201 lines
10 KiB
Plaintext
201 lines
10 KiB
Plaintext
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DARK SIDE
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One of a series of games in Cinemaware's Spotlight line, DARK SIDE
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combines the dynamism of an arcade game with the exploratory
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features of an adventure. It showcases a system called "Freescape,"
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a landscape design program that uses filled polygonal vector
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graphics. You're going to see more of this design in the future,
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because it permits the rapid updating of three-dimensional areas. In
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DARK SIDE, you move into and out of the screen, as well as in the
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eight cardinal directions of conventional action games. As a
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result, for the first time outside the realm of flight or driving
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simulation, you're playing in a truly three-dimensional gaming
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world. (This review is based on the Amiga version; IBM-PC and Atari
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ST version notes follow.)
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You're a lone soul in a high-tech spacesuit who's been sent to
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prevent the destruction of the planet Evath. The local criminal
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element has set up Energy Collecting Devices (ECDs) in a network on
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Evath's moon, Mitral. These ECDs collect solar power in a cell on
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top, and then transmit that power through lines to the Zephyr One.
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The Zephyr One, when fully energized, will destroy Evath in a simple
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blast. Your job is to disable the ECD network so that Zephyr One
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will never reach full charge.
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Your spacesuit controls are sophisticated yet simple. They're
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arranged in an area below your face mask, much the way a flight
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simulator's controls would be. Using the mouse to move around, you
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point and click on the onscreen control pad. You can also increase
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and decrease the distance each step requires, and change the number
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of degrees radius when turning right or left. There is a jet pack
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that can be turned on and off. When on, you can fly at any altitude
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within the game world; you can look up or down, tilt right or left,
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and crouch. In all, you have tremendous yet precise control over the
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variety of movements possible in the game; you really feel like
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you're in that spacesuit, learning to mobilize it for the tasks at
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hand.
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Other control options include toggling between music and sound
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effects, and loading, saving, or aborting a game. Situated around
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the view window are: a compass; an attitude indicator (useful for
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when you're looking up or down); a listing of X, Y, and altitude
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coordinates; a step percentage and angle degree indicator; a message
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window; a shield and fuel reserve meter; a power pack on-off
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reminder; a window monitoring ECD efficiency (which starts out at
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100 percent and subtracts one percent each time you destroy a solar
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cell); and a vertical bar indicating the amount of charge collected
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for the Zephyr One. Despite the seemingly overwhelming variety of
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controls and indicators, the screen is simply and efficiently
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designed; it takes only a short while to master the controls and
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become familiar with the instruments.
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It's what's outside the window that's really exciting, though! You
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gaze through your faceplate into a surreal world of brilliantly
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colored polygonal buildings, trees, tanks, ECDs, and other objects.
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Some of these are fully animated: The tanks slide horizontally
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across the screen, firing at you along the way. When you shoot at
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the buildings' doors, they slide open, or entrances appear
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elsewhere. The ECDs are sometimes surrounded by protection devices,
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which can be manipulated with the proper techniques. Some trees take
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off when you fire at them. Flying attackers dash at you from above,
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inflicting heavy damage.
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Other objects are there to be explored: You enter buildings to
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refuel, to restore your shields, to find telepod crystals, or to
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teleport rapidly from area to area. You crawl under platforms to
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find special entryways into tunnels that link the different
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regions. You avoid channels of water and platform edges, perch on
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strange architectural structures, and discover sphinxes and energy
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barriers (and other indescribably weird objects), most of which
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perform some sort of function. For instance, if you find the hammer
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on the wall in your first supply station, try taking a pot shot at
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it and watch what happens...fun!
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The main process of the game involves a combination of exploration
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and careful use of firepower to manipulate things. You have 14
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different sectors (not including the tunnels beneath them) to
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explore, each of which is fundamentally different from the others.
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You discover that some places are your supply depots, while others
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are at the center of the ECD network. You shoot out the solar cells
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wherever you find them; sometimes they regenerate, so you have to
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figure out how to keep them from doing so. Some sectors contain
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telepods, from where you can transport into otherwise inaccessible
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areas (if you've collected the right objects).
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At first, the game seems short and incomprehensible. Until you've
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gained enough control and knowledge of the relationship between
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sectors to reduce the ECD percentage flowing to Zephyr One, the game
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ends all too soon: Ol' Zephyr's charged up and blasting before you
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can say boo. After a while, though, with a little mapping, a little
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better understanding of what's going on, and an increasing ability
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to zap ECDs quickly and efficiently, you'll find yourself playing at
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a more leisurely pace. That's when the game really becomes richly
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satisfying. Because you've learned enough to take hold of your
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primary task, you now have time to explore the more abstruse aspects
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of certain sectors: You can marvel at (and revel in) the ease with
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which you manipulate your suit; you'll have a chance to take the
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offensive, instead of rushing breathlessly to the nearest refueling
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station.
