Archive for the 'RPG' Category


Zanzarah: Spell Mechanics

So, in my last post about Zanzarah, I described a situation where I had to fight a team of Dark and Chaos fairies simultaneously. I had fairies that are strong against Dark and fairies that are strong against Chaos, but nothing that’s strong against both at once. In theory, I could use a Water fairy to take out the few Dark ones 1Or one. There seems to be some randomization in the battle; the last time I tried it, only one was Dark. This didn’t help. and then swap in a Nature or Air fairy to take care of the rest, but since Chaos is strong against Water, this generally just meant my fairy would die before it could make an impact. Ideally I needed a Light fairy, but there weren’t any available. (And yes, I spent some time revisiting old haunts just in case there was something I had neglected.) So I finally did the next-best thing: I equipped a Water fairy with an offensive Light spell 2Not only are you allowed to purchase spells that you can’t use yet, it’s generally a good idea to do so. That way, when you suddenly get your first fairy in a new element, you can immediately hook it up with better stuff., capable of killing any of these foes with one or two blasts. The Chaos fairies could still damage it, but they could no longer do so faster than it could damage them.

Now, for most fairies, this would be impossible. Most fairies can only use spells of their own element. It’s actually a bit more complicated than that, though. Every spell description has up to three colored spots on it, with the color indicating an element, and the number of spots indicating what we can think of as the spell’s level. The UI for assigning spells likewise puts a number of colored spots under each spell slot, indicating what that slot can take. (That number can be zero, indicating that the slot is not yet usable.) At least one of these spots will always be the fairy’s element, but sometimes the second and/or third slot will be a different color, or even rainbow-colored, indicating that it will accomodate any element. (It took me a while to figure this out, because the rainbow really looks mostly green.) So, for example, the water fairy I used in this battle had a slot with one blue (Water) slot and two rainbow slots, so I could equip it with a level-3 Water spell or a level-2 spell of any sort whatsoever. Some spells even require this sort of thing, as they contain spots of two different colors.

Spells and spell slots come in two sorts: attack spells (indicated by circular spots), which are activated in combat with the left mouse button, and passive spells (square spots), which are either always active, or trigger automatically under some condition (usually getting hit). At any moment, a fairy can have at most one attack spell and one passive spell in use, but it can have a secondary bank prepared (also containing an attack spell and a passive spell) and switch to that bank during combat. (This is something I haven’t really taken advantage of, but I suspect I’ll need to as the battles grow longer.) Thus, each fairy has four spell slots. Typically, a fairy will start with a capacity of just one level-one attack spell, and gain extra spots as its level increases. But the progression is different from species to species: a particular sort might grow its passive slots faster than its attack slots, or get to level 3 in bank 1 while bank 2 is still unavailable, or get rainbow spots in compensation for gaining them slower.

The interesting thing about this is what happens when a fairy changes type. In Pokémon, evolving your creatures was pretty much entirely positive, except that the evolved form would usually level more slowly, a penalty that Zanzarah seems to have preserved. But in Zanzarah, the spell slot progression can change completely when a fairy evolves. For example, the trick that I used with the water fairy? I can’t do it any more. It gained enough experience from that one battle to evolve into a new form, one that doesn’t have any rainbow slots. Suddenly, the “cancel evolution” option seems like it could be worthwhile sometimes.

Fortunately, as anticipated, I acquired a Light fairy in the immediate aftermath of that battle, and thus had another outlet for Light spells.

Unfortunately, I had to immediately trade it away to progress in the story. So it goes.

References
1 Or one. There seems to be some randomization in the battle; the last time I tried it, only one was Dark. This didn’t help.
2 Not only are you allowed to purchase spells that you can’t use yet, it’s generally a good idea to do so. That way, when you suddenly get your first fairy in a new element, you can immediately hook it up with better stuff.

Zanzarah: Elements

In Zanzarah, elemental powers are key. Every fairy belongs to one element, and every element is strong against some other elements, weak against others, and indifferent to the rest. (Canonical example: water is strong against fire. Someday I’d like to see a game that reverses that just to mess with us.) A fairy can easily beat an opponent that’s twice its experience level if it’s a kind that it’s strong against, and will probably gain an experience level for doing so without the assistance of other fairies. And since gaining a level restores a fairy’s health and partially restores its mana, this is a good way to make extended explorations without spending a lot on restoratives. I can imagine catching fresh low-level fairies specifically to take advantage of this.

