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Baerman - Gregersen - Pierce

FST 10C
16 March 2016
Bikini Bottom Spinner
Tired of your duck, ball-tossing, and dart throwing games? The Bikini Bottom
Spinner is the answer to all that has been sought out. This game takes a refreshing take
on spinners. Winning candy, having fun, and creating memories with the cast from
SpongeBob Squarepants is what the Bikini Bottom Spinner is all about! Not to mention,
you can improve your bottom line.
Description
Step right up and test your luck on the Bikini Bottom Spinner for just $1! The
game consists of one spinner with four wedges on it, and three large boxes. The
spinner was inspired by characters from Bikini Bottom, Mr. Krabs, Patrick, SpongeBob,
and Squidward. The spinner is divided up as follows: 15% to Squidward, 40% to Mr.
Krabs, 30% to Patrick, and 15% to SpongeBob. Each box is based off of one of those
characters, except for Squidward; he does not get a box due to his attitude. Inside of the
boxes, there are clothespins with numbers written on them. Mr. Krabs box has four
clothespins; three clothespins have a one written on it, and one has a two written on it.
Patricks box has six clothespins; two of them have a one, two have a two, and one of
them has a three on it. SpongeBobs box has five clothespins; two have a two on them,
two have a three, and one of them has a four. These numbers represent the prize sizes.
A one is a small of two small candies, worth $0.25. A two is a medium small prize,
worth $0.90, consisting of a candy bar. A three is a medium large prize, worth $1,
consisting of a candy bar and a piece of gum. A four represents the grand prize, worth
$2, consisting of two candy bars, and two pieces of gum.

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Figure 1. Bikini Bottom Spinner.


Figure 1, above, shows the aerial view of the actual game. There are 3 main
parts: the spinner at the right, the character prize boxes at the bottom left, and the rules
and prize board at the top.

Directions

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Once the player has payed $1, they can spin the spinner. Once the spinner is
spun, they will reach into the box of the correlating character design that they spun.
They will grab a clothespin without looking from the box as their prize token. After the
clothespin is chosen, the player will get the correlating prize based off of the number on
the clothespin, and the clothespin is to be returned to the correct box. For instance, if
the player spins Patrick, they would reach into Patricks box to grab a clothespin. Say
they grabbed a clothespin with a two on it, they would get the medium small prize of a
candy bar, and they would put the clothespin back into Patricks box. Unfortunately for
the player, if they spin Squidward, they do not get an opportunity to reach into any box,
since Squidward did not want one made for himself, so the round is forced to end and
the player does not win anything.
Rules
1. The spinner must be spun a full rotation (360) at least. Otherwise, the player must
spin again before being able to choose a clothespin from a box.
2. The player then chooses a clothespin from the box with the character corresponding
with the one spun on the spinner.
3. Once the clothespin is chosen and the prize is given to the player, the clothespin
must be returned to the appropriate box, before another round is played.

Theoretical Probability I

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16 March 2016

Figure 1. Sample Space


Figure 2, above, shows the sample space for all the possible results of the
carnival game. The first value represents the possible characters on the spinner, and
the second value represents the possible prize numbers. Notice that Squidward is
alone, since getting him is a direct loss and there is no next step.
Appendix A shows a tree diagram with three probabilities. The first values
vertically at the left give the probability of spinning each character. The next values
vertically toward the middle give the probability of getting each prize for each character
specifically; (for example, if looking at getting a small prize when a clothespin will be
chosen from Patricks box, P(S | Pat) = 0.75). These were found by taking the number of
clothespins with that prize number on it and dividing it by the number of clothespins in
that characters box. Finally, the probability of getting each option overall is noted by an
asterisk* at the right; these values were found by taking the given chances of getting a
prize given a character already spun by the probability of spinning that character. The
probabilities with a 0 are not even possible options, which is why they were not
included in the sample space, however, they were shown in the tree diagram to easily
compare the chances of getting each prize from one character to another.

