UN POETA EN EXTINCION.....: 10/01/2003 - 11/01/2003

UN POETA EN EXTINCION.....

Una vida es el misterio en el cielo

Wednesday, October 29, 2003

si les da asco no la vean!!!!

posted by SuRfEr JoB!! at 10/29/2003 06:43:00 PM 149 comments

AHHHHHHHHHHHHHHHH!!!!(GRITO DE VIEJA (JAJAJAJAJAJAJAJA))

posted by SuRfEr JoB!! at 10/29/2003 06:33:00 PM 3 comments

Tuesday, October 28, 2003

posted by SuRfEr JoB!! at 10/28/2003 09:48:00 PM 0 comments

posted by SuRfEr JoB!! at 10/28/2003 09:05:00 PM 0 comments

Monday, October 27, 2003

HEY!!! CHEQUEN ESTO RESIDENT EVIL 5!!!! :D :D ALEX!!!!! RECUPERATE PRONTO PARA DARTE DE ZAPES!!! SE TE EXTRAÑA WEY!!! :S JAJAJAJA EL GERMAN YA TE QUIERE VER AHH!!! QUE TIERNO!! JAJAJAJAJAJAJA :p CUIDATE OKAS :)

posted by SuRfEr JoB!! at 10/27/2003 04:04:00 PM 0 comments

Thursday, October 23, 2003

posted by SuRfEr JoB!! at 10/23/2003 09:28:00 PM 0 comments

Monday, October 20, 2003

posted by SuRfEr JoB!! at 10/20/2003 01:58:00 PM 0 comments

Sunday, October 19, 2003

DULCE

posted by SuRfEr JoB!! at 10/19/2003 08:08:00 PM 0 comments

Resident Evil 4 Preview
When Capcom revealed that it would fully be supporting the GameCube with its scary-as-hell videogame series, Resident Evil, last year, not only did GameCube fans become extremely happy to have another awesome exclusive franchise, but also a series for older gamers with some edge and atmosphere. But it only got better from there. Capcom announced that its first entry on the GameCube would be in the form of a complete remake of the classic Resident Evil. And it even got better from there! Capcom revealed that its remake was completely gorgeous and lifelike.

Now, just a little more than a year has passed since Capcom released the beautiful and completely realistic remake of its very first Resident Evil. Even more impressive, Capcom managed to pull off a prequel to the title, Resident Evil 0, within the same year – and it was even better looking. So, we’ve gotten two excellent horror titles from Capcom in 2002, and two good ports in 2003. But there’s a good reason. That reason’s Resident Evil 4; the fourth installment in the freaky-deaky-dutch (Austin Powers pun, excuse me) franchise is gearing up to be the best possible Resident Evil title of all time, and in order for that to be done, it won’t see daylight until 2004. But when Resident Evil 4 made its semi-official revealing at this year's Electronic Entertainment Expo in Los Angeles in full beautiful 3D visuals, we were definitely reassured that the wait will be well worth it.


We don’t know how they did it, but they did it. Capcom not only improved the Resident Evil Remake engine, but made it look so much better that the remake looks like crap compared to it. Well, maybe not “crap”, but it doesn’t look quite as hot. At Nintendo’s E3 Conference, Capcom showed off a clip of Resident Evil 4. The clip lasted one beautifully engrossing minute. It showed off the game’s real-time lighting effects, awesome shadow effects, superb bump-mapped textures, silky smooth animation and awesome clothe physics. And, let’s not forget no more pre-rendered stuff this time around – it’s all full 3D and fully animated. It showcases the game’s main character, Leon S. Kennedy, traversing a spooky and atmospheric mansion. He comes across several zombies, one of which even attacks with some kind of chain-like weapon with a sharp hook at the end of it. He turns corners to find empty dead-ends, as well as corners manifested with a zombies. The game shows off a scene with him walking outside, rain pattering into the ground, thunder crackling in the dark sky, only light up for a brief second by a flash of lightening – which could easily be one of the best atmosphere’s in a game ever conceived. Additionally, he explores areas inside the dark mansion, such as a dining room, which is lightened by a small fire place filled with flames. It’s all too life-like and beautiful.