The elements are: Nature (plants), Stone, Water, Air, Psi, Ice, Dark, Energy (electric), Chaos, Flame, Light, and Metal. That’s not quite the same as the Pokémon element list, but there’s a substantial overlap. You can often tell what elements you’ll encounter from the terrain — for example, snowy mountain peaks abound in Stone and Ice types — but the type is pretty much an arbitrary designation with no effect on gameplay. There are exceptions, though, where attacks have special effects. For example, there are Ice attacks that temporarily slow or freeze the opponent (in addition to doing damage), and a Psychic spell that teleports its target to a random spot on the battlefield. Now, unlike in Pokémon, attacks are not specific to particular species of fairy; any attack can be bought from a spell merchant and equipped on any fairy that’s the right element and is powerful enough to use it. So I could use these special effects if I wanted to, but they never really seem worthwhile. The freeze attack would be nice, but it can only be cast five times before refueling, and that’s often insufficient for even a single fight. The teleportation attack seems outright harmful to the caster: it takes an opponent that’s in your sights and removes it. So, for me, these specials are pretty much only done by the opponent. My own fairies are just damage-dealers in different flavors.

I don’t have fairies of all the elements at my disposal yet. One really frustrating thing the game does repeatedly is withhold an element from you until you’ve managed to beat a bunch of fairies that it would be really useful against. The most recent example I’ve encountered (and haven’t overcome yet) is a Dark Elf guarding a crucial item with a team of Dark and Chaos fairies, which, unfairly, all attack you at the same time. (Although you can switch fairies mid-combat, you can have only one out at a time. Dark Elves have apparently learned to overcome this restriction.) Now, I have creatures that are strong against Dark and I have creatures that are strong against Chaos, but to survive that kind of onslaught, what you really want is something that’s strong against both. Only one element qualifies: Light. It’s possible that there’s a Light fairy hidden somewhere that I haven’t found, but more likely that I’ll gain access to my first immediately after the fight is over.

Zanzarah: Catching ’em All

The plot of Zanzarah is pretty standard fantasy-game fare: a shadow has fallen upon the land, a prophesied hero must set it right. No one knows quite what the source of the evil is, but it’s harassing the cities with posses of fairy-wielding Dark Elves (portrayed here as light-skinned but wearing dark outfits), and apparently is also responsible for getting the wild fairies so agitated. Normally they’d be peacefully flitting about and laughing and sipping nectar from flowers and replacing human children with changelings and so forth, not attacking people on the road. (Although I have to wonder if my captive fairies have something to do with that. You’re not allowed out into the wild until you have a fairy of your own, so it’s impossible to tell how they’d behave towards someone who wasn’t enslaving their people.) So your goal is to fulfill the prophecy and stop all that.

But there is of course a second goal, an implicit one: catching ’em all. One of the basic UI overlays, along with the inventory and the map, is the Pokédex-like “Fairy Book”. Since this is a PC game instead of a Gameboy game, it can fit every type of fairy on the screen at once as a nice grid of icons, with empty boxes for the ones you don’t have. Those boxes just beg to be filled in. Best of all, since this is a single-player game, it should be feasible! None of this nonsense of trying to find trading partners and failing because the game is nearly a decade old. Every species that exists can be found and caught, or evolved from something that can be found and caught.

So it’s a bit of a shame that they messed it up. Unlike Pokémon, where every pokémon species you’ve handled goes into your Pokédex permanently, the Fairy Book only lists those species you have currently. If you evolve one of your fairies into a more powerful form, it leaves a hole in the grid where its old form was. Well, okay, you caught it once, you can catch it again if it really matters to you. Except that in some cases you can’t. There exist unique fairies. I have an “energy”-type (electric) fairy that supposedly there are only two of in the world. It evolves through at least three forms. There’s an NPC that offers a unique fairy in trade for something I haven’t got yet. Once you get it, you’re apparently expected to trade it away to another NPC. And yeah, once you’ve had and lost these things, you know that you’ve had them. But that’s not as satisfying as watching the grid in the Fairy Book fill up.

