Title
[TAS] Wii Kirby's Return to Dream Land "1 player" by Elomavi in 1:30:10.85
Description
This is a tool-assisted speedrun. For more information, see http://tasvideos.org/4318M.html. TAS originally published on 2020-10-31.
Kirby's Return to Dreamland is the 12th platforming installment in the series, and the first traditional Kirby platformer released in a decade after Kirby 64. The starship Lor Starcutter crash-lands on planet Popstar, and the extraterrestrial captain Magolor promises Kirby and friends a trip to his homeworld if they will help him find the scattered pieces of his ship in order to rebuild it. Like many Kirby antagonists before him, Magolor's true motives turn out to be nefarious, resulting in the Kirby gang once again fighting to save their galaxy.
Kirby's Return to Dreamland plays like a traditional Kirby game, seeing Kirby platforming through the game's 8 levels and inhaling foes to gain their powers. Elomavi flies through the game at incredible speed using the Wing copy ability's various fast-moving special moves (especially Condor Head). There is also a lot of flapping involved.
The author's commentary for the run is available in all of the encodes of the movie.
Transcript
WEBVTT
Kind: captions
Language: en
00:00:07.740 --> 00:00:12.740
Hello everyone! This is the full Any% 1-player TAS of Kirby's return to Dreamland!
00:00:12.740 --> 00:00:13.740
Now with captions!
00:00:14.250 --> 00:00:23.740
In Any%, the goal is to complete the game as quickly as possible. The TAS does not try to maximize score or collect any of the energy spheres. Using multiple players is forbidden
00:00:30.660 --> 00:00:35.080
Starting off on World 1, let's discuss some of Kirby's basic movement :)
00:00:35.080 --> 00:00:45.740
In Kirby’s Return to Dreamland (RtDL), running while in the air is the exact same speed as running on the ground. However, sliding is faster than running. With no copy ability, sliding should be used whenever possible.
00:00:45.740 --> 00:00:50.740
Sliding into an enemy will cause Kirby to bounce back and lose a lot of time, so we have to run past enemies for now
00:00:50.740 --> 00:00:55.740
With Cutter, we can now do a cutter dash (dash + 1) as an improvement over sliding
00:00:55.740 --> 00:01:00.870
We can slice through enemies and go slightly faster than before!
00:01:08.740 --> 00:01:13.740
Cutter is short-lived though, as we transition to using the Fire copy ability
00:01:13.740 --> 00:01:20.580
Fire's burning attack (dash + 1) is even faster than cutter dash and can be used in the air multiple times before landing
00:01:20.580 --> 00:01:27.740
Energy spheres should be avoided at all costs since there is no purpose in any% to collecting them. However, this one is unavoidable so we are forced to collect it
00:01:27.740 --> 00:01:33.740
The same applies to super abilities. None of the super abilities will be used in this TAS (with the exception of defeating bosses) simply because obtaining them is too slow
00:01:33.740 --> 00:01:40.740
In most Kirby games, inhaling 2 enemies that give copy abilities at the same time allow Kirby to “mix” and obtain almost any ability in the game
00:01:40.740 --> 00:01:46.580
In RtDL though, this enemy limit is raised to 3 enemies. Luckily, there are 3 Sir Kibbles in the first level which we can easily inhale at the same time!
00:01:46.580 --> 00:01:51.740
With this mix, we obtain the Wing ability that we will be using for the majority of the run
00:01:51.740 --> 00:01:56.740
Wing’s condor head (dash + 1) is even faster and has more invincibility frames than fireball!
00:02:00.740 --> 00:02:05.740
One advantage that Wing has over all other abilities is that Kirby’s midair jump is replaced by a flap
00:02:06.580 --> 00:02:12.740
Flapping allows Kirby to move at running speed while in the air and also allows Kirby to ascend vertically much faster
00:02:18.740 --> 00:02:22.950
Another very useful move wing has is condor dive (down + 1)
00:02:23.370 --> 00:02:32.660
During the first part of the loop, condor dive actually moves faster than condor head! We can cancel the rest of the loop by touching a warp star or entering a boss fight, saving a few frames
00:02:33.740 --> 00:02:36.740
I’ll go into more detail about condor dive soon
00:03:18.740 --> 00:03:25.740
The fastest method of rising vertically is to continuously jump on a ladder. Holding jump the entire time maximizes the height gained
00:03:25.740 --> 00:03:33.740
Kirby has to wait 15 frames before grabbing the ladder again. This means that optimal ladder jumps involve holding up + 2 for 14 frames and letting go of 2 for the 15th frame
00:03:33.740 --> 00:03:36.290
Onto the first miniboss of the run!
