| Sam & Max Hit the Road | |
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| Cover artwork by Steve Purcell | |
| Developer(s) | LucasArts |
| Publisher(s) | LucasArts (Original) Disney Interactive (Steam) |
| Manager(southward) |
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| Designer(s) |
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| Programmer(s) |
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| Series | Sam & Max |
| Engine | SCUMM (visual) iMUSE (audio) |
| Platform(due south) |
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| Release | November 1993
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| Genre(s) | Graphic adventure |
| Mode(s) | Single-player |
Sam & Max Hit the Road is a graphic chance video game released past LucasArts during the company's adventure games era. The game was originally released for MS-DOS in 1993 and for Mac OS in 1995. A 2002 re-release included compatibility with Windows. The game is based on the comic characters of Sam and Max, the "Freelance Police force", an anthropomorphic dog and "hyperkinetic rabbity thing". The characters, created by Steve Purcell, originally debuted in a 1987 comic book serial. Based on the 1989 Sam & Max comic On the Road, the duo take the case of a missing bigfoot from a nearby carnival, traveling to many Americana tourist sites to solve the mystery.
LucasArts began evolution of the game in 1992 with the intention to employ new settings and characters subsequently the success of the past Maniac Mansion and Monkey Island adventure titles. Series creator Steve Purcell, and then a LucasArts employee, was ane of the lead designers on the project. Sam & Max Hit the Road is the ninth game to utilize the SCUMM adventure game engine, and too integrated the iMUSE audio system developed past Michael Land and Peter McConnell. The game was one of the first to incorporate full vox talent; the two title characters were voiced by professional person voice actors Bill Farmer and Nick Jameson while additional voices were provided past Irwin Keyes, Marsha Clark, Denny Delk, Tony Pope and Beth Wernick.
The game received disquisitional acclaim on release, and was praised for its humor, phonation interim, graphics, music and gameplay. It is now regarded as a classic point-and-click adventure game and is often considered 1 of the greatest video games of all time. Several attempts to produce sequels were cancelled, ultimately resulting in the franchise moving from LucasArts to Telltale Games. Since October 2014, afterward the acquisition of LucasArts by Disney, the game is being sold by GOG.com. In Nov 2018 it was re-released on Steam past Disney Interactive.
Gameplay [edit]
Sam & Max Hit the Road is a 2D take a chance game where the player controls the actions of Sam from a 3rd-person perspective. The actor uses Sam to explore the pre-rendered cartoon environments of the game and solve a series of puzzles using a uncomplicated indicate-and-click interface.[iv] The game'southward puzzles have logical solutions, although a number of them accept far-fetched solutions due to the game'due south cartoon setting. Players can set the game'south cursor in a particular style to designate how Sam interacts with the environment: Sam can walk effectually an area, talk to other characters, look at objects, pick them up or otherwise try to use them.[5] The cursor'due south graphic changes when it is hovered over an in-game entity that Sam can interact with. When talking to some other character, the role player is given a option of subject areas to discuss, depicted in a conversation tree as icons at the base of the screen. In addition to specific topics involving the game's plot, Sam can inject unconnected exclamations, questions and not sequiturs into a chat.[v]
The game incorporates an inventory organisation for items that Sam picks up during the grade of the game. Items can be used on other entities in the game world, or tin can often be combined with other inventory items to provide a new object necessary for solving a puzzle. Although Max's character will walk effectually the game's areas by his own volition, Sam can likewise apply Max at diverse points by using an inventory icon of Max'due south caput on game objects—usually on characters where the solution to a problem involves violence.[4] Sam and Max travel to different locations in the game using their blackness and white 1960 DeSoto Adventurer, which when clicked on in-game will present a map of the United States with all the bachelor locations the pair can travel to shown. As the game progresses, the number of locations on the map increases.[4]
In addition to the main game, Sam & Max Hit the Road includes several minigames. Some of these, such every bit a carnival game based on Whac-A-Mole just involving live rats, must be completed in lodge to receive new items and further the game's plot, while others, such equally a auto-themed version of Battleship, are entirely optional every bit to whether the histrion uses them.[v] As with the majority of LucasArts chance games, Sam & Max Hit the Road is designed so that the histrion characters cannot die or reach a complete dead-end.[6]
Plot [edit]
Sam and Max, the Freelance Police, are two comic book characters created by Steve Purcell, who act as individual detectives and vigilantes. Sam & Max Hit the Road follows the pair on a case that takes them from their office in New York City beyond the U.s.a.. The game starts in a similar mode to many of the comic stories, with Sam and Max receiving a telephone telephone call from an unseen and unheard Commissioner, who tells them to go to a nearby funfair.[7] At the carnival, they are told past the owners that their star attraction, a frozen bigfoot called Bruno, has been set free, and fled, taking their 2nd attraction, Trixie the Giraffe-Necked Daughter.[viii] Sam and Max set off to notice Bruno and Trixie and bring them dorsum. Every bit the duo investigate the carnival, they learn that Bruno and Trixie are in love and that Trixie freed Bruno. The Freelance Police get out the carnival to pursue leads at various tourist traps throughout the state, such as The World's Largest Ball of Twine, a vortex controlled by behemothic subterranean magnets, and bungee jumping facilities at Mountain Rushmore.
