184 lines
11 KiB
Plaintext
184 lines
11 KiB
Plaintext
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INDIANA JONES AND THE LAST CRUSADE: THE GRAPHICS ADVENTURE
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Lucasfilm Games's INDIANA JONES AND THE LAST CRUSADE is a splendid adventure
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game, on par with any of Sierra's best. Why? Because it's tough, long, clever,
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beautifully drawn and animated, and offers extraordinary replay value. Even the
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music, whether heard through the standard IBM speaker or an optional AdLib sound
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board, is superior. For Lucasfilm, this is a major achievement in their bid for
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prominence in the adventure game market. (This review is based on the IBM-PC
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version; Amiga version notes follow.)
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That's not to say anything against Lucasfilm's two previous adventures, MANIAC
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MANSION and ZAK MCKRACKEN AND THE ALIEN MINDBENDERS. Both were quality games,
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with amusing storylines that allowed you to solve puzzles by switching
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characters midstory -- a unique feature. But the graphics, cute as they were,
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seemed too blocky to exhibit much personality, and Lucasfilm's traditional menu
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system was not quite up to snuff. Refinements have been made, and the screen
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resolution has been vastly improved (320x200, up from 160x200).
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The plot closely follows the film's story, except for removal of one or two
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subplots. Indiana Jones's father, Dr. Henry Jones, has vanished while searching
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for the legendary Holy Grail. Indiana receives a mysterious package from his
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father, containing Dr. Jones's Grail Diary, a disorganized compendium of clues
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and notes pertaining to the whereabouts of the Grail. Indy decides to go in
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search of his father -- and the Grail -- with the help of Marcus (a friend of
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Dad's) and the beautiful Dr. Else Schneider. The journey takes Indy from New
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York to Venice and further, through catacombs and castles, by air an by land.
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When a game is based on an existing work, the concern is that it might require
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familiarity with the original version, or even that familiarity will somehow
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spoil the game. In the case of INDY, nothing could be further from the truth: It
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stands completely on its own, and if you haven't seen the film, playing the game
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will make you want to. Not that the film's story will help you to solve any of
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the puzzles. The game includes sequences and subplots that were removed from the
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final cut of the movie, and although many locations and snippets of dialogue are
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familiar, the puzzles and their solutions are mostly unique to the game.
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The graphics and animation are excellent, and brief moments are absolutely
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outstanding: Indy dipping the grail into the holy water (avoiding the deadly
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whirring blades), all the sequences in which he uses his whip, and more. Many of
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the scenes and backgrounds are beautifully drawn, with style and atmosphere,
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especially the catacombs, the castle exteriors complete with lightning, and the
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so-called Lion's Head cavern. There are plenty of close-ups, long shots of areas
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(which scroll right and left), overhead views, and a wide variety of cinematic
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touches in general.
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Much is made of the multiple solutions, and this game goes farther than most in
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providing alternate ways to solve puzzles. In many cases, puzzles can be solved
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either by brute force or by wits: Punch your way past the guard, or talk your
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way out of the situation. Often, there's a third method, in which you avoid the
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encounter and choose a different route entirely, that in turn may be handled
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several ways. Thus, you have a rather complex assortment of means to an end.
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To make this a more salient feature, INDY offers not one, but two running
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scores during your game: the episode total and the series total. The episode
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total gives your score only for the solutions you've utilized in the course of
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your current game. The series total keeps track of how many solutions you've
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actually discovered along the way, in all the games you've played. Altogether
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there are 800 points to be earned in INDY, but because that number includes
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points from every alternate solution, there's no way to earn 800 in any one
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game. Achieving a series total of 800 becomes a puzzle in itself...and this is
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the most challenging and difficult puzzle of all.
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About that punching: INDY contains a number of arcade sequences. You probably
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won't be able to make it through the game without encountering at least one such
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sequence, though there could be some magical combination of actions that allows
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this. (Note that you most certainly won't even approach a perfect series total
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without tackling the arcade sequences.) The main arcade task is punching Nazis;
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Indy hates those guys. Fortunately, there's a ring in which you can practice
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your boxing without injury to Indy. There's also a sequence or two involving a
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biplane: Flying the biplane and shooting down enemy aircraft is another arcade
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challenge. For some, these sequences intrude on a game whose appeal is the
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requirement to use your mind, not your manual dexterity. I tend to agree,
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although INDY (unlike some Sierra games that incorporate arcade sequences)
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generally offers ways to avoid nearly all the arcade stuff -- at the cost of
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some _mighty_ brain-work, however.
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A couple of the puzzles in this game -- or, rather, a couple of possible
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solutions -- involve switching characters, as in Lucasfilm's earlier adventures.
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However, this is a very minor component.
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The program supports the usual IBM internal speaker and, optionally, the AdLib
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sound card. Either way, the sound effects and music are excellent, far beyond
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the beeps and buzzes of most MS-DOS games. The AdLib offers a vast improvement
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over the internal IBM speaker, but doesn't even come close to the sound
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capabilities of a computer like the Amiga or Atari ST. Fortunately, Lucasfilm
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will be supporting the high-end sound cards (the Roland MT-32 and other
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MIDI-capable equipment) in future releases.
