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Astal
Astal
from Wikipedia

Astal
North American cover art
DeveloperSega
PublisherSega
DirectorMasahito Shimizu
ProducerMakoto Oshitani
DesignersTsuyoshi Sugai
Masahito Shimizu
ArtistMika Okada
WritersMotomu Hayashi
Toshiyasu Kamiko
ComposersTatsuyuki Maeda
Tatsuya Kousaki
PlatformSega Saturn
Release
  • JP: April 28, 1995
  • NA: September 27, 1995
GenrePlatform
ModesSingle-player, multiplayer

Astal[a] is a 1995 platform video game developed and published by Sega for the Sega Saturn. It was released early in the Sega Saturn's life and used hand-drawn graphics. The animations for the cutscenes were provided by Tokyo Movie Shinsha.

Gameplay

[edit]

Astal is a 2D side-scrolling platform game. The player must guide the title character through the course of a level while avoiding or eliminating obstacles and opposing forces. In addition to running and jumping, different button combinations allow for punching or throwing enemies. The ground can be punched to stun opposing enemies nearby, and a blowing attack can be charged by inhaling and exhaling, which blows enemies or obstacles away from the character. Certain parts of the level's environment, such as trees or rocks, can also be picked up and thrown. Defeating special glowing enemies charges up a meter that allows for the use of a bird character who assists the player. A limited asymmetrical co-op mode includes a second player controlling the bird characters action, which includes wing attacks and divebombing.

Plot

[edit]

Somewhere in the universe, the Goddess Antowas created a world from a single jewel. On this world, Quartalia, she created the earth, water, sky and air. To inhabit this world, she created two humans: from a green jewel, a girl, Leda, who has the power to make things live on Quartalia; and from a red Jewel, a boy, Astal, whose purpose was to protect Leda. Content with her creation, Antowas slept.

While she slept, the evil Jerado tried to take over Quartalia. To ensure victory, Jerado created a warrior: Geist. Geist kidnapped Leda, and held her at the bottom of the ocean. In an effort to get her back, Astal tore Quartalia apart, awakening Antowas. As punishment, Antowas banished Astal to Quartalia's moon. Leda took pity on Astal, and gave him her jewel. Once Astal and Jerado were dealt with, Antowas went back to sleep.

However, Geist was still free, and Quartalia was not restored from the changes Jerado wrought. From his prison on the moon, Astal witnessed Geist kidnap Leda again. Consumed with the need to protect her, he freed himself and returned to Quartalia. Now Astal journeys in search of Leda through a Quartalia transformed by Jerado's dark design, along with a strange bird who for some reason just won't leave him alone...

Localization

[edit]

The game had a number of differences between its Japanese and English language releases. In the Japanese version, Astal has five life points and unlimited continues. This was dropped to three life points and one continue in the North American version. In the Japanese version, the song "Let Me Try Again" that plays during the game's intro movie includes vocals. The North American version is instrumental. However, the vocal version can be heard by playing the game's CD in a standard CD player.

The Japanese voice cast had the titular character being voiced by Ai Orikasa, Leda, Yuri Shiratori, with Antowas and the Narrator being played by Aya Hisakawa, Geist being played by Ryo Horikawa, and Jerado, Daisuke Gōri. The monsters were voiced by Saori Wada, Toshiyasu Kamiko, Naoko Hamada, and Yasumaru Hotta. All voices in the North American version are performed by Lani Minella.

Reception

[edit]

According to Famitsu, Astal sold 23,919 copies during its lifetime in Japan.[18] The Japanese publication Micom BASIC Magazine ranked the game sixth in popularity in its July 1995 issue, and it received a 19.2/30 in a readers' poll conducted by Saturn Fan.[19][20] In 2000, Astal earned an average score of 7.3452 out of 10 in a reader survey conducted by the Japanese Sega Saturn Magazine, raking among Sega Saturn titles at number 564.[21] The game was met with average critical sentiments.[4][6][12][17]