The storyline, from what we know, tells the story of Leon S. Kennedy, who has been infected with the never-ending Umbrella virus. Kennedy, of course, must explore a scary mansion in search of clues on what the heck he’s supposed to do and how to save his life. Details are scarce, but what we know is compelling and intriguing. Furthermore, also intriguing our interest in the fourth installment in the series, are a few improvements that Capcom is making. Resident Evil’s controls have been fixed up quite a bit – according to Capcom, that is. How they’ll work has yet to be announced, but something more similar to Eternal Darkness: Sanity’s Requiem is definitely in order. Additionally, Resident Evil 4’s camera is getting a complete makeover. The camera is still fixed, for the most part, but moves around depending on how players control Kennedy in certain situations. For example, upon coming to a zombie or any other horrifying enemy, the camera pans behind Kennedy, allowing a clear view to easily shoot at the enemy. Even more promising, Leon carries a flashlight with him (brought to life by beautifully real lighting effects), which he can shine at enemies allowing him to see his target a bit easier.


Although details are scarce, Resident Evil 4 is shaping up to be one of the biggest, hottest and most promising titles of 2004. The trailer shown of the game reassures that the game looks nearly undistinguishable between real-life at times and sounds completely real and horrifying, and of course, improves upon everything done in previous Resident Evil titles. Not only could this be the best looking game of all time, it could be the best Resident Evil title of all time.

posted by SuRfEr JoB!! at 10/19/2003 07:35:00 PM 0 comments

posted by SuRfEr JoB!! at 10/19/2003 06:04:00 PM 0 comments

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posted by SuRfEr JoB!! at 10/19/2003 11:52:00 AM 0 comments

