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Ranger X
Ranger X
from Wikipedia
Ranger X
DeveloperGAU Entertainment
PublisherSega
ProducerIsao Mizoguchi
DesignerToshio Yamamoto
ProgrammerToshio Toyota
ArtistRee Senfhu
ComposerYoshinobu Hiraiwa
PlatformMega Drive/Genesis
Release
GenreRun and gun
ModeSingle-player

Ranger X[a] is a side scrolling run and gun video game for the Sega Genesis. Developed by GAU Entertainment and published by Sega, the game was released in 1993.

Gameplay

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Gameplay screenshot

The player assumes the role of Ranger X, piloting a powered exoskeleton who leads the fight back for his home planet against the invading Rahuna forces.[4][5][6] Ranger X is equipped with a jet pack and an assortment of weapons. The jet pack allows for short periods of flight, the duration of which is limited by the jet pack's temperature. Upon overheating, the player must land and wait for cool down. Alongside Ranger X's standard pulse rifle, the player has access to various special weapons including a flamethrower and homing attacks. Unlike the pulse rifle, the special weapons drain a power bar, which can only be recharged when Ranger X is in a bright light source. This special arsenal can be increased by collecting power ups scattered across the levels. On certain levels, the player may also control a supporting vehicle – an Ex-Up, such as Indra – a futuristic motorcycle, a premise described as "RoboCop on a Harley".[7] Indra can move and fire independently of Ranger X, although Ranger X can enter it to take advantage of its separate shielding.[4]

The game is split across several levels, each of which is introduced via a wire frame 3D cutscene detailing a specific target objective. The player must battle through enemy forces and destroy all target objectives, followed by the stage boss, in order to progress.[4]

Development and release

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Ranger X was first project to be developed by GAU Entertainment (now Nex Entertainment), a Japanese video game developer founded by former Wolf Team staff, with both Toshio Toyota and Toshio Yamamoto serving as designers, with artist Ree Senfhu co-creating the pixel art, in addition of Yoshinobu Hiraiwa acting as composer and Noriyuki Iwadare creating the sound effects.[8][9][10][11][12] The team recounted the project's development process and history through various Japanese publications.[8][9][10][11]

Ranger X was the first project to be developed by GAU Entertainment for the Sega Mega Drive.

Yamamoto claimed that the team created Ranger X with a lot of intuition without copying other titles, not wanting to be bounded with the need to imitate others, as their goal was to make a Sega Mega Drive game of high-quality.[9][11] However, Yamamoto commented that the team did not think about the graphics but due to the emphasis on creating a polished game, the visuals ultimately had "a lot of shine too".[9][11] Yamamoto remarked that the team did not use game design documents, as the team added elements on the fly when memory space was available.[9][11] Both Toyota and Yamamoto wanted the animations to feel intricate, as robots have more possibilities and the team worked to make as much animations as possible for sprites.[9][11]

Toyota had thought about creating a side-scrolling robot action game on Sega Genesis for a time, not using any example as he dislikes imitating others while also stating that the team started with a question regarding what makes a game fun, with Ranger X being the final result.[9][11] Toyota stated GAU created custom software tools that allowed the team with pushing the hardware capabilities of the Mega Drive to its limits.[9][11] Toyota also stated that working with the Sega Mega Drive was easy to develop for despite various issues, claiming that increasing the number of colors on-display was easy through hardware tricks while remarking that the Mega Drive's problem with colors "isn’t so much a numerical/quantitative problem, as it is a question of subtlety on the designer’s part."[9][11]

As Ranger X is an action-shooter game, Hiraiwa wanted exciting and lively sounds as a basis but he went towards a darker tone for compositions, leaning towards surrealism and energetic, which matched his personal view of the title.[9][11] Hiraiwa stated that the choice of colors reflects the music's tone, which lead him to write 23 songs with a rock and progressive rock touch as he did not want music feel similar to each other.[9][11] Iwadare spent time creating unique sound effects not heard in other games at the time while making patches with tonal variety for the guitar sound, stating that sound effects are "more on par with the music in terms of importance."[9][11] Ranger X was first published by Sega in Japan on May 28, 1993, then in Europe in August 1993 and later in North America on October of the same year.[1][2][3]

