Games

Twitch Founder Justin Kan: Web3 Games Don't Need To Lure Players With Profit (techcrunch.com) 60

An anonymous reader quotes a report from TechCrunch: Top crypto VCs are constantly touting the potential of video games as one of the most compelling use cases for blockchain technology. [...] TechCrunch talked to Justin Kan, co-founder of Twitch and more recently, Solana-based gaming NFT marketplace Fractal, to get his thoughts on what it will take for this subsector of web3 to live up to the hype. Kan said that web3 gaming has a long way to go -- while there are about 3 billion gamers in the world, including those who play mobile games, he noted, far fewer have bought or interacted with any sort of blockchain-based gaming asset. Kan sees this gap as an opportunity for blockchain technology to fundamentally change how video game studios operate. "I think the idea of creating digital assets, and then taxing everyone for all the transactions around them is a good model," Kan said.

In some ways, web3 gaming was been built in response to the success of games such as Fortnite that were able to unlock a lucrative monetization path for gaming studios through micro-transactions from users buying custom items such as outfits and weapons. Web3 game developers hope to take that vision a step further by enabling players to take those custom digital assets between different games, turning gaming into an interoperable, immersive ecosystem, Kan explained. Kan has made around 10 angel investments in web3 gaming startups, including in the studio behind NFT-based shooter game BR1: Infinite Royale, he said. Still, he admitted that building this interoperable ecosystem, which he sees as the future of video games overall, doesn't technically require blockchain technology at all. "Blockchain is just the way that it's going to happen, I think, because there's a lot of cultural momentum around people equating blockchain with openness and trusting things that are decentralized on the blockchain."

[T]he appeal of an open gaming ecosystem is more about the principle of the matter than it is about making a living. "I actually think that people equate NFTs and games with this play-to-earn model where people are making money and doing their job [by gaming], and I think that's completely unnecessary," Kan said. "Having digital assets in your game can work and be valuable, even if nobody is making money and there's no speculative appreciation or price appreciation on your assets," he added. It's common for popular games to attract new development on top of their existing intellectual property. Kan shared the example of Counter-Strike: Global Offensive (CSGO), a video game in which custom "skins" have sold for as much as $150,000 each. "I funded a company that builds on top of the CSGO skins," he said. "CSGO changed the rules about what was allowed and actually confiscated over a million dollars just from this company -- so yeah, I don't want to build on top of these non-open platforms anymore."
"Kan sees blockchain-based games as just a 'more economically immersive' version of the marketplaces that already exist in video games," adds TechCrunch. "He doesn't think users will flock to blockchain gaming just to make money, though."

"I think that web3 games are just being more open and saying, instead of this being a black market, we're going to make this a real market and people's economic participation is going to vary to different levels. There's gonna be people who only play the game and never buy things with money. There's gonna be some people who are making some side money because they're really good at the game, and they're getting some things in the game they're selling [or trading]."

He added: "In order for this market to actually be big, it's going to require normal people who want to play games for fun to play these games. That doesn't exist yet. I think most of the market today is people who are crypto-native."
Nintendo

28 Years Later, Super Punch-Out!!'s 2-Player Mode Has Been Discovered (arstechnica.com) 25

Hmmmmmm shares a report from Ars Technica: While Punch-Out!! has been one of Nintendo's most beloved "fighting" series since its 1984 debut in arcades, it has rarely featured something common in the genre: a two-player mode. On Monday, however, that changed. The resulting discovery has been hiding in plain sight on the series' Super Nintendo edition for nearly 30 years. Should you own 1994's Super Punch-Out!! in any capacity -- an original SNES cartridge, a dumped ROM parsed by an emulator, on the Super Nintendo Classic Edition, or even as part of the paid Nintendo Switch Online collection of retro games -- you can immediately access the feature, no hacking or ROM editing required. All you need is a pair of gamepads.

[T]oday's Super Punch-Out!! discovery revolves around a simple series of button combinations, which require nothing more than a second controller. The two-player mode is hidden behind an additional, previously undiscovered menu, which lets solo players skip directly to any of the game's boxing combatants. It's essentially a "level select" menu, which many classic games featured for internal testing, and speedrunners could arguably use it to practice against specific opponents more quickly.

