Madden NFL 13
Moderators: Bill_Abner, ScoopBrady
Re: Madden NFL 13
Yep, that was it. DSP RB Test.
While you're at it, mention the use of the accelerated clock in fast sim, too!
While you're at it, mention the use of the accelerated clock in fast sim, too!
Re: Madden NFL 13
Also, for anybody who's interested, I started a QB-only CCM to check it out. Anybody here can join, and games take about 20 minutes to finish as a single player with fast sim on. Details:
10 minute quarters.
Accelerated clock down to 12 seconds (to create some of that tension in getting a play off if you try to audible/hot route, etc).
All-Pro defaults with the exception of Run Blocking bumped up to 65, because too many CPU running backs were getting 1 or 2 YPC. I'm talking multiple games of 20 carries for 30-50 yards, and some of them should never be in that range. If the tailbacks all go bonkers, we'll probably tweak this.
Penalties are adjusted to get some offsides calls, a few holdings, and the occasional roughing the passer.
You can only play quarterback, and no legends. We prefer created player QBs or rookies, but you can do pretty much anything you want other than bring in a Legend (High Draft pick is fine, that way you can start for most teams almost immediately).
If interested, the league is named "DSP QB Only" and the password is "siam007". We're only going to take a couple of days between games, so we won't be sitting around waiting for people to play for a week or anything. But since the games are so fast, I doubt it will be a problem.
10 minute quarters.
Accelerated clock down to 12 seconds (to create some of that tension in getting a play off if you try to audible/hot route, etc).
All-Pro defaults with the exception of Run Blocking bumped up to 65, because too many CPU running backs were getting 1 or 2 YPC. I'm talking multiple games of 20 carries for 30-50 yards, and some of them should never be in that range. If the tailbacks all go bonkers, we'll probably tweak this.
Penalties are adjusted to get some offsides calls, a few holdings, and the occasional roughing the passer.
You can only play quarterback, and no legends. We prefer created player QBs or rookies, but you can do pretty much anything you want other than bring in a Legend (High Draft pick is fine, that way you can start for most teams almost immediately).
If interested, the league is named "DSP QB Only" and the password is "siam007". We're only going to take a couple of days between games, so we won't be sitting around waiting for people to play for a week or anything. But since the games are so fast, I doubt it will be a problem.
Re: Madden NFL 13
Man if you have a Vita or are even thinking of buying one get M13. It looks incredible and is a lot of fun to play even though everything on the field is tiny. The only knock is the stuttering on cutscenes.
Re: Madden NFL 13
TCrouch wrote:Also, for anybody who's interested, I started a QB-only CCM to check it out. Anybody here can join, and games take about 20 minutes to finish as a single player with fast sim on. Details:
10 minute quarters.
Accelerated clock down to 12 seconds (to create some of that tension in getting a play off if you try to audible/hot route, etc).
All-Pro defaults with the exception of Run Blocking bumped up to 65, because too many CPU running backs were getting 1 or 2 YPC. I'm talking multiple games of 20 carries for 30-50 yards, and some of them should never be in that range. If the tailbacks all go bonkers, we'll probably tweak this.
Penalties are adjusted to get some offsides calls, a few holdings, and the occasional roughing the passer.
You can only play quarterback, and no legends. We prefer created player QBs or rookies, but you can do pretty much anything you want other than bring in a Legend (High Draft pick is fine, that way you can start for most teams almost immediately).
If interested, the league is named "DSP QB Only" and the password is "siam007". We're only going to take a couple of days between games, so we won't be sitting around waiting for people to play for a week or anything. But since the games are so fast, I doubt it will be a problem.
If I join and then get called out of town on business, will it just sim my turn if you advance it?
Re: Madden NFL 13
TCrouch wrote:Also, for anybody who's interested, I started a QB-only CCM to check it out. Anybody here can join, and games take about 20 minutes to finish as a single player with fast sim on. Details:
10 minute quarters.
Accelerated clock down to 12 seconds (to create some of that tension in getting a play off if you try to audible/hot route, etc).
All-Pro defaults with the exception of Run Blocking bumped up to 65, because too many CPU running backs were getting 1 or 2 YPC. I'm talking multiple games of 20 carries for 30-50 yards, and some of them should never be in that range. If the tailbacks all go bonkers, we'll probably tweak this.
Penalties are adjusted to get some offsides calls, a few holdings, and the occasional roughing the passer.
You can only play quarterback, and no legends. We prefer created player QBs or rookies, but you can do pretty much anything you want other than bring in a Legend (High Draft pick is fine, that way you can start for most teams almost immediately).
