Welcome to Inkbunny...
Allowed ratings
To view member-only content, create an account. ( Hide )
New Submission
« older newer »
FreePi
FreePi's Gallery (384)

my_cave_ch_version

Preview
my_cave_ch_version.txt
Keywords game 11962, fun 5480, gamecube 164, pikmin 2 2
# CaveInfo
{
{c000} 4 27 #Number_of_sublevels_in_cave_my_cave_has_65_treasures
{_eof}
}
27 # FloorInfo
{
{f000} 4 0 # Sublevel_Number_Minus_One
{f001} 4 0 # SameAsAbove
{f002} 4 24 # IdealMaxNumOf_Objects
{f003} 4 3 # IdealMaxNumOf_Treasure(Treasures_In_Enemies_Not_Counted)
{f004} 4 0 # IdealMaxNumOf_Gates
{f005} 4 2 # NumOfRooms
{f006} 4 0.200000 # CorridorProbability
{f007} 4 0                         # 1_If_Theres_A_Geyser_0_If_No_Geyser
{f008} -1 1_NARI_4x4c_conc.txt # CaveUnitDefinitionFileName
{f009} -1 normal_light_lv0.ini  # LightingUnitDefinitionFileName
{f00A} -1 none # SKybox_none_f010_vrbox_ice_test_build_hiroba_flooring_tatami
{f010} 4 0 # 1_If_Next_Sublevel_Hole_Is_Clogged_0_If_Not
{f011} 4 2 # Echo_Strength_0_for_longest_echo_to_5_for_Shortest
{f012} 4 0 # Music_type_0_Is_normal_1_is_mute_until_boss_2_is_rest_sublevel
{f013} 4 0 # 1_if_invisible_solid_plane_0_If_Pikmin_can_fall_off_edge
{f014} 4 50 # Dead_end_Probability_in_%_0_-_100
{f015} 4 1 # FileFormatVersion_1_normal_0_ignore_Dead_end_spawns
{f016} 4 0.000000 # Water_Wraith_Timer
{f017} 4 0 # ’¾‚Þ•Ç
{_eof}
}
# TekiInfo
{
5 # number_of_entries
UjiA 50 # weight
0 # type
UjiB 50 # weight
0 # type
Tobi 80   # weight
0 # type
Wakame_s 40 # weight
6 # type
Wakame_l 20 # weight
6 # type
}
# ItemInfo_(Treasures)
{
3 # number_of_entries
kuri 10 # weight
dia_a_green 10 # weight
key 10 # weight
}
# GateInfo
{
0 # num
}
# CapInfo_(dead_end_category_objects)
{
1 # number_of_entries
0 # captype_(always_0)
$1Sokkuri 10 # weight
1 # type_0_for_two_objects_to_spawn_in_the_same_spot_1_foroneobject
}
# FloorInfo
{
{f000} 4 1 # Sublevel_Num_-1
{f001} 4 1 # Sublevel_Num_-1
{f002} 4 21 # Num_Objects
{f003} 4 2 # Num_Treasure
{f004} 4 0 # Num_Gates
{f005} 4 1 # Num_Rooms
{f006} 4 0.000000 # CorridorProbability
{f007} 4 0                         # 1=Geyser_0=No_Geyser
{f008} -1 1_units_torigoya_Kusachi.txt # Cave_Units
{f009} -1 normal_light_lv0.ini  # Lighting
{f00A} -1 none # SKybox
{f010} 4 0 # 1=HoleIsClogged_0=NotClogged
{f011} 4 0 # Echo
{f012} 4 0 # Music_type
{f013} 4 0 # 1_if_invisible_solid_plane_0_If_Pikmin_can_fall_off_edge
{f014} 4 0 # Dead_end_Probability
{f015} 4 1 # FileFormatVersion
{f016} 4 0.000000 # Water_Wraith_Timer
{f017} 4 0 # ’¾‚Þ•Ç
{_eof}
}
# TekiInfo
{
8 # number_of_entries
UjiA 40 # weight
0 # type
UjiB 50 # weight
0 # type
Tobi 50   # weight
0 # type
TamagoMushi 10 # weight
0 # type
TamagoMushi 10 # weight
0 # type
SnakeCrow_bird_hane 10 # weight
1 # type
SnakeCrow_key 10 # weight
1 # type
egg 30 # weight
1 # type
}
# ItemInfo_(Treasures)
{
1 # number_of_entries
bane_yellow 10 # weight
}
# GateInfo
{
0 # num
}
# CapInfo
{
0 # num
}
# FloorInfo
{
{f000} 4 2 # Sublevel_Num_-1
{f001} 4 2 # Sublevel_Num_-1
{f002} 4 34 # Num_Objects
{f003} 4 5 # Num_Treasure
{f004} 4 0 # Num_Gates
{f005} 4 4 # Num_Rooms
{f006} 4 0.000000 # CorridorProbability
{f007} 4 0                         # 1=Geyser_0=No_Geyser
{f008} -1 3_ABE_5x5a_ike_big_kusachi.txt # CaveUnits
{f009} -1 kusachi_light_lv0.ini  # Lighting
{f00A} -1 hiroba # SKybox
{f010} 4 0 # 1=HoleIsClogged_0=NotClogged
{f011} 4 4 # Echo
{f012} 4 0 # Music_type
{f013} 4 1 # 1_if_invisible_solid_plane_0_If_Pikmin_can_fall_off_edge
{f014} 4 100 # Dead_end_Probability
{f015} 4 1 # FileFormatVersion
{f016} 4 0.000000 # Water_Wraith_Timer
{f017} 4 0 # ’¾‚Þ•Ç
{_eof}
}
# TekiInfo
{
13 # number_of_entries
Sokkuri 40 # weight
0 # type
Kogane 20 # weight
0 # type
Tobi 80   # weight
0 # type
Armor 40 # weight
1 # type
Frog 30 # weight
0 # type
Hana 40 # weight
1 # type
Damagumo 10 # weight
1 # type
ShijimiChou 10 # weight
6 # type
Magaret 20 # weight
6 # type
Tanpopou 10 # weight
6 # type
Watage 10 # weight
6 # type
Ooinu_s 20 # weight
6 # type
Ooinu_l 10 # weight
6 # type
}
# ItemInfo_(Treasures)
{
5 # number_of_entries
leaf_yellow 10 # weight
leaf_normal 10 # weight
momiji_red 10 # weight
momiji_kare 10 # weight
key 10 # weight
}
# GateInfo
{
0 # num
}
# CapInfo_(deadends)
{
1 # number_of_entries
0 # captype_(always_0)
$1egg 20 # weight
1 # type_0_for_two_objects_to_spawn_in_the_same_spot_1_foroneobject
}
# FloorInfo
{
{f000} 4 3 # Sublevel_Num_-1
{f001} 4 3 # Sublevel_Num_-1
