Superb Demo Sisters Enters Genesis
- swirlybomb
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Re: Superb Demo Sisters Enters Foxtrot
Pholtos: I can't say whether it's "improved" (that would be a bit conceited, I think...), but it's certainly "different".
Mabel: I was planning to bring those 'cut' sections in too. Did you happen to make any actual changes to hard-mode 8-4 yourself? If so, it would be handy to see what you did.
Mabel: I was planning to bring those 'cut' sections in too. Did you happen to make any actual changes to hard-mode 8-4 yourself? If so, it would be handy to see what you did.
anonymousbl00dlust wrote:All the obstacles in my level can be beaten on the players first attempt without any 'future predicting'.
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Re: Superb Demo Sisters Enters Foxtrot
I havent gotten around to it sadly, but you seem to be doing pretty good so ill let you go at it...
heres the build I wanted to use if you wanna build off of it.
http://puu.sh/c0ynj/2936f596da.rar
heres the build I wanted to use if you wanna build off of it.
http://puu.sh/c0ynj/2936f596da.rar
Re: Superb Demo Sisters Enters Foxtrot
I tested a bit of world 9:
9-3:
9-4:
9-5:
9-6:
9-7:
9-8:
Overall I think that world 9 is way too hard, even if it's challenge world.
I hope I wasn't too harsh but as I said it's just taking difficulty to an extreme. I doubt anyone can beat most of these levels (aside from 9-7 which I consider a bit too easy).
9-3:
I hope I wasn't too harsh but as I said it's just taking difficulty to an extreme. I doubt anyone can beat most of these levels (aside from 9-7 which I consider a bit too easy).
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Night comes and with it terrible horrors.
The hunt begins!
Night comes and with it terrible horrors.
The hunt begins!
Re: Superb Demo Sisters Enters Foxtrot
Did someone remake 9-6 already? I wanna play it.
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Re: Superb Demo Sisters Enters Foxtrot
dangit now i really wanna try them to prove their beatabilityOverall I think that world 9 is way too hard, even if it's challenge world.
I hope I wasn't too harsh but as I said it's just taking difficulty to an extreme. I doubt anyone can beat most of these levels (aside from 9-7 which I consider a bit too easy).
but im trying to avoid playing the game until it comes out
mnargh
Well it is a decent hack but sometime its just too repetitif there no level that actually pop in your face and your like oh yeah that level they all ressemble themselves and just monster along the way.
Blood Ghoul wrote:Sometimes it seems my blood spurts out in gobs, as if it were a fountain's pulsing sobs. I clearly hear it mutter as it goes yet cannot find the wound from which it flows. Before I met you, baby, I didn't know what I was missing.
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Re: Superb Demo Sisters Enters Foxtrot
I'm pretty sure that's the idea. When Perfect Dark came out Rare said that they estimated only about 1% of people who played the game would be able to complete it on the hardest difficulty. I think that's what's being aimed for here: something extremely difficult, so that beating it is a true accomplishment.Slit08 wrote:I doubt anyone can beat most of these levels (aside from 9-7 which I consider a bit too easy).
Also I think you're underestimating just how good some people are: 8flight (who is a statistical outlier, I know) beat the whole of Challenge World with about 5 deaths total.
Re: Superb Demo Sisters Enters Foxtrot
Watching those videos, I had a thought. Anyone want to put the "World" thing on the HUD using lunadll? Like WORLD 1-1, 1-2, etc, like in the original SMB. There's a big empty space in the top right for it (if no one is using a timer). It should be really easy to do.