Sam and Max outside a "Snuckey'due south"; Americana sites like this are a core part of the game'south setting. snuckey's is a rip-off of Stuckey'southward.
The pair acquire that two other bigfoots used as tourist attractions in other parts of the land have been freed past Bruno, and that Bruno has been captured by Liverpudlian country western vocalizer Conroy Bumpus, a brutal fauna abuser who wishes to use Bruno in his performances. Sam and Max travel to Bumpus' abode and rescue Bruno and Trixie, merely Bruno then departs with Trixie to join a bigfoot gathering at an inn in Nevada.[9] Post-obit them, Sam and Max disguise themselves equally a bigfoot to enter the party. Eventually the political party is gatecrashed past Conroy Bumpus and his henchman Lee Harvey, who hope to capture the bigfoots. However, Sam manages to fool Bumpus and Harvey into donning their bigfoot disguise, and Max locks them in the inn's kitchen freezer.[10]
Master Vanuatu, leader of the bigfoots, in recognition of the pair's actions, makes the Freelance Law members of the bigfoot tribe and tells them of a spell that will make the globe safe for bigfoots once more, preventing their capture by humans. However, the chief requires help deciphering the spell'south 4 ingredients, and asks for Sam and Max'south help. Eventually, they discover that the ingredients are a vegetable resembling John Muir, pilus restoration tonic, the tooth of a dinosaur, and a vortex contained inside a snow earth. Combined with a live bigfoot sacrifice—which Max substitutes for frozen bigfoot-clad Bumpus and Harvey—the ingredients cause large trees to jump into beingness, destroying towns and cities and covering the bulk of the west United States in forest. Content that their piece of work is done,[11] Sam and Max have the frozen ice block containing Bumpus and Harvey to the funfair. Believing that Bruno has been returned to them, the owners give a big reward of skee ball tickets to the Freelance Constabulary, who then spend the end credits shooting targets at a funfair stall with real firearms.[12]
Development [edit]
Sam & Max Hit the Road was developed past a small team at LucasArts with prior experience on their adventure games, including Sean Clark, Michael Stemmle, and Sam & Max creator Steve Purcell and his future wife Collette Michaud.[xiii] [5] Prior to being employed at LucasArts, Steve Purcell had developed the Sam & Max characters and started publishing stories about them around 1987. These had caught attention of some of the LucasArts developers; through a suggestion that LucasArts creative person Ken Macklin, Purcell was brought into the team by art director Gary Winnick. Purcell helped to draw the cover art for Zak McKracken and the Alien Mindbenders, and then helped with the character animations in Indiana Jones and the Fate of Atlantis.[fourteen] Sam and Max outset appeared as video game characters equally internal testing textile for SCUMM engine programmers recently employed past LucasArts; Steve Purcell created blithe versions of the characters and an part backdrop for the programmers to do on. Shortly subsequently, Sam & Max comic strips by Steve Purcell were published in LucasArts' quarterly newsletter. After a positive reaction from fans to the strips[13] and out of a wish to use new characters and settings afterwards the success of the Monkey Island and Bedlamite Mansion franchises, LucasArts offered in 1992 to create a video game out of the characters.[4] [5]
