Hubbry Logo
ZeroRangerZeroRangerMain
Open search
ZeroRanger
Community hub
ZeroRanger
logo
7 pages, 0 posts
0 subscribers
Be the first to start a discussion here.
Be the first to start a discussion here.
ZeroRanger
ZeroRanger
from Wikipedia
ZeroRanger
DeveloperSystem Erasure
PublisherSystem Erasure
Designers
  • Eero Lahtinen
  • Antti Ukkola
ProgrammerEero Lahtinen
ArtistAntti Ukkola
ComposerEero Lahtinen
EngineGameMaker Studio
PlatformWindows
Release28 September 2018[1]
GenreScrolling shooter
ModesSingle-player, multiplayer

ZeroRanger is a scrolling shooter developed by Finnish studio System Erasure and released for Microsoft Windows in September 2018. ZeroRanger is primarily a vertically scrolling shoot 'em up, with side scrolling in some levels. The player operates one of two spaceflight-capable fighter aircraft. Players unlock new weapons and abilities after defeating bosses, including the ability to transform into mechas.[2]

Gameplay

[edit]

ZeroRanger takes place on an Earth-like planet called Daikon, where aliens known as Green Orange have invaded with the intent of destroying all life. The aliens take control of Daikon's planetary defense force with the exception of two fighters. These two remaining fighters must combat their planet's possessed defense force before they can reach and destroy the main Green Orange vessel.[3]

The current version of ZeroRanger contains two game modes: Green Orange and White Vanilla. Green Orange is considered the main game mode, encompassing the majority of the game's story. White Vanilla is presented as a score-focused training simulation that takes place before the events of Green Orange, consisting of arranged segments of stages from Green Orange. The third and final mode, Black Onion, is still in development.

ZeroRanger uses a green and orange color scheme. More color schemes can be unlocked.

The game has a central theme of enlightenment that is communicated to the player through riddle-like interludes.[4]

Development

[edit]
Gameplay

Development of the game started with a piece of concept art in February 2008. The game was named FINAL BOSS and revealed in November 2009. The game was later given more unique names so that the game would be easier to search for on Google; the game was first renamed to FINALBOSS, and in April 2018 it was again renamed, to ZeroRanger.[5]

The first idea during development was to create a vertical scrolling shoot 'em up like Guxt by Studio Pixel. The idea later evolved to become a mash-up of elements from many different shoot 'em up games. Taking inspiration from the limited blue and white color scheme of Guxt, ZeroRanger has a limited green and orange color scheme. The weapon collection system was at first taken from Guxt, where players can collect weapons during stages, and through trial and error evolved to the current system where two weapons are dropped by defeated bosses and players choose one of them. In 2011, the developers were particularly inspired by the "pure energy and spirit of adventure" from Eschatos. Other influences cited by the developer include Cho Ren Sha 68K, Ikaruga, and Flame Zapper Kotsujin. From Cho Ren Sha 68K, the developers tried to incorporate its "feeling of intimidation before you're actually facing the danger". In Ikaruga, "every enemy pattern is distinct from one another"; feeling the impact of this, the ZeroRanger developers aimed to minimize repetition. The release of the role-playing video game Undertale reinforced the developer's desire to make a game with a good soundtrack.[5]

Accessibility was a big goal during the last few years of development. The developers became concerned about how beginners would think about the basic concepts of shoot 'em ups. Concepts such as "continues" were tailored for players new to shoot 'em ups; continues must be earned, and players using a continue must start at a checkpoint within the stage, ensuring that they are learning how to play that part of the game. The developers believed this system caused players to feel more invested in the game and more serious about completing it. The aim was for ZeroRanger to be a very approachable "pick up and play" game, where players would not need to read guides to understand how to play the game.[5]

Scoring was a secondary goal during development. The developers did not want players to feel that they had to plan everything perfectly in order to maintain the game's combo-based score multiplier, or that there is only one correct weapon to use in each situation. The developers intended to release patches if players were to discover any issues that "break" the scoring.[5]

