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‘iEscaper! 2: Escape from Castle of the Doom’

Adventure, Iphone News, Reviews, iPhone Games, iPod touch games - by Jim Squires - March 21, 2010 - 15:04 America/Chicago - Be first to Comment!

If you didn’t manage to get enough feudal Japanese escape-the-room gameplay from the first iEscaper!, you’ll be happy to know that the series is back for a second go round. Rather than breaking out of a fortress as you did in the last iEscaper! adventure, this time you’ll be breaking in. Your objective? To find the Crystal of Dragon.

Everything you loved about the first iEscaper! is back. The gorgeously-detailed 3D environments, the brutally challenging puzzles, the haunting zen-like soundtrack – all of it. But that doesn’t mean that the winning formula of the first iEscaper! hasn’t undergone some tweaking.

Puzzles are no longer confined to single rooms. You’ll often find a clue or an item in one room that needs to be used in another. This means you’ll need to be considering every room in the castle when you uncover new items and clues. It also means that some backtracking has been added into the mix, but not so much that it feels like a chore. The size of the fortress may feel vast, but you’ll quickly realize when backtracking that any room you need to visit is only a handful of taps away.

Despite the little changes and jaw-dropping environments, what really defines iEscaper! 2 is the difficulty. Some objects are tiny and hard to notice. Some puzzles lack an obvious solution at first glance. If you don’t have the patience for it, iEscaper! 2 is a game that might drive you mad.

The game also suffers from some weak translation, hence the subtitle ‘Castle of the Doom,’ or your pursuit of the ‘Crystal of Dragon.’ Little touches like this almost felt intentional and endearing, but alas, the developer has told us that an update should be arriving any day now to address the problem and improve the English text.

It might have an interesting setting and beautiful scenes, but iEscaper! 2 is all about its challenge. If you’re a veteran of the escape-the-room genre, you’re going to love what’s offered here. If you’re not… consider this a trial by fire.

While there is no Lite for the sequel, the Lite for the original game remains available if you aren't familiar with the genre.

App Store Link: iEscaper 2, $2.99, iEscaper Lite, Free

A Look at Action Platformer ‘Castle Fantasy’

$2.99, Action, Free, Iphone News, Platform, Reviews, iPhone Games, iPod touch games - by Blake Patterson - March 21, 2010 - 08:28 America/Chicago - Be first to Comment!

Mobile developer Croquis has just released Castle Fantasy [link], a side-scrolling hack-'n'-slash platformer, through the App Store.

Castle Fantasy is something of a "2.25D" affair in that it consists mainly of 2D character and backdrop illustrations (more than 2000 of them, according to the developer) and is played on a 2D plane, but there is a sense of depth conveyed through varying platform heights and, at times, foreground parallax scrolling fields. But, more simply and to the point, it's a very lovely game that's well-illustrated and smoothly animated.

Gameplay involves moving your character through the game's levels — there are four chapters, each with seven stages — while collecting gems for power-ups, slashing enemies, and jumping from ledge to ledge. Some of the ghoulish enemies are much more difficult than others, with greater endurance and range weapons. The occasional boss enemy is encountered along the way, as well. At the medium difficulty setting, it's quite a challenging experience. Some of the challenge, however, comes from the game's controls…

Your character is controlled by way of onscreen buttons. Movement is handled via left / right buttons at the lower left (I find it best to treat these as a "slider") while jumps and attacks (both short- and long-range) are triggered by a button cluster at the lower right, with a sort-of fatality button bottom-center. In first playing the game, the controls feel a bit cluttered, but extended play does bring a good deal of familiarity which helps the situation. Still, when the action gets intense, I find myself occasionally attacking when I want to jump or failing to move in the desired direction. It's definitely not a deal breaker, and there's only so far a developer can go in the controls in a game like this on the iPhone, but it's a little frustrating. Also, it takes a little while to get accustomed to the ideal distance and pacing of short-range attacks in order to not get clobbered constantly while delivering your blows. Skill in this regard brings much more success.

Happily, those daunted by the above paragraph can give the game a try before reaching for the wallet, as there's a free, lite version available as well [App Store].

See the developer's gameplay video for a look at the action.

Our forum readers are highly enjoying the game, some calling it one of the best action platformers in the App Store. After the learning curve, there's definitely some intense action to be found in Castle Fantasy. We recommend everyone at least give the light version a try.