P(Squid) = 0.15

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16 March 2016
P(M.K S) = (0.75 0.4) = 0.3
P(M.K MS) = (0.25 0.4) = 0.1
P(Pat S) = (0.3333 0.3) = 0.1
P(Pat MS) = (0.5 0.3) = 0.5
P(Pat ML) = (0.1667 0.3) = 0.05
P(Sponge MS) = (0.4 0.15) = 0.06
P(Sponge ML) = (0.4 0.15) = 0.06
P(Sponge GP) = (0.2 0.15) = 0.03
Figure 3. Probability of Each Possible Outcome
Figure 3, above, gives the probabilities for all possible outcomes. Each
value was found by taking the probability of getting each certain result,
given a characters box, multiplied by the chance of getting that character
on the spinner. (Squidward is the exception since he does not have a box,
where simply P(Squid) = 0.15). For example, when looking at getting a small
prize in Mr. Krabs box, P(S | M.K) = 0.75. In terms of just getting Mr. Krabs on
the spinner, P(M.K) = 0.4. When multiplying those numbers together, the
result is the intersection probability: P(M.K MS) = 0.1, as shown in Figure 3.
This same work was done for every prize value.
P(Squid) = 0.15
P(S) = (0.3 + 0.1) = 0.4
P(MS) = (0.1 + 0.15 + 0.06) =0.31
P(ML) = (0.05 + 0.06) = 0.11
P(GP) = 0.03
Figure 3. Final Prize Result Probabilities
Figure 3, above, gives the overall probabilities for each prize. Losing
with Squidward is P(Squid) = 0.15. Adding together the separate chances of
getting a small prize from Figure 2, through Mr. Krabs as P(M.K S) = 0.3
and Patrick as P(Pat S) = 0.1 led to P(S) = 0.4 overall, which is the most
likely result. Adding together the chances of a medium small prize through

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Mr. Krabs, Patrick, and SpongeBob was found as P(MS) = 0.31. By adding the
chances of getting a medium large prize through Patrick and SpongeBob,
P(ML) = 0.11. The P(GP) = 0.03, which has the lowest chance of happening
and can only be done through SpongeBob.
Overall, P(win prize) = 0.85, and P(lose) = 0.15. If, however, getting a prize was
not considered winning unless money was being made, the probabilities could be
considered differently. For making money, P(win) = 0.03, since the only chance of the
player making money is with the grand prize. For breaking even, P(no money change)
= 0.11, which would be by getting a medium large prize through SpongeBob or Patrick.
Then, P(lose money) = 0.86, because the player would lose money by getting
Squidward, a small prize, or medium small prize.

Theoretical Probability II

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Table 1
Theoretical Probability
Squid

MS

ML

GP

-1.00

-0.75

-0.10

+1

P($)

0.15

0.4

0.31

0.11

0.03

Table 1, above, gives each of the amounts of money the player could win or lose
overall based on the worth of the prizes, with the original $1 they payed taken into
account. Recall that the small prize is worth 25, the medium small 90, the medium
large $1, and the grand prize $2. For the player to make money, which can only be done
through the grand prize, P(GP) = 0.03, which means there is only a 3% chance that they
could make money. To find out how much money the player is expected to make (or
lose) if playing this game for an extended amount of time, the expected value was
calculated, and is shown below.

Figure 4. Theoretical Expected Value


Figure 4, above, gives the theoretical expected value for the player of the
carnival game. To find the value, each possible amount of money the player could win
or lose was multiplied by its respective probability of occurring, and then each value was
added together. (The multiplied values were the vertical columns from Table 1, and then
they were added across). In the end, it is expected that the player would lose 45 when
playing this game. Oppositely, the owner of the game would gain 45 in the long run.
Experimental Probabilities

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Simulation 1
For this first simulation, the actual carnival game was played through 50 times.
Table 2
Number of Character and Prize Occurrences
Squidward

Prize

Mr. Krabs

Patrick SpongeBob

Total

Lose

Small

17

18

Medium Small

21

Medium Large

Grand Prize

23

12

50

Total

Table 2, above, shows how many times each character was spun in the total row
across the bottom, and the amount of times each prize was won at the total column at
the right. Each other cell gives the number of prize types won for each specific
character.
Table 3
Probability of Prize Occurrences Given Each Character For Experimentation
Squidward