Reception

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Critical reception was generally positive. Mega praised the tactical opportunities offered by the different weaponry, and the need to manage the supporting vehicle.[17] Similar sentiments were echoed in Sega Force Mega and GamePro, who felt that "the unique dual action of flying and riding a motorcycle gives this game a step up against over other shooters".[7][19]

The graphics impressed, with some reviews claiming that Ranger X had broken through the Mega Drive hardware's color limitations.[3][19] Almost every aspect of the graphics were praised, from the detail of the backgrounds, to the clarity of the sprites, and even the presentation of the cutscenes.[7][17][19] EGM felt that Ranger X featured "some of the best graphics ever seen on the [Mega Drive]".[3] MegaTech however, noticed that the game exhibited "a bit of sprite flicker when things get busy".[18]

Not all criticism was positive, while some felt the difficulty was just right, and welcome in an age of "too-easy games", others felt that it could be too difficult for novices.[3][17][19] Some reviewers at EGM also found the controls lacking, making effective movement difficult and frustrating.[3] Still, the game received recommendations from the majority of critics, with Mega concluding that "it's so chocka full of imagination, that you'll be left wondering why other shoot 'em ups are so repetitive".[17]

Notes

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References

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Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
Ranger X is a side-scrolling run-and-gun developed by Gau Entertainment and published by for the Sega Mega Drive/Genesis console. Released in as Ex-Ranza in May 1993 and in and in 1994, it was Gau Entertainment's only title before the studio merged with Wolf Team to form NexTech. The game features impressive for the era, utilizing the Genesis's 64-color palette with large sprites, , and detailed boss designs that pushed the system's hardware capabilities. In Ranger X, players control the in a robot suit with a jetpack that requires managing a gauge to avoid overheating, and can summon support vehicles such as the Ex-Up for enhanced mobility and homing shots. The suit uses standard rapid-fire shots alongside special weapons like a or proton , powered by collecting energy from sunlight or illuminated areas. The Ex-Up and Ex-Up spacecraft provide additional firepower and assist in navigation across five stages filled with enemy machines and environmental hazards. The game's plot centers on a defense against the invading Rahuna forces, who have unleashed mechanical and biological threats on the of the Free Galactic Systems Council. As Ranger X, an elite courier in a prototype exosuit, the player must destroy key enemy installations and confront massive bosses to repel the invasion. Despite its innovative mechanics and visual flair, Ranger X received limited marketing and mixed reception upon release, praised for its intense action but critiqued for high difficulty and control quirks, earning an average score of 79/100 from reviews.

Synopsis

Plot

In Ranger X, the protagonist serves as the pilot of a cutting-edge powered exoskeleton suit, deployed by the collaborative efforts of the Homeworld Tribes—Tech and Ranger—to repel the Rahuna invasion that has overrun the defenses of the Free Galactic Systems Council. The Rahuna, a coalition of aggressive warrior beings from the fringe worlds, launch a sudden and devastating assault on the home planet, causing heavy casualties among the unprepared tribes and threatening total conquest. As the lone operator of the Ranger X suit, the pilot leads a desperate counteroffensive, supported by deployable courier units, to dismantle the invaders' hold and restore planetary sovereignty. The narrative unfolds across six stages, beginning with the urgent defense of a besieged central base in the Tribe Tech Capital, where the pilot must secure the perimeter against the initial Rahuna onslaught. This escalates into broader counteroffensives through diverse terrains, including arid deserts scarred by enemy fortifications and crumbling urban ruins amid ongoing skirmishes, as the pilot systematically eliminates strategic outposts and enemy strongholds. The campaign builds to a climactic final assault on the Rahuna command center, where the protagonist confronts the invasion's core leadership in a bid to end the occupation and reclaim the homeworld. Thematically, the story emphasizes lone heroism in the face of overwhelming adversity, highlighting the Ranger X suit's technological edge—such as its advanced thrust pack and weaponry—as a of ingenuity against superior numbers. It also underscores the environmental devastation wrought by the Rahuna incursion, including mechanical plagues and widespread destruction that ravage the planet's landscapes, portraying the conflict as a struggle for both and ecological restoration.

