179 lines
12 KiB
Plaintext
179 lines
12 KiB
Plaintext
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LORD OF THE RINGS, VOLUME ONE
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LORD OF THE RINGS took J.R.R. Tolkien 13 years to write. Tolkien needed that
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much time to carefully work out the geography, history, and languages of Middle
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Earth, the imaginary world where the novel is set. The rich background detail of
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the books is one of the main reasons they have become classics, but it's
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difficult to make such background detail "gameable." Despite several past
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attempts, no one had succeeded in translating Tolkien from prose to computer
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game -- no one, that is, until Interplay released its computer role-playing
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game, LORD OF THE RINGS, VOLUME ONE (LOTR). This review is based on the IBM-PC
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version.
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Interplay's program is faithful enough to the book to please Tolkien fanatics.
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It's also a fine CRPG, with the features that have made hits of Interplay games
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like WASTELAND and DRAGON WARS -- namely, a highly non-linear storyline, a
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skills system, and multiple solutions for puzzles. Although a good Tolkien
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computer game has been a long time coming, the problem with LOTR is that it was
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released too soon. There are several bugs in the current release that mar an
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otherwise excellent game.
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LOTR covers the material in THE FELLOWSHIP OF THE RING, the first volume of
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Tolkien's trilogy. The story concerns Frodo Baggins, a member of the gnome-like
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race of hobbits. Frodo had led a peaceful and contented life, until one day the
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wizard Gandalf tells him that the magic ring he had inherited from his uncle is
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in fact the One Ring created by Sauron, an evil power who is determined to
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conquer all of Middle Earth. Frodo is assigned the job of taking the powerful
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Ring to Sauron's realm of Mordor and destroying it. The events in LOTR take
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Frodo from his peaceful home in the Shire, through strange forests, haunted
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ruins, and the monster-infested mines of Moria, and finally to the elf city of
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Lorien. At this point, the game designers introduce a major subplot not found in
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the book, so as to give the game a more definite conclusion. (The book ended
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with a "to be continued..." message.)
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There are dozens of other such original subplots integrated into the game. With
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the exception of the endgame, you need not complete any of these subplots to
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win. However, most of the subplots yield experience points, helpful information,
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more powerful weapons, or useful items. For example, near Frodo's home in the
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Shire is a small cave where you are introduced to combat, and where some items
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that are useful later in the game can be found. There are so many of these small
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subplots that you're very unlikely to find all of them in one pass. This makes
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LOTR a highly replayable game.
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The abundance of subplots also means you can specify how long and complex you
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want the game to be. For example, you can hurry through the mines of Moria by
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mapping only the first level, if you choose; or you can explore all of Moria's
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13 levels if you want to do more extensive dungeon-crawling. If you rush through
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the game, you'll finish in 20-30 hours; if you take your time and explore all of
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the gameworld, you'll find this game as long and complex as any in the ULTIMA or
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WIZARDRY series. LOTR is true to the book, challenging enough for Tolkien fans,
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_and_ interesting enough for a non-fan who doesn't know a Nazgul from a
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Numenorean.
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The focus of the game changes depending on the circumstances. In the peaceful
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Shire, you spend most of your time interviewing the population and solving local
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problems. By contrast, in the mines of Moria, you're engaged in mapping the
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passageways, finding treasures, disarming traps, and fighting off the hostile
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inhabitants. The size of the gameworld is vast, accurately reflecting the
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geography of the books. This does mean you'll spend a certain amount of time
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trudging around in the wilderness, since there are no transportation shortcuts
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(like the teleportation portals in ULTIMA VI). The smart traveler will learn to
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do plenty of exploring, though, as many of the most interesting places are off
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the beaten track.
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Interplay clearly put a great deal of research into this product. All of the
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major characters and locations from the book are in LOTR, and there are many
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locations in the game that are mentioned only briefly in the book, such as the
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home of Radagast the wizard, and the tower of Dol Guldur. The new characters and
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locations that Interplay has created blend seamlessly into the original story.
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Much of the text in LOTR is taken directly from the book. The game manual
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contains much useful background information (including a glossary) that the
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uninitiated will find helpful in decoding the tangle of strange names in
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Tolkien's mythology.
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As a CRPG, LOTR resembles a cross between Origin's ULTIMA VI and Interplay's
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WASTELAND. Like ULTIMA VI, it uses 256-color VGA graphics and an icon interface;
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like WASTELAND, it uses a skills system and references to story paragraphs in
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the manual; like both, it relies on an overhead perspective.
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LOTR works best with a mouse. Clicking the right mouse button brings up a menu
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of icons; clicking on the various icons allows you to talk to characters, attack
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monsters, use skills, and so on. Keyboard commands can also be entered; however,
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movement via keyboard is hampered by sluggish response. For example, if you hit
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the up arrow key three times, and the right arrow key once, chances are that
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instead of going north three times and east once, your character will simply go
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north four times. In addition, the keyboard buffer occasionally overflows,
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resulting in an obnoxious beep from the computer. The mouse is therefore
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preferred, although every so often, the mouse pointer on the screen goes amok.
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When this happens, rolling the mouse back and forth vigorously usually solves
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the problem.
