The abandoned towns of the Fukushima nuclear exclusion zone part 1

One day in late July 2017 I decided to get back into the urban spelunking game, with a trip out to the abandoned towns of the Fukushima nuclear exclusion zone. Since the 2011 earthquake, tsunami, and reactor meltdowns, the Japanese government has slowly been reopening areas closer to the Fukushima Daiichi nuclear plant, and while it remains tricky, a lot of areas can now be visited legally and (mostly) safely.

The trip started with a train from Tokyo to the nearest city Iwaki (いわきし Iwaki-shi).

From there it was a slow train to the coastal outskirts of Fukushima Prefecture.

Nearly at the end of the line was the first sight of something soon to be common – stockpiles of large black bags of radiation-contaminated soil. All soil is being tested inside the entire disaster area, and any found to be contaminated is being removed and shipped out for storage.

Tatsuta Station (たつた)

Tatsuta isn’t a town from what I can tell, just a station. It’s on the edge of the evacuation zone and was partially destroyed and shut down following the 2011 disaster. The station reopened in 2014 as a rail terminus. Trains still do not go any further in.

A new station structure was being built/rennovated, presumably with plans to eventually restore the train line to isolated towns like Tomioka and Namie.

This area is far enough inland that the tsunami didn’t hit, and it’s toward the edge of the exclusion zone, but was nonetheless evacuated 2011-2014 and has remained mostly abandoned.

Businesses sat empty, and there were no people around at all, apart from the two other people who were on the train.

Another soon to be common sight – geiger counters. Most areas now read at levels ‘safe for long term habitation’.

From here on you have to get a charter bus to any towns further in.

On the outskirts of the zone, the Japanese government has been building new houses for those who lost theirs in the quake and tsunami. All seem to be empty, possibly because the residents have settled elsewhere by now.

This is the road to the second nuclear plant –  Fukushima Daini. It was successfully shut down after the earthquake.

The cooling tower is visible on the skyline.

The sister plant which suffered the meltdown – Fukushima Daiichi – is just south of the next town, Tomioka.

Tomioka (とみおかまち Tomioka-machi)

While tsunami debris had (mostly) been cleared from the streets, it seemed decontamination work had only just begun at Tomioka, one of the two towns closest to the meltdown. Evacuation orders were only lifted two months earlier, and there were a few hazmat-suited work crews around, and a single shop (a supermarket) had opened to service them, as well as workers continuing the long process of decommissioning the damaged Daiichi plant.

Apart from decontamination workers, the majority of the town was still abandoned.

Half-packed possessions remained just sitting around.

Structures that survived the earthquake better were being used as dumping grounds for goods and possessions from elsewhere

Houses closer to the coast in the lower part of the town suffered huge tsunami damage.

This side-of-the-road restaurant and home had been abandoned and overtaken by the elements.

I went exploring inside.

The whole front of the kitchen had collapsed in

Various stored possessions abandoned
The outside sign is falling apart

Continue reading part 2 here – featuring the main streets of Tomioka, a pachinko parlour (casino), earthquake damaged buildings, an abandoned school, and abandoned newly built homes.

Sega games on Nintendo consoles – a history.

Nintendo and Sega first crossed paths as rivals in the arcade business, and this spilled over into the console business when they both released their first home console on the same day.

Unfortunately for Sega, Nintendo well and truly won round 1, and not having a great income stream from their consoles, Sega allowed their games to be released on competing systems like Nintendo’s Famicom and NEC’s PC Engine. The games were published by third parties, but nontheless there were several official Famicom/NES releases where the Sega logo could be seen on a title screen.

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By the late 80’s everything had changed however. Sega’s third console the Mega Drive was doing  very well, and was eventually a solid competitor to the Famicom/NES and later Super Famicom/SNES. As a result, the concept of Sega on Nintendo (or vice versa) faded from memory as a possibility.

Outside of dodgy Famicom pirates of course…

But by the late 90s, Sega was in a bad position again. All their Mega Drive add-ons had failed to gain decent marketshare, as had their Game Boy competitor the Game Gear. And their latest main console, the Saturn, had been a borderline disaster. While it managed to establish a decent niche in Japan (even outselling the Nintendo 64), their previously strong marketshare in the west had crashed. Their entire legacy rested on the hopes of the new Dreamcast console.

As a result, their publishing rules started to relax again, and they allowed other non-competing platforms to see their crown jewel property Sonic. In 1997 a terrible version of Sonic Jam was released on the Game.com, a terrible console by Tiger Electronics. More notably, Sonic the Hedgehog Pocket Adventure was released on SNK’s Neo Geo Pocket Color in late 1999.

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On March 31st, 2001, the battle was no more. Sega discontinued the Dreamcast, and started developing games for the remaining platform holders, including Nintendo. The first release was a port of Chu Chu Rocket to Game Boy Advance. The end of the very same year the previously unthinkable had already happened – An official Sonic game on Nintendo.

Two Sonic games were released on December 20 2001. Sonic Advance on Game Boy Advance

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And Sonic Adventure 2 on GameCube. In a strange twist of fate, Sonic actually beat Mario to a new Nintendo console, as it would be another six months until Super Mario Sunshine.

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It went on from there, and the next Sonic game, while multiplatform, was designed primarily for the Nintendo GameCube. SegaNintendo_8975

But for long term fans of both companies, it really really hit home when in 2003 Sega developed a Nintendo game.

This splash screen blew my mind the first time I saw it.

The game? F-Zero GX. And it was one of the greatest games of the generation, and still a killer looking and playing title today.SegaNintendo_8974

Technically that was about it for Sega. In 2003 they were taken over my Pachinko company Sammy and have continued as an upper-mid-tier third party developer. And over a decade later, despite varied game quality, Sonic is a strong seller on Nintendo.