00:03:36.290 --> 00:03:42.040
The best move to defeat bosses is easily condor dive. It is Wing Kirby’s highest damaging move (except for star throw), can be used in midair, and can be used often enough to deal lethal damage surprisingly quickly
00:03:59.740 --> 00:04:05.740
Another important part of optimizing this run is avoiding enemies and blocks whenever you can. Kirby is put into 1 frame of hitlag for enemies and 3 frames of hitlag for blocks
00:04:05.740 --> 00:04:11.740
Something interesting to note is that the number of blocks or enemies you hit at once does not affect the amount of hitlag. Breaking 3 blocks on the same frame is still 3 frames of hitlag
00:04:11.740 --> 00:04:17.500
Another interesting property is that if projectiles are used, Kirby won’t be put into any hitlag. The projectile itself experiences the hitlag instead
00:04:25.740 --> 00:04:29.740
Let’s talk about another one of Wing’s helpful moves, combo dive! (up -> down + 1)
00:04:29.740 --> 00:04:36.740
Kirby rises at a 45-degree angle into the air and down again, releasing a shockwave when Kirby lands. After hitting the ground, Kirby is put into a considerable amount of endlag
00:04:36.740 --> 00:04:41.740
Combo dive’s biggest advantage comes from its sheer versatility. You can cancel the move once Kirby starts descending by jumping. Condor head can also be canceled into combo dive at any time
00:04:41.740 --> 00:04:50.740
This versatility makes it the best move for entering doors, since Kirby travels at the same speed as condor head and can be jump-canceled precisely at an edge of a door, canceling any ending lag the move may have
00:04:50.740 --> 00:04:56.740
The shockwave counts as a projectile that can cancel some of the frames lost due to hitlag, but the loss of speed usually makes this option worse than just hitting the enemy with condor head
00:04:56.740 --> 00:05:01.950
The shockwave can also hit switches which is useful if it's optimal to hit the switch from above
00:05:09.370 --> 00:05:13.830
Now that things have calmed down a little, I want to discuss my thoughts on the production of this run
00:05:13.830 --> 00:05:18.740
Over these past 10 months, I have learned a lot about this game and about the tricks used in RTA speedruns
00:05:18.740 --> 00:05:28.750
The forums on Speed Demos Archives provided a lot of useful information to me early on! Additionally, there is a Kirby speedrunning Discord if you want to learn more!
00:05:28.750 --> 00:05:36.290
Despite that, there is very little documentation about TASing this game, especially in the non-boss areas. I have learned most of the optimization techniques myself by making the TAS =)
00:05:36.290 --> 00:05:40.740
Unfortunately, that means that the earlier sections are more sloppy and aren’t as optimized as I would like them to be
00:05:40.740 --> 00:05:47.740
I am very tired of TASing this game and I'm glad I finally finished. I don’t plan on fixing the optimization mistakes since most of them are pretty small anyway
00:05:47.740 --> 00:05:52.740
I hope someone uses what I have learned about this game to make an even better TAS and lower the time even further
00:05:55.740 --> 00:06:00.870
Anyways, here is the first use of the Invincibility candy! While Kirby does move faster while running, Kirby doesn’t get any additional speed when using condor head
00:06:00.870 --> 00:06:07.700
Sliding is actually faster than condor head, but It’s still faster to use condor head while moving in the air. Sliding into an enemy will still cause Kirby to bounce back off it
00:06:09.740 --> 00:06:15.740
You can jump cancel out of condor dive just before you start descending, and if you jump frame-perfect, you are invincible for the entire duration of the move
00:07:26.740 --> 00:07:33.740
Whispy Woods is the first true boss to world 1 and the strategy for defeating him is very simple
00:07:41.740 --> 00:07:45.040
“Just Spam Condor Dive" It’s that easy!