If interested, the league is named "DSP QB Only" and the password is "siam007". We're only going to take a couple of days between games, so we won't be sitting around waiting for people to play for a week or anything. But since the games are so fast, I doubt it will be a problem.
If I join and then get called out of town on business, will it just sim my turn if you advance it?
Re: Madden NFL 13
Yeah, you can set yourself to autopilot in the settings, I believe. And I can force update at any time.
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Re: Madden NFL 13
Was able to snag a copy at Block Buster. Now, I just need an online pass code as it wasn't in the box. Anyone know if I'd get 20 percent off because I had signed up for Season Pass?
Re: Madden NFL 13
In with the Niners. QB is Omar Little
Re: Madden NFL 13
Agreed that this game is very fun. The sound stuttering of the demo is gone, as is some of the tearing. Also, the sidelines are more populated now. I cannot believe how great this game looks on a handheld. Given that there was evidently not much development time on the game, I think that EA did a tremendous job.Rodster wrote:Man if you have a Vita or are even thinking of buying one get M13. It looks incredible and is a lot of fun to play even though everything on the field is tiny. The only knock is the stuttering on cutscenes.
Re: Madden NFL 13
Played only exhibition games, didn't try CCM, quick impressions :
-Game is hard thus far for my offense. I only got points from my Defense and Special Teams. Got a sack fumble on the QB and Raji ran it in for a TD, and Cobb returned a punt for a TD. Other than that, nothing is working in my run game and passing has been challenging. For the first time ever maybe, I feel like I have to earn success in a Madden game. I like that.
-Graphics are better than the demo. The post play is really nice and the colors are much brighter than the demo.
-I dont know why people are complaining about the replays. For the games I've played they've been excellent. I had a great replay of the ball very close up on an INT I got. It looked beautiful.
-Control is great. It feels like controlling a 8-bit game. It's arcadey at times but that's a breath of fresh air in my opinion. Sometimes I want a videogame, not a sim. This is a good mix but the control is old school how I liked it.
-One thing I noticed is momentum is much bigger this year than last. Plus and minus so far for me :
Minus : I had Rodgers throw a pick and it should have been a pick 6. But the momentum carried the CB out of bounds when he had 25 yards clear to the endzone in front of him. I sort of didn't like that since that should have been a pick 6 against me.
Plus : I setup a pass in the flat and my RB got it but instead of turning and staying in bounds, his momentum took him out. he was a pretty big guy so that was realistic. Where a nimble WR maybe would be able to turn the corner and stay in bounds. If momentum depends on player size and agility that's good.
-As mentioned before CPU AI is wonky. CPU AI takes them out of the game sometimes. I can live with it now and it'll probably be patched up soon.
Overall I like the game. It's still Madden which could be a good thing or a bad thing from what you think about the franchise. I dont think the game is worth $60 but I got it on Amazon with the $15 credit which I think is fair for this game. It sometimes plays like a beta but I think after a few patches, it'll tighten things up.
I am someone who just likes to play 16 games and playoffs mainly offline and doesn't really do much online. If CCM lets me just ignore all the offline stuff and just play games, I'll be happy. I'm more interested in the Legendary players in CCM so that's a big selling point for me. But if you like enjoy old school controls and are a fan of the franchise, you'll probably like Madden 13.
-Game is hard thus far for my offense. I only got points from my Defense and Special Teams. Got a sack fumble on the QB and Raji ran it in for a TD, and Cobb returned a punt for a TD. Other than that, nothing is working in my run game and passing has been challenging. For the first time ever maybe, I feel like I have to earn success in a Madden game. I like that.
-Graphics are better than the demo. The post play is really nice and the colors are much brighter than the demo.
-I dont know why people are complaining about the replays. For the games I've played they've been excellent. I had a great replay of the ball very close up on an INT I got. It looked beautiful.
-Control is great. It feels like controlling a 8-bit game. It's arcadey at times but that's a breath of fresh air in my opinion. Sometimes I want a videogame, not a sim. This is a good mix but the control is old school how I liked it.
-One thing I noticed is momentum is much bigger this year than last. Plus and minus so far for me :
Minus : I had Rodgers throw a pick and it should have been a pick 6. But the momentum carried the CB out of bounds when he had 25 yards clear to the endzone in front of him. I sort of didn't like that since that should have been a pick 6 against me.
Plus : I setup a pass in the flat and my RB got it but instead of turning and staying in bounds, his momentum took him out. he was a pretty big guy so that was realistic. Where a nimble WR maybe would be able to turn the corner and stay in bounds. If momentum depends on player size and agility that's good.
