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==The Secrets Of Super Mario 64 III==
From: qqwref | Posted: 12/5/2004 12:45:22 PM | Message Detail
I just found out on Walton Dell's site that if you look down from the top of Whomp's Fortress you can see the star where you have to break away the wall even if you didn't break the wall yet. Is this important? Can you get the star w/o the cannon?
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On a recent paper: You really need to work on your *unintelligible scribble*
From: MustKillMoWhee | Posted: 12/5/2004 3:18:52 PM | Message Detail
I saw that awhile back and it got me thinking about that too. Since obviously the speed you get from shooting from the cannon breaks the wall, I wonder if you could jump out far enough to dive or butt stomp that section of the wall and break it. I'll have to try this later on.
From: Nicholas Harvey | Posted: 12/5/2004 5:18:35 PM | Message Detail
I doubt you can break the wall without the cannon. And even though you can see the Star without breaking the wall if you look down on it from high up, it's only because the image of the breakaway wall isn't loaded because Mario is too far from it. If you jumped down towards the star the breakaway wall would reappear before Mario got to the star!

This is called "demand-based graphics loading" and is most noticeable in Rainbow Ride, where you'll notice many objects suddenly appearing and disappearing as you ride the carpets. The game doesn't bother showing objects if Mario is too far from them to have any chance of interacting with them. It's the game trying to keep too many polygons from being on screen at once because this would slow down the game. If you set Lakitu to Stop, you can really play around with this phenomenon anywhere in the game. Stop the camera at the beginning of Bob-Omb Battlefield, for instance, and have Mario run off into the distance, and you can watch the crates and enemies vanish into thin air.
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From: qqwref | Posted: 12/5/2004 5:21:26 PM | Message Detail
Yeah, I know when you actually go down there it reappears, but who knows? Incidentally, I tried longjumping into it from the other breakable corner and Mario just hit into it. Oh well. But maybe you can wedge yourself into the crack with a backwards long jump or something...?
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On a recent paper: You really need to work on your *unintelligible scribble*
From: qqwref | Posted: 12/5/2004 5:32:06 PM | Message Detail
Hey, anyone tried backwards long jumping through the door to the castle's 2nd floor?
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On a recent paper: You really need to work on your *unintelligible scribble*
From: MustKillMoWhee | Posted: 12/5/2004 5:56:29 PM | Message Detail
I haven't tried it, but everyone else says it's not possible because they stairs aren't long enough. Plus is you could you'd just end up in another "black room" because it hasn't loaded that information.
From: PabloX rulz | Posted: 12/6/2004 10:34:57 AM | Message Detail
Yup, you're right. The space at the other side of the door would take you nowhere, because it's just a black room of death.

PROOF:
http://pablocm.tripod.com/sm64/gs/lobby_door.jpg
http://pablocm.tripod.com/sm64/gs/damnwalls.jpg
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It's just wrong when you ask your uncle if you can touch his "psi-balls" ~ Vashu The Stampedo, Paranormal board
From: PabloX rulz | Posted: 12/6/2004 10:37:59 AM | Message Detail
Before people ask me how I did it:
I just used a N64 emulator with Gameshark cheats! (And don't worry, I own the original game too.)
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It's just wrong when you ask your uncle if you can touch his "psi-balls" ~ Vashu The Stampedo, Paranormal board
From: LoZKing | Posted: 12/6/2004 3:46:01 PM | Message Detail
I just found a minor glitch in Wet-Dry World On the DS Version. Sometimes, when I'm swimming through the pipe, the music screws up. I mean, not all of it plays. I can hear the bongos and the dulcimer, but nothing else.
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Obey the King!
From: qqwref | Posted: 12/6/2004 5:28:37 PM | Message Detail
Whoa, PabloX rulz, those are nice pictures.

Oh well.
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On a recent paper: You really need to work on your *unintelligible scribble*
From: Bullet Bill | Posted: 12/7/2004 4:13:25 AM | Message Detail
Nicholas Harvey: ...Stop the camera at the beginning of Bob-Omb Battlefield, for instance, and have Mario run off into the distance, and you can watch the crates and enemies vanish into thin air.