Characters and setting

The protagonist of Ranger X is an unnamed pilot, portrayed as a skilled soldier operating the titular high-tech exoskeleton suit, which was engineered for versatile combat capabilities across various terrains and enemy engagements. The suit, known as Ranger X, was jointly developed by Tribe Tech and Tribe Ranger, two allied human factions within the Free Galactic Systems Council (GSC), to serve as a mobile armored unit capable of countering advanced threats. This pilot represents the GSC's frontline defender, embodying the resilience of human ingenuity against overwhelming odds. The primary antagonists are the Rahuna, a coalition of warrior beings originating from the fringe worlds of the Edgezone, depicted as mechanized invaders driven by envy of the GSC's dominance over planetary systems. The Rahuna forces consist of biomechanical units that blend mechanical constructs with organic elements, including swarms of robotic soldiers, hovering drones, and colossal boss creatures designed to overrun human defenses. These invaders unleash coordinated assaults involving both technological and biological plagues, aiming to dismantle the GSC's control on the . The game's setting unfolds on the , the central hub of the Free Galactic Systems Council, now scarred by the Rahuna invasion and transformed into a of ruined pre-invasion human civilization. Diverse biomes across the planet include arid wastelands dotted with derelict structures, fortified urban cities reduced to rubble amid ongoing sieges, and subterranean cave networks riddled with enemy outposts, all reflecting the collapse of once-thriving human societies. Supporting human elements feature resistance bases established by members of Tech, serving as strategic hubs for resupply and coordination, while scattered remnants of GSC infrastructure highlight the desperation of the defense effort. Central to the lore, the Ranger X suit emerges as a hastily developed by the collaborating tribes in direct response to the Rahuna's sudden incursion, positioned as humanity's last hope to reclaim key strategic targets and repel the existential threat to the . This narrative underscores the GSC's vulnerability, with the invasion timeline marking a pivotal crisis that unites disparate human groups against a unified alien aggressor.

Gameplay

Core mechanics

Ranger X is a side-scrolling run-and-gun shooter in which the player controls the titular mechanized , which can transform between a form for ground combat and a mode for enhanced mobility and homing shots. To transform, the player presses the B while in form to shift to mode, and vice versa. Navigating horizontally through 2D environments while jumping and firing at enemies. The core revolves around destroying designated targets, such as enemy robots and installations, before progressing to boss encounters, with a displaying nearby threats and a mission counter for remaining objectives. Movement is handled via the directional pad, allowing left-right traversal and crouching with the down direction, while shooting employs the standard Mega Drive control scheme: the A fires the to the left and the C to the right, enabling directional combat without turning the character. Special weapons are activated with the B (or Y on six-button pads), though they consume energy from a dedicated power bar. A key feature is the jet pack system, which provides vertical mobility for flight and evasion by pressing up on the directional pad, but it is governed by a temperature gauge that rises with prolonged use. Overheating forces the player to land immediately, initiating a mandatory cooldown period during which flight is unavailable, adding strategic depth to navigation and combat positioning. For enhanced utility, activating the jet pack from a crouched position delivers a powerful vertical boost, extending effective flight range without excessive heat buildup. This mechanic emphasizes resource management, as overuse can leave the player vulnerable to ground-based threats. The temperature gauge for the jetpack recharges via light exposure, similar to the energy bar. Health management operates on a shielding that depletes upon contact with enemy projectiles or collisions, with full depletion resulting in mission failure and the option to continue from checkpoints. Recovery occurs by converting at Power Conversion Units (large units provide slow conversion, while mini-units offer instant recharge) or collecting items like , particularly useful in darker sections. The for special weapons and jetpack recharges passively through exposure to light sources, such as sunlight or illuminated areas in levels. Additionally, players can interact with Power Conversion Units or collectible items like to manually recharge . Extra lives are awarded every 200,000 points, reinforcing the need for efficient play to sustain progress.