GamePro's Lawrence Neves criticized the game's visual aesthetic, saying that "The beautifully drawn graphics are charming, but unfortunately they're charming in the style of those round-eyed-waif paintings." Neves added that the challenge would be too frustrating for children, and that the short stages leave the game with little longevity. He concluded that while it "strengthens the Saturn's platform potential", Astal was merely "a good rental".[22] Jennifer Diane Reitz reviewed the game positively but criticized it for being too short and having a limited number of actions available to players. Reitz summarized it as "Exquisitely beautiful, lovely, wonderful fare. It is too short... but Astal is one hell of a ride while it lasts. A rare, but slightly flawed gem".[23]

Next Generation stated that "Astal is, in the end, a fine, side-scrolling action game, and if you already own a Saturn and you love side-scrolling action games, then this is a good one to pursue, but this game would not exactly make a good argument for buying a 32-bit machine".[10] A contemporary IGN review called the game "crappy" and "derivative" albeit with "pretty graphics".[8] However, in a 2008 article, IGN listed it among the top Sega Saturn games, noting that "The game came out early in the Saturn's lifespan and was largely ignored -- no thanks to the garish box art. But those that did take Astal home cherished this beautiful example of a fading genre".[24]

Legacy

[edit]

Astal often made cameo appearances in the Sonic The Hedgehog comic book series by Archie Comics, courtesy of artist Patrick Spaziante. Astal (and the bird) have a one panel cameo in Sonic the Hedgehog issue #50. They appeared alongside Bark the Polar Bear, Bean the Dynamite, Ray the Flying Squirrel, Ristar, and Deku from Fighters Megamix fighting against the Overlanders (Humans) in a flashback/dream sequence of Dr. Robotnik. On the cover of #51, Astal appears in the audience, looking up to Sonic, Tails, and Princess Sally standing on the podium and celebrating their victory over Dr. Robotnik. On the cover of #125, he is behind the "5" card held by Mighty the Armadillo.

Notes

[edit]

References

[edit]
Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
Astal is a 1995 action-platform developed and published by for the console. Released initially in in April 1995 and in in August 1995, it features hand-drawn 2D graphics and side-scrolling gameplay centered on the Astal, a jewel-born guardian who battles demonic forces to rescue his companion Leda in the mystical world of Quartilia. In the game's story, Quartilia was created by the goddess Antowas from a handful of magical jewels, with Astal and Leda similarly formed as protectors of this realm; when the demon Jerado and his minion corrupt the world and kidnap Leda, Astal embarks on a quest across diverse environments like forests, volcanoes, and glaciers to restore balance. involves controlling Astal, who can jump, punch, and throw his bird companion for attacks and navigation, supporting both single-player and two-player cooperative modes across ten stages that emphasize precise platforming and boss battles. Astal received mixed reviews upon release, praised for its vibrant, detailed sprite-based visuals that showcased the 's 2D capabilities early in the console's lifecycle, but criticized for its short length—often completable in under an hour—and simplistic mechanics that lacked depth compared to contemporaries. Despite initial oversight amid the era's focus on 3D gaming, it has since gained cult status as an underrated gem for its artistic style and accessibility, with the North American version noted for increased difficulty over the Japanese original.

Development

Conception

Sega developed Astal as an in-house title to combat the Saturn's early software drought following its surprise launch in on November 22, 1994, prioritizing a high-quality 2D platformer to demonstrate the console's strengths amid the industry's rapid pivot toward 3D graphics. The game emerged as one of the few first-party offerings available in the console's initial months, aiming to provide a compelling showcase that highlighted the Saturn's superior sprite-handling capabilities through exaggerated, fluid animations. Development began under Sega's Consumer Software (CS) division shortly after the Saturn's debut, with the team focusing on creating a vibrant, hand-drawn aesthetic to elevate 2D visuals beyond previous generations. This approach contrasted with the 3D-heavy titles dominating competitor consoles like the PlayStation, positioning Astal as a deliberate nod to the Saturn's 2D heritage while pushing technical boundaries. The core design goals centered on blending traditional platforming with elements, drawing inspiration from 16-bit classics on the and Super Nintendo but enhanced by 32-bit-era visuals, including large, detailed sprites and cinematic cutscenes to immerse players in a fantastical world. These elements were intended to craft a unique mascot-led experience, with protagonist Astal envisioned as a potential rival to established characters like . Initial planning included a European release to broaden the Saturn's market reach, but this was ultimately canceled, limiting the game's distribution to and .

