that they're just going to keep contracting artoon to make consolation spinoffs for the 3ds from now on
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Apr 28, 2017 07:00
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- PaletteSwappedNinja
- Jun 3, 2008
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One Nation, Under God.
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the 3DS is for kids and/or parents who don't want to buy a Switch for their kid, and also real gamers
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Apr 28, 2017 07:17
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- Adbot
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ADBOT LOVES YOU
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#
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May 9, 2024 09:55
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- Pablo Nergigante
- Apr 16, 2002
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I like it a lot, I would definitely consider replacing my N3DSXL with one of these bad boys
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Apr 28, 2017 15:39
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