ZeroRanger was developed using GameMaker Studio as the game engine. Development started with GameMaker 6, then moved to GameMaker 8, and later to GameMaker Studio. Switching between these versions caused thousands of compilation errors that were time-consuming to fix. Justifying the effort, the developer cited GameMaker Studio's performance improvements and its introduction of shaders that allowed colors to be easily changed during post-processing, letting the developer make color palettes for the game without having to create new sprites for each palette. Sprites were created using Microsoft Paint.[5] With the exception of two commissioned tracks, all of the game's music was composed by Eero Lahtinen. Sound effects were created using Sfxr, Bfxr and Audacity, as well as free sound libraries.[6]

Several music tracks and two game modes were not finished before the release of the game.[5] The soundtrack to an earlier version of the game was released in February 2017.[7] The soundtrack for the game's first two game modes was released in June 2020.[8] An arrange album, produced by Resonant Union in collaboration with System Erasure, was released on September 28, 2024.[9]

The third and final game mode, Black Onion, is still in development.

Reception

[edit]

Reviewers noted that ZeroRanger was densely packed with references to other shoot 'em ups while still having its own identity.[2][3][13] Dominic Tarason of Rock, Paper, Shotgun called ZeroRanger a "lovingly assembled mix-tape featuring the best bits across all of shmup history".[14] Marc Golding of HonestGamers called the game's green and orange color scheme a strange design choice that helped it stand out from other games in the genre; Golding also recognized the game's references to shoot 'em ups developed by Qute.[10]

ZeroRanger was praised for being relatively friendly to casual players, while still having the difficulty expected of arcade-style shoot 'em ups.[14][10] According to Gabriel Jones of Cubed3, players are "sufficiently challenged, but never frustrated". Players may die often but are awarded extra lives often as well. Players can earn continues, and can start the game on any stage they have previously reached. Jones observed that the game has a dynamic difficulty "rank" system, ensuring that players are treated to gameplay appropriate for their skill level. Flawless controls and a lack of undeserved deaths further contribute to making the game frustration-free.[3] The response towards the game's difficulty was not universally favorable, as Miia Lyyra of V2.fi criticized ZeroRanger for not including selectable difficulty in the initial release. She warned that the difficulty is not attractive to beginner shoot 'em up players, and will leave experienced players thirsting for a greater challenge. Lyyra noted that the developers promised two more difficulty modes in a future update to the game, and suggested that beginners wait for that update. Lyyra felt that the game was otherwise perfect, and awarded it a high rating.[12]

Steven Wright of Variety placed ZeroRanger fourth on a list of the best indie games for 2018.[4]

Reviewers found themselves surprised by the deceptive length of the game.[11]

References

[edit]
[edit]
Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
ZeroRanger is a vertically scrolling developed and published by the Finnish studio System Erasure. Released on September 28, 2018, for Microsoft Windows via platforms such as and , the game emphasizes precise shooting, dodging, and a narrative shrouded in mystery centered on combating the alien threat known as GREEN ORANGE. Players control a customizable spaceship across four stages, unlocking weapons, secondary fighters, and abilities while exploring themes of enlightenment and cyclical rebirth. Development of ZeroRanger began around 2008 under the working title FINALBOSS, initially released in small-scale versions before evolving into a full indie project. The core team consisted of designer, programmer, and composer Eero Lahtinen alongside designer and artist Antti Ukkola, with the game drawing inspiration from classic arcade shooters to blend retro aesthetics with modern accessibility features like mode for vertical screen rotation and colorblind options. The game has received free updates post-launch, including the addition of new modes that enhance replayability. Priced at $11.99 USD, it includes eight distinct color palettes, relentless action sequences, and a separate album, ORANGE_SOUNDS, highlighting its chiptune-inspired audio. In , ZeroRanger challenges players with high-speed bullet patterns and strategic depth, including a scoring system that rewards skillful play and a mid-game twist that recontextualizes the entire experience without spoiling its surprises. The title supports controller and keyboard , with options for scanlines and extra modes to enhance replayability in its endless cycle of life and death. Upon release, ZeroRanger received overwhelmingly positive reception, earning a 96% positive rating from 1,835 user reviews on (as of November 2025) and a user score of 8.6 on , praised for its innovative design and masterful execution in the genre. It has been hailed as a standout indie shmup, influencing discussions on preserving arcade traditions while appealing to contemporary audiences.

