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NEC TG-16/TE/TurboDuo => TG-16/TE/TurboDuo Discussion => Topic started by: nat on December 28, 2006, 07:53:03 AM
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OK, time for a new game thread... :lol:
So who here can beat Splatterhouse in the "hard" difficulty mode? I've been playing it again lately on "hard".
I can beat the game on normal difficulty, but the thing is f*cking impossible on hard. I am getting hung up at the stage 3 boss with the chainsaw arms. I'm able to get off a fully loaded shotgun's share of rounds and around 10 kicks to the shins before I'm down for the count. How many f*cking hits does this guy take on hard mode? Is there some kind of strategy to this guy? When I play through on normal mode, I usually just corner him and hammer away like there's no tomorrow. It's usually a given I'll lose a heart or two but I'm still able to take him out before he can do me in.
I can't even imagine what the stage 5 boss is going to be like-- I always thought he was the hardest one of the game on normal difficulty.
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beat it on arcade and on normal mode for PCE, but on hard mode..seems quite impossible :shock:
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I always found this game to be pretty difficult even on normal. I swore I owned it but I guess I must of sold it, which strikes me as odd. Unless I let a friend borrow it and they never returned it. I liked a lot of the music in this game, though certainly not all of it. I also like this better than Spatterhouse 2 on the Genesis, and from what I remember, Splatterhouse 3 as well.
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I beat it on hard a few times. I wont play it on anything else because the game is too easy. I think the hard setting emulates the arcade games difficulty more. Your having probs with that boss so what you need to do probably is slowly work 2 shotguns there that are fully loaded if I remember right. Pick one up,then the other. Keep doing this all the way to the boss. It helps to have full energy too,because hes going to hit you as you shoot him.
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I beat it on hard a few times. I wont play it on anything else because the game is too easy. I think the hard setting emulates the arcade games difficulty more. Your having probs with that boss so what you need to do probably is slowly work 2 shotguns there that are fully loaded if I remember right. Pick one up,then the other. Keep doing this all the way to the boss. It helps to have full energy too,because hes going to hit you as you shoot him.
Hmmm.. I'll try that, thanks. Getting to him with full hearts is no prob.
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I always found this game to be pretty difficult even on normal. I swore I owned it but I guess I must of sold it, which strikes me as odd. Unless I let a friend borrow it and they never returned it. I liked a lot of the music in this game, though certainly not all of it. I also like this better than Spatterhouse 2 on the Genesis, and from what I remember, Splatterhouse 3 as well.
This game has some really great music. I especially like the music on stage 6 and the music at the final boss. There is only one (maybe two) tunes I don't care for.
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DAMMIT!!
I just played through and was able to beat the stage 3 boss. I actually made it all the way to the final boss in the "hard" mode but I used up all my continues in the process. He schooled me and sent my ass straight back to the title screen.
Incidentally, my attempts to get the two rifles to the boss of stage 3 failed miserably. So when I got there, I made a half-ass attempt to beat him the way I normally do. Well, I found the "sweet spot" and beat his chainsaw-toting ass to a pulp with just my fists and feet. The stage 5 boss actually didn't seem any harder in "hard" mode. Where I lost most of my continues was in the damn "Womb" level where those hatchling mutants are born. I swear there are twice as many of the f*ckers in "hard" mode.
Well, at least I know it's not impossible to beat "hard" mode. I'll give it another go this wekeend or something.
As I was playing, I was thinking a lot about the msuic. Anyone here have MP3s of the arcade audio so we can compare to the Turbo versions?
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I think Splatterhouse is just hard for some people and easy for others. Oddly enough part 2 is the game that mops the floor with me.
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I beat Splatterhouse quite a few times back in the day, but never in hard mode - I'd get whacked long before the final boss. I really like the music in Splatterhouse but don't care for the crappy voices. How does it compare to the arcade and other ports?
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How does it compare to the arcade and other ports?
there is only one other port exist, for the FM Twons marty which is a accurate 1:1 arcade port (as usual)
for the PCE version, the gameplay as well as level design is almost corresponding with the arcade version. it lacks in grafical/technical issues only (less details, less animations, audio etc).
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Ditto. Run it on Mame.
