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Double Fine’s Adventure Game Funding Drive Closes

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About a month ago, Double Fine asked video game fans to fund a $400,000 adventure game that’ll see a release across PC and iOS. That campaign closed yesterday. In the end, it gathered over three million dollars from 87,142 backers. It also smashed records, and gave the independent studio some decent mainstream coverage in the process.

Basically, it worked. Fans will get their adventure game. On a Ustream feed that Double Fine led alongside the countdown until the end of the crowd-funded project, Tim Schafer said that this has been “an amazing experience,” and acknowledged the outpour of love it has received from its fans.

Now the hard part starts. From what we understand, this is a from-scratch project; you won’t see a game anytime soon, and we think it’s doubtful that the mobile version will see the light of day until after the release of the game on PC. If you’re a backer, on the other hand, you get access to behind-the-scenes commentary as the game is created. That’ll ease the pain. Probably.

Double Fine has a lot of people to make happy with this one since this project will be made with fan money, but the pressure is on the backers, too. They’ll be a part of the decision-making process as pre-production ramps up. Now, get to work!

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Written by admin

March 15, 2012 at 1:15

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Three Updates In, ‘Rocket Bits’ is Starting to Become Something

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In early December we told you about a neat little iOS project called Rocket Bits [Free] from RegularKid Games. The idea behind Rocket Bits was that it started out as an extremely basic free roaming cave flyer but would evolve over time based on player feedback. Basically, the developer wanted ideas from fans to shape what kind of game Rocket Bits became.

Well, Rocket Bits received its 3rd update last week, and it seemed like a good time to summarize the progress that it’s made so far. It’s actually turning out to be a pretty cool little game. Originally, you could only boost around in your little rocket using left and right boosters and explore a randomly generated cave. And that was about it.

In mid-December, the first update to Rocket Bits added the ability to get out of your ship and collect gold pixels as a form of currency. What do you collect gold for? Who knows just yet, but it’s somehow still fun to grab as much as possible. You’re also able to place light beacons anywhere on the map, to either light a specific area or to mark it so you can find it again someday.

In January, the second Rocket Bits update was released and added even more complexity to the gameplay. Basic missions could now be found scattered around the map, and when outside of your ship your little dude now had his own jetpack to putt around with. You could also place bombs and blow up parts of the terrain, though it didn’t really have a purpose beyond just being destructive. An improved mini-map and UI accompanied the ability to randomly generate much larger maps to explore.

Finally, last week brought the 3rd update, and it further builds on the elements introduced in previous updates. There are now enemies who don’t do much more than very, very slowly move towards your position, but they can become a nuisance if you ignore them too much. There’s also a new mission type that requires you killing these enemies with strategically placed bombs.

Your spaceman has health now too, so if you get hit too much by an enemy, let your oxygen run out while outside your ship, or just plain blow yourself up with a bomb then you’ll end the game and will have to start anew. There are 3 save slots now so you can keep multiple games going or let other people play their own profile.

I can’t quite explain it but I love playing Rocket Bits, and so far it keeps getting better with each new update. It’s still free too so there’s really no reason not to at least check it out. I’m really interested in watching as it continues to evolve, and if you have your own ideas for the game then share them at RegularKid.com, over Twitter at @RegularKid, or email to bryan@regularkid.com

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Written by admin

March 14, 2012 at 17:15

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‘iBomber Defense Pacific’ Review – A Bigger, Better Tower Defense Experience

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Fans of tower defense should feel lucky; it seems like we get at least one marquee release every month. Following this trend is iBomber Defense Pacific [$2.99], sequel to Cobra’s iBomber Defense [$2.99] and the latest Chillingo TD title. Building on everything we loved in the original, Pacific does a great job adding new gameplay twists while fine-tuning the traditional TD formula that has made the genre so popular.