00:07:45.040 --> 00:07:48.870
Of course, the TAS does everything frame-perfect... but hey, who's counting? ¯\_(ツ)_/¯
00:07:48.870 --> 00:07:53.740
For Whispy's 2nd phase, you do half damage to him when he’s inhaling but there is actually 1 frame right before he starts inhaling where you deal normal damage instead
00:07:57.740 --> 00:08:02.700
And just like that, world 1 is complete!
00:08:31.740 --> 00:08:41.740
When reading mashing through Magolor’s dialogue, English is the fastest language. It’s faster than the Japanese version of the game by around 3.6 seconds over the entirety of the run
00:09:06.740 --> 00:09:12.740
There aren’t many changes from world 1 to world 2. The minibosses get a bit more health, and some of the level design is more complicated but that’s about it
00:10:17.740 --> 00:10:22.740
The Invincibility candy sections are really fun to TAS. It’s cool to see how far Kirby can go while being invincible
00:10:51.740 --> 00:10:57.580
Another small optimization: When Kirby Condor head’s into the top of a block, Kirby can actually snap pretty far up and save a bit of frames that way
00:11:22.450 --> 00:11:27.740
Water should be avoided at all costs if possible. Water slows down Kirby considerably and you can’t use any of Wing’s attacks
00:12:14.740 --> 00:12:19.740
Condor dive can reach the warp star so quickly that it appears like Kirby is just teleporting there
00:12:33.740 --> 00:12:38.740
For some reason, the hitbox on this fire breath actually persits for longer in the middle compared to the ends
00:13:08.660 --> 00:13:18.740
Did you know? The balls of sand in the background are actually 3-dimensional and fully modeled! Maybe I’ll do a stream where I use Dolphin’s free cam to look around and see the background in all the worlds in more detail
00:14:10.740 --> 00:14:15.740
Flap.png
00:15:22.740 --> 00:15:28.740
Ah yes, the first dark section. While it’s pretty easy to reverse engineer the layout and TAS effectively, it doesn’t make for a very good video :(
00:16:20.160 --> 00:16:23.740
This is one of my favorite things to do in the entire TAS...
00:16:23.740 --> 00:16:29.500
Condor head -> combo dive -> condor dive -> Jump -> Cancel jump with a ladder -> Move down -> Dash -> Condor head
00:17:22.740 --> 00:17:34.580
Something about bosses that’s really important is that while charging up or releasing an attack, they take less damage than normal. The amount of damage that is reduced varies based on the attack
00:17:34.580 --> 00:17:41.740
This applies to every boss, and it affects the optimal window for using condor dive slightly.
00:17:44.750 --> 00:17:51.740
I purposefully wait to hit Mr. Dooter until he is finished with his attack so that way I can deal enough damage to defeat him
00:19:32.740 --> 00:19:43.740
If Kirby tries to condor head too close to a small enemy, Kirby will toss the enemy instead. However, this can be prevented by holding the opposite direction for exactly one frame and inputting the dash on that frame
00:19:43.740 --> 00:19:50.740
I just learned about that around this part of the TAS so I could have saved a bit of time if I had used this technique earlier in the run. :(
00:20:22.740 --> 00:20:28.740
Unfortunately, it’s not worth it to get the Snow Bowl super ability. I timed the difference between getting it and skipping it. The link to that is in the description
00:20:58.450 --> 00:21:02.870
Level one complete! And we barely touched any water! How bad could level two be?
00:21:21.740 --> 00:21:26.740
Well then... I guess now’s a good time to discuss Kirby’s optimal movement underwater
00:21:26.740 --> 00:21:38.740
Moving diagonally moves you at the exact same speed as traveling in a straight line. This applies both horizontally and vertically so no time is lost or gained by moving back and forth in the water, it’s just for style :P
00:21:38.740 --> 00:21:44.740
Kirby’s bubble shot slows Kirby down slightly, so you only want to use it if you absolutely have to
00:21:44.740 --> 00:21:50.740
The wing ability is completely useless under the water so movement is restricted to these 2 basic rules
00:21:50.740 --> 00:21:56.740
Since Wing Kirby’s invincibility no longer comes into play, we will damage boost off of enemies to save time
00:24:26.290 --> 00:24:30.160
Getting hit by these spikes will cause you to instantly lose your ability. Don't hit the spikes lol
00:25:35.580 --> 00:25:46.740
Theoretically, getting the Parasol ability could save a bit of time on the water sections, since Parasol moves the fastest underwater. Unfortunately, there is no convenient way to obtain Wing again afterwards
00:26:18.740 --> 00:26:24.740
Flying through these wind sections is incredibly fun to optimize. It kind of makes me wish the entire game was like this
00:26:45.740 --> 00:26:49.870
That’s about it for this world, enjoy the music! :)
00:32:00.740 --> 00:32:05.740
Same thing as the previous two bosses. Now featuring overgrown sushi!