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As I was playing, I was thinking a lot about the msuic. Anyone here have MP3s of the arcade audio so we can compare to the Turbo versions?
Well, I could probably rip the audio tracks from the FM-Towns for ya. They sound slight different than the arcade, but sound just as good.
The stage 4 boss theme is my favorite, I still have it saved on my mp3 player.
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Please do!
That tune is one of my favorites on the Turbo version, too.
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There's about 41 tracks to the FM-Towns version. I ripped only up to the end of stage 4 boss, and labeled them to the best of my knowledge. I might do the rest later on, but I have to get to work now. Enjoy.
FM-Towns Splatterhouse music sample (http://www.sendspace.com/file/r6k5h6). (The download link is at the middle of the page)
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I haven't even tried Splatterhouse on hard mode yet, but it's pretty easy for me on normal.
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Ha! Splatterhouse! :D I played that game for a little bit to test it out and made it only as far as the sewer level before I lost all my lives. Some practice would help me get through it more. Gotta love the fat guy in the Jason mask! :D
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Well, I'm glad I'm not the only one who thinks that Splatterhouse on Hard mode offers a challenge. I thought folks considered me a wimply player when I finished it on Hard and described it as a satisfying experience (http://www.pcenginefx.com/forums/index.php?topic=1039.msg8187#msg8187).
Anyway, I've found it helpful not to use turbo switches, since it forces you to play less sloppily, IMO. Of course, I tried it with turbo switches as well... you may have a different preference :).
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Hmm, I've actually never tried to play with the swiches on. Actually, there are't many games I use the turbo switches for. The Bonk series comes to mind as one tailor-made for the turbo switches, though.
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such a shame, that splatter house never was released on the famous Namco museums. although i own the arcade version, but which i'm not able to play those days, i'm hunting since a fairly long time for a marty splatter house, but no way to get one (without paying high western ebay amounts).
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Hmm, I've actually never tried to play with the swiches on. Actually, there are't many games I use the turbo switches for. The Bonk series comes to mind as one tailor-made for the turbo switches, though.
That's good, IMO. In general, I think turbo switches ruin many games. Now, I'm sure folks don't get too excited about China Warrior or Vigilante, but these games are much better with turbo off.
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That's good, IMO. In general, I think turbo switches ruin many games. Now, I'm sure folks don't get too excited about China Warrior or Vigilante, but these games are much better with turbo off.
I agree for the most part, except I think using the nunchucks with the Turbos on in Vigilante makes them a lot more fun. But for standard punches and kicks, the Turbo switches get in the way.
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That's good, IMO. In general, I think turbo switches ruin many games.
Precisely. In many cases, it makes them too easy. But in games such as the Bonk series, they actually have useful functionality.
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That's good, IMO. In general, I think turbo switches ruin many games. Now, I'm sure folks don't get too excited about China Warrior or Vigilante, but these games are much better with turbo off.
I agree for the most part, except I think using the nunchucks with the Turbos on in Vigilante makes them a lot more fun. But for standard punches and kicks, the Turbo switches get in the way.
Hey Keranu, you're the one who got me interested in Vigilante again. I was making fun of it and you said you didn't think it was that bad... and guess what, I like the game now a lot more.
BUT, you shouldn't use turbo for the nunchuks! The next time you play it, you'll notice that there is a "variable speed" kind of thing going on with the nunchuks. It makes it fun to vary the speed of the nunchuks. OK, I am easily entertained, but there's something I like about varying the speed of the nunchuks, goddamit!
To stay on this tangent, I'm trying to think of games where there are certain segments that I use turbo-switches. I know there were a bunch of games where I did this, but I can't think of any at the moment.
And I agree with nat, spinning in Bonk is much better using the turbo switches. And of course shooters that don't have auto-fire.
WB III: Monster Lair, one of my fave games, is one of the games I play one of two ways: If I am feeling lazy, I just keep it on low-turbo. But, if I am really enthused, you'll find me constantly toggling between the turbo switches. The missile power-up is best with no turbo, and then the effectiveness of other weapons varies between turbo-low and turbo-high. Even though I am constantly switching things up, it doesn't hinder gameplay at all.
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Hey Keranu, you're the one who got me interested in Vigilante again. I was making fun of it and you said you didn't think it was that bad... and guess what, I like the game now a lot more.
