Changed Special Edition - DragonSnow encounter resounded

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This resound kinda reminds me of Webkinz
Literally the only foley used was for Snowy scurrying under the desk.
And I almost used Koopa Troopa sounds but I decided to use the Hylian villager voice clips from BOTW

Rights to Changed go to DragonSnow and Shizi.
Music belongs to Nintendo.
Original video by Alpha Centauri
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Now THIS is my most popular video?? It's not even a transfur XD

goyangi
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This is where it gets meta because you're essentially meeting the creator of the game himself, the creator making a cameo in the game itself working on a game which might as well be the game you're actually in.

nathanforester
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Looks as if the player met his transfured form

ryderf
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So adorable, I wanna make the shy fluffy bean feel safe and comfortable

enderslime
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I Just Love How The Dragonsnow Creature Was Playing Pac-man.EXE

brodythecatfnf
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I didn't know Dragonsnow was scared of Colin

joshuarobleza
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Fun fact: u can pat him in the different way if u land ur cursor correctly

arandomworm
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This is the cutest thing I've ever seen oml.

SkylerC
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The Hog Rider is a fast ground troop with medium hitpoints, low damage, and the ability to jump over enemy Walls. He is unlocked at level 2 Dark Barracks. The Hog Rider (person) is a bare-chested dark-skinned man holding a hammer. He has a mohawk, wears a brown leather loincloth, a red belt, and a pair of leather sandals, as well as two large golden wristbands and a gold earring. His ride is a large hog, about half his height. It has a brown leather bridle looped around its tusks, which in turn is held by the Hog Rider. Hog Riders prioritize defensive structures above all other targets, and will bypass all other types of enemy buildings and troops while any defenses remain on the battlefield. This is true even if they are under attack by enemy Clan Castle troops, heroes or Skeleton Trap skeletons. Note that like all troops that prioritize defenses, Hog Riders do not consider the Clan Castle to be a defense regardless of whether or not it contains enemy troops, but do consider the defending Grand Warden and the activated Town Hall weapon (if any) to be defensive buildings. Once all defenses are destroyed, Hog Riders become like any other troop with no preferred target; they will attack the nearest building to them regardless of type, and will turn and attack enemy units if they become aware of any nearby.He can be used to jump over any level Walls, rendering them ineffective against Hog Riders. Note that while this allows Hog Riders free access to what lies behind the Walls, it does not open up gaps for other troops to move through. If the Hog Riders need the support of other ground troops, you will still need to deploy Wall Breakers, a Jump Spell, or Earthquake Spells in order to assist them. Hog Riders can be used en masse, i.e. a "Hog Rider Rush", without requiring any Wall Breakers to break Walls. However, such a strategy can be costly in terms of Dark Elixir, and sports weaknesses against defending Clan Castle troops, Heroes, and Skeleton Traps, a problem which only becomes more prominent at higher levels. At Town Hall 10 and above, Hog Riders can be combined with Miners in a strategy known as Miner Hog Hybrid. Both troops are able to bypass Walls innately, but Miners do not have a preferential target, allowing them to cover for Hog Riders by dealing with defending Heroes and Skeleton Traps. The combination also has weaknesses against flying Clan Castle troops, as neither are able to target air. At lower levels, Hog Riders are quite capable of acting as distracting troops like Giants; they have nearly as much health as a similar-level Giant, move twice as fast, and do considerably more damage. They work well with the Healing Spell when you group several of them together. A good tactic for using Healing Spells is to place them strategically on a cluster of defenses (at least about 3 or more) and also deploy them shortly before the Hog Riders arrive in the area, i.e. deploy them ahead of the Hog Riders. This is so that the Hog Riders get the most out of the Healing Spell, and destroy the defenses without losing too much HP. Spots where Giant Bombs or Bomb Towers are/may be should be given special attention when deploying Healing Spells. Hogs of the same level as the Giant Bomb will survive a single Giant Bomb, but they're helpless against a pair of Giant Bombs even with a Healing Spell. Heal them after they've gone through a Giant Bomb blast. The Hog Rider is one of the best troop types for drawing out Clan Castle troops, as it can avoid Walls to penetrate deep enough to reach centrally-placed Clan Castles (and enough health to not die before it gets there). Deploy one or a few to trigger the Clan Castle