I'm so glad that Hamster's Arcade Archives are a thing.

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guigui
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by guigui »

BareKnuckleRoo wrote: Sat Jan 27, 2024 6:51 pm The ACA games (at least the ones I've tested) have screen stretch options so you can stretch it to any size and even out of its original aspect ratio. You should be fine, I think.
Sounds nice, thank you for the info.
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by StrzxgvNuvWvfld »

Whilst I'm glad that Hamster's Arcade Archives are a thing, I do find it annoying that there is still no sharp interpolation. It's either nearest neighbour with a tonne of shimmer or blurry pixels. Strangely, some of the early Switch games like Gradius II *did* have a sharp scale, but they removed it after the first few releases.

Also, the awkward save-state. It would be so nice to have proper save-states with multiple slots.

The games themselves are great, but the interface they wrap around them isn't. It's a shame as I would buy far more if they'd sort those issues out.

Anyway, I'm very much enjoying having a version of Rainbow Islands.
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Ms. Tea
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by Ms. Tea »

StrzxgvNuvWvfld wrote: Sun Jan 28, 2024 8:58 pm Strangely, some of the early Switch games like Gradius II *did* have a sharp scale, but they removed it after the first few releases.
According to GDRI, Gradius II was ported by Gotch along with some other early AA games. Hamster don't seem to be working with them anymore, which I guess would explain it.
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by valziman »

Gotch Hamster games also don't pair scanlines with Vaseline. I really like mild scanlines but I hate Vaseline on my screen.

Oh well.
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BareKnuckleRoo
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by BareKnuckleRoo »

Vaseline...?

Gonna need some context as to why you'd smear petroleum jelly on your screen. I've heard it's a possible coverup for hiding scratches on a screen, but otherwise I can't guess as to why.
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Sumez
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by Sumez »

What they're talking about is how enabling any scanline filter in an ACA release will make the screen look like it's smeared in vaseline.
I'm inclined to agree. They look really awful.
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by hamfighterx »

Agreed on the awfulness of the standard Hamster scanlines. The issue is that turning on scanlines turns on a smoothing filter too, resulting in the blurry vaseline mess. The small number of Gotch developed AA games have much better scanline options that don't do this. In particular, the "sharp" filter on the Gotch releases looks great. Companies like M2 also have excellent scanline options.

Where Gotch worked on a game, they are noted on the initial title screen where you select game variant, caravan mode, etc. Will show "Conversion worked by GOTCH TECHNOLOGY CORP." on the bottom left side of the screen below the copyright attribution for the publisher (Konami, Namco, etc.) and "Produced by Hamster Co." notices.
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by beer gas canister »

I dig the scan lines. They even have a little rolling bright sector like a CRT
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by RobHimself »

Interesting I guess I'm the only one fine with the scanlines Hamster gives you. Regarding that "vaseline" look, its applying a linear filter. I go all the way to A5.

What displays are you guys using? I'm using an 24" IPS panel and it doesn't look like vaseline to me. It's just barely softer than having no filter at all.

Maybe you guys prefer the sharpness of point filtering.

Granted it's nothing like the CRT shaders you can use and customize via emulation but it's good enough.

Biggest problem I have with the Hamster releases is lack of scrolling smoothness. I don't know if its a frame pacing issue, but anytime you have a scrolling background you can notice how it stutters at consistent intervals. It's not a smooth transition.
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by RobHimself »

@sumez do you by any chance know what the difference is here? Which is the correct version to play? Old or new?

