Lumines Electronic Symphony's full track listPosted on Thursday February 2nd, 2012 at 1:01pm by Destructoid
Q Entertainment has divulged the full track list for Lumines Electronic Symphony. There are 33 songs in total (34 if you count what's played during the credits) including names like The Chemical Brothers, Kaskade, Aphex Twin, Ken Ishii, and even Pet Shop Boys. I'm not familiar with many of the artists, but for a game like Lumines, that's the way I want it to be. I have faith in the people in charge of selecting the music and would rather be introduced to new songs than hear the same beloved ones over and over again. • “4 AM” – Kaskade Come duke it out at Capcom's Fight Club tomorrowPosted on Wednesday February 1st, 2012 at 8:08pm by Destructoid
I've been fortunate enough to play Street Fighter X Tekken throughout its development, including defeating Seth Killian in a grudge match. So it's little surprise that I'm really excited for this game. If you live in the SF Bay Area, you'll have the chance to experience the game yourself this Thursday, February 2nd! Capcom will be hosting its Fight Club event (21+) at The Mighty starting at 8:00pm. Not only will there be the latest build of Street Fighter X Tekken on display, but you will also get the chance to play the PlayStation Vita edition of Ultimate Marvel vs. Capcom 3. So if you are a fan of fighting games, this is an event you definitely don't want to miss! Preview: Mortal Kombat Vita has more ways to Finish HimPosted on Wednesday February 1st, 2012 at 4:04pm by Destructoid
The last half of this generation has been extremely kind to fighting games. Street Fighter IV returned the series to form, newcomers joined the fray with BlazBlue, and my personal favorite fighting franchise experienced a much needed rebirth with last year's Mortal Kombat. The trend doesn't show any signs of stopping, and continues on the handhelds with Mortal Kombat for the Vita. This isn't a simple port, mind you. With all the costume and character DLC, as well as new outfits, modes, and Vita-specific controls, the only thing holding it back from being the definitive version is its gutted online play. Mortal Kombat (PlayStation Vita) If you played the last Mortal Kombat, you should have a basic understanding of what to expect from its Vita iteration. Mortal Kombat 9 returned the series to its 2D roots, retold the story of the first three games, and brought a polished fighting system while keeping all of the gory hyper-violence intact. Right out of the box, Mortal Kombat comes with all the DLC from the console version. That's four characters, eight retro costumes, Kratos, and Sub Zero's MK3 costume, all unlocked from the start. Also, players are not required to complete story mode to unlock Cyber Sub-Zero or Quan Chi, as they are also playable from the beginning. The biggest addition, in terms of content, is the Bonus Challenge Tower. The Challenge Tower from the last MK tasked players with completing 300 challenges for Koins, and a promised secret prize upon completion. With its creative challenges, and difficult (sometimes excruciating) missions, it quickly became a fan favorite. Bonus Challenge Tower aims to accomplish the same, focusing exclusively on challenges that incorporate the Vita's touch screen and accelerometer. The first mission NetherRealm showed, called Missile Mayhem, cast players as Scorpion fighting against Sektor. The twist was that players are constantly attacked by falling missiles, that you either must dodge or detonate prematurely by tapping them. Now while this part of the demo was hands off, it warrants mention that moving your fingers back and forth from the d-pad to the screen looked awkward. Especially considering that you still have to focus on fighting.
The next challenge we played was another versus match, except whenever your character would land a hit or take one, blood would splatter on the screen. The only way to restore your view is to make quick wiping motions across the screen. This is actually a pretty clever idea, being both a smarter way to use touch controls, and a good fit to Mortal Kombat's hyper-violent tone. Our final look at the Bonus Challenge Tower was an interesting one, a new addition to the "Test Your" series called Test Your Balance. This challenge has your characters high up on a plank above a pit. Using the Vita's accelerometer, players will have to tilt the Vita to balance their character as body parts are thrown at them. Fail and you fall into the pit, where a unique death sequence waits for you each time. In this particular challenge, failure meant watching Jade fall into a giant saw blade, cutting her into two clean pieces. Overall, Bonus Challenge Tower is a welcome addition, and actually has a better-structured rewards system. The Tower in Mortal Kombat 9 offered Koins for each successfully completed mission, but only one prize awarded at the very end. The Bonus Challenge Tower offers Koins in addition to a total of sixteen extra costumes, awarded over the course of 150 challenges. The additional costumes also include -- long overdue -- alternates for the DLC characters. Personally, my fingers are crossed that NetherRealm will bring them to the console versions as well. The fighting system in Mortal Kombat remains as fast and intense as it did on consoles. Running at a constant 60 frames per second, the game mirrors its console brethren. Button for button, all the combos that you spent time mastering can be pulled off here. In my hands-on time with the game, I had no difficulty performing any of my Scorpion or Kung Lao combos. Mortal Kombat on Vita will also come with the same gameplay tweaks and patches that the console versions are running on now. There are no block infinites, 77% Cyrax combos, or overpowered Kung Laos to be found here.