You try to be aware of the amount of time you have players sitting and watching as opposed to interacting. Fortunately a lot of the humor came out of the way that the characters would respond to the histrion'southward deportment. Even observing something in the room could produce a funny response in which instance the interactivity is doing the work of the story
Steve Purcell on finding balance between story and puzzles[five]
The game was based on the 1989 Sam & Max comic On The Road, which featured the ii on a journeying across the U.s..[xiii] Several of the game'south tourist traps were based on real locations experienced by the developers; Steve Purcell recollects a childhood visit to a "Frog Rock"—i of the locations featured in the game—and remembered thinking "That'due south it? It doesn't fifty-fifty look like a frog!"[15] A concatenation of "Snuckey's" roadside stores and attractions was a tribute to the Stuckey's chain which Purcell and his family often stopped at during road trips.[xvi]
LucasArts planned a relatively curt timetable for Sam & Max of about eight months, and the team opted to employ storyboarding for the first time at LucasArts to program out the game.[14] Sam & Max was 1 of the showtime games to include a total speech soundtrack and music,[5] which for Steve Purcell was a "dream opportunity" to hear his creations speak. Steve Purcell describes casting Pecker Farmer in the function of Sam as his audition tape "was very dry out; he wasn't trying too hard to sell the lines".[5] Histrion Nick Jameson was cast to phonation Max. The game'south jazz score was composed by LucasArts' Clint Bajakian, Michael State and Peter McConnell, and was incorporated into the game using Land and McConnell's iMUSE engine, which immune for sound to be synchronized with the visuals. High quality versions of four of the game's tracks were included on the CD version of the game. Sam & Max Hit the Route was released simultaneously on floppy disk and CD-ROM; only the CD version of the game independent full in-game voice communication and music.[5] Fans of the game take since recreated the game'due south MIDI soundtrack in higher quality MP3 format.[17]
As the Sam & Max comics had a more than adult tone, Steve Purcell expected LucasArts to cut back "the edgier cloth" from the game. Even so, he expressed that he was pleased with how LucasArts allowed him to stay close to his original vision for the game.[v] The game's various minigames were included to allow players to take a interruption from solving the master game's puzzles and play something "brusk and silly".[five] Sam & Max Hit the Road also signified a major change in development for games on the SCUMM engine.[5] The user interface was entirely rehauled from that introduced in Bedlamite Mansion and built upon in subsequent games. Instead of selecting a verb function from a listing at the bottom of the screen and clicking on an in-game entity, Sam & Max Hit the Road compressed all verb functions into the mouse cursor, which players could cycle through using the right-mouse button. The inventory was also moved off the chief screen to a sub-screen accessible by a modest icon on the screen. According to Steve Purcell, this cleared infinite on the screen to "aggrandize on the excellent backgrounds and too made interaction much quicker and less laborious than LucasArts' previous chance games"[5] The chat trees were as well affected by this; Michael Stemmle proposed removing the text-based selection menu used in previous LucasArts' adventure games in favor of icons representing topics of discussion equally "nothing would impale a joke worse than reading it before yous hear information technology".[v] Several of these innovations were retained for future LucasArts risk games.