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The Amiga version of DARK SIDE is designed to run with 512K of
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RAM, so there should be little in the way of hardware compatibility
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problems. The game is controlled almost entirely with the mouse;
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there are a few options that require the keyboard, but it's possible
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to play successfully without using them.
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DARK SIDE comes on one disk, and uses key-disk copy protection,
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which means the disk can be copied, but the original must be
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inserted in order to start the game.
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It's a small point, but this version has a wonderful musical
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soundtrack that you can turn on in place of the sound effects. The
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musical composition lasts for about ten minutes, then starts over
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again. It's both serene and evocative: It reminds me of some of the
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more popular German electronic rock of the early '80s, except in
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this case, there's a beautiful koto part played over the moody
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electronic orchestration.
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DARK SIDE is a successful introduction to the world of Freescape
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design, and it's a great game, too. A lot of play is packed into a
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little space. Although it may not seem as territorially extensive as
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the more conventional adventure designs, or as filled with flying
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targets as the more conventional action game designs, DARK SIDE does
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a near-perfect job of balancing action and adventure elements. I'd
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say it defines a whole new genre of game -- along with a few others
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like it, such as DRILLER, SPACE STATION OBLIVION, TOTAL ECLIPSE, and
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SLEEPING GODS LIE.
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IBM-PC VERSION NOTES
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DARK SIDE is almost as much fun on the IBM as it is on the Amiga.
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My only reservation concerns having to control the game either with
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the keyboard entirely, or with the keyboard combined with a
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joystick. I found it simpler just to stick to the keyboard;
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otherwise, at some crucial moment, you find yourself having to let
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go of the joystick to access a command -- at which point, something
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invariably goes wrong (you fall, you stop moving and get shot at,
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etc.).
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The keyboard interface is fine, but requires a little more effort
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than the Amiga mouse-control interface to master. Flight simulator
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aficionados should have no problem with this, though.
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The IBM-PC version is very up-to-date in terms of hardware support
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and copy protection. The game comes with both 3-1/2" and 5-1/4"
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disks, neither of which is copy-protected. EGA, CGA, Hercules
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Monochrome (256K), and Tandy 16-Color (384K) are all supported.
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There is no sound board support, and the marvelous music soundtrack
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is missing, but the sound effects themselves are just fine.
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Scrolling is slow on the more primitive XT clones, but still quite
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playable, even in monochrome Hercules mode. Naturally, with a fast
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'386 machine and EGA graphics, the screen moves much more smoothly.
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I didn't like the color schemes in this version quite as much;
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comparatively speaking, they're a bit too gaudy for my tastes. But
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the graphics are just as sharp and smooth here as they are on the
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Amiga, and in all other respects, the two versions are identical.
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ATARI ST VERSION NOTES
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DARK SIDE is essentially a sequel to SPACE STATION OBLIVION (from
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Epyx). The Atari ST version can be considered identical to the Amiga
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version, including the soundtrack.
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DARK SIDE is controlled with the mouse (which worked best), the
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keyboard (second best), or a joystick. The program disk is
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copy-protected, and you'll need a blank, formatted disk for game
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saves. The instruction manual explains gameplay and controls for all
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versions.
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Graphics on the ST look even better in DARK SIDE than they did in
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OBLIVION; if they aren't really better, and it just seems so,
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well...so what? The 3-D structures move smoothly and swiftly with no
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flicker or breakup, and the game plays easily once you have your
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wits (which DARK SIDE will misplace shortly after the game starts,
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while you gape through the viewport at the fabulous scenery).
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In SPACE STATION OBLIVION, your goal (which DARK SIDE assumes
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you've reached) was to prevent the destruction of the Ketars' home
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planet Evath, and its first moon, Mitral, to which the Ketarian
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criminal element had been banished. According to the background
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story in the DARK SIDE manual, it is now 200 years later, and the
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criminals have taken refuge on Tricuspid, Evath's second moon.
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What I mean to say is that you can play DARK SIDE without having
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played OBLIVION. What I also mean to say is that you might want to
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play OBLIVION, too. While DARK SIDE seems like an improvement (not
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that OBLIVION needed any), both games are excellent, and the
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Freescape graphics are marvelous.
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DARK SIDE is published by Spotlight Software and distributed by
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Cinemaware.
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*****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253
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