Archive for 2010

1997: A New Beginning

Egypt 1156 B.C. has proved unplayable. For one thing, lines of dialogue frequently cut out prematurely — something that I’ve seen happen on other Cryo/Dreamcatcher games. The standard solution for sound problems is to turn off DirectX hardware acceleration, but that didn’t help here. Suspecting that the system speed was the problem, I also used Turbo to turn it down to 1%. This seemed to help somewhat, but there were still a lot of skipped lines.

I could probably work around sound problems in dialogue if necessary, by turning voice off and subtitles on, but that’s just the start of the problems. Opening a piece of papyrus in my inventory, I found there was no way to close it. Certain controls would blur it a little, as if it were going out of focus as part of a going-away animation, but it didn’t go away. Possibly relatedly, when I tell it to exit the game, it sits there playing music and doing nothing until I press Esc. I recall that other games by the same company behave similarly, except that instead of an empty screen, they display the credits. So it looks like there’s some sort of graphics glitch here.

Someday, I’m going to put together a bunch of obsolete hardware and install Windows 98 on it for all these recalcitrant late-1990s games. If I were smart, I would have done this already, in preparation for this stage of the chronological run-through. As it is, I wanted to play an adventure game for 1997 in the hope that I could finish it in a single week, and instead, I’ve spent a full week exhausting my supply of them without getting started.

For my next attempt, I’ve chosen Evolution: The Game of Intelligent Life, an educational strategy game sponsored by the Discovery Channel and designed by none other than indie game icon Greg Costikyan. After a couple of false starts — running Egypt seems to make my system forget how DirectX works until reboot — it installs and runs successfully. That’s as far as I’ve gotten, and I probably won’t be getting any gaming in tonight, but we’ll see how it goes. It seems to be designed more or less in the general mold of Civilization, which gives me hope that I can get in a complete session over the next few days.

1997: The Final Revelation

So, I did a sweep of my records, updating everything with its release date as reported by mobygames. 1Except Wizardry III, which I’m already committed to treating like it was released in 1986. The year listed with mobygames search results generally seems to be the date of the earliest release on any platform, so quite a few items on the Stack have been shifted back on that basis alone. But there were also quite a few outright errors in my listings, both forward and backward. There was never any good reason to list Dust as 1997, for example: even the specific edition I have isn’t a 1997 release. (Its readme gives instructions for installing it under Windows 98, which really should have made me realize this sooner.)

This done, I had two adventure games listed for 1997: Tex Murphy: Overseer, the last of a series that really epitomizes the 90’s FMV genre, and Egypt 1156 B.C.: Tomb of the Pharaoh, one of Dreamcatcher Interactive’s numerous ancient-civilization-themed pixel-hunts. I chose the former.

Overseer is unusual in that it shipped on CD-ROM and DVD together. The original packaging contained a double-width jewel case containing four CDs, and a single-width case containing a single DVD (and a fifth CD). I still haven’t removed the shrink-wrap from the double-width case, as the DVD version is just the obvious way to go here, both for the superior video quality and for simply not needing to swap discs during play. Unfortunately, it also depends on the same the lost technology as Tender Loving Care did: the MPEG2 decoder card, or at least a software driver capable of acting like one. Fortunately, unlike TLC, the Tex Murphy games have a fanbase. There are websites and message boards, some with fresh activity now that the CD version of the game is available on GOG. There were links to patches and DVD drivers, and after some looking, I eventually found ones that weren’t broken. The Overseer intro movie, if nothing else, has successfully played on my system.

But in the process of looking, I found claims that Overseer was released in 1998. Checking mobygames again, I saw that, although the search results list it as 1997, the detailed game description says March 1998. So I don’t know what’s up with that. They’re at least consistent about Egypt, so let’s try that tonight.

References
1 Except Wizardry III, which I’m already committed to treating like it was released in 1986.

Dust, and the continuing quest for 1997

1997 continues to elude me. I installed Dust and played it a bit — sometimes it crashes to desktop with an error immediately on launch, but once you’re in, it seems to be stable. Then, for reasons I’ve already forgotten, I checked its mobygames listing. It turns out to have actually been written in 1995. I had two more adventure games listed in my spreadsheet for 1997, and they both turned out to be from 1996. Probably at some point in the past I accidentally told Google Docs to “sort column B” instead of “sort sheet by column B”, or something along those lines. I’m going to have to scan for more errors more thoroughly at some point, but I’ve already found a genuine 1997 adventure game that was mislabeled for a different year. We’ll find out tonight if it runs.