{f002} 4 7 # Num_Objects
{f003} 4 2 # Num_Treasure
{f004} 4 0 # Num_Gates
{f005} 4 1 # Num_Rooms
{f006} 4 0.000000 # CorridorProbability
{f007} 4 0                         # 1=Geyser_0=No_Geyser
{f008} -1 1_MAT_tower2_toy.txt # CaveUnits
{f009} -1 toy_light_cha.ini  # Lighting
{f00A} -1 flooring # SKybox
{f010} 4 0 # 1=HoleIsClogged_0=NotClogged
{f011} 4 0 # Echo
{f012} 4 0 # Music_type
{f013} 4 1 # 1_if_invisible_solid_plane_0_If_Pikmin_can_fall_off_edge
{f014} 4 0 # Dead_end_Probability
{f015} 4 1 # FileFormatVersion
{f016} 4 0.000000 # Water_Wraith_Timer
{f017} 4 0 # ’¾‚Þ•Ç
{_eof}
}
# TekiInfo
{
5 # number_of_entries
FminiHoudai 10 # weight
8 # type
MiniHoudai_key 10 # weight
1 # type
Mar 20   # weight
1 # type
Hanachirashi 20 # weight
0 # type
Chiyogami 10 # weight
6 # type
}
# ItemInfo_(Treasures)
{
2 # number_of_entries
yoyo_red 10 # weight
donutsichigo_s 10 # weight
}
# GateInfo
{
0 # num
}
# CapInfo
{
0 # num
}
# FloorInfo
{
{f000} 4 4 # Sublevel_Num_-1
{f001} 4 4 # Sublevel_Num_-1
{f002} 4 22 # Num_Objects
{f003} 4 3 # Num_Treasure
{f004} 4 0 # Num_Gates
{f005} 4 4 # Num_Rooms
{f006} 4 0.000000 # CorridorProbability
{f007} 4 0                         # 1=Geyser_0=No_Geyser
{f008} -1 4_ABE_hit6x6_hit4x7_mid8_sml5_toy.txt # CaveUnits
{f009} -1 yakushima_2_light.ini  # Lighting
{f00A} -1 flooring # SKybox
{f010} 4 0 # 1=HoleIsClogged_0=NotClogged
{f011} 4 5 # Echo
{f012} 4 0 # Music_type
{f013} 4 1 # 1_if_invisible_solid_plane_0_If_Pikmin_can_fall_off_edge
{f014} 4 0 # Dead_end_Probability
{f015} 4 1 # FileFormatVersion
{f016} 4 0.000000 # Water_Wraith_Timer
{f017} 4 0 # ’¾‚Þ•Ç
{_eof}
}
# TekiInfo
{
4 # number_of_entries
KumaChappy 20 # weight
1 # type
KumaKochappy 70 # weight
0 # type
KumaKochappy 70 # weight
0 # type
KumaKochappy 60 # weight
0 # type
}
# ItemInfo_(Treasures)
{
3 # number_of_entries
bane_red 10 # weight
bell 10 # weight
key 10 # weight
}
# GateInfo
{
0 # num
}
# CapInfo
{
0 # num
}
# FloorInfo
{
{f000} 4 5 # Sublevel_Num_-1
{f001} 4 5 # Sublevel_Num_-1
{f002} 4 23 # Num_Objects
{f003} 4 4 # Num_Treasure
{f004} 4 0 # Num_Gates
{f005} 4 1 # Num_Rooms
{f006} 4 0.000000 # CorridorProbability
{f007} 4 0                         # 1=Geyser_0=No_Geyser
{f008} -1 1_units_opan_toy.txt # CaveUnits
{f009} -1 toy_light_cha.ini  # Lighting
{f00A} -1 flooring # SKybox
{f010} 4 0 # 1=HoleIsClogged_0=NotClogged
{f011} 4 5 # Echo
{f012} 4 0 # Music_type
{f013} 4 1 # 1_if_invisible_solid_plane_0_If_Pikmin_can_fall_off_edge
{f014} 4 0 # Dead_end_Probability
{f015} 4 1 # FileFormatVersion
{f016} 4 0.000000 # Water_Wraith_Timer
{f017} 4 0 # ’¾‚Þ•Ç
{_eof}
}
# TekiInfo
{
6 # number_of_entries
OoPanModoki_key 10 # weight
8 # type
PanModoki 20 # weight
1 # type
Kochappy 90 # weight
0 # type
Hiba 50 # weight
0 # type
ElecHiba 40 # weight
6 # type
Egg 20
0 # type
}
# ItemInfo_(Treasures)
{
4 # number_of_entries
dia_b_green 10 # weight
medama_yaki 10 # weight
apple_blue 10 # weight
chess_queen_white 10 # weight
}
# GateInfo
{
0 # num
}
# CapInfo
{
0 # num
}
# FloorInfo
{
{f000} 4 6 # Sublevel_Num_-1
{f001} 4 6 # Sublevel_Num_-1
{f002} 4 8 # Num_Objects
{f003} 4 1 # Num_Treasure
{f004} 4 0 # Num_Gates
{f005} 4 1 # Num_Rooms
{f006} 4 0.000000 # CorridorProbability
{f007} 4 1                         # 1=Geyser_0=No_Geyser
{f008} -1 1_units_white_metal.txt # CaveUnits
{f009} -1 forest_2_siro_light.ini  # Lighting
{f00A} -1 none # SKybox
{f010} 4 0 # 1=HoleIsClogged_0=NotClogged
{f011} 4 0 # Echo
{f012} 4 2 # Music_type
{f013} 4 0 # 1_if_invisible_solid_plane_0_If_Pikmin_can_fall_off_edge
{f014} 4 0 # Dead_end_Probability
{f015} 4 1 # FileFormatVersion
{f016} 4 0.000000 # Water_Wraith_Timer
{_eof}
}
# TekiInfo
{
6 # number_of_entries
RedPom 10 # weight
1 # type
BluePom 10 # weight
1 # type
YellowPom 10 # weight
1 # type
WhitePom 10 # weight
1 # type
Kogane 20 # weight
6 # type
KareOoinu_s 20 # weight
6 # type
}
# ItemInfo
{
1 # num
key 10 # weight
}
# GateInfo
{
0 # num
}
# CapInfo
{
0 # num
}
# FloorInfo
{
{f000} 4 7 # Sublevel_Num_-1
{f001} 4 7 # Sublevel_Num_-1
{f002} 4 49 # Num_Objects
{f003} 4 2 # Num_Treasure
{f004} 4 0 # Num_Gates
{f005} 4 4 # Num_Rooms
{f006} 4 0.120000 # CorridorProbability
{f007} 4 0                         # 1=Geyser_0=No_Geyser
{f008} -1 all_units_metal.txt # CaveUnits
{f009} -1 metal_light_lv2.ini  # Lighting
{f00A} -1 test # SKybox
{f010} 4 0 # 1=HoleIsClogged_0=NotClogged
{f011} 4 1 # Echo
{f012} 4 0 # Music_type