Using the stop cam right where you described, you can also bring Mario into the field by the gray cannon, and you will see the water bombs appear out of thin air.

qqwref: Hey, anyone tried backwards long jumping through the door to the castle's 2nd floor?

MustKillMoWhee: I haven't tried it, but everyone else says it's not possible because they stairs aren't long enough. Plus is you could you'd just end up in another "black room" because it hasn't loaded that information.


The real problem is that the stairs are too steep. The ones you can speed jump on are gentler, around a 25 degree angle. The stairs leading up from the basement are also too steep, but they level off near the top, where you can get the very beginnings of a speed jump.

The room does load when you get there. Problem is, it's a fake room. You have to open the door to warp to the real spiral stairs.

PabloX rulz: Before people ask me how I [got into the spiral stairs of death]:
I just used a N64 emulator with Gameshark cheats! (And don't worry, I own the original game too.)


This is one of the places I am trying to get to without a cheating device. Where's MIPS when you need him?

LoZKing: I just found a minor glitch in Wet-Dry World On the DS Version. Sometimes, when I'm swimming through the pipe, the music screws up. I mean, not all of it plays. I can hear the bongos and the dulcimer, but nothing else.

Even in the 64 version, when I enter the deep regions where the goblin voice plays, like the downtown, sometimes that voice is left playing all by itself. Sometimes the bongos will return, but the harpsichord doesn't, as far as I know.

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"You haven't beaten me once yet. For that you get a big red F" - Bowser
From: qqwref | Posted: 12/7/2004 3:46:12 PM | Message Detail
Interesting that the designers had the insight to put a fake room there. Incidentally, what's through the basement door?
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"i spell my worgs like they sould!" ~wkw427
From: Nicholas Harvey | Posted: 12/7/2004 4:20:27 PM | Message Detail
Another black room, I imagine.

If the screen fades after Mario goes through a door, that means he's entering a new area, as opposed to entering another part of the area he's in. If you use Moon Jump to go past any of these doors without going through the transition, you'll find yourself in a black room.
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Nintendo 64 High Scores
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From: milli1289 | Posted: 12/7/2004 9:47:47 PM | Message Detail
lol
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"They will all taste oblivion, which tastes just like Red Bull, which is disgusting." O'Malley, RedvsBlue Episode 36
From: Brightguy | Posted: 12/8/2004 4:22:51 AM | Message Detail
PabloX rulz: what cheat did you use to get into that room? I've been in there before using the moonjump code after Mario opens the door, but you need to have the key for that to work.

Also, I believe it was Bullet Bill who mentioned collecting the 100-coin in Hazy Maze Cave above the bottomless pit and see what happens. I just tried this on an emulator, using the bat's coin to make the star appear above the pit. You fall all the way into the pit and land on some hidden floor, and the rest of the screen is black. After the text disappears the course ends and you lose a life. You can walk around on this floor for a second as the Bowser animation is happening, just like the Rainbow Ride 100-coin trick. Here's a screenshot: http://img72.exs.cx/img72/9083/bottomlesspit7eo.png
From: MustKillMoWhee | Posted: 12/8/2004 10:59:04 AM | Message Detail
qqwref: Interesting that the designers had the insight to put a fake room there.
When you open a door leading to an area that needs to be loaded (going from outside the castle inside, from the lobby to the stairs, etc) you'll notice that Mario opens the door and walks through it before the screen fades away. If those "black rooms" or "fake rooms" weren't there, he couldn't walk through the door before the screen faded away, he would only be able to open the door. If the black room wasn't behind it he would just walk into an invisible wall, and that would look pretty stupid. I personally think this is why the programmers made those rooms, and why when we get into them, they're not constructed very well. They didn't need to be, all that was needed was space for Mario to move forward enough until the screen faded away.
From: PabloX rulz | Posted: 12/8/2004 12:04:57 PM | Message Detail
what cheat did you use to get into that room? I've been in there before using the moonjump code after Mario opens the door, but you need to have the key for that to work.

I used the "control Mario's speed" code, and set it to insanely fast. It's the same trick I used to go to the other side of the mirror room.

