===============================================================================
= =
= Sesame Street 1-2-3 =
= Nintendo Entertainment System =
= FAQ/Walkthrough by Daniel Gordon =
= Version 2.00 =
= E-mail: [daniel.j.gordon (at) gmail (dot) com] =
= This FAQ/Walkthrough is copyright (c) Daniel Gordon, 2003-2015 =
= =
===============================================================================
===============================================================================
= Table of Contents =
===============================================================================
===============================================================================
= Section 00 -- The Find Feature =
===============================================================================
This guide is now equipped with a Find Feature. Whenever you want to find
something specific within this guide, use the mouse to highlight the
corresponding text in the Table of Contents. Next, press both the Control
key and the "C" key on your keyboard. After the text has been highlighted,
press both the Control key and the "F" key on your keyboard. This will
bring up the Find Menu. Now, press the Control key and the "V" key on your
keyboard. This will take the highlighted text from the document and put it
in the "Find what:" text box on the Find Menu. Finally, press the Enter key
on your keyboard. These five simple steps will take you anywhere you want to
go within the document. I hope that makes navigating this guide a little
easier.
This guide is copyright Daniel Gordon, 2015-2015, all rights reserved.
This guide is protected under International Copyright Law, and may not be
reproduced in any way, shape, or form in newspapers, magazines, or anywhere
on the World Wide Web without prior written consent from Daniel Gordon
(djg40). In order to receive consent, the applicant must send an email to:
[daniel.j.gordon (at) gmail (dot) com]
If no reply is sent, no consent is given. This guide should only be located
at www.GameFAQs.com and nowhere else. If this guide is found at any site
other than those listed above, please notify the author by sending an email
to:
[daniel.j.gordon (at) gmail (dot) com]
In this way, the author (djg40) is notified, and corrective actions may take
place. Thank you, and have a great day.
Sesame Street 1-2-3 and all associated terms are a trademark of the
Children's Television Network. Grover and Ernie are copyright (c) Muppets,
Incorporated. Nintendo, NES and Nintendo Entertainment System are trademarks
of Nintendo of America (www.nintendo.com). ASCII Controller is copyright
(c) Colin Moriarty, who very nicely allowed me to use it. Other than that,
All Rights Reserved.
===============================================================================
= Section 02 -- Version History =
===============================================================================
------------
Version 2.00
------------
This guide, along with all my others, was updated to make it more consistent
with my other walkthroughs, in terms of formatting. I also found a few more
spelling errors, which have been corrected, and updated the copyright
section to change "legal action" to "corrective actions."
Version 2.00 was submitted to GameFAQs on January 01, 2015.
------------
Version 1.50
------------
This guide, along with all of my others, was updated to include my new
email address. Additionally, several of my guides now have a new section,
Previous Revisions. This was done mainly to move most of the Version
History to the bottom of the file. Also, I think I caught all of the
remaining spelling errors, though one or two probably slipped through the
cracks. I hope you like the new look!
Version 1.50 was submitted to GameFAQs on June 25, 2004.
_________________________________
| |
| _ Nintendo |
| _| |_ |
[D-Pad] -------->||_ 0 _| SELECT START B A |
| |_| [ ] [ ] o o |
| o o o o |
|________________________o____o___|
***ASCII Nintendo Controller was designed by Colin Moriarty. He was
enough to allow me to use it. Thank you, Colin!***
Since this is a Nintendo game, the basic Nintendo controller must be used
in order for this game to work correctly. The buttons, as well as what they
do, are as follows:
Directional Pad - Signals that another shape is needed. Changes the
displayed object to another object.
A Button - Signals to Ernie that the object is correctly matched.
B Button - Signals to Ernie that the object is correctly matched.
------------
Astro-Grover
------------
Directional Pad - Moves the beams from the satellite dishes.
Moves back and forth, cycling through the numbers in the
number line.
A Button - Signals to Grover that the correct amount has been
determined.
B Button - Signals to Grover that the correct amount has been
determined.
Ernie's Magic Shapes is one of two games that can be chosen at the outset
of the game. In reality, Ernie's Magic Shapes is seven different, smaller
games. Some of these games require the player to match the shape of the
object on the screen, while others require that the player match both the
shape of the object on the screen, as well as the color of said object.