{f013} 4 0 # 1_if_invisible_solid_plane_0_If_Pikmin_can_fall_off_edge
{f014} 4 50 # Dead_end_Probability
{f015} 4 1 # FileFormatVersion
{f016} 4 0.000000 # Water_Wraith_Timer
{f017} 4 0 # ’¾‚Þ•Ç
{_eof}
}
# TekiInfo
{
15 # number_of_entries
Hiba 70 # weight
0 # type
GasHiba 50 # weight
6 # type
ElecHiba 60 # weight
5 # type
Tank 30 # weight
1 # type
Wtank 40 # weight
0 # type
ElecBug 60 # weight
1 # type
FireOtakara 20 # weight
0 # type
WaterOtakara 20 # weight
0 # type
GasOtakara 20 # weight
0 # type
ElecOtakara 20 # weight
0 # type
DaiodoRed 30 # weight
6 # type
DaiodoGreen 40 # weight
6 # type
FireChappy_sinkukan 10 # weight
1 # type
FireChappy_key 10 # weight
1 # type
Fuefuki 10 # weight
1 # type
}
# ItemInfo
{
2 # num
bolt_l 10 # weight
gear 10 # weight
}
# GateInfo
{
0 # num
}
# CapInfo
{
0 # num
}
# FloorInfo
{
{f000} 4 8 # Sublevel_Num_-1
{f001} 4 8 # Sublevel_Num_-1
{f002} 4 33 # Num_Objects
{f003} 4 2 # Num_Treasure
{f004} 4 0 # Num_Gates
{f005} 4 3 # Num_Rooms
{f006} 4 0.200000 # CorridorProbability
{f007} 4 0                         # 1=Geyser_0=No_Geyser
{f008} -1 3_units_cent_h235_tower_metal.txt # CaveUnits
{f009} -1 houdai_light.ini  # Lighting
{f00A} -1 build # Skybox
{f010} 4 0 # 1=HoleIsClogged_0=NotClogged
{f011} 4 1 # Echo
{f012} 4 0 # Music_type
{f013} 4 0 # 1_if_invisible_solid_plane_0_If_Pikmin_can_fall_off_edge
{f014} 4 50 # Dead_end_Probability
{f015} 4 1 # FileFormatVersion
{f016} 4 0.000000 # Water_Wraith_Timer
{f017} 4 0 # ’¾‚Þ•Ç
{_eof}
}
# TekiInfo
{
15 # number_of_entries
FminiHoudai_key 10 # weight
8 # type
MiniHoudai 20 # weight
1 # type
BombSarai 20 # weight
5 # type
Bomb 50 # weight
1 # type
Bomb 50 # weight
0 # type
Bomb 50 # weight
0 # type
$4Bomb 50 # weight
0 # type
$4Bomb 50 # weight
0 # type
$4BombOtakara 30 # weight
1 # type
}
# ItemInfo
{
2 # num
gum_tape 10 # weight
denchi_3_black 10 # weight
}
# GateInfo
{
0 # num
}
# CapInfo
{
0 # num
}
# FloorInfo
{
{f000} 4 9 # Sublevel_Num_-1
{f001} 4 9 # Sublevel_Num_-1
{f002} 4 9 # Num_Objects
{f003} 4 1 # Num_Treasure
{f004} 4 0 # Num_Gates
{f005} 4 1 # Num_Rooms
{f006} 4 0.000000 # CorridorProbability
{f007} 4 0                         # 1=Geyser_0=No_Geyser
{f008} -1 1_units_houdai2_metal.txt # CaveUnits
{f009} -1 metal_light_lv4.ini  # Lighting
{f00A} -1 test # Skybox
{f010} 4 0 # 1=HoleIsClogged_0=NotClogged
{f011} 4 1 # Echo
{f012} 4 1 # Music_type
{f013} 4 0 # 1_if_invisible_solid_plane_0_If_Pikmin_can_fall_off_edge
{f014} 4 0 # Dead_end_Probability
{f015} 4 1 # FileFormatVersion
{f016} 4 0.000000 # Water_Wraith_Timer
{f017} 4 0 # ’¾‚Þ•Ç
{_eof}
}
# TekiInfo
{
3 # number_of_entries
Houdai_sinkukan_c 10 # weight
1 # type
Damagumo 40 # weight
0 # type
Damagumo 40 # weight
6 # type
}
# ItemInfo
{
1 # num
key 10 # weight
}
# GateInfo
{
0 # num
}
# CapInfo
{
0 # num
}
# FloorInfo
{
{f000} 4 10 # Sublevel_Num_-1
{f001} 4 10 # Sublevel_Num_-1
{f002} 4 6 # Num_Objects
{f003} 4 1 # Num_Treasure
{f004} 4 0 # Num_Gates
{f005} 4 3 # Num_Rooms
{f006} 4 0.000000 # CorridorProbability
{f007} 4 1                         # 1=Geyser_0=No_Geyser
{f008} -1 3_units_f_k_pypes_conc.txt # CaveUnits
{f009} -1 suityu_light_lv1.ini  # Lighting
{f00A} -1 none # Skybox
{f010} 4 1 # 1=HoleIsClogged_0=NotClogged
{f011} 4 2 # Echo
{f012} 4 2 # Music_type
{f013} 4 0 # 1_if_invisible_solid_plane_0_If_Pikmin_can_fall_off_edge
{f014} 4 0 # Dead_end_Probability
{f015} 4 1 # FileFormatVersion
{f016} 4 300.000000 # Water_Wraith_Timer
{f017} 4 0 # ’¾‚Þ•Ç
{_eof}
}
# TekiInfo
{
3 # number_of_entries
BlackMan 10 # weight
1 # type
Wealthy 40 # weight
0 # type
RandPom 10 # weight
1 # type
}
# ItemInfo
{
1 # num
key 10 # weight
}
# GateInfo
{
0 # num
}
# CapInfo
{
0 # num
}
# FloorInfo
{
{f000} 4 11 # Sublevel_Num_-1
{f001} 4 11 # Sublevel_Num_-1
{f002} 4 33 # Num_Objects
{f003} 4 3 # Num_Treasure
{f004} 4 8 # Num_Gates
{f005} 4 4 # Num_Rooms
{f006} 4 0.200000 # CorridorProbability
{f007} 4 0                         # 1=Geyser_0=No_Geyser
{f008} -1 4_units_f_g_i_spiral_conc.txt # CaveUnits
{f009} -1 normal_light_lv4.ini  # Lighting
{f00A} -1 none # Skybox
{f010} 4 1 # 1=HoleIsClogged_0=NotClogged
{f011} 4 2 # Echo
{f012} 4 0 # Music_type
{f013} 4 0 # 1_if_invisible_solid_plane_0_If_Pikmin_can_fall_off_edge
{f014} 4 50 # Dead_end_Probability
{f015} 4 1 # FileFormatVersion
{f016} 4 300.000000 # Water_Wraith_Timer
{f017} 4 0 # ’¾‚Þ•Ç
{_eof}
}
# TekiInfo
{
9 # number_of_entries