Reception [edit]
According to Steve Purcell, Sam & Max Hit the Road was commercially successful. He remarked in 2000, "The numbers never compared to Star Wars but it sold enough to be considered a hit by nearly standards."[28]
Sam & Max received a favorable reception from the gaming industry'south printing, belongings a rating of 84% on the review aggregator site GameRankings.[eighteen] Charles Ardai of Computer Gaming World in 1994 liked it "measurably less" than Mean solar day of the Tentacle. He compared the latter to a Looney Tunes cartoon and the quondam to an underground comic book, observing that Sam & Max 'south way of humor "tin can all be funny, but simply to a point ... its main characters are basically jerks" and the story was unimportant "even to them". Ardai cited the completely optional and disconnected minigames as "contribut[ing] to the feeling that Sam & Max is more a computerized busybox ... than a unified, focused slice of fiction". He liked the graphics and simplified SCUMM interface, only concluded that "the whole is rather less than the sum of its parts ... Sam & Max affords a couple of hours of somewhat like amusement" to Tentacle.[29] Border noted that "with most adventure games, its hard to feel anything for the grapheme(due south) you command", but stated that Sam & Max Hitting the Route broke this mold by beingness "genuinely funny" and players would exist "experimenting more than ... ordinarily simply to see what the madcap pair will get up to side by side." The reviewer praised the game's graphics every bit "beautifully detailed" and the puzzles as "intricate to solve", merely noted that a number of the minigames were "dismal".[24] Joonas Linkola, writing for Adventure Gamers, echoed many of these comments, praising the cartoon-way graphics equally "accordingly cheesy" and "colorful". On the subject field of the game'south humor, Linkola noted that "there are many visual jokes, just the backbone of the game is in its witty dialogue", and as such this gave the game a "replayability value" as players may option up on jokes based on "verbal acrobatics, on the use of polysyllabic words, old English and other such oddities" that they missed the kickoff time effectually. Linkola gave boosted praise to the soundtrack and sound work, stating that the "very fitting voices ... adds to the comical duo'due south wisecracking attitude".[19]
Allgame reviewer Steve Honeywell was besides very positive with his comments, describing the plot equally "interesting", the graphics equally "appropriately cartoonish and fun" and the locations as "well-designed", but noting that above all "what makes Sam & Max Hit the Road work is the humor". On the game's puzzles, Honeywell stated that "some of the puzzles are pretty simple, while others are difficult in the extreme. One nice thing is the almost complete absence of blood-red herring items. Everything you find tin exist put to employ somewhere". As with other reviews, Allgame praised the sound piece of work, noting that "the music is decent throughout the game, and the voice talent is stellar", closing with the comment that the game takes point-and-click adventures to "insane new heights in terms of both fun and comedy".[20] GamersHell praised the graphics of the game equally "superb" but noted that "information technology'due south non so friendly that information technology tin can just exist played by kiddies". Although describing audio setup as "a scrap tricky", the reviewer praised the voice acting as "very good" and the music as "acme quality". Still, although the review noted that the game had "easy to utilize" interfaces and menus, it was critical of the fact that "at times information technology tin be the frustrating 'chase for the correct pixel' syndrome".[30]
The game was one of four nominees for the 1994 Annie Award in the category Best Animated CD-ROM, although the honor instead went to LucasArts' Star Wars: Rebel Set on.[31] In 1994, PC Gamer Us named Sam & Max the 8th best computer game ever. The editors wrote, "It's pretty tough to describe just how expert, how professional person and entertaining, Sam & Max really is."[32]
In 1998, PC Gamer alleged it the 10th-best computer game e'er released, and the editors chosen it "still the best graphic adventure for the PC, hands down".[33]
Sam and Max Hit the Road has since come to be regarded as a classic adventure game title, and is regularly featured in listings of the top 100 games. In 1996, Computer Gaming World ranked it as the 95th best game of all time, calling information technology "the take a chance game that redefined 'wacky'."[34] The aforementioned year, Next Generation ranked information technology 27th best game of all time, explaining that its "goofy amuse" was the tiebreaker in the conclusion to include information technology on the list instead of other acclaimed LucasArts games such every bit Solar day of the Tentacle.[35] In 1999, Next Generation listed Sam & Max Striking the Road as number 45 on their "Elevation fifty Games of All Time", commenting that, "The game combines a bizarre plot [...] with LucasArt'due south adventure game prowess and the robust SCUMM engine. The effect is one of the most enjoyable gaming experiences to be found on a PC."[36] In 2004, Run a risk Gamers listed Sam & Max Hit the Road as the 8th-all-time adventure game of all time, describing it as "the about absurd and ridiculous game e'er designed".[37] IGN described Sam and Max Hitting the Road in its 2007 top 100 games characteristic every bit "known more than for its story and characters", noting that "the unusual and interesting gameplay is typically saddled in the shotgun position in fans' memories, merely when you're driving a Porsche, even the torso is a smooth ride".[38] Writing for Chance Classic Gaming in 2006, David Olgarsson noted that the game had "undoubtedly ... become [LucasArts'] almost critically acclaimed adventure game of all time", citing the game'southward product values, graphical furnishings, challenging puzzles and story techniques as the reason for this, concluding that the game was an "enduring testament to adventure gaming's finest hours".[39] In 2011, Adventure Gamers named Sam & Max the 28th-best adventure game ever released.[40]
Sequels [edit]
Sam & Max: Freelance Police was to take the franchise into 3D graphics.