Meanwhile, I did in fact play a couple of hours of Dust, so I suppose I should write about it. Dust is a first-person adventure set in a small frontier town called Diamondback in 1882 (as the first NPC you meet clumsily points out). Its full title is Dust: A Tale of the Wired West, although the “wired” part doesn’t seem to have anything to do with the content; rather, it’s shorthand for “It’s 1995 and we just found out that you can tell stories on computers!” The art is primitive in a way that almost looks naïvist. The sound is gratingly low-quality, and compounds the irritation of talking to characters with annoying manners of speech, which happens amazingly often — much of the dialogue is unnaturally full of colorful westernisms. It’s the sort of writing that probably reads better on the page than spoken aloud, but not by much.

In fact, sometimes the dialogue seems to go out of its way to annoy the player. At one point early on, there’s a dialogue containing a pause of a few seconds, after which the person you’re talking to says “Well, what are you waiting for? Go!” The player’s likeliest reaction to the pause is frustration that, even though nothing is happening, the game hasn’t yet given back control. To then scold the player for being on the receiving end of this mistreatment smacks of bullying, like knocking someone to the ground and then saying “Why are you lying down? Get up!”

Dialogue mode is where most of the game seems to be played. When you talk to a person, they stop being a stiff CGI model and turn into a photograph of a face, which animates in a stop-frame sort of way: it’s not quite FMV, but it clearly has FMV ambitions. Perhaps because it falls so far short, the technology here feels somehow more rustic than retro, as if this were the sort of crude computer game that the grizzled cowpokes and prospectors of Diamondback put together for their own amusement after seeing a kinetoscope in a penny arcade. Still, even the worst of the animation here works a lot better than the complete lack of animation that a lot of adventure games have during conversations. (I’m thinking in particular of The Longest Journey, which was extremely dialogue-heavy but didn’t seem to realize it.)

For all that, the game is oddly ahead of its time. While the rest of the adventure-gaming world was scrambling to imitate Myst, the designers of Dust, oblivious to context, put together a sandboxish interactive environment with multiple viable approaches to your problems. For example, one of your chief initial limitations is lack of money. You can work around this to some extent by giving people items that they want in lieu of cash, or even just being nice to them, or you can try to pick up the money you need by gambling, and even have the opportunity to cheat at poker.

With the emphasis on dialogue and the alternate approaches, it plays a lot more like an RPG than an adventure. That’s why I shelved it the first time around. When I pulled it out of the bargain bin, I had been expecting a Myst clone.

1997 Failure Follow-Up

My success in getting the shooting gallery to work is only spottily repeatable, and I still have yet to get the chase to terminate correctly. Even if I managed to get that to randomly work after repeated failures, I’d be wondering throughout the rest of the game if I was missing crucial events through the same bug. So Blade‘s a bust. It’s time for Dust.

Failing at 1997

Moving on, then. I’m already a week behind schedule, and I want to make some time to finish up the last few games, so lets go for something short. Adventure games usually qualify. It’s hard to pad things out when every interaction is a special case.

Unfortunately, we seem to have entered the danger zone, where the games are too old to run without problems on a modern system, but not old enough that I can easily get around the problem with a robust and stable emulator. The first game that I pulled out of the Stack for this week, an ill-regarded exercise in wackiness titled Armed & Delirious, consistently crashed to the desktop during the intro cutscene, with a popup reading “Unexpected Error”. No tweaking of the compatibility settings helped. Online searches turned up no patches and no record of anyone else ever having solved this problem, and precious few mentions of anyone even encountering it. Such is the doom of ill-regarded games.

After giving that up, I switched to plan B: Blade Runner, a point-and-click adventure loosely based on the movie of the same name. Blade Runner: The Game doesn’t tell the same story as the movie — or, for that matter, as the novel it was based on (again loosely) — but instead puts you in the shoes of a different cop/murderer hunting for a different set of synthetic humans. It’s more or less a sci-fi police procedural, and I’ll probably be comparing it to my recent experiences with Police Quest if I keep on playing. I have to say, it’s a pretty slick package, if low-fi and over-antialiased by today’s standards. I’m particularly impressed by how smoothly the FMV scene transitions are integrated into the action (something probably helped by the fact that I copied all four CDs to my hard drive).