The titles of each section are different, depending on whether or not the
magic wand is hovering next to the title. When the magic wand is not
hovering next to the section title, it is BLUE. This name is on the left
side of the arrow. However, when the magic wand is hovering next to the
section title, the title becomes PINK and changes to the name on the right
side of the arrow.
----------------------------
Instructions --> How To Play
----------------------------
This section of Ernie's Magic Shapes is not a game so much as something that
tells the player how to play the different versions of matching. First up,
Ernie will show two shapes, a GREEN diamond and a GREEN egg (or oval). Ernie
will then tell the player that "This is the wrong shape." He will continue
to tell the player to press any direction on the directional pad, which will
bring the player to Ernie's next example.
Next, Ernie will show two more shapes, a smaller RED diamond and a smaller
BLUE diamond. While these two objects share the same shape, Ernie reminds
the player that "This is the wrong color." Ernie will then tell the player
to press any direction on the directional pad, which will cause Ernie to
showcase two more objects.
Ernie's next example also shows two objects, both of them being vertical
PINK ovals. Since both objects are the exact same shape and color, Ernie
will tell the player that "This is the right shape and color." Because these
two objects are the same, Ernie tells the player to press either the B
Button or the A Button. This prompts a bunny that has been hiding in the
black hat to make an appearance, which signals to the player that the
objects match.
-----------------------------------
Presto-Shape-O --> Match The Shapes
-----------------------------------
Presto-Shape-O is a little matching game in which every object is the same
color. All that the player needs to do is match up the shapes themselves.
The shapes, as well as the colors, are completely random, so I cannot tell
you how each round is going to go, but I can tell you the available colors
and shapes.
There are six possible colors, including BLUE, GRAY, GREEN, ORANGE, PINK,
and RED. There are more than fifteen different shapes that each object
could be. When both the shape and the color match exactly, press either the
B Button or the A Button, to signal to Ernie that the objects are the same.
Ernie will then magically transport the object to the top of the screen,
and the little bunny will pop out of the black hat, signaling that the
player is correct.
If, however, the player presses either the A Button or the B Button when the
objects differ in either shape or color, Ernie will look up at the shape
above him, then over towards the object over the black hat. He will then
point his magic wand at the black hat, and the bunny will step out from
behind the black hat and shake his head, signaling that the player is wrong.
There are five sets of objects in this game that the player must correctly
match.
-----------------------------------------
Abracadabra...Colors! --> Match The Color
-----------------------------------------
Abracadabra...Colors! is a little matching game where the player tries to
match the color of the object over Ernie's head with the color of the object
over the hat. In Presto-Shape-O, all of the objects were the same color, but
in this matching game, all of the objects are the same shape. All the player
has to do is match up the colors of the matching shapes. Again, the shapes
and the colors chosen are completely random.
There are six possible colors, including BLUE, GRAY, GREEN, ORANGE, PINK,
and RED. There are more than fifteen different shapes that each object could
be. When both the shape and the color match exactly, press either the
B Button or the A Button, to signal to Ernie that the objects are the same.
Ernie will then magically transport the object to the top of the screen, and
the little bunny will pop out of the black hat, signaling that the player is
correct.
If, however, the player presses either the A Button or the B Button when the
objects differ in either shape or color, Ernie will look up at the shape
above him, then over towards the object over the black hat. He will then
point his magic wand at the black hat, and the bunny will step out from
behind the black hat and shake his head, signaling that the player is wrong.
In this game, as well as in Presto-Shape-O, there are five sets of objects
that the player must correctly match.
------------------------------------------
Zip Zap The Shapes --> More Shape Matching
------------------------------------------
In Zip Zap The Shapes, the only thing that the player has to match is the
shape of the objects. The color of every object will be uniform. However,
Zip Zap The Shapes throws the player for a loop. There are multiple shapes
in each puzzle, this time. The player must find each different shape one at
a time, completing each picture only when every object used has been
matched.
There are six possible colors, including BLUE, GRAY, GREEN, ORANGE, PINK,
and RED. In Zip Zap The Shapes, an image will be formed using multiple
objects. It is the player's responsibility to sort through the more than
fifteen different shapes and choose the correct shapes. When a shape that
is hovering above the black hat matches a shape in the picture, press either
the A Button or the B Button, signaling to Ernie that one of the objects is
the same. Ernie will then magically transport the object to the top of the
screen, and another object will show up above the black hat. Continue to
match objects until every object has a match. Only then will the picture be
complete, and only then will the bunny make an appearance, signaling that
the player is right.
