IS it time for connectivity to make a come-back ?

Panajev2001a

GAF's Pleasant Genius
If your name is nAo or DCharlie then ignore this topic as your ears will start ringing because that would be the 100th time I mention this idea ;).

If your name is not one of those two, well keep reading :P.

My idea, regarding GBA-GCN connectivity, with hind-sight, is that it was started on the wrong foot... it was a potentially cool concept that failed also due to technical limitations.

On one side we had the GameCube capable of high quality 3D graphics (which is what people expect on consoles nowadays, a 3D experience).

On the other side we have a console that, however murdered by the lack of a sound DSP or a CPU dedicated to do software audio processing, was capable of good 2D graphics.

2D vs 3D... not the perfect start, however there are further limitations that I am aware of.

The GBA has the following memory pools:

OAM = OBJ Attribute Memory (64 bits x 128 sprites IIRC, I haven't coded the puppy in ages :lol)

Palette Memory = 512 bytes x 2 (1 for the OBJs and one for the BGs)...

Palette modes are: 256 colors x 1 palette * 16 bits (only 15 bits used... 5:5:5 for R:G:B IIRC) or 16 colors x 16 palettes * 16 bits.

VRAM = 96 KB (OBJ memory varies from 32 KB in Tiled modes to 16 KB in Bitmap modes IIRC).

IWRAM = 32 KB (1 cycle of load-use latency)

EWRAM = 256 KB (2 cycles of load-use latency)


Then of course you had your ROM to load data from.

Now, 256 KB might seem a lot if you think that you have a relatively fast ROM with a relatively large storage space (compared to the size of the EWRAM).

The problem comes when you are dealing with the "connectivity" mode. You are limited to what you can store (code+data) in the 256 KB of EWRAM (ok, maybe you can sneak stuff in the IWRAM, but that'll gain you only 32 KB ;)) and what you can upload from the link cable (which is not very fast, so you cannot really keep streaming lots of data very very frequently).

This is limiting when you think of (compressed too...) bitmap data for OBJs and BGs (even cloning OBJs [multiple OAM entries pointing to the same Tile data for the sprite] and tiling the BGs you are still left with not that much space), but if you add to that vertex data (you do not need to store vertices for the sprites, that's what the built-in OAM offers you for the 128 Hardware sprites), maybe music and sound effects, etc... you are really left with a space problem.

You can call developers creatively bankrupt all you want, but if you really sit down at it and you think about real and cool connectivity features to realize between the GCN and the GBA (without being able to require the player to have purchased a separate GBA ROM [say game with a GCN and GBA version]), you will be left scratching your head quite a bit.

The DS and the PSP, even considering the Revolution/NES 5 (the GameBoy Next might be a bit better as far as cnnectivity with the Rvolution/NES 5 is concerned, at least on the 3D graphics aspect) and the PlayStation 3 as well as the GCN and the PlayStation 2, offer much better possibilites for developers to take advantage of "connectivity" (no, I am not requiring people to have the DS or the PSP version of the game they want "connectivity" for, to be fair to the GBA example).

The DS is not close to the PSP in terms of 3D Graphics, but they both far outclass the kind of 3D graphics you can expect on the GBA.

They both are systems capable of creating a 3D world, with 3D gameplay and 3D characters and they both have far more main RAM than the GBA as well as faster I/O links available.

The DS has 4 MB of main RAM (plus other meory pools, but we can compare it to GBA's 256 KB of IWRAM) and dedicated Hardware for 3D/2D processing and is capable of quite good Music/Sound FX processing.

The PSP has 32 MB of RAM, dedicated Hardware for high-quality 3D/2D processing, it is capable of good Music/Sound FX processing and you have Re-Writeable storage (Memory Stick Duo/Pro Duo modules) to store more data on that would not fit in main RAM.

In terms of I/O, the DS has a WiFi link that can push a peak of 2 Mbps IIRC (not too bad, it is almost 1/6th of the PSP's UMD maximum reading speed) and the PSP has WiFi 802.11b which can push a peak of about 11 Mbps, but the PSP also has a USB 2.0 High Speed link (up to 480 Mbps, but if you thought about PlayStation 2-to-PSP connectivity then you would have to go at USB 1.1 speeds or a peak of 12 Mbps).