The first attempts at creating a sequel took identify in September 2001 with Sam & Max Plunge Through Infinite.[41] The game was to be an Xbox exclusive championship, developed past Infinite Machine, a small company consisting of a number of old LucasArts employees. The story of the game was developed by series creator Steve Purcell and young man designer Chuck Jordan and involved the Freelance Police force travelling the galaxy to find a stolen Statue of Liberty. Still, Infinite Machine went bankrupt within a year, and the project was abandoned.[42]
At the 2002 Electronic Entertainment Expo convention, virtually a decade after the release of Sam & Max Hit the Road, LucasArts appear the production of a PC sequel, entitled Sam & Max: Freelance Police force.[43] Freelance Law, similar Striking the Road, was to be a indicate-and-click graphic hazard game, utilizing a new 3D game engine. Development of Freelance Constabulary was led past Michael Stemmle, 1 of the original designers of Sam and Max Hit the Route. Steve Purcell contributed to the project past writing the story and producing concept art.[43] The original voice actors for Sam and Max, Bill Farmer and Nick Jameson, were also set to reprise their roles. In March 2004, withal, quite far into the game's development, Sam & Max: Freelance Police force was abruptly cancelled by LucasArts, citing "electric current market place realities and underlying economic considerations" in a short press release.[44] The fan reaction to the cancellation was stiff; a petition of 32,000 signatures stating the disappointment of fans was later presented to LucasArts.[43]
After LucasArts' license with Steve Purcell expired in 2005, the Sam & Max franchise moved to Telltale Games, a company of quondam LucasArts employees who had worked on a number of LucasArts adventure games, including on the development of Freelance Law. Nether Telltale Games, a new episodic series of Sam & Max video games was announced. Like both Sam & Max Hit the Road and Freelance Police force, Sam & Max Salvage the World was in a indicate-and-click graphic adventure game format, although information technology lacked the original phonation actors for the characters. The first flavor ran for six episodes, each with a cocky-contained storyline but with an overall story arc running through the series. The first episode was released on GameTap in Oct 2006, with episodes following regularly until April 2007, and a special compilation on the Wii released in October 2008. A second flavor, Sam & Max Beyond Fourth dimension and Space, began in November 2007 and concluded in April 2008. This was also released as a compilation on the Wii. Originally expected to be released in 2009,[45] a third season, Sam & Max: The Devil's Playhouse, began in Apr 2010.[46]
References [edit]
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- ^ a b c d "Sam & Max Striking the Road". gamesTM Retro. United Kingdom: Highbury Amusement. one: 128–129.
- ^ a b c d e f grand h i j k fifty m n Solar day, Ashley (March 2006). "The Making of: Sam & Max Striking the Road". Retro Gamer. No. 22. United Kingdom: Imagine Publishing. pp. 32–35.
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- ^ LucasArts (November 1993). Sam & Max Hit the Road (PC). Level/area: New York office.
Sam: Hello? Yes? Yes? Yep! No! Actually? Well, the same to you lot, Mac! / Max: Another confused census taker? / Sam: Really, that was the Commissioner with another idiotic and baffling consignment. / Max: Does it involve wanton destruction? / Sam: We tin can just promise. Due to the arbitrarily sensitive nature of the mission, nosotros'll be coming together a bonded metropolis courier out on the street.
- ^ LucasArts (November 1993). Sam & Max Hit the Route (PC). Level/area: Kushman carnival.