To do it, someone just has to paste this into the lunadll.txt for each level
ShowText,0,620,29,3,0,WORLD
ShowText,0,640,51,3,0,1-1
To do it, someone just has to paste this into the lunadll.txt for each level
ShowText,0,620,29,3,0,WORLD
ShowText,0,640,51,3,0,1-1
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- swirlybomb
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Re: Superb Demo Sisters Enters Foxtrot
HUUUUUUUUUUURRRRRRRRGGGGGG
it's done
I'm a foolish idiot and should never try to take on something this big again.
but first:
Slit08:
Kil: As far as I know, there have been no changes to 9-6. Although I personally want to suggest moving/removing the first Red Paragoopa guarding the first powerup because getting said powerup is very difficult with him there, but that would probably detract from the 'difficulty'...
If Weston wants to go through all that trouble for the world/stage display, I suppose he can go right ahead.
Shemp:
SOOOOO
Sorry about the wait, but this turned out to be more demanding than I would have expected. Here's the entirety of Hard Mode, including changes to worlds 1-6 based on Shemp's videos, and all the pathing/warps are correct and double-checked: https://dl.dropboxusercontent.com/u/147 ... 20full.rar
-I suppose it could still use testing (worlds 7 and 8, as well as 2-2, since those obviously didn't get tested yet), but I think it's overall in a good spot...?
-Regarding red/green Spinies/Caterpillars; I left it so that red ones are used throughout, except for 6-1 and 7-4 using green ones like in the normal game just for 'consistency'(?). If those ones in the normal game are going to be changed, then these ones should too.
-Something I included was an "8-5" that's just a short little 'congratulations' thing with the leek at the end. Would like to suggest the same being done for Challenge World (perhaps an "AMAZING!!" ?)...? It feels more 'complete' than just picking up the leek at the end of the level to me.
-I left in a 'zip' at the end of 1-2
-I'm not all that familiar with Calleoca's personality, so her text in 1-1 and 8-4 can be changed if necessary.
...And because I'm a DISGUSTING OVER-ACHIEVER, I also included a version with 'palette swaps' for most of the worlds just to differentiate them further from the normal game: https://dl.dropboxusercontent.com/u/147 ... teswap.rar
However, I totally understand if that sort of thing is outside the scope of the project/doesn't fit in. (though if it's not used, Calleoca's text in 8-4 should have the mention of the Red Yoshi/Squishy Rex graphics packs removed)
Additionally, I have a 'gold' palette swap for 9-8 because I think it would be cooler to have something like that at the end of Challenge World: https://dl.dropboxusercontent.com/u/147 ... 20gold.rar
Use it if you wish.
BLUH
Sorry for making this project bigger than it really needed to be.
it's done
I'm a foolish idiot and should never try to take on something this big again.
but first:
Slit08:
If Weston wants to go through all that trouble for the world/stage display, I suppose he can go right ahead.
Shemp:
SOOOOO
Sorry about the wait, but this turned out to be more demanding than I would have expected. Here's the entirety of Hard Mode, including changes to worlds 1-6 based on Shemp's videos, and all the pathing/warps are correct and double-checked: https://dl.dropboxusercontent.com/u/147 ... 20full.rar
-I suppose it could still use testing (worlds 7 and 8, as well as 2-2, since those obviously didn't get tested yet), but I think it's overall in a good spot...?
-Regarding red/green Spinies/Caterpillars; I left it so that red ones are used throughout, except for 6-1 and 7-4 using green ones like in the normal game just for 'consistency'(?). If those ones in the normal game are going to be changed, then these ones should too.
-Something I included was an "8-5" that's just a short little 'congratulations' thing with the leek at the end. Would like to suggest the same being done for Challenge World (perhaps an "AMAZING!!" ?)...? It feels more 'complete' than just picking up the leek at the end of the level to me.
-I left in a 'zip' at the end of 1-2
(slide under the firebar at the end while big)
because I think a warp to 0-1 could be put there, but I haven't made a 0-1 yet/myself.-I'm not all that familiar with Calleoca's personality, so her text in 1-1 and 8-4 can be changed if necessary.