From a gameplay perspective, iBomber Defense Pacific is a great mix of old and new tower defense elements that combine to create an experience that is far more ‘interactive’ than most traditional TD titles. Like its predecessor, Pacific still has the armor/tower repair mechanic (along with the rewind function), as well as the standard tower archetypes and upgrade levels. Pacific changes up some of the tower names, but they’re really nothing new and should be instantly be familiar for all TD veterans. New to the mix, however, is the ‘Dig In’ mechanic, which is a good addition and puts a greater emphasis on micromanagement and strategy.

By telling a tower to dig in, you can increase the range, damage, and armor of the tower but at the sacrifice of vision (instead of attacking from all angles, a frontal cone becomes your only attack range). However, you can rotate the tower’s cone of range at any time which basically provides an inexpensive (and significant) upgrade to your towers, assuming you can effectively manage your aiming.

I’m a huge fan of this mechanic because it feels like tower defense finally has a nice supplemental mechanic that rewards extra interaction. This is also shown in the ‘Bomb’ tower, which is a passive tower that slowly builds bombs that can be dropped on any part of the map. These sorts of interactive elements are certainly not unique to Pacific, but the quality in which they’re implemented is something not usually seen.

Other nice additions include a ‘perk system’ that allows players to assign three perks that range from starting with more money to faster tower targeting (and are unlockable via a variety of objectives). Pacific also greatly expands on the ‘Victory Point’ leveling system from the original – allowing for a bit more customizability and thus strategic play styles.

Besides gameplay, most other aspects of Pacific share the same devotion to detail that Cobra has provided in the past. Visuals are fast, fluid and colorful, although the backdrops at this point aren’t as special as the original. Maps start off simple and end up large and hectic, with some missions having you defend on multiple fronts including simultaneous land, water, and air attacks. Three difficulties, multiple objectives per map, and bonus missions provide a wealth of replayability. Even the sound effects are well done, especially when heard via headphones.

Complaints in iBomber Defense Pacific are few and usually limited to minor issues such as the occasional miscue when trying to rotate your dug in tower and a few random crashes. The biggest issue, however, deals with the lack of a mid-mission save state outside of keeping the game in memory. Considering the fact that iOS devices love to quit apps while multitasking, this is a glaring omission and could lead to a lot of lost progress if you quit the game before completing a mission. Players looking for a striking narrative will also need to look elsewhere, as Pacific offers the bare minimum in story to keep the action going.

Still, you’re not going to be playing a game like iBomber Defense Pacific for the story. You’re going to play it because you’re looking for the next big TD game to get your fix. In this regard, Pacific offers nearly everything you need for an enjoyable and deep tower defense game.

App Store Link: iBomber Defense Pacific, $2.99 (Universal)

TouchArcade Rating:

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March 14, 2012 at 17:15

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Adventure Classic ‘The Lords of Midnight’ Coming to iOS

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Way back in 1984, English teacher-turned-game developer Mike Singleton released a vast and innovative adventure gamed for the ZX Spectrum home computer called The Lords of Midnight. The game was extremely well received and garnered high praise for its gameplay, the expansive world in which it is set, and its use of a clever graphical technique known as “landscaping” to render the scene with pre-scaled sprites. The Lords of Midnight turned out to be Singleton’s most well respected title and is considered by many to be one of the best video games ever created.

Versions of The Lords of Midnight were soon released on a few other (mainly European) platforms of the day, and in 1991 DOS PC versions of the game and its sequel, Doomdark’s Revenge, were released, originally developed as reverse engineered fan conversions by Christopher Wild. (Singleton gave his stamp of approval to Wild’s conversions — see Wild’s 2004 Retro Gamer two-piece article / interview with Singleton.) Not long after, Wild began thinking about doing Windows versions of the games and thus began his work on The Midnight Engine, a system that would allow the Midnight games to run under modern operating systems and, thanks to data abstraction, would also allow new games to be created under the same framework.