App Store Link: Castle Fantasy, $2.99, Castle Fantasy Lite, Free

‘Blast Off’ – There Sure Are a Lot of Lost Astronauts

$0.99, Iphone Games, Iphone News, Puzzle, Reviews, iPhone Games, iPod touch games - by Eli Hodapp - March 19, 2010 - 05:00 America/Chicago - Be first to Comment!

Halfbrick's latest game actually started its life on the PlayStation Network as a PSP Mini, along side Fieldrunners and a small hand full of other similar bite-sized titles. Recently making its way to the iPhone, Blast Off is nearly identical to its PSP counterpart, with the control scheme as the main differentiator.

In Blast Off, you control a tiny rocket ship blasting through space rescuing astronauts. Touching the screen tilts your ship in that direction and fires your rocket, usually sending you off that way. Your enemy in the game is gravity, and the game is over when you crash– Numerous celestial bodies are scattered across each level, each which have a different effect on your ships trajectory.

As you blast through space, you have to keep an eye on your air and fuel gauges. Air serves as the timer for the levels, and fuel is consumed as you touch the screen to let off rocket burns. Once you get a feel for how the ship performs in space, it won't take long for you to sling shot around planets and use gravity to your advantage to really only need to fire your rocket for minor course changes.

Two different game modes are included, endless mode where you need to rescue as many astronauts as possible while picking up power ups to refuel and refill your air supply. Classic mode consists of 45 levels with multiple difficulties where players must collect as many astronauts on screen as possible then make their way to the warpgate without running out of air or fuel. Both game modes are a lot of fun, although I've found myself preferring endless mode.

Online scores and achievements are tracked via OpenFeint, and Halfbrick has even released the game's soundtrack as a free download on their site. If you've had fun with these kinds of gravity puzzle games in the past, Blast Off is really worth a look.

App Store Link: Blast Off, 99¢

‘Aftermath’ – A Really Creepy Zombie Shooter

$0.99, Iphone News, Reviews, Shooter, Upcoming Games, iPhone Games, iPod touch games - by arn - March 18, 2010 - 07:00 America/Chicago - Be first to Comment!

In many ways Aftermath is the zombie shooter I've been waiting for.

You find yourself walking the streets at night of a zombie infestation, trying to fight your way out of the city. It's dark and raining. The entire scene is dark with the exception of your flashlight. You move around frantically trying to take out the incoming zombies when a flash of lighting reveals a horde of them right behind you.

The mood of the game really is perfect. The lighting effects, 3d engine and sound come together to give Aftermath a great feel. Your character is controlled by two thumb pads, but not in the traditional dual-stick format. Left is movement while the right one lets you turn left/right. Meanwhile, firing at zombies is automatic when you point at them with your flashlight. While this may sound awkward, it works quite well and makes the game feel a bit more realistic and frantic as you must be facing your opponents to fire at them.

Another aspect of the game that really stood out was the large city map in which the levels take place. There are blind alleys, cars, and buildings. You need to navigate your way around parts of the city to make your way through the level goals. This is a refreshing change from other dual stick shooters such as Alive 4 Ever which have all taken place in small square-shaped arenas. In Aftermath, you really feel like you are getting lost in the city.

Check out the video for the gameplay:

The game, however, only comes with an 8 level story mode and a final survival mode, but is integrated with OpenFeint for high score achievements.

While there is some replay value in the existing story levels to improve your score (and, of course, the survival mode), the main criticism about the game is this relatively short level structure. The early levels can go by really quickly and leave you wanting for more.

Still, it's hard to find too much fault in the game at only $0.99 when other games launch with much less. If you're looking for an atmospheric zombie shooter, this one's an easy recommendation.

App Store Link: Aftermath, $0.99

‘ZombieSmash’ – Who Knew Making Zombie Paste Could Be So Much Fun?

$1.99, Castle Defense, Iphone Games, Iphone News, Reviews, iPhone Games, iPod touch games - by Windburn - March 17, 2010 - 18:30 America/Chicago - Be first to Comment!

Earlier this month we had a chance to preview ZombieSmash by Gamedoctors, a castle defense game that promised to stand out from the pack by marrying the genre with another of our favorite pass-times– Zombie Killing. That concept certainly seems to have gained a lot of attention in our forums of late, and now the wait is over, as ZombieSmash [AppStore] is available!