Image
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AD2024: The SMOOTH OPERATION vs SUPERHARD/SUPEREASY OPERATION (`w´メ)

Post by BIL »

RobHimself wrote: Tue Jan 30, 2024 4:33 amBiggest problem I have with the Hamster releases is lack of scrolling smoothness. I don't know if its a frame pacing issue, but anytime you have a scrolling background you can notice how it stutters at consistent intervals. It's not a smooth transition.
That's common to both ACA and ShotTriggers releases of non-60hz PCBs. (conversely, ACA NeoGeo stuff is universally smooth). It's irksome, requires adjusting to, and is the one real complaint I have about these releases. But barring Variable Refresh Rate support, it's probably the better alternative to ham-handed vsync. I'd trade the slight perceptible drag of Capcom Arcade Stadium's Gun.Smoke for that metronomically consistent hitch, without question. Things a Bounty Killer notices. Image Image

Barring VRR, I wish ACA's PCB vs 60hz speed adjust was a global option. It's in several releases (in Preference Options, under "Adjust Game Speed"), and doesn't seem to introduce any noticeable lag. XEXEX and Thunder Dragon 2 come to mind - plus stuff like Super Cobra and the majority of Namco releases, which natively run just over 60hz. I don't find Assault or Phelios appreciably easier at 60hz vs 61hz. ImageFight, X-Multiply, and Saigo no Nindou are noticeably more intense at 60hz in MAME, a brisk jump from their native 55hz, as were the PS1 R-Types before them... but I'm tempted to say fuck it, bring it on you lousy xenoscheissevogels. Image Those mid-80s IREM boards are the most extreme cases I know of. ACA Kaitei Daisensou, IIRC, seems natively 60hz, or very near it, ala Gun Frontier and Metal Black.

Speaking of Gotch, their ACA releases of even sub-60hz boards have smooth scrolling, and no lag that I can appreciate. Compare their MagMax to the much later Seicross. I'm guessing their ACA Darius technically runs too fast, compared to Cozmic Collection's (which has the telltale frame hitch)... but tbh, I'm not sure I care all that much. It's a home translation, I'm not expecting absolute utter 1:1 parity with the board. Just .999:1 parity, more than near enough for runs to translate seamlessly.

Interestingly, I heard Hamster were considering running ACA TGM2 at its board's native speed, slightly over 60hz; but Mihara advised them to just go with 60hz. Which makes the ACA one technically easier, I guess. Could've used a speed toggle for the diehards. But again, I'm happier this way. Not ideal (VRR pls), but I figure anyone dominating a game so profoundly that a ~1hz advantage becomes a mark of shame is probably gonna hunt down real hardware, and obliterate the competition there too, godspeed. ;-;7
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by Sumez »

Jesus christ, what a fucking garbage feature. If you accidentally brush that huge touchpad right in the center of the Ps5 controller, you'll open the pause menu which forfeits your score attempt!
This has killed at least three runs for me now, including one where I was close to getting a 1CC.
And it seems there is no way to unbind that button, what the hell.

I think I'll get it on Switch instead.
RobHimself wrote: Tue Jan 30, 2024 5:48 am @sumez do you by any chance know what the difference is here? Which is the correct version to play? Old or new?
The one on ACA is the new version.
The only real difference is that you can get a massive score bonus by finding the secret door on every single island, so you'll probably want to play that, but hats off if you ever get to that point :)
Both my PCBs are the old version, which seems to be a little more common.
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by MJR »

Playing the ACA version more has slowly revealed some nuances in gameplay that have been either missing from Amiga/PC-E version - or then I just misremember things.

-Platform collision is much more exacting, I find myself falling more than I thought I did. It's not bad, some of the thought in level design reveals itself. You are not supposed to jump just any way you like, but apply tactics.

-Enemies are way more aggressive. Wolves in monster island do not go mindlessly just left to right, but they actually pause and change direction if you approach from below.

-I keep bumping into a graphical glitch(??) in monster island, one of the wolves appears as black shadow. When I kill it, only half of the enemy flies across the screen, and leaves a diamond that is black (?????), it gives grey score (?????????????). Is this a "feature" exclusive to ACA version? Never heard of that one before, and I don't think this would be a game that had any such bugs. However, it has appeared almost every time I play.