BlackMan 10 # weight
1 # type
Rkabuto 30 # weight
1 # type
Kabuto 40 # weight
0 # type
Miulin 30 # weight
1 # type
Chappy 40 # weight
1 # type
Kochappy 80 # weight
0 # type
Kochappy 80 # weight
0 # type
KingChappy_chocolate_l 10 # weight
1 # type
KingChappy_key 10 # weight
1 # type
}
# ItemInfo
{
3 # num
cookie_u_l 10 # weight
cookie_m_l 10 # weight
cookie_s 10 # weight
}
# GateInfo
{
1 # num
gate 4000.000000 # life
1 # weight
}
# CapInfo
{
0 # num
}
# FloorInfo
{
{f000} 4 12 # Sublevel_Num_-1
{f001} 4 12 # Sublevel_Num_-1
{f002} 4 30 # Num_Objects
{f003} 4 3 # Num_Treasure
{f004} 4 8 # Num_Gates
{f005} 4 4 # Num_Rooms
{f006} 4 0.200000 # CorridorProbability
{f007} 4 0                         # 1=Geyser_0=No_Geyser
{f008} -1 4_ABE_d_pypeo_pypen_dani_conc.txt # CaveUnits
{f009} -1 normal_light_lv4.ini  # Lighting
{f00A} -1 none # Skybox
{f010} 4 1 # 1=HoleIsClogged_0=NotClogged
{f011} 4 2 # Echo
{f012} 4 0 # Music_type
{f013} 4 0 # 1_if_invisible_solid_plane_0_If_Pikmin_can_fall_off_edge
{f014} 4 50 # Dead_end_Probability
{f015} 4 1 # FileFormatVersion
{f016} 4 300.000000 # Water_Wraith_Timer
{f017} 4 0 # ’¾‚Þ•Ç
{_eof}
}
# TekiInfo
{
8 # number_of_entries
BlackMan 20 # weight
1 # type
Mar 40 # weight
1 # type
Mar_donutschoco 10 # weight
1 # type
PanModoki 20 # weight
0 # type
Miulin 30 # weight
0 # type
Sarai 30 # weight
0 # type
Demon 70 # weight
0 # type
BombSarai 80 # weight
1 # type
}
# ItemInfo
{
3 # num
chocowhite_l 10 # weight
chocoichigo 10 # weight
key 10 # weight
}
# GateInfo
{
1 # num
gate 4000.000000 # life
1 # weight
}
# CapInfo
{
0 # num
}
# FloorInfo
{
{f000} 4 13 # Sublevel_Num_-1
{f001} 4 13 # Sublevel_Num_-1
{f002} 4 15 # Num_Objects
{f003} 4 1 # Num_Treasure
{f004} 4 8 # Num_Gates
{f005} 4 4 # Num_Rooms
{f006} 4 0.200000 # CorridorProbability
{f007} 4 0                         # 1=Geyser_0=No_Geyser
{f008} -1 4_NARI_4x4eg_hitm_manp_conc.txt # CaveUnits
{f009} -1 normal_light_lv4.ini  # Lighting
{f00A} -1 none # Skybox
{f010} 4 1 # 1=HoleIsClogged_0=NotClogged
{f011} 4 2 # Echo
{f012} 4 1 # Music_type
{f013} 4 0 # 1_if_invisible_solid_plane_0_If_Pikmin_can_fall_off_edge
{f014} 4 50 # Dead_end_Probability
{f015} 4 1 # FileFormatVersion
{f016} 4 200.000000 # Water_Wraith_Timer
{f017} 4 0 # ’¾‚Þ•Ç
{_eof}
}
# TekiInfo
{
4 # number_of_entries
BlackMan 40 # weight
1 # type
Houdai_key 10 # weight
8 # type
GasOtakara 50 # weight
0 # type
ElecOtakara 50 # weight
0 # type
}
# ItemInfo
{
1 # num
baum_kuchen 10 # weight
}
# GateInfo
{
1 # num
gate 4000.000000 # life
1 # weight
}
# CapInfo
{
0 # num
}
# FloorInfo
{
{f000} 4 14 # Sublevel_Num_-1
{f001} 4 14 # Sublevel_Num_-1
{f002} 4 25 # Num_Objects
{f003} 4 0 # Num_Treasure
{f004} 4 0 # Num_Gates
{f005} 4 3 # Num_Rooms
{f006} 4 0.120000 # CorridorProbability
{f007} 4 1                         # 1=Geyser_0=No_Geyser
{f008} -1 1_MAT_cent2_tsuchi.txt # CaveUnits
{f009} -1 normal_light_lv0.ini  # Lighting
{f00A} -1 none # Skybox
{f010} 4 0 # 1=HoleIsClogged_0=NotClogged
{f011} 4 0 # Echo
{f012} 4 2 # Music_type
{f013} 4 0 # 1_if_invisible_solid_plane_0_If_Pikmin_can_fall_off_edge
{f014} 4 25 # Dead_end_Probability
{f015} 4 1 # FileFormatVersion
{f016} 4 0.000000 # Water_Wraith_Timer
{f017} 4 0 # ’¾‚Þ•Ç
{_eof}
}
# TekiInfo
{
8 # number_of_entries
ElecBug 50 # weight
1 # type
ElecBug 50 # weight
0 # type
Fuefuki_key 10 # weight
1 # type
Rock 80 # weight
0 # type
Kogane 20 # weight
6 # type
Fart 20 # weight
5 # type
RedPom 10 # weight
1 # type
BluePom 10 # weight
1 # type
}
# ItemInfo
{
0 # num
}
# GateInfo
{
0 # num
}
# CapInfo
{
2 # num
0 # captype
YellowPom 10 # weight
1 # type
0 # captype
WhitePom 10 # weight
1 # type
}
# FloorInfo
{
{f000} 4 15 # Sublevel_Num_-1
{f001} 4 15 # Sublevel_Num_-1
{f002} 4 55 # Num_Objects
{f003} 4 4 # Num_Treasure
{f004} 4 0 # Num_Gates
{f005} 4 4 # Num_Rooms
{f006} 4 0.120000 # CorridorProbability
{f007} 4 0                         # 1=Geyser_0=No_Geyser
{f008} -1 E3_units_tsuchi.txt # CaveUnits
{f009} -1 normal_light_lv4.ini  # Lighting
{f00A} -1 none # Skybox
{f010} 4 0 # 1=HoleIsClogged_0=NotClogged
{f011} 4 0 # Echo
{f012} 4 0 # Music_type
{f013} 4 0 # 1_if_invisible_solid_plane_0_If_Pikmin_can_fall_off_edge
{f014} 4 50 # Dead_end_Probability
{f015} 4 1 # FileFormatVersion
{f016} 4 0.000000 # Water_Wraith_Timer
{f017} 4 0 # ’¾‚Þ•Ç
{_eof}
}
# TekiInfo
{
17 # number_of_entries
UjiA 50 # weight
0 # type
UjiB 50 # weight
0 # type
Tobi 50   # weight
0 # type