...And because I'm a DISGUSTING OVER-ACHIEVER, I also included a version with 'palette swaps' for most of the worlds just to differentiate them further from the normal game: https://dl.dropboxusercontent.com/u/147 ... teswap.rar
However, I totally understand if that sort of thing is outside the scope of the project/doesn't fit in. (though if it's not used, Calleoca's text in 8-4 should have the mention of the Red Yoshi/Squishy Rex graphics packs removed)
Additionally, I have a 'gold' palette swap for 9-8 because I think it would be cooler to have something like that at the end of Challenge World: https://dl.dropboxusercontent.com/u/147 ... 20gold.rar
Use it if you wish.
BLUH
Sorry for making this project bigger than it really needed to be.
anonymousbl00dlust wrote:All the obstacles in my level can be beaten on the players first attempt without any 'future predicting'.
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Re: Superb Demo Sisters Enters Foxtrot
I'll get around to testing Worlds 7-8 in the next couple of days. I'll also try and mash together a trailer, probably with Rog again. With that being said, assuming everyone is ok with everything, fine with the manual and fine with the credits*, then we can probably establish a firm release date and hype up to that.
*The credits currently copy A2XT's graphics credits section verbatim since I wasn't sure who did what sprite. If anyone knows who did just the SMB1 sprites so I could cut down the list, I can do that, or if there's anyone I missed, let me know.
*The credits currently copy A2XT's graphics credits section verbatim since I wasn't sure who did what sprite. If anyone knows who did just the SMB1 sprites so I could cut down the list, I can do that, or if there's anyone I missed, let me know.
Re: Superb Demo Sisters Enters Foxtrot
Just sayin', I only count 65 folders for the whole game, and with just copy pasting those 2 lines and changing the level number, it'd probably take exactly 5 minutesswirlybomb wrote: If Weston wants to go through all that trouble for the world/stage display, I suppose he can go right ahead.
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Re: Superb Demo Sisters Enters Foxtrot
Well, if you'd like to do it, no-one's going to revert it.Kil wrote:Just sayin', I only count 65 folders for the whole game, and with just copy pasting those 2 lines and changing the level number, it'd probably take exactly 5 minutesswirlybomb wrote: If Weston wants to go through all that trouble for the world/stage display, I suppose he can go right ahead.
Re: Superb Demo Sisters Enters Foxtrot
Yeah. Actually I'm halfway done already. One question though... should we have some other naming convention for hard world, or just use the same 1-1, 1-2, thing
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Re: Superb Demo Sisters Enters Foxtrot
Well here's what swirlybomb just uploaded except with world numbers in the lunadll, and folders with updated lunadll for each normal world. it doesn't contain normal world lvl files since they weren't in swirlybombs thing and mine might be outdated
http://www.gamearchaeology.com/swirlybo ... ldnums.zip
http://www.gamearchaeology.com/swirlybo ... ldnums.zip
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Re: Superb Demo Sisters Enters Foxtrot
"H1-1" etc.?
Re: Superb Demo Sisters Enters Foxtrot
I just left them the same as normal. Someone else can change it to H if they want.
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Re: Superb Demo Sisters Enters Foxtrot
Almost beat the whole game on my first try but 8-1 was longer than I expected and I can never find 1ups
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- swirlybomb
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Re: Superb Demo Sisters Enters Foxtrot
That was why I mentioned Weston, since I'm assuming he's the only one with the 'master' version currently...Kil wrote:it doesn't contain normal world lvl files since they weren't in swirlybombs thing and mine might be outdated
The normal game, or hard mode?Kil wrote:Almost beat the whole game on my first try but 8-1 was longer than I expected and I can never find 1ups
Shemp: Just a reminder to test 2-2 and 6-3 in addition to worlds 7 and 8, if you please! And something I didn't mention was that 5-3's 'secret' path leads to a bonus room with a free powerup and 1-up, just like in the normal game. So it's not just a 'shortcut that's not any shorter'. In case you wanted to know.
I realized I accidentally left the 'red' palette for world 8 in the 'regular' version of hard mode! Someone can just delete those blocks/background files if necessary, I suppose?