Weapons and vehicles

In Ranger X, the primary weapon is the pulse rifle, which fires rapid energy bolts and has unlimited ammunition, allowing continuous use without resource constraints. This default armament serves as the foundation for basic combat, enabling players to engage enemies at range while conserving special weapon energy. This default armament serves as the foundation for basic combat, enabling players to engage enemies at range while conserving special weapon energy. Special weapons expand tactical options and are selected through interaction with support vehicles, drawing power from a rechargeable that replenishes via exposure to sources in levels. The delivers close-range area damage in a streaming flame pattern, with range scaling based on available power, making it effective against clustered foes in tight spaces. Homing missiles, such as the seeker variant, track and attach to enemies for sustained high damage, though they may fail against certain targets. beams provide piercing shots capable of penetrating multiple enemies in a line, often accessed via vehicle-mounted systems for enhanced firepower. These weapons consume energy proportionally to their usage intensity, tying into the game's broader where exposure is key to . Special weapons are acquired as power-ups, either dropped by defeated enemies or hidden within stage environments, requiring exploration to unlock options like the in early levels or homing variants later on. The motorcycle functions as a summonable supporting available from designated points in select levels, facilitating high-speed traversal across terrain and delivering mounted with auto-targeting. Players summon by positioning above it and descending, after which it can operate independently or merge with the Ranger X suit for combined control, though it remains vulnerable to enemy attacks with its own depleting life meter. Its mobility is limited by an overheating thrust system that requires periodic cooldowns, akin to a constraint, preventing indefinite use without risk. The Ex-Up is an uncontrollable spacecraft that provides occasional laser support during specific sections of levels, assisting against enemy waves without direct player control.

Levels and progression

Ranger X consists of six main levels, each advancing the player's campaign from initial defensive operations against invading forces to a climactic assault on enemy strongholds, with environments shifting from arid to industrial . The stages emphasize variety in terrain and challenges, including a desert outpost in Stage 1, an underground cavern in Stage 2, a dense in Stage 3, a towering vertical ascent in Stage 4, a nocturnal in Stage 5, and a sprawling complex in Stage 6. Each level begins with a wireframe 3D outlining the primary targets, such as enemy power stations, weapon depots, or robotic installations, which must be located and destroyed using the at the top of the screen. primarily involves linear side-scrolling sequences where players navigate through waves of enemies, but certain sections introduce vertical climbing or barrier-breaking elements to access hidden areas or recharge points. Objectives culminate in boss encounters at the end of each stage, featuring massive Rahuna-engineered machines that demand to evade attacks and precise targeting of weak points, such as exposed cores or appendages. Progression relies on a checkpoint system that allows respawning near the point of death upon using a continue, with a limited number of continues earned through accumulated points from destroying enemies and targets. Power-ups, including special weapons like the Seeker Charge acquired in Stage 2 or the Plasma Blast in Stage 5, persist across deaths within the same level as long as sufficient energy reserves remain, enabling players to retain upgrades during retries. Difficulty escalates progressively, with later stages introducing denser enemy formations, faster attack patterns, and environmental hazards like overheating jet packs in sunlit or spotlight areas that require strategic cooling breaks. On higher difficulties, such as Heavy mode, certain aids like cooling platforms in Stage 4 are removed, intensifying the challenge and forcing more aggressive navigation.

Development

Studio background

GAU Entertainment (有限会社ガウ・エンターテインメント), a Japanese video game developer, was established in September 1992 by former staff members from Wolf Team, a studio recognized for its work on action-oriented titles such as Granada. The founding team drew from this background to emphasize innovative action gameplay, with key members including programmer Toshio Toyota, who had previously contributed to Wolf Team's Granada, and graphic designer Toshio Yamamoto, whom Toyota first met at the studio. This small group, comprising around four core contributors including composer Yoshinobu Hiraiwa and sound operator Noriyuki Iwadare, prioritized creative freedom in their approach, focusing on intuitive design without rigid planning documents. The studio's influences were rooted in anime aesthetics and arcade-style shooters, inspiring a vision for dynamic robot action viewed from a side perspective, with intricate animations for both player characters and enemies. Toyota later reflected that the team began development by pondering "what makes a game fun," leading to features shaped by hardware constraints and creative experimentation rather than imitation of existing titles. This emphasis on originality positioned GAU as a fresh voice in the action genre, particularly for platforms. Sega partnered with GAU as the publisher for their debut project, providing the resources necessary to push the Sega Mega Drive's capabilities in a run-and-gun format. Selected to develop exclusively for the Mega Drive, the studio benefited from this collaboration to explore boundary-pushing elements in their work. Following the 1993 release of Ranger X, GAU Entertainment merged with Nextech in April 1994, evolving into , which continued to produce innovative titles primarily for systems. This transition marked the end of GAU's independent operations but extended its legacy through subsequent projects under the new entity.