This menu can be accessed by holding the R and Y buttons on player two's controller at the "press start" screen, then pressing Start or A with player one's controller. Do this, and a new menu appears, displaying all 16 boxers' profile icons. Pick any of these icons to engage in a one-off fight; once it's over, you're dumped back to the same boxer-select menu. In this menu, friends can access a two-player fight if player two holds their B and Y buttons down until the match starts. You won't hear a sound effect or any other indication that it worked. Instead, the match will begin with the second player controlling the "boss" boxer at the top of the screen. Combine the "ABXY" array of buttons with "up" and "down" on the D-pad to pull off every single basic and advanced attack.
All credit goes to the coder responsible for the new @new_cheats_news account on Twitter, notes Ars.
Movies

Live-Action Pac-Man Movie In the Works (hollywoodreporter.com) 66

A live-action film based on PAC-MAN is in the works from Bandai Namco Entertainment -- the company behind PAC-MAN -- and Wayfarer Studios, the production company founded by Justin Baldoni and Steve Sarowitz. The Hollywood Reporter reports: First introduced in the U.S. in 1980 -- and originally called Puck Man in Japan -- PAC-MAN became a coin-operated staple. The game is set in mazes where Pac-Man has to eat pellets while being pursued by colorful ghosts as the mazes get progressively more difficult. The game begat merchandise, several sequel games like Ms. PAC-MAN, as well as two television series, including a Hanna-Barbera produced ABC series and a Disney XD take.

The project will be based on an original idea from Chuck Williams (Sonic the Hedgehog) of Lightbeam Entertainment. Baldoni, Manu Gargi and Andrew Calof will produce on behalf of Wayfarer Studios, with Tracy Ryerson developing; Williams and Tim Kwok will produce on behalf of Lightbeam.

Games

99 Percent of Netflix Subscribers Haven't Tried Its Games Yet (theverge.com) 103

As Netflix continues to build out its portfolio of games, the streamer's seeing less than 1 percent of its subscribers interact with them on a daily basis. From a report: According to data obtained by CNBC from app tracking group Apptopia, Netflix's games average 1.7 million users per day, a sliver of Netflix's 221 million subscribers globally. Apptopia found that Netflix's games have been downloaded a total of 23.3 million times since Netflix announced a push into mobile gaming in November 2021. The streamer started with just five games, a collection that it has since expanded to over two dozen titles, including a game based on the Exploding Kittens card game, the League of Legends spinoff Hextech Mayhem, and the strategy title Into the Breach. Netflix also plans on adding a game based on its original series The Queen's Gambit.
Businesses

Tencent Seeks Bigger Stake in 'Assassin's Creed' Maker Ubisoft (reuters.com) 7

Tencent plans to raise its stake in French video game group Ubisoft Entertainment as the Chinese gaming giant pivots to the global gaming market, Reuters reported Thursday, citing four sources with direct knowledge of the matter. From the report: China's largest social network and gaming firm, which bought a 5% stake in Ubisoft in 2018, has reached out to the French firm's founding Guillemot family and expressed interest in increasing its stake in the firm, the sources said. It is not clear how much more Tencent wants to own in Ubisoft, valued at $5.3 billion, but Tencent aims to become the single largest shareholder of the French company with an additional stake purchase, two of the sources said, speaking on condition of anonymity. Tencent is hoping to buy a part of the additional stake in Ubisoft, the maker of the blockbuster "Assassin's Creed" video game franchise, from the Guillemot family, which owns 15% of the firm, three of the sources said. Tencent could offer up to 100 euros ($101.84) per share to acquire the additional stake, two of the sources with knowledge of the internal discussions, said. It paid 66 euros per share for the 5% stake in 2018.
Microsoft

Microsoft Justifies Activision Blizzard's $69 Billion Acquisition By Telling Regulator Call of Duty Publisher Doesn't Release 'Unique' Games (80.lv) 91

Microsoft has recently tried to justify its $68.7 billion acquisition of Activision Blizzard by telling regulators that the deal with the Call of Duty publisher will not negatively impact the market and other platforms because it does not release "unique" or "must have" games. From a report: In a document presented to the New Zealand Business Acquisitions and Authorisations Commerce Commission, Microsoft claimed that no Activision Blizzard game has "unique" characteristics, so its rivals would do well without Activision Blizzard titles and would be able to compete in the gaming market. "With respect to Activision Blizzard video games, there is nothing unique about the video games developed and published by Activision Blizzard that is a "must have" for rival PC and console video game distributors that could give rise to a foreclosure concern," the company said.
Social Networks