Game designers don’t always correctly anticipate how people will react to or use their designs. For elements they consider minor, even playtesting doesn’t necessarily help. I’m assuming that there are other players who shared my reaction to the fairy grid, but the designers were probably thinking of it as a reference guide to your current options, rather than as a score card. This is the sort of problem I’d expect to see addressed in a sequel, if there were any chance of one.

Zanzarah: Types of Fairy

You might think that having all the combat creatures be fairies, on both the player’s side and the opponents’, would be kind of limiting. I remember thinking something similar when playing some Western-themed game (probably either the Lucasarts FPS Outlaws or Sierra’s Freddy Pharkas): what, it’s just cowboys? How much can you do with cowboys? But “cowboy” is just a category of person, and thus gives you the entire range of human personalities and physical types (extended, in both those games, by caricature). Similarly, Zanzarah applies “fairy” as a template on a fairly wide range of creatures.

zanzarah-fishSince pretty much all the fairies do is fight, they don’t get much opportunity to express different personalities, except by grunting in pain or cheering their victory in different tones of voice. But there’s a very broad range of physical appearance. Child-like fairies and sexy fairies and fairies with animal heads, ones with chiseled musculature and ones that look like plush toys, ones with dragonfly wings or butterfly wings or bat wings or wings that look like leaves or flower petals. A few kinds don’t have wings at all, and fly by riding other creatures or mechanical vehicles. There are fairies that, contrary to expectation, are bulky and ungainly-looking, at least in comparison to the other fairies. In the extreme cases, you have fairies that don’t look like fairies per se, but like imps or gargoyles. There’s a skeletal fairy with the bones of batlike wings. There’s even one kind that’s a fish. I don’t mean it has fish-like features (although there are fairies like that too), I mean it’s indistinguishable from a fish. The color text excuses this as camouflage. Another type looks like a mushroom with eyes, and flies by flapping its cap up and down.

I suppose the fact that the designers felt the need to go so far beyond standard fairyhood is an indication that fairies actually don’t have the range needed for a game like this. All of which leads us to one question: why fairies? It seems like rather a big risk. The safe path for game design has always been to play to the power fantasies of boys. Arguably, RPG-style level advancement of the sort seen in Zanzarah is one way that this manifests. And fairies don’t fit into that very well. They’re pretty much the opposite of macho. Even if some of them look like demonic bodybuilders, you can’t help but remember that they’re tiny demonic bodybuilders. I can only assume that the developers were inspired by Pokémon‘s success in getting a cross-gender audience. After all, they took inspiration from Pokémon in just about every other aspect of the game.

But also, if fairies don’t have the required range… what does? The designers of Pokémon, in retrospect, had it easy: by creating an entirely new category of creature, they were free to populate it with whatever they felt like, including plants and ghosts and robots. Fairies are magical beings, and thus at least have some excuse to come in many and varied forms. Pretty much the only other thing I can think of that fits the bill is aliens.

Zanzarah: Comparison to Pokémon

Given the extreme and enduring popularity of Pokémon, it’s strange that it hasn’t been widely imitated, especially on other platforms. Zanzarah is the only obvious Pokémon imitation that I can think of. And when I say “obvious”, I mean really blatant, right down to the level of trivial mechanics: fairies that evolve on reaching particular experience levels, a complicated system of elemental resistances and vulnerabilities, and so forth. At the beginning, you have a choice of three fairies based on different elements: “Nature” (plants), Water, and Stone — just one element different from the Grass/Water/Fire choice that I’m told is at the beginning of every installment of the Pokémon franchise. Before you can catch your first wild fairy, you need to obtain a magical silver sphere capable of drawing it into your fairy bag. (Gold and crystal spheres become available later, allowing you to catch more powerful fairies.) At first, I wondered why I wasn’t able to catch more than one fairy. It turned out that catching a fairy actually uses up a sphere, which didn’t make intuitive sense to me — until I realized that the designers were thinking of it as a pokéball.

Apart from the relatively minor matter of the 3D world, the one big gameplay difference is in combat mode. Where Pokémon‘s pokéfighting is turn-based JRPG-like selecting-maneuvers-from-a-menu, Zanzarah‘s is a minitature tag-team FPS. All combat is played on various floating arenas in the astral plane (a little reminiscent of like the “ethereal combat” in Etherlords), which makes me wonder what’s supposed to be going on in the material world while the player is busy controlling the fairies. Is Amy watching the combat too? Is she, in-fiction, controlling her combatants’ every action through some kind of creepy mind-meld, and if so, what’s preventing other wild fairies from attacking her while she’s outside her body?

