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Fatal Frame Wii U photo
Fatal Frame Wii U

Fatal Frame Wii U is an eShop exclusive in North America


'Free-to-start'
Aug 24
// Jordan Devore
Fans speculated that Fatal Frame: Maiden of Black Water would be a digital-only release on the Wii U eShop in North America. Unfortunately, they were correct. Nintendo confirmed its launch plans (October 22, $49.99) in a 2015...
Star Fox Zero photo
Star Fox Zero

Star Fox Zero box art revealed, with no Platinum Games logo


Bayonetta 2 didn't have it either
Aug 24
// Chris Carter
Star Fox Zero's official box art has been revealed, and people are pissed. Can you guess why? Take a look at the box in the gallery below. Yep, Platinum Games, who is co-developing the title with Nintendo EAD Group No. 5...
Splatoon photo
Splatoon

Europe's next Splatfest has a decidedly theatrical slant


Singing, dancing, & all-around theatrics
Aug 24
// Laura Kate Dale
While we wait for Europe's next Splatfest to start on August 29, we now know that it's not going to share North America's robotic battle theme. Say goodbye to Autobots vs. Decepticons -- Europe's next Splatfest will be Singin...

Splatoon's newest map epitomizes the game

Aug 21 // Patrick Hancock
Note: For ranked, I'm currently hovering between B- and B. General Honestly, I think just about any weapon can succeed on Flounder Heights with the correct strategy. Rollers and Inkbrushes will likely have a harder time since they can't ink the walls themselves, but that's what teammates are for! Since it's so large, players seem to lean towards longer-ranged weapons, but that is not the only way to go! My main weapon is the Sploosh-O-Matic, a very short-ranged weapon, and I've been doing just fine. Players really need to adjust their playstyle to their weapon here, probably more than any other map.  Since I use a short-ranged weapon, I use the walls to create sneaky paths and come up from behind. When I switch to something with a longer range, I tend to hang back way more and stick to the standard paths. This is why I think the map epitomizes the game: using your weapon in the best way possible is essential to thrive. For some, that's clinging to walls and taking shortcuts, for others, it's holding a position; every weapon has its place on Flounder Heights. Turf War There is a lot of surface to ink here. Often times, I'll find myself leaving the spawn a minute or two into the game and still have an entire path to coat with fresh ink! Normally I would advise not to bother with inking the spawn, since it will likely get inked over time from people respawning. With Flounder Heights, however, I'm changing my tune. It is very possible for an entire area near the spawn to go un-inked for an entire match, since there's so many other places to be and most people just super jump from spawn after their first death. Sprinklers and Inkstrikes are, as usual, very efficient here, especially with the verticality of it all. A single sprinkler or well-placed Inkstrike might ink three different levels at once, making it much more of a pain to clean up! The high ground in the center of the map is a very strong position to hold. You can see a lot from any given spot up there, but at the same time, there's so many different areas that the enemy can come from. Personally, I'm a fan of taking the middle low ground, then looping back around to come from behind. Tower Control The path for the tower in this mode is pretty straightforward, but can definitely be difficult to stop. After the tower leaves the center, it goes up and over a wall, which can be a big pain when chasing the tower down since the wall itself isn't inkable. Luckily, the tower moves slowly enough that Squidkids can just go down the ramp and cut off the tower. This might be me making things up, but the base of the tower seems larger here. Like, the part that players need to climb up to actually ride the tower. This makes things real difficult for players on the ground level to splat those actually on the tower. Luckily, there's plenty of high places on the map to combat this, but it is interesting.  I've been rolling with the Squiffer for Tower Control, and it hasn't let me down yet. There's definitely plenty of places for Chargers to station themselves and pick off anyone on the tower, though the Squiffer is a more in-your-face kind of Charger.  Splat Zones Despite being such a large map, the two zones in Splat Zones are right next to each other. They are both in the center of the map, separated by a small grate and two archways. Charger weapons and the Heavy Splatling can shoot from one zone to the other. It seems like a strange decision, given such a large map, but it does succeed at creating MASS CHAOS in the center. Killer Wails are especially strong here, since you can hit both zones at once! One bit of advice: don't forget that the grate is....a grate. I've seen plenty of teammates try to avoid getting splatted and just fall right through the grate. It's not a bad idea to head to the center of the map, below the grate, and paint the walls so your teammates can swim right back up afterwards. Oh, and each zone can be taken by a single well-placed Inkstrike. Just keep that in mind! I used the Heavy Splatling primarily in Splat Zones. I loves its range and ability to hold an area. Plus, since it's possible to take a zone with an Inkstrike, I could defend one zone while simultaneously taking the second! While in control of both zones, it's not a bad idea to push forward a bit to paint the opponent's travel routes. Forcing them to repaint those paths can earn you some precious seconds! Rainmaker Again, despite this being such a large map, Rainmaker can be over in the blink of an eye. The path from the Rainmaker's location to the goal is very short. Regardless, 90% of my Rainmaker battles here have been nail-biters. One time my team, with only three people, came within inches of claiming victory. It's moments like those that make me wish I could play with the same people multiple times in a row. Please don't forget that the shield around the Rainmaker pushes you back. Far too many people have been pushed off one of the game's many high buildings trying to burst that shield and getting too close.  I do wish Rainmaker utilized more of the game's many paths. There's really only one way into the final area, which makes it a big chokepoint. There is technically a second route to get there, but it's out of the way and doesn't make much sense to take since the enemy can see where the Rainmaker is at all times. General Map Tips Squid Beakons: These things are made for this map. With so many different paths and plenty of surface area, getting back to a "hot zone" of activity can take quite a while. Put some Beakons in one of the maps nooks and crannies and your team will love you. Echolocator: This already-great ability gets even more use here. Knowing where the enemy is in such a large space is crucial! Likewise... Cold Blooded: Don't let those Echolocator jerks know where you are! Especially useful for those who like to climb around and be sneaky. Bubbles and Krakens: Don't forget that shooting people in Bubbles or in Kraken form will knock them back! If you're on one of the many elevated areas, you don't necessarily have to run!
New Splatoon Map photo
Instant favorite
Splatoon's newest map, Flounder Heights, is amazing. It takes place on top of an apartment complex and is absolutely gigantic. There's so many routes to take at any given time! There is a lot of potential in this map, and it ...