Can you imagine connecting the GCN to the DS (provided the GCN is equipped with Wireless equipment capableof transferring data at the same rate the DS can) fr some SMS connectivity session ?

I can, I am as I am writing this post: I can see a level in SMS and the corresponding DS version (reduced in size maybe and maybe divided in sections of the DS side).

Sure the DS level would not have the same detail on the characters, nor the same detail on the backgrounds, but I can see the levels being able to share, if the designer so wishes, the same kindof layout and gameplay elements. Even if you had a different level that was designed to interact with what you have on the TV screen, we would mantain the same kind of gameplay and although detail might be lost the DS version would still be a believable window on the same game world (with more or less suspension of belief depending on the degree of graphics whorism you are affected with ;)).

Picture this: the "same" big 3D room is present on the TV screen and on the DS. The room is quite dark and you are proceeding with Mario with a lamp that is illuminating the surroundings close to the character. Some holes appear on the floor in the room displayed on the TV, but they do not appear on the DS level (the two players must co-operate to pass the level succesfully) and at the same time there are Boo's which you can only interact with on the DS (you can keep them still and transparent by looking at them or you cna kill/defeate them normally) even though they appear on the TV screen and can hurt the player on the level dispalyed on the TV (the player controlling the character on the TV can only try to avoid them, if he/she can). You can also see some blocks in eithr version that affect the other version: by creating passages or illuminating areas/showing holes/showing traps/etc...

Forgive me if this is not the example of the year, but this is what came up to me after mid-night in about 10-15 minutes :P.

Still, I would think you can read what I typed and visualize it quite well.

To make up for the difference in 3D Graphics processing with the GCN (less of a problem for PlayStation 2-to-PSP conenctivity IMHO as their 3D Graphics performance difference is not as big as ou see between the GCN and the DS), you could also see if you can push things further by sing the Touch Screen in some way.

With both PSP and the DS you could, for example, race an opponent on-line in a racing game: after-downloading the custom level from GT4 or F-Zero GX (depending on the conenctivity set-up) you could play against an opponent using the system WiFi function and I am sure that even with F-Zero X style graphycs you could emulate a level that looks close enough to the custom level the GCN player sees on his screen (the same would be true for GT4 in this example of mine).

Say Madden 2006 on PSP: while you play a game on PlayStation 2, on the PSP you could follow on-line replays/best action moments of a game some of your opponents are playing in your online league and keep track of the score of their games as well as maybe have thier games playing on the PSP screen (with a few seconds delay for buffering, etc...) or people with the PSP version of the game (or without, technically possible) you challenge you to a match.

Think about co-operative gameplay scenarios you would have on PC games or PlayStation 2/Xbox games that support co-operative gameplay online: you can take most if not all of that kind of scenarios and move them in portable form. You could not bring your PlayStation 2 and GCN out with you ? Yes, you can: you call them PSP and DS.

What do you think ?
 
I hope that connectivity has not left such a sour taste in developers' mouths that the company policy is Groucho Marx's "I am against it".
 
Date of Lies said:
Yes, you support connectivity now that Sony supports it, we get it.

Which is why I made my biggest example concerning the GCN and the DS: a WINNER IS YOU!

Did I support that much PocketStation-to-PSOne conenctivity ? No.

I am not saying that no decent use has been done of connectivity between GBA and GCN (Four Swords is not a bad attempt and even Animal Crossing managed something that was not too bad), I am just saying that you cannot just blame Nintendo's programmers or third party programmers...you cannot blame them that much really as IMHO the GBA was being more of an obstacle than a help.
 
Panajev, I support connectivity between PSP-PS3 as well as DS-Revolution or GameBoyNext-Revolution, especially if this can be done over local wireless and/or the internet. there ARE tremendous possibilities here. I am very excited about the coming generation which will see at least 6 major platforms. two of which have already launched.

I'd like to see MS get in on this too, with Xenon-Xboy. but at least we have two strong connectivity possibilities with Sony and Nintendo each.

sorry this is the most I can say at the moment. better than a one-liner but probably not as much as you were hoping for. I like the fact that you posted this and are still active on the boards.

I'd like more of your thoughts regarding PS3 btw.
 