-As mentioned before CPU AI is wonky. CPU AI takes them out of the game sometimes. I can live with it now and it'll probably be patched up soon.
Overall I like the game. It's still Madden which could be a good thing or a bad thing from what you think about the franchise. I dont think the game is worth $60 but I got it on Amazon with the $15 credit which I think is fair for this game. It sometimes plays like a beta but I think after a few patches, it'll tighten things up.
I am someone who just likes to play 16 games and playoffs mainly offline and doesn't really do much online. If CCM lets me just ignore all the offline stuff and just play games, I'll be happy. I'm more interested in the Legendary players in CCM so that's a big selling point for me. But if you like enjoy old school controls and are a fan of the franchise, you'll probably like Madden 13.
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Re: Madden NFL 13
I'm actually depressed at the state this game was released in.
Accelerated clock broken.
Setting don't save at all. It doesn't matter what your screen says when you go into a game they are not using the setting you choose.
Fatigue is broken in terms of auto subs.
Accelerated clock broken.
Setting don't save at all. It doesn't matter what your screen says when you go into a game they are not using the setting you choose.
Fatigue is broken in terms of auto subs.
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Re: Madden NFL 13
I can't speak to accelerated clock, but my settings have saved fine.
GT = Wilk5280
Re: Madden NFL 13
I altered the online QB CCM to 7 min quarters, no accelerated clock. If 2 users had to play against each other, the game would take 2 hours. So at least a 7 min quarter game drops the time commitment down until they patch it. Accelerated clock doesn't work AT ALL in online CCM, whether it's coach or player mode in every test I've done.
Odd thing about Subs is last night I started my own offline QB career for the Dolphins. My first game, Reggie Bush had 17 carries and Steve Slaton had 15 without any injuries. It seemed Bush would run a few snaps, then Slaton would come in. The only difference was I was offline and not online. So I bet that has something to do with it. Everything online seems to be busted, but offline works.
Odd thing about Subs is last night I started my own offline QB career for the Dolphins. My first game, Reggie Bush had 17 carries and Steve Slaton had 15 without any injuries. It seemed Bush would run a few snaps, then Slaton would come in. The only difference was I was offline and not online. So I bet that has something to do with it. Everything online seems to be busted, but offline works.
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Re: Madden NFL 13
Some do in offline mode. However I was in game 3 of my online franchise went to league settings and everything was back at defaults. The camera choice and the play call type never save, You have to set conventional at the start of every game and the camera options lasts one play.Wilk5280 wrote:I can't speak to accelerated clock, but my settings have saved fine.
Fatigue is broken, I tested this a lot last night and made videos of it. I am not usually the guy to make videos I am just so disgusted because this is so close to being a great game but this game was released in this state knowingly.
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Re: Madden NFL 13
I am annoyed at the dumb stuff that was left for the retail release, like how when second-string players are mass substituted in preseason, the placekicker becomes the punter. For 3/4 of the game, the computer and I couldn't punt more than 15 yards.
I also saw some RB substitution last night -- I was playing against the Packers, and Benson came out for James Starks after a few runs in the first quarter, but before the end of that quarter. I also had some WRs who I think got subbed for fatigue late in the game, but I'm not 100% sure. This was in an online CCM.
I also saw some RB substitution last night -- I was playing against the Packers, and Benson came out for James Starks after a few runs in the first quarter, but before the end of that quarter. I also had some WRs who I think got subbed for fatigue late in the game, but I'm not 100% sure. This was in an online CCM.
Re: Madden NFL 13
Also, while I would love to join some leagues, I honestly don't want to do anything before seeing what's getting patched. Like Dan said, this game is really screwed up in terms of bugs, even by Madden settings. The fact that they have already announced a patch tells me that EA is pretty aware of a lot of these problems.
Re: Madden NFL 13
Yes.. probably best to wait until the 9/11 update.. right when NHL 13 comes out. 

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Re: Madden NFL 13
I concur that the Vita version runs a bit better in final release than the demo did. Enjoying it.
It's been a couple years away from Madden however... what's a good quarter length for realistic number of plays again? It'll be nice to let the games run long, as I can just put that s*** to sleep when I need to.
It's been a couple years away from Madden however... what's a good quarter length for realistic number of plays again? It'll be nice to let the games run long, as I can just put that s*** to sleep when I need to.
Re: Madden NFL 13
My brother-in-law and I played 3 head-to-head games last night with only a couple of things standing out as WTF moments.