Mario Maker shmup photo
Mario Maker shmup

Now there's a shoot-'em-up in Mario Maker


Super Shmup Bros.
Aug 21
// Jordan Devore
Super Mario Maker isn't out until September 11 and I'm already feeling inadequate. At this rate, any level I dream up will pale in comparison to what we're seeing on YouTube. I'll give it my best anyway. The folks at GameXplain have crafted a shoot-'em-up level called Super Shmup Bros. and it's another neat example of how powerful the creation tools are in the right hands. Wings for everyone!
Pokken Tournament photo
Officially official
Pokken Tournament is the talk of the town -- the only issue is that basically everyone outside of Japan can't play it. Until 2016 that is, as Nintendo has just announced that Pokken is coming to the Wii U worldwide next...

Mario Maker level photo
Mario Maker level

This Mario Maker level plays like a Metroid game


Metroid U
Aug 20
// Jordan Devore
Between Metal Gear Solid V and Super Mario Maker, my schedule for September is Chinese-buffet full. Both games are going be huge time sinks. They're also tons of fun to watch pre-release. Take this level created by&...
Nova-111 photo
Nova-111

What does time even mean anyway in Nova-111?


Find out for yourself very soon
Aug 20
// Brett Makedonski
Funktronic Labs' Nova-111 was the highlight of my BitSummit in 2014. It blends turn-based movement with real-time elements to make an action puzzler of sorts. All of this is to rescue 111 scientists. Just trust us -- it...