Prize

Mr. Krabs

Patrick

SpongeBob

Lose

Small

0.7391

0.1111

Medium Small

0.2609

0.7778

0.6667

Medium Large

0.1111

0.25

Grand Prize

0.0833

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16 March 2016
Table 3, above, shows the probabilities for getting each prize, given that a certain
character was already spun. This was done by taking the amount of a certain prize size
for a character from Table 2, and dividing it by the total amount of times that character
was spun. For example, when looking at the probability of getting a small prize when it
was established that a clothespin was being chosen from Mr. Krabs box, P(S | M.K) =
(17/23) = 0.7391. Horizontally, adding the chances together does not mean anything;
vertically, each column equals 1, which means that 100% of the possible options for
each character are correctly included in the table.
Table 4
Probability for Each Outcome

Prize

Squidward

Mr. Krabs

Patrick

SpongeBob

Total

Lose

0.12

0.12

Small

0.34

0.02

0.36

Medium Small

0.12

0.14

0.16

0.42

Medium Large

0.02

0.06

0.08

Grand Prize

0.02

0.02

0.12

0.46

0.18

0.24

Total

Table 4, above, gives the overall probability for each prize from the total amount
of trials. Each main cell took the total number of times that prize was won for that
character, divided by the total number of trials. The total on the right shows the
probability that a certain prize was won, while the the total row across the bottom shows
the probability that each character was chosen.
Table 5
Probabilities of Total Money Exchange Values

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Squid

MS

ML

GP

-1.00

-0.75

-0.10

+1

P($)

0.12

0.36

0.42

0.08

0.02

Table 5, above, gives the chance of making or losing each amount of money for
the player. Just like the expected value was found theoretically with Table 1 and Figure
4, the experimental expected value can be found for the 50 trials of the real game, as
shown below.

Figure 5. Experimental Expected Value


Figure 5, above, gives the expected value for the experimentation of actually
playing the game. By multiplying the probability of getting each prizes value by the
respective value itself and then adding each of those values together, it was found that
the player is expected to lose 41 in the long run for actually playing this game.
Simulation 2
This simulation was designed through the TI-nSpire CX calculator to run 500
simulated trials of the created carnival game. First, a number from 1-100 was randomly
generated using the function randInt(1,100); this number represented the wedge that
the spinner landed on, and the values chosen correlate with the percent chance of
actually getting that option in the real game. If the number was between 1-15 inclusive,
Squidward was the correlating wedge that would have been spun in the real game. For
numbers 16-55 inclusive, Mr. Krabs was the correlating spinner wedge that would have

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been spun if the game was played. Numbers 56-85 inclusive meant Patrick would have
been spun, and numbers 86-100 correlate with SpongeBob.
Next, a second number from 1-100 was generated also using the randInt(1,100)
function; it represented the clothespin being chosen from a characters box. The number
generated depends on what the first generated number was, since the prizes for each
spinner wedge are different. The meaning behind the values was decided by the chance
of choosing that type of clothespin. For Mr. Krabs, the numbers 1-75 correlated with
choosing a clothespin that has a #1 on it for a small prize, and numbers 76-100 with
choosing a clothespin that has a #2 on it for a medium small prize. For Patrick, the
numbers 1-33 correlated a small prize, and numbers 34-83 with a medium small prize,
and numbers 84-100 are associated with a mid-level large prize. For SpongeBob, the
numbers 1-40 correlated with the medium small prize, 41-80 the medium large prize,
and numbers 81-100 the grand prize. For example, if first #50 was generated, and then
second #38, Mr. Krabs was spun and a clothespin with a number one for a small prize
was picked from Mr. Krabs box.