Date of Lies said:
Yes, you support connectivity now that Sony supports it, we get it.

bingo

And talking about GC-GBA or DS doesn't cover it up all that well Pana. I do think connectivity could have some great and fun uses. Maybe even using the seperate screen to step traps and levers for the other player, sort of like Gyromitie, but on a much alrger and complex scale with head-to-head gameplay. Like a badass Spy Vs Spy game.
 
Wireless removes one of the hassles of the whole connectivity concept, but it doesn't solve the problem that people just don't want to look at a stripped-down version of a game on a small screen when they are most likely sat infront of a big TV. I don't think even PSP will solve that. And I think ideas like Pacman Vs. which genuinely make use of the concept, and aren't just a gimmick are going to be very rare.

If connectivity returns I think it will be in the form of downloadable bonus-games/mp3's to the memory-stick on your PSP, which you can then play later.
 
etiolate said:
bingo

And talking about GC-GBA or DS doesn't cover it up all that well Pana.

You guys cannot see farther than your own nose and it shows.

My problem is connectivity with any system with such a disparity of capabilities and performance (2D and bare-bones 3D) to which you add a data sharing and data storage issue that only adds to the complexity of making a good use of the conenctivity feature itself.

Technically GCN-GBA connectivity was already a big challenge: this will limit what you can do. Using SNES's FX chip is difficult to create a 3D game that gives you the same experience as ICO does on PlayStation 2.

A creative mind can only do so much to fight against technology limitations: if you do not get this point, then you have watched way too many episodes of Mac Gyver.
 
No. I don't see how connectivity can add more gameplay to any title. Not sold. Nintendo tried and it bombed. That's proof in the pudding that even the most creative team in the world out there can make a turd of an idea float. FSA was a good attempt but again, unless all your mates own a gba... its not going to work. Also additional costs of buying LINK cables = not a good idea.

Even though PSP + DS can probably do without wires. I don't want to play my games like this (anymore)

Panajev2001a - my comment is about connectivity's role to gameplay. I don't see it doing anything. ergo.. don't do it.
 
Odnetnin said:
That's proof in the pudding that even the most creative team in the world out there can make a turd of an idea float.

You are getting to the point: why could not these creative minds make it a roaring success ?

Did technology or technology limitations, as I tried to mention in the first post of this thread, play a very active role in this ?
 
Yusaku said:
Comeback implies that it was ever popular to begin with. That would be incorrect.

:lol Bingo.

The joke with connectivity is that Nintendo offered this up as a fucking Gamecube killer app, while denouncing online play as being anything from a complete fad to a work of the devil and avoiding it like the plague. So that simply gave it a negative aura with non-Nintendo worshippers from the getgo.

The way to sell connectivity is to let it develop naturally, instead of acting like it's the greatest invention since the telephone. Nobody looks down on DC's lone connectivity game with Neo Pocket's King of Fighters, because nobody was stupid enough to market it as the single biggest reason not to bother with a PS2. There are positives to be achieved, as long as you do things with the right focus. And one that's actually sane.

Having said all that, it should provide nothing but a small bonus. Any bullshit like locking up 30% of a game unless you have both versions of the same title can kiss my black ass.
 
Even if you can get a closer representation of the console game on the newer handhelds, neither can duplicate the controls properly. Anyone playing F-Zero or GT on a DS or PSP will be at a disadvantage to those playing on a console. So people are naturally going to prefer 'old-fashioned' splitscreen play.

I actually think Dreamcast's VMU was a better (although crippled) idea than connecting the handhelds to the console. A pad with a decent display has obvious advantages, and with the next generation of WiFi you could just stream video to the pad. The console would handle all the work.

I'm pretty sure PSP connectivity will be limited to getting music/video/games onto the memory stick. Either directly from the games themselves, or by using a PC/PS as a wireless gateway.
 
No, it is not time for connectivity to comeback. It was a stupid idea to begin with and is still a stupid idea. What's the point of connectivity anyway? You play console games on a console and handheld games on a handheld. Until someone actually comes up with a decent way of blending the two then why force it? When will you people learn that just because Nintendo comes up with an idea doesn't automatically make it good? Ugh.
 
Nash said:
Even if you can get a closer representation of the console game on the newer handhelds, neither can duplicate the controls properly. Anyone playing F-Zero or GT on a DS or PSP will be at a disadvantage to those playing on a console. So people are naturally going to prefer 'old-fashioned' splitscreen play.