Poncho is a mind-melting retro journey through post-robopocalypse

Aug 20 // Alessandro Fillari
[embed]307084:60068:0[/embed] Poncho (PC [previewed], PS4, PS Vita, Wii U)Developer: Delve InteractivePublisher: Rising Star GamesRelease Date: September 24, 2015MSRP: $14.99 After the apocalypse, humanity has been wiped out by an unknown scourge, and all that is left are machines. With mother nature having retaken the earth, the machines developed their own society and culture in the ruins of the old world. But one day, a poncho-wearing robot longs to discover his origins, and seeks out his creator. Using perspective-warping abilities and his own platforming skills, the resourceful little robot will travel through the landscape and encounter other machines trying to find purpose in the new world. Over the course of his adventure, he'll not only discover the meaning his own creation, but also the truth behind mankind's destruction. In recent years, retro-throwback games such as Fez have become common. What these titles share is an increased focus on subversion and playing with genre conventions, all the while crafting a compelling story that goes beyond what many would expect from the genre they're paying homage to. Poncho is no different. With the ability to travel between different planes of the level -- from the foreground, background, and middleground -- the poncho-wearing robot will have to tackle challenging puzzles and action set-pieces. The developers cite classic platformers such as Super Mario World and Sonic the Hedgehog, which had richly detailed backgrounds, as inspiration. I was surprised by how quickly Poncho ramped in difficulty. Initially, it's a very atmospheric game that focuses on storytelling, but once you're let loose into the various stages, things take quite a turn. While there are no enemies or bosses to battle, the challenges come from figuring out how to navigate the multi-layered levels with the perspectives-jumping abilities. With platforms, switches, and other obstacles that call for quick jumps between the different areas of the stages, there's tricky twitch-based gameplay to the platforming and some genuine three-dimensional thinking to the puzzles. It's trippy while still playing on the 2D plane.  With its release approaching, I got in some quality time from the current build of the game. As you acquire new abilities and skills from schematics, you'll be able to travel back to past stages and explore new areas. These abilities, such as the robot stomp, open a number of new avenues of exploration. This mechanic did a lot to make me understand the true scope of Poncho. It's very much a throwback platformer with modern puzzle gameplay dynamics. There were several moments where I felt I was stuck, but once I figured things out, I was left immensely satisfied.  If you're itching for a puzzle-platformer that plays with the genre's tropes and conventions, then keep an eye out for this little title. While on the surface it looks like a rather humble platforming jaunt through a post-apocylyptic world filled with robots, Poncho quickly goes into mindfuck territory, and it'll raise questions you'll be dying to get answers to.
Poncho preview photo
Out on September 24
Last year, we got a sneak peek at a rather peculiar puzzle-platformer named Poncho. Launching on Kickstarter and debuting at EGX for attendees, it showed a lot of promise in exploring the earth after humans went extinct. Unfo...

Splatoon photo
Splatoon

Splatoon is getting the 'Flounder Heights' map today


For free of course
Aug 20
// Chris Carter
Today at 7PM Pacific, a new map will join the rotation in Splatoon -- Flounder Heights. I really like the vertical feel to it, and I dig the urban aesthetic. All things told it reminds me of one of my favorite Call of Du...

Nintendo Download: 3D Gunstar Heroes

Aug 20 // Chris Carter
If you missed last week's edition, here it is. As for what I'm getting, I'll stick with 3D Gunstar Heroes. For those who are interested, sales are going on for both the Wii U and 3DS.  
Nintendo Download photo
Also, Advance Wars 2
We're only a few weeks away from the launch of Super Mario Maker, but for now we'll have to make due with the eShop. This week, the Wii U is getting Crab Cakes Rescue, Factotum, Mortar Melon, Woah Dave!, The Bridge, and ...

Gunman Clive Wii U photo
Gunman Clive Wii U

Gunman Clive HD Collection for Wii U slated for September release


For $3.99
Aug 20
// Chris Carter
We now have some more concrete details for the Gunman Clive HD Collection, which is a pairing of the first two games in the series, which were originally on 3DS. According to the developer Bertil Horberg, it's set for a Septe...
Freedom Planet photo
Freedom Planet

Freedom Planet on Wii U delayed indefinitely


'We're coming to Wii U no matter what'
Aug 19
// Chris Carter
Every few weeks or so I think to  myself, "is Freedom Planet coming out on Wii U yet?" We missed the review of the original, so I wanted to cover the console edition whenever it hit, and I'm getting pretty anxious. ...
Yo-kai Watch photo
Yo-kai Watch

Here's your first taste of the Yo-kai Watch Just Dance mashup


Level-5 and Ubisoft together at last
Aug 19
// Chris Carter
You've heard of the Yo-kai Watch Just Dance mashup, now you can see it in all its glory. In short, it's the wonderful art of Yo-kai mixed with the garish "humans" from Just Dance -- in other words, exactly...
amiibo skins photo
amiibo skins

Sonic, Splatoon, Pit amiibo costumes surface in Super Mario Maker


amiibo skins
Aug 19
// Steven Hansen
[Update: more pictures are available in the gallery below, like Waluigi.] It's no surprise that the sprawling Super Mario Maker supports Nintendo's amiibo toys -- we saw Wii Fit Trainer show up in-game a few months ago. All t...
Splatoon photo
Splatoon

The next Splatoon Splatfest is Autobots vs. Decepticons!