The only addition to the fighting system are the touch controls. Since fighting games require accuracy and precision more so than other genres, NetherRealm has, thankfully, kept the touch controls to a minimum. When you have a full meter, players can simply touch their meter to perform an X-ray. It's not ideal for comboing into an X-ray, but the touch controls (in actual combat) were made with casual players in mind, exactly who you wouldn't see leading into an X-ray with a combo. Rest assured, you can still press the shoulder buttons to perform an X-ray. Fatalities can also be performed with touch controls, and are pretty simple to use. So if you win a match with, say, Scorpion, you can swipe your finger, back, forward, back, and then tap the X button to perform his fatality if you don't want to go for the standard input. The screen reads your swipes accurately, so either option is viable. It's nice to see thoughtful use of the touch controls, rather than cramming them in because you can, which is actually why Mortal Kombat for Vita will not be using the rear touch pad, or use the touch controls to pull off enhanced supers. When asked why, NetherRealm stated that they did not want any touch controls that would interfere with the moment-by-moment fighting. Using the back touch pad lead to people performing moves they didn't intend, and using the touch pad for enhanced supers yielded similar results, so they were both cut. Finally, there is the multiplayer. Mortal Kombat on Vita supports local ad hoc via Bluetooth in addition to online over PlayStation Network. While player and ranked matches make their return, the lobby and King of the Hill modes that made the console version such fun are not making the jump. I'm not going to lie, that really sucks to hear. As a player who logged a good 5,000 matches into the console iteration, I am really disappointed to see the King of the Hill lobbies go away. It's how I spent most of my time online, and I fear that the Vita's MK online experience will be the lesser for it. Still, with all the great new additions to this version, you can not argue that NetherRealm isn't working to do right by fighting game fans who plan on getting the Vita. If you didn't like Mortal Kombat 9 (crazy talk, I know) when it was released last year, there's nothing here to change your mind. But if you're getting a Vita and enjoy fast-paced, gory, accessible fighting games with plenty of depth to master, you'd be a fool not to keep this portable version on your radar. Vita downloads confirmed cheaper than cartridgesPosted on Tuesday January 31st, 2012 at 8:08pm by Destructoid
For those wondering if PlayStation Vita owners in the US will get a discounted price for purchasing the digital releases of their games as compared to boxed retail copies (as in Japan), it looks as though that may indeed be the case. An intrepid Destructoid reader was browsing through their local Best Buy store and snapped up some shots of company computers listing the digital versions upcoming Vita titles Uncharted: Golden Abyss, Little Deviants, Modnation Racers, Hotshots Golf and Escape Plan as being priced 10% below the physical copy. And then, just as we were getting ready to post about them, the gang at ShackNews got a confirmation from Sony who stated that while they aren't ready to give out details yet, Vita titles purchased over PSN will be subject to a discount. Great news. This is really a step in the right direction for Sony if they plan to get the mass consumer on board with digital distribution. [Thanks for the pictures, Jason!] Zone of the Enders gets new HD animated openingPosted on Tuesday January 31st, 2012 at 6:06am by Destructoid
Siliconera dug up some fresh pictures of the brand new HD animated opening for the Zone of the Enders HD collection, which is set to hit the 360, PS3, and Vita later this year. The animation is being handled by the hit studio Sunrise, which is responsible for a ton of popular shows such as Cowboy Bebop, Gundam, and my favorite of theirs -- Escaflowne. Even though ZOE 1 and 2 ended up being two of my favorite games of all time, initially I remember buying the first iteration solely for the Metal Gear Solid 2 demo -- I think I played that bite sized bit of the Tanker for at least 50 hours. They just don't make demos like that anymore! Kojima Shares More Stills From Zone Of The Enders HD Collection’s New Opening [Siliconera] Best Buy stores getting PS Vita demo unitsPosted on Saturday January 28th, 2012 at 11:11am by Destructoid