At this point, the astute reader has probably figured out that I am not just waxing nostalgic for the simple fun of it. No, I am happy to say that there is reason for my taking a few moments to bring the uninitiated up to speed, here, and that reason is a project that has been underway for over year now to bring The Lords of Midnight to iOS.

In January of 2011, original author Mike Singleton reached out to Christopher Wild, suggesting a collaboration to get his 27 year old classic in the hands of a new audience. Since that time, at a varying pace, the project has been underway.

Wild has been posting progress updates to his blog throughout the year, and indicates that it is definitely the intention of both he and Singleton to do this conversion just right.

Let me firstly assure you that we are not developing a freeform, realtime, 3d game. We are not developing [the less well-received sequel to Doomdark's Revenge] the Citadel. We are not going to f*** it up!

Lords of Midnight is about the landscaping. It’s about those 2d panoramic views. It’s about moving some characters and pressing night and the end of the turn and waiting for the dawn to break to find out what happened.

So, the landscaping stays. Yes it will get an update. Graphically we will try a few things to help us justify bringing a 27 year old game back to the future. If you’ve followed the history of [The Midnight Engine] with the Lords of Midnight and more importantly Doomdark’s Revenge, you’ll have an idea of some of the things that means.

We’re going to make a few changes to the AI. Nothing drastic. This is not about turning Lords of Midnight into the style of RPG/Adventure games that are currently available. The AI in lords of midnight works – it’s a little simplistic, but it’s perfect for the style of game. However, there are a few little things that no longer sit comfortably, and to be fair, probably didn’t when Mike originally coded them. So there will be a couple of tweaks and additions.

The affect of these additions is that the game will not play like it used to. In spirit it will be the same, but don’t expect to be able to fire up the emulators and watch the old spectrum game play exactly like the new one. There will likely be some surprises, but I think everyone will enjoy.

Wild also indicates that certain AI changes will be made to facilitate multi-user gameplay and that it will remain turn-based like the original — not real-time. The picture that he paints of the conversion goals should appeal to those iOS gamers who loved the title in decades past.

The iOS conversion of The Lords of Midnight is being developed under the Marmalade SDK (née Airplay SDK), will run natively on both the iPhone and the iPad, and should make its way to various other platforms, as well. Doomdark’s Revenge will also be brought over, some time after The Lords of Midnight arrives.

The team has just posted a demonstration video, albeit preliminary and somewhat rough, of the game running on iPad hardware.

That a whole new generation of gamers will have easy access to such a rich classic is wonderful news, and rest assured we will keep readers apprised as progress on The Lords of Midnight for iOS marches on.

( Embedded screenshots are from the ZX Spectrum original and graphics in the demo video are placeholder — not final versions. )

[ via Gaming on the Go, thanks @gnomeslair ]

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Written by admin

March 14, 2012 at 5:15

GDC 2012: Sega Showcases Upcoming Titles

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Written by admin

March 14, 2012 at 1:15

‘Sminis’ Review – No Popping, But Plenty Of Locking

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It’s hard to appreciate a novel game when clunky stuff enters the picture. Sminis [$.99] is one of the few Unreal Engine 3 games on the App Store that doesn’t look like an Unreal Engine 3 game, and it’s one of the few puzzlers out there that tries to be something different. I also have a man-crush on its attempt to feel at home on touch devices, as it doesn’t try to do too much despite being rendered in 3D. On the other hand, it suffers from a hairy problem: its core design flashes ruthlessness too often, leaving you squirming helplessly in the hands of overindulgent design decisions.

Sminis are tiny, and supposedly sentient, robot beings crafted by an evil scientist in order to help him do, uh, evil stuff. After a “freak accident,” the Sminis are free to bust out from the scientist’s contraption-filled lair. You play as a maestro-god tasked with guiding entire groups of Sminis simultaneously through the scientist’s Frankenstein machines. Lose too many Sminis to a saw, hydraulic press, or a moving platform, and it’s game over.