Tobi 50   # weight
0 # type
ElecBug 40 # weight
0 # type
ElecBug 40 # weight
1 # type
Armor 60 # weight
1 # type
Fuefuki 10 # weight
1 # type
Sarai 30 # weight
0 # type
Demon 30 # weight
1 # type
BombSarai 40 # weight
1 # type
Fart 10 # weight
5 # type
Kogane 10 # weight
6 # type
KareOoinu_s 30 # weight
5 # type
KareOoinu_l 20 # weight
5 # type
Ooinu_s 30 # weight
6 # type
Ooinu_l 20 # weight
6 # type


}
# ItemInfo
{
4 # num
futa_a_gold 10 # weight
creap 10 # weight
kan_b_silver 10 # weight
key 10 # weight
}
# GateInfo
{
0 # num
}
# CapInfo
{
2 # num
0 # captype
Egg 10 # weight
1 # type
0 # captype
$1Egg 10 # weight
1 # type
}
# FloorInfo
{
{f000} 4 16 # Sublevel_Num_-1
{f001} 4 16 # Sublevel_Num_-1
{f002} 4 28 # Num_Objects
{f003} 4 0 # Num_Treasure
{f004} 4 0 # Num_Gates
{f005} 4 2 # Num_Rooms
{f006} 4 0.000000 # CorridorProbability
{f007} 4 0                         # 1=Geyser_0=No_Geyser
{f008} -1 1_ABE_mid1_tsuchi.txt # CaveUnits
{f009} -1 normal_light_lv2.ini  # Lighting
{f00A} -1 none # Skybox
{f010} 4 0 # 1=HoleIsClogged_0=NotClogged
{f011} 4 0 # Echo
{f012} 4 1 # Music_type
{f013} 4 0 # 1_if_invisible_solid_plane_0_If_Pikmin_can_fall_off_edge
{f014} 4 0 # Dead_end_Probability
{f015} 4 1 # FileFormatVersion
{f016} 4 0.000000 # Water_Wraith_Timer
{f017} 4 0 # ’¾‚Þ•Ç
{_eof}
}
# TekiInfo
{
10 # number_of_entries
SnakeWhole_fire_helmet 10 # weight
8 # type
SnakeCrow_kan_iwate 10 # weight
1 # type
SnakeWhole_key 10   # weight
8 # type
SnakeCrow 30   # weight
1 # type
Clover 40 # weight
6 # type
TamagoMushi 40 # weight
0 # type
KareOoinu_s 30 # weight
5 # type
Ooinu_s 30 # weight
6 # type
Egg 40 # weight
0 # type
Egg 40 # weight
1 # type
}
# ItemInfo
{
0 # num
}
# GateInfo
{
0 # num
}
# CapInfo
{
3 # num
0 # captype
Egg 10 # weight
1 # type
0 # captype
Egg 10 # weight
1 # type
0 # captype
Egg 10 # weight
1 # type
}
# FloorInfo
{
{f000} 4 17 # Sublevel_Num_-1
{f001} 4 17 # Sublevel_Num_-1
{f002} 4 49 # Num_Objects
{f003} 4 3 # Num_Treasure
{f004} 4 0 # Num_Gates
{f005} 4 4 # Num_Rooms
{f006} 4 0.100000 # CorridorProbability
{f007} 4 0                         # 1=Geyser_0=No_Geyser
{f008} -1 all_units_water_tsuchi.txt # CaveUnits
{f009} -1 normal_light_lv4.ini  # Lighting
{f00A} -1 none # Skybox
{f010} 4 1 # 1=HoleIsClogged_0=NotClogged
{f011} 4 0 # Echo
{f012} 4 0 # Music_type
{f013} 4 0 # 1_if_invisible_solid_plane_0_If_Pikmin_can_fall_off_edge
{f014} 4 0 # Dead_end_Probability
{f015} 4 1 # FileFormatVersion
{f016} 4 0.000000 # Water_Wraith_Timer
{f017} 4 0 # ’¾‚Þ•Ç
{_eof}
}
# TekiInfo
{
20 # number_of_entries
Tadpole 50 # weight
6 # type
Frog 30 # weight
0 # type
MaroFrog 40   # weight
1 # type
Wtank 20   # weight
1 # type
Catfish 70 # weight
0 # type
WaterOtakara 20 # weight
0 # type
Kurage 20 # weight
0 # type
OniKurage 10 # weight
1 # type
Jigumo 40 # weight
1 # type
MiniHoudai 20 # weight
1 # type
KumaChappy 10 # weight
1 # type
KumaKochappy 40 # weight
0 # type
Qurione 20 # weight
6 # type
Wakame_l 10 # weight
6 # type
Wakame_s 10 # weight
6 # type
Tukushi 20 # weight
6 # type
Zenmai 20 # weight
6 # type
Nekojarashi 20 # weight
6 # type
UmiMushiBlind_sinjyu 10 # weight
1 # type
FireChappy_akagai 10 # weight
1 # type
}
# ItemInfo
{
3 # num
hotate 10 # weight
makigai 10 # weight
key 10 # weight
}
# GateInfo
{
0 # num
}
# CapInfo
{
3 # num
0 # captype
Egg 10 # weight
1 # type
0 # captype
Egg 10 # weight
1 # type
0 # captype
BluePom 10 # weight
1 # type
}
# FloorInfo
{
{f000} 4 18 # Sublevel_Num_-1
{f001} 4 18 # Sublevel_Num_-1
{f002} 4 10 # Num_Objects
{f003} 4 1 # Num_Treasure
{f004} 4 0 # Num_Gates
{f005} 4 1 # Num_Rooms
{f006} 4 0.000000 # CorridorProbability
{f007} 4 0                         # 1=Geyser_0=No_Geyser
{f008} -1 1_units_king_tsuchi.txt # CaveUnits
{f009} -1 normal_light_lv3.ini  # Lighting
{f00A} -1 none # Skybox
{f010} 4 0 # 1=HoleIsClogged_0=NotClogged
{f011} 4 0 # Echo
{f012} 4 1 # Music_type
{f013} 4 0 # 1_if_invisible_solid_plane_0_If_Pikmin_can_fall_off_edge
{f014} 4 0 # Dead_end_Probability
{f015} 4 1 # FileFormatVersion
{f016} 4 0.000000 # Water_Wraith_Timer
{f017} 4 0 # ’¾‚Þ•Ç
{_eof}
}
# TekiInfo
{
5 # number_of_entries
Zenmai 30 # weight
6 # type
UmiMushi_g_futa_koiwai 10 # weight
1 # type
DangoMushi_futa_a_silver 10 # weight
1 # type
Wakame_l 20 # weight
6 # type
Wakame_s 30 # weight
6 # type
}
# ItemInfo
{
1 # num
key 10 # weight
}
# GateInfo
{
0 # num
}
# CapInfo
{
0 # num
}
# FloorInfo
{