The different types of fairy have different stats, and those stats govern things like how fast your attacks charge up and how long you can fly before resting. (Flight is done by pressing a button to flap your wings, Joust-style.) And this affects how you play. For example, one of my fairies, a rock-type called Jumjum, has a very powerful attack that takes a long time to charge up fully, so I spend a lot of time with him hiding behind cover. Even so, the astral arena sequences quickly feel samey. I don’t like to use the word “samey” in describing games, because it implies a design philosophy that repetition of any sort is to be avoided, and I disagree with that rather strongly. But there it is. When you get down to it, though, it’s no more samey than combat in Pokémon, which, in most battles, consists of just pressing the “A” button whenever you’re given the opportunity. But that seems more acceptable to me, as it requires less attention. The mind wanders while executing those button-presses. Sometimes it only wanders as far as planning out long-term in-game goals, but it certainly isn’t fully occupied by the immediate situation. Zanzarah‘s realtime battles occupy just enough of my mind to make me earnestly wish there was more to them.

Zanzarah: The Hidden Portal

zanzarah-elftownAnother random pick today. Zanzarah: The Hidden Portal has an easy three-word description: Pokémon with fairies. You play the part of Amy, an ordinary British teenager in unreasonably tight trousers (yes, this game is definitely post-Tomb Raider), whisked away to fulfill a prophecy in a magical land of elves and goblins who use their smaller winged brethren in the fantasy equivalent of cockfighting. I’ll describe the game content more fully in my next post. At the moment, I want to talk about my adventures in installing the thing.

My first problem was that the install disk was damaged and unusable, with visible abrasions on its surface. I assume this happened when I moved. Possibly it could be resurfaced: I’ve occasionally resurfaced disks in the past, with spotty success. But I didn’t do that. Instead, I turned to piracy. Now, I normally don’t pirate games. I’m aware of the arguments against copyright law in its current form, and generally agree with them, but the way I see it, that just makes it more important that I avoid behaving like a freeloader and undermining those arguments. But this situation here, copying something that I purchased legally but can no longer access, is one of those arguments. Once I had my freshly-burned CD, it was a little reassuring that the installer prompted me to type in a code from the original CD case, allowing me to assert my legal right to play it. But presumably these codes can be found on the internet as well.

Once I managed to install it, there was one more obstacle to playing it: the key configuration. Zanzarah uses the mouse/keyboard movement scheme familiar to PC gamers — mouse to turn, keyboard to move in the four cardinal directions relative to your facing. But by default, the movement keys are the arrow keys. Now, I could play it like that — certainly I played a number of games like that, before I discovered the superiority of WASD, along with the entire PC game industry — but if I could rebind the keys, it seemed worth it. And the game does in fact offer a key-rebinding menu. But on my machine, it doesn’t work. For mysterious reasons, whenever I tried to rebind something, it wound up bound to “Mouse Z Axis” instead of what I wanted to bind it to. So I had a merry time figuring out how to edit the configuration file directly, which involved blind guesswork with a hex editor. A word of advice to anyone writing a game system: Make your configuration files text-based. Someday, someone’s life will be easier if you do.

Chrono Trigger: Time Travel

Even before you even begin playing, it’s clear that Chrono Trigger‘s chief distinguishing attribute is time travel. I mean, it’s right there in the title. Even the hero is named Crono. But as distinguishing attributes go, it’s not really very distinguishing. Time travel has been present to varying degrees in CRPGs basically since their inception. The ending of Ultima 1 sends the player back in time to kill the immortal villain Mondain before he became immortal, and possibly even before he became a villain. Final Fantasy 1 did something similar, sending the heroes back in time at the end to prevent the events of the game, leaving them in an explicitly paradoxical situation in the end, the only people in the world with any memory of what happened. (The Ultima games, despite having more continuity than Final Fantasy, never address the matter of why everyone seems to remember Mondain’s reign even after you wipe it from history.)