Design process

The design process for Ranger X began with a focus on creating an original side-view robot action game for the Sega Mega Drive, drawing inspiration from classic run-and-gun shooters such as Contra while introducing distinctive tactical elements like limited jetpack mobility and support from the deployable EX-UP vehicle to differentiate the gameplay. Developer Toshio Toyota emphasized avoiding direct imitation, stating, "I hate imitating others anyway. (laughs) We simply began with the question, ‘what makes a game fun…?’… and the result we came up with is Ranger X." As Gau Entertainment's debut project, the team proceeded without a formal planning document, iteratively adding features based on available hardware memory to prioritize fun and innovation. Art design centered on hand-drawn sprites to achieve large, detailed and environmental elements, leveraging the Mega Drive's 64-color palette for vibrant visuals, , and complex animations that made enemies and the reactive rather than static targets. Lead designer Toshio Yamamoto highlighted an intuitive approach, noting, "We made this game without trying to copy any previous games—it was made with a lot of intuition." For sound, composer Yoshinobu Hiraiwa created a custom of 23 tracks, with sound effects provided by Noriyuki Iwadare, blending percussion-heavy industrial tones with energetic, dark, and surreal motifs to heighten the action's intensity, though often overshadowed by in-game explosions. The narrative was integrated to justify core mechanics, portraying the protagonist's as a desperate wartime tool in a scenario where the forces of the of the Free Galactic Systems Council battle the invading Rahuna, a of Edgezone terrorists, with story details primarily conveyed through and illustrated level intros showing strategic targets. Iteration involved prototyping with specialized software tools to test and balance mobility against escalating challenges, pushing the Mega Drive's limits for replayability via difficulty spikes and polished mechanics, as explained: "We’ve created some specialized software tools that allow us to push the capabilities of the Megadrive to the limit."

Technical innovations

Ranger X employed custom in-house development tools created by GAU Entertainment to maximize the Mega Drive's hardware potential, including its 16-bit processor and limited 64 KB of main RAM. These specialized software tools enabled efficient sprite editing and level design, allowing the team to implement complex s and environments without exceeding memory constraints. The game's graphics pushed the boundaries of the Mega Drive's Video Display Processor (VDP), which supports up to 64 colors on screen from a 512-color palette. Techniques such as were used to create a sense of depth in backgrounds, simulating three-dimensional movement across multiple layers during stages like the and levels. Large boss sprites, often spanning significant portions of the screen, were achieved through meticulous arrangement and , with minimal flicker or clipping, as seen in encounters like the massive brain-like enemy reminiscent of classic arcade designs. Audio implementation leveraged the YM2612 FM synthesis chip for dynamic sound effects integrated with gameplay mechanics, such as the escalating whine of the jetpack during overheating to signal . The soundtrack features 23 original tracks composed in a style, utilizing stereo panning for immersive effects, while emphasized unique, non-repetitive cues to enhance the mech combat atmosphere despite the hardware's four-channel limitations. Optimization challenges were addressed through careful balancing of processing demands, particularly in vehicle sections where multi-layered backgrounds and high sprite counts could risk slowdowns. The team maintained a consistent frame rate near 60 FPS by prioritizing essential animations and using pseudo-3D line scrolling for dynamic environments, such as the fully line-scrolled later stages, ensuring smooth performance across the console's 7.6 MHz CPU clock without compromising visual fidelity.

Release

Publication history

Ranger X, known as Ex-Ranza (エクスランザー) in , was released exclusively for the Mega Drive/Genesis console, with no subsequent ports or sequels. The game launched first in on May 28, 1993. It was subsequently released in in August 1993 and in in October 1993. Sega served as the publisher for all regions, managing localization efforts—such as renaming the title for international markets—and overseeing distribution as a first-party Sega title.