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On the downside, there are a few problems with INDY. The program restricts your
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ability to save the game at many points along the way, often with no apparent
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reason. For example, during any of the overhead sequences (and there are at
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least three lengthy ones), you can't save. There are ways to work around this
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limitation, but they're inconvenient. Nor can you save the game once you
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approach the cave in which the climax occurs. If you get killed during the
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climax -- which contains a number of deadly puzzles -- the computer redeposits
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you at the cave's entrance. This was a purposeful move of the designers, but I
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can't figure out what it added to the game. Additionally, there's a serious bug
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that pops up during one of the climactic puzzles, a bug that will hinder your
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attempts to solve the puzzle. The bug causes the entire system to freeze,
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forcing a reboot. I should point out that if you come across this bug, you're
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barking up the wrong tree as far as finding the solution to the puzzle.
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Another quirk involves the mouse interface, which is generally very good. At
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times, I couldn't make the character move where I wanted him to, even though I
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was clicking the mouse on the appropriate point in space. For example, to get
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Indy to walk down a flight of stairs, I sometimes had to click off to the side,
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rather than precisely on the stairs. This caused some occasional frustration.
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Thankfully, those errors didn't occur too often.
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The package includes a Grail Diary, a replica of the book that remains in
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Indy's inventory through most of the game. Its dense prose is full of clues that
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will come in handy along the way. It's written in script, though, so the reading
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is awkward and very slow going. Also provided are the manual and reference card,
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and the copy-protection document: a "translation table" that's a four-page sheet
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with red letters overprinted on blue symbols. Using a red filter, you enter the
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symbols that correspond to a page, row, and column number at the start of the
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game. While this isn't nearly as objectionable as on-disk copy protection, it's
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inconvenient because you have to reenter new symbols every time you lose your
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life -- and Indy dies a _lot_.
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If you're very quick with the restore button, you can avoid this problem, but
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you'll probably have to prove your ownership dozens of times during a single
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play session. Surely this isn't necessary.
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General requirements: an IBM PC, XT, AT, PS/2, Tandy or compatible with 384K
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RAM. The graphics require a CGA, EGA, VGA or MCGA (either of which will display
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the superb EGA 16-color graphics), or Tandy 16-color card. The joystick and
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mouse are both optional; a mouse is the ideal device. The keyboard interface
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needs some additional thought: Z stands for GIVE and G stands for TRAVEL, E
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stands for WALK and W stands for OPEN. Although this mirrors the appearance of
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the parser menu on the bottom third of the screen, it's clumsy and unintuitive.
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The program comes on 5-1/4" disks; if you need 3-1/2" disks, there's a coupon
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allowing you to obtain them for an additional $10. But since the disks are not
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protected, it'd probably be cheaper and faster to find a computer with drives of
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both formats and simply transfer the files. The game can be installed on hard
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drive, or can be run from single or dual floppies. If you have dual floppies, be
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sure to note the special command-line parameter for taking advantage of the
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two-drive setup.
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Because of the high resolution and animation, the game will run slowly on older
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PCs, particularly in 16-color mode. If your system is under 8 Mhz, you might
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find the game too slow in EGA mode. To help alleviate the problem, there's a key
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that will instantly reposition a scene, rather than letting the screen scroll
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slowly after a command is issued.
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INDIANA JONES AND THE LAST CRUSADE is an extremely high-quality game with more
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depth than most (all?) previous adventure games. The emphasis is on puzzles,
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unlike other classics (A MIND FOREVER VOYAGING, for example) that render puzzles
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secondary to story. The execution is beautiful, and the game will retain its
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appeal long after you've played it through once. Noah Falstein, Ron Gilbert,
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David Fox, and Aric Wilmunder deserve mighty praise for their efforts. Special
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kudos go to Steve Purcell and Mike Ebert for the graphics/animation, and David
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Warhol, David Hayes, and Eric Hammond for the exceptional sound quality.
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Adventurers should not miss this game; it's one of the best of the year.
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AMIGA VERSION NOTES
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INDIANA JONES AND THE LAST CRUSADE looks and plays wonderfully on the Amiga. It
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comes on three unprotected disks, and is easy to install on a hard drive. It
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will play in 512K of RAM, but 1MB is recommended; if you are using a
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floppy-based system, you need to disconnect or turn off any external floppy
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drives when running the game in 512K (hard disk users usually have over 1MB of
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RAM, so it's not an issue in that case).
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Careful attention has been paid to the design of the Amiga version: Mouse and
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keyboard control are both fully used and supported, and the organization of the
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keyboard functions is especially well laid out. The music and sound effects are
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outstanding; Dave Warhol, who's been designing sound for the Amiga since F/A-18
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INTERCEPTOR, participates here, along with David Hayes and Dan Filner. The
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latter, along with Aric Wilmunder, also worked on the programming.
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Lucasfilm Games has done a bang-up job on the Amiga version, proving again that
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they're one of the few American companies right at the top in terms of Amiga
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programming talent.
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INDIANA JONES AND THE LAST CRUSADE: THE GRAPHICS ADVENTURE is published by
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Lucasfilm Games and distributed by Electronic Arts.
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*****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253
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