Production

Astal's production emphasized high-quality 2D visuals through a collaboration with the animation studio Tokyo Movie Shinsha, which handled the hand-drawn cel animation for cutscenes and in-game sprites. This partnership resulted in fluid, exaggerated movements that captured an anime-inspired style, with contributions from key personnel such as Makoto Oshitani, Toshihiko Masuda, and Mika Okada. The development team at CS exploited the Sega Saturn's hardware capabilities, particularly the VDP1 processor's support for sprite scaling and , to implement dynamic enemy animations and environmental effects like . These techniques enhanced the game's sense of motion and depth without relying on , aligning with the console's strengths in 2D graphics processing. Sound design for Astal utilized the Saturn's SCSP for synthesized instrument sounds alongside CD-DA streaming for a single redbook audio track, creating an orchestral score with vocal elements prominent in the Japanese release. Composers Tatsuyuki Maeda and Tatsuya Kōzaki crafted the music under director Yukifumi Makino, emphasizing epic and fantastical tones to complement the visuals. The project was developed by Sega CS to capitalize on the Sega Saturn's launch window in Japan, releasing on April 28, 1995, as one of the console's early showcase titles for 2D excellence.

Gameplay

Core Mechanics

Astal is a 2D side-scrolling where players control the protagonist through directional inputs on the for basic movement, including walking and running by double-tapping left or right. The jump mechanic, activated by pressing the C button, allows for variable height based on whether the character is stationary or running, enabling navigation over gaps and elevation changes in the environment. Grabbing and throwing objects or stunned enemies is performed using the B button when adjacent to a target, which serves both combat purposes and environmental interactions, such as hurling rocks or uprooting trees to solve puzzles or clear paths. The game progresses through 16 linear stages set in diverse environments, that emphasize platforming challenges like precise timing for jumps across pits and scaling varying heights amid hand-drawn, vibrant backgrounds that encourage brief exploration for hidden items. These stages maintain a forward momentum with occasional branching paths, but the core focus remains on mastering elevation shifts and obstacle avoidance rather than open-ended wandering. Health is represented by fruit icons, with the Japanese version granting five and the North American version limiting players to three; fruits collected in stages restore health partially (red for one icon) or fully (green). Depleting all health icons results in losing a life, after which the game employs continues—unlimited in the Japanese release but restricted to one in the North American version. Primarily a single-player experience, Astal supports optional two-player co-op where the second player controls the bird companion for supportive actions like item retrieval, though both players share the risk of game over upon failure.

Combat and Companion

Astal's system emphasizes close-quarters physical maneuvers integrated with environmental interactions. The executes basic punching strikes by pressing the attack button (B) while standing, running, or airborne, enabling sequential hits against individual foes for efficient . A ground pound, performed by holding down and pressing the attack button, generates a shockwave that stuns or subdues groups of enemies, often revealing hidden items or altering terrain. For ranged and area effects, Astal unleashes a breath attack by pressing up and the attack button, which disperses multiple enemies or neutralizes defensive hazards like spikes and flames, providing crucial breathing room in tight encounters. Additionally, players can grab nearby enemies or objects with the attack button and hurl them as projectiles, turning the battlefield into a dynamic for strategic throws. The bird companion plays a pivotal supportive role, summoned through a Karma meter that accumulates via Karma Balls dropped by defeated enemies. Once charged, the performs versatile actions tailored to the situation: pecking or dash attacks to damage foes (selected via the Z button), fetching health-restoring fruits from afar (X button), or unleashing special wide-area blasts against clusters or bosses (Y button), with commands cycled using the triggers. These abilities scale with the meter's fill level, unlocking progressively powerful options to complement Astal's arsenal. In two-player mode, the second controller independently manages the bird, allowing focused coordination such as simultaneous attacks or item retrieval while Astal advances. The game's enemies exhibit significant variety, encompassing flying insectoids, ground-dwelling beasts, and layered threats that emerge from foreground and background elements, necessitating adaptive tactics like aerial strikes or timed dodges. Boss encounters, exemplified by the skeletal antagonist , heighten the challenge through intricate attack patterns that demand pattern memorization and clever use of the environment, such as hurling stage debris to expose vulnerabilities. This design fosters a demanding balance, where brutal boss fights and exacting platforming timing create intense sessions, culminating in a concise campaign lasting approximately 1-2 hours even with continues.