Additionally I meant to change the text in 1-4 to "your" instead of "our", and this should probably be done for every castle in the normal game too.
anonymousbl00dlust wrote:All the obstacles in my level can be beaten on the players first attempt without any 'future predicting'.
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Re: Superb Demo Sisters Enters Foxtrot
Final (?) Hard Mode Test
- 8-4 MUST end in a Star Exit, not a Roulette Exit, so that unlockables work and the story makes sense.
- Only 8-1 is red.
- Once again, the orbiting fireballs in 8-4 only work sometimes, and Room 2 (in both halves) is easier than the alternatives.
- 7-1 is harder than any other level until 8-3.
- 8-3 is harder than 8-4.
- Are the number of citizens in each castle meant to be equal to the world number? Because that isn't the case for at least 7-4 (can't remember about the others).
Re: Superb Demo Sisters Enters Foxtrot
I must've been playing a hilariously outdated version of normal because several levels seemed a lot harder than what I saw in shemp's video.swirlybomb wrote:That was why I mentioned Weston, since I'm assuming he's the only one with the 'master' version currently...Kil wrote:it doesn't contain normal world lvl files since they weren't in swirlybombs thing and mine might be outdated
The normal game, or hard mode?Kil wrote:Almost beat the whole game on my first try but 8-1 was longer than I expected and I can never find 1ups
Shemp: Just a reminder to test 2-2 and 6-3 in addition to worlds 7 and 8, if you please! And something I didn't mention was that 5-3's 'secret' path leads to a bonus room with a free powerup and 1-up, just like in the normal game. So it's not just a 'shortcut that's not any shorter'. In case you wanted to know.
I realized I accidentally left the 'red' palette for world 8 in the 'regular' version of hard mode! Someone can just delete those blocks/background files if necessary, I suppose?
Additionally I meant to change the text in 1-4 to "your" instead of "our", and this should probably be done for every castle in the normal game too.
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Re: Superb Demo Sisters Enters Foxtrot
(1) Everyone who has kept this going is seriously awesome
(2) I've compiled what I believe to be the most up to date version of everything into Version Genesis, linked in the opening post
(3) I haven't had a chance to test it out yet, but from what I've seen, Hard Mode is looking pretty awesome
(4) Assuming Hard Mode is/will be done shortly, all thats left on my to do list are linking the credits in proper, deciding on what we want to do with Minus World, and ensuring everything is linked/working proper. Am I missing anything else?
Again, cheers to all the folks here, with big props to Swirly, Kil, and Shemp.
(2) I've compiled what I believe to be the most up to date version of everything into Version Genesis, linked in the opening post
(3) I haven't had a chance to test it out yet, but from what I've seen, Hard Mode is looking pretty awesome
(4) Assuming Hard Mode is/will be done shortly, all thats left on my to do list are linking the credits in proper, deciding on what we want to do with Minus World, and ensuring everything is linked/working proper. Am I missing anything else?
Again, cheers to all the folks here, with big props to Swirly, Kil, and Shemp.
Re: Superb Demo Sisters Enters Foxtrot
Well, I'm gonna try playing the whole game
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Re: Superb Demo Sisters Enters Genesis
One thing I forgot to look at was the connection in Hard Mode for... I know Foxtrot had it where one of the levels led to the normal mode, not Hard Mode. Did Swirly change that?
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Re: Superb Demo Sisters Enters Genesis
I think Swirlybomb said he'd gone through and double-checked the links.WestonSmith wrote:One thing I forgot to look at was the connection in Hard Mode for... I know Foxtrot had it where one of the levels led to the normal mode, not Hard Mode. Did Swirly change that?
So when would be a good time to shoot for for the release date? I can do a trailer up around that.
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Re: Superb Demo Sisters Enters Foxtrot
INCOMING TEXT WALL
PREPARE BATTLESTATIONS
...For that matter, I don't know why cannons kept despawning/not spawning to begin with in 7-1, because as far as I'm aware, SMBX doesn't have sprite limitations...?