Operation of the game seemed trouble-free at first, but then I hit a wall, ran out of ways to progress. The last thing I did to advance the story was chase a suspect through an abandoned building. The chase ended at a locked door in a room with no other hotspots. Lacking anything better to do, I left, then tried out the shooting gallery back at HQ, only to find that there was nothing to shoot — no targets ever appeared. Growing suspicious, I hit up the net for information. Walkthroughs confirmed that the chase scene was supposed to end with a triggered event: when I reached the locked door, the guy I was chasing was supposed to jump me from behind. I’m hoping that this is the same sort of trigger that was supposed to make the targets in the shooting gallery appear, because I’ve solved that part. An old FAQ suggested that it had problems on fast systems, and that I should use a slow-down program like Turbo to cut the system speed down to somewhere between 30% and 50%. I had to set it to 1% to get the shooting gallery working — and until that happened, I wasn’t even sure that Turbo was having any effect at all.

But I still haven’t completed the chase successfully. Going back to the locked door after having left it once has no effect. I’m probably going to have to do the chase over again — and since my only save is after that point, that means starting over from scratch. If it doesn’t work, I suppose it’s time for plan C. (Or rather, plan D. I don’t have any unfinished adventure games from 1997 beginning with C.)

Red Alert: Stalin’s Story

Before I start talking about playing Red Alert on the Soviet side, let me describe the closing cutscene of the Allied campaign. A trio of American GI’s searching the wreckage that used to be the Kremlin discover Stalin himself buried in the rubble, throughly pinned down with only his face visible. (It looks very unnatural, as if he had been deliberately buried, but I don’t think that’s how we’re meant to read it.) The soldiers’ orders are to take him prisoner, but a figure steps out from the shadows: the German commander who we’ve seen in most of the mission briefings. He tells the soldiers to just walk away and report nothing. After they comply, he calmly gags Stalin and covers him completely, so he’ll die a slow lingering death in the ruins, unable even to cry out “For the love of God, Montresor!” — although of course we know he’ll more likely be rescued just in time for the sequel.

The scene left me doubtful about what its point was supposed to be. Was I supposed to be horrified at the commander’s cold-blooded cruelty, perhaps even think that my German allies were not quite as historically-altered as they appeared? Or was I supposed to regard it as no more than the villain deserved, and cheer for his getting more suffering than strict adherence to the code of war allows? I’m a little reminded of another alternate WWII story, Inglorious Basterds. I recall seeing a review of IB that complained about its simplistic view, that it used Nazis as one-dimensional monsters, a mere means for the characters fighting them to perform extreme acts of gratuitous violence without losing our sympathy. This struck me as a good description of just about any other WWII movie, but way off base for IB. Probably the only reason that the gratuitous violence bothered that reviewer so much was that Tarantino took special care to repeatedly remind us that we were cheering on monstrous behaviour on the part of our own side. (I could write about this at length, but I’m already digressing enough.) But then, Tarantino is a special case: a maker of violent entertainment who actually wants us to think about what violent entertainment means. I really don’t think that the writers of Red Alert reflected on it that much. The simple fact that Stalin is head of the Soviet Union was enough to get people itching for a resolution like this in 1996, in the nearer aftermath of Communism’s collapse, which left the more hawkish-minded Americans feeling a little cheated, denied a glorious military victory of the sort depicted in this game.

I mention all this now because the start of the Soviet campaign clears it up completely. We’re supposed to regard Stalin as completely deserving of the worst fate the Allies can dish out. The very first thing you see, as the curtain rises on first mission briefing, is the tail end of another meeting, a report on a test of a new poison gas — tested on an unnamed village, with special mention made of its effect on children. To drive the point home, your first mission is to pacify a small village in the Ukraine by destroying it and killing everyone in it.

So, although it’s not explicitly stated this way, the clear implication is that Stalin is gassing his own people — rather like another mustachioed dictator who American hawks felt a lack of resolution with in 1996. Was this comparison deliberate? Honestly, looking online, it looks like “he gassed his own people” didn’t really achieve repeated meme status until 2002. Still, the events it refers to were in the past, so it’s plausibly intentional.