Plot

Setting and Characters

Quartilia serves as the central setting of Astal, a fantastical paradise crafted by the Antowas from a handful of magical jewels, embodying a dreamlike sustained by crystalline energies. This jewel-based origin infuses the planet with vibrant, jewel-toned landscapes, including contorted periwinkle foliage and misty violet atmospheres populated by orchid-like bats and other gem-inspired creatures. Antowas, after shaping the , , and air, entered a deep slumber, leaving Quartilia to thrive under the balance of creation and protection. The world features a diverse array of biomes that highlight its jewel-forged dynamism, ranging from lush forests and volcanic valleys to cloud-swept plateaus and icy glaciers that evoke the transformative essence of the magical jewels. These environments, often shifting in hue and form due to underlying crystalline forces, house minor deities and ethereal creatures that maintain the ecosystem's harmony. The primary inhabitants are humanoid figures born from the jewel's fragments, symbolizing complementary forces. Astal, forged from a red crystal, is a heroic protector endowed with and a fierce , designed to safeguard the world's balance through raw power. In contrast, Leda, created from a green crystal, embodies gentle creation as the life-giver who nurtures , , and landscapes across Quartilia. Opposing them is Jerado, a jealous driven by a thirst for dominion, who seeks to corrupt the jewel's purity. Serving Jerado is , a formidable rival crafted for conquest, representing destructive ambition. Supporting Astal is his unnamed bird companion, a loyal avian ally integral to the world's protective dynamics, often depicted as a purple cockatoo that aids in traversing Quartilia's varied terrains. The narrative's thematic core revolves around the equilibrium between creation and destruction, mirrored in the characters' jewel origins—red for forceful guardianship, green for nurturing vitality—and the overarching tension between Antowas's harmonious vision and invasive chaos.

Synopsis

In the beginning, the goddess Antowas creates the world of Quartilia from a handful of jewels, shaping it into a harmonious paradise, and populates it with two beings forged from jewels: Leda, the life-giver who nurtures the land's vitality, and , her protector tasked with safeguarding her. consumes the demon god Jerado, who seeks to claim Quartilia for himself; he crafts the monstrous warrior to kidnap Leda and drag her to the ocean depths, disrupting the world's balance. pursues in a fury, shattering the ocean to reach Leda, but his destructive rampage awakens the slumbering Antowas, who defeats Jerado and before banishing to the moon in punishment for his recklessness. Imprisoned on the moon, Astal witnesses —empowered by Jerado's resurgence—kidnap Leda once more, prompting him to break free and return to a now-corrupted Quartilia, where once-vibrant realms have twisted into polluted forests, volcanic wastelands, icy glaciers, and other nightmarish landscapes under Jerado's influence. Joined by a mysterious purple bird companion that aids in his quest, Astal battles Geist and Jerado's minions across these altered worlds, rescuing Leda temporarily but ultimately discovering the bird is Leda herself, transformed by Jerado's dark magic to serve as a tool against him. The narrative unfolds through hand-drawn animated cutscenes with scrolling artwork and full voice acting, highlighting emotional intensity such as Astal's seething rage and Leda's desperate pleas for salvation. In the climax, Astal storms Jerado's fortress for a final confrontation, harnessing the power of love to overcome the and shatter his dominion, restoring Leda to her true form and revitalizing Quartilia's harmony. This resolution emphasizes themes of redemption, , and the transformative force of emotional bonds, as Astal learns to temper his violence with compassion to preserve the world's balance.

Release

Launch and Regional Versions

Astal was first released in on April 28, 1995, under the title Kisuishou Densetsu Astal (Shining Crystal Legend Astal), developed and published by for the console. Priced at ¥5,800, it served as an early title in the system's Japanese library, following the Saturn's November 1994 launch, and was promoted for its hand-drawn animation and vibrant visuals produced in collaboration with Tokyo Movie Shinsha. The Japanese packaging featured a standard CD case with a spine card, emphasizing the game's fantastical art style in promotional materials. In , Sega published Astal on August 15, 1995, at a suggested retail price of $59.99, shortly after the Saturn's May 1995 regional debut. The release formed part of 's strategy to expand the Saturn's software lineup amid intensifying competition from Sony's PlayStation, with box art and advertisements highlighting the game's anime-inspired animation and colorful, hand-drawn aesthetics to appeal to enthusiasts. A Brazilian version followed in November 1995, distributed by Tec Toy, marking one of the few Saturn titles localized for the South American market through this partnership. Although a European launch was initially planned, it was ultimately canceled, leaving the game unavailable in PAL regions. Astal remained exclusive to the , with no ports to other platforms, sequels, or re-releases documented as of 2025.