troops, then lure the reinforcement troops to the corner side, and deploy multiple Archers or Wizards to slaughter them, and then deploy the remainder of your Hog Riders. This strategy is especially effective during Clan War raids. However, Skeletons from the Skeleton Trap and Heroes can also easily kill the Hog Riders, as they can only target defenses, so make sure to have some troops that target anything, such as Wizards, which can swipe out the Skeletons. Hog Riders don't target air so flying Clan Castle troops, especially Dragons, can be a big threat. Most mass Hog Rider strategies in Clan Wars require that the Clan Castle troops be killed first by luring. Bring other troops in addition to Hog Riders, such as Wizards, to deal with enemy Clan Castle troops and clean up the base. Poison Spells can be used to kill almost any enemy Clan Castle troop, but beware as the troops will attempt to flee the poison. If the Poison Spells are decently leveled, and you effectively keep the Clan Castle troops from escaping the Poison Spell with distracting troops, they can eliminate almost any troop. They can also be used to dispense of those pesky Skeletons risen from the Skeleton Traps. Time is also a factor to consider. With only 3 minutes in an attack, it is essential to make sure that this whole process and the remainder of the attack is done as quickly as possible to avoid running out of time.Defending against Hog Riders is tricky, as their ability to bypass Walls renders them irrelevant. However, the fact that they can jump over Walls and attack defenses means that they may leave behind their ground support (such as Barbarians, etc.), as they will not be able to follow. This will allow your interior defenses to concentrate on the Hog Riders. Another way to defend against Hog Riders is to exploit the fact that they will attack the closest defensive building. You can arrange your base in such a way so that you have high-powered defenses on the inside and lower-powered defense on the outside, with a layer of resources in between. That way, the Hogs will (in theory) complete a loop around your base before being able to attack your interior defenses (Inferno Towers, X-Bows, etc.), by which time they should have all been killed by the interior defenses. You can place Spring Traps in between defensive buildings to take out a few Hog Riders at a time; good usage of multiple Spring Traps can severely hinder a Hog Rider rush. Hog Riders can be easily killed using "forced pathing". Forced pathing is a strategy that manipulates the Hog Rider AI and makes them go to at least 2 defenses that cannot be prevented by surgical dropping or side clearing. Placing a set of Giant Bombs in between the two can most certainly hinder the attacker progress. They would not be able to heal the Hog Riders in time. Clan Castle troops, Heroes, and Skeleton Traps set to Ground Mode can be an annoyance to mass Hog Rider raids, as Hog Riders will not attack them unless all defenses have been destroyed. Make sure to centralize them if you want to beat Hog Riders. In Clan Wars, Dragons are excellent troops to place in Clan Castles against Hog Riders, especially for Town Halls 8 and 9. They have high HP, meaning they won't die easily and can kill mass quantities of Hog Riders swiftly if not properly lured. Most mass Hog Rider strategies require that the enemy Clan Castle troops be killed first, so if the attacker lures out a Dragon, but fails to kill it, then a 3-star win is next to impossible, much less a 1-star win via destroying 50% of the buildings. Multi-target Inferno Towers can be a severe hindrance to Hog Riders, having high HP to take several hits from Hog Riders, while hitting large groups of them. Although the Hog Rider is certainly not a liability on defense, the fact that all defensive troops are unimpeded by Walls negates the primary advantage of the Hog Rider. Still, for the space they take they are faster and more damaging compared to Giants.The Hog Rider undergoes significant visual changes at levels 3, 5, 6, 7, 8, 9, and 10. Initially, the Hog Rider is a dark-skinned man with a black mohawk and beard. He also has a gold earring in his right ear and sports two heavy golden wristbands, a red belt, and a brown loincloth. The Hog Rider's hammer has two brass bands. At level 3, his hammer increases in size and turns black. The brass bands on the hammer's head disappear, and the hammerhead goes further down onto the stick, creating a button looking object on the top of the hammerhead. At level 5, his mohawk turns from black to orange, making it similar to that of a level 5 Goblin. At level 6, his hammer gains three large, golden spikes and a bronze plating. At level 7, the edges of his hammer start to glow red, and he gains a brown headband but reverts to a black mohawk. At level 8, his hammer is now mostly golden. His hog also gains a headband. At level 9, the gold on his hammer is much thicker. His headband also lightens in color. At level 10, his hammer turns a bright light blue color that resembles the look of ice. This matches the theme of Town Hall 13. It also gains a small same-colored glow. At level 11, his hammer turns a light greenish color. This matches the theme of Town Hall 14. His hog gains gold armour on its face and muzzle.