'CSS Crimes' Turn Social Media Posts Into Games (theverge.com) 22

Alexis Ong writes via The Verge: It is a truth universally acknowledged that if you build something on the internet, people will find ways to creatively break it. This is exactly what happened with cohost, a new social media platform that allows posts with CSS. Digging through the #interactables hashtag on cohost reveals a bounty of clickable, CSS-enabled experiments that go far beyond GIFs -- there's a WarioWare mug-catching game, an interactive Habbo tribute, magnetic fridge poetry, this absolutely bananas cog machine, and even a "playable" Game Boy Color (which was, at one point, used for a "GIF plays Pokemon" event). Yes, there's also Doom. The cohost team embraced the madness. It was the beginning of a creative avalanche that simply isn't possible on other social media sites -- a phenomenon that the cohost community has since dubbed "CSS crimes."
The Courts

Judge Orders Waterloo Business To Name Customers Who Doxxed, Threatened Bungie Employees (therecord.com) 30

An innocent tweet about a wildly popular online multiplayer game led to a terrifying real-life campaign of doxxing and death threats against employees of game company Bungie. The Record reports: Two employees of Bungie, the American company behind "Destiny 2" -- a first-person shooter with 40 million users -- recently convinced an Ontario judge to order Waterloo-based TextNow to name its customers who made "racist and serious physical threats" against them. TextNow offers users anonymous phone service. [...] The two employees sought an "urgent and confidential" court order requiring TextNow to name the customers who made the threats. The judge agreed on June 15 but waited a month before releasing his reasons due to "the serious nature of the allegations of danger." TextNow collects information about each user, including email address, phone number, IP address, credit card number and logs of calls and texts.

The judge said the employees don't plan to sue the users in Ontario. "Whether they sue in the U.S. or just give the name to the police, I am satisfied that the exceptional equitable remedy ought to be available to identify people who harass others, with base racism, who dox, abuse personal information, and make overt threats of physical harm and death," he said.
"Our mission is to provide everyone with an affordable way to communicate, and we place a high value on the safety and privacy of our users," a TextNow spokesperson said in an email to The Record. "From time to time, we receive lawful requests for information. We comply with all valid requests as required by law."
Games

World of Warcraft Mobile Game Reportedly Cancelled by Blizzard After Finance Dispute (ign.com) 10

A World of Warcraft mobile game has reportedly been quietly canceled due to financing disputes. From a report: According to Bloomberg, the upcoming smartphone game had been in development for three years but has now been canceled due to a dispute between Activision Blizzard and NetEase. "The two companies disagreed over terms and ultimately called a halt to the project, which had been kept under wraps," said a source close to the deal. The project, referred to as "Neptune" by those working on it, was said to be a Warcraft spin-off, set during a different period to World of Warcraft. It's unknown whether it would have directly tied into either Warcraft, Warcraft II, or Warcraft III. The good news is that it's not Warcraft Arclight Rumble -- the upcoming mobile "tower offense" game due to release later this year. As far back as February this year, Activision Blizzard revealed that it was working on multiple mobile Warcraft titles, and this was thought to be one of the big reasons behind Microsoft's acquisition of the company for a reported $69 million earlier this year. Now, it looks as though those mobile games may be up in the air -- after all, the extent of Activision Blizzard's working relationship with NetEase following this high-profile cancellation is uncertain. Another of Activision Blizzard's mobile games, a Pokemon Go-style AR game, was also canceled.
United States

US Gamers Are Spending a Lot Less On Video Games (theverge.com) 55

US consumer spending on video game products has fallen by $1.78 billion in Q2, according to market research firm NPD. Overall, spending in video gaming in the US totaled $12.35 billion in the recent quarter, down 13 percent year over year. The Verge reports: The findings follow both Microsoft and Sony reporting revenue declines in gaming as the pandemic growth slows. [...] While overall spending on gaming has clearly declined across the industry in Q2, subscription content "was the only segment to post positive gains," according to NPD. That growth is despite Sony launching its revamped PlayStation Plus subscriptions at the end of the quarter.