The code is: 8133B1C4 4480
You can cross the entire Bob-omb battlefield with one jump. Have fun!
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It's just wrong when you ask your uncle if you can touch his "psi-balls" ~ Vashu The Stampedo, Paranormal board
From: swami1678 | Posted: 12/8/2004 12:07:49 PM | Message Detail
I personally think this is why the programmers made those rooms, and why when we get into them, they're not constructed very well. They didn't need to be, all that was needed was space for Mario to move forward enough until the screen faded away.

About them only needing enough space for Mario to walk into before the screen fades out, this seems to be true of the front door to enter the castle. BUT...if we look at the pictures posted about the key door leading upstairs, it looks like there's a bit more to it than just "space for Mario to enter before the screen fades out". From the pictures, at least, it looks like Mario could probably go as far as partway up the stairs. Do you think that this is just incidental, and that really, it's the same type of thing as the Black Room of Death accessed from the roof? Basically, do you think that there's apparently more room after the key door purely because the programmers didn't really feel the need to minimize the space, and instead just used the existing space but cut it off at a certain point?

Lastly, that room doesn't appear to be "black", in the same sense as the original Black Room of Death. It appears to have walls and a proper floor. Again, this could just be the result of using an existing template.

Lastly (part 2)...when attempting to merge with the door downstairs to get MIPS, often Mario will go through a door, and the camera will see Mario coming through it on the receiving side. When this happens, one can still see MIPS by the door, and also the star MIPS left behind, but everything else (walls, floor, flame) is replaced with black. Yet...that's an area that had already been loaded...why does it revert? When you go through that door, it's effectively the same as going through any door in the same "area"...so why the need for it to revert to blackness? Is this purely for memory and runtime reasons?

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From: qqwref | Posted: 12/8/2004 5:14:04 PM | Message Detail
It's the same trick I used to go to the other side of the mirror room.

Have you got any pix of that?
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"i spell my worgs like they sould!" ~wkw427
From: PabloX rulz | Posted: 12/8/2004 8:13:30 PM | Message Detail
From: swami1678...if we look at the pictures posted about the key door leading upstairs, it looks like there's a bit more to it than just "space for Mario to enter before the screen fades out". From the pictures, at least, it looks like Mario could probably go as far as partway up the stairs.
If you look carefully at the picture, Mario is pushing against an invisible wall. That's as far as you can go. The rest of the room was put there because of esthetic (sp?) purposes (just so you can look inside the room when going through the door).

Lastly, that room doesn't appear to be "black", in the same sense as the original Black Room of Death. It appears to have walls and a proper floor. Again, this could just be the result of using an existing template.
Nope, it doesn't have "proper" walls. They aren't solid, and you can go partly through them before hitting another invisible wall.

[...]why does it revert? When you go through that door, it's effectively the same as going through any door in the same "area"...so why the need for it to revert to blackness? Is this purely for memory and runtime reasons?
Bingo!

Have you got any pix of that?
Yep, I have just taken fresh screenshots for you to see!
http://pablocm.tripod.com/sm64/gs/snap0037.jpg
http://pablocm.tripod.com/sm64/gs/snap0038.jpg
http://pablocm.tripod.com/sm64/gs/snap0039.jpg
http://pablocm.tripod.com/sm64/gs/snap0040.jpg
http://pablocm.tripod.com/sm64/gs/snap0041.jpg
http://pablocm.tripod.com/sm64/gs/snap0042.jpg
http://pablocm.tripod.com/sm64/gs/snap0043.jpg

Oh my, this HAS to be the longest post of my life!
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It's just wrong when you ask your uncle if you can touch his "psi-balls" ~ Vashu The Stampedo, Paranormal board
From: MustKillMoWhee | Posted: 12/9/2004 10:45:54 AM | Message Detail
swami1678: if we look at the pictures posted about the key door leading upstairs, it looks like there's a bit more to it than just "space for Mario to enter before the screen fades out". From the pictures, at least, it looks like Mario could probably go as far as partway up the stairs.
PabloX Rulz: If you look carefully at the picture, Mario is pushing against an invisible wall. That's as far as you can go. The rest of the room was put there because of esthetic (sp?) purposes (just so you can look inside the room when going through the door).