If, however, the player presses either the A Button or the B Button when the
objects differ in either shape or color, Ernie will look up at the shape
above him, then over towards the object over the black hat. He will then
point his magic wand at the black hat, and the bunny will step out from
behind the black hat and shake his head, signaling that the player is wrong.
In Zip Zap The Shapes, there is an infinite amount of puzzles that the
player can complete. However, the puzzles will repeat over and over. To exit
Zip Zap The Shapes at any time, press the START Button.
-------------------------------------------
Poof Pop The Colors --> More Color Matching
-------------------------------------------
Poof Pop The Colors is similar to Zip Zap The Shapes, except this time the
player must match both the shape and the color of the objects hovering above
Ernie's head. In Poof Pop The Colors, each puzzle has multiple pieces, but
each piece of the puzzle will be shown one at a time. However, the object
will cycle through the available colors until the player correctly matches
the color of the object over the black hat with the object over Ernie's
head. The player must move through each puzzle, completing it piece by
piece, until the entire image is replicated.
There are six possible colors, including BLUE, GRAY, GREEN, ORANGE, PINK,
and RED. In Poof Pop The Colors, images will be formed using multiple
objects of varying colors. When an object hovering above the black hat
matched both the shape and color of an object floating over Ernie's head,
press either the A Button or the B Button, signaling to Ernie that one of
the objects has been matched. Ernie will then magically transport the object
to the top of the screen, and another object will show up above the black
hat. Continue to match objects until every object has a match. Only then
will the picture be complete, and only then will the bunny make an
appearance, signaling that the player is right.
If, however, the player presses either the A Button or the B Button when the
objects differ in either shape or color, Ernie will look up at the shape
above him, then over towards the object over the black hat. He will then
point his magic wand at the black hat, and the bunny will step out from
behind the black hat and shake his head, signaling that the player is wrong.
In Poof Pop The Colors, there is an infinite amount of puzzles that the
player can complete. However, the puzzles will repeat over and over. To
exit Poof Pop The Colors at any time, press the START Button.
---------------------------------------------
Shazam! More Shapes --> Harder Shape Matching
---------------------------------------------
Shazam! More Shapes is exactly, and I mean exactly, like Zip Zap The Shapes.
In Shazam! More Shapes, the only thing that the player has to match is the
shape of the objects. The color of every object will be uniform. However,
Shazam! More Shapes throws the player for a loop. There are multiple shapes
in each puzzle, this time. The player must find each different shape one at
a time, completing each picture only when every object used has been
matched.
There are six possible colors, including BLUE, GRAY, GREEN, ORANGE, PINK,
and RED. In Shazam! More Shapes, an image will be formed using multiple
objects. It is the player's responsibility to sort through the more than
fifteen different shapes and choose the correct shapes. When a shape that
is hovering above the black hat matches a shape in the picture, press either
the A Button or the B Button, signaling to Ernie that one of the objects is
the same. Ernie will then magically transport the object to the top of the
screen, and another object will show up above the black hat. Continue to
match objects until every object has a match. Only then will the picture be
complete, and only then will the bunny make an appearance, signaling that
the player is right.
If, however, the player presses either the A Button or the B Button when the
objects differ in either shape or color, Ernie will look up at the shape
above him, then over towards the object over the black hat. He will then
point his magic wand at the black hat, and the bunny will step out from
behind the black hat and shake his head, signaling that the player is wrong.
In Shazam! More Shapes, there is an infinite amount of puzzles that the
player can complete. However, the puzzles will repeat over and over. To
exit Shazam! More Shapes at any time, press the START Button.
----------------------------------------
Ta Dah! What A Figure --> Hardest Of All
----------------------------------------
Ta Dah! What A Figure is pretty much a carbon copy of Poof Pop The Colors.
Ta Dah! What A Figure is similar to Shazam! More Shapes, except this time
the player must match both the shape and the color of the objects hovering
above Ernie's head. In Ta Dah! What A Figure, each puzzle has multiple
pieces, but each piece of the puzzle will be shown one at a time. However,
the object will cycle through the available colors until the player
correctly matches the color of the object over the black hat with the object
over Ernie's head. The player must move through each puzzle, completing it
piece by piece, until the entire image is replicated.