Think of Sminis like a new-age Lemmings. Sminis act on their own accord unless you tell them to start or stop with a simple tap on the screen. Presented in a couple of different perspectives, each level has you actively guiding these little guys through various timing-based traps. Sminis are a manufactured good, however, so they’ll keep spilling out of spawns as you guide one or two along a level’s rote path. The catch is that Sminis also possess timers. Stopping one may start others, and so on. If two Sminis touch, you lose both. Each level has a cap of Sminis you can lose. Greater difficulties stress increasingly clean runs.

In the smaller and more focused levels, the individual Sminis timer is an enjoyable, if not wholly pleasant, aspect. It’s a second layer of complexity that compliments the other perfectly. But later, the individuality of the game’s parts can feel overwhelming. Quickly enough, gone is the air of coherent, puzzle-driven play, as the entire experience devolves into a mess of sloppy reactions and stupidity thanks to the sheer amount of moving stuff on-screen. In these moments, it’s like Sminis is afraid to let you breathe.

In one level, for example, you’ll be forced to navigate Sminis moving from three spawns onto three moving platforms set at a very, very specific pace. The timing here seems to revolve more around luck. Take a second to think, and you’ll lose a Smini. Watch the platforms, and you’ll lose a Smini. I should note that, all too often, it’s possible to glean an absolute solution by peering into the level designer’s mind and synching each Smini at specific, undrawn checkpoints. Levels all have a specific rhythm, and you’ll squirm while trying to figure them out.

There’s some solace to take in the schizophrenic pacing; some levels indisputable walks in the park compared to their predecessors. Another helpful thing when you come down with the Sminis blues? The fact that it’s clearly different. It isn’t a match-three. It isn’t a block rotating game. And it isn’t a word game. It’s a novel experience, so that keeps you moving.

It’s disturbing that the consistently awesome look of Sminis hasn’t influenced what goes on in the game. It looks good, if not unique. Only a handful of UE3 titles on the App Store attempt to be something more than “Shiny Dude Kills Everything Part 3.” This has some touch and character, as well as a fun, cutesy vibe.

But while Sminis always looks good, it tends to take big, scary dives in puzzle quality. At the same time, it’s hard not to recommend it alongside a few caveats. Sure, it can be a tad ruthless, and yeah, the mechanics can feel clumsy, but in bursts, Sminis feels good.

App Store Link: Sminis, $0.99 (Universal)

TouchArcade Rating:

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Written by admin

March 14, 2012 at 1:15

‘Adventure Bar Story’ Review – The Best Bar Management RPG In Town

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Are you into Japanese RPGs with turn-based combat and slightly stilted translations? Do you crave a game that’s best played with a spreadsheet and a community of other players close at hand? Do you keep buying crafting or management sims in search of something truly deep? If so, get excited. Adventure Bar Story [$0.99] fills that niche beautifully. As a big fan of games like Harvest Moon and the fabulous Recettear I consider myself among that elite crew, and I love this game, flaws and all.

While it isn’t the best in its class if you look across platforms, there really aren’t any quality games similar to Adventure Bar Story on iOS. There are RPGs, yes, and there are management sims (so often presented in freemium grind-fests), but a deep combination of the two has been noticeably absent before now. Rideon Japan brings us a game settles right into that gap, offering many hours of entertainment for a remarkably low price.

When our story starts, our heroine Siela and her sister Kamerina are apparently competing to see whose apathy can run the family bar into the ground first. When a buyout offer arrives, Siela is inspired to actually try to get things up and running again. Her friend Fred offers to help. Fred owns the only shop in town, so he’s a good guy to have on her side. He lets Siela in on a little secret: there’s a field nearby where you can literally gather cooking ingredients from the ground.

