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  #571  
01-13-2011, 02:05 PM
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Muscular contractions in their tails, I suspect. That's how a lot of prosthetic arms work, by shoulder movements.

  #572  
01-30-2011, 11:02 AM
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question: Why can't Mudokons Swim, is it ever explained?
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  #573  
01-30-2011, 01:00 PM
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Because Gabbits can? I think it might have been to differ Abe and Munch a little more gameplay-wise. If Abe could swim, then Munch would lose one of his unique abilities. But... this isn't all true, Munch would still be able to jump out of the water into the air and stuff. Other thing I can think of is that Mudokons evolved from birds and some birds can't swim too well.
  #574  
01-30-2011, 01:05 PM
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If Abe could swim, then Munch would lose one of his unique abilities.
  #575  
01-31-2011, 08:13 AM
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The great apes excluding humans are known to be poor swimmers. They are not very buoyant and water runs into their nostrils easily. Mudokons might have the same problem. Not with nostrils, obviously, but with buoyancy. They have very little fat that might otherwise keep them afloat, despite their alleged avian ancestry they clearly have no air sacks for breathing, and the mammalian thoracic inflation that appears to facilitate their breathing also seems to rule out a pneumatic humerus.
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  #576  
02-03-2011, 02:33 AM
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And another question.
Who is the artist behind the Oddworld artwork such as concept art? I forgot his/hers name
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  #577  
02-03-2011, 02:53 AM
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Steven Olds: Designed Abe
Farzad Varahramyan: Designed Munch
Raymond Swanland: Designed Stranger
Silvio Aebisher
Gautam Babbar

  #578  
02-25-2011, 12:03 PM
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If sligs could look up or down then abe is in serious s**t well if slig shoots up and down
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  #579  
02-26-2011, 12:39 AM
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If sligs could look up or down then abe is in serious s**t well if slig shoots up and down
This is a place to ask questions or to post answers. Your post was neither of those.

  #580  
02-26-2011, 01:14 AM
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Well damn sorry xavier. Well i got a question. Why glukkons are like bosses to sligs? Sligs just can shoot em if they get mad and glukkons got no arms to do nothing... well expect their big fat heads
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  #581  
02-26-2011, 08:40 AM
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Sligs lack the will, effort, intelligence and organisational skills to rebel. Besides, everything they want is already provided to them by the Glukkons.

  #582  
02-26-2011, 05:45 PM
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Well damn sorry xavier. Well i got a question. Why glukkons are like bosses to sligs? Sligs just can shoot em if they get mad and glukkons got no arms to do nothing... well expect their big fat heads
Because if the shot the Glukkons, they would very quickly find themselves without guns, ammo, pants, food and quiet places to sleep. Also, they're petrified of their mother Skillya, who sells them to the Magog Cartel as security guards.
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  #583  
02-26-2011, 07:31 PM
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It's the economy, stupid!
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  #584  
02-26-2011, 11:44 PM
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Well damn sorry xavier. Well i got a question. Why glukkons are like bosses to sligs? Sligs just can shoot em if they get mad and glukkons got no arms to do nothing... well expect their big fat heads
Have you heard of the Russian Revolution?
  #585  
02-27-2011, 04:01 AM
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Well i didn't knew thats why i asked don't such offensive to me.. thanks anyways
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  #586  
02-27-2011, 07:18 PM
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Qusetion. I finally got an original X-BOX with only one controller. To make the cheat mode active, I need two for a short period of time.
My plan is this:
1. borrow controller
2 activate cheat mode in a game
3. save game from where cheat activation thingey was used
4. finish game
5. delets all saves excepting the one where I activated the cheat enabler thing
6. Replay game from same save, using cheats even after i return the second controller

Will this work?
  #587  
03-08-2011, 09:28 PM
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Something I should have questioned a long time ago. Why on earth did they have a ZAP vending machine in Munch's Oddysee? Obviously for Munch to use and zap baddies right? So who the hell made them? Why?

Too much thought?
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Miss Mudokon...............Oddworld Insanity

  #588  
03-09-2011, 02:13 AM
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Zap is a sports drink, I do believe. Their placement would be to get people hooked on it.
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  #589  
03-09-2011, 02:18 AM
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I think it would be better to question the ready supply of grenades in a meat processing plant.
  #590  
03-09-2011, 06:05 AM
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They probably meet the requirements of an obscure law. The right to bear military-grade explosives in the workplace or something.
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  #591  
03-09-2011, 09:24 AM
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I think the grenades where never really fluff related, just a game mechanic but if you were to add them into oddworld canon I would suggest that sligs carry them in the possibility of a breakout or emergency, besides the escape of Rupturefarms where you had to destroy the mines by crouching and throwing the bomb down, one should also note that in fact all other bombs are well 'guarded' with multiple sligs.
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Oh yeah, fair point. Maybe he was just tortured until he lost consciousness.

  #592  
03-09-2011, 06:34 PM
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It's worth noting that all the industrial facilities we've seen so far have been outfitted like military operations.
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  #593  
04-14-2011, 06:33 AM
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Isn't RuptureFarms a play on words with some food company that ends with Farms? I thought so but I can't remember what.

I'd say all the grenades and weaponry in every industrial facility is just to make sure that the slave workers either stay and obey or die. Kinda goes without saying, it also gives a very sinister feel to those places when death is around every corner aside from making fun challenging gameplay.
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Last edited by ziggy; 04-14-2011 at 06:39 AM..
  #594  
04-23-2011, 09:01 PM
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Alright, different question.
In SW, we see that Stranger is without horns. However, the mounted heads in Sekto's office clearly have horns. Did Stranger break his off, or was he born without them, or what?

While we're on that topic, if he has four legs, each pair going in a different direction, how did he manage to walk as if he were bipedal?

One last question: Sekto killed Steef like they were wild animals, and everyone treated them like wild animals, yet the Olden Steef and Stranger know how to talk. I have my own insane theories for this, but what do you think?
  #595  
05-01-2011, 07:19 PM
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I can answer the first one, in the cutscene where stranger gets caught being a steef the boss outlaw says stranger cut his horns off.
  #596  
05-01-2011, 07:29 PM
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the boss outlaw says stranger cut his horns off.
I don't remember that, but I do remember some shit about his absense of horns, so it's believable.

Also, both the mounted steef heads in Sekto's office and the wanted papers for steef display steef with ram-like horns, however the guardian steef in the grubb ruins had cattle-like horns, as did some concept art.
So...which is it?

My other questions are still open for answers BTW.
  #597  
05-02-2011, 09:24 AM
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I can answer the first one, in the cutscene where stranger gets caught being a steef the boss outlaw says stranger cut his horns off.
I think the actual line is "It's a god-dang steef! Been hidin' his legs... ain't got no horns!"

So it's up in the air, but I think that would imply he never grew any in the first place.
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  #598  
05-02-2011, 06:49 PM
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I think the actual line is "It's a god-dang steef! Been hidin' his legs... ain't got no horns!"
Ah, yes, that sounds better.
I always preferred the option of a birth defect for Stranger. Gave him more of a 'tragic backstory' sort of feel.

OOH good question, so clakkers are like chickens, right? So, does that mean that if they get their head cut off, they still run around like one? I remember something in the manual saying something of the sort, but still.

Last edited by Gwan-Thwei; 05-02-2011 at 06:50 PM.. : Problems with quoting shit
  #599  
05-02-2011, 10:23 PM
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One fan theory was that Stranger was actually a female steef, which would explain both the horns and her small stature.
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  #600  
05-03-2011, 12:29 AM
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It think the horns were cut, a bit like hellboy:



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