Table 6
Calculator Simulated Number of Prize and Character Occurrences
Squidward
Prize

Lose

78

Mr. Krabs
0

Patrick
0

SpongeBob
0

Total
78

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Small

161

46

207

Medium Small

48

76

28

152

Medium Large

19

31

50

Grand Prize

13

13

78

209

141

72

500

Total

Table 6, above, shows the amount of times that each prize is selected per
character. The total on the right side shows the number of times each prize was
selected. The total across the bottom shows the total amount of times each character
was selected.
Table 7
Calculator Simulated Chance of Prize Occurrences Given Each Character
Squidward

Prize

Mr. Krabs

Patrick

SpongeBob

Lose

Small

0.7703

0.3262

Medium Small

0.2297

0.539

0.3889

Medium Large

0.1348

0.4306

Grand Prize

0.1806

Table 7, above, shows the probabilities for getting each prize, given that a certain
character was already spun. When Patrick was already spun, the chance of getting a
small prize was P(S | Pat) = 0.3626. When Mr. Krabs was spun, the chance of getting a
small prize was P(S | M.K) = 0.7703.
Table 8
Probability of Each Overall Outcome

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Squidward

Prize

Mr. Krabs

Patrick

SpongeBob

Total

Lose

0.156

0.156

Small

0.322

0.092

0.414

Medium Small

0.096

0.152

0.056

0.304

Medium Large

0.038

0.062

0.1

Grand Prize

0.026

0.026

0.156

0.418

0.282

0.144

Total

Table 8, above, gives the total chance of getting a specific prize value overall.
The total column at the right gives the total chance of getting a certain prize size, the
bottom total row gives the the total chance of spinning each character, and the other
cells in the table give the intersection probability of getting a specific prize size through
each characters box (but not the chance given the character was already spun). For
example, P(S) = 0.414, so there is a 0.414 chance that the small prize will be won
overall. There is a P(S | Pat) = 0.092 chance that it will be from a clothespin in Patricks
box, and a P(S | Pat) = 0.322 chance that it will be from a clothespin in Mr. Krabs box.

Table 9
Probabilities of Total Money Exchange Values
Squid

MS

-1.00

-0.75

-0.10

P($)

0.156

0.414

0.304

ML
0

GP
+1

0.1 0.026

Table 9, above, gives the probabilities of the player getting each possible
amount of money from the calculator simulation of playing the game. Just like for the

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other simulation and the theoretical expected values, the expected value for this
simulation took the amounts of money the player could win or lose overall, and
multiplied each value individually by the respective probability of the player winning or
losing that much money.

Figure 6. Calculator Simulation Experimental Expected Value


Figure 6, above, shows the expected value for the 500 trials of the calculator
simulation of the carnival game. In the end, a player would be expected to lose 47 from
playing this game, and the owner of this game would earn 47.
Simulation 3
This simulation was designed through the JCreator LE scripting JAVA program to
have 5000 simulated trials of the created carnival game. Appendix B shows all of the
program setup. First, the program sets up a random decimal from 0 to .99; this number
represented the wedge that the spinner landed on, and the values chosen correlate with
the percent chance of actually getting that option in the real game. If the decimal was
between 0 to .14 inclusive, Squidward was the correlating wedge that would have been
spun in the real game. For decimals .15 to .54 inclusive, Mr. Krabs was the correlating
spinner wedge that would have been spun if the game was played. Decimals .55 to .84
inclusive meant Patrick would have been spun, and decimals .85 to .99 correlate with
SpongeBob.
Next, the programs sets up another random decimal from 0 to .99 was
generated. This second number generated depends on what the first generated number

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was, since the prizes for each spinner wedge are different. For Mr. Krabs, the decimals
0 to .74 inclusive correlate with choosing a clothespin that has a #1 on it, which is a
small prize, and decimals .75 to .99 inclusive with choosing a clothespin that has a #2
on it for the medium small prize. For Patrick, the decimals 0 to .32 correlate with a small
prize, and numbers .33 to .82 with a medium small prize, and decimals .83 to .99 are
associated with a medium large prize. For SpongeBob, the decimals 0 to .39 result in a
mid-level small prize, .40 to .79 a mid-level large prize, and decimals .80 to .99
represent winning the grand prize.
The program was looped to run a total of 5,000 trials. It ran a test to generate the
first number for the spinner, and blocked each character separately in a way that would
give the same amount of prizes for each character as the number of times that
character was spun. The results are printed nicely, giving the number of times that each
character was spun, the amount of times each prize size was chosen for that character
and the total amount of times each prize was won overall.