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Characters in the game have two types of attributes: One is the usual sort of
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CRPG statistic: life points, strength, dexterity, etc. The game even includes a
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willpower statistic, important here because the Ring eats away at the willpower
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of the person who uses it. These statistics change during the game, as the
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character accumulates experience. The other type of character attribute is
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skill, of which there are three: Lores allow a character to give information on
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a particular subject. (A character with dwarf lore, for example, may give useful
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hints while exploring dwarven ruins.) Combat skills (such as swords, or dodge)
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give you advantages in battle. Lastly, active skills (like Picklock or Jump)
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help in solving puzzles or performing actions. For example, to open a locked
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chest, a character with the picklock skill stands near the chest and uses the
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skill. Skills do not improve with experience, but a character may acquire new
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skills by being trained in them.
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There are two types of magic in LOTR. All types of characters may acquire words
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of power. Words of power are essentially one-shot magic spells that only work in
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certain circumstances. There are also spells, which can be cast only by wizards
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and sorcerers. Spells in LOTR are weak compared to those in other CRPGs.
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Gandalf, one of the most powerful magic users in all of Middle Earth, only has
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spells approximately as powerful as a first-level magic user in an AD&D game.
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Spells also directly drain life points, so that a wizard who casts spells
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constantly can be dangerously weakened. (Fortunately, the wizards of Middle
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Earth also wield a pretty mean sword.) This weak magic system is consistent with
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the books, where magic is mysterious and uncommon.
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Combat is the weakest component of the LOTR game system. It is essentially a
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simplified version of ULTIMA combat. Every combat round, each character gets a
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chance to move and attack. Characters can only attack if they are close enough
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to the enemy. The combat system in LOTR is simple and straightforward -- perhaps
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too much so: It's sometimes unrealistic (archers can shoot through walls, for
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example), and combat soon ceases to be a challenge. Since combat plays a
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relatively small role, this is a minor criticism. LOTR is mainly a game of
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exploration and puzzle solving, not combat.
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Like most recent programs, LOTR is a memory hog. It requires 512K of RAM in
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EGA, CGA, and Tandy mode, and 640K in VGA mode. All versions of DOS are
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supported. There's a nice save/restore game option, but you can only save two
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games at a time. The only form of copy protection is the story contained in the
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manual (and referred to throughout the game). LOTR comes on five 5-1/4"
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diskettes; 3-1/2" diskettes are sold separately. The game supports all the major
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sound cards (Roland, AdLib, and Sound Blaster). The music is nice, but sparse.
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Digitized sound effects, such as the howl of wolves, are also heard from time to
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time. These effects come through the PC speaker and do not require a sound card.
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The VGA graphics are very good, although graphically, the game is not quite as
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rich as ULTIMA VI. A 10MHz system or faster is recommended. Note that because of
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the way the game handles graphics, both EGA mode and CGA mode are slower than
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VGA mode. If you have a slower machine and EGA, the game may be unacceptably
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slow. The EGA graphics are nice, but they have one major flaw: an annoying
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screen flicker when characters move. The CGA four-color graphics are nearly
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illegible. (The software also supports Tandy graphics.)
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These graphics problems, as well as the keyboard and mouse difficulties
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mentioned earlier, are results of LOTR's major flaw: It was released before it
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was ready. The game came out in mid-December, often a bad sign. Software
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companies naturally try to publish their major products before Christmas;
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unfortunately, that means some games released in December don't get the
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beta-testing they require. LOTR, a large and complex program, evidently needed
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further testing: There are many bugs in the game. Most are minor, such as
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characters making speeches not intended for them, or computer lockups during
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combat. Others are more serious, such as party members who just disappear (when
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they're not supposed to) and subplots that cannot be finished. None of these
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bugs ruins the game, since LOTR is so non-linear that a missing party member or
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an unfinished subplot won't prevent you from winning.
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One bug, however, is so serious that it stops you dead in your tracks. If you
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move back and forth too often between the major areas in the game, you may
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become trapped. Any attempt to move out of the area leads to the death of your
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characters. This most commonly happens after you visit Rivendell and return to
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the Barrow Downs. If you've encountered this problem, Interplay can tell you a
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cheat to get past it: Contact them in their section of the Game Publishers Forum
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(GO GAMPUB). Also available is an upgrade that corrects many (but not all) of
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the bugs. The upgrade is version 1.1; to find out if you have version 1.1, check
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whether it says "Version 1.1" at the beginning of the README.DOC file that comes
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with the game.
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Anyone who enjoys Tolkien's books, or games like ULTIMA VI, should enjoy LORD
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OF THE RINGS, VOLUME ONE. In fact, I think LORD OF THE RINGS is one of the best
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CRPGs ever created, which makes it all the more painful to see the bugs in it.
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It's still a perfectly playable game, but always having to be on the alert for
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bugs takes some of the pleasure out of exploring the vast and complex world of
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Middle Earth. I eagerly look forward to the forthcoming sequel, THE TWO TOWERS.
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I just hope Interplay doesn't plan to release it at Christmas time!
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LORD OF THE RINGS, VOLUME ONE is published and distributed by Interplay
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Productions.
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*****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253
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