Anyway, I’m pleased to note that this isn’t just cutscene plot: the lack of regard for “your own people” does in fact extend to gameplay. I earlier made mention of Medic units that heal injured soldiers. The Soviet side doesn’t seem to have them at all. Armored personnel carriers, sometimes the best way to keep soldiers alive, do exist — I had a couple at the start of one mission — but they’re not as readily available as on the Allied side, where they’re one of the basic things that you can build with the same factory that produces tanks. Tanks themselves only come in larger, tougher, and more expensive sizes than the Allies produce, so you’re inevitably going to rely on foot soldiers a lot more, which, given the lack of ways to keep them alive, means producing lots of them and then seeing most of them get killed. I don’t remember the original Command & Conquer well enough to know how much of this simply carries over from there, but I am reminded of the few differences between the sides in the original Warcraft, where healing magic was the exclusive domain of the Human side. (No sign of the Soviets reanimating their dead yet, though.)

One last unrelated thing I’d like to mention before signing off and possibly playing something else: I’m quite pleased with Kane’s cameo. Kane, who looks like he goes to the same barber as Anton LaVey, is the chief bad guy in those Command & Conquer games not set in the past. He’s unusually death-resistant — always a good attribute in a series villain, as it spares the writers from having to set up plausible escapes like they did with Stalin — and he may in fact be immortal, which would explain why hasn’t aged since the 1940s. (Alternately, I suppose he could have access to time travel. Which has interesting implications for this game’s premise.) And what role does he play in alt-history? Hard to say. He just shows up during one of the meetings, whispers something into Stalin’s ear, and leaves. One assumes he’s playing puppet-master somehow. Now, I haven’t completed the game, so I don’t know if he shows up later, but I hope not. This one appearance as it stands strikes me as just about the best way to establish a link between the games: subtle enough that newcomers can play without even noticing it, vague enough to fuel fan speculation, but at the same time highly visible and undeniably significant to those in the know.

Red Alert: Allied Victory

Only in the final battle do you get to use the Chronosphere. Honestly, I find it disappointing. I had been anticipating teleporting a battalion of tanks right into the enemy base, behind the defenses, to take out crucial infrastructure like power plants (always a good first step against the Soviets). I had done similar things a few levels back with helicopters, but helicopters are vulnerable to anti-aircraft guns, and tanks are not. But it turns out that the Chronosphere can only teleport one unit at a time, and a single tank in an enemy base doesn’t last long enough to destroy anything.

Okay, so perhaps I could send Tanya? Tanya is the sole “hero” unit on the Allied side: she can shoot foot soldiers at a greater distance than they can shoot back, and she can demolish buildings in a single stroke by planting explosives. Her only drawback is that there’s only one of her, and she tends not to defend herself unless explicitly instructed. Still, Tanya sent directly into the heart of the enemy base could take out multiple power plants before she died. But no: the Chronosphere can’t teleport people, only vehicles.

But what about a troop carrier, then? An APC with Tanya and a company of engineers would really do a job on the place. Each engineer that you send into a building damages it by 25% of its full hit points. If the resulting damage would destroy it, the engineer instead takes it over. It’s expensive to do this — the engineers used this way are consumed in the process — but it’s just about the quickest way to eliminate an enemy structure, and I imagine it’s really demoralizing in multiplayer mode. I’ve used this trick on a few occasions, and the only difficulty in pulling it off is getting your engineers safely to the structure in the first place. The Chronosphere seems like it would solve that, but teleporting an APC only sends the vehicle, not the passengers. It makes me wonder if the vehicles I sent have drivers.

Just about the best use I ever found for the Chronosphere was to teleport damaged units back to base, where they could be repaired. That saved me the cost of building a few replacements, but I don’t think building the Chronosphere resulted in net savings. Perhaps it has uses I never discovered. Oh well, at least the Iron Curtain seems to be similarly lame: its effects are short-lived enough that the tanks using it always seemed to run out shortly after reaching my base.