Gameplay

Mechanics

ZeroRanger is a vertically scrolling featuring occasional side-scrolling segments, in which players pilot one of two selectable fighter ships—Type-B (Rybb) or Type-C (Decker)—to battle waves of alien enemies across structured stages. The core controls emphasize precise movement and shooting, typically mapped to for and three fire buttons: one for the primary forward-firing main shot, another for optional back or side shots depending on equipped weapons, and a third for charging or lock-on functions, with simultaneous presses toggling between fighter and modes where applicable. This setup promotes fluid dodging amid dense bullet patterns, a hallmark of the genre, while the ship's hitbox remains compact to reward skillful positioning. The primary weapon consists of a forward-directed main shot that upgrades progressively through power-ups dropped by mid-stage enemies and bosses, enhancing firepower and spread to better handle escalating enemy formations. A key secondary weapon is the lock-on laser, activated by holding the designated button to generate a that targets up to eight enemies simultaneously—including some in the background—before releasing to unleash homing missiles for multi-target destruction. This mechanic adds strategic depth, allowing players to prioritize threats or clear clustered foes efficiently, though it requires precise timing to avoid interrupting chains of enemy engagements. Following the boss encounter in Stage 3, players collect a that enables transformation into a form, fundamentally altering combat for the game's latter half by replacing ranged attacks with close-range options: a for Type-B or a for Type-C. These weapons deliver high damage in a short arc ahead of the ship and double as a defensive shield, parrying or slowing incoming bullets to facilitate survival in intense close-quarters scenarios. The transformation emphasizes aggressive playstyles, as the 's limited range demands proximity to enemies, contrasting the fighter form's distance-based and integrating risk-reward elements into progression. Accessibility is bolstered by a continue tied to score accumulation, where points earned across attempts—amplified by a dynamic multiplier —grant additional continues up to a maximum of eight, permitting restarts directly at stage checkpoints rather than from the beginning. The multiplier, displayed in the top-right corner, builds through consecutive enemy destructions (capping at 6.4x in fighter mode or 12.8x in overload) but drains over time or upon taking damage, encouraging sustained performance without excessive punishment. Dynamic difficulty manifests through adaptive enemy behaviors and bullet patterns that intensify based on player efficiency, such as spawning additional foes when enemies are dispatched quickly or activating dormant attackers mid-stage. This rank-like adjustment, combined with scoring incentives for high-risk dodging—where maintaining the multiplier yields exponential point gains—fosters a balance between survival and optimization, rewarding bold maneuvers like grazing or chaining kills without over-relying on defensive resets.

Modes

ZeroRanger features three primary modes, each offering distinct experiences tailored to different player objectives, from narrative-driven campaigns to arcade-style challenges. The core modes build upon the game's shared shooting mechanics, such as transformation into a form for close-range , while varying in structure and progression. Green Orange serves as the main story campaign, spanning four stages (with a second loop remix) that guide players through a of planetary defense against an . Players control either the Type-B or Type-C ship—or both in co-op—progressing via enemy subjugation across urban, underground, oceanic, and cosmic environments, culminating in intense boss battles like those against Arc Adder and the final confrontation with Green Orange forces. The mode emphasizes strategic advancement tied to plot revelations, with objectives centered on defeating waves of foes and bosses to unlock the story's twist ending. Unlockable upon starting the game, it integrates thematic elements of enlightenment through escalating challenges that reward mastery. White Vanilla, introduced in a 2020 update, functions as a post-campaign score attack variant unlocked after completing one run of Green Orange. This mode remixes enemy formations and stage layouts for heightened intensity, featuring accelerated pacing without any narrative elements to focus purely on arcade survival and high-score pursuits. Players face denser patterns and faster enemy spawns, testing reflexes in a streamlined loop that prioritizes multiplier management and efficient destruction over story beats. Black Onion remains an announced but unreleased experimental mode as of 2025, positioned as a high-difficulty variant with planned alterations to core mechanics for extreme challenge. Intended to expand beyond the existing modes, it appears as a placeholder in the mode select menu, hinting at its developmental status without public access. Local co-op multiplayer is supported exclusively in Green Orange, allowing two players to simultaneously pilot the Type-B and Type-C ships for collaborative enemy elimination and boss fights. This setup enhances the campaign's cooperative dynamics, with each ship contributing unique attack patterns to shared objectives. Complementing these modes are unlockable palettes and difficulty options, accessible via the options menu after achieving key milestones like defeating the true final boss. These include alternate color schemes—such as or Gray Orange—tied to the game's enlightenment motif, which progresses through four stages of increasing complexity to symbolize player growth and adjustments.