posted by SuRfEr JoB!! at 10/19/2003 11:21:00 AM 0 comments

In 1987 Capcom introduced what would prove to be one of its most popular characters worldwide - and despite what has been universally called the ugliest box art of all time, Mega Man began to catch on in the US, whose game market is decidedly different from Japan's. At the same time, Rockman was slipping onto Famicom systems in Japan - same blue underpants as Mega Man's but sporting a different name and a more attractive, or perhaps more marketable, cover. A robot built to fight for justice, Mega Man stood for intense, original action platforming on the Nintendo Entertainment System. True to form, Capcom has milked this series for all it's worth; it's a great one - and the company's most important pre-Street Fighter property. In 1987 the NES was a hot commodity, and consumers flocked to the console in droves. Capcom, as a developer, was already prolific with the system and had a crop of excellent games (Ghosts 'n' Goblins, Trojan) under its belt by the time it released Mega Man. Victimized by arguably unattractive interpretive artwork (a fate that persisted for years to come), the game was a sort of low-key success. The true breakthrough would come with Mega Man 2. Mega Man recently celebrated his 15th anniversary, and the Blue Bomber is showing no signs of giving up the fight for everlasting peace. Though the classic Mega Man line lies dormant, for now, the mega mythos continues to expand with a seventh game in the Mega Man X series, the now established alternate-reality Mega Man Battle Network titles on the Game Boy Advance, and the budding X-related spin-off series Mega Man Zero. Join us as we take a look back at the myriad games of the Mega Man legacy, some of which, unfortunately, stayed in Japan and some of which, unfortunately, did not. The bulk of Mega Man's games were good, a few were great, and some we'd rather not discuss at length. There's still one thing they have in common--each is a part of Mega Man history. Mega Man (Rockman in Japan) System: NES (Famicom), Reissued 1999 PlayStation Released 1987 The Basics In 1987, Capcom introduced a game to its lineup with an uninspired title and totally appalling box art. It wasn't a huge success. Mega Man, the tale of a boy robot forged by Dr. Thomas Light to end the plague of rebelling construction robots liberated and controlled by his renegade assistant, Dr. Wily, opened up an interesting can of worms for Capcom. The largely nonlinear gameplay and the innovative idea of stealing the weapons of defeated bosses were what earmarked this series for longevity. Later we learned that the boring title and lackluster art were workarounds to the peculiar title of the Japanese original Rockman and the then-taboo anime-style artwork that adorned its cover. And now you understand why Guts Man isn't called Rockman! Gameplay You dropped your google-eyed hero into any one of six stages of your choice - Bomb Man, Fire Man, Ice Man, Guts Man, Elec Man, or Cut Man. They didn't really have to come up with totally unique stage names the first time out, as the series was new in the first place, and the characters were just then being introduced. (Further down we'll examine the developer's creativity and where it eventually failed. For now, content yourself with the basic gameplay elements.) After you vanquished the six bosses (perhaps with the elecbeam pause trick, a cheat for massive damage particularly effectual on large bosses) you gained access to the Dr. Wily levels, wherein you had to kill the bosses again (get used to it), huge, nasty and slowdown-ridden blob enemies, and finally come down hard on Dr. Wily himself. Of course, he escaped the grasp of justice in time for a sequel. The ending contained the classic paradox that sent the world of modern philosophy on its head - "Fight, Mega Man! For everlasting peace!" The Bosses and Weapons Welcome to the magic of Mega Man. When you killed bosses, you gained their power - although sometimes that power was shrunk and weakened to fit into Mega Man's little gun. Each boss was weak against a certain other boss's weapon - though the distribution of power was not always completely logical. Of course, that logic became meaningless in the later games in the series. After all, what would you expect Skull Man to be weak against? Let's just enjoy those early, simpler days with their simpler weapons. This time around you went up against Bomb Man, who gave you bombs (obviously); Fire Man, who gave you a fire beam; Ice Man, who had his little ice shards; Guts Man, who had the ability to hurl large rocks (which you had to find littered about the levels); Elec Man, who had an electric beam, which, besides being powerful, also had a bug which centered around it, pausing and un-pausing the game repeatedly; and Cut Man, with his scissors-blades. In addition, you picked up the magnet step, which let you place platforms that you could jump on. Japanese Version In Japan, Mega Man was known as Rockman. While the Japanese game's name may not make a lot of sense note that Rockman was made out of Rock. He served as the household robot that Dr. Light had created to sweep up after the good doctor's messes. Although it was a victim of low-key presentation, Mega Man was a winner in gameplay. The series was true innovation that slipped through the cracks, as competition was fierce, and tons and tons of NES games were coming out. As would become Capcom's policy with the series for the next couple of generations, the artwork and main character's name was changed as the long spate of cultural isolationism pioneered by the friendly folks at the US divisions of your favorite Japanese developers took hold. It would be ten years before a Mega Man title appeared in the States sporting original artwork.. Mega Man II (Rockman 2: The Enigma of Dr. Wily in Japan) System: NES (Famicom), Reissued 1999 PlayStation Released 1987 The