Our time with ZombieSmash has laid to rest our doubts that the genre had wrung out all it could, as ZombieSmash not only looks gorgeous, in a cute Plants vs Zombies kind of way, but has a number of surprisingly original elements to diversify the tired castle defense gameplay too. For starters, enemies can attack from both sides of the house at once, putting to use the multi-touch features of the iPhone. Scripted level manipulation also gives the game a more tailored and refined experience, in one level for example the screen gradually zooms closer and closer on the house you are protecting, making it more difficult to respond to incoming attacks and upping the challenge. It gives a sense of purpose and individuality to each level that removes some of the monotony of seeing the same house over and over.

A castle defense game wouldn't be complete without a range of monsters to defend against, and ZombieSmash delivers abundantly in this respect. New monster types are regularly introduced, each with their own attack style and different means required to dispatch them. And by means we're talking about over 20 unique weapons and upgrades that are each controlled differently, from pull-the-pin grenades (which hilariously, you can smack the zombies around with before they explode) to screen-clearing giant boulders. Whilst there seems to be an underlying strategy to ZombieSmash in deciding where and when to use your special weapons, particularly as some weapons combine to do additional damage, as a castle defense game that incessant flicking-like-a-madman gameplay is unescapable, and is ultimately what turns people away from the genre. The developers have seemed to recognise this and address it somewhat, as a few levels focus solely on special weapons, blocking the ability to grab enemies altogether.

One of the high watermarks of our experience with ZombieSmash has been the "Finish Him" cam (a throwback to Mortal Kombat fatalities) where time freezes and you can bestow immeasurable pain on the last zombie of each level– all recorded in celluloid for you to seamlessly email to your friends, send to facebook or save them to your phone without leaving the game. To round out the socialisation aspects, ZombieSmash features Chillingo's Crystal platform, offering achievements and leaderboards for a variety of the game modes on offer.

ZombieSmash has 31 Campaign levels (with the choice of either Normal or Hard mode), an Endless Siege mode and a nifty Sandbox mode, where weapons and Zombies that you've met in the Campaign mode can get friendly in your very own creative/sadistic ways without the risk to your house. From what we've seen based on our own sessions with the Sandbox, and from posts coming in from our readers, there are some rather remarkable means of eliminating Zombies that may not seem apparent at first. There is also a comprehensive upgrade system in ZombieSmash, where stars collected from the other modes can be used to boost your arsenal and defenses, enabling you to hold out and dish out all the more. You'll need to really dig deep into the upgrade shop to face the Hard difficulty levels, as even Normal difficulty poses a substantial challenge in the mid to latter stages.

ZombieSmash has evidently received a lot of love from the developers, who have attempted to liven up the stale flicking gameplay that comes with most castle defense games. As a result, ZombieSmash really does stand head and shoulders above its competition.

Despite all this, we still aren't convinced it'll make converts out of those who avoid castle defense games, but may draw in those open to a different take on the genre. A rocking soundtrack by Chris Hülsbeck, of Giana Sisters fame, completes the package– a fitting encore for your hard day of Zombie culling.

If you haven't already, be sure to check out the Debut Trailer (which we've included above) for a look at the gameplay. Also, check out our discussion thread, which is brimming with many positive impressions from our readers.

App Store Link: ZombieSmash, $1.99.

‘ZombieSmash’ – Who Knew Making Zombie Paste Could Be So Much Fun?

$1.99, Castle Defense, Iphone Games, Iphone News, Reviews, iPhone Games, iPod touch games - by Windburn - March 17, 2010 - 18:30 America/Chicago - Be first to Comment!

Earlier this month we had a chance to preview ZombieSmash by Gamedoctors and Chillingo, a castle defense game that promised to stand out from the pack by marrying the genre with another of our favorite pass-times– Zombie Killing. That concept certainly seems to have gained a lot of attention in our forums of late, and now the wait is over, as ZombieSmash [AppStore] is available!