Localization Differences

The North American version of Astal introduced several mechanical adjustments to increase difficulty compared to the Japanese original, primarily to align with perceived Western player expectations for more challenging . In the Japanese release, the Astal begins with five points represented by fruits and features unlimited continues, allowing for a more forgiving experience across the game's levels. Conversely, the North American version reduces starting to three points and limits players to a single continue, significantly raising the stakes and requiring more precise play to progress without restarting from the beginning. Additionally, the introductory theme "Let Me Try Again" includes full Japanese vocals in the original release, while the localized version uses an instrumental arrangement, though the vocal track remains accessible by playing the game's disc in a standard . Voice acting underwent substantial adaptation for the international release, with the Japanese version featuring a full cast of professional seiyū to deliver nuanced performances synchronized to the game's animated cutscenes. Ai Orikasa provided the voice for Astal, capturing the character's youthful determination, while Ryô Horikawa voiced the antagonist Geist with a commanding tone; other roles included Yuri Shiratori as Leda, Daisuke Gôri as Jerado, and Aya Hisakawa in supporting parts.) In contrast, the North American edition employed a streamlined English dub primarily performed by Lani Minella, who voiced Astal, Leda, Jerado, and several other characters, often using a single actress for efficiency in production. This approach resulted in simplified dialogue lines, shortened to match the fixed animation timings from the original cutscenes, while retaining some Japanese exclamations like "Yatta!" for level completions and "Kuso!" upon Astal's defeat to preserve cultural flavor. Content localization focused on textual and minor auditory changes without altering the core or plot structure. Japanese-specific cultural references in on-screen text and dialogue were adapted into neutral English equivalents to ensure accessibility, such as rephrasing idiomatic expressions tied to the game's fantasy setting. No significant plot modifications were made, maintaining the story's integrity across regions, though the North American manual includes an expanded excerpt to provide additional context for English-speaking players. Violence depictions remained unchanged, with no reported toning down of effects like impacts or defeats, as the game's cartoonish style already avoided graphic content. Technical adaptations were minimal but addressed regional hardware and interface needs for the . Control prompts in menus and tutorials were translated from Japanese to English, reflecting the standard Saturn controller layout while clarifying button functions for non-Japanese users. The game lacks a traditional save system in both versions, relying instead on level select codes for progression, with no variations noted between releases. These changes ensured compatibility across and NTSC-U Saturn models without requiring firmware alterations.

Reception

Critical Reviews

Upon its release in 1995, Astal received mixed reviews from Western critics, who often highlighted its technical achievements while pointing out gameplay shortcomings. GamePro praised the game's fluid animations and vibrant visuals, awarding it scores of 4 out of 5 for graphics and fun factor, though it noted average gameplay at 3.5 out of 5, resulting in an overall calculated score of 80%. In contrast, IGN dismissed it as a "crappy, derivative, 2D side-scroller" despite acknowledging its pretty graphics, giving it a low 3 out of 10 and questioning its value on the expensive Sega Saturn hardware. In Japan, where the game launched earlier that April, reception was similarly tempered. A 2000 reader survey in the Japanese Sega Saturn Magazine gave Astal an average score of 7.3452 out of 10, ranking it #564 out of all Saturn titles, reflecting moderate appreciation among players for its presentation but limited enthusiasm for depth. Critics commonly lauded Astal's stunning hand-drawn graphics, which showcased the Sega Saturn's 2D prowess through detailed sprites, scaling effects, and parallax scrolling, alongside fluid animations and engaging boss fights that felt cinematic. However, they frequently criticized the repetitive level designs, which progressed linearly without much exploration, the high difficulty spikes that could frustrate players, and the overall lack of replayability due to its short length of about 2-3 hours. Retrospective reviews from the have positioned Astal as an underappreciated 2D gem amid the mid-1990s shift to 3D gaming, emphasizing its artistic strengths as a showcase for the Saturn's capabilities that was overshadowed by the console's commercial struggles. Publications like Hardcore Gaming 101 in 2017 highlighted its "aesthetic beauty" and calming but reiterated concerns over dull, straightforward levels, while Sega-16's 2018 analysis recommended it for fans of traditional platformers despite its brevity and uneven difficulty. These later assessments often celebrate it as a visually striking title that deserved more attention in its era.