After a trip to the meadow, Siela returns to the bar to cook up a few dishes. Once she’s got a few things worth selling she gives them to her sister, who opens the bar and sells the goods off-screen (no interacting with the customers for you). This is all a little silly, admittedly: icons indicating produce, meat, dairy and other supplies litter the ground of the meadow, and at first it seems there’s little to do but gather them up and head back to the bar to paw through menus and create inspired dishes like “Salted Daikon” and, um, “Salted Cucumber.”

But Adventure Bar Story slowly reveals itself to be atypical, even in the world of management RPGs. Everything in the game revolves around food. To level up, you eat. To earn money, you create dishes to sell. To advance the plot, you run your restaurant as well as you can. In fact, the game can be played nearly entirely as a restaurant management sim, finding the best prices for the best goods to make a self sustaining menu. Siela and her party only need to venture out into dungeons only when they’re high enough level to complete them and advance the plot. Or you can play traditionally, grinding monsters and looking for hidden secrets.

After a couple days of gathering and cooking the basics, the game opens up. A new dungeon unlocks and the story moves forward. New dungeons are filled with new ingredients, and this is when the cooking sim starts to shine. Trying to discover recipes from scratch feels similar to playing something like Doodle God [$0.99]: there is a collection of ingredients and tools to work with, and you’re left to discover the internal logic that drives the combinations. Once you get one recipe down, you can usually iterate on it to create other, similar things. A basic understanding of cooking helps, but if you hit a wall there are recipes to be bought. Hint recipes with a few blanks filled in open up as you discover new ingredients, too.

Each new ingredient dramatically increases the number of recipes that can be completed, so the bar really starts to hustle after a few days. Once its profile is high enough, Siela is invited to participate in local cooking contests. If she can cook something popular enough to take first place (something that can be worked out by paying attention to what sells in the bar), there will be big rewards and more interest in her bar.

I’m impressed by the depth of strategy Adventure Bar Story offers. Each day’s menu takes consideration: is it better to list high-cost foods, or use them for experience? Recipes that go particularly well together unlock combos that make them hot ticket items. And since the party can only head out once per day, deciding where to go to farm which ingredients is a challenge.

While combat follows a typical turn-based, random encounter RPG formula, that doesn’t mean it’s dull for long. Many of the skills effect the food that drops from battle. Dispatch an enemy with “Butcher” and it will drop extra items; skills like that abound. You don’t unlock them by levelling up with food, you unlock them automatically with points earned in battle.

Adventure Bar Story does contain IAP, but it’s ridiculously optional. Jewels, the premium currency, were added in on top of the existing content, and they add a couple shortcuts and a few handy weapons and items. You might want to use them to solve a particularly tough recipe or to get ahead on equipment, but they’re never, ever necessary.

The game doesn’t particularly distinguish itself on aesthetic levels. The music is enjoyable enough without being distracting, the environments and sprites are RPG-standard. The dialog often feels forced, but generally the translation is serviceable. There are a few language and cultural gaps to watch out for when working through recipes, though, and a handful are completely lost in translation. A word of warning, while we’re discussing flaws: save often. The game supports multitasking but no auto-save, so it’s easy to set yourself back by switching apps and taking too long to return.

Once you get the basics down, Adventure Bar Story can get pretty rote. You unlock new characters from time to time, find secrets and improve your bar, but it all happens slowly. So goes the story, too, so most of the playtime is spent navigating long lists of items and putting together recipes. It’s fun for a while if you’re in it for the RPG, but it’s great for a lot longer if you’re the sort of person who can’t resist a checklist or a spreadsheet. On the whole, this game is a steal—but only for the right sort of person. Many of them are hanging out in our forums, working on divining the game’s depths. Trust me, you’ll want their help.

App Store Link: Adventure Bar Story, $0.99

TouchArcade Rating:

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Written by admin

March 14, 2012 at 1:15

GDC 2012: A look at ‘Tiny Sheep’ and ‘Pocket Minions’

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Last week we had a chance to sit down with Kathy Fung, founder of SiuYiu, the studio behind tower-builder Vegas Towers HD [Free]. She showed us two games that should be coming out in the next few months, and we have to say, they’re pretty charming.