I'm glad to hear :) . Now when are you going to give King of Casino another go?
BUT, you shouldn't use turbo for the nunchuks! The next time you play it, you'll notice that there is a "variable speed" kind of thing going on with the nunchuks. It makes it fun to vary the speed of the nunchuks. OK, I am easily entertained, but there's something I like about varying the speed of the nunchuks, goddamit!
I'll have to look out for that next time I play, I'll try to take your word for it ;) .
And of course shooters that don't have auto-fire.
Hmm, I recall there being shooters that don't play so well with the Turbo-switches on when they don't have autofire. It's like it shoots all bullets at once (around three), but then you have to wait awhile until you can shoot again. In these situations, I think I prefer the turbo switches off.
WB III: Monster Lair, one of my fave games, is one of the games I play one of two ways: If I am feeling lazy, I just keep it on low-turbo. But, if I am really enthused, you'll find me constantly toggling between the turbo switches.
I do something like this when playing Space Harrier. I'll start out tapping the buttons with my two fingers until around level three or four when I get tired and then I'll turn on the Turbo switches and use those for awhile. I don't know about the rest of you, but I think the Turbo Switches feel great for Space Harrier.
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That's cheating! :wink:
When I was younger, I always played Space Harrier with the turbo switches at full Turbo. Nowadays, I always play with them off completely. I tried playing it through once recently with them on and it was waaaaay too easy. I'm not sure-- did the arcade have auto-fire? Joe would probably know. I want to say that it didn't and that the game was intended for play without auto-fire but it's been years since I played the arcade.
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I don't consider using Turbo Switches in Space Harrier as cheating. I think using Turbo Switches in Space Harrier makes the game feel nice, but you still have to avoid all the crap that gets in your way, so it's fair in my opinion.
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The arcade Space Harrier did not have Turbo Switches. You pressed the button once and you got ONE bullet! If you wanted 3 or 4 bullets at that particular time, you have to work your ass off like we did it in the old days and press the button THREE OR FOUR TIMES!!!! I played and beat the SMS one many times without Turbo Switches before I ever discovered that there was such a thing as Turbo Switches. That is because I am awesome.
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The arcade Space Harrier did not have Turbo Switches. You pressed the button once and you got ONE bullet! If you wanted 3 or 4 bullets at that particular time, you have to work your ass off like we did it in the old days and press the button THREE OR FOUR TIMES!!!! I played and beat the SMS one many times without Turbo Switches before I ever discovered that there was such a thing as Turbo Switches. That is because I am awesome.
Hahahahhahaa.
I must admit that I cheat with Monster Lair. That game still whups my ass and, like a baby, I use the turbo switches. I've only managed to 1CC it a handful of times. I should grow some Wonderballs and try it without turbo next time I play it.
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Wonderboy III is f*cking impossible without the 68K cheat. Unless you are some kind of superhero, I guess. Maybe you actually have to be Wonderboy himself to beat the game without cheating.
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I should grow some Wonderballs and try it without turbo next time I play it.
:lol:
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For the record, how many Splatterhouse games were there? I counted 3. :-k
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For the record, how many Splatterhouse games were there? I counted 3. :-k
4 if you count Splatterhouse Wanpaku Graffiti for the Famicom.
It's more of parodies from what i've herd i haven't... had a chance to snag a copy for myself yet.
(http://content.answers.com/main/content/wp/en/9/99/Wanpaku_graffiti.jpg)
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I used to be able to beat Splatterhouse on hard almost unconsciously. I will have to try it again, it's been a while. I agree with Joe Redifer that the music is great, and that the turbo's version of the original is better than 2 or 3. While 2 is a great game in its own right, it just doesn't quite recapture the magic. The first one just had that feel to it. It scared the crap out of me and riveted me at the same time. I loved the colors, the music, the characters, the stages, everything. It wasn't quite the same with the second, and the third one was a sore disappointment. I would love to do a splatterhouse sequel if I could muster the people with the skills and time to do it.
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I would love to do a splatterhouse sequel if I could muster the people with the skills and time to do it.
I was going to do one on the Amiga once with a friend. We did a very close version of the main sprite and a cool looking boss called 'King Heap' (who was a giant head) but never really took it further than that.