Versus gameay is not the only way to use this feature, but even that could be made worthwhile in some cases where some handi-caps placedopportnely could keep things fair (it would not work for all games, I will grant you this).

If the problem is the technology (input system is part of the technology equation), then it means that the idea itself is still not insane, but it can be picked up again when even less limitations exist.
 
Yep, that's what the DS is for. Taking the concept behind connectivity and implementing it well. None of this handheld strapped to a console nonsense.
 
Panajev2001a said:
You are getting to the point: why could not these creative minds make it a roaring success ?

Did technology or technology limitations, as I tried to mention in the first post of this thread, play a very active role in this ?


I don't think its the technology. Its feasibilty and workability. What did GBA input add to these games.

FSA - a mini sub screen/menu/in-out rooms
FFCC - menus
WW - tingle bomb + treasure hunter
SC - wall bomb? - dunno, not a big fan.


The best attempt at using the (ADDITIONAL SCREEN) which is what connectivity allows has to be FSA. The others were pretty weak implements and really could have been done on a standard console interface. The other flaw would be the fact that these games neccessitate having a GBA/connectivity to work. FFCC and FSA are both prime examples. They're designed around connectivity and don't work without. Did that make the games better? In both instances, I would hate to say it but no. FFCC could easily have utilsed a Secret of Mana interface to access inventory and negate the need to go to the additonal screen while playing multi.

The ONLY other good thing about connectivity is that you and your mates are in the same room playing the games when you play them. FSA+FFCC would have worked exactly the sameif they were online type games. You only lose the company.


My opinion: Its a dud idea and its just not something you can use to any effect.
 
Hournda said:
When will you people learn that just because Nintendo comes up with an idea doesn't automatically make it good? Ugh.

Great, that makes this thread a historic occasion: the first time I have been branded an exclusive Sony fanboy as well as a rabid Nintendo fanboy in the same thread.

Price-less.
 
Odnetnin said:
I don't think its the technology. Its feasibilty and workability. What did GBA input add to these games.

FSA - a mini sub screen/menu/in-out rooms
FFCC - menus
WW - tingle bomb + treasure hunter
SC - wall bomb? - dunno, not a big fan.

Have you ever wondered why only those things were added by GCN-to-GBA connectivity ? Could the GBA and the I/O method used (the Link-cable) be, at least partially, blamed for this ?
 
Panajev2001a said:
Have you ever wondered why only those things were added by GCN-to-GBA connectivity ? Could the GBA and the I/O method used (the Link-cable) be, at least partially, blamed for this ?

please define what you think connectivity is?

Because all it adds is an extra screen. You could do an extra screen onscreen (as demonstrated by FSA SP).

to the latter half of the question = no. It got more t do with what I've already said. Its not a good idea to begin with.
 
Hey, there was more than one DC/NGPC connectivity game! :lol I was actually really into the idea of connectivity back when Sega was doing it with the DC (I also really liked the VMU). You can link up King of Fighters R-2 with Dream Match 1999, King of Fighters: Battle de Paradise with KOF: Evolution, and SNK vs. Capcom with either Dream Match 1999 or Capcom vs. SNK. You can also link up Cool Cool Tune and Cool Cool Jam. I couldn't help myself back then though, I loved both the NGPC and DC so the idea of LINKUP!1! = SPLOOGE!1!11 In hindsight, I just wasted my money and time :lol However, unlocking characters in Capcom vs. SNK was a hell of a lot faster by linkup than actually playing the game :D
 
The key to connectivity is its simplicity of use; I don’t think connectivity will work if it’s forced on the user. For example Zelda Four Swords, in order for that game to make connectivity viable you have to purchase or know people with the hard ware and software; I think it should work invisibly adding to the gaming experience but not trying to really force it on the gamer. As an example; my mother brought what I think she said was a Barney or some Bear kids play with, she left it in front of the television one day and it just started to interact with a program on the TV, she had no clue it could do this but it added an extra level of entertainment for her and the kids.

I think connectivity should work along the same lines, where the portable has the ability to interact with a game but the user does not have to be concerned with buying extra software or cables. I think both handhelds have the ability to do this and should. Image something like what the original metal gear on the PSX did with detecting certain saves on your memory card, but this time it displays an interactive scene on your PSP or DS. The hand held would not be required to finish the or even play the game but if you have one it just allows another level of interaction during a game play.

