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Penguin4478
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« Reply #15 on: June 01, 2012, 09:50:13 pm »

Another group of suggestions:
1. Item drops and drop rates appear in the card collection when looking at enemies
2. 1-time throwable items like a rock or egg missile. Basically, you double click it and it flies like a bullet bill in DB. The power depends on your stats (typically attack power, but it could be another stat) and the type of item
3. New item-Stat Dice: Rolls dice to randomize a balance of stats in 3 pairs. 1 pair is randomization of stat point distribution through HP and FP, the second pair is for attack and defense, and the 3rd pair is for speed and stache. Lasts 1 minute
4. Stat-increasing items-Like HP and Power Plus in super paper mario: Permanently gives you an addition to a stat. Here's an idea of how to get them:
STS-Speed Boost-Boosts Speed by 1 and SP by 10 Permanently. Costs 500 STS tokens
WAM-Rapid Attack-Lowers attack speed recovery rate by 50 milisecs. Costs 9000 WAM tokens
DB-HP Boost-Increases Max HP by 5. Costs 500 DB tokens
HnS-Defense Boost-Increases defense by 1. Costs 1650 HnS tokens.
5. Items you can purchase with coins at minigame store clerks that boost your minigame performance (Most of them are one-use, meaning you have to buy them again for the next round you play. They will be in your inventory and will disappear once you start a game of the specified type). Here are some ideas:
STS:
Ranged Attack-All your attacks have 2-tile range rather than 1-tile range.
Last Resistance-If you have the shroom and you get hit, you have a 30% chance of surviving with the shroom still in your possession.
WAM:
Golden Moles-There's a 7% chance that a golden mole will pop up, giving you 3 points rather than 1.
PseudoSaver- When you hit an incorrect monty mole, you have a 50% chance of not receiving a point deduction from it
Time Boost-Boosts your time limit by 10-15 seconds
DB:
Ambidextrous-Allows you to throw up to 2 bills at once, if 2 are in your inventory
Bill dodger-gives you a 20% chance of doing a sidestep dodge and evading a death if a bill is about to hit you.
Faster Bills- All bills that you throw have an increased 30% speed
HnS:
Time Boost-Gives the hiding team an additional 20 seconds to hide
Time Reducer-Reduces the seeker team's search time by 10 seconds
Mobilist-Allows you to switch hiding spots after your time is over, but freezes you while the seeker is on the same map.
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« Reply #16 on: June 07, 2012, 03:34:45 am »

Another group of suggestions:
1. Item drops and drop rates appear in the card collection when looking at enemies
2. 1-time throwable items like a rock or egg missile. Basically, you double click it and it flies like a bullet bill in DB. The power depends on your stats (typically attack power, but it could be another stat) and the type of item

The first suggestion sounds pretty good, but for enemies with a lot of drops, the screen would be filled too much.

The 2nd suggestion also doesn't sound bad, but I think they'd be better suited for a turn-based battle.

4. Stat-increasing items-Like HP and Power Plus in super paper mario

Believe it or not, we were actually considering something like this pretty early in development. We eventually decided that it would allow players to be ridiculously strong and uncounterable, and anyone who would hope to match their strength in a fight would have to go through the same process (which would be tedious and not very fun).

While minigame performance boosters sound nice, some of the ones you mentioned go against the design of the minigame, such as the "Mobilist" booster. You can typically enhance your minigame performance by getting more Speed.
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« Reply #17 on: June 07, 2012, 09:58:44 am »

Well, the mobilist was there for 2 main reasons, and I'm sure it could be used for other things:
1. If you fail to find a good hiding place and you're frozen before you even found something to hide behind/in.
2. You can be tricky by switching your hiding places when the person's not on the same map. It would definitely be OP if you could switch while they were on the same map cause that would just be like tag instead of hide n' seek. I noticed that most people who knew all of the hiding places (including myself) can cover practically the entirety of all 3 maps, even against like 4-5 hiders with only 1 seeker. Therefore, if a seeker were to miss a place by accident, it would rebalance out the fairness between both parties. IMO it's really hard to actually make it fair for both sides.