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I would love to do a splatterhouse sequel if I could muster the people with the skills and time to do it.
I was going to do one on the Amiga once with a friend. We did a very close version of the main sprite and a cool looking boss called 'King Heap' (who was a giant head) but never really took it further than that.
Speaking of Turbo ports on computer systems, Eagan Rackley and I were working on a Keith Courage port on the PC eight or so years ago. We never finished. It wasn't a sequel, really, but an "updated and expanded" version of the original. Eagan added a parallax layer to the background. We got as far as a lot of the first Overworld done and then kind of fizzled out. It was his baby for the most part, but I did a lot of the graphics including all the sprites. I think I got "Overworld Keith" and most of the Overworld enemies done. I don't think we ever got far enough to implement any kind of collision detection, though, so you could just wander around and walk right through the baddies. There was another guy that contributed an original music piece he had written that we used as the background music. Eagan released a demo of everything we had done at some point but we never took it further than that. Perhaps someone here remembers it....
http://pcenginefx.com/main/interview_with_mr__eagan_rackl.html
Anyway, that's my (small) contribution to PCE/Turbo history. :dance: If anyone here knows how to get in touch with Eagan these days, drop me a line... The e-mail I have for him just bounces mail anymore.
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I would love to do a splatterhouse sequel if I could muster the people with the skills and time to do it.
I was going to do one on the Amiga once with a friend. We did a very close version of the main sprite and a cool looking boss called 'King Heap' (who was a giant head) but never really took it further than that.
Speaking of Turbo ports on computer systems, Eagan Rackley and I were working on a Keith Courage port on the PC eight or so years ago. We never finished. It wasn't a sequel, really, but an "updated and expanded" version of the original. Eagan added a parallax layer to the background. We got as far as a lot of the first Overworld done and then kind of fizzled out. It was his baby for the most part, but I did a lot of the graphics including all the sprites. I think I got "Overworld Keith" and most of the Overworld enemies done. I don't think we ever got far enough to implement any kind of collision detection, though, so you could just wander around and walk right through the baddies. There was another guy that contributed an original music piece he had written that we used as the background music. Eagan released a demo of everything we had done at some point but we never took it further than that. Perhaps someone here remembers it....
http://pcenginefx.com/main/interview_with_mr__eagan_rackl.html
Anyway, that's my (small) contribution to PCE/Turbo history. :dance: If anyone here knows how to get in touch with Eagan these days, drop me a line... The e-mail I have for him just bounces mail anymore.
I remember reading about this on PCEfx when it had a lot of Turbo stuff (i.e. lists of the hardware and peripherals with photos).
I think the project you folks started was worthwhile (Keith Courage could have been an excellent game, so an updated and expanded version would have ruled! Less linear overworlds with emphasis on exploration, unique tasks (instead of simply buying a bigger sword all the time), etc. would have been killer :).
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I agree with Steve; this could've been a pretty cool project (I remember downloading the demo you guys released, pretty neat). Keith Courage is definitely one of those "potential games" that I like to mention, meaning they had good potential to be a great game, but failed in really doing so.=
After revisiting that interview, I checked out the link to the site (http://www.angelfire.com/ca2/eagsproging/) and found this message by Eagan:
5-3-2000 - If you're looking for the Keith PC project, please know that the project has been discontinued for a time due to a loss of source code, and lack of interest. I do however plan a PC Engine port using zeograds HuC compiler in the not so far off future:). The PC Engine port will simply be a graphically improved version of Keith Courage in Alpha Zones showing once and for all that the PCE kicks some serious butt.
Though this is from 2000 and I haven't heard anything about this before, does anyone know if he did any work on it and if he still plans to make it? That would be wicked cool.
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I agree with Steve; this could've been a pretty cool project (I remember downloading the demo you guys released, pretty neat). Keith Courage is definitely one of those "potential games" that I like to mention, meaning they had good potential to be a great game, but failed in really doing so.=
After revisiting that interview, I checked out the link to the site (http://www.angelfire.com/ca2/eagsproging/) and found this message by Eagan:
5-3-2000 - If you're looking for the Keith PC project, please know that the project has been discontinued for a time due to a loss of source code, and lack of interest. I do however plan a PC Engine port using zeograds HuC compiler in the not so far off future:). The PC Engine port will simply be a graphically improved version of Keith Courage in Alpha Zones showing once and for all that the PCE kicks some serious butt.