Sony's done a good job of getting the Vita into fans' hands with their multi-city social clubs, but a lot of us can't make the drive to the nearest event. I could take a 3 hour trip to Atlanta just to play a Vita or, apparently, I could just wait until my local Best Buy gets a demo unit. A reader in Connecticut has reported that his store has received a pair of Vita systems - complete with a 4gb memory card and Little Deviants - for their staff to show off. Rather than be relegated to a lowly display stand, the units will be strapped to an employees. T So if you're on the fence, you may want to take a minute to find out if you can get her filthy mitts o the handheld at your nearest store. Review: Mecho WarsPosted on Friday January 27th, 2012 at 12:12pm by Destructoid
To say that Eternity's Child was a disappointment would be a massive understatement. It was an ambitious platformer with gorgeous artwork that really looked promising. Unfortunately, it didn't live up to expectations. Not even close. Instead of the next cult hit, players found a broken work-in-progress so riddled with issues that it's surprising the thing ever saw release. And yet, hope springs eternal. At a time when most might have hung up their hats, Luc Bernard has gone on to develop and release a turn-based strategy game modeled after Nintendo's Advance Wars series. Starting its journey as an iOS release some time ago, Mecho Wars has now arrived on PlayStation Minis so that a whole new audience may sink their teeth into this bite-sized downloadable.
Mecho Wars (PlayStation Minis) Anyone familiar with strategy games will have a good idea what Mecho Wars plays like from the get-go. The objective is to raise an army, overpower forces, and capture territories. Taking cities will generate income that can be spent at factories for the more powerful units. It's easy to pick up and learn, but that simplicity quickly gives way to a surprising amount of depth. What keeps Mecho Wars from being a mindless war of attrition is that it employs a battle system that resembles rock-paper-scissors. In addition to basic infantry, players can field a variety of units including tanks, artillery, and airborne and sea troops, each with their own set of strengths and weaknesses. Success in battle depends on deploying a diversified force capable of responding to an enemy that has just as many weapons in its arsenal. It's a pity that many players will likely find the challenge Mecho Wars offers inappropriate for their level of skill. A lack of multiple difficulty settings means there's no remedy for this problem. Some might find the campaigns too challenging, and while some might enjoy that happy medium, I found the campaigns painfully easy.
Without an option for fog of war, experienced players will always know what the computer is up to and how to counter its tactics. Enemies will blindly attack weakened units whilst forsaking territories crucial to their own defense. When the only thing that separates you from victory is time investment, playing the computer can get pretty dull. Something interesting, however, is the environmentally dynamic use of water on the campaign map. At night, the seas will freeze for a few turns, allowing troops to avoid bottlenecks, like bridges, as well as making maritime units immobile. Using the altered environments to your advantage is, at times, key to a swift and decisive victory. It also would have been a great way to catch your opponent off guard had there been fog of war. In addition to the two campaigns, Mecho Wars exhibits a challenge mode and local multiplayer. Both essentially work the same, letting players choose a map and victory conditions. If you have a friend to play with, the multiplayer alone is worth the prince of admission and is a solution for anyone bored of stomping on the computer. Visually, it's something of a mixed bag. Luc Bernard's art is as lovely as ever, it's just too bad the rest of the game doesn't live up to that standard. The menus aren't exactly pretty and don't mesh terribly well with the rest of the aesthetic. Campaign maps, while perfectly fine, almost look like they've been ripped straight from Advance Wars. It's interesting that a project headed up by an artist is so devoid of fresh artistic ideas.