Hardware unit sales were led by Nintendo Switch in the second quarter, according to NPD, with the PS5 generating the highest dollar sales. Despite the declines in spending amid high rates of inflation and following a big period of growth "consumer spending continues to trend above pre-pandemic levels," says Mat Piscatella, games industry analyst at NPD. "However, unpredictable and quickly changing conditions may continue to impact the market in unexpected ways in the coming quarters."

Cloud

Logitech Will Launch a Handheld Cloud Gaming Device In 2022 (androidauthority.com) 27

Today, the long-running PC and gaming accessory maker Logitech announced plans to launch its own cloud gaming handheld device. Android Authority reports: Logitech stated it will partner on the software side with China-based Tencent Games for the new device. It is also working with Microsoft's Xbox Cloud Gaming and Nvidia's GeForce Now cloud gaming services so that its device should support hundreds of high-end PC and console games out of the box. It's possible that other cloud gaming services like Google's Stadia and Amazon's Luna could support the device as well, but no concrete details on that just yet. No other details have been revealed, but there is a web page Logitech set up where you can enter your email to receive further updates.
Businesses

Axie Infinity Has Left Filipino Gamers Despondent and in Debt (time.com) 48

Andrew R Chow and Chad De Guzman, reporting for Time: Samerson Orias was working as a line cook last year in the rural Philippines when his friend told him he could make way more money playing a new video game. Orias was earning about 4,000 pesos a month (about $80, a little less than half the national minimum wage) making takoyaki -- Japanese octopus balls. His friend told him he and others were pocketing up to $600 a month playing Axie Infinity, a game fueled by cryptocurrency and NFTs. Orias, now 26, desperately needed an escape hatch from his financial woes: his mother had had a stroke and required medication, and electricity and grocery bills were stacking up. So he plunged into Axie, doing battle with cartoon monsters for hours deep into the night. He soon began earning cryptocurrency, which he converted into pesos, allowing him to take better care of his mother and his home. At the same time, thousands of young people in the Philippines were jumping headlong into the game.

For a brief moment at the peak of crypto's astonishing 2021 boom, these young Filipino players were fulfilling a longtime dream of crypto's most ardent evangelists: that "play-to-earn" blockchain games like Axie could lead the way to a more equitable, opportunity-rich global economy. Fourteen months later, most Filipino players, including Orias, have exited the game nursing anger and anxiety -- and, in some cases, thousands of dollars down. Orias grew to hate playing the game. It was boring and stressful, he says, a common refrain among the dozen players TIME interviewed for this story. "I felt fatigued all the time. I became more aggressive in every aspect of my life," he says. The story of Orias and Axie Infinity serves as a cautionary tale for crypto and its bombastic rhetoric about changing the world. Many crypto thought leaders, when rebutting criticism about the unsavory aspects of the space, point to its impact in developing countries. But Orias and others say that Axie Infinity reinforced predatory systems and gave them false hope. Innovative metaverse ideas like Axie Infinity offer immense promise -- but also tangible peril for those who feel they have no other option but to take the plunge into the digital unknown.
The game initially made a huge impact in the Philippines. At one point, players there made up 40% of the game's user base.
Games

Analogue Releases Video Game From 1962 On the Pocket (theverge.com) 24

An anonymous reader quotes a report from The Verge: Today, Analogue announced that it's launching Spacewar!, a game originally designed for the PDP-1 minicomputer that predates Pong by a full decade, on the Pocket as a part of its larger strategy to bring pioneering video games into the modern era. The original Spacewar! was created in 1962 by a cadre of engineers led by Steve Russell at the Massachusetts Institute of Technology. Using a PDP-1 minicomputer and a 1024 x 1024 pixel CRT display, Russell and his colleagues programmed a game in which two spacecraft duke it out in the gravitational well of a star. Two controllers were created for the game featuring switches for maneuvering and buttons that were designed to be quiet when pressed so your opponent couldn't hear when you were firing missiles.