Burl Kushman: This used to exist our main attraction. / Max: Your main attraction was a block of ice? / Burl Kushman: Don't exist dense! / Shep Kushman: Our main allure was a genuine, authentic, real-life bigfoot, on water ice! / Sam: Let me go this direct ... You desire united states of america to go traipsing all over the land looking for a soggy bigfoot? / Max: I've never been traipsing before. Does information technology hurt? / Shep Kushman: Simply Bruno must exist returned to u.s.! / Burl Kushman: He's a hardhearted, ignorant animal with no sense of correct or wrong! / Sam: Hey, who isn't? / Shep Kushman: Likewise, he's kidnapped our second main allure. / Max: Is that the block of ice? / Burl Kushman: Naw, it'southward Trixie the Giraffe-Necked Daughter from Scranton.
- ^ LucasArts (November 1993). Sam & Max Hit the Route (PC). Level/area: Bumpusville.
Max: Well, back to the circus with you. / Sam: I'm feeling a little morally conflicted most taking Bruno back to the circus. / Max: I'1000 not. Let's get, you big lug. / Trixie: Stay away from him, you malefactor! / Max: I'thousand non a malefactor, I'chiliad a lagomorph! / Bruno: Look, I'm not going back to the circus, and I'm tardily for a party.
- ^ LucasArts (November 1993). Sam & Max Hit the Road (PC). Level/expanse: Savage Jungle Inn.
Sam: Hey Max, why don't you make yourself useful? / Max closes and locks the door to the meat freezer where Bumpus and Harvey are changing into a bigfoot costume / Sam: That was fun. / Max: Now future generations will exist able to enjoy his atonal warblings.
- ^ LucasArts (November 1993). Sam & Max Striking the Road (PC). Level/expanse: Barbarous Jungle Inn.
Vanuatoo: You boys should be proud of what you've helped the states achieve hither today. / Sam: You mean the wholesale destruction of the symbols of modernistic civilization in the Western Usa? You bet we are! / Max: Exercise we win a prize?
- ^ LucasArts (November 1993). Sam & Max Striking the Road (PC). Level/expanse: Kushman carnival.
Burl Kushman: I hope you're happy. With those two idiots on the example, we'll probably never come across Bruno again. / 'Shep Kushman: Oh, lighten upward, Burl. Hey, they're dorsum! / Sam walks into the tent / Bulge Kushman: Did yous find Bruno? / Sam: Of course! / Max pushes the large ice cube containing Conroy Bumpus and Lee Harvey wearing the bigfoot costume into the tent / Burl Kushman: Bruno! / Shep Kushman: How can we always repay you? / Sam: The blank looks on your faces are the but reward we need. / Max: That, and a big fat bank check. / Bulge Kushman: Would you settle for three thousand SkeeBall tickets? / Sam: Shut enough. Let's go, Max! / The two walks to the exit / Sam: You lot know, Max. I tin can't end thinking that we've foolishly tampered with the fragile inner mechanisms of the little spaceship nosotros call globe. / Max: Gosh, Sam. If a few hundred years of civilization have to be totaled just to ensure that a bunch of smelly quasi-human being creatures have a prophylactic haven for their disgusting lifestyles then and so be it! / Sam: You scissure me up, little buddy! / The 2 walk out of the tent / Shep Kushman: Burl, did Bruno ever take four arms?
- ^ a b c "The Golden Age". The History of Sam & Max. Telltale Games. 2007-06-26. Archived from the original on 2007-06-30. Retrieved 2008-08-05 .
- ^ a b Day, Ashley (February 25, 2018). "The making of Sam & Max Hit The Road". PC Gamer . Retrieved Feb 25, 2018.
- ^ "Interview with Michael Stemmle and Steve Purcell". The History of Sam & Max. Telltale Games. 2007-06-26. Archived from the original on 2007-07-07. Retrieved 2008-08-05 .
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- ^ "Sam and Max Hit the Road". PC Format CD Aureate. Wintertime 1995. p. 17. Retrieved July 2, 2021.
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- ^ AG Staff (December 30, 2011). "Top 100 All-Time Gamble Games". Run a risk Gamers. Archived from the original on June 4, 2012. Retrieved November 18, 2021.
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External links [edit]
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