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Figure 7. JAVA Simulation Printed Results


Figure 7, above, shows the results from a given trial from printing the JAVA script.
It shows the amount of times each character was spun, the amount of times each
prize was won from each character, and the total number of times each prize was won.
There were 749 games where the player lost by spinning Squidward, 2,000 small prizes
given away, 1,505 medium small prizes, 607 medium large prizes, and 139 grand
prizes.

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Table 10
JAVA Simulated Number of Character and Prize Occurrences

Prize

Squidward

Mr. Krabs

Patrick

SpongeBob

Lose

749

749

Small

1498

502

2000

Medium Small

457

763

285

1505

Medium Large

271

336

607

Grand Prize

139

139

749

1955

1536

760

5000

Total

Total

Table 10, above, shows how many times each character was chosen, plus how
many of each prize was won through that character respectively. The total on the right is
how many times overall each prize occurred, and the total across the bottom is how
many times the character was spun.
Table 11
Simulated Chance of Prize Occurrences Given Each Character
Squidward

Prize

Mr. Krabs

Patrick

SpongeBob

Lose

Small

0.7662

0.3268

Medium Small

0.2338

0.4967

0.375

Medium Large

0.1765

0.4421

Grand Prize

0.1829

Table 11, above, shows the probabilities for getting each prize, given that a
certain character was already spun. For the small prize, given that a clothespin would

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be chosen from Patricks box, P(S | Pat) = 0.3268; when a clothespin would be chosen
from Mr. Krabs box, P(S | M.K) = 0.7662
Table 12
JAVA Simulation Probability of Each Outcome Chart
Squidward

Prize

Mr. Krabs

Patrick

SpongeBob

Total

Lose

0.1498

Small

0.2996

0.1004

0.4

Medium Small

0.0914

0.1526

0.057

0.301

Medium Large

0.0542

Grand Prize

0.0278

.0278

0.1498

0.391

0.3072

0.152

Total

0 0.1498

0.0672 0.1214

The most important values of Table 12, above, give the total probabilities of
getting each specific prize value overall; the total column at the right gives the total
chance of getting each prize size. The bottom total row gives the the total chance of
spinning each character. The other cells in the table give the intersection probability of
getting a specific prize size from each characters box. For example, P(S) = 0.4, so
there is a 0.4 chance that the small prize will be won overall.

Table 13
Probabilities of Total Money Exchange Values
Squid
$

-1.00

S
-0.75

MS
-0.10

ML

GP
0

+1

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P($)

0.1498

0.4

0.301

0.1214 0.0278

Table 13, above, gives the probabilities of the player winning or losing each
amount of money based on the JAVA simulation. The expected value for the simulation
took the amounts of money the player could win or lose overall, and multiplied each
value individually by the respective probability and added each value together.

Figure 8. JAVA Simulation Experimental Expected Value


Figure 8, above, used the values from Table 13 to calculate the expected value
for the JAVA simulation, like each of the other simulations. Based off of the simulation, it
is expected for a player to lose 45 in the long run of playing this game, and the owner
to win 45.
Each of the simulations provided a different way to test the simulation, and each
one is comparable to each other, as well as the theoretical probability. The first
simulation was actually playing the created game. The results were quite surprising, for
SpongeBob was spun more than half the times that Mr. Krabs was, despite the
expected probability of it being spun much less than that. Patrick, on the flipside, was
spun much less than what was calculated that he should spin. The chance of getting
each prize was less varied, though every chance was more or less by a little bit. Having
only 50 trials is what gave these results; if, say 1,000 trials were done, it would be
expected for the results to be much closer to the theoretical probability. While it took a
while to actually do and record the results, it was quite fun to test out the carnival game.