Though this is from 2000 and I haven't heard anything about this before, does anyone know if he did any work on it and if he still plans to make it? That would be wicked cool.
No, nothing ever came of that.
I'm not sure if he still plans to do anything like that, although, I would guess to the contrary since it's been 7 years. I'm surprised that page is still around, actually.
I tried to contact him not too long ago because I wanted to see if he would be interested in doing some more work on the KC project. I happened to be going through some old computer disks and ran across a ZIP disk with the KC project files on it. I got all nostalgic and thought it might be something fun to do on the weekends in my free time. Unfortunately, like I mentioned above, the e-mail address I have for him only bounces messages these days (user not found). ](*,)
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If anyone remakes Keith Courage they need to remove those damn spike pits that you can't see until you fall in them.
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on topic, I just ran through splatterhouse on hard mode. I did have to continue a couple of times on the womb level, but I beat it (no save states or other emulator cheats). The key to beating Biggy Man (one of the most sick, awesome bosses in video game history) is to tote the first shotgun with you through the level - use low kicks, rocks and slide kicks to take out the enemies. then when you come upon the second shotgun, pick it up, move a few pixels and pick up the other one, repeat this and drag both shotguns with you to biggy's lair. Then you'll have enough shells to take him out (plus change) without getting one single chainsaw scar.
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That's what I did, too. Pickup and drop both shotguns, then when you reach the end, I used the turbo button and killed him off in less than 5 seconds. Great Fun.
BTW, I couldn't get to that sound piece posted awhile back, I really would have liked to hear it. Actually if someone could put up the soundtrack, that'll be great...
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BTW, I couldn't get to that sound piece posted awhile back, I really would have liked to hear it. Actually if someone could put up the soundtrack, that'll be great...
actually someone did already, but the FM Towns Marty version. just can't find the link at the moment.
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If you still need this I would be able to get you a real hardware rip if it's kosher with the folks here. Let me know what format you prefer and I'll handle it. If you just want a good ole' hes rip, click (http://www.zophar.net/hes/).
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Mp3 set would be great, if it's no trouble.
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Does anyone know of an HES player for Mac OS 10.2? Audio Overload requires 10.3. And no, I'm not going to go to the Apple store and spend $150 to upgrade to 10.4 or whatever the current version is so I can listen to HES files.
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how about winamp for mac?
http://www.tucows.com/preview/206623
the hes-plugin you can find here: http://www.zophar.net/utilities/hes.html
greetz
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Does anyone know of an HES player for Mac OS 10.2? Audio Overload requires 10.3. And no, I'm not going to go to the Apple store and spend $150 to upgrade to 10.4 or whatever the current version is so I can listen to HES files.
Yeah, I'm 10.3.9 ... I skipped 10.4 completely to wait for 10.5 ! :)
I've lost track of the silly cat names a long time ago. Jaguar, Leopard, Foxtrot... I can't remember what I have or what I want anymore...
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Yeah, what ever happened to he good ol' days of VERSION NUMBERS?
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LOL. I lost track of the cat names as well. I prefer numbers... although I do say "Mac Oh Ess Ecks".
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LOL. I lost track of the cat names as well. I prefer numbers... although I do say "Mac Oh Ess Ecks".
Oh, I totally pronounce it that way as well. "X" is not a number unless I'm trying to figure out what year a movie was made :).
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Mp3 set would be great, if it's no trouble.
oops! I was just reading the thread and realized you're probably after that Towns Marty version or whatever it was. I already ripped the Turbo version (http://) if you (or anyone) want(s) it. BTW, the track names are not official, I made them up, so rename them if you like.
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That's great, but somehow I can't access. Is it the right link?
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Using my superhuman powers I deduced that he originally meant to post this link:
http://www.esnips.com/web/SplatterhouseSoundtrack/%22
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Poltergeist just the best!
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Thank you for using your powers for the greater good, Joe! lol
And Major Kudos for 2x4 sharing it.
Great job!!