Just my 2 cents, what do you think?
 
maybe Four Swords and Pac-Man VS might have not came up with new ways of gameplay, but it definitely made for new experiences. because of that, im all for it. im definitely looking foward to seeing what's done with PSP to PS2/PS3 connectivity.

same goes for DS to Revolution/Movie Theatre connectivity.

simply put, just because it allows for new things to be brought to the table, connectivity should definitely continue to get support from developers.
 
Odnetnin said:
please define what you think connectivity is?

Because all it adds is an extra screen. You could do an extra screen onscreen (as demonstrated by FSA SP).

How can another player interact with your GCN game besides a split-screen set-up which I am trying to avoid ?

to the latter half of the question = no. It got more t do with what I've already said. Its not a good idea to begin with.

Sorry, but I found the explanation you gave me a sort of "deductive" proof of sorts, based on the results of GCN-to-GBA connectivity which I am saying can be limited in practicality by what the GBA can do (mainly a 2D graphics oriented system, with a limited control set-up and an even bigger problem in the form of limited storage space [256 KB of RAM to fit all the code and the data for the game's art assets] and link's transfer speed).
 
interms of dev input time to get connectivity working (they'd need to allocate resources + testing time) to make sure its a flawless experience; I'd rather they abandon the feature for more time with their games. It will weaken the main game (see multi-mode in MP2E). They'll also be targeting a particular segment that must ; all things taken into consideration, own a console + its connective partner

Depriving consumers.
Connectivity ala MPrime (unlock costumers + Metroid 1) is nice but said features should also be a time locked option for those of the consumers who do not own the connectivity element.

Animal Crossing GBA was neat because it hyper charged your earning capabiltity but that was about it. I found AC island to be rather weak in implementation. Its like a hidden idea but the only way to access was via GBA+link cable (see... depriving consumers).
 
Connectivity is a money making racket. 'Oh if you have the new Nintendo console and handheld, and buy the same game on both platforms, and by a link cable, you can get access to some amazing features like a new uniform for a sports game'. The Metroid connectivity thing was classic though, buy Metroid Prime and Fusion, connect them up and you can access to a 15 year old game that's probably been downloaded millions of times over the internet. Bottom line is that I'd much rather see resources being thrust into areas that will enhance my game playing experience, more elaborate and atmospheric worlds, better game play experiences and more online functionality. Connectivity is little more than an excuse for Nintendo to avoid spending some of that $6 Billion in cash reserves on online functionality.
 
xabre said:
Connectivity is a money making racket. 'Oh if you have the new Nintendo console and handheld, and buy the same game on both platforms, and by a link cable, you can get access to some amazing features like a new uniform for a sports game'. The Metroid connectivity thing was classic though, buy Metroid Prime and Fusion, connect them up and you can access to a 15 year old game that's probably been downloaded millions of times over the internet. Bottom line is that I'd much rather see resources being thrust into areas that will enhance my game playing experience, more elaborate and atmospheric worlds, better game play experiences and more online functionality. Connectivity is little more than an excuse for Nintendo to avoid spending some of that $6 Billion in cash reserves on online functionality.

:lol

dude we're not dissing Nintendo here; but rather debating the merits of connectivity for its return next gen (with either Nintendo or Sony). I hope both companies don't do it - and if they have to, make it optional
 
There were 3 good uses of connectivity as far as I'm aware:

Animal Crossing: Downloadable NES games.

Pac-Man Vs. : Giving one player perfect information about the game using the GBA, while the other three players had imperfect information and needed to conspire to play successfully.

Four Swords Adventures: Again, using imperfect information about the world forcing teamplay between the players. Also using that imperfect information to enable competition... I hit a switch and see that a chest appeared, but no one else did... I can run and grab it first. There was also a bit more freedom allowing players to wander off screen inn a limited fashion, which slightly lowered the number of "GO THIS WAY NO THIS WAY" arguments which pop up in say... Gauntlet.
 
Thanks for the speculation/insight Pana.

I think Nintendo's goal with connectivity was to get people who bought one system to buy the other...but that didn't pan out. Plus the limitations you mentioned and the lack of wireless really hindered it. With wireless and less limitations though I think it's possible more developers (next generation) will jump to it for that "extra feature"...I mean look at online gaming. It's a niche, but it's a growing niche that works well to sell games 'cos of that "extra feature" point. Next generation I think online will be more of a standerd feature and game makers will look for connectivity as the next "extra feature" no matter how nichey it is.