August 28 through Aug 29
Aug 18
// Chris Carter
Uh, wow. While the previous Splatoon Splatfests were all good fun, this one actually interests me on a whole new level. Nintendo has teamed up with Hasbro for an "Autobot versus Decepticon" event! Your ink will match the colo...

Super Mario Maker is more fun than I initially thought it would be

Aug 18 // Chris Carter
Super Mario Maker starts in the best way possible -- a miniature creation tutorial featuring the first Super Mario Bros. After jumping across an impossible-to-make gap, you'll have the option to "finish the course," and bring Mario to the safety of the goal flag. Objects are located at the top, and it's very easy to use the stylus to create platforms, Question Mark Blocks, enemies, and hazards. Putting wings on enemies, piranha plants inside pipes, and items inside of blocks is also as easy as dragging it on top of said item. You can also tap or drag to clone the last-used item, which is useful for dropping tons of blocks. There's a lot of personality present, especially with the auto-tuned voice that notes item placement, cutely shouting out things like "block! block block! block block block block!" to the tune of the classic Mario theme. Maker even has its own tutorial character named "Mary O." who functions as a Power Line Expert of sorts, complete with a headset. I love little touches like this. The way amiibo support works is by adding characters to a roster with a GamePad tap, which will allow players to change into new cast members when touching a Mystery Mushroom. Each character has a special emote with the up d-pad button (for example, Pac-Man will raise a piece of fruit) -- most of the ones I've seen so far also have their own sound effects, and if you're hit, you'll transform back into Mario. Here's a full list of compatible amiibo.  Changing your "theme" (such as above or underground in the first Mario game, or even a new series entirely) is as easy as pressing a button, and only takes a few seconds. It's awesome seeing a stage change from the retro style to the "New" visuals instantly. It's also important to note that more tools only open up "over a series of days, as you continue to create in the game," and only 12 are available right away -- Nintendo notes that this is so you aren't overwhelmed but I don't really buy into it (hence my lingering issue). Expect thoughts on how this scenario plays out in the coming weeks. In terms of modes, you'll start off in the editing portion, but you can also access a challenge mode of sorts that limits your lives, and "Course World," which is a full online hub that allows you to play, star, download, and comment on levels. I love how Nintendo has this mode laid out, as you can clearly see the entire level by way of an icon in the hub menu, giving you an idea of whether or not the stage is up your alley before you even play it. You can also sort by rating and filter "up and coming" levels if you wish, and each map only takes roughly five seconds to load. There's tons of levels available right now for reviewers, so I'll be able to provide some thoughts on how the hub works at a later date. I don't want to spoil too many secrets, so expect our review in early September ahead of the September 11 launch of Super Mario Maker.
Super Mario Maker photo
First hands-on with the retail edition
Although I haven't been super excited for Super Mario Maker based on the initial pitch, we've slowly been drip-fed more and more information over the past month or so, and some of it looks intriguing. Now, I've had the chance to play the game myself, and left pretty satisfied outside of one lingering issue.

You don't need a GamePad to play ZombiU

Aug 18 // Brett Makedonski
[embed]306573:60033:0[/embed] Still, it's not anywhere near a deal-breaker. The Xbox One controller and DualShock 4 are serviceable in their one-button press menu summoning. It all just requires a little bit more care. Honestly, if you're playing Zombi carelessly, menu navigation is the least of your concerns. There are some other slight drawbacks in the Xbox One version of Zombi. Textures and character models seem a bit outdated, which can be expected from a game that launched before current consoles released. Also, the frame-rate tends to dip when action gets too thick. Those annoyances are nothing too detrimental to Zombi, though. The captivating environment and the unique survivor-after-survivor gameplay easily overshadow the flaws. And, we shouldn't view the switch from GamePad to regular controllers as a downgrade; we should view it as a fantastic opportunity for a wider audience to experience everything Zombi has to offer.
Zombi impressions photo
Well, just 'Zombi' now
To date, ZombiU has been one of the best (and only) non-Nintendo published Wii U exclusives. It has turned into something of a cult classic, as many have praised the way that it felt more like a survival game and resiste...