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The 500 calculated trials had more stable results, with the results being quite a bit
closer to the theoretical probability. It can definitely be said, however, that it was not fun
to press buttons on the calculator 100s of times. The JAVA simulation was very close to
the theoretical values, and that was in part due to having so many trials. In fact, exactly
40% of the prizes won was for the small prize. It took some time, but it was not too
tough to create the program, and it was very simple and nice to click a button and have
5,000 trials completed.
Bikini Bottom Spinner Summary
Straight from the underwater fryer to your carnival, we present the Bikini Bottom
Spinner! This game consists of an easy to follow spinner and boxes with prize tokens
inside, all of which are decorated to appeal to all ages. The first step to this game is
straight-forward: pay the $1 fee and then spin the spinner. Now, based on the character
spun, the player will move onto the next round. Spinning Patrick, Spongebob, and Mr.
Krabs qualify the advancement. Landing on Squidward will end the round and the player
has lost. After the character is spun, go to the decorated boxes. Each boxs detailed
design was inspired by their specific character. The last part is to pick a prize token, a
numbered clothespin, from the box that corresponds with the character spun. The
number on the chosen clothespin will determine the prize won. There are 4 prize levels.
One is small and has 2 Hersheys kisses. Two is the medium small prize and the reward
is a candy bar. Three is a medium large prize that consists of a candy bar and a piece of
gum. Four is the grand prize as the ultimate prize, and consists of 2 candy bars and 2
pieces of special gum.

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Excessive amounts of sweets is not the only attraction. Buying this game will
bring an influx of money and a good-ole time to the jellyfish hunting carnival goers.
Purchasing the Bikini Bottom Spinner is a long term investment because it gives the
illusion of profit in players perspective. Even though they should lose money almost all
the time, they will feel like they are always winning since they would almost always get a
prize, aside from them getting Squidward. Having this perspective brings hordes of
people to this fantastic game of spins and digs. In reality, however, the player is losing
money. During each simulation, it was found that the player lost on average, around
$0.45, which was what was theoretically calculated for them to lose. Simulation 1 had
an expected players loss value of $0.41. Simulation 2 had them lose $0.47. Simulation
3 had them lose $0.45. These values were calculated using the expected value formula,

. The theoretical expected value states that as time goes on, the
player will lose $0.45 overall. Therefore, as time goes on, the owner of the carnival will
make a profit of $0.45 over time. While this may seem to be a small profit, having most
players feel like they won will keep bringing them back. They keep losing, and the
owner keeps winning.
Bikini Bottom Spinner was not created by just one mind; it is the product of three
brilliant individuals. The creators approached the project with vigor and enthusiasm. The
different tasks were divided amongst the three of them. Owen Pierce took on the role of
the mathematician. He was the brain behind deciding the probabilities for each event
occurring and the money value for each prize. He calculated the experimental

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probabilities and the theoretical probability. By creating all of the tables and figures plus
rechecking all of the work, Owen provided a foundation for this project. Carsten
Gregersen became the programmer. He tackled the Java simulation. The last
collaborator was Molly Baerman; she was the creative mind in this unit. Her assignment
was the construction of the Bikini Bottom Spinner. She took the Spongebob theme idea
and brought it to life with the vibrant colors and patterns used on the spinner, boxes,
and prize boards. All three of the collaborators added to this project and paper to create
a fluid result of the endless opportunities the spinner could provide for this carnival.

Appendix A

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Works Cited
Spongebob. Digital image. Huffington Post. Huffington Post, 7 July 2015. Web. 7
Mar.2016. <http://images.huffingtonpost.com/2015-07-14-1436902565- 6235018SpongeBob_5.png>.
Patrick. Digital image. Wikipedia. Wikipedia, n.d. Web. 7 Mar. 2016.
<https://upload.wikimedia.org/wikipedia/en/7/7e/Patrick_Star.png>.

Baerman - Gregersen - Pierce


FST 10C
16 March 2016
Mr. Krabs. Digital image. Vignette2. Wikia, n.d. Web. 7 Mar. 2016.
<http://vignette2.wikia.nocookie.net/spongebob-fanon/images/d/d6/
MrKrabschr.png/revision/latest?cb=20130629233135>.
Squidward. Digital image. Vignette4. Wikia, n.d. Web. 7 Feb. 2016.
<http://vignette4.wikia.nocookie.net/the-mysterious-mr-enter/images/6/6f/
Legs.png/revision/latest?cb=20150209024212>.

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