To bring Spacewar! to the Analogue Pocket, Spacemen3, a third-party developer, used the source code from the PDP-1 computer and Spacewar! itself, both of which are in the public domain, alongside OpenFPGA software. Emulating 60-year-old software came with some interesting challenges. "The PDP-1 had some unique characteristics about it, having a 1024x1024 vector display with a unique way of generating the image," said Analogue CEO Chris Taber in an email to The Verge. "It was a bit tricky to accommodate this." Alex Cranz of The Verge had the opportunity to play Spacewar!: "Spacewar! looks a little different on the Analogue Pocket. Lines are crisp and clean with none of the ethereal glow the original green CRT provided. The AI for your opponent is nonexistent, but there's still something really fun about accelerating toward a star and then using its gravity to whip around it and take out another ship. Decades later, you still really feel like you're fighting some war in space."

XBox (Games)

Xbox 'Encouraged' Console Wars To Drive Competition, Former Exec Says (eurogamer.net) 20

Former Xbox executive Peter Moore has said his team "encouraged the console wars" during his Xbox 360-era tenure -- as a way to drive competition between Microsoft and Sony. Eurogamer reports: This competition has helped the industry, Moore continued, and saw Microsoft continuing to commit to video games despite the Xbox 360's costly "Red Ring of Death" debacle. "We encouraged the console wars, not to create division, but to challenge each other," Moore said, speaking on the Front Office Sports podcast (thanks, IGN). "And when I say each other I mean Microsoft and Sony. "If Microsoft hadn't of stuck the course after the Xbox, after the Red Rings of Death, gaming would be a poorer place for it, you wouldn't have the competition you have today."

Moore helped launch the Xbox 360, following years of service during the Dreamcast era at Sega. Memorably, he announced Halo 2's release date via a tattoo - though sources disagree on whether the stunt was faked. "If we didn't resolve Red Rings of Death the way that we did I know darn well there'd be no Xbox today," Moore continued, referencing the infamous circle of error lights which showed on failed Xbox 360 hardware. Estimates differ, though millions of consoles were believed to have been affected.

Games

Gaming Time Has No Link With Levels of Wellbeing, Study Finds (bbc.com) 24

A study of 39,000 video gamers has found "little to no evidence" time spent playing affects their wellbeing. From a report: The average player would have to play for 10 hours more than usual per day to notice any difference, it found. And the reasons for playing were far more likely to have an impact. Well-being was measured by asking about life satisfaction and levels of emotions such as happiness, sadness, anger and frustration. The results contradict a 2020 study.

Conducted by the same department at the Oxford Internet Institute -- but with a much smaller group of players -- the 2020 study had suggested that those who played for longer were happier. "Common sense says if you have more free time to play video games, you're probably a happier person," said Prof Andrew Przybylski, who worked on both studies. "But contrary to what we might think about games being good or bad for us, we found [in this latest study] pretty conclusive evidence that how much you play doesn't really have any bearing whatsoever on changes in well-being. "If players were playing because they wanted to, rather than because they felt compelled to, they had to, they tended to feel better."

Google

Google Stadia May Shut Down, Report Says 69

An anonymous reader shares a report: Google Stadia hasn't been as successful as the Internet super-giant wanted it to be. While the game streaming service did end up getting its foot in the door for a little while, it hasn't been making waves since its release, and many have theorized that Google would end up scuttling the service entirely in the relatively near future. This idea isn't without precedent, either, as Google is known to shut down underperforming services in surprisingly short order, and Google Stadia, in particular, isn't doing all that well in the grand scheme of things. The latest rumors suggest that the plans to shut down Stadia may be further along than some would think, with Google aiming to close it down before the end of 2022.

Google Stadia was originally announced in 2019, and while it was presented as the next big thing for gaming, it barely made a splash in the end. According to Twitter account Killed by Google, which keeps track of all the services that Google closes down, it might not be long before Stadia's time is up. It's a "he said, she said" situation, to be fair, but according to the account holder's sources, Google may shut down Stadia "by the end of summer." The source also claims that there'd be no license transfer of any sort, which means that any purchases made on Stadia would effectively be nullified as the service closes down.
Sony

PS5 Will Get Folders and Support for 1440p Displays This Year (polygon.com) 15

An anonymous reader shares a report: Although PlayStation 5 and Xbox Series X have always been extremely close in their tech specs, features, and performance, one area where the Microsoft console established an early lead was in its compatibility with a range of modern displays and display technologies. That gap is finally now set to be closed. After PS5 was updated with support for variable refresh rates in April, Sony has now confirmed that the system will finally be able to output at 1440p resolution. The new feature is introduced in a system software beta available to invited users today, which Sony expects to roll out to everyone "later this year."