I won the level mainly with the tried-and-true massive pack of helicopters on offense, using tanks and defensive structures to deal with counterattacks. That, and harvesting as much Ore as I could, as quickly as I could, to support this strategy. I built up a far larger cash reserve than I had at any previous point in the game, but I still managed to waste it all rebuilding my defenses and repairing my damaged helicopters. By the end, my ore trucks were going clear across the map to the fields that the enemy had been harvesting before I destroyed all their ore trucks. It all ended up in a gradual but inexorable eating away of the enemy base, and the mission went on for a good half hour or so after victory was a foregone conclusion. Not that there was really ever much danger of losing that mission. This is a game that wants you to win. The levels get bigger as you go along, but they don’t really get harder. Still, even when the challenge is removed, there’s a simple pleasure in destroying everything.

That leaves the Soviet campaign. Having completed half the game, I’m tempted to leave it at that and go on to 1997. It’s been almost two weeks, after all, even if I haven’t been playing much during that time. But I do want to experience some of the Soviet gameplay while that of the Allies is fresh in my mind — and to that end, I’ve already started on the other half, which I’ll describe next post.

Red Alert: Indoors

Twice now, I’ve encountered indoor levels: enemy complexes with patrolling guards, where your goal is not to slaughter everyone, but to reach a certain room or rooms. (In both cases that I’ve seen so far, it also involves keeping a brace of defenseless Engineers alive to reach those rooms, that they may ply their skills.) This is a familiar variation on the RTS, and would have been familiar to players at the time as well: I don’t remember if the original Command & Conquer had levels like this, but Warcraft certainly did.

The game engine doesn’t really know it’s indoors. Apart from a paint job on the terrain, everything looks and acts the way it usually does. You obviously don’t have tanks and airplanes in the corridors, but that’s because the level designer chose not to make them available, not because they won’t fit. One of the basic Soviet defenses is a kind of automated flame thrower on a pole: these are seen spewing destruction at the entrance to most Soviet bases, preventing you from simply storming the place with foot soldiers. They’re present in the indoors scenes too, where they somehow seem smaller, more like a Dungeons & Dragons trap than something to hold back an army. But in fact there’s no change in their range or destructive power — it’s just that the scale of the world around them has been altered.

The real way these levels differ from normal ones is that there’s no base-building. You arrive at the complex with a certain number of soldiers, and you have to keep enough of those soldiers alive to accomplish your mission. This extremely contrary to the way I normally play these games, which is heavily based around accepting losses as long as the enemy suffers losses too, and as long as I can recover from them faster. Here, there’s no recovery. Both of the indoor levels I’ve seen give you a medic, who provides slow but unlimited healing during quiet moments. But there’s no healing the dead. Putting this constraint on makes it feel a bit like a special exercise, like blindfold chess or fistfighting with one hand tied behind your back. It’s easy to become complacent about the abundance of resources in other levels — Ore is not inexhaustible, and indeed I routinely exhaust stretches of it through my profligacy. But the indoor levels teach me to be frugal with lives. If it were to teach me this successfully, it would probably make me a better player, raise my customarily abysmal Economy rating at the end of each map, and make the tougher levels a lot easier.

But I doubt that’ll happen. I’m almost at the end of the Allied campaign already; it’s basically just a sprint to the finish now. And if they expect me to carefully look after the well-being of my people when I switch to the other campaign, well, then they clearly need to read up a little on Joseph Stalin.

Red Alert: Moral Clarity

Both sides in Red Alert have their own distinct superweapons: the Soviets have the “Iron Curtain” effect described previously, while the Allies have the Chronosphere, a temporary teleportation device developed from the conspiracy-theory-famous Philadelphia Experiment. I still haven’t seen either of these things used in battle, but their development figures big in the plot, which is greatly concerned with protecting your own research and sabotaging the enemy’s. About two-thirds of the way through the Allied campaign, we learn of another project, Stalin’s ultimate secret weapon: his scientists have discovered how to unleash the power in the heart of the atom, creating an explosion of unparalleled destructive power. You, of course, have to prevent these doomsday weapons — these “atom bombs” — from ever being deployed.

It’s alternate history as moral wish-fulfillment fantasy for America. I suppose some people would argue otherwise — I mean, a world where the Reds got the bomb first? That’s your fantasy? But it is: it puts us in the role of unambiguous good guy. Nukes are, after all, bad-guy weapons, things whose chief practical use is to terrorize the world into submission like a James Bond villain. The first Command & Conquer recognized this by making tactical nukes the ultimate weapon for the fanatical terrorist side, the Brotherhood of Nod. The ultimate weapon for the good guys, the Global Defense Initiative, was an orbital laser: clean, precise, comfortably remote from retaliation, and best of all, fictional, and therefore never yet historically used to massacre civilians.