And that’s just the start of it. Time travel is a real cliché in games, and more often than not serves as nothing more than window dressing, an excuse to put the player through diverse environments with varying levels of technology. (Consider Time Commando. Heck, consider Time Pilot.) But some games — adventures in particular — use it as a basis for puzzles. I’ve gone into some detail about this before. There are two basic variants: games where you have to clean up paradoxes by removing modifications to the past, and games where you have to deliberately introduce modifications in order to make a better future.

It strikes me that Chrono Trigger is a little unusual for adopting all of these approaches at once. When you think about it, the games that are greatly concerned with the effects of modifying the past, pro or con, seldom take much advantage of exploring the eons. Instead, you get things like Legend of Zelda: The Ocarina of Time, where you can only shuttle back and forth between two time periods that are both within the protagonist’s natural lifespan, or Infocom’s Sorcerer, where the memorable paradox-avoidance puzzle involves traveling back in time a matter of only minutes. But Chrono Trigger has the time-travel-as-window-dressing aspect, with scenes ranging from cavemen-and-dinosaurs-coexisting prehistory to the post-apocalyptic future, and it also has player actions in journeys to the past affecting the future. Moreover, it has both paradox-avoidance — one of the companions accidentally puts an ancestor of hers in danger and starts to fade away like Marty McFly — and deliberate alterations — such as the attempt to prevent the summoning of Lavos, or an apparently optional trick I’ve found to turn a money-grubbing mayor, hated by even his own children, into a warm-hearted philanthropist by intervening in his family history.

The only other time-travel games I can think of offhand with this kind of range are heavy-duty historical works, like Timequest and to some extent Jigsaw. But Chrono Trigger couldn’t be farther from such things in tone. It’s a cartoon of a game, a fantasy of a cartoon. It laughs at historical accuracy.

Chrono Trigger: Communication

My last session, which mainly focussed on obtaining and repairing the broken Masamune sword, ran into two opposite extremes of iffy game design. First, the highly linear intro section came to an end, leaving me with more or less complete freedom to explore and little guidance about what to do next. I don’t mean that there was no guidance whatsoever, but you had to actively seek it out by talking to NPCs, unlike the earlier sections. I talked to enough random NPCs to form an idea of where I was supposed to be doing, but some of the Vintage Game Club participants had more trouble. Some veered off course entirely, wandering into eras other than the one that advances the plot at that point. (I myself paid a premature visit to 65000000 BC, but that was out of curiosity, not confusion.) Others skipped ahead in the story, going to newly-available spots on the map just because they were newly available, not knowing why they were supposed to go there.

Such are the perils of allowing the player freedom when you don’t really want them to have it. Perhaps this is why it was immediately followed by the opposite approach: extreme gating. “Gating” refers to the techniques game designers use to keep the plot in order: preventing the player from leaving an area until they’ve made a particular discovery, for example, or leaving out dialog options for an NPC until it’s time for the events they trigger. In its most benign forms, you don’t even notice it happening. In the worst case, the player attempts something that isn’t supposed to happen yet and is frustrated in the attempt without knowing why. This happened when I brought the broken Masamune blade to the game’s master weaponsmith, only to find a note indicating that he was out of town, and also when I visited the sometime-PC known as Frog in his froggy den, hoping to get him back into the party, and his only response was to bemoan his unworthiness in painfully bad pseudo-archaic dialect (“Thee hath returned?”).

These problems are symptoms of opposing design philosophies, one favoring player freedom over narrative, the other favoring narrative over player freedom. So it’s a little strange to see them together in the same chapter. If a game is going to have one of these problems, I think I prefer it to have the too-much-freedom one — but then, I would, since I didn’t have serious problems with it this time round. In general, though, it’s probably a bad idea to regard it as a choice between the two. The real underlying problem in both cases is communication — that the author’s intentions are unclear to the player. It’s possible to overcommunicate, to make the player feel like you’re treating them like an idiot by assuming they can’t figure anything out. But in general, that’s a less deadly problem than undercommunication.

Chrono Trigger: Mass Destruction

Having now been through scenarios past and future, I reach what seems to be a sort of time-travel hub. Described as “the end of time”, it’s your basic stone platform in an inky void, with a mysterious elderly guardian-of-the-balance type on hand to explain things. There are a few permanent time portals there, including one back to the present. (That is, the time period in which the game starts. To some of the player characters, it’s the past or the future.) But it doesn’t go to the same geographical location that you started in. It goes to Monstertown.