One was the tail end of a 1 vs. CPU that I had been playing when my BIL arrived. I had battled back as the Giants to overtake the Cowboys with 1:25 on the clock, but on the second play from scrimmage for Dallas, Gameflow "Conservative" called a Cover 1 and a Dallas WR burned *everyone* in the secondary by a good 12 yards for an easy haul.
Worse was one of the games against BIL, where I signaled almost too late for a fair catch for a punt, his gunners put in a herculean effort to *not* touch me, at which point my returner caught the ball and ran it back about 20+ yards. My BIL joked it was a fake signal... waving "Don't hit me" at the gunners...
One was the tail end of a 1 vs. CPU that I had been playing when my BIL arrived. I had battled back as the Giants to overtake the Cowboys with 1:25 on the clock, but on the second play from scrimmage for Dallas, Gameflow "Conservative" called a Cover 1 and a Dallas WR burned *everyone* in the secondary by a good 12 yards for an easy haul.
Worse was one of the games against BIL, where I signaled almost too late for a fair catch for a punt, his gunners put in a herculean effort to *not* touch me, at which point my returner caught the ball and ran it back about 20+ yards. My BIL joked it was a fake signal... waving "Don't hit me" at the gunners...

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Re: Madden NFL 13
Posting this here as well.
I played an offline game last night just to test subs.
I set my HB Sub Out at 99 and Sun In at 100. I left the fatigue slider at 50.
I ran Forte on 7 straight dive plays.
On 4th play he turned yellow.
On 6th play he turned orange
On 7th play he turned red.
Next play he is out.
Bush comes in on 3rd play he is yellow,
on 4th play orange
On 5th play red but drive ended.
Forte despite being set at 99 / 100 didn't come out of the game right away or come right back in.
Next Test Same auto subs settings but I set the fatigue slider to 70.
Play 3 forte is orange
Play 4 he is red
Play 5 he is out.
This sounds about right since the fatigue slider went up 20 points but he is set to 99/100 why is he in so long?
Next Tests Auto Sub Out set to 90 and Sub In set to 95. Fatigue slider still at 70
Play 3 forte is orange
Play 4 he is red
Play 5 he is out.
Play 6 Bush is blue
Play 8 Bush is yellow
Play 9 Bush is red
Play 10 he is out and Forte is in at yellow.
So changing the Auto Subs did nothing to effect when he comes in and out of the game. WTF does Auto Subs do then if by my tests the fatigue slider is what is causing the in and out? I plan to run the same tests on NCAA tonight.
I played an offline game last night just to test subs.
I set my HB Sub Out at 99 and Sun In at 100. I left the fatigue slider at 50.
I ran Forte on 7 straight dive plays.
On 4th play he turned yellow.
On 6th play he turned orange
On 7th play he turned red.
Next play he is out.
Bush comes in on 3rd play he is yellow,
on 4th play orange
On 5th play red but drive ended.
Forte despite being set at 99 / 100 didn't come out of the game right away or come right back in.
Next Test Same auto subs settings but I set the fatigue slider to 70.
Play 3 forte is orange
Play 4 he is red
Play 5 he is out.
This sounds about right since the fatigue slider went up 20 points but he is set to 99/100 why is he in so long?
Next Tests Auto Sub Out set to 90 and Sub In set to 95. Fatigue slider still at 70
Play 3 forte is orange
Play 4 he is red
Play 5 he is out.
Play 6 Bush is blue
Play 8 Bush is yellow
Play 9 Bush is red
Play 10 he is out and Forte is in at yellow.
So changing the Auto Subs did nothing to effect when he comes in and out of the game. WTF does Auto Subs do then if by my tests the fatigue slider is what is causing the in and out? I plan to run the same tests on NCAA tonight.
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Re: Madden NFL 13
Your test is using insane variables. It's like I tell users of my program when they say something's broken, and they input variables that make no sense to try to prove it. Nobody would ever set the sub in and out at 99 and 100. You'd run out of running backs every play because one might drop to 96 for a single carry, then your 2nd back would do the same, then your 3rd, etc. You MIGHT get your starter back after your 3rd or 4th one gets his run in, but it would be a roster disaster. I could completely see that actually being "working as intended" by EA.
They probably have a ceiling cap to prevent users from doing something ridiculous...which then leads to the question "why allow it in the first place?", which is valid. But 99/100 isn't a test. It's like testing to see how our public schools are doing by quizzing 100 inner city poverty stricken grammar school kids on nuclear fission. It's guaranteed to be useless.