00:32:35.740 --> 00:32:40.740
With that out of our way, we're on our way to world 4!
00:34:06.740 --> 00:34:11.740
Fitting in between these Nruff is incredibly tight but actually possible!
00:34:11.740 --> 00:34:17.740
Unfortunately, this section can’t be sped up at all. There’s just no way to break out of the cannon section without another player.
00:35:44.750 --> 00:35:49.740
I find this world with this music particularly soothing. There isn’t really much else to say at the moment so I’ll let you enjoy this
00:37:11.740 --> 00:37:21.160
The first boss with a super ability! Unlike the normal bosses, you don’t have to spend time defeating them after they have died. They will just disappear automatically
00:38:27.740 --> 00:38:32.740
How close to the spiked balls can you go?
00:39:23.740 --> 00:39:28.740
Introducing: The wing-swim glitch! When using Condor head into a horizontal wall of water, it’s possible to jump and still use Wing Kirby’s moves underwater!
00:39:28.740 --> 00:39:34.740
Not only that, exiting the water will actually retain Kirby’s momentum so Kirby can Condor dive and get some insane speed!
00:39:34.740 --> 00:39:41.660
Unfortunately, you MUST condor head into the water to actually get this glitch to occur, so if there isn’t some ground you can run on, you can’t get the glitch to work.
00:41:18.740 --> 00:41:28.740
When racing against this Carry Dee (Yes, that’s its name), it was interesting figuring out what was optimal. It turned out that for longer distances of moving horizontally while falling, flapping is more optimal but for shorter ones, sliding is more optimal!
00:41:28.740 --> 00:41:33.740
This is because flapping allows Kirby to move at running speed in the air while sliding makes you move at walking speed
00:42:21.740 --> 00:42:26.740
This level is quite unique since it requires getting multiple keys and a bit of backtracking
00:42:34.580 --> 00:42:44.450
Running on Ice is faster than sliding on ice because of the extra momentum that the ice gives you. However, Kirby accelerates really slowly while running on ice, so it’s optimal to accelerate while in the air and then run on the ground
00:44:39.740 --> 00:44:47.950
Goriath is the first boss that proved quite challenging for me to TAS. His quick movement combined with the transition between rooms led to some movement optimizations that went beyond “Just spam Condor Dive”
00:45:28.700 --> 00:45:33.740
Onto World 5, Nutty Noon! :)
00:46:22.740 --> 00:46:28.950
World 5 is probably my favorite world visually. It just looks so beautiful with its sunset and ocean-like planet
00:48:12.740 --> 00:48:24.830
Another small tidbit you may not know about: When using a condor head, it is impossible to do a condor dive until around quarter of the way through the move but it is possible to do a combo dive immediately after
00:48:24.830 --> 00:48:32.740
I have no idea why HAL would want to change the time you are able to cancel condor head into condor dive but not change anything else
00:50:30.740 --> 00:50:39.740
After timing it, jumping on the ropes is actually faster if done frame-perfectly than just jumping. It is only about 5 frames faster though so the amount of time saved is minuscule
00:51:36.740 --> 00:51:43.740
Here, feather gun is utilized to hit the switch as quickly as possible since we are currently not running and the switch activates the transition to the next area slowly
00:53:51.740 --> 00:53:59.290
This level is a boss rush featuring several of the game’s many minibosses! This is also one of my favorite levels of the entire run mostly due to the music :)
00:55:58.950 --> 00:56:05.740
Time to take on Grand Doomer!
00:56:55.740 --> 00:57:03.660
This is the first instance where super abilities are required in the run! Grand doomer must be hit 4 times with the Ultra Sword in order to defeat it
00:57:15.740 --> 00:57:27.740
When teleporting, Grand doomer can teleport anywhere from 4-7 times before heading into the background. While Grand doomer can’t be hit between the teleports, it CAN be hit just before jumping into the background!