If you don't like the mobilist thing, I would also like to suggest what jdaster did, which was making a new 3-4 map arena every month or so modeling old areas for new HnS places. I think it would be pretty fun that way.
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« Reply #18 on: June 07, 2012, 10:38:04 am »

I have to say I like that particular idea as well, and I don't think it's overpowered at all; like Peng said, not only are you limited to moving when the hider is on another map, but you have a chance of being caught mid-switch if you're not careful.
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« Reply #19 on: June 07, 2012, 03:27:23 pm »

Well, the mobilist was there for 2 main reasons, and I'm sure it could be used for other things:
1. If you fail to find a good hiding place and you're frozen before you even found something to hide behind/in.

That is the player's error then. The player failed to hide him/herself and thus gave a free out to the Seekers.
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« Reply #20 on: June 09, 2012, 11:35:49 am »

So.... I was thinking of another possible minigame and I think I have a pretty good idea for a new minigame (but I'm not sure what to name it).

Here are the rules:
-Everyone starts off with 100 max HP
-In the arena, there are 3 cliffs that are quite small and well spaced
-A player will take one damage every 1.2 seconds (1.5 is too little, and 1 is too severe)
-Each player who can reach the top of one of the cliffs (the cliffs will have like stairs or smaller cliffs you need to jump through to reach the top) will be awarded an extra 3 HP. You'll have to reach the top of the cliff by the end of the round.
-Each round is 10 seconds long, and your SP will not be replenished at the start of each new round.
-If you fail to reach the cliff by the end of the round, you receive an additional 2 damage
-At the start of each new round, the players are returned to the center
-If you attack another player, they will be stunned for 1 second and will lose 50 SP (special attacks don't work. Only standard control key attacks)
-The last player standing wins!
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« Reply #21 on: August 05, 2012, 12:21:01 pm »

Here are some more suggestions:
More passive skills from special skill books:
Parry-Blocking an attack will leave the opponent stunned for 3/4 of a second
Counter-Blocks will counter against the enemy, ignoring defenses and dealing stache/2 damage (rounded up)
Fleetfoot-attacker will retreat 2 steps backward if they are blocked. They will also go backward if they receive a crit.
Cripple-Critical hits debuff the opponent for 10 seconds, lowering attack, defense, speed, and stache by 5
Impact Shot-Critical hits heavily hit the opponent, blowing the back 2 tiles and dealing an additional stache/2 damage
Quick dodge-Increases evasion/block chance against critical hits by an additional set 20%

Universal Skills that all characters can use:
Shift-Shifts 5 tiles away from the opponent
Charge-Charges the opponent, dealing half of a normal strike's damage, and blowing the opponent back 1 tile

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« Reply #22 on: August 08, 2012, 12:31:45 pm »