I can't keep up with all these Splatoon updates!

Aug 17 // Patrick Hancock
[embed]305716:60031:0[/embed] Patch 2.0 Heavy Splatling This is definitely one of my new go-to weapons. I still don't feel completely comfortable while using it, but I can already see its potential. The Heavy Splatling needs to spin up before firing, but does not need to be fully spun up to begin firing. The longer the player spins up, the more shots will come out before stopping.  I've been using the Splatling as a more defensive weapon, similar to a Charger-type weapon. It's natural to want to go on the offensive with it since it seems to beastly, but it's just not as effective at in-your-face killing compared to most other weapons. However, using it to hold a location? That's when it shines like a rainbow after a storm!  The Splash Wall is a great pairing for the Splatling, since it's great to use as cover while charging up. It definitely helps to have some Sub Saver abilities on hand though, since the Splash Wall takes a ton of ink to deploy. Slosher I thought the Slosher would be a new favorite of mine, considering I prefer to play up close and personal, but I just haven't jived well with it. It takes two sloshes to kill, so springing up and surprising someone isn't as effective as I'd like. Due to its solid range and accuracy, those who are effective with the Slosher are the ones who hang out at the edge of its range and are constantly moving around in squid form. I'm also not a fan of the pairing of the Slosher with Burst Bombs. I feel as if they serve the same purpose. I can't think of very many situations in which throwing a Burst Bomb would be better than just sloshing it up. Maybe one of you pro Slosher users can enlighten me... New Music [embed]305716:60005:0[/embed] First of all, let me just say how much I love the fact that the in-game music has in-game bands. It's the dedication to things like this that make Splatoon so consistently awesome. The new battle tune is great. I love the chiptune-y vibe from it. I'm also really glad to have more than one single music track for battles. The music that plays during the last 15-30 seconds of the original track was starting to make me go crazy... New Urchin Underpass So, I wasn't completely sure why Urchin Underpass needed a makeover, but after playing its new incarnation, I'm happy to never ever go back. The new map is so much more open than the original. The tree near the spawn apparently caused issue for players, so they moved them to the very center of the map. This is actually a brilliant decision, since these trees perfectly obfuscate part of the center of the map so snipers can't just sit on the elevated sides and wreak havoc.  I didn't mind the map before, but now Urchin Underpass is easily one of my favorites. I feel as if there are a lot of options at any given moment, which is really when Splatoon shines the most. Splatfest Victory Conditions So they changed how Splatfest victories are calculated, and increased the victory part of the equation to count four times. We've since had a Splatfest, which was Marshmallows VS Hot dogs in North America. Marshmallows had a huge popularity lead (64/36), and Hot Dogs had a slight victory lead (48/52). The result was a close one at 256 to 244. So, is this the solution? Personally, I think it's a good idea. I don't mind that popularity factors in to the equation.  Victories are definitely important, and now are weighted way more heavily as a result. Although the change didn't give team Hot dogs the victory, it did make it very close, which is impressive considering the population gap.  Rainmaker Mode This isn't part of the 2.0 patch, but did hit the game very recently. It's a new mode that works a lot like capture the flag. There's a weapon, called the Rainmaker, in the center of the map, and your goal is to bring it to your opponent's base. The Rainmaker acts like an Inkzooka, but can be charged for a much bigger tornado blast. It's a great addition to Ranked mode, but people clearly need some time to understand it. The weapon is enclosed within a shield when it is dropped, and the shield must be popped to pick it up. My advice to all you squidkids out there: pay attention to your surroundings before you pop the shield! I average around 15 kills in this mode, simply because people are staring with tunnel vision at the Rainmaker, ignoring everything else. Teamwork is essential, since movement speed is lowered while holding the weapon. Moving with a squad to protect the Rainmaker feels great, similar to how protecting the payload cart feels in Team Fortress 2.  Okay, I think I'm caught up now with the major Splatoon updates. Unless they just announced one while I was typing this....did they?
Splatoon updates photo
So much new content
It seems like every time I boot up Splatoon, Callie and Marie are telling me about something new added to the game. Weapon variations are added all the time, and just recently, a big 2.0 patch hit. New gear, new types of weap...