-80% of my deaths still happen, when I climb the rainbow. Something that didn't happen so often in other versions. Yes, you can cancel it, but it won't change the fact that the climb happens so fast and suddenly that if you don't have it imprinted on your muscle memory, you will die often..

Diamonds indeed seem to be decided by where they land, much more so than in the amiga version. Although the place where you kill the enemy & its direction & its speed play a major role where it will land. In Amiga version it felt different, but I think I would have to boot it up to really see the difference :)
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by Marc »

MJR wrote: Tue Jan 30, 2024 8:12 pm -I keep bumping into a graphical glitch(??) in monster island, one of the wolves appears as black shadow. When I kill it, only half of the enemy flies across the screen, and leaves a diamond that is black (?????), it gives grey score (?????????????). Is this a "feature" exclusive to ACA version? Never heard of that one before, and I don't think this would be a game that had any such bugs. However, it has appeared almost every time I play.
Has the exact same thing happen to me tonight, I've never seen it before either.
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by Skyknight »

Worth noting that Rainbow Islands is the 400th entry. Hamster must have held it up just a little for synchronization. >>;

I can only imagine the jokes that will hit #404…
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by Sturmvogel Prime »

Player 1 get's the Jeep, Player 2's is in the Helicopter.
Tecmo's Silkworm is this week's Arcade Archives release.
https://www.gamer.ne.jp/news/202401310042/
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by BIL »

Christ Jesus, MAH DICK Image

Image

I am loving the synergy. Image Why yes I would like ACA Rainbow Islands and Silkworm to go with TNZS and Wild Fang, sankyuu verymuch ^o^

(technically, around this time last year was Senjyo's release; not a marquee name, but it is a genuinely brilliant proto-Cabal Image ala Shao-Lin's Road, Caravan Mode is where it truly shines)

Final Star Force and Pleiades to go with Raiga n' Senjyo pls. :3 A Riot would be nice - and an even more historic first - too! I'd mention Phoenix, but I'm hoping that one's doubly blessed with its Taito connection.
Last edited by BIL on Wed Jan 31, 2024 8:18 am, edited 1 time in total.
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by Skyknight »

Non-trefoil, right on schedule.

(And aptly enough, I got Rygar a few days ago.)

EDIT: Anyway, Namco should be next. Main suspects I can think of: Blast Off, Blazer, F/A, Outfoxies. (I have a hunch Nebulas Ray won’t be until after F/A.)
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by BIL »

Crikey, I'd forgotten about NebulasRay :o That'll be wonderful. And F/A and The Outfoxies, ofc. :cool:
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by AGermanArtist »

"Silkworm" is a shooting game released by Tecmo in 1988. 1P operates a helicopter, 2P operates a combat vehicle, and the stage will be cleared by defeating the boss that awaits at the end of the stage. The operating methods are different for 1P and 2P, so use the aircraft that suits you best.
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by BEAMLORD »

Cool, never looked into Silkworm before. I guess you can play it like a traditional STG with the heli, or give it a run 'n gun flavour with the jeep. Was almost expecting a top-down style, a lá Super Swiv.

Was given some PSN credit for my birthday last week, aka HAM$TER DOLLA$, so I'll likely pick it up tomorrow night. Not quite splurged it all yet, but picked up and am grappling with Metal Hawk, so I got diversion til then.
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by AGermanArtist »

Been crying for this one for ages. Hamster delivers!
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by BIL »

AGermanArtist wrote: Wed Jan 31, 2024 8:55 am "Silkworm" is a shooting game released by Tecmo in 1988. 1P operates a helicopter, 2P operates a combat vehicle, and the stage will be cleared by defeating the boss that awaits at the end of the stage. The operating methods are different for 1P and 2P, so use the aircraft that suits you best.
At least they didn't call it a Dick Image

tbh the title's already Dick Stock material (^w´ )
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by Marc »

Don't remember being keen on the Amiga version, but I'll give it a spin.