More Rewards for Minigames (Reward costs will increase as you go down the list):
STS-
Smoke Bob-omb: Allows you to always escape from fights in turn-based with a 100% success rate. Does not work on enemies that are 3+ levels higher than you. Infinite uses.
Fierce Rush +: Boost block and crit chance by 5% each
Para-wings: Wings dropped from paratroopas and paragoombas. Boosts maximum SP by 10%, and lets your jump last longer, just for the heck of it.
Shroom Trophy: A golden trophy that displays your achievements in Steal the Shroom. With this in your inventory, Attack, defense, stache, and speed all are increased by 1. You can also play STS without using keys as long as you have this in your bag. (Non-equippable item that "passively" boosts your stats) NOTE: You can only redeem one trophy per character from a minigame. Since there are 4 different minigames, that means one can have a maximum of 4 trophies in their inventory, one from each minigame.
WAM-
Attack Speed Up-: Decreases attack recovery time duration by 50 milisecs. Mushroom Badge.
Stamina Drain: Increases SP regen rate by 15%, attacks will drain SP equal to 1/3 damage dealt.
Frenzy: Increases attack speed by 200 milisecs, but halves attack power.
Mole Trophy: A golden trophy that displays your amazing skill at mole genocide. With this in your inventory, HP and FP are increased by 5 each, while your attack and speed are increased by 2 each. You can also play WAM without keys when this is in your inventory.
Dodgebill-
Metal Box: A 1-use item that grants the user indefinite defense. All normal attacks will deal 0 damage, and specials will have their damage deflected back onto the opponent. Lasts 30 seconds.
Deflection: A skill book which grants the passive effect "Special Deflection." Special Deflection has a 30% chance of reducing damage taken by opponents' special attacks by 15%
Pocket Pot: A very small cooking utensil that can fit in your bag! An infinite-use item that enables you to cook on the go. Only allows you to cook single-ingredient recipes though. You'll have to go to a cook for 2-ingredient recipes.
Bullet Trophy: A golden trophy that shows everyone how good you are at throwing giant cannon ammo. Having this in your inventory will enable you to play dodgebill for free, as well as increase your defense by 2 and reduce attack speed cooldown by 15 milisecs.
Hide n' Sneak-
Magikloak: Magical cloak that Magikoopas use to turn themselves invisible temporarily. Teaches you the skill "Invisibility" where you can turn invisible for 10 seconds, with a cooldown casting time of 45 seconds. While being invisible, enemies won't be aggressive towards you, and you can't be damaged. However, you can't damage others. You can only run and cast things onto yourself while invisible.
Toughness: Reduces all damage taken by 10%. Passive skill from a skill book.
Flower Saver +: Can only be used if you already know flower saver. Upgrades the 30% cost reduction to a hefty 40%. Since this is quite powerful, I'll just slap a price saying it costs 1700 HnS reward coins.
Boo-Bros. Trophy: A trophy displaying the baby brothers and a boo which proves to others how good you are at being incognito. With this in your inventory, HnS requires no coins to play, and you will receive a passive boost in speed by 2 and a 2% crit chance boost. (2% is a set amount)

« Last Edit: August 08, 2012, 12:57:02 pm by Penguin4478 » Report Spam   Logged

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« Reply #23 on: August 08, 2012, 01:58:21 pm »

Some of these suggestions bring up good ideas that can be refined. However, there are also some that I don't think are too good, like the trophies that make the minigames free. Something along the lines of receiving a special item when doing something specific in a minigame sounds good though.
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« Reply #24 on: August 15, 2012, 07:29:56 pm »

This is a really generic suggestion, I don't know if it's a good one or not for SMBO, but I think it'll help keep it active during certain types of the year:
Seasonal events!
There are special seasonal things during christmas, halloween, etc... Here are some possible features:
-New shops that sell special seasonal items (Pumpkin shrooms during halloween, candy shrooms during christmas, special equips like different colored santa hats)
-The new equips like santa hats and stuff are slightly stronger than the base equips you can get year-round, so it'll encourage players to come around to enjoy the holidays!
-The shops are always there, but special events allow access to them (Example: A boo house is completely invisible until halloween season, then it'll show up. There are special stronger boos and enemies in there, as well as a shop and a boss that has a possibility of a rare equipment drop that gives very strong stat bonuses, like a badge that gives 2 more stat points than power plus)
-revamped GFX (Nighttime can only occur during the halloween season, NPCs that are friendly could dress differently to fit the season)

Aside from that, here are a few unique item suggestions that mostly give an edge in PvP:
Defense-Down Badge: A badge that lower your attack by 3 but pierces 15% of enemy defenses (Point is that it's more effective on tanks and less on characters with high HP and low defense)
Defense-Up Badge: This badge reduces damage taken from enemy attacks by 15%, but lowers your base defense by 6 (Because typically people have more attack than defense)
Lucky Fight: Mods your block and crit chance to a different formula: Your speed/stache - Opponent's speed/stache x .8 (Basically takes the speed/stache difference between you and your opponent and doubles your chance based off of that. Has no effect on speed/stache if the opponent has a higher amount)
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« Reply #25 on: August 15, 2012, 07:54:32 pm »