Agreed. Basically there isn't any more space in there than there is in any of the other "black rooms," they just added the visual of the stairs so that when you open the door you see the stairs ahead. You'll notice that in the black room behind the front door, it's just black (hence the name). When you open the door from outside, look inside the door, you don't see anything but black. If you open that door to the stairs, you actually see the stairs. So basically the black rooms are nothing more than Mario getting into that space that doesn't go anywhere, but the visuals that are loaded for that section of the level are still there.

swami1678: why does it revert? When you go through that door, it's effectively the same as going through any door in the same "area"...so why the need for it to revert to blackness? Is this purely for memory and runtime reasons?
PabloX Rulz: Bingo!

To expand on that a little bit, it's sort of like demand-based graphics. You'll see this in a lot of places in the game. For instance, we were talking earlier about how you can see the Blast Away The Wall star in Whomp's Fortress if you're far enough away, and someone said that if you put a box on the section of wall that you blast and then walk away, the box will fall. That's because they game doesn't need to use processing power on something that you're technically not supposed to be seeing anyway. Same thing here, since you've gone out the door, you're not supposed to see what's on the other side, so the game doesn't need to use processing power to display them.
From: Dom Dunc | Posted: 12/9/2004 5:28:42 PM | Message Detail
This could be considered slightly off topic, but I'm sure I'll get a more coherant response here than on the SM64DS board. I was just wondering if anyone has attempted to match the scores attained for the various races and slides in the game (check out Brightguy's site for details; http://www.geocities.com/sm64home/) and if all the same strats are useable (can you tell how much I want to get my hands on this game?)
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http://www.systemcrash.tk - Video Game Glitches
From: MustKillMoWhee | Posted: 12/9/2004 6:38:41 PM | Message Detail
I wish I could help you, Dom, but I don't have it yet (and it's actually in the stores where I live!) I've seen some boards around here talking about their times on some of the races (Koopa The Quick, Secret Slide, etc), but none of the ones I've seen have said anything about the records that were set in the original. I also have not found, anywhere, any information on anyone trying the shortcuts. I have heard that the "Beat Koopa The Quick In 0 Seconds" does not work, but I don't consider those sources reliable, because they have never posted about doing any of the tricks in the original.
From: mario freak | Posted: 12/9/2004 6:49:00 PM | Message Detail
Dom - I'll see what I can do, I just got my 141st star.
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From: Super Slash | Posted: 12/9/2004 7:24:04 PM | Message Detail
Is it just me, or did I find a mystery? On the top floor, go to where the Bomb-Omb Battlefield painting is and look behind it by turning the camera to the left. You will see a star door. Is that a secret door, or is it just the lower levels, or upper levels?
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From: ameba2 | Posted: 12/9/2004 9:18:11 PM | Message Detail
Hi, this is my first post here in Gamefaqs, but I have been reading this topic since it was started. I have never been able to post anything, because I've never found anything new. But yesterday, while playing the game outside of the castle, I found something interesting. Maybe this is common knowledge, but I found a way for doing the backwards long jump in the sand hill next to the cannon. I went really fast and was able to get through the castle, but ended in the waterfall. Maybe you smart guys can find a way for getting under the moat with this glitch, because I haven't been able to do that. One last thing; I'm sorry if my English is not good beacuse I'm chilean. :D
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Long life for Yoshi!!!
From: mario freak | Posted: 12/9/2004 10:02:37 PM | Message Detail
I have yet to try this. But if it works, you sir, are a god.
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From: swami1678 | Posted: 12/10/2004 1:02:19 AM | Message Detail
Your English is quite fine. No problems there :)

As for doing the backwards long jump on that sand hill.......it's so damn SMALL! Due to lack of jumping space, if nothing else, this will be hard to do. BUT...might as well give it a try :) I'm currently completing a 0 coins game, so once I'm done that, I'll check it out.

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From: swami1678 | Posted: 12/10/2004 1:33:48 AM | Message Detail
Due to lack of jumping space, if nothing else, this will be heard to do."