Putting subs at something more manageable (75 and 90) I saw almost the exact same thing as you. 4 or 5 carries and a sub. So I bet it's there the same, it just doesn't do 99/100 or 95/100 or anything like that. In no way am I saying Madden gets a free pass, because there are ALL SORTS OF THINGS that are borked in this release on the core stuff. Not necessarily gameplay, but the clock management, subs, accelerated clock, preseason subs where every single game starters play 1 quarter instead of 1/2/3/zero like it had been in the past...kickers and punters who sub out and in after the 1st quarter and can't kick a 20 yard punt or make a 20 yard FG, accelerated clock being disabled in CCM player mode Fast Sim (when you don't have the ball) so that if you give a team the ball back with 40 seconds left, they can run 6 or 7 plays and beat you, etc. etc. etc.
But those testing variables are just as nuts
They probably have a ceiling cap to prevent users from doing something ridiculous...which then leads to the question "why allow it in the first place?", which is valid. But 99/100 isn't a test. It's like testing to see how our public schools are doing by quizzing 100 inner city poverty stricken grammar school kids on nuclear fission. It's guaranteed to be useless.
Putting subs at something more manageable (75 and 90) I saw almost the exact same thing as you. 4 or 5 carries and a sub. So I bet it's there the same, it just doesn't do 99/100 or 95/100 or anything like that. In no way am I saying Madden gets a free pass, because there are ALL SORTS OF THINGS that are borked in this release on the core stuff. Not necessarily gameplay, but the clock management, subs, accelerated clock, preseason subs where every single game starters play 1 quarter instead of 1/2/3/zero like it had been in the past...kickers and punters who sub out and in after the 1st quarter and can't kick a 20 yard punt or make a 20 yard FG, accelerated clock being disabled in CCM player mode Fast Sim (when you don't have the ball) so that if you give a team the ball back with 40 seconds left, they can run 6 or 7 plays and beat you, etc. etc. etc.
But those testing variables are just as nuts

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Re: Madden NFL 13
In past versions I have set my sub out at 85 and sub in at 90 and have seen more subbing then a 70/75 Maybe 99/100 is insane but it should work. At the very least 90/95 should work.
The bottom line and feel free to test if you like is that Auto Subs appears to be doing jack s***. The Fatigue slider and game variables appear to be the only thing effecting subs. For example I did one more test not noted at the "insane" 99/100 but the game was in the rain and Forte got tired more quickly.
I'm willing to bet you can set the AS to any numbers you want and it won't make a lick of difference in when the person comes in or out
The bottom line and feel free to test if you like is that Auto Subs appears to be doing jack s***. The Fatigue slider and game variables appear to be the only thing effecting subs. For example I did one more test not noted at the "insane" 99/100 but the game was in the rain and Forte got tired more quickly.
I'm willing to bet you can set the AS to any numbers you want and it won't make a lick of difference in when the person comes in or out
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Re: Madden NFL 13
That's entirely possible. But like I said, I saw a few carries for Bush, a few carries for Slaton in a game offline (which I know yours was too), which is perfectly believable. I just don't know why you'd go with 99/100 and expect it to work. In my program, it's like setting a minimum and maximum so close together it actually breaks the code...the engine just goes "what the hell do I do with this?" and suspends itself. I imagine the same thing happening here is what I'm getting at. I bet it just goes back to an internal default or something.
We sure as hell know that there's another end of the spectrum--like 40 something carries without ever being subbed out other than 3rd and medium or 3rd and long like in our RB CCM
We sure as hell know that there's another end of the spectrum--like 40 something carries without ever being subbed out other than 3rd and medium or 3rd and long like in our RB CCM

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Re: Madden NFL 13
Because it is there that's why. If they don't have it working because of some set internal rule then that is just lazy programming, something unfortunately I am all too familiar with as more CS guys come out of school these days, and also horrible user interface. You don't give someone the ability to set a number range but internally set limits.TCrouch wrote: I just don't know why you'd go with 99/100 and expect it to work.
Of course 99/100 is unrealistic in terms of game play but if it breaks the code you're a shitty programmer. It's pretty simple logic if player fatigue is at 99% of his max fatigue sub out, if his fatigue is at 100% of max fatigue sub in. Really break the code, LOL.
Wanted to make sure Terry knew I wasn't specifically referring to him when I said your. I meant in general. I have no idea what Terry does for a living, I thought he was a pro gamer

Last edited by Danimal on Wed Aug 29, 2012 12:22 pm, edited 1 time in total.
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Re: Madden NFL 13
Also can anyone tell me if you do a d-line audible to crash the line is it actually setting your guys to crash the line? Because it does something else for me. Same with Edge Rush that audible doesn;t do what I expect either.
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