Our time with ZombieSmash has laid to rest our doubts that the genre had wrung out all it could, as ZombieSmash not only looks gorgeous, in a cute Plants vs Zombies kind of way, but has a number of surprisingly original elements to diversify the tired castle defense gameplay too. For starters, enemies can attack from both sides of the house at once, putting to use the multi-touch features of the iPhone. Scripted level manipulation also gives the game a more tailored and refined experience, in one level for example the screen gradually zooms closer and closer on the house you are protecting, making it more difficult to respond to incoming attacks and upping the challenge. It gives a sense of purpose and individuality to each level that removes some of the monotony of seeing the same house over and over.

A castle defense game wouldn't be complete without a range of monsters to defend against, and ZombieSmash delivers abundantly in this respect. New monster types are regularly introduced, each with their own attack style and different means required to dispatch them. And by means we're talking about over 20 unique weapons and upgrades that are each controlled differently, from pull-the-pin grenades (which hilariously, you can smack the zombies around with before they explode) to screen-clearing giant boulders. Whilst there seems to be an underlying strategy to ZombieSmash in deciding where and when to use your special weapons, particularly as some weapons combine to do additional damage, as a castle defense game that incessant flicking-like-a-madman gameplay is unescapable, and is ultimately what turns people away from the genre. The developers have seemed to recognise this and address it somewhat, as a few levels focus solely on special weapons, blocking the ability to grab enemies altogether.

One of the high watermarks of our experience with ZombieSmash has been the "Finish Him" cam (a throwback to Mortal Kombat fatalities) where time freezes and you can bestow immeasurable pain on the last zombie of each level– all recorded in celluloid for you to seamlessly email to your friends, send to facebook or save them to your phone without leaving the game. To round out the socialisation aspects, ZombieSmash features Chillingo's own Crystal platform, offering achievements and leaderboards for a variety of the game modes on offer.

ZombieSmash has 31 Campaign levels (with the choice of either Normal or Hard mode), an Endless Siege mode and a nifty Sandbox mode, where weapons and Zombies that you've met in the Campaign mode can get friendly in your very own creative/sadistic ways without the risk to your house. From what we've seen based on our own sessions with the Sandbox, and from posts coming in from our readers, there are some rather remarkable means of eliminating Zombies that may not seem apparent at first. There is also a comprehensive upgrade system in ZombieSmash, where stars collected from the other modes can be used to boost your arsenal and defenses, enabling you to hold out and dish out all the more. You'll need to really dig deep into the upgrade shop to face the Hard difficulty levels, as even Normal difficulty poses a substantial challenge in the mid to latter stages.

ZombieSmash has evidently received a lot of love from the developers, who have attempted to liven up the stale flicking gameplay that comes with most castle defense games. As a result, ZombieSmash really does stand head and shoulders above its competition.

Despite all this, we still aren't convinced it'll make converts out of those who avoid castle defense games, but may draw in those open to a different take on the genre. A rocking soundtrack by Chris Hülsbeck, of Giana Sisters fame, completes the package– a fitting encore for your hard day of Zombie culling.

If you haven't already, be sure to check out the Debut Trailer (which we've included above) for a look at the gameplay. Also, check out our discussion thread, which is brimming with many positive impressions from our readers.

App Store Link: ZombieSmash, $1.99.

‘The Hero’ – A Highly Stylized and Manic Superhero Escapade!

$1.99, Iphone News, Reviews, iPhone Games, iPod touch games - by Windburn - March 17, 2010 - 17:04 America/Chicago - Be first to Comment!

There is something special about skin-tight spandex and inverted underwear that positively warms our hearts. Chillingo and Traplight Games have captured the essence of that specialness and synthesized it for the iPhone, with the release of The Hero [AppStore].

The Hero is a largely understated title for a game that puts you squarely in the rubber shoes of a top-heavy, Mr. Incredible-esque crime fighter with a penchant for destruction derby and loop-the-loops. Our brave hero zooms in from space, taking it upon himself to fly around each gorgeously crafted city to complete a number of tasks (by ramming them with his head) to keep secure his charges (the fair citizens), whilst causing as little damage as possible to the surroundings itself.

Of course, asking our Hero to go about his duty of catching falling babies, putting out fires, culling down the army, killing giant insects or downsizing orbital laser-barraging satellites (to scrape but the surface of his repertoire) without the occasional high-five would just seem rude. If The Hero has started to sound absolutely insane, that's only because it is. That simple fact can also be credited with why collecting High Fives from the town's citizens is the fuel source for your three super powers — Freeze, Blast or Zap– each of which help cut down your foes when you're feeling overwhelmed.