First up is Pocket Minions. This is a tower builder of a different sort, and it’s pretty adorable. It’s also strategically complex in a way that some similar tower games don’t quite pull off.

The goal is to create a perfect working ecosystem where your tower will produce and protect your minions and your minions will give you the means to keep building your tower. Each new floor you build gives you the ability to make a new minion, be it a Hunter, Maid, Wizard, Knight or whatever. You can command each of those little guys to produce new resources, like food or gold, that can be used to create even more minions and floors.

The minions are full of character, and you can drag them around to do your bidding. Neglect them enough and they’ll riot, leaving you to hang them up in the dungeon to straighten them out. Keep them happy with unclogged toilets and well-stoked furnaces and they’ll work their little hearts out for you. They’ll even take on thieves, ghosts and dragons, the threats that come to make your life miserable.

While this all sounds like the perfect recipe for an IAP currency system, we’ve been told Pocket Minions will be a premium title without purchasable currency, so you’re going to have to manage your tower through hard work and careful planning.


The studio does have a freemium title coming soon as well, called Tiny Sheep. It has two things we’ve seen before—animal breeding and city building—but it looks like it’s going to combine them delightfully. Everything comes back to the sheep. To earn money, you shear them and sell their wool. You use that money to add to your flock or bring in buildings that support your sheep breeding, like shearing shacks and markets for wool trade.

It looks like there’s quite a bit more to come from the city-building side of things, with fairs and churches and all manner of things around to support your sheep breeding.

Caring for your sheep fills out the other side of the game. You’ll need to protect them from wolves, shear them regularly, and keep them happy and healthy. If one member of the flock wanders off, the others will be sad until it’s found. If you protect them and keep them together, they’ll be happy. And when they breed, there’s always a chance they’ll produce a new, rare sheep, and you’ll have something highly prized to shear, sell or share.

The art style is particularly charming, and you absolutely must check out the teaser:

We’ll have more for you about both of these games a bit closer to release.

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Written by admin

March 13, 2012 at 17:15

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The TouchArcade Show – 42 – Live From GDC!

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On this very special episode of The TouchArcade Show, we not only are recording together in person at GDC but we’re also joined by Nissa…! Audio quality is a little rough, and the crazy nature of this week has made the show a little shorter than you may be used to.

BUT, it’ll be fun all the same. We’ll probably do a jumbo episode next week as we all get back and actually have time to play proper games again.

Here’s some links:

iTunes Link: The TouchArcade Show
Zune Marketplace: TouchArcade.com Podcasts
RSS Feed: The TouchArcade Show
Direct Link: TouchArcadeShow-042.mp3, 22.2MB

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March 11, 2012 at 5:15

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GDC 2012: ‘Ravensword 2′ is Looking Darn Good and is A Lot of Fun to Boot

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As you can hear on our special GDC edition of The TouchArcade Show this week, Ravensword 2 from Crescent Moon Games was the one game out of the dozens that I saw this week that blew me away the most. The original Ravensword redefined what one could expect from a 3D action RPG on the iOS platform back in 2009, and the sequel feels incredibly similar to the first but is bigger and better in every way. The most immediately noticeable improvement in Ravensword 2 is its absolutely fantastic visuals, which you can see in the screens below.

One thing you can see is that there are now dinosaur-like beasts roaming the lands of Ravensword 2, and in my brief demo these bad boys offered up some visceral combat experiences. Other more typical enemies, like a troll, have been redesigned and look totally fearsome. The world itself is also highly detailed and teeming with life, and as I can’t seem to quit saying, everything looks gorgeous. There’s still a lot of work to be done in Ravensword 2, but if everything goes according to plan we should be seeing it hit the App Store in mid-2012 or so.

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March 11, 2012 at 5:15

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