The thing about the endgame difficulty is that... I figured that after making it that far, it'd really stink to die at the end of the game, so I eased up on the difficulty somewhat and focused a bit more on just 'changing' levels than making them especially hard (in some cases I probably made it easier than the normal game, like 8-1 in particular). Plus I didn't want to resort to plain enemy spamming just to increase the difficulty. But if it really is 'too easy', then I suppose further changes can be made. 7-1 is probably going to be tougher than the rest anyway just due to the ice physics (though it probably could be toned down a bit anyway, since I made earlier levels that you had difficulty with easier).
For 7-4 though, I'm not particularly concerned with making it hard, since the idea of the level is the random path you take and stuff. It's shorter than the 'normal' version because the sections are a little longer in hard mode, so I only had you go through 2 random sections instead of 3 (though there are 4 total sections in both versions).
I kinda did the same with 8-4 I suppose; just aiming at making the paths "new"/different in some way rather than straight "murder your face" hard... I do suppose some in particular could be harder/longer (like the Lakitu one and the moving platform one), I just didn't want them to be enemy-spammy or drag on longer than they needed to. I 'removed' that cannon-based section for that reason, because I didn't think I could make it any harder without being pure spam...
Though at the same time, I think the difficulty of the different sections also comes down to playstyle too, so chances are one pipe from each set is going to be 'the easiest' for different people.
...By the way, the weird firebar things are done by setting them to 'Don't Move' (for the 'extending' ones that go straight up and down), or to 'Random' direction (for the single fireballs in the underwater bit that move upwards; Mabel 'discovered' this in his/her original version of the level).
The water levels (2-2, 7-2, 9-5) have 'whirlpools' pulling you down over pits like SMB1 (kinda). That's why you were noticing weird momentum and such over pits. This is in the 'normal' game as well.
And yes, I 'fixed' and double-checked all the level connections for Hard Mode, so everything should be fine.
So some changes could potentially be made to worlds 7/8 I guess? It'd be nice if I could shift that task to someone else, but I suppose I can do it myself if need be... I had 'an idea' for 0-1 but I haven't started making anything yet. Did you already have a plan for how the Credits will appear? The thing is that collecting the leek in 8-4 'ends' the level and sends you back to the Hub, so there needs to either be something there (maybe event foolery like how A2MBXT did things) to lead to the credits first, or perhaps have the credits accessible through another door in the hub?
It looks like you used my 'regular' version of Hard Mode, without the 'palette swaps', but still have the 'red palette' images in H8-1's folder. Should probably either remove those, or use the 'palette swap' version, because it'd be weird to have a different color scheme for exactly one level.
Do you already have a plan in mind for a trailer, Shemp? I'm not sure what it'd be myself, since the whole thing's probably going to look a bit 'samey' (since we're only using SMB1 stuff)...? Just curious.
PREPARE BATTLESTATIONS
That's the exact purpose of H8-5, but you didn't play it. It's a straight path with CONGRATULATIONS!! written in blocks overhead with a gallery of the game's enemies, ending in a leek. I think it's a better 'reward' than just giving the leek at the end of the castle (plus at this point, we're in the post-game and Demo/Iris technically already got their leek in normal 8-4, I think?).Doctor Shemp wrote:8-4 MUST end in a Star Exit, not a Roulette Exit, so that unlockables work and the story makes sense.
Yes. There are 7 citizens in 7-4, but I have no idea why the last two didn't spawn when you played it.Doctor Shemp wrote:Are the number of citizens in each castle meant to be equal to the world number? Because that isn't the case for at least 7-4 (can't remember about the others).
...For that matter, I don't know why cannons kept despawning/not spawning to begin with in 7-1, because as far as I'm aware, SMBX doesn't have sprite limitations...?