There are six possible colors, including BLUE, GRAY, GREEN, ORANGE, PINK,
and RED. In Ta Dah! What A Figure, images will be formed using multiple
objects of varying colors. When an object hovering above the black hat
matched both the shape and color of an object floating over Ernie's head,
press either the A Button or the B Button, signaling to Ernie that one of
the objects has been matched. Ernie will then magically transport the object
to the top of the screen, and another object will show up above the black
hat. Continue to match objects until every object has a match. Only then
will the picture be complete, and only then will the bunny make an
appearance, signaling that the player is right.
If, however, the player presses either the A Button or the B Button when the
objects differ in either shape or color, Ernie will look up at the shape
above him, then over towards the object over the black hat. He will then
point his magic wand at the black hat, and the bunny will step out from
behind the black hat and shake his head, signaling that the player is wrong.
In Ta Dah! What A Figure, there is an infinite amount of puzzles that the
player can complete. However, the puzzles will repeat over and over. To
exit Ta Dah! What A Figure at any time, press the START Button.
Along with Ernie's Magic Shapes, Astro-Grover is another set of games that
the player can choose at the games onset. In Astro-Grover, there are only
five different games to choose from, instead of the seven choices that
Ernie's Magic Shapes provides.
The games in Astro-Grover all deal with counting, specifically from one to
nine. In later games, such as Adding Countdown, Take It Away, Zips, and Sum
Up, Sum Down, the player will be asked to add or subtract numbers. However,
since this game is designed for small children, the highest number that the
player has to deal with is nine.
--------------
How Many Zips?
--------------
In How Many Zips, a city is apparently under a brown-out. All of the
buildings and such have turned brown. It is the player's responsibility to
reclaim the brown sections of the town, one portion at a time. Underneath
the brown town, there is a line of numbers, starting at one and ending at
nine.
When How Many Zips begins, a spaceship of some kind flies around for a bit
and then throws out some Zips. The player must use the number line to
correctly identify just how many Zips there are. Every time this game
begins, the cursor will begin on five, because it is directly between one
and nine on the number line.
When the player correctly guesses the number of Zips on the screen, the
spaceship will take back the Zips, the very right-hand side of the brown
town will be revealed, and then the spaceship will fly around some more,
until it eventually throws out some more Zips. Additionally, the moon in
the upper left-hand corner of the screen will smile. However, if the
player's guess is incorrect, then the moon will shake from left to right,
signaling that the player needs to try another number.
After five sets of Zips has been thrown out of the spaceship, and after the
player has correctly guessed the amount of Zips each time, the entire brown
town will be revealed. Grover will then make an appearance, floating across
the screen for a while before flying off. After a while, Grover returns,
does his whole routine again, and then flies off again, and How Many Zips
has been completed.
----------------
Beam That Number
----------------
In Beam That Number, there are three satellite dishes on the bottom of the
screen, along with Grover at a control panel on the left, and a spaceship
on the right. In the screen above, there are twenty-five Zips, arranged in
a random pattern. The spaceship on the right has a white number inside. It
is the player's goal to have the number match the amount of Zips highlighted
by the beams coming from the satellite dishes. If the number highlighted
does not match the number inside the spaceship, press left or right on the
Directional Pad to change the amount of Zips highlighted.
When the correct number of Zips is highlighted, press either the A Button
or the B Button to force the beams to suck in the Zips from outer space,
thereby reducing the number of Zips left in space. When the player presses
either the A Button or the B Button when the number of Zips highlighted
does not match the number inside the spaceship, then Grover will shake his
head, which signals to the player that they need to try again.
After the spaceship has been raised all the way to the top of the screen,
which will occur after five correct matches, Beam That Number will have
been completed, returning the player to the menu of games available in this
mode of play.
In Adding Countdown, a city is apparently under a brown-out. All of the
buildings and such have turned brown. It is the player's responsibility to
reclaim the brown sections of the town, one portion at a time. Underneath
the brown town, there is a line of numbers, starting at one and ending at
nine.
In Adding Countdown, a number of Zips are floating in the sky above the
brown town. A different sort of spaceship is now patrolling the skies,
waiting for the player to signal that the Zips are ready to be taken away.