Penguin, I think the season stuff should be expanded a bit more. 
Like during seasons, mostly the trees and/or grass change color but you don't need to make a whole new sprite, just change the color to these: Fall Red, Brown, Orange Winter Just brown branches on trees or white cover  Spring and Summer Green. 
Plus there should be more special clothing than just hats.  Like there can be suits, boots and weapons like candy cane, turkey bone, Hanukkah star, pot of gold, etc. 
And during Christmas season, there's clothing to make Yoshi look like a reindeer and for Toad to be an elf. 
And on St. Patrick's day, if you are not green skinned or have green clothing, players can pinch you and you lose 1 HP for every pinch and it can't be 0 or blocked. 
And during Valentine's day,  there will be candy shops all around the game and when you give a candy to a friend, you will get a heart token that you can use to exchange items for only Valentine's day.
So I hope these ideas come to life!
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« Reply #26 on: August 15, 2012, 07:56:35 pm »

Sounds good, but I was thinking only doing some major holidays (Mainly Christmas) Hanukkah, st. patrick's, etc are really minor holidays that don't get too much attention and would require more than necessary work for bringing the wanted feeling to the game.
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« Reply #27 on: August 16, 2012, 12:00:37 pm »

Here are some more ideas having to do with seasonals:
Modded things:
-The weather turns snowy and there's a snow BG effect on town maps (Suggested by SMB)
-Yoshi's Ski pole now grants slightly faster movement speed when equipped in a map that has the snowy weather
-Seasonal GFX (such as poles with christmas lights on them) are added in all towns during the holiday (suggested by SMB)
-Dodgebill, Hide n' Sneak, and STS maps are modded so that new places can only be accessed during these seasonal events.
Items~
Badges:
Candy Badge-Grants all items a non-set amount of a 20% increased drop chance. (Non-set means that items with 1% crop rate are buffed to 1.2%, while items with 50% are buffed to 60%) Also gives you a sugar rush energy-boost, granting an extra 30 SP.
Boo Badge-Makes you as evasive as a boo! This badge is a special badge which helps you "dodge" (equivalent to block) an additional set amount of 8%
Shade Badge-Allows you to sneak through and surprise attack enemies, increasing your critical rate by 4% and your speed by 3, as well as your SP by 15.
Clover Badge-Gives you extreme luck! A special badge that increases drop rate of all items by a set 2%, as well as increase crit chance by 6.5%
Consumables:
Candy Shroom- a Shroom with candy cane stripes on it! Heals 100% SP and 10 HP
StarCandy- Super Powerful Candy! Doubles ALL non HP/FP stats for 20 seconds
Extras:
Sled-Fills up the special badge slot, but grants 1.3x normal movement speed. it gives 1.4x during the snowy seasons.
Jack O' Lantern- Costs 1 DE coin and can be bought at the DE shop. Can give a variety of items. See list Below. (1-Use)
Present- Costs 1 DE coin, just like Jack o Lantern.
Equipment:
Santa Hat (No character restriction)-
Level 30 Version- +5 HP +2 Defense +1 Stache
Level 60 Version- +10 HP +2 Defense  +4 Stache
Candy Cane (No Character Restiction Weapon)-
Level 25 Version-+5 HP +5 FP +4 ATK
Level 50- +5 HP +10 FP +5 ATK +1% Crit Chance
Level 75- +10 HP +10 FP +5 ATK +2% Crit Chance +1 SPD
Pumpkin Mallet (No Character Restriction Weapon)-
Level 10 Version- +3 ATK +1 DEF
Level 25 Version- +4 ATK +1 DEF +1% Block chance
Level 45- +5 ATK +2 DEF +1% block chance
Level 65- ++6 ATK +2 DEF +1.5% block chance

Jack O' Lanterns and Presents: These are special 1-use items that cost special items. You can get these items from somewhat rare enemy drops, or from buying them for DE coins from the DE store. They're the ONLY WAY TO GET SOME SEASONAL EQUIPS. Here's a list of them, along with a % chance of getting each item:

Small Pumpkin (Cost 1 DE coin, dropped with a 2% chance from levels 1-10):
Pumpkin Mallet (Lvl 10, 30% Chance)
1 DE coin (20%)
25, 50, 75, 100, 200 Coins (10% each)

