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my_cave_ch_version

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my_cave_ch_version.txt
Keywords game 12659, fun 5567, gamecube 185, 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
}
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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by FreePi
Keywords
game 12,659, fun 5,567, gamecube 185, pikmin 2 2
Details
Type: Writing - Document
Published: 2 years, 1 month ago
Rating: General

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