I hereby eat my words. I forgot how STEEP that hill was! Anyway, I've been trying it out, and I can't seem to get through the castle. In a sense, I sorta have, but just like our Chilean friend, I end up flying into the waterfall. Other places I seem to continually fly into are the 1-UP tree near the waterfall, and just under the bridge near one of the 2 coins.

If there was an easier way to manoever around, then this might just work. Unfortunately, there are so many damn trees around, so half the time you're flying into them. Also, the part of that hill which EASILY allows you to do the backward long jump is very narrow. You're limited to only a few angles.

However, let's keep trying!

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From: PabloX rulz | Posted: 12/10/2004 9:01:53 AM | Message Detail
Weee!! Another chilean! De donde eres? Yo vivo en Concepción. You're the third chilean I have met here on Gamefaqs, counting Math Murderer =P
Deberias visitar: http://boards.gamefaqs.com/gfaqs/gentopic.php?board=312
(I know this was a bit off-topic, but I couldn't resist) >_>
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It's just wrong when you ask your uncle if you can touch his "psi-balls" ~ Vashu The Stampedo, Paranormal board
From: MustKillMoWhee | Posted: 12/10/2004 10:30:52 AM | Message Detail
Out of curiousity (since I can't play right now as I'm at work), what exactly do you mean by "Through the castle." Are you actually going through the walls and ending up back by the waterfall? If so, what wall are you going through? If we know of a specific place on the wall that allows Mario to get through, we might be able to manipulate it without the backwards long jump to get under the castle without the speed of motion.
From: ameba2 | Posted: 12/10/2004 1:02:53 PM | Message Detail
MustKillMoWhee: what exactly do you mean by "Through the castle." Are you actually going through the walls and ending up back by the waterfall? If so, what wall are you going through?
I went through one of the walls that are between the Invisible Cap stage entrance and the bridge with the 2 coins (can't remeber which one XD).

And to PabloX rulz, yo soy de Santiago. I'm happy to meet with other chileans here. :D
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Long life for Yoshi!!!
From: MustKillMoWhee | Posted: 12/10/2004 1:31:27 PM | Message Detail
ameba2: I went through one of the walls that are between the Invisible Cap stage entrance and the bridge with the 2 coins (can't remeber which one XD).

Cool, thanks for the info, I'll have to try it and see if I can get it to work.
From: Brightguy | Posted: 12/10/2004 1:35:53 PM | Message Detail
Dom: I'll probably be able to answer your question about the DS version in less than a month :) But right now I would guess that most of the same strategies are still possible... although if they've changed a lot of enemies around you might not be able to use the koopa shell in the rematch.

And even though the game's been out for so long, the high scores are still being broken today. I bet that most or maybe all of the race times on my page can still be improved, and probably will be sometime in the future. Now that I think about it, this board doesn't really seem too interested in comparing high scores for the koopa/slide races. I wonder if there would be enough interest for a separate topic about them? I believe that (for any game) the more people that are playing, the quicker the scores will improve and get closer to some absolute "max".
From: swami1678 | Posted: 12/10/2004 2:01:59 PM | Message Detail
Brightguy,

Just wondering where in Canada you're located. I'm Canadian too (Thunder Bay). Just wondering if by some strange chance we're in the same city. If so, let's get together and talk SM64 :)

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From: LoZKing | Posted: 12/10/2004 4:08:21 PM | Message Detail
Okay. I've read some of the posts on this Topic, and I'm wondering if any of you are checking SM64 DS. Is this only for the original, or are some people searching for stuff in the DS version? If not, I could....
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Obey the King!
From: MustKillMoWhee | Posted: 12/10/2004 5:29:43 PM | Message Detail
Some people here are looking at the DS version, but not all of us have the DS. Any help you can give by checking out the DS version is always appreciated.
From: LoZKing | Posted: 12/10/2004 6:45:18 PM | Message Detail
Cool. I myself have discovered a glitch in the background music in Wet-Dry World (DS version). Upon swimming into the pipe that leads to the Town area, some parts of the music drop out. All that's left is the bongos and the dulcimer (If you even know what those are, you are a genius).
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Obey the King!
From: mario freak | Posted: 12/10/2004 7:17:52 PM | Message Detail
I just got the 150th star in the DS version!
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From: qqwref | Posted: 12/10/2004 7:42:11 PM | Message Detail
Sweet! Now get all the coins or something. :)
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"i spell my worgs like they sould!" ~wkw427
From: theevilcubivore2 | Posted: 12/10/2004 7:55:34 PM | Message Detail
So, er, at part 3 you do have the little shortcut in the castle that shaves 3 seconds?