Also included in the beta are a bunch of interface customizations, including the ability to group games together in folder-style Gamelists. Although most modern TV sets have 1080p or 4K resolutions, compatibility with 1440p (also known as QHD) matters because it's a very popular resolution for gaming PC monitors. There are a lot of these displays around, many with features like VRR, that PS5 owners will be happy to finally use to their full ability. Games which support 1440p will display at native resolution, while games that display at 4K will supersample down to 1440p for a smoother image.

Games

Grand Theft Auto VI Will Have Female Main Character, New Map Focused on Fictionalized Miami (bloomberg.com) 148

An anonymous reader shares a report: After a public controversy four years ago, Rockstar, the maker of Grand Theft Auto, is reinventing itself as a kinder, gentler company. But employees aren't sure it can still produce the chart-topping caliber of game the studio has become known for. The development of Grand Theft Auto VI has been slower than impatient fans and even longtime employees have expected, despite morale across the company being higher than ever, according to many staffers. Between the company's new direction and the 2019 departure of Dan Houser, who led creative direction on many previous games, all indications suggest Grand Theft Auto VI will feel very different than its predecessor.

The game will feature a playable female protagonist for the first time, according to people familiar with the matter. [...] Industry analysts anticipate that the next Grand Theft Auto will be out sometime in Take-Two's 2024 fiscal year, which runs from April 2023 through March 2024, but developers are skeptical. The game has been in development in some form since 2014. Although there are loose schedules in place, people interviewed for this article said they didn't know of any firm release date and that they expect the game to be at least two years away. [...] The game's new map is now focused on a fictional version of Miami and its surrounding areas. Rockstar's plan is to continually update the game over time, adding new missions and cities on a regular basis, which leadership hopes will lead to less crunch during the game's final months.

Microsoft

Microsoft is Speeding Up Xbox Boot Times (theverge.com) 47

Microsoft is speeding up the boot time of its Xbox consoles. In the latest Xbox Insider test builds of the Xbox dashboard, the cold boot startup time has been reduced by around 5 seconds for Xbox Series X / S consoles. Microsoft was able to speed up the boot sequence by creating a shorter bootup animation. From a report: Xbox testers noticed a faster bootup time recently, and Microsoft confirmed the changes on Friday. Josh Munsee, director of Xbox integrated marketing, says the company created "a shorter boot up animation (~4s) from the original boot up animation (~9s), helping to reduce the overall startup time." The changes aren't limited to Xbox Series X / S consoles, either. "Xbox One generation consoles are booting noticeably faster with these changes," explains Jake Rosenberg, senior product manager lead at Xbox.
Lord of the Rings

Creator of 1983 Rogue-Like Game 'Moria' Has Died at Age 64 (nme.com) 27

"Moria, along with Hack (1984) and Larn (1986), is considered to be the first roguelike game, and the first to include a town level," according to Wikipedia.

And long-time Slashdot reader neoRUR remembers: At the dawn of the computer era there were some games that borrowed from Lord of the Rings and Dungeons & Dragons to create an experience like no other. It brought you into the world and you could be one of those characters, roam around, fight monsters, level up your characters. One of the more popular ones that would add to that was Moria (As in the Mines of Moria from Lord of the Rings) You quest was to kill the Balrog at the end.

This week one of the creators, Robert Alan Koeneke, who wrote Moria because he wanted a Rogue like game to play while at school at the University of Oklahoma, passed away. It has inspired many games and RPG's since.

I played Moria on the Amiga for hours and hours. His contributions to computer game history will always be remembered.

"Koeneke was working on version 5.0 of Moria when he left the university for a job," remembers NME, "though he made Moria open source so others could work on the project." In an email posted by Koeneke to a mailing list for Angband (a subsequent popular roguelike derived from Moria) in 1996, the developer reflected on his legacy.

"I have since received thousands of letters from all over the world from players telling about their exploits, and from administrators cursing the day I was born... I received mail from behind the iron curtain (while it was still standing) talking about the game on VAX's [an early range of computers] (which supposedly couldn't be there due to export laws). I used to have a map with pins for every letter I received, but I gave up on that...!"

While Koeneke never developed another video game, his influence on the gaming industry cannot be understated as his work directly inspired games like the Diablo series.

Those interested in playing the original Moria can do so here.

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