Super Mario photo
Super Mario

Super Mario's Question Block has come a long way


I remember my first encounter
Aug 17
// Chris Carter
One of my favorite gaming experiences is playing something completely blind. That's just what I did for my first ever Super Mario playthrough on NES. While I played with my parents at my side, they didn't really know a ...
Super Mario Poi photo
Super Mario Poi

Poi looks like all the best 3D Mario games combined into one


Now on Kickstarter
Aug 15
// Jed Whitaker
[Update: Added some gameplay videos below] We have written about Poi prior to now, but somehow it flew under my radar. Poi looks like all the best parts of Super Mario 64, Super Mario Sunshine, Super Mario Galaxy&n...
New Splatoon mode photo
New Splatoon mode

Splatoon's Rainmaker mode looks fantastic


Launching tomorrow at 7:00pm Pacific
Aug 13
// Jordan Devore
I'm not usually one for capture the flag, and I've stayed away from Splatoon's ranked battles for the most part, but I'm loving the look of the upcoming Rainmaker mode. Teams compete to shatter the Rainmaker's shields, then s...

Nintendo Download: Pandora's Tower

Aug 13 // Chris Carter
If you missed last week's edition, here it is. As for what I'm getting, I can't resist the call of Pandora's Tower again. For those who are interested, sales are going on for both the Wii U and 3DS.  
Nintendo Download photo
Also, Garfield Kart
Pandora's Tower is awesome. It's also coming out on the Wii U today for $19.99. In addition, you'll find Wind-up Knight 2 on the eShop. That's basically all she wrote for the Wii U. It seems as if Freedom Planet has been...

Woah Dave! Cross-Buy photo
Woah Dave! Cross-Buy

Woah Dave! is out next week on Wii U, Cross-Buy with 3DS


Out on August 20
Aug 13
// Chris Carter
I didn't really dig Woah Dave!, but a lot of people did, and those folks will be able to enjoy it on Wii U next week. As announced by developer Choice Provisions, it will be Cross-Buy with the 3DS, and if you already own...
Pandora's Tower photo
Pandora's Tower

Pandora's Tower, one of my favorite Wii games, hits Wii U this week


Nice!
Aug 13
// Chris Carter
One game you don't see mentioned very often is Pandora's Tower. To me, that's a shame. It was a really fun and unique action romp that was kind of left in the wake of the Wii, despite being one of the fabled "Operation R...
Forever A Loan photo
Forever A Loan

Are Animal Crossing amiibo cards worth $6 per six pack?


Walmart is listing them as such
Aug 12
// Jed Whitaker
Walmart is listing Animal Crossing amiibo cards on its website for $5.96 for a pack of six, so essentially a dollar a card. That isn't that surprising as they go for around the same price when imported from Japan, though...
Super Mario Maker photo
Super Mario Maker

Super Mario Maker's level components will be drip-fed


Tools, sounds, and effects unlock
Aug 12
// Darren Nakamura
Every time I think I know what to expect out of Super Mario Maker, a new video shows up with a little more information. The video below was just released and I'm having trouble keeping the hype in check. Here's what's new to ...
Rodea: The Sky Soldier photo
Rodea: The Sky Soldier

Rodea: The Sky Soldier delayed again


Now planned for November
Aug 12
// Kyle MacGregor
NIS America has once again delayed the release of Rodea: The Sky Solider. After initially planning on a September release, the publisher pushed the game back a month. Now it's happening again. The new target dates are Novembe...
Devil's Third MP photo
Devil's Third MP

Yep, Devil's Third's multiplayer still looks really fun


Let's Plays from Japan
Aug 11
// Chris Carter
Want to see tons of Devil's Third footage? Well, it's out there, as Japan has had the game for roughly a week, and tons of new videos are available, including this one above that starts out really, really strangely. But...
Runbow photo
Runbow

Runbow's character list includes Gunvolt and Mutant Mudds cameos


The game launches August 27
Aug 11
// Chris Carter
Nintendo Life has revealed more of the growing cast of characters that's joining Runbow, and some of them are pretty surprising. Most notably there's Gunvolt from Azure Striker Gunvolt, as well as Teslamancer, Clone, ARID, Xe...

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