Plot

Setting

ZeroRanger is set on the fictional planet in the year 2XXX, a futuristic Earth-like world equipped with advanced defense forces and cosmic artifacts that play a pivotal role in its lore. This setting establishes a backdrop of technological sophistication intertwined with ancient extraterrestrial influences, where humanity relies on sophisticated weaponry and orbital defenses to maintain planetary security. The central antagonistic force is Green Orange, an enigmatic alien entity characterized by its distinctive green-and-orange color scheme, which symbolizes themes of duality and corruption. As an otherworldly menace defying conventional time and space, Green Orange represents a corrupting influence that infiltrates and subverts human defenses, embodying a cosmic threat to existence itself. The narrative world explores profound thematic elements, including enlightenment achieved through cryptic riddles and the eternal cosmic cycles of creation and destruction. Central to this is the Lotus Jewel, a potent artifact bestowed upon humanity eons ago, capable of immense power but also inherent corruption that echoes the dual nature of its origins. These motifs underscore a governed by recurring existential struggles and hidden truths.

Narrative and Twist

The narrative of ZeroRanger opens with an alien force known as Green Orange launching a sudden of the Daikon, subverting most of the world's defense forces and leaving only two secondary fighters to mount a resistance. The player assumes control of one of these fighters, accompanied by an allied unit, embarking on a desperate counteroffensive to reclaim key locations and halt the onslaught. The story unfolds across four primary stages, each escalating in scope and intensity: an initial urban siege through Daikon's cities, a pursuit into orbital amid satellite defenses, a descent into subterranean facilities guarding vital infrastructure, and a climactic assault on the enemy's core stronghold. As the fighters advance, they unlock enhanced weapons and abilities, culminating in a transformative sequence where the ship merges with components to confront colossal bosses, symbolizing a surge in power against overwhelming odds. This progression builds tension through sparse English dialogue that conveys urgency and isolation, emphasizing the protagonists' lone stand against annihilation. A pivotal mid-game twist occurs immediately after the fourth stage's apparent victory, as the interface abruptly shifts to Japanese text for all subsequent communications, subverting the established narrative. This change reveals that the Green Orange invasion is not a hostile conquest but an intervention by ancient guardians attempting to reclaim the corrupted Lotus Jewel—an artifact of immense power that humanity has misused, threatening universal cataclysm. The fighters, initially portrayed as defenders, are recast as unwitting agents in a larger cosmic correction, forcing a reevaluation of their motivations from retaliation to reluctant alliance. The ending delivers a profound meta-revelation, disclosing that the entire conflict unfolds within a simulated orchestrated by the Erasure OS to train and awaken the "Primal Fighter"—an primordial entity embodied by the player. To achieve true "ZeroRanger" enlightenment and break the cycle, the player must voluntarily erase their progress and identity, resetting the simulation to avert Daikon's destruction and preserve the multiverse's balance. This self-sacrificial act underscores themes of enlightenment and cyclical renewal, with subtle threads linking to the developers' later title Void Stranger, suggesting a shared multiversal lore where Daikon's events echo across realities.

Development

History

ZeroRanger's development originated in as a project titled FINAL BOSS, initiated by the Finnish indie duo System Erasure—Eero Lahtinen (pseudonyms eebro or Eboshidori) and Antti Ukkola (pseudonyms Ebbo or Licorice)—as a simple fangame with direct homages to classic titles. The endeavor began as a , pursued part-time alongside the developers' studies and other commitments, with funding from student grants, summer jobs, and family support, allowing the team to iterate gradually without commercial pressure. Lahtinen took primary responsibility for programming, music composition, and overall design, while Ukkola focused on artwork and supplementary design elements, fostering a collaborative dynamic that emphasized personal passion over structured production. Early prototypes were shared informally on forums like Shmups System11 for feedback, helping refine core ideas such as systems inspired by other games, though the project remained a low-key pastime for much of its duration. This part-time approach extended the development to over 10 years, evolving from basic builds into a more ambitious undertaking as positive responses encouraged further expansion. In the , the title stylized as FINALBOSS saw incremental progress, with small-scale dev versions released as to gauge interest. By April 2018, the developers rebranded it to ZeroRanger for better market distinction, announcing the change alongside plans for an updated demo based on the latest build. The project utilized Studio 1.4 for its accessibility in prototyping 2D mechanics during part-time sessions. Originally slated for an August 24, 2018 release, the game faced a delay to September 28, 2018, as announced in late July, allowing additional polishing to meet quality goals amid the shift to commercial viability supported by startup grants. This extended timeline marked the completion of a decade-long passion project, transitioning System Erasure from hobbyists to a recognized indie studio.