{f000} 4 19 # Sublevel_Num_-1
{f001} 4 19 # Sublevel_Num_-1
{f002} 4 56 # Num_Objects
{f003} 4 4 # Num_Treasure
{f004} 4 0 # Num_Gates
{f005} 4 6 # Num_Rooms
{f006} 4 0.200000 # CorridorProbability
{f007} 4 0                         # 1=Geyser_0=No_Geyser
{f008} -1 vs_9_tsuchi.txt # CaveUnits
{f009} -1 normal_light_lv3.ini  # Lighting
{f00A} -1 none # Skybox
{f010} 4 1 # 1=HoleIsClogged_0=NotClogged
{f011} 4 3 # Echo
{f012} 4 0 # Music_type
{f013} 4 0 # 1_if_invisible_solid_plane_0_If_Pikmin_can_fall_off_edge
{f014} 4 0 # Dead_end_Probability
{f015} 4 1 # FileFormatVersion
{f016} 4 0.000000 # Water_Wraith_Timer
{f017} 4 0 # ’¾‚Þ•Ç
{_eof}
}
# TekiInfo
{
9 # number_of_entries
Chappy 40 # weight
1 # type
Kochappy 90 # weight
0 # type
YellowChappy 30 # weight
1 # type
YellowKochappy 90 # weight
0 # type
BlueChappy 40 # weight
1 # type
BlueKochappy 90 # weight
0 # type
Baby 80 # weight
0 # type
LeafChappy_key 10 # weight
1 # type
HikariKinoko 90 # weight
6 # type
}
# ItemInfo
{
4 # num
silver_medal 10 # weight
gold_medal 10 # weight
diamond_red_l 10 # weight
diamond_blue 10 # weight
}
# GateInfo
{
0 # num
}
# CapInfo
{
0 # num
}
# FloorInfo
{
{f000} 4 20 # Sublevel_Num_-1
{f001} 4 20 # Sublevel_Num_-1
{f002} 4 40 # Num_Objects
{f003} 4 0 # Num_Treasure
{f004} 4 0 # Num_Gates
{f005} 4 1 # Num_Rooms
{f006} 4 0.000000 # CorridorProbability
{f007} 4 0                         # 1=Geyser_0=No_Geyser
{f008} -1 1_units_queen_b_tsuchi.txt # CaveUnits
{f009} -1 qchap_light.ini  # Lighting
{f00A} -1 none # Skybox
{f010} 4 1 # 1=HoleIsClogged_0=NotClogged
{f011} 4 0 # Echo
{f012} 4 1 # Music_type
{f013} 4 0 # 1_if_invisible_solid_plane_0_If_Pikmin_can_fall_off_edge
{f014} 4 0 # Dead_end_Probability
{f015} 4 1 # FileFormatVersion
{f016} 4 0.000000 # Water_Wraith_Timer
{f017} 4 0 # ’¾‚Þ•Ç
{_eof}
}
# TekiInfo
{
9 # number_of_entries
Queen_toy_ring_a_red 10 # weight
1 # type
Baby 70 # weight
0 # type
Baby 70 # weight
0 # type
Baby 70 # weight
0 # type
KingChappy_toy_teala 10 # weight
0 # type
KingChappy_key 10 # weight
0 # type
KingChappy 20 # weight
0 # type
HikariKinoko 80 # weight
6 # type
Rock 60 # weight
5 # type
}
# ItemInfo
{
0 # num
}
# GateInfo
{
0 # num
}
# CapInfo
{
0 # num
}
# FloorInfo
{
{f000} 4 21 # Sublevel_Num_-1
{f001} 4 21 # Sublevel_Num_-1
{f002} 4 21 # Num_Objects
{f003} 4 0 # Num_Treasure
{f004} 4 0 # Num_Gates
{f005} 4 1 # Num_Rooms
{f006} 4 0.000000 # CorridorProbability
{f007} 4 1                         # 1=Geyser_0=No_Geyser
{f008} -1 1_unit_16x17r_conc.txt # CaveUnits
{f009} -1 yakushima_3_16x17r_light.ini  # Lighting
{f00A} -1 none # Skybox
{f010} 4 1 # 1=HoleIsClogged_0=NotClogged
{f011} 4 2 # Echo
{f012} 4 2 # Music_type
{f013} 4 0 # 1_if_invisible_solid_plane_0_If_Pikmin_can_fall_off_edge
{f014} 4 0 # Dead_end_Probability
{f015} 4 1 # FileFormatVersion
{f016} 4 0.000000 # Water_Wraith_Timer
{f017} 4 0 # ’¾‚Þ•Ç
{_eof}
}
# TekiInfo
{
12 # number_of_entries
RandPom 20 # weight
1 # type
RedPom 10 # weight
1 # type
YellowPom 10 # weight
1 # type
BluePom 10 # weight
1 # type
WhitePom 10 # weight
0 # type
ShijimiChou 20 # weight
0 # type
Kogane_key 10 # weight
0 # type
Fart 10 # weight
1 # type
Wealthy 10 # weight
6 # type
Qurione 20 # weight
0 # type
Clover 50 # weight
6 # type
Tanpopo 30 # weight
6 # type
}
# ItemInfo
{
0 # num
}
# GateInfo
{
0 # num
}
# CapInfo
{
0 # num
}
# FloorInfo
{
{f000} 4 22 # Sublevel_Num_-1
{f001} 4 22 # Sublevel_Num_-1
{f002} 4 16 # Num_Objects
{f003} 4 0 # Num_Treasure
{f004} 4 5 # Num_Gates
{f005} 4 1 # Num_Rooms
{f006} 4 0.120000 # CorridorProbability
{f007} 4 0                         # 1=Geyser_0=No_Geyser
{f008} -1 1_units_bunki_tile.txt # CaveUnits
{f009} -1 normal_light_lv4.ini  # Lighting
{f00A} -1 none # Skybox
{f010} 4 0 # 1=HoleIsClogged_0=NotClogged
{f011} 4 3 # Echo
{f012} 4 1 # Music_type
{f013} 4 0 # 1_if_invisible_solid_plane_0_If_Pikmin_can_fall_off_edge
{f014} 4 25 # Dead_end_Probability
{f015} 4 1 # FileFormatVersion
{f016} 4 0.000000 # Water_Wraith_Timer
{f017} 4 0 # ’¾‚Þ•Ç
{_eof}
}
# TekiInfo
{
7 # number_of_entries
BigFoot_key 10 # weight
1 # type
BigFoot 30 # weight
6 # type
Rkabuto 40 # weight
1 # type
Kabuto 40 # weight
1 # type
Mar_robot_head 10 # weight
0 # type
Mar 10 # weight
0 # type
Hanachirashi 20 # weight
0 # type
}
# ItemInfo
{
0 # num
}
# GateInfo
{
1 # num
gate 2000.000000 # life
1 # weight
}
# CapInfo
{
0 # num
}
# FloorInfo
{
{f000} 4 23 # Sublevel_Num_-1
{f001} 4 23 # Sublevel_Num_-1