That’s not its real name. It’s just a more descriptive name than the real one, which I’ve already forgotten. Regardless, it’s the place where an evil wizard tried to take over the world 400 years ago, and it’s still inhabited by the descendants of his minions, who still bear a grudge against all humans for defeating him. Not an attack-on-sight sort of grudge like most monsters, just a seething prejudice and an active project to eventually summon a Godzilla-like lava monster to lay waste to all human civilization. And when I say “Godzilla-like”, I mean it’s an obvious metaphor for nuclear weapons. The future you visit is a post-apocalyptic wasteland with starving survivors huddling in shelters and mutants in the ruins outside, and it was Lavos who made it that way. The present seems to be in a state of cold war.

It seems to me that East and West have different trends when it comes to post-apocalyptic scenarios. Japan is the only nation on Earth to be the target of a nuclear attack, and understandably has never forgotten it. America is the only nation to have launched a nuclear attack, and has done its level best to forget. Thus, in American games with post-apocalyptic scenarios, such as Wasteland and the Fallout series, the details and origins of the conflict tend to be either lost to history or just not particularly relevant to the story — the world has moved on and developed new bad guys from the chaos following the war, and thus has more important things to worry about than who nuked who. Japanese games, on the other hand, are generally very clear that whoever activated the doomsday device is the story’s villain. We see this most clearly in the Final Fantasy games, where, as I’ve noted before, the world tends to get destroyed at the end of the first half. In FF5 and FF6, even after the world is shattered, the villains continue to target individual cities for destruction with city-destroying weapons.

Chrono Trigger: Special Attacks

Chrono Trigger‘s combat system is essentially the ATB system from Final Fantasy: each character has a gauge that fills up (at a rate determined by their Speed stat), and when it’s full, they can take an action, such as attacking an enemy or drinking a healing potion. When you use special “technique” attacks, however, things get a little different.

I talked recently about special attacks in Final Fantasy VI, including Cyan’s “sword techniques”. I mention this to avoid confusion: “Techniques” in CT have nothing to do with that. Instead, they take the place of spells. All Techniques require “Magic Points” to use, even the ones that clearly involve nothing more than swinging a sword around in a fancy way. Every character has their own unique set of Techniques. Some simply do more damage than a standard attack, while some have more spell-like effects, such as healing damage or putting enemies to sleep. But the special thing about them, the thing that makes Chrono Trigger combat different from standard ATB, is that many of them are affected by the geometry of the battlefield. There are basically two variants of this: those with ray effects, and those with burst effects. In either case, you target a specific enemy. Rays will effect anything in a straight line between your character and the target, while bursts affect everything within a certain distance of the target.

It’s not really a very advanced concept. Plenty of games before and since have had similar area-of-effect rules. But it combines oddly with the ATB system, particularly when you take into account two things: (1) You can’t move during combat, and (2) the enemy can. (Please understand that the player has absolutely no control over where the player characters put themselves when battle starts: even if you approach the monster from a different direction, the team will dutifully run to their assigned spots for that encounter when combat mode begins). The ultimate effect on gameplay is that you can wind up spending a little time waiting for the randomly-wandering foes to line up or cluster together in order to get the most out of your mana. Now, I complained about how Cyan’s sword techniques in FF6 forced the player to sit there and wait to use them, and considered that particular UI experiment to be a failure. But the CT system doesn’t force you to wait: it simply gives you an incentive to wait voluntarily. And I don’t often do so, but occasionally it’s worth it.

Voluntary waiting is also the effect of the other new feature of the Techniques: combinations. Specific pairs of characters — or even trios, supposedly, although I have yet to see this in action — can perform their Techniques together for synergetic effects. For example, Crono, the main character, has a “cyclone” Technique that lets him do burst damage by leaping into the middle of the enemies and swirling his sword around. Lucca, the tech girl, has a Technique that does a ray of fire damage. Do them together and Crono uses his swirling sword to deflect Lucca’s fire ray in all directions, doing a large amount of fire damage to all foes. (Weirdly, there’s another Technique where Crono does the same thing to Marle’s healing-aura Technique, in which case the deflected magic misses the monsters and hits all the PCs.) But in order to do a combo attack, all of the characters involved must be ready to act. Since everyone’s action gauge fills up at a different rate, this means sitting and waiting sometimes.

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