There is also a new object in the night sky -- an equation line! The
equation line looks like this:
.---.
|-------| |-------|
'---'
When the game begins, the player must match the number of Zips in the sky
with a number from the number line. This will place the number to the left
of the equation line and will add a plus sign (+) into the box in the
equation line. And of course, the moon will smile at the player. Now the
equation line should look like this, where "X" is equal to the number of
Zips that were in the night sky:
.---.
X |-------| + |-------|
'---'
Now, more Zips will arrive on the scene. The player must now determine the
amount of Zips that were added to the original crowd. Whereas the original
Zips were on the top row, the Zips added later will be on the bottom row.
When the player correctly guesses the amount of Zips added, the moon will
smile at the player again, a new number "Y" will be placed on the right side
of the equation line, and an equals sign (=) will be placed immediately to
the right of the new number. The equation line should now look like this,
where "X" is equal to the number of Zips that were originally in the night
sky and "Y" is equal to the number of Zips that were added later:
.---.
X |-------| + |-------|Y=
'---'
Finally, the player will be asked to add the number of Zips that were added
later to the amount of Zips originally in the night sky. When the total
number of Zips in the sky is correctly stated, the moon will smile one more
time, the equation line will be complete, and the new spaceship will take
back the Zips. Also, a portion of the brown town will be restored.
After five equations have been completed, and after the spaceship has taken
back all Zips involved, the entire brown town will be revealed. The new
spaceship will then fly across town, while the moon has a smile cemented on
its face. After a while, the spaceship will fly away, taking the player
back to the Astro-Grover menu, and Adding Countdown will be complete.
-------------------
Take It Away, Zips!
-------------------
In Take It Away, Zips!, a city is apparently under a brown-out. All of the
buildings and such have turned brown. It is the player's responsibility to
reclaim the brown sections of the town, one portion at a time. Underneath
the brown town, there is a line of numbers, starting at one and ending at
nine.
In Take It Away, Zips!, a number of Zips are floating in the sky above the
brown town. A different sort of spaceship is now patrolling the skies,
waiting for the player to signal that the Zips are ready to be taken away.
There is also a new object in the night sky -- an equation line! The
equation line looks like this:
.---.
|-------| |-------|
'---'
When the game begins, the player must match the number of Zips in the sky
with a number from the number line. This will place the number to the left
of the equation line and will add a minus sign (-) into the box in the
equation line. And of course, the moon will smile at the player. Now the
equation line should look like this, where "X" is equal to the number of
Zips that were in the night sky:
.---.
X |-------| - |-------|
'---'
Now, some Zips from the original amount will be moved to the right side of
the night sky. The player must now determine the amount of Zips that were
subtracted from the original amount. Whereas the original Zips started on
the left side of the screen, the Zips being subtracted were transported to
the right side of the screen. When the player correctly guesses the amount
of Zips subtracted, the moon will smile at the player again, a new number
"Y" will be places on the right side of the equation line, and an equals
sign (=) will be placed immediately to the right of the new number. The
equation line should now look like this, where "X" is equal to the number of
Zips that were in the original group and "Y" is equal to the amount of Zips
moved to the right side of the screen:
.---.
X |-------| - |-------|Y=
'---'
Finally, the player will be asked to subtract the number of Zips that were
subtracted from the original group and moved to the right side of the
screen. When the total number of Zips now in the sky is correctly stated,
the moon will once again smile, the equation line will be complete, and
the new spaceship will take back the Zips. Also, a portion of the brown
town will be restored.
After five equations have been completed, and after the spaceship has taken
back all Zips involved, the entire brown town will be revealed. The new
spaceship will then fly across town, while the moon has a smile cemented on
its face. After a while, the spaceship will fly away, taking the player
back to the Astro-Grover menu, and Take It Away, Zips! will be complete.
-----------------
Sum Up, Sum Down!
-----------------
In Sum Up, Sum Down!, there are three satellite dishes on the bottom of the
screen, along with Grover at a control panel on the left, and a spaceship
on the right. Underneath each satellite dish is a number. Inside the
spaceship on the right is a white number. The player's objective is to use
the numbers below the satellite dishes to equal the number in the spaceship.
Here is an example. Let's say the number in the spaceship is eight, and
underneath each satellite dish is, from left to right, a one, a four, and a
three. When the player presses either the A Button or the B Button when the
cursor is under the middle satellite dish, four Zips will be transported
from the satellite dish into space.