The game's greatest strengths and most apparent flaws are two sides of the same coin. Borrowing so unapologetically from Nintendo's GBA classic means that there aren't many glaring issues with Mecho Wars. It's a formula that works, and while Oyaji Games needn't reinvent the wheel, it has failed to take that blueprint and make that its own. As a result, the package feels uninspired. There's a veneer of interesting visuals and a sparse narrative that keeps it from feeling like a total carbon copy, but Mecho Wars has arrived ten years too late with too few new ideas to rival the success it attempts to imitate. Instead of escaping that shadow, Bernard's latest release settles for something that, while fun, is closer to mediocrity than greatness. Mecho Wars doesn't quite reach par for the course. Still, for $4.99, PlayStation owners looking for something to occupy their time until the next big thing rolls around could certainly do a lot worse. Man up! Pac-Man and Mega Man in Street Fighter X TekkenPosted on Thursday January 26th, 2012 at 9:09pm by Destructoid
Previously hinted at company mascots Pac-Man and Mega Man have been confirmed as PS3/PSV exclusive characters for Street Fighter X Tekken, joining Cole from inFamous, and Sony Japan mascots Toro and Kuro. Unless the 360 version of the game gets an all star group like The Prince of all Cosmos, Linn Kurasawa, Alan Wake, and Ilo and Milo as its own exclusive characters, then there is no way it's going to be able to compete (at least not for my money). Seeing as the game is coming out really soon, chances are slim that the 360 versions getting any exclusives at all. Microsoft has got to be feeling pretty hosed right about now! Another group who's already reportedly feeling hosed over this development is the Mega Man fan community. A lot of them are already saying that fact that Capcom is choosing Bad Box Art Mega Man over all the other Mega Mans in the history of Mega Mans for this coveted position on SFxT's roster is a slap in the face, especially seeing as his in-game story closely matches the mythology of the Mega Man Legends universe. As a 35 year old man and a Mega Man fan since 1988, I can say that I don't feel that way at all. Not only do I think that Bad Box Art Mega Man fits with this particular game much better than any other incarnation of the character, I also see this move as brilliant form of self-mockery on Capcom's part. Read the rest of the post for an explination of the logic on that. First Images of Pac-Man, Cover Art Mega Man Added to SFxT Site [Shoryuken]
Pac-Man and Mega Man are clearly meant to represent Namco and Capcom and their efforts to come together to create Street Fighter X Tekken. Pac-Man, riding a giant version of Tekken's Mokujin, represents Namco's current philosophy towards working to simultaneously appeal to fans of their classic arcade days (with titles like Galaga Legions and Pac-Man Championship Edition DX) and fans of their more modern offerings (like Tekken and Katamari) at the same time. Bad Box Art Mega Man does something else entirely. The character is old and out of shape. His costume has clearly taken a beating over the years. It shows multiple signs of damage (just look at that messed up helmet!). This is a man who has been through a lot. He's seen better days. That's not going to stop him though. Despite being a bit long in the tooth, he's still clearly trying to win over the beauty-and-youth obsessed Western market, just as he did on the box of the original Mega Man when it was first released in the United States. Man, he's not going to have an easy time of that, is he? Not with that face. Not with those clothes.
He has all the makings of a failure; a fat, funny looking goofball desperately trying to look cool in the eyes of American teenagers, and failing hard at that goal. Yet, there is a fire in his eyes that makes him a charmer. He's got the spirit and the determination that only comes from having true passion for your work. He may be making an ass of himself, but he's a genuine ass, and that's to be respected. How could he not be genuine? Nobody looks, acts, and dresses like that because they think it's going to help them get ahead in life. If you look like Bad Box Art Mega Man, it's because you want to look that way for you. In short, Bad Box Art Mega man is legit. People may make fun of him for not being as cool and sexy as Western super heroes and Japanese anime characters, but he isn't going to let that stop him from giving it everything he's got in his efforts to win both our hearts, and the Street Fighter X Tekken tournament. If that's not the best representation of modern day Capcom, I don't know what is. Kudos to Capcom for making such a unexpected and interesting creative decision by using this version of Mega Man to represent them in what may be one of their biggest games of 2012. They could have gone the safe, predictable route and just included the standard "Mega Man" in this game, the one who is proven to be a crowd-pleaser, the one who has already appeared in multiple crossover titles. Instead, they went ahead and did something that not only has me wanting to shake their hands, but play the crap out of their game. Mega Man and Poison are definitely going to be my mains. Great job, Capcom. You've made at least one Mega Man fan very happy this day.