The thing about the endgame difficulty is that... I figured that after making it that far, it'd really stink to die at the end of the game, so I eased up on the difficulty somewhat and focused a bit more on just 'changing' levels than making them especially hard (in some cases I probably made it easier than the normal game, like 8-1 in particular). Plus I didn't want to resort to plain enemy spamming just to increase the difficulty. But if it really is 'too easy', then I suppose further changes can be made. 7-1 is probably going to be tougher than the rest anyway just due to the ice physics (though it probably could be toned down a bit anyway, since I made earlier levels that you had difficulty with easier).
For 7-4 though, I'm not particularly concerned with making it hard, since the idea of the level is the random path you take and stuff. It's shorter than the 'normal' version because the sections are a little longer in hard mode, so I only had you go through 2 random sections instead of 3 (though there are 4 total sections in both versions).
I kinda did the same with 8-4 I suppose; just aiming at making the paths "new"/different in some way rather than straight "murder your face" hard... I do suppose some in particular could be harder/longer (like the Lakitu one and the moving platform one), I just didn't want them to be enemy-spammy or drag on longer than they needed to. I 'removed' that cannon-based section for that reason, because I didn't think I could make it any harder without being pure spam...
Though at the same time, I think the difficulty of the different sections also comes down to playstyle too, so chances are one pipe from each set is going to be 'the easiest' for different people.
...By the way, the weird firebar things are done by setting them to 'Don't Move' (for the 'extending' ones that go straight up and down), or to 'Random' direction (for the single fireballs in the underwater bit that move upwards; Mabel 'discovered' this in his/her original version of the level).
Looking at it again, I think they can be made more reliable (in both versions) by making the genies (that spawn the fire circles) be set to Don't Move instead of moving (and thus being inconsistent).Doctor Shemp wrote:Once again, the orbiting fireballs in 8-4 only work sometimes
The water levels (2-2, 7-2, 9-5) have 'whirlpools' pulling you down over pits like SMB1 (kinda). That's why you were noticing weird momentum and such over pits. This is in the 'normal' game as well.
This is entirely possible, but there are definitely sections where I actually made things easier than the main game (8-1 especially)...Kil wrote:I must've been playing a hilariously outdated version of normal because several levels seemed a lot harder than what I saw in shemp's video.
And yes, I 'fixed' and double-checked all the level connections for Hard Mode, so everything should be fine.
So some changes could potentially be made to worlds 7/8 I guess? It'd be nice if I could shift that task to someone else, but I suppose I can do it myself if need be... I had 'an idea' for 0-1 but I haven't started making anything yet. Did you already have a plan for how the Credits will appear? The thing is that collecting the leek in 8-4 'ends' the level and sends you back to the Hub, so there needs to either be something there (maybe event foolery like how A2MBXT did things) to lead to the credits first, or perhaps have the credits accessible through another door in the hub?
It looks like you used my 'regular' version of Hard Mode, without the 'palette swaps', but still have the 'red palette' images in H8-1's folder. Should probably either remove those, or use the 'palette swap' version, because it'd be weird to have a different color scheme for exactly one level.
Do you already have a plan in mind for a trailer, Shemp? I'm not sure what it'd be myself, since the whole thing's probably going to look a bit 'samey' (since we're only using SMB1 stuff)...? Just curious.
anonymousbl00dlust wrote:All the obstacles in my level can be beaten on the players first attempt without any 'future predicting'.
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Re: Superb Demo Sisters Enters Genesis
On sprite limitations in SMBX: I recall a few sprites not spawning during my play of Analog Funk. It's never happened to me before this, though.
Well it is a decent hack but sometime its just too repetitif there no level that actually pop in your face and your like oh yeah that level they all ressemble themselves and just monster along the way.
Blood Ghoul wrote:Sometimes it seems my blood spurts out in gobs, as if it were a fountain's pulsing sobs. I clearly hear it mutter as it goes yet cannot find the wound from which it flows. Before I met you, baby, I didn't know what I was missing.