Basics Mega Man came into his birthright in this, the second title in the series. Unlike the first title, Mega Man II was wildly popular and earned the accolades of the mass consumer. Instead of facing a mere six robot bosses, Mega Man faced eight - which became the series standard. The next important innovation was the addition of passwords, which let you re-enter the game at a later date without starting from scratch. There were also three upgrade items from Dr. Light to augment Rock's powers. Add in the excellent music and the distinctive graphical style that surrounded the game - including portraits of the bosses - and the amazingly huge dragon in Dr. Wily stage 1, and we can assume that Capcom intended to make Mega Man its star. Gameplay First, select between normal and difficult mode and then pick a boss - the order you play them in can be important. Make sure to start with Metal Man because he's easy and his blades are absurdly useful. In fact, you can smack down most of the bosses with these blades, especially if you've chosen normal mode. Then, make your way around trouncing bosses and collecting weapons and items. Those huge wolves in Wood Man's stage look really nice, don't they? After you defeat all eight, Dr. Wily shows up again. Play through a few more stages, revanquish the henchmen, and off you go to fight... an alien? The Weapons and Bosses The Metal Blade is probably the best weapon in the entire series. The rest of them aren't bad either - the Mega Man bosses aren't even lame - yet. Bubble Man is kind of sad, challengewise, but he's made up for by his stage's superlative tune. When you defeat him you'll get the Bubble Lead, which rhymes with "need," not "head." You weren't trying to poison the evil robots this time. You tackled Metal Man and his saw blades, Bubble Man and his bubbles, Heat Man and his chargeable "atomic fire," Flash Man, who will let you stop time, Quick Man, whose boomerangs were lethal, Air Man and his baby tornadoes, Crash Man and his bombs, and Wood Man and the leaf shield - a very useful rotating circle of protection. Japanese Version Rockman picked up a subtitle in this version - a convention that would be maintained throughout the series and has not been carried over to the US games even to this day. The game was otherwise the same, except that Crash Man was known as Clash Man in Japan (and one can't help but wonder why they bothered - both are kind of silly and both are real words), and there was no choice of modes in the Japanese game. It turned out that normal mode was an easy mode and difficult mode was the only way to play in the original version. Things changed a lot since those days, with this situation being reversed in Metal Gear Solid. Final Thoughts Capcom had a huge hit on its hands with this title. Taking the ideas laid down in the first game and refining them, the company came up with an excellent and imaginative game - with some shining spots in graphics and music to help it along. It's one of the true NES classics. Mega Man III (Rockman 3: Dr. Wily's Time to Die!? in Japan) System: NES (Famicom), Reissued 1999 PlayStation Released 1990 The Basics Capcom decided to take everything that was Mega Man and polish it until it positively shone - Mega Man III was quite possibly the pinnacle of the series. Not only did Capcom manage to come up with some great bosses and excellent music, developers managed to give you a pretty long experience in this game. This game marked the debut of the mysterious Proto Man - Mega Man's brother. With Rock's canine pal, Rush, and the new handy-dandy slide move, and you had respectable innovations. OK, maybe Top Man wasn't the best idea, but this game held serious flair. If you're going to nit-pick, there are some titles coming up that are much more deserving of your scorn. In the end, this was a top-notch game. Gameplay Mega Man III had the same setup as that of the last Mega Man game - although Dr. Light has whipped up a canine pal to assist you this time. This game marked the debut of Rush, Rock's dog, and in this title you used him to traverse the various obstacles in your path. It was a good idea to start with Top Man - his pattern was easy, his weapon was "effective" against Shadow Man, and it's Shadow Man's weapon you really wanted. Shadow blades were as close to metal blades as the designers could get without being totally cheap. The great thing about this game was that you got to play through four bonus stages and fight the bosses from Mega Man II over again - and this time, they weren't the wimps Capcom USA had made them last time around. Add on top of that the eight normal stages and a Wily stage or three and we had a goodly sized game here. However, some players made use of a particularly absurd glitch that would cause Mega Man to become invulnerable. If you held the second-player gamepad to the right, then jumped into a pit, Mega Man would lose all his health and become impervious to damage. Not very honorable, but if you were having trouble beating some of the bosses, you could take the easy way out with this bug. The Weapons and Bosses Top Man's topspin had to be the silliest thing ever. Mega Man could now whirl like a top! As you can imagine, it was totally ineffectual except against the big, bad boss (Shadow Man) and, of course, the last boss. Funny how these things work. That's right, Mega Man! Hurl yourself at that huge robot head with your nemesis inside! It'll only take one taste of your spinning prowess to knock him for a loop! Otherwise, we had a decent amount of variety. Things hadn't gotten lame - yet. In Mega Man III, we got Snake Man, who looked cool but whose little snakes weren't that useful; Gemini Man, whose beams were powerful but hard to aim; Needle Man and his needles; Spark Man and his balls of electricity; Hard Man and the hard punch, a flying fist; Top Man and his dainty spin; Shadow Man and his shuriken; and Magnet