00:57:44.740 --> 00:57:48.740
And just like that, World 5 is complete and the lor starcutter is fully assembled!
00:58:08.660 --> 00:58:10.740
Morse Code :o
00:58:52.950 --> 00:58:59.870
A lot of world 6 revolves around cycles. TAS is able to skip a few compared to RTA simply because going for them is too risky this far into a run
00:59:38.740 --> 00:59:48.740
By hitting the corner of the moving wall, it doesn’t make you bounce back as far for some reason. You don’t get sent back into the cannon and can actually skip a cycle compared to doing the cannons as intended
01:01:34.740 --> 01:01:39.740
There really isn’t much that hasn’t already been said so I’ll go over more small optimizations that I’ve learned while making this
01:01:39.740 --> 01:01:46.740
Bosses are given “Mercy Invincibility” every time Kirby hits them. This invincibility lasts 20 frames, which means that the fastest rate at which Kirby can damage an enemy is once every 21 frames
01:01:46.740 --> 01:01:50.740
Consecutive condor dives are exactly 17 frames apart
01:01:50.740 --> 01:02:01.660
When using a combo dive from a condor head on the ground, you have exactly 1 frame to jump before hitting the ground. This means that it isn’t possible to jump into a door from a combo dive if Kirby is below the door at all
01:02:01.660 --> 01:02:06.080
However, it is always possible to jump from a condor dive and go into a door that way as shown in 5-5. Condor dive is busted :V
01:02:34.740 --> 01:02:45.740
If Kirby jumps and doesn’t input anything else, Kirby will do a somersault on the way down. While in this animation, Kirby is considered airborne even if he visually appears to be touching the ground
01:02:45.740 --> 01:02:57.740
This means that it is not possible for Kirby to begin a dash or to do a grounded jump while in this animation. This is why it is faster for Kirby to jump continuously on a ladder but not for Kirby to jump on multiple platforms in a row
01:02:57.740 --> 01:03:06.740
Kirby can actually dash frame 1 when landing by not pressing a direction the frame before landing. (Compared to walking, then holding neutral for a frame, then finally dashing on frame 3)
01:03:06.740 --> 01:03:11.740
You can enter the trigger for a boss fight up to 2 frames earlier by doing a condor dive to activate the trigger
01:04:11.740 --> 01:04:16.740
This section was also a lot of fun to TAS. Is it faster to slide down the conveyor or take advantage of Condor Head?
01:04:53.740 --> 01:05:00.740
Here, Moundo will always be able to use a very long attack that makes him completely invincible. We attack him first and then attack King Doo while Moundo is attacking
01:05:00.740 --> 01:05:08.740
Interestingly, the rule where hitlag doesn't stack if multiple enemies are defeated on the same frame applies to bosses as well! We can save a good portion of time by defeating them both on the same frame!
01:06:09.830 --> 01:06:18.160
A lot of this level consists of long water sections like this one. It’s a shame that these aren’t more interesting, they’re essentially long autoscrollers :(
01:06:24.740 --> 01:06:29.740
I don’t think anybody likes the dark sections in this game
01:07:47.740 --> 01:07:50.740
Very interesting collision right there…
01:08:39.740 --> 01:08:44.700
I’m able to barely skip a cycle here by clutching out the very end with a condor dive. Nice!
01:08:56.250 --> 01:09:00.740
These crushing sections are essentially auto scrollers so I’m just messing around because I can
01:10:30.740 --> 01:10:34.740
TAS Kirby shows his dominance over local fauna [HD] Now in theaters near you!
01:11:40.740 --> 01:11:43.740
Onto the boss of world 6, the metal general!
01:11:46.740 --> 01:11:51.740
There’s nothing that special about this boss except for the damage display so I’ll talk about that.
01:11:54.740 --> 01:12:04.740
The 3rd digit is made up to make it appear that you’re doing a ton of damage but in reality all moves do 2 digits of damage and then get multiplied by 10 on the display afterwards
01:12:04.740 --> 01:12:09.740
From there, the damage display is added by a random number in the range (-3,3) to get the final number that you see in-game
01:12:09.740 --> 01:12:16.830
You can reverse-engineer this process to get the exact amount of damage done to the boss! It seems like a good debug boss for testing moves and boss behavior for when RtDL was in development
01:12:18.740 --> 01:12:28.450
Kirby will automatically walk toward the middle of the screen after defeating the Metal General, so you want to finish the battle as close to the middle as you can and reduce the amount of time Kirby spends walking
01:13:05.250 --> 01:13:09.740
World 7 only has 3 levels and each level has a super ability that we will skip at the end of it!