Design and Inspirations

ZeroRanger draws significant inspiration from classic and modern shoot 'em ups, incorporating mechanics and aesthetic elements from titles such as R-Type, Ikaruga, Guxt, Eschatos, and Cho Ren Sha 68K. Developers Antti Ukkola and Eero Lahtinen cited these games as key reference points, particularly for weapon progression, color-based polarity switching, and high-energy bullet patterns that emphasize precision dodging over overwhelming volume. Additionally, the game's narrative meta-elements, including its surprise bilingual twist and themes of enlightenment, echo the self-referential storytelling in Undertale, which influenced the developers' approach to subverting player expectations in a traditionally action-focused genre. Anime like Gurren Lagann also shaped certain boss designs and the overarching motif of unyielding determination, blending mecha aesthetics with shmup tropes. The design philosophy prioritizes accessibility within the demanding shoot 'em up framework, aiming to respect players' time through short, replayable stages and a forgiving continue system that allows newcomers to experience the full without excessive frustration. This approach incorporates riddle-like puzzles tied to Buddhist concepts of samsara and enlightenment, encouraging players to "awaken" through experimentation rather than rote memorization, while the bilingual twist—shifting from English to Japanese mid-game—delivers a shocking reveal that reinforces themes of and . Overall, the game balances hardcore scoring challenges with approachable entry points, drawing from shonen anime's emphasis on growth and transformation to create a sense of progression that feels rewarding for both casual and dedicated players. Technically, ZeroRanger was built in to facilitate and iteration over its decade-long development, enabling the team to refine complex mechanics like dynamic weapon upgrades without heavy resource investment. The custom scoring system rewards stylistic play over mere survival, using a multiplier that escalates through aggressive enemy engagement, bullet absorption, and rank-based performance (from E to Z), which incentivizes risk-taking and mastery rather than conservative tactics. The soundtrack, composed primarily by Eero Lahtinen (under the alias eebrozgi), blends high-energy elements with influences, evoking classic arcade intensity while incorporating subtle nods to Finnish folk traditions for a unique atmospheric layer. Accessibility features further broaden its appeal, including adjustable difficulty modes like the post-launch White Vanilla arrangement that streamlines scoring focus, unlockable color palettes for visual customization after completing challenge modes, and local co-op play that supports shared control of dual ships to ease solo burdens. These elements, combined with the robust continues, ensure the game caters to a spectrum of skill levels without diluting its core intensity.

Release and Post-Launch

Initial Release

ZeroRanger was initially released on September 28, , for Windows via on and . The game marked the debut title from Finnish developer System Erasure, completing a development process that had been previewed through an early demo. At launch, ZeroRanger carried a standard price of $11.99 USD, making it accessible for indie gamers interested in titles. A free demo had been available on since April , offering players a taste of the game's vertically scrolling action and mystery elements to build anticipation ahead of the full version. Marketing for the initial release focused on digital channels, primarily the store page, which included trailers showcasing the game's retro style, limited 8-color palette, and enigmatic storyline reminiscent of classic Japanese shmups. These promotions emphasized the blend of high-speed dodging, shooting mechanics, and narrative intrigue without revealing key plot details. There was no physical edition or console versions available at debut, limiting distribution to PC digital platforms and underscoring its indie roots. Positioned as an indie targeting genre enthusiasts, the launch version featured single-player and local co-op modes, allowing two players to control distinct fighters in shared-screen . This setup appealed to fans of bullet-hell challenges, with options like TATE mode for vertical monitor rotation enhancing the authentic arcade feel.