Also, fuck Rainbiw Islands :D
Toy Island is an utter arsehole of a stage.

Wonder where TAD rights lie these days?
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by MJR »

I played Silkworm a lot on my Amiga, but it was mostly because it was competently made, and I was bored. 1cc'd it eventually :D

Never tried the arcade version, but the temptation is there, would like very much to compare.
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by Sumez »

I uploaded a video with some "advanced" rainbow tricks that I think are absolutely essential for Rainbow Islands, especially if you want to survive the sixth island.
It doesn't go into a lot of details about the powerups, diamond order, etc. Just some basic constrols stuff that I think might be difficult to pick up on intuitively.

https://www.youtube.com/watch?v=Bbyb8aKdkm0
MJR wrote: Tue Jan 30, 2024 8:12 pm -I keep bumping into a graphical glitch(??) in monster island, one of the wolves appears as black shadow. When I kill it, only half of the enemy flies across the screen, and leaves a diamond that is black (?????), it gives grey score (?????????????). Is this a "feature" exclusive to ACA version? Never heard of that one before, and I don't think this would be a game that had any such bugs. However, it has appeared almost every time I play.
This has happened to me a few times, graphics glitch showing up here and there, especially on Darius Island, and that one place you mentioned.
I have played through the game countless times on PCBs of both revisions over the past couple of decades, and I have never seen those glitches happen on original hardware. Not sure what causes it - could just be faulty emulation, but there might be something more to it, related to the ACA release. The game plays perfectly otherwise.
MJR wrote: Tue Jan 30, 2024 8:12 pm -Platform collision is much more exacting, I find myself falling more than I thought I did. It's not bad, some of the thought in level design reveals itself. You are not supposed to jump just any way you like, but apply tactics.

-80% of my deaths still happen, when I climb the rainbow. Something that didn't happen so often in other versions. Yes, you can cancel it, but it won't change the fact that the climb happens so fast and suddenly that if you don't have it imprinted on your muscle memory, you will die often..
These two are somewhat related. I think what makes the rainbows feel uncontrollable to many people especially just picking up the game, is that you expect to be able to just use them as platforms, but they have unique mechanics tied to them. The layout of the stages is still very important, and rainbows should never be considered stable.

The game is like Contra or Makaimura, etc. where the jump arc leaves you extremely vulnerable, so you should only ever jump with precise purpose, and that goes for jumping from/on rainbows as well. Once you start bouncing off one or more sets of rainbows by holding down the Jump button, there is no actually standing on one again until you have solid ground below your feet, because the only way to stand on to them is by walking onto them from the side. This becomes super important at that long stretch on island 4 where there are absolutely no platforms - the moment you decide to jump off a rainbow, you lose a lot of control, and it's either rainbow jumping to the top, or allowing yourself to fall.

I think the best way to use rainbows is to look at where you want to go, and use the rainbows you need to get there - fire off a set so you can move forwards over gaps or through walls, and gain some height before jumping off, or start by jumping, and fire a rainbow mid-air to bounce further up. Or any combination of those. Hopefully my video can offer some good inspiration. :)
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by BIL »

^ Saw your vid pop up just now, good stuff! Image

EDIT: Holy cow, Silkworm is everything I wanted Image Tried out Heli/1P first, made it four stages in on a couple credits. Very agreeable! Emphasis on busy air/ground mixups over minimal terrain almost recalls P47 Mustang's early stages. While the heli visually jukes and jives, it'll only change shot trajectory while you're holding BACKSHOT/DOWNSHOT; at which point, it'll fire straight downward. Handy! You can really punish otherwise hard-to-hit vertical attackers. Felt like I bullshitted a fair distance in on my first credit, but I could tell it was heating up.