Problem I see with some publishers is that they may be looking to connect say a PSP Madden to the PS3 Madden so that they're helping to sell TWO games, but I think that will set connectivity back like the link cable adaptor did 'cos of that "extra thing you have to buy" (or things if you have to buy a portable to even do connectivity) catch.

The DS has sorta built-in connectivity 'cos of having 2 screens...plus I don't think Nintendo will want to try to limit the sales (or thier image) by dong more connectivity with GAMECUBE by having NDS connect to it like that. Having it built-in sells the idea better and makes the idea more relavant so that let's say the Revolution has it too, it's more justified. I'm thinking each Revolution controller will have screen built-in for no "extra thing(s) you have to buy" catch. That way developers will be more open to do it since each Revolution owner/player will have a screen built-in...making Revolution games more unique and probably harder to port from.

As far as system to system connectivity goes...that's going to be more complicated. And with the NDS it would seem real gimmicky with 3 screens to an already gimmicky idea of connectivity (plus I think the NDS is really it's own seperate machine not needing to connect to another system connectivily). Not saying it can't/won't/shouldn't be done, but I know that only a couple of games like maybe PokeMon could sell the idea. I'm thinking games like PokeMon or deeper RPG's would do something like this...You play the main quest/story at home on the Revolution and a TV screen, and download side-quests/chapters to play on the go on the next GameBoy. That way you enjoy the story unfold at home in glorious FMV-like visuals on the big screen...and the more tedious level building or competing/trading/training "in the feild" in your spare time can be done on the next GameBoy.

I have the crazy idea of putting a hi-definition version of a game on the disc PLUS a low resolution version of the same game on the same disc (with BR & HD-DVD it would be alot more likely). That way the same game sells to TWO markets. You play the game at home from the disc and download the lower-resolution versions in full or in chaptered chunks to play from a large-capacity memory card or HD on your portable. That way you don't have to buy the same game twice and essentially get it on a console AND portable. If it's being played from a memory card or HD, the battery strain on the portable would be less...plus the portable would be more durable overall.

I know what people are thinking. What about portable only games or for people who only own the portable? They could offer those games seperatly to download from a network, store kiosk or offer them the old fasioned way. But of course, it would be cheaper to buy a $50 disc once rather than buying it and the portable version of the same game. It would help to really sell the Revolution to GameBoy Next owners 'cos that way they get an at-home kiosk or hub to get games from. Attach rates for portables already aren't that big, so doing this could really revamp the portable business in new ways?

Oh yeah...and I have another idea that's semi-connectivity. Let's say that MP3/MPEG player Nintendo is making for the GBA (and basically NDS) can also play old NES, GB & SNES ROM's too. Sell those games on cheap lil' $5 discs that pop into the GAMECUBE and download wirelessly (to help prevent piracy) thru a special GCN peripheral (serial port 2) to those new GBA cart things. Helps extend the life of the GCN & GBA and sells the idea of downloading games from a console to a portable before Revolution even hits. Plus, if Nintendo does a re-design of GCN (a "GAMECUBEmini" if you will), they could sell it together with one of those old unsold GBA's or GBAsp's and call it a "connectivity set" and BAM extra life for both systems, plus really great for budget gamers.
 
4 Swords ------ 4 gaming buddies -------- two 11 hour sessions ------ best multiplayer experience all year...

yea, the potential is there..... as usual it too the big 'N' to show it....

connectivity is dead this generation, but if made less complicated it'll make a big comeback.
 
xabre said:
Connectivity is a money making racket. 'Oh if you have the new Nintendo console and handheld, and buy the same game on both platforms, and by a link cable, you can get access to some amazing features like a new uniform for a sports game'. The Metroid connectivity thing was classic though, buy Metroid Prime and Fusion, connect them up and you can access to a 15 year old game that's probably been downloaded millions of times over the internet. Bottom line is that I'd much rather see resources being thrust into areas that will enhance my game playing experience, more elaborate and atmospheric worlds, better game play experiences and more online functionality. Connectivity is little more than an excuse for Nintendo to avoid spending some of that $6 Billion in cash reserves on online functionality.


:lol :lol :lol :lol :lol
 
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