Come to think of it, the very premise of Red Alert is a moral simplification of World War II. Forget the real-world use of atomic weapons for the moment; that’s something people manage to justify in their minds. All it takes is an extreme us/them mentality, the sort that considers “uncompromising” to be a compliment. But that same mentality finds it extremely galling that, in order to fight the Nazis, we had to be on the same side as the Communists. Removing this factor, Red Alert allows us the luxury of complete purity, of both aims and means. Heck, even the lack of any involvement with Japan presumably means no Japanese-American internment. It all comes a lot closer to our national myth of WWII-as-last-good-war than the reality ever did. It really says something that the creators of this game felt it necessary to clarify and improve our good-guy status even in the context of the war we spent fighting Hitler. And it’s profoundly weird that they decided to do this by removing Hitler from the story.

Red Alert: Single-player campaign as tutorial

Red Alert is essentially a two-player game, even when you’re playing the single-player campaigns. It’s just that in single-player mode, the opponent is computer-controlled, has a large material advantage over you, and is kind of stupid. If you destroy the enemy’s ore trucks, for example, there’s no guarantee that they’ll even try to build replacements, even though they’re pretty much doomed without a source of wealth.

The computer is more predictable than a human opponent, and if that isn’t enough to guarantee victory for the player, you can save the game mid-battle. (In fact, mid-battle is the only time you can save the game, which is something of a deficiency. I’d like to be able to save between missions. Sometimes you have a choice between two battlefields for the next mission, but you can’t save until you’ve chosen one.) In other words, although the single-player campaign is where the plot and the FMV is, the two-player game is where the challenge is. As usual for the RTS genre, the single-player game is essentially a tutorial for the real game.

Except… it’s kind of lacking as a tutorial. I remember playing the original Command & Conquer, the original Warcraft and Starcraft. Those really started off as tutorials, giving the player missions like “build a farm” and “defeat a small group of isolated grunts”. Red Alert is a second-generation RTS, and assumes familiarity with the first generation. If you don’t already know how combat and base-building work, this isn’t the game for you.

Moreover, the game itself doesn’t provide nearly as much information as I expect from a tutorial. No in-game unit or building descriptions here, and the crucial hotkeys (such as assigning and selecting groups of units, or telling them to guard an area) are only documented in the manual. The game gives you the ability to tell a group to maintain formation, so that every unit in the group moves only as fast as the slowest. This is an incredibly useful feature, and one that I wish more RTS games had imitated, but it’s buried where you’re likely to not notice it. This may mostly be a matter of changing expectations, though. Games today are pretty much expected to be playable from just picking up a controller, but they were allowed to be more dependent on their manual in the old days. I’m a little surprised that this mindset was still in force as late as 1996, though.

In fact, the manual actually contains a section titled “Tutorial”, which is a walkthrough of the first two missions. Unfortunately, I seem to be missing part of it: my copy of the manual, part of a 200-page perfect-bound thing covering four anthologized Command & Conquer games, has a 16-page duplicated section. Thank goodness for the internet.

Still, sometimes even the manual isn’t enough. In one of the early missions, I was instructed to do something to the enemy’s technology center. Okay, which of the various buildings in the enemy base is the technology center? The most information the game will give you about enemy buildings is the string “Enemy Building”, and the manual only contains pictures of the icons that you click on to build things, which don’t necessarily look much like the building itself. It took me two or three tries to get the right one.

But I have to emphasize that it functions as a tutorial. It’s just not the sort of tutorial that spoon-feeds you answers. It uses a harsher but no less effective pedagogic technique: that of throwing problems at you, and not letting you pass until you’ve found the answers. The levels largely seem to be strategic puzzles that yield easily to the right approach. Need to destroy a heavily-guarded naval yard? Build some ships of your own. Those ships have to pass through a strait guarded by submarines and tesla coils? Send some tanks to take out the power plants first, so you only have to fight the submarines. Each level introduces new stuff, on both your side and the enemy’s. The puzzle, then, is to find the weakness of the enemy’s new stuff — a weakness that can, in all likelihood, be exploited using your new stuff.

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