01:13:21.740 --> 01:13:26.740
With way more blocks, a lot of time is spent optimizing how to avoid the extra frames of hitlag, if it’s even worth it at all
01:13:57.700 --> 01:14:02.950
Additionally, the minibosses now have more health than before, which makes defeating them before they attack pretty much impossible
01:15:34.740 --> 01:15:38.740
Unfortunately, this game is filled with tons of autoscrollers. I tried to make it entertaining, success varies :P
01:17:07.500 --> 01:17:12.740
Here’s another fun fact! Wing is actually faster at rising vertically than Hi-jump is! Hi-jump, you had one job...
01:17:21.740 --> 01:17:26.500
The last dark section in this game. Now you won’t have to worry about not seeing the game!
01:18:59.830 --> 01:19:04.740
The final platforming level! :O
01:19:46.740 --> 01:19:58.370
Very small optimization but by condor diving into this little ledge for as long as possible, it’s possible to do this boss slightly quicker since less time is spent descending after every condor dive
01:22:16.740 --> 01:22:24.700
Now that speed isn’t a huge concern, but our DpS is, we’re switching to Ninja which has the best DpS in the game for airborne and grounded opponents and some nice invincibility frames with Stealth Slash
01:22:26.740 --> 01:22:32.740
You can cancel the endlag of Stealth Slash into any other move, even another Stealth Slash!
01:22:54.740 --> 01:22:58.290
Ninja is also very stylish :)
01:23:06.740 --> 01:23:13.740
And just like that, we’ve defeated Landia! In typical Kirby fashion, Magolor has taken the Master crown and has actually been plotting to take over the universe!
01:23:21.740 --> 01:23:26.740
This 2D shooter section is an autoscroller and you can’t make it scroll faster at all. This seems familiar...
01:24:31.740 --> 01:24:38.740
This transition is actually position-dependent so you want to be as far to the right as possible when you hit the trigger. Other than that, there's no optimizations you can do
01:24:59.740 --> 01:25:00.740
Nice ;)
01:25:58.740 --> 01:26:10.040
There’s a precise TAS-exclusive trick where if you Spiral Dragon the same frame the bosses invincibility runs out, you deal damage but also cancel the invincibility the move normally gives you which allows for some insanely quick damage
01:26:10.040 --> 01:26:13.740
Besides that, the best DpS Landia has is a fully charged star blast
01:26:54.750 --> 01:27:02.750
With the lor starcutter defeated, we’re now onto Magolor himself!
01:27:26.830 --> 01:27:31.250
Magolor is no match against the power of TAS. Ninja is able to bring him down to half health in less than 8 seconds!
01:27:31.250 --> 01:27:35.660
It would only take ~7 more seconds if Magolor didn't hide in the background for this attack like a coward :P
01:27:50.160 --> 01:28:02.740
We want to keep our regular ability during this super ability phase as well because we want to be able to use Ninja against Magolor's 2nd phase and skip a lengthy cutscene! :)
01:29:18.740 --> 01:29:28.740
With a final swing from our Ninja copy ability, we're now onto Magolor's 2nd phase with Ninja instead of the Ultra sword! Luckily, Magolor is programmed to only dispel ultra abilities! :)
01:30:06.740 --> 01:30:12.700
Using a very precise star throw, we can hit Magolor twice with the same star! This allows Kirby to defeat him before he’s even finished swinging his sword
01:30:12.890 --> 01:30:17.350
Magolor has been defeated! Timing stops and the TAS is complete!
01:30:17.350 --> 01:30:26.930
Thank you so much for watching this far! I’ve worked very hard on this and I hope it shows. If you have any questions about this run or my channel (youtube.com/c/Elomavi), let me know and I’ll do my best to answer them :)
01:30:26.930 --> 01:30:33.930
Special thanks goes out to DanDemolition14 and ThePerfectPenguin for providing tons of useful advice and insight. This TAS would be way worse without you both. Thank you! :D
01:30:33.930 --> 01:30:38.930
I’ll let the credits roll out and stop the captions. I’ll see you all later!
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