Regional variations

Ranger X, known internationally as such, was released under the title Ex-Ranza (エクスランザー) in . This localization occurred alongside the game's initial Japanese launch in May 1993, while international versions followed later in 1993, with releases in in August and in in October. The core content remained consistent across regions, with no reported censorship or significant alterations to gameplay mechanics. All versions feature identical levels, weapons, and narrative elements, ensuring a uniform player experience regardless of market. Packaging varied notably by region, with distinct box art designs tailored to local audiences. The Japanese cover, for instance, utilized a unique illustration specific to the Ex-Ranza branding, while North American and European editions employed separate artwork to align with Sega's regional styling. These differences extended to cartridge labels and manuals, reflecting standard localization practices for Sega Mega Drive titles. Marketing efforts for the game were minimal overall, particularly in Western markets where it received limited promotion amid Sega's crowded release schedule. In , Ex-Ranza appeared in contemporary publications such as the June 1993 issue of Beep! MegaDrive, highlighting its availability at a recommended retail price of ¥6,800. No major campaigns were tied to the title in any region, contributing to its status as an underpromoted release.

Reception and legacy

Critical reception

Upon its 1993 release, Ranger X garnered generally positive reviews from contemporary gaming magazines, which frequently praised its technical achievements and unique elements. Critics lauded the for their detailed sprites and fluid animations, often highlighting how the game pushed the Mega Drive's visual capabilities. For instance, Mean Machines Sega commended the "stunning visuals" and innovative tactics such as jet pack management, which added significant depth to the action. Similarly, Sega Force Mega spotlighted the "original vehicle mechanics" as a standout feature, emphasizing the seamless integration of the protagonist's mech suit and motorcycle companion. However, the game also faced criticisms for its challenging design and technical shortcomings. Reviewers noted a steep difficulty curve that could overwhelm players, alongside imprecise controls that hindered precise maneuvering during intense sequences. described it as "frustratingly tough," particularly due to the demanding boss encounters and limited continues. echoed concerns about control complexity, suggesting it detracted from the otherwise engaging run-and-gun action. Additionally, the game's brevity—spanning just six levels—was commonly cited as a drawback, leaving some critics wanting more content despite the high from multiple difficulty settings. Aggregate scores across major publications typically fell in the 7-8/10 range, reflecting solid but not exceptional reception. GamePro rated it 4/5 (80/100), Electronic Gaming Monthly gave 7.8/10 (78/100), Mean Machines Sega awarded 92/100, and Sega Force Mega scored it 85/100; no centralized aggregator like Metacritic existed at the time.

Modern perspectives

In retrospective analyses, Ranger X has been praised for its ahead-of-its-time mechanics, such as the integration of vehicular transformations and strategic enemy targeting, which distinguished it from contemporary run-and-gun shooters on the Sega Genesis. Sites like Classic-Games.net have hailed it as an "amazing game, full of visual tricks and nuanced gameplay you won't find anywhere else," emphasizing its technical prowess in pushing the console's limits with parallax scrolling and detailed sprites. Criticisms of its steep difficulty curve and unconventional controls, prominent in original reviews, have been softened by nostalgia in modern retrospectives, with outlets like Retro XP describing it as a "complicated, but rewarding, mech action game" that remains "as much fun to play as it is to look at" over three decades later. The game's legacy endures primarily through emulation and community preservation efforts, as it has seen no dedicated ports to modern consoles like the or as of 2025. It was included in the 2 hardware re-release in 2022, providing accessible play for new audiences, but enthusiast communities continue to call for broader digital availability, with Retro XP arguing it "should be added to [Nintendo Switch Online]" to highlight lesser-known titles. While direct influences on later titles are rarely cited, its mecha-focused design has been noted in discussions of early shooter innovation. Ranger X is appreciated in modern contexts for adding diversity to the shooter genre through its emphasis on mech piloting and environmental strategy, though its ambitions were constrained by the era's hardware limitations like limited color palettes and processing power. Community-driven evaluations reflect sustained interest, with user scores on MobyGames averaging 3.8 out of 5 based on 19 ratings, equivalent to approximately 7.6/10. This positions it as a cult favorite among retro enthusiasts, valued for its bold experimentation despite initial obscurity.
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