Preview: The roads are empty in Ridge Racer for PS VitaPosted on Wednesday January 25th, 2012 at 4:04pm by Destructoid
Another PlayStation machine is about to launch, and with it comes another Ridge Racer, of course. The new installment for PlayStation Vita is somewhat of an oddity. I can't remember a time when my opinion of a game had ever been influenced by the business model used to release it. Already out in Japan, and already taking plenty of heat in the West, Ridge Racer for Vita is a bare bones experience out of the box, as most of its content is planned to be released later on via download. While at its core, Ridge Racer remains a solid racer, you have to ask yourself, how much can you enjoy a game when there isn't much of it to enjoy?
Ridge Racer (PlayStation Vita) Ridge Racer on Vita is an interesting conundrum because, as I said, it remains as solid a title as past entries. Like previous iterations, Ridge Racer forgoes any notion of real-world physics, bringing instead its patented drifting mechanic. Drifting has always been the defining feature that separates Ridge Racer from other racers, and it remains equally important here. Either you learn how to drift properly or have fun ending up in last place. It's not too difficult, thankfully. By releasing the throttle and moving the analog stick in the direction you want to go, players can send their cars into impossible-looking turns to speed around tight corners. This simplistic approach to drifting has served the series well in the past, and it works just as well on the Vita. It's for the best to that the drifting is so easy to pull off, since mastering the mechanic is key to performing well. The tracks in Racer Racer emphasize this the most, since they are all built with their fair share of hairpin turns and sharp corners. The draft and boost system -- and your effectiveness with them -- also rely on how well you perform, since you need a good drift going before you can build up your boost meter or draft efficiently.
Multiplayer will allow up to eight players at launch, though our demo consisted of a standard race with four players. Online players can compete in standard races, of course, but one of the more interesting features is the ability to record, save, and upload ghosts which you can download (over either a Wi-Fi or a 3G connection) and compete against. It's certainly more intriguing an idea than just competing to shave seconds off a static leader board, and it could get more interesting when you compete with and against custom cars. Another staple of the franchise, car customization, is back and in full effect. While it's not yet certain how deep the customization system goes -- past Ridge Racers have boasted upwards of 300k unique variations -- if this can be matched, expect to swap out tires, paint jobs, and engines to your heart's content. Sadly, there is a chance that the customization (among other things) may be at its shallowest in series history, because Namco Bandai has elected to ship the game with a lackluster amount of content.
Like I said, Ridge Racer on Vita is a solid racer at its core. But no matter how much fun the drifting still is, despite whatever positive aspects the game may carry, they all fall under the shadow of one huge caveat: the game is shipping with a bewildering five cars and three tracks. That matters. It really, really matters when talking about racers. Granted, the game will be retailing for less than other Vita titles ($29.99 versus the standard $49.99), the goal being to charge for DLC and let people craft their own experience, but there's no reason for the game to be so dry out of the box. Namco Bandai is promising free DLC to people who buy the game at or around launch. No word on what this DLC is, though, so it could be cars, tracks, or music packs. In any case, it's a little ridiculous to ship the game and then ask people to be patient as they release enough content to make it a complete experience. Ridge Racer for Vita doesn't set out to reinvent the formula. If you know Ridge Racer then you know what you're getting, or not getting, rather. The decision to ship the game with so little content is personally more of a reason to let it fly under my radar. If you're the type who is willing to stick with a game as content is trickled out over time, then keep an eye out for this one. SNK adds two more arcade classics to PlayStation NetworkPosted on Wednesday January 25th, 2012 at 8:08am by Destructoid
SNK Playmore has brought two more Arcade Classics from their vault to the PlayStation Store for play on PSP or PS3. Bermuda Triangle is a vintage SNK shmup from 1987 where you'll pilot a ZIG aircraft as you journey through time. Check out the flyer I found for this game on The Arcade Flyer Archive, shown above. You'll surely want to get a piece of the "New Dimention" of videogames. The other release, Gold Medalist, features 9 sporting events you can play to become a medalist at the 1988 Seoul Olympics. I remember playing this in the arcade back in the day -- fun stuff. At the time I thought it had "good graphics." Look at it now. Both of these are PS Minis releases, available today, and are priced at only $2.99 Here's a new batch of screenshots for Disgaea 3 on VitaPosted on Tuesday January 24th, 2012 at 2:02am by Destructoid