Flipped over to Jeep/2P with the always-handy Side Switch option, for a much stranger, instantly-arresting time. Damn near evokes Rygar The Shooting. :o Veterans of that landmark will be right at home with the scads of roly-poly rushers and unfriendly skies. Addition of relentless autoscrolling brings shock of new. :mrgreen: Tecmo's knack for situating fine-brushed mechanical detail against big honkin' JAMMA carnage really leaps out here; the anti-air aiming mechanics are super-smooth, and just what the doctor ordered VS nervously massive hordes of foes. Feels like [up/down] adjusts aim, while [left/right] moves the jeep independently? Bit late here. Felt great, in any case.

The adorable hydraulic jump "vroom!" is exactly what I'd expect of these clearly fun-loving dudes. :cool: Was a little sad to see you can't Darkness Bop foes under your mighty wheels, ala Rygar, but you can blast 'em death-from-above style; almost as cool. I notice the Twin powerup seems to disable this in favour of beefier anti-air firepower, something also recalling Rygar's give/take powerup system. As there, I'm guessing the maxed-out Jeep is a little trickier but ultimately more dominating.

The down/backshot modifier is interesting. When I'm playing arcade games on a control pad, I'll typically put the third JAMMA button on R1. This works really nicely here; hammering on/pulling off as needed. As mentioned, the Heli gets a vertical downshot; the Jeep, meanwhile, inverts its forward-facing 90' firing arc. Seems critical when stuff gets on your six. It'll likely feel over-machined for some, but I really dig this type of hold-to-modify input (cf Granada, and others I'm forgetting offhand... aha! Hyper Duel's Saturn mode).

I like the simple, sledgehammer-direct approach to powerups, a good contrast with the tricky enemy patterns... once liberated from their silo prisons, you can either snag 'em for a short-lived shield, or blast 'em for a pleasingly brutal screen-wiping starburst. Very "smoke 'em while you got 'em," love it. As said, late here and typing on fumes, but I could imagine this system being leveraged to intense effect further in; both to beat back the hordes, and survive particularly hellish fusillades.

Outside of that charming hydraulic hop, you can notice Tecmo's AC staff's usual irrepressible mirth peeking through the FAWK YEAAA militarism, in that recurring "ghost of helicopters" midboss. So goofy <3 Also a sight gag I won't spoil, made me laugh.
Spoiler
"Yo dawg, we heard you like helicopters, so we..."
There's always such a sense of good cheer in Tecmo's 80s arcade titles... everyone talks about Ninja Gaiden's horror "Continue?" screen, but the "Japanese tourism WITH MURDER" theme is a riot. I like to headcanon the FC game as a movie, and the AC one as the (actual ninja!) stuntmen's days off. Bit of craps, bit of whitewater rafting, bit of beating up Jason Voorhees cosplayers and some guy in assless chaps. :cool:

Wonderful to have this join Gemini Wing and Raiga in their late 80s/early 90s STG canon. Roll on Final Star Force pls!
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by OldSkoolShmuper »

Ah ha! Silkworm is a most welcome edition to ACA :mrgreen:
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by Jeneki »

Back in the day I played the NES version of Silkworm and never thought much of it. Fast forward to around a decade ago, there was a local place with a Silkworm cabinet and I liked it quite a bit more. I prefer the jeep to the helicopter though, the aiming and jumping plays so different and feels good.

Blasphemy! I always like the helicopter! (channeling my inner DonPachi lol)
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by PC Engine Fan X! »

I recall seeing Tecmo's Silkworm at a local burger joint back in April/May of 1988 for the first time as it was a brand new arcade game release. Deposited a quarter and hit the 1P Start button with the helicopter character chosen. Quite a classic in the hallowed pantheon of arcade stgs, Silkworm did get a proper stateside release as a jamma pcb conversion kit complete with a full-sized marquee + unique white-colored button-topped 8-way digital joystick scheme going on with both Player 1 and Player 2 arcade controls -- it was a true 3-button affair indeed.

I do own the USA version jamma pcb of Silkwork but need to source the original white button tipped 8-way digital joysticks (like how it meant to be played back in 1988).

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