Commercial Performance

Astal achieved modest commercial success in . In , specific sales figures are unavailable, though the game contributed to the Sega Saturn's early software library without reaching blockbuster status amid the console's limited adoption. The game's release occurred during the Sega Saturn's challenging market entry, as the console struggled against the impending launch of Sony's PlayStation in 1994 in —mere months after the Saturn's 1994 debut there. Priced at ¥5,800, Astal faced a high entry barrier due to the Saturn's premium cost of ¥44,800, compounded by Sega's comparatively restrained marketing efforts relative to flagship franchises like . Performance in North America was weaker, hampered by the Saturn's overall poor uptake—1.83 million units sold there compared to the PlayStation's eventual 102.4 million worldwide—exacerbated by a post-launch software drought that delayed the game's August 1995 arrival. In the long term, Astal has seen no official reissues, ports, or remasters as of November 2025, limiting its accessibility beyond original hardware. However, sustained minor collector interest persists through emulation communities and the used market, where complete copies often command prices exceeding $100.

Legacy

Cultural Impact

Astal has appeared in cameo roles within the ' Sonic the Hedgehog series, primarily through illustrations by artist Patrick Spaziante, who was a notable fan of the game. These cameos include appearances in issue #50, where Astal is featured as a background character, on the cover of issue #51 alongside other properties, and on the cover of issue #125. The game's hand-drawn animation and vibrant 2D visuals showcased the Sega Saturn's capabilities for high-end 2D graphics during the 32-bit era, pushing beyond typical platformer limitations with fluid, exaggerated movements and detailed backgrounds. This technical demonstration influenced perceptions of 2D potential on next-generation hardware, with its style later echoed in titles like (2007), where reviewers noted similarities in the lush, painting-like aesthetics and animation fluidity. By emphasizing artistic depth over polygonal 3D trends, Astal highlighted a path for evolving 2D genres that resonated in subsequent works focused on hand-crafted visuals. Astal has cultivated a dedicated among retro gaming enthusiasts, largely sustained through Saturn emulation software that makes the title accessible on modern hardware. Often discussed on retro gaming forums and sites as one of Sega's underrated gems, it frequently appears in conversations about overlooked Saturn exclusives, praised for its charming art and satisfying combat despite its brevity. The game has been recognized in various media retrospectives on Sega's history, including IGN's 2008 list of the top 10 games, where it was highlighted for its captivating visuals and platforming mechanics. Astal also receives mentions in video essays and articles exploring the Saturn's 2D strengths, contributing to its status in discussions of Sega's innovative but underappreciated library.

Modern Recognition

In the 2020s, Astal has earned recognition as a among retro gaming enthusiasts, particularly for its hand-drawn animations and concise structure. Retro analyses highlight the game's vibrant, detailed sprites and smooth character movements as standout features that hold up exceptionally well decades later, despite its short runtime of roughly one to two hours on higher difficulties. This appreciation stems from its position as an overlooked gem in the library, often cited in lists of forgotten masterpieces for its artistic flair and straightforward platforming. No official re-releases have occurred as of 2025, limiting access to original hardware or emulation. The game remains playable through Saturn emulators such as Yabause and Mednafen, which provide reliable compatibility for modern PCs, though Mednafen demands more powerful hardware for full-speed performance. Fan-driven efforts, including patches, have addressed some localization discrepancies between the Japanese and North American versions, such as recovering original vocal elements and muting repetitive sound effects to enhance the experience. Astal maintains an active presence in retro communities, with dedicated leaderboards tracking any% runs as low as 24 minutes and appearances at events like Summer Games Done Quick in 2017. and discussions continue to celebrate its visuals, while preservation initiatives, such as reverse-engineering projects marking the game's 30th anniversary in 2025, underscore ongoing interest in Saturn exclusives. Occasional nods in retrospectives highlight its role in the console's early 2D lineup, fueling calls for potential inclusion in future collections.

References

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