Man's magnets, which flew at metallic opponents. Japanese Version Ah, yes. The naming conventions of Capcom USA continued to erode the careful themes of the original creators. Blues (to go with Rock and Roll) became Proto Man. It's not a terribly creative name, but neither is "Mega Man." Otherwise, the game was left to its own devices. Final Thoughts Again, Capcom brought its immense resources and talent to bear and released another NES classic. Mega Man III was the beginning of the end - various forces would drive the series downward and into the base clay. That's the future - for now, enjoy the fruit of Capcom's labor - its most popular series. The pinnacle of its NES effort - Mega Man III. Mega Man X7 Systems: PlayStation 2 Released October 2003 The Basics After running for 10 years, Mega Man X finally goes 3D. Kind of. With a hybrid concept that features characters composed entirely of polygons traversing both open 3D areas and locked side-scrolling stages, X7 met with some trepidation from series fans. In the end, X7 provided some decent new ideas mixed with classic Mega Man X action. Gameplay Three heroes were available, though in a reversal of fortune it was X who would join up late this time. At the outset, the plasma sword-swinging Zero was paired with newcomer Axl, who had the ability to hover and transform into enemies by copying their robo DNA. Two characters could be chosen for each proper level, and like with the bonus feature in Mega Man Xtreme 2, you could switch between the two characters at will. The 3D stages used a rudimentary targeting system, while the traditional side-scrolling stages played just as you would expect them to. Unfortunately, with the switch to 3D the series had its first taste of camera problems. The Bosses Among a mechanical monkey, warthog, anteater, fly, crow, and hyena, the mighty Tornado Tonion made his debut. With his eclectic tornado and dashing good looks, he might have the stuff to create yet another Mega Man spin-off. Or maybe not. Final Thoughts Even with a dramatically slower Zero and the addition of sometimes-unwieldy 3D elements, X7 still retained the Mega Man feel. That feel seemed to be getting a bit tired, however, at least within the X series. Stages and bosses have become nearly indistinguishable from their predecessors, while weapons and powerful armor are repeatedly gained and lost. At this point, some gamers are clearly losing interest in what the series has to offer. Mega Man Zero Systems: Game Boy Advance Released September 2002 The Basics Zero awakens from a long sleep (see his ending in X6) to face an army bent on retiring (read: destroying) reploids. Many fans had dreamed of seeing Zero as the central character of a Mega Man title, and their hopes were finally realized in this game. Gameplay You still selected a stage and fought your way to the boss, taking out everything that stood in your way and taking care not to come into contact with deadly floor and ceiling spikes, but you didn't absorb the powers of that boss upon his defeat. Instead, Zero used a handful of weapons, which he mastered over time through repeated use. Cyber elves could be found to provide backup effects, such as saving you from a pit or halving a boss's life. Each level had to be cleared in one straight shot, though you were allowed to retry once you reached a boss. Like in certain games in the X series, your performance was ranked according to a strict system. The Weapons and Bosses Zero's weapons (the Z-saber, buster, triple rod, and shield boomerang) gained levels and new attacks as they were used, and elemental crystals supplemented them with additional effects. The ice chip froze, the thunder chip paralyzed, and the fire chip burned enemies over time. The game had a large collection of bosses, since many bosses had lackeys under their command. Mythological names like Harupia, Fefnir, and Leviathan dominated the list. Final Thoughts With gameplay truly befitting the Mega Man name, a unique art style, and enough twists to the story and mechanics to set it apart, Mega Man Zero succeeded on every level that matters. The nicest touch? Variable death animations for bosses depending on how they were killed. A finishing blow with the Z-saber would fittingly cleave your foe in two. Mega Man Zero 2 Systems: Game Boy Advance Released October 2003 The Basics Mega Man Zero met with enough success to warrant a sequel, and so a new Mega Man series was born. A year after the events in the first game, the reploid resistance was forced into action once again. Gameplay The basic gameplay of Zero 2 was almost identical to that of the first title. The game retained its brisk level of difficulty, and the cyber elves were back to help out in a pinch. Zero wielded nearly the same useful assortment of weapons too, which again were powered up through repeated use. There were, however, new techniques to be mastered by attaining an A rank or higher in certain stages. The Weapons and Bosses Many of the same bosses returned for Zero 2, but they were joined by an entire cadre of new ones who would have loved to take Zero apart piece by piece. The red-clad hunter once again wielded the Z-saber, buster, and shield boomerang, which could be enhanced with the same three elemental crystals. At least a few things changed, though. The triple rod was replaced by the chain rod, which could be used as a grappling hook. Each weapon was capable of special techniques that let Zero execute moves with button combinations similar to those in later games in the X series. Final Thoughts As seems to be common criticism against Capcom, once a series begins, the innovation seems to slow to a trickle. The special techniques in Zero 2, while not entirely new, were very welcome and added an extra bit of luster to an already good game. With a solid track record and the support of an active Zero fan base, the series can surely be expected to continue.