Through the first room, up the key door, and in that hallway with the staircase, a the left you can jump up and grab a ledge that will put you next to the door.

Thinking about that their may be more...
From: MustKillMoWhee | Posted: 12/11/2004 10:54:19 AM | Message Detail
theevilcubivore2: Through the first room, up the key door, and in that hallway with the staircase, a the left you can jump up and grab a ledge that will put you next to the door.

Are you talking about the original version (N64) or the DS version? Because if you found a way to do this in the DS version, that would be awesome.
From: Glitches are cool | Posted: 12/11/2004 6:29:00 PM | Message Detail
I'm getting DS for cristmas (I hope) and SMDS, how is it?
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I call Sarge from Halo Sargent kickass, I don't really know why, I just do.
I also sometimes call him Sargent badass.
From: LoZKing | Posted: 12/11/2004 7:20:25 PM | Message Detail
Both are great. You won't regret getting them!
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Obey the King!
'Wario can brick a block break' - syko4321
From: smithkakarot | Posted: 12/11/2004 9:01:37 PM | Message Detail
How long has it been since I last posted here?

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"Welcome to Oblivion!"-Vegeta
From: Bullet Bill | Posted: 12/11/2004 9:57:44 PM | Message Detail
It's been too long since you posted here. Read through some of the new developments and see if you can recreate or improve on them. Finally this board is kickin. There is more to repond to than I have time to do. What, the bizarre screenshots and the speed jump on the beach. More to come.

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"You haven't beaten me once yet. For that you get a big red F" - Bowser
From: smithkakarot | Posted: 12/12/2004 12:57:56 PM | Message Detail
I made a new trick!

How to make Mario look like a giant!

Similar to make Mario walk on water (same place), but the water needs to be high, and you need to walk on the beach. If you did it right, Mario will look like a giant, walking at the base of the far hill!

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"Welcome to Oblivion!"-Vegeta
From: Dunari Frost | Posted: 12/13/2004 5:42:37 AM | Message Detail
[This message was deleted at the request of the original poster]
From: MustKillMoWhee | Posted: 12/13/2004 10:39:53 AM | Message Detail
So I started trying the new trick with the backwards long jump from next to the cannon last night. I came across a couple things I would like to bring up. First, no matter what angle that I jumped at, I could only end up in one of two places. I ended up going through everything on my way to the back corner by the waterfall. I never ended up IN the waterfall, but on the grass next to it. The other place I ended up was hitting my head on the bridge to the front door and falling in the moat. Now, granted I didn't try for a really long time or anything, and I'll get some more time to play around with it tomorrow, but I wanted to tell what I had done so far. I haven't been able to go "through" any part of the actual castle yet, but I have gone through other things, including a corner of the bridge and part of the fence surrounding the moat. I'll have to check out other angle possibilities tomorrow as well.
From: Brightguy | Posted: 12/13/2004 4:27:17 PM | Message Detail
Ah, the challenge of getting under the castle. It's been thought that perhaps the walls of the castle form the "world boundary" walls. If this is true, then it is probably impossible to swim underneath there, because you would die if you somehow get pushed out. Anyway, I've mentioned before some evidence that suggests the walls really are world boundaries... The special butterflies in Whomp's Fortress will fly right through the walls of the fortress, and will continue to fly until they reach the world boundaries. Yet the butterflies outside the castle will fly up the hills until the reach the world boundary, and they can't fly through the walls of the castle. So I'm guessing that the hills/castle walls form the boundaries here. Bullet Bill, what was that again about a fish you saw under there?

swami1678: Sorry, I did live in the Soo, but right now I'm living in southern Ontario. Of course, there's always the Internet.
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