And overwhelmed you will be, as though The Hero starts of at a very relaxed (almost boring) pace for the first 5 or so levels, those who stick with it are rewarded with a manic adventure that will test your digit reflexes. The Hero has two control options to direct his flight, a virtual analogue stick or a tilt option; your Hero handling much more like a bi-plane than a Batman. This may seem frustrating at first, as you attempt to wrest your Hero into pulling tight turns to little avail, until you realise that the controls more closely resemble games like MiniSquadron, requiring you to loop to turn around. You attack enemies by simply ramming them, assisted by a boost button or by letting loose with one of your superpowers, which are gradually unlocked in the Campaign mode.

The Hero measures your progress each level by your ever present Fame meter. If you fail to stop the incidents being brought to your attention or if you receive damage yourself, your fame will decrease. If your fame reaches zero before completing all the assigned tasks it's "Fame Over", and you have to restart the level, something you'll see quite regularly as The Hero is certainly no walkover. The Campaign levels pose their own individual challenges too, tied together in a very loose but very funny storyline. There are 15 Campaign levels to complete on both Easy and Hard difficulties. There is also a Survival mode with 4 increasingly large and challenging cities that are gradually unlocked, where your Hero faces all manner of obstacles to build up the best score possible.

It's hard not to recommend The Hero simply due to its terrific style and over the top humor. Whilst some may find the airplane-like handling of The Hero to be counter-intuitive and awkward, those open to the gameplay will undoubtedly enjoy cannonballing through an army of enemies, including a number of challenging boss archetypes too. The open-ended Survival mode will whet competitive appetites and potentially add many more hours to The Hero's already substantial content. Oh, and did we mention you get to fight Zombies?

Be sure to check out the gameplay trailer above for a further look at The Hero. Impressions from our discussion forums are flowing in thick and fast, and are overwhelmingly positive. And a heads up to you lucky 3GS owners, there's an easily overlooked option which switches on a 'high' 60-fps mode.

App Store Link: The Hero, $1.99.

‘Cubetrix 3D’ – A Fast Paced Arcade Matcher

$2.99, Action, Iphone News, Puzzle, Reviews, iPhone Games, iPod touch games - by arn - March 16, 2010 - 05:00 America/Chicago - Be first to Comment!

Having played my share of matching games, it takes something a little different to really capture my attention. What immediately stood out with Cubetrix 3D was the fast paced/arcade nature to the game – like Tetris on the later levels. The game is a row-matching game where your job is to clear the board as quickly as possible. To accomplish this, you can move a single block around the perimeter of the board and slide it in. The block that slides out can then be moved to a new position. It doesn't take long to figure out how to move the blocks to line up matches and combos. The high energy soundtrack adds to the experience.

Watch the developer video to see how it plays:

Beyond color block matches, the game also introduces a few other elements to the gameplay. Fixed blocks will prevent you from sliding blocks into certain rows, while the bomb elements add an even higher level of frantic rushing to the harder levels. Finally, some levels use colors and numbers that must be combined in sequential order to eliminate rows.

Here's a short hands on video showing normal and hard levels:

The hard level is crazy from the start, as bombs will randomly reshuffle the entire board in an instant.

Cubetrix 3D really sucked me in from the start. The game contains 20 Easy, 30 Normal, 30 Hard and 30 Puzzle levels. With fast paced gameplay and a great overall experience, I highly recommend it.

App Store Link: Cubetrix 3D, $2.99

GDC 2010: ‘Kerplinkus’- A Fresh Take on Block Elimination [Out Now]

$0.99, GDC 2010, Iphone News, Reviews, Strategy, iPhone Games, iPod touch games - by Blake Patterson - March 11, 2010 - 16:39 America/Chicago - Be first to Comment!

During last night's iPhone Developers Union party, here at GDC 2010, I had the chance to sit down with Dan Bliss of BinarySquare and have a look at his new, retro-styled block elimination title Kerplinkus [App Store].