{f002} 4 41 # Num_Objects
{f003} 4 4 # Num_Treasure
{f004} 4 4 # Num_Gates
{f005} 4 3 # Num_Rooms
{f006} 4 0.200000 # CorridorProbability
{f007} 4 0                         # 1=Geyser_0=No_Geyser
{f008} -1 3_units_d_f_ujikou_tile.txt # CaveUnits
{f009} -1 suityu_light_lv2.ini  # Lighting
{f00A} -1 none # Skybox
{f010} 4 1 # 1=HoleIsClogged_0=NotClogged
{f011} 4 3 # Echo
{f012} 4 0 # Music_type
{f013} 4 0 # 1_if_invisible_solid_plane_0_If_Pikmin_can_fall_off_edge
{f014} 4 0 # Dead_end_Probability
{f015} 4 1 # FileFormatVersion
{f016} 4 0.000000 # Water_Wraith_Timer
{f017} 4 0 # ’¾‚Þ•Ç
{_eof}
}
# TekiInfo
{
12 # number_of_entries
Chappy 30 # weight
1 # type
BlueChappy 30 # weight
1 # type
$2MaroFrog 20 # weight
1 # type
MaroFrog 20 # weight
1 # type
Frog 20 # weight
0 # type
Jigumo 30 # weight
0 # type
OniKurage 20 # weight
1 # type
Kurage 20 # weight
0 # type
Catfish 60 # weight
0 # type
TamagoMushi 10 # weight
0 # type
Hiba 80 # weight
5 # type
ElecHiba 70 # weight
5 # type
}
# ItemInfo
{
4 # num
toy_dog 10 # weight
ahiru 10 # weight
ahiru_head 10 # weight
key 10 # weight
}
# GateInfo
{
1 # num
gate 3000.000000 # life
1 # weight
}
# CapInfo
{
0 # num
}
# FloorInfo
{
{f000} 4 24 # Sublevel_Num_-1
{f001} 4 24 # Sublevel_Num_-1
{f002} 4 58 # Num_Objects
{f003} 4 3 # Num_Treasure
{f004} 4 8 # Num_Gates
{f005} 4 4 # Num_Rooms
{f006} 4 0.050000 # CorridorProbability
{f007} 4 0                         # 1=Geyser_0=No_Geyser
{f008} -1 vs_10_test_tile.txt # CaveUnits
{f009} -1 suityu_light_lv2.ini  # Lighting
{f00A} -1 none # Skybox
{f010} 4 1 # 1=HoleIsClogged_0=NotClogged
{f011} 4 3 # Echo
{f012} 4 0 # Music_type
{f013} 4 0 # 1_if_invisible_solid_plane_0_If_Pikmin_can_fall_off_edge
{f014} 4 0 # Dead_end_Probability
{f015} 4 1 # FileFormatVersion
{f016} 4 240.000000 # Water_Wraith_Timer
{f017} 4 0 # ’¾‚Þ•Ç
{_eof}
}
# TekiInfo
{
16 # number_of_entries
BlackMan 30 # weight
1 # type
BombSarai 60 # weight
1 # type
Demon 60 # weight
1 # type
Mar_kan_kyokuyo 10 # weight
1 # type
Hanachirashi 20 # weight
0 # type
TamagoMushi 40 # weight
0 # type
ElecBug 60 # weight
0 # type
ElecBug 60 # weight
1 # type
FireOtakara 20 # weight
0 # type
WaterOtakara 20 # weight
0 # type
GasOtakara 20 # weight
0 # type
ElecOtakara 20 # weight
0 # type
$2BombOtakara 40 # weight
0 # type
$4BombOtakara 40 # weight
0 # type
$2Bomb 40 # weight
0 # type
$1Bomb 40 # weight
0 # type
}
# ItemInfo
{
3 # num
kan_nichiro 10 # weight
kan_maruha 10 # weight
key 10 # weight
}
# GateInfo
{
1 # num
gate 4500.000000 # life
1 # weight
}
# CapInfo
{
0 # num
}
# FloorInfo
{
{f000} 4 25 # Sublevel_Num_-1
{f001} 4 25 # Sublevel_Num_-1
{f002} 4 57 # Num_Objects
{f003} 4 1 # Num_Treasure
{f004} 4 0 # Num_Gates
{f005} 4 6 # Num_Rooms
{f006} 4 0.250000 # CorridorProbability
{f007} 4 0                         # 1=Geyser_0=No_Geyser
{f008} -1 all_unit_tile.txt # CaveUnits
{f009} -1 normal_light_lv4.ini  # Lighting
{f00A} -1 none # Skybox
{f010} 4 1 # 1=HoleIsClogged_0=NotClogged
{f011} 4 3 # Echo
{f012} 4 0 # Music_type
{f013} 4 0 # 1_if_invisible_solid_plane_0_If_Pikmin_can_fall_off_edge
{f014} 4 0 # Dead_end_Probability
{f015} 4 1 # FileFormatVersion
{f016} 4 0.000000 # Water_Wraith_Timer
{f017} 4 0 # ’¾‚Þ•Ç
{_eof}
}
# TekiInfo
{
19 # number_of_entries
BigFoot_g_futa_titiyas 10 # weight
1 # type
Queen_chocoichigo_l 10 # weight
1 # type
Baby 90 # weight
1 # type
KingChappy_tape_yellow 10 # weight
1 # type
KumaChappy_g_futa_sikoku 10 # weight
1 # type
KumaKochappy 50 # weight
0 # type
MiniHoudai_g_futa_kitaama 10 # weight
1 # type
FireChappy_g_futa_kyusyu 10 # weight
1 # type
UmiMushiBlind_g_futa_sakotani 10 # weight
1 # type
BlueChappy 40 # weight
1 # type
BlueKochappy 80 # weight
0 # type
Tank 20 # weight
0 # type
Wtank 20 # weight
0 # type
ElecBug 80 # weight
0 # type
LeafChappy 10 # weight
1 # type
Qurione 20 # weight
0 # type
Hiba 1 # weight
5 # type
ElecHiba 1 # weight
5 # type
GasHiba 1 # weight
5 # type
}
# ItemInfo
{
1 # num
key 10 # weight
}
# GateInfo
{
0 # num
}
# CapInfo
{
1 # num
0 # captype
$1WhitePom 10 # weight
1 # type
}
# FloorInfo
{
{f000} 4 26 # Sublevel_Num_-1
{f001} 4 26 # Sublevel_Num_-1
{f002} 4 7 # Num_Objects
{f003} 4 0 # Num_Treasure
{f004} 4 0 # Num_Gates
{f005} 4 1 # Num_Rooms
{f006} 4 0.000000 # CorridorProbability
{f007} 4 1                         # 1=Geyser_0=No_Geyser
{f008} -1 1_units_otakara_tile.txt # CaveUnits
{f009} -1 oootakara_light.ini  # Lighting