posted by SuRfEr JoB!! at 10/19/2003 10:28:00 AM 0 comments

December 26th 2004 RE4 Thanks to David for bringing this to our attention. Resident Evil 4 will consist of 3 discs and will be released around April 2004 (most likely in the U.S. and Japan). SOURCE: RE4www.videogames.com NOTE: Now here it says RE4 will be released Apr 2004. However, amazon.co.uk claims it will be released DEC 26th 2004, so right now I would classify all these as rumours at least until we get closer or into the year 2004. CVXFREAK adds: Resident Evil 4 looks to be much longer than CODE: Veronica X. REmake and Zero were on two discs because the pre-rendered backdrops took up a lot of space on the GC discs. With RE4 being fully 3D, we can bet that much of the content will be focused on gameplay. Sounds good!

posted by SuRfEr JoB!! at 10/19/2003 10:03:00 AM 0 comments

JDLI has just published an interesting Interview of Shigeru Ota, President de Capcom Europe, which made displacement in Monaco with l?occasion of the behaviour of MedPi Software. - How is the European branch of Capcom organized? Shigeru Ota: Capcom Europe was created in 2001. Our office is based in London where we work on the principal local markets: France, the Benelux countries, Germany, Spain, Italy, and countries Scandinavian. The development of the software is in majority assured in Japan where seven of our eight studios are established. L?unique structure of out-Japan development is in the United States. - What represents the European market for Capcom? We estimate that the various European markets represent approximately a sixth of our total business. This market, which is classified in third position in term of volume for Capcom after Japan then the United States holds a place of choice in the strategy of the company. France accounts for 18% of the European market. For information, Capcom employs about fifty people apart from Japan, the United States and Europe included/understood. - Which are the methods of distribution of the Capcom plays in Europe? After having worked with various editors like Eidos and Virgin Interactive, we collaborate with Electronic Arts since February 2001 for l?édition of the Capcom plays in all l?Europe in l?exception of l?Angleterre and l?Allemagne where our offices take care directly of the distribution. We also jointly work out the marketing treatment of the products. A selection is operated on the level of the titles which are marketed in Europe, we propose only the plays which enter in adequacy with the sensitivity of the players on this market. - Which glance do you relate to the market of the machines of show? The strategy of Capcom is traditionally to develop plays on the principal platforms of the market. We are thus present so much on PlayStation 2 than on GameCube or Xbox where we develop the principal franknesses and licences of our catalogue which counts aujourd?hui 25 plays on the European market. Capcom also lays out d?un catalogues plays PC with Dino Crisis 2 and Breath of Fire 4, both left in April. - Which is your position compared to the console of Microsoft? Capcom is present on Xbox since the launching of the American console with adaptations the great classic like Capcom vs SNK, Genma Onimusha or of the titles new and specific to the support like Steel Battalion, distributed by Microsoft with a specific lever and soon Dino Crisis 3. - Which assessment do you draw up l?exclusivity GameCube of the series Resident Evil? We had signed indeed a d?exclusivity agreement with Nintendo concerning the five shutters of the series Resident Evil on GameCube. The installed base of consoles being still rather weak in Europe, we n?avons obviously not reached volumes of sale which we could have known on an older machine. We on the other hand are satisfied overall of the scores of sales of the series in this context, in particular over the duration. Resident Evil 4, nearest opus on GameCube, was presented in video at l?E3 this year and playable on the show will be l?année next. The exit of this play, which will mark an evolution of the series, is planned for 2004. - Which place holds the play on line in the strategy of Capcom? We are attentive with l?évolution of this market. Microsoft lays out d?un weighty argument with Xbox Live. We will exploit the functionalities online of PlayStation 2 l?année next with Resident Evil Outbreak which will be the first play of the playable saga in network or offline.

posted by SuRfEr JoB!! at 10/19/2003 10:00:00 AM 0 comments

posted by SuRfEr JoB!! at 10/19/2003 09:52:00 AM 0 comments

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Name: SuRfEr JoB!!
Location: Mexicali, Baja California, Mexico

HoLa!!! QuE OnDa!! :D bueno PRIMERO MAS que nada PUEDO DECIRTE que PUEDO ser UN poco TIMIDO aL pRINCIPIO JEJE PERO DESPUES NO ME PODRAS CALLAR SUELO SER ENFADOSO PERO A LA VEZ TRANQUILO. UN BUEN AMIGO EN MI ENCONTRARAS QUE TRATARA DE LLEVARSE BIEN CONTIGO, QUE SI SOY OCURRENTE?, SI JAJA SE ME OCURREN MUCHAS COSAS QUE NI ALCASO PERO A LA VEZ GRACIOSAS JEJE la mayoria de las veces son muy ESTUPIDAS que a veces dan gracia o de plano arruinan el momento pero a la vez te hacen reir jajajajaja, me gusta reir mucho y hacer reir a la gente SI SE DEJA CLARO JAJAJAJAJA hasta se rien de mi prq soy demasiado inocente y no entiendo los dobles sentidos TT_TT SOY UN NINIO ADOLESCENTE (A HuEvO!!!! JAJAJAJAJA)a TODA MADRE BIEN ALIVIANADON EAEA AJAJAJAJAJAJA, suelo ser espontaneo y en ocasiones hago cosas que ni alcaso. ME GUSTA SER OPTIMISTA Y VERLE EL LADO BUENO A TODO jeje SOY RESERVADO. Soy UOpEn MiNd, y no se juzga a la gente por lo que le gusta si no por su forma de ser, Se escuchar a las personas, se en que momentos reir y llorar. me gusta todo lo que tenga que ver con fantasmas, anime, nintendo, nieve, raspados, television.....

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