A little over a month ago NIS released a good thirty-something screenshots for Disgaea 3: Absence of Detention and now they're back with fifty more screenshots to get you excited. Everything you'd expect to be there is there. It's the same game that was on the PS3 back in 2008, except with the addition of four new scenarios, two new characters and all the DLC from the PS3 version is included. While the game doesn't warrant any jaw-dropping for the visuals like Uncharted: Golden Abyss does, fans of the Disgaea series will surely be more than satisfied with the Vita's ability to basically be a portable PS3 making the jump to the Vita a natural move. Still no word on when Disgaea 3: Absence of Detention is coming other than a tentative "spring 2012" launch window. ESRB lists PSP games for PlayStation certified devicesPosted on Monday January 23rd, 2012 at 1:01pm by Destructoid
The Electronics Software Ratings Board has listed a bunch of PSP games for PlayStation Certified Devices, which would include Sony tablets and the Xperia line of phones. PlayStation LifeStyle says that Syphon Filter: Dark Mirror, Daxter and fl0w have been rated by the ESRB so far. I'd bet more are coming down the line. It's a start, but a really slow start for for the certified devices program, which I bet is going to have a really hard time getting off the ground. A handful of PSP games probably isn't going to cut it. Now, launching a larger library with full Android compatibility would be huge. Cooperate or betray? Check these Good People Die vidsPosted on Sunday January 22nd, 2012 at 3:03pm by Destructoid
Still no word on whether the pants-tightening 999 sequel, Good People Die, will be hitting our shores this year, but there's no reason why we can't get ourselves just a leeeetle bit excited. Above is what appears to be the game's opening cutscenes, featuring full-blown animation care of Gonzo (Hellsing, Afro Samurai). Since I'm assuming most of us aren't fluent in "Nihongo," a fan has graciously provided a serviceable, if not 100% accurate, translation. Make sure the annotations are on, then enjoy the tale of a boy, a girl, a giant robot man, and an evil rabbit AI. After the jump, catch a clip detailing the rules of the Nonary Game: Ambidex Edition. Make sure subtitles (not annotations) are on for that one. Subtitled version of the Good People Die promotional anime clip [Tiny Cartridge]
Atlus announces Growlanser: Wayfarer of Time for PSPPosted on Thursday January 19th, 2012 at 3:03pm by Destructoid
While we were out Atlus officially announced Growlanser: Wayfarer of Time for PSP. This is a remake of the Japan-only RPG Growlanser IV: Over Reloaded, now coming to us for the first time with new characters and events. Also look for better load times and a message skip option. Atlus says to expect this 40+ hour RPG on PSP some time in summer 2012, availabvle in both digital and UMD format. We have some new screenshots in our gallery below, some with shiny anime boobs. I'll definitely be dumping the digital version to my PS Vita this summer. You? Oddworld: Munch's Oddysee HD set for a Q2 releasePosted on Saturday January 14th, 2012 at 7:07pm by Destructoid
If you got excited over Oddworld: Stranger's Wrath HD's recent remaster and still haven't gotten enough Oddworld, you may be happy to hear that Oddworld: Munch's Oddysee HD has been confirmed via Just Add Water's Twitter to be coming by the end of Q2 for PS3 and PlayStation Vita. Originally released as a launch title for the Xbox, Munch's Oddysee was the second chapter of the unfinished Oddworld pentalogy. I personally never got a chance to check it out because I was too distracted with Halo: Combat Evolved and Brute Force, so I'm definitely looking forward to giving it a shot. Just Add Water also released a comparison of Munch's old model with his new one and seeing just that improvement has me excited already. I'm a sucker for HD makeovers. Oddworld: Munch's Oddysee HD coming Q2, see Munch's new model [Joystiq]
- Shinobido 2 trailer shows the way of the ninja - NBA 2K12 welcomes back basketball, with basketball - Genesis emulator running on the PS Vita makes us 0_o - Review: Uncharted: Golden Abyss - See how MGS: Peace Walker is better on the PS Vita - Sony admits PSP was confusing; more confident about Vita - FF Type-0, 3rd Birthday director talks sequel potential - Final Fantasy Type-0 confirmed for international release - PS Vita UMD Passport game list is live, missing key games - Victory Dance! Final Fantasy VI is available on PSN today - Dynasty Warriors NEXT videos bring some Shu n' Wu - Extra PSN accounts possible on Vita with new memory cards - Review: Where-is-my-Heart? - I predict that Atlus' next game is 'Gungnir' - Little Deviants is cute and cuddly fun times |
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