{f00A} -1 none # Skybox
{f010} 4 0 # 1=HoleIsClogged_0=NotClogged
{f011} 4 3 # Echo
{f012} 4 1 # Music_type
{f013} 4 0 # 1_if_invisible_solid_plane_0_If_Pikmin_can_fall_off_edge
{f014} 4 0 # Dead_end_Probability
{f015} 4 1 # FileFormatVersion
{f016} 4 0.000000 # Water_Wraith_Timer
{f017} 4 0 # ’¾‚Þ•Ç
{_eof}
}
# TekiInfo
{
5 # number_of_entries
BigTreasure 10 # weight
1 # type
BigFoot_key 10 # weight
1 # type
BigFoot 20 # weight
1 # type
OoPanModoki 20 # weight
0 # type
Damagumo 10 # weight
0 # type
}
# ItemInfo
{
0 # num
}
# GateInfo
{
0 # num
}
# CapInfo
{
0 # num
}
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
page
1
page
2
page
3
page
4
page
5
page
6
page
7
page
8
page
9
page
10
page
11
page
12
page
13
page
14
page
15
page
16
page
17
page
18
page
19
page
20
page
21
page
22
page
23
page
24
page
25
page
26
page
27
page
28
page
29
page
30
page
31
page
32
page
33
page
34
page
35
page
36
page
37
page
38
page
39
page
40
page
41
page
42
page
43
page
44
page
45
page
46
page
47
page
48
page
49
page
50
page
51
page
52
page
53
page
54
page
55
page
56
page
57
page
58
page
59
page
60
page
61
page
62
page
63
page
64
page
65
page
66
page
67
page
68
page
69
page
70
page
71
page
72
page
73
page
74
page
75
page
76
page
77
page
78
page
79
page
80
page
81
page
82
page
83
page
84
page
85
page
86
page
87
page
88
page
89
page
90
page
91
page
92
page
93
page
94
page
95
page
96
page
97
page
98
page
99
page
100
page
101
page
102
page
103
page
104
page
105
page
106
page
107
page
108
page
109
page
110
page
111
page
112
page
113
page
114
page
115
page
116
page
117
page
118
page
119
page
120
page
121
page
122
page
123
page
124
page
125
page
126
page
127
page
128
page
129
page
130
page
131
page
132
page
133
page
134
page
135
page
136
page
137
page
138
page
139
page
140
page
141
page
142
page
143
page
144
page
145
page
146
page
147
page
148
page
149
page
150
page
151
page
152
page
153
page
154
page
155
page
156
page
157
page
158
page
159
page
160
page
161
page
162
page
163
page
164
page
165
page
166
page
167
page
168
page
169
page
170
page
171
page
172
page
173
page
174
page
175
page
176
page
177
page
178
page
179
page
180
page
181
page
182
page
183
page
184
page
185
page
186
page
187
page
188
page
189
page
190
page
191
page
192
page
193
page
194
page
195
page
196
page
197
page
198
page
199
page
200
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
 
 
page
1
page
2
page
3
page
4
page
5
page
6
page
7
page
8
page
9
page
10
page
11
page
12
page
13
page
14
page
15
page
16
page
17
page
18
page
19
page
20
page
21
page
22
page
23
page
24
page
25
page
26
page
27
page
28
page
29
page
30
page
31
page
32
page
33
page
34
page
35
page
36
page
37
page
38
page
39
page
40
page
41
page
42
page
43
page
44
page
45
page
46
page
47
page
48
page
49
page
50
page
51
page
52
page
53
page
54
page
55
page
56
page
57
page
58
page
59
page
60
page
61
page
62
page
63
page
64
page
65
page
66
page
67
page
68
page
69
page
70
page
71
page
72
page
73
page
74
page
75
page
76
page
77
page
78
page
79
page
80
page
81
page
82
page
83
page
84
page
85
page
86
page
87
page
88
page
89
page
90
page
91
page
92
page
93
page
94
page
95
page
96
page
97
page
98
page
99
page
100
page
101
page
102
page
103
page
104
page
105
page
106
page
107
page
108
page
109
page
110
page
111
page
112
page
113
page
114
page
115
page
116
page
117
page
118
page
119
page
120
page
121
page
122
page
123
page
124
page
125
page
126
page
127
page
128
page
129
page
130
page
131
page
132
page
133
page
134
page
135
page
136
page
137
page
138
page
139
page
140
page
141
page
142
page
143
page
144
page
145
page
146
page
147
page
148
page
149
page
150
page
151
page
152
page
153
page
154
page
155
page
156
page
157
page
158
page
159
page
160
page
161
page
162
page
163
page
164
page
165
page
166
page
167
page
168
page
169
page
170
page
171
page
172
page
173
page
174
page
175
page
176
page
177
page
178
page
179
page
180
page
181
page
182
page
183
page
184
page
185
page
186
page
187
page
188
page
189
page
190
page
191
page
192
page
193
page
194
page
195
page
196
page
197
page
198
page
199
page
200
by FreePi
Keywords
game 11,962, fun 5,480, gamecube 164, pikmin 2 2
Details
Type: Writing - Document
Published: 1 year, 4 months ago
Rating: General

MD5 Hash for Page 1... Show Find Identical Posts [?]
Stats
36 views
0 favorites
0 comments

BBCode Tags Show [?]
 
New Comment:
Move reply box to top
Log in or create an account to comment.