Nombr_Generic
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hes is so adorable hes also scared from the human

Cxndy_Tazter
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OH COME HERE SNOW DRAGON I GIVE YOU A BIG

radom.
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A double-barreled shotgun is a break-action shotgun with two parallel barrels, allowing two single shots to be fired in quick succession.



Modern double-barreled shotguns, often known as doubles, are almost universally break action, with the barrels hinge down at the rear to

expose the breech ends for unloading and reloading. Since there is no reciprocating action needed to eject and reload the shells, doubles

are more compact than repeating designs such as pump action, lever action, bolt action, or self-loading shotguns.



Barrel configuration



Double-barreled shotguns come in two basic configurations:

side-by-side (S×S) — the two barrels are arranged horizontally;

over-and-under (O/U) — the two barrels are arranged vertically.

The original double-barreled guns were nearly all S×S designs, which was a more practical design for muzzleloaders.

Early cartridge-firing shotguns also used the S×S action, because they kept the exposed hammers of the earlier muzzleloading shotguns from which they evolved.

When hammerless designs started to become common, the O/U design was introduced, and most modern sporting doubles are O/U designs.

One significant advantage that doubles have over single-barrel repeating shotguns is the ability to have more than one choke at a time.

Some shotgun shooting sports, such as skeet shooting, use crossing targets presented in a narrow range of distance, and only require one level of choke.

Other sports, like sporting clays, give the shooter targets at differing ranges, and targets that might approach or recede from the shooter, and so must be engaged at differing ranges.

Having two barrels lets the shooter use a more open choke for near targets, and a tighter choke for distant targets, providing the optimal shot pattern for each distance.

The disadvantage lies in the fact that the barrels of a double-barreled shotgun, whether O/U or S×S, are not parallel, but slightly angled, so that shots from the barrels converge, usually at "40 yards out".

For the S×S configuration, the shotstring continues on its path to the opposite side of the rib after the converging point; for example,

the left barrel's discharge travels on the left of the rib till it hits dead center at 40 yards out, after that, the discharge continues on to the right.

In the O/U configuration with a parallel rib, both barrels' discharges will keep to the dead center, but the discharge from the "under" barrel will shoot higher than the discharge from the "over" barrel after 40 yards.

Thus, double-barreled shotguns are accurate only at practical shotgun ranges, though the range of their ammunition easily exceeds four to six times that distance.

S×S shotguns are often more expensive, and may take more practice to aim effectively than a O/U.

The off-center nature of the recoil in a S×S gun may make shooting the body-side barrel slightly more painful by comparison to an O/U, single-shot, or pump/lever action shotgun.

Gas-operated, and to a lesser extent recoil-operated, designs will recoil less than either.

More S×S than O/U guns have traditional "cast-off" stocks, where the end of the buttstock veers slightly to the right, allowing a right-handed user to point the gun more easily.

Double-barreled shotguns are also inherently more safe, as whether the shotgun is loaded or can be fired can be ascertained by anyone present if the action is broken open,

or instance on a skeet, trap or hunting clays course when another shooter is firing; if the action is open, the gun cannot fire.

Similarly, doubles are more easily examined to see if loaded than pump or semi-automatic shotguns,

whose bolt must be opened and chamber closely examined or felt to make sure it is unloaded; with a double gun (or a break-action single gun), whether the gun is loaded, i.e.,

has cartridges in any chamber, is easily and immediately seen with a glance (and just as easily unloaded).



Trigger mechanism



The early doubles used two triggers, one for each barrel, located front to back inside the trigger guard.