Now, many of you out there are surely thinking you need to see another block elimination game like you need a hole in the head, but Dan has managed to deliver a fresh take on the formula that's simple and highly challenging — in fact, it can be downright panic inspiring. It works like this: you start off with a playfield consisting of upwardly advancing rows of differing blocks. Particles that match the rising blocks fall from above and, in the case of a match, eliminate the blocks they hit (and any bordering blocks of the same design) or, if the shapes don't match, add a block to the column in question. The goal of the game is to see how long you can keep the tallest column from touching the top of the screen. The real strategy lies in the fact that you can swap any two of the advancing blocks by tapping one and then the other. The trick is to wisely determine which columns to focus on to keep the game going. It's a pretty frantic affair.

Like BinarySquare's earlier title, Space Out [App Store], the game features a highly-retro, pixellated graphical treatment that lends the title a distinctive look that some gamers (like me) will love. Old school music and sound effects, created using the Commodore 64's famous SID chip, are also featured.

While it's true that the App Store is flooded with block elimination games, Kirplinkus really does deliver a fresh twist on the formula. See BinarySquare's demonstration video for a look at the gameplay.

App Store Link: Kerplinkus, $0.99

‘Street Fighter 4′ – Released and Reviewed as We Get Our Fight On!

Fighting, Iphone News, Reviews, iPhone Games, iPod touch games - by Windburn - March 10, 2010 - 09:54 America/Chicago - Be first to Comment!

A few weeks back we posted gameplay videos of an unexpected and since, highly anticipated, title coming to the iPhone this month. Well, the wait is now over, with Street Fighter 4 [AppStore] launching today! Whilst many were skeptical at Capcom's ability to port such an critically impressive console title to the portable devices, our time with Street Fighter 4 reveals a surprisingly faithful rendition, if somewhat watered down to suit the smaller scale of the iPhone.

Street Fighter 4 gives you control over 8 characters from the console version; Abel, Blanka, Chun Li, Ryu, Bison, Dhalsim, Guile and Ken (in order of appearance). The game offers an impressive move list, featuring all the special attacks from the console version, leaving out the low and medium punch/kick buttons and their respective moves. The purists amongst you may find this too much of a downsize as it undoubtedly poses a change in pace from the original and diminishes the ability to hit those ridiculously high combos. Having said that, there's no doubting its authenticity– this is Street Fighter 4 in all its glory.

It is hard really to see how any additional attacks could have been squeezed in, as the on-screen controls already take up a sizeable portion of the real estate available. Super and Ultra attacks are performed by simply tapping their respective bars (which may irk some), though they can still be pulled off in their traditional, anologue stick fashion via the SP button. This SP button also activates EX attacks and together with a Focus button, complements the kick and punch attacks on the right part of the screen. It should be noted that these on-screen elements can be moved around and have their transparency adjusted, to accommodate left-handers and minimalists alike.

Street Fighter 4 looks and runs exquisitely on the 3GS device we tested it on, with impressive animations and the same gorgeous backdrops we were treated to in the console version. Combat in Street Fighter 4 is fast and fluid, and button input is as responsive as we hoped it would be. The AI does a good job at keeping you on your toes too, and can be configured at 4 difficulty levels from beginner to gruelling. There are a number of game modes, from the standard Tournament mode (against 7 competitors, with Bison featuring as the end boss), to a "Dojo" challenge mode, together with a training mode and a single player versus mode. For those who prefer human competitors, a Bluetooth multiplayer mode is available too.

To round out the impressive feature list, Street Fighter 4 sports a full blown replay system and local leaderboards, to record your matches for later viewing, and to breakdown your winnings in both tournament and versus modes. Capcom has certainly created a comprehensive Street Fighter 4 offering, with only WiFi multiplayer and online leader boards remaining on our wish list, together with the inevitable cries for a more extensive character roster.

Street Fighter 4 is easily recommended to any Street Fighter fan or fighting game aficionado. At its core it is a lightweight port of the exceptional console title, so don't go expecting anything different if you've had your SF4 fill. On the other hand, it is amazing that such a game was ported to the AppStore in the first place and the simple fact that you can now bring Street Fighter 4 around in your pocket should be enough to sway many an eager button masher.

Impressions from our forums are collecting fast and are largely positive. Our readers have noted that there is only minimal slowdown on 3G models compared to the 3GS device we tested, and even 1G users are reportedly happy with Street Fighter 4's performance.

App Store Link: Street Fighter 4, $9.99.

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