Pumpkin (2 DE coins, 2% drop rate, lvl 11-25)
Pumpkin Mallet (Lvl 25, 25% chance)
1 DE coin (15%)
2 DE coins (5%)
Life Shroom (5%)
50, 100, 150, 250, 500 coins (10% each)

You get the idea... anyways, you can only get non-badge equips from these 1-use luck items. Badges can be bought by collecting ANOTHER enemy drop that all enemies drop. During Halloween, all enemies drop "candy" which are like DSP and can be used for purchasing bages from the halloween store. During Christmas, it's snowflakes.
« Last Edit: August 16, 2012, 12:34:13 pm by Penguin4478 » Report Spam   Logged

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« Reply #28 on: August 17, 2012, 10:04:17 pm »

Penguin thanks for saying that some of the ideas came from me!  I'm so touched I'm crying *tears,tears,tears* XD.
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« Reply #29 on: August 19, 2012, 04:12:21 pm »

Your welcome!
Anyways, today I was riding back from my piano lesson in the car, and I reached an epiphany on how to improve stache!
Basically, stache influences pretty much everything to do with specials, other than FP. Here are 3 things that stache could help.

1. This doesn't have anything to do with specials, but I still think this is pretty good. Basically, the base critical damage is 150%. I'm suggesting that each stache point increases the critical damage by an additional 1%. So, if someone had 15 stache, the new crit damage would be 165%.

2. Each stache point you gain will give you one "skill point" too. You can use skill points to increase the damage/healing effect by 1 without the FP cost increasing. However, the max amount of times you can upgrade a single skill is 2. Also, applying skill points on buffs/debuffs will give an extra .05 boost, but maxing out a buff/debuff will increase the FP cost by 1. You also won't get extra skill points from equipment that gives more stache.

3. I think this is the best idea I've had in a while: Specials that can only be learned after attaining a specific amount of a certain stat, which is in most cases stache.
A normal character starts out with their basic specials set at specific levels. Here's a list of what the specials attainble from specific stats are:
(FP costs aren't there because I'm not too good at trying to make balanced prices for the specials. The stat requirements are BASE stats, not stats after equipment is placed.)
-Mario-
8 Stache: Fire Power Up-Boosts all stats by 30% for 15 seconds.
15 Speed: Super Dash-Doubles Speed and makes it so that no run energy is depleted for 40 seconds
-Luigi-
10 Stache: Power Jump- Jumps an extreme distance, damaging enemies for normal attack damage. Range 9
18 Defense: Wonder Guard-Makes Luigi immune to all damage and debuffs for 10 seconds
-Wario-
50 Attack: Crusher-Pulverizes an opponent, dealing 110% normal attack damage and halving their defense for 10 seconds.
13 stache: Lucky Strike-All attacks gain a boosted SET amount of 2% in crit chance. (Passive)
-Waluigi-
10 Stache: Severe Criticals-Passively boosts all critical damage by a set 25%
18 Stache: Thorns-Deals 50% normal attack damage. Range: infinite, meaning it hits anyone on the same map who's targeted. Creates entangling thorns which immobilize the opponent, enabling them to use ONLY basic attacks, and stopping them from moving from the tile they're on for 10 seconds.
-Yoshi-
40 FP: Egg shield-Creates an egg shield which takes damage for you until it breaks. It has 0 defense, and takes damage equal to 80% of the user's HP.
14 Stache: Egg reserve-Using eggs as effective ways of storing energy, Yoshi can use egg reserves to economize and passively cut down on FP consumption by 10%. Also Boosts Attack, Defense, Speed and Stache by 1 each.
-Toad-
60 HP: Recuperation-Slowly regenerate 25% of your max HP over 60 seconds. Also Passively boosts your max HP by 5%. Rounds down to the nearest 5-point increment.
15 Stache: Poison Shroom- Poisons the enemy, dealing exactly 3 damage ignoring all defenses and poisons the foe, causing the poison person to take 1 damage for each 5 steps taken for 15 seconds.
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