The index finger was used to pull either trigger, as having two fingers inside the trigger guard can cause a very undesirable recoil-induced double-discharge.

Double-trigger designs are typically set up for right-handed users.[1] In double-trigger designs, it is often possible to pull both triggers at once

firing both barrels simultaneously, though this is generally not recommended as it doubles the recoil, battering both shotgun and shooter,

particularly if it was unanticipated or unintended. Discharging both barrels at the same time has long been a hunting trick employed by hunters using 8 gauge "elephant" shotguns,

firing the two two-ounce slugs for sheer stopping power at close range.

Later models use a single trigger that alternately fires both barrels, called a single selective trigger or SST.

The SST does not allow firing both barrels at once, since the single trigger must be pulled twice in order to fire both barrels.

The change from one barrel to the other may be done by a clockwork type system, where a cam alternates between barrels, or by an

inertial system where the recoil of firing the first barrel toggles the trigger to the next barrel.

A double-barreled shotgun with an inertial trigger works best with full power shotshells; shooting low recoil shotshells often will not reliably toggle the inertial trigger,

causing an apparent failure to fire occasionally when attempting to depress the trigger a second time to fire the second barrel (this also can happen if the first shell fails to fire).

Generally there is a method of selecting the order in which the barrels of an SST shotgun fire; commonly this is done through manipulation of the safety,

pushing to one side to select top barrel first and the other side to select bottom barrel first. In the event that an inertial trigger does not toggle to the second barrel when firing low recoil shotshells,

manually selecting the order to the second barrel will enable the second barrel to fire when the trigger is depressed again.

One of the advantages of double-barreled shotgun with double triggers or SS,

is that the second shot can be taken almost immediately after the first with merely a second trigger pull, without needing to manually operate the action

(which will inevitably destabilize the gun from the shoulder position and affect aim), and can utilize different chokes for the two shots

(assuming, of course, that full power shotshells are fired, at least for a double-barreled shotgun with an inertial type SST, as needed to toggle the inertial trigger).

This can be noticeably faster than a pump shotgun, which requires manually pumping the fore-end to eject

and reload for the second shot, and may be faster, or not slower, than a semi-automatic shotgun (as there are no bolt movements to delay the rechambering of a second shell).

Note, however, in neither the pump or semi-automatic will the second shot be a different choke pattern from the first shot, whereas for a double, the two shots are usually with different chokes.

hus, depending on the nature of the hunt, the appropriate choke for the shot is always at hand. For example, while field hunting flushing birds,

the first shot is usually closer than the second because the bird flies away from the shooter; so, the more open choke (and barrel) would be better for the first shot, and if a second shot is needed,

as the bird is flying away, the more closed (and thus longer distance of an effective shot pattern) choke (and barrel) is then appropriate. Conversely, on a driven hunt, where the birds are driven towards the shooter,

the closed (longer effective distance) choke (and barrel) should be fired first, saving the open

(closer effective distance) choke (and barrel) for the now-closer incoming bird. None of this is possible with single-barrel shotguns, only with a double, whether S×S or O/U.



Regulation



Regulation is a term used for multi-barreled firearms that indicates how close to the same point of aim the barrels will shoot.

A poorly regulated gun may hit consistently with one barrel, but miss consistently with the other, making the gun nearly useless for anything requiring two shots.

However, the short ranges and spread of shot provide a significant overlap, so a small error in regulation in a double is often too small to be noticed.

enerally the shotguns are regulated to hit the point of aim at a given distance, usually the maximum expected range since that is the range at which a full choke is used,

and where precise regulation matters most. The regulation is usually more important in SxS shotguns, as felt recoil differs.

Ignomixed
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I swear, those pants gotta be dead chinese dictators

mihaleben
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How did you even get the full version, Patreon only?

hyrosasake
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after hearing the nostalgic sound of pacman.exe, i began to rethink my life again

mymi
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The computer game sound make a loud sound XD

Yner
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and he flipping and flopping on the computer

bogdan_kit
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Snow Dragon reminds Toby Fox just animal that doing game

MrDribs
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snowdragon is so cute-

bredthecat
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I'm afraid there is already a rule34 of

manloloyojosh