Updates and Expansions

Following its initial release, ZeroRanger received a major update on June 25, 2020, introducing the White Vanilla mode, which features remixed enemy waves, altered stage layouts, and an emphasis on achieving high scores through rapid gameplay. This mode became accessible after completing the standard Green Orange campaign and was designed to provide a fresh challenge while maintaining the game's core mechanics. The game has undergone several patches since launch, focusing on bug fixes, performance optimizations, and balance adjustments to bullet patterns and enemy behaviors. Notable updates include the third anniversary patch on September 28, 2021, which added Cloud save support, quality-of-life improvements, and achievements; the fourth anniversary patch on September 28, 2022, which addressed framerate stability on and fixed various bugs; and subsequent minor updates through 2025 for ongoing refinements. Expansions beyond the core game include the release of , ORANGE SOUNDS, on June 25, 2020, via , comprising 39 tracks composed by eebrozgi with additional contributions from Joseph "Qwesta" Bailey. An arranged album, ZeroRanger Arranged Album -GREEN ARRANGE-, was released on September 28, 2024, to mark the game's sixth anniversary, featuring nearly 3.5 hours of across four discs by various artists organized under Resonant Union. The album won the Best Album award at the 2025 Game Music Awards. A third game mode, Black Onion, intended as a harder campaign with unlimited multiplier progression and enhanced challenges, remains in development as a work-in-progress accessible only via debug mode, with no confirmed release timeline as of November 2025. ZeroRanger has remained exclusive to personal computers, with no official ports to consoles or other platforms released by 2025, despite developer statements indicating potential future console adaptations once primary content is complete.

Reception and Impact

Critical Reception

ZeroRanger received widespread acclaim from critics and players upon its release, particularly within the genre. On , the game garnered an "Overwhelmingly Positive" rating, with 91% of 2,011 user reviews positive as of late 2025. Although lacks an aggregated critic score due to a limited number of professional reviews, individual scores from outlets averaged around 85/100, including a 9/10 from Cubed3 and an 8/10 from HonestGamers. Reviewers frequently praised the game's innovative narrative twist, which integrates meta-fictional elements to deepen its thematic exploration of and heroism, blending influences from classic Japanese shmups and . The gameplay was lauded for balancing accessibility with challenge, offering generous extra lives, a unique scoring system that converts points into continues, and mechanics like ship transformations that encourage experimentation without overwhelming newcomers. Critics highlighted its homage to genre classics such as R-Type and , achieved through fresh ideas like a limited green-and-orange color palette and anthemic soundtrack, rather than direct imitation. Common criticisms focused on the story mode's brevity, lasting approximately 2-3 hours for a single playthrough across its four stages, which some felt limited content depth despite high replayability. The initial PC-exclusive release restricted its reach, with no official console ports as of 2025. Additionally, the occasionally obscured enemy bullet patterns, making dense sections frustrating for less experienced players. The game earned notable recognition, ranking fourth on Variety's list of five overlooked indie stunners of 2018, where it was commended for its polish and thematic focus on enlightenment through repeated play. Professional outlets and genre specialists also applauded its scoring depth and local co-op mode, which added strategic layers for skilled players.

Cultural Impact

ZeroRanger has cultivated a dedicated community within the genre, with players actively sharing resources on to uncover the game's intricate secrets, expand on its lore, and optimize scoring strategies. These contributions, including comprehensive walkthroughs and unlockable content analyses, demonstrate sustained player investment in mastering its mechanics years after release. The title has appeared in prominent gaming events, notably featured in speedruns during Hotfix in 2025, where runners showcased high-score attempts and glitchless playthroughs to highlight its challenging design. Such showcases have introduced the game to broader audiences interested in competitive shmup play. ZeroRanger's meta-narrative structure, blending intense shooting action with post-game revelations, has influenced indie development by demonstrating how the genre can incorporate deep storytelling without compromising core gameplay. This approach has revitalized interest in shmups among developers seeking innovative ways to respect player time and engagement. The game's lore ties into the developer's oeuvre through Void Stranger (2023), where shared thematic elements like narrative rebirth and subversive twists expand on ZeroRanger's conceptual foundation. Merchandise efforts, including a 2024 arranged album titled GREEN ARRANGE- produced in collaboration with Resonant Union, have nurtured a vibrant scene around the , earning the 2025 Game Music Remix Award for Best . These releases, alongside fan-created content, underscore ZeroRanger's enduring status within niche gaming circles as of 2025.

References

Add your contribution
Related Hubs
User Avatar
No comments yet.