Now, the player must put four more Zips into space, using any of the numbers
listed below the satellite dishes. The easiest way to do this is to simply
press either the A Button or the B Button again. This will put four more
Zips into space, for a total of eight, which is the magic number.
When the magic number has been accounted for, the Zips will be transported
into the spaceship, and the spaceship will raise up one level, and a new
number will appear in the spaceship. If the player goes over the number
shown in the spaceship, a Big Zip will drop down from the top of the screen
and will shake his head, telling the player that there are too many Zips.
Additionally, the player will have to start that number over.
After the spaceship has been raised all the way to the top of the screen,
which will occur after four correct matches, Sum Up, Sum Down! will have
been completed, returning the player to the menu of games available in
this mode of play.
Well, my fifth FAQ/Walkthrough has come to a close. I hope a few people will
benefit from having this guide to look at. The Sesame Street series of games
on the Nintendo Entertainment System are often overlooked as a great
teaching tool for young children. I have found that these games actually
will aid in teaching young children the different shapes and colors found
in their new world. Also, the numbers one through nine, as well as skills
such as adding and subtracting can be taught to children with this game. I
hope that at least somebody found this guide informative, if nothing else.
If anyone at all found this guide and actually used it, or even if they
thought it was well-written, feel free to drop me a line at:
[daniel.j.gordon (at) gmail (dot) com]
with any comments or suggestions.
It may not be much to look at, but as something that children will think is
fun, it ranks right up there as a phenomenal teaching tool. If only more
kids these days had access to the original Nintendo.... Alas, it is of no
use to dwell on the past. And so, here is to more video games that can
actually help children to learn. Thank you for reading, and have a great
day.
This guide was updated, along with all of my others, to make the Table of
Contents look cleaner. I hope you like the changes I have made. Actually,
though, I like it, so I am keeping this format no matter what. I guess you
had just better like it. I also updated the copyright dates.
Version 1.41 was submitted to GameFAQs on January 14, 2004.
------------
Version 1.31
------------
This guide was updated mainly to include my new Special Thanks and Credits
Section. Nothing at all was done to this information in other sections, so
don't bother checking. This should be the last update to this file, at
least until I decide to change my format again, eh?
Version 1.31 was submitted to GameFAQs on October 7, 2003.
------------
Version 1.30
------------
This guide was updated to reflect that I now allow faqs.ign.com to host my
FAQs. Nothing was done to the information contained in the other sections,
just the Legal Disclaimer.
Version 1.30 was submitted to GameFAQs on July 24, 2003.
------------
Version 1.20
------------
This guide was updated for two main reasons. One, I decided to tweak the
format slightly, most notably in the Table of Contents. Second, I added a
Find feature. I realize a Find feature isn't necessarily required for a
guide of this size, but some people have requested a Find feature, so I have
decided to add one. Hopefully finding specific things in this guide will be
much easier from now on.
Version 1.20 was submitted to GameFAQs on June 24, 2003.
------------
Version 1.10
------------
This update was done mainly to fix some minor problems. First, the controls
for Astro-Grover had been unexplainably left out. Second, I fixed a few
very minor spelling errors. Finally, I added the date that this was
originally submitted, mainly for my own reference.
Version 1.10 was submitted to GameFAQs on June 17, 2003.
------------
Version 1.00
------------
This is the original guide, as submitted to GameFAQs. There will definitely
be updates to come, as there is inevitably something else that can go in
here. All sections are as complete as I want them for now. All portions of
this guide are my own design, except for the ASCII Nintendo Controller,
which was designed by Colin Moriarty. Thank you for allowing me to use it
in my guides!
Work on this guide officially began on June 13, 2003.
Version 1.00 was originally submitted on June 17, 2003.
===============================================================================
= Section 07 -- Special Thanks and Credits =
===============================================================================
First, I would like to thank CJayC for running this site and for hosting
this guide. If not for GameFAQs, I would not be as into gaming as I am, and
I would not have thought so many other things are possible, other than just
playing the game.
I would like to thank Colin Moriarty (CMoriarty) for allowing me to use his
ASCII Nintendo Controller. He pointed out that mine was too big, so I asked
if I could use his. Thanks, Colin!
And last, but definitely not least, I would like to thank my close friends
on GameFAQs. Especially Steve, Devin, Chad, Brian, Zoop, Trace, and Andrew.
You guys are more help than you realize, and I thank you for that.
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= =
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