Who would have thought?

 

Pre-WW2 Nintendo Hanafuda (花札) – cards and gambling kit

This is my oldest Nintendo item, a set of original Nintendo Hanafuda. There is no way to tell the exact date of manufacture, but it is in the pre-war wooden packaging, in fact the seller said the kit was purchased ‘pre-war’. However given the superb condition and the direction of the kanji script, they are from quite late in that prescribed period.

The set is contained in an unassuming wooden box.

In which fit the gambling paraphernalia and cards.

I have no idea if the the non-card items are Nintendo made, but the kit is clearly built around the box of Nintendo cards and it all fits together very neatly.

Various chips for gambling.

Under the main card box is a tray of other gambling related items.

The card with the woman on it says 百本 or something like ‘a hundred points’.

The small Hanafuda box itself is where we can see the original Nintendo branding.

任天堂 – Nin Ten Do – in the original kanji logo.

The lid lifts off to reveal the beautiful Hanafuda (花札) – literally ‘flower cards’.

The cards themselves are quite beautiful and well made.

These three cards are branded. The left card has the Nintendo Playing Card logo, and the middle is branded with 任天堂 Nin Ten Do, left to right (which as a clear sign it produced around the war period as this was when the orientation changed from right to left officially).

You can see the matching logo on the plaques at Nintendo’s old HQ in Kyoto.

The same logo is on the door on the right!

The whole kit.

Splatoon Madness in Japan Part 3 – Suizokukaan at the Kyoto Aquariam

The final stop in the ‘Splatoon madness’ journey is in Nintendo’s home town, at Kyoto Aquarium. A semi-educational Splatoon-themed event called ‘Suizokukaan’ ran for summer, with a focus on squid and jellyfish exhibits.

The aquarium was outfitted with Splatoon branding throughout.

And featured special Splatoon art as temporary signs for each relevant section.

The educational info compared what’s seen in the game with the actual marine life.

I’m not seeing the resemblance…

And what would a tourist trap be without copious volumes of exclusive merchandise! Murch would be proud.

The aquarium itself is pretty standard stuff, but quite modern with some nice exhibits.

The last metroid is in captivity

There are some cute Japanese touches too.

The main event is a Splatoon themed water fight for kids, in the seal pool between hourly shows. Kids get themselves a Splattershot…

And shoot water at a squid target.

It’s a competition for who can hit the highest level, green vs pink.

While parents/grandparents/people waiting for the seal show look on in various states of amusement/boredom.

The best part is the music. Tracks from the first game play while the race is on.

And right at the end they drop a waterfall on all the participants to the tune of ‘Now or Never’ – Squid Squad version.

All a very silly diversion but fun for the kids. And just shows the depth of the cultural relevance of the brand in Japan.

Nintendo Switch and Splatoon Madness in Japan Part 2 – Splatoon 2 launch day

Splatoon 2 launched on a Friday, so most people were at work. Shops in Akihabara open at 10am, and many were ready for early buyers.

Some larger stores like Sofmap, Bic Camera and Yodobashi Camera set up shopfront stalls, selling the game and related products.

There were some small lines

But there was plenty of stock to go around, so it was easy enough to get the game and related items, like Amiibo and neon green/pink joycons. If you were lucky, there were also a few of the licensed (in-game brand) Forge headsets available.

My personal haul

The bigger stores were very busy however – there was a 20+ minute wait at the counter at Yodobashi for example.

While the game was easy enough to obtain, it’s not so easy to get a Switch console in Japan. This is what you see in most places at the moment:

Demand is off the charts and all Switch consoles sell out instantly. Stores only get a certain allotment of consoles, and to determine which customers get a chance to buy one, they run lotteries.

Literal lotteries. Customers are asked to line up at a certain location from 8am and take a number. Later in the day, they draw numbers, and the winners now have an opportunity to buy the console.

There was another lottery the next day for the regular edition of the console

This was the line to take a number at the Akihabara Bic Camera store.

After getting your number, you can go about you day shopping, and return for the results announcement.

Entrants in the lottery awaiting the results

The results are posted at the front of the store.

The Splatoon 2 booth was quite busy with buyers at this point, and combined with the rush to see the Switch lottery results, a crush took place.

Bad luck if you didn’t win, try again tomorrow.

Or you could buy from scalper stores for double the price!

More Splatoon store displays

 

After a long day of observing the craziness, I finally got home to get playing myself.

While Japan got ready to do it all again a week later for Dragon Quest XI!

Next up: Splatoon at the Kyoto Aquarium

Nintendo Switch and Splatoon Madness in Japan Part 1

While I mostly focus on retro stuff on this site, I’ve recently gotten back into modern Nintendo games. And there is nothing more modern, more Nintendo, and more Japanese than Splatoon, a game about punk-rock fashion-conscious highly evolved transforming squid children playing ink-shooting games in a post-apocalyptic future world. Oh, and it features singing idol girls and is set in a suspiciously Shinjuku/Harajuku looking city.
The first Splatoon was huge in Japan, despite the fact the console it was released on, the Wii U, was not. It was a crossover cultural hit with huge merchandising success, and is easily the highest selling home console game in the current generation in Japan, selling more than even huge names on PS4 like Final Fantasy and more recently Dragon Quest.

On top of this, Nintendo’s new system, the Switch, is also a huge hit, having been constantly sold out since launch. Recently these two things combined with the release of Splatoon 2 on Switch. And as expected, Japan has gone crazy for it.

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Nintendo has gone all out with ads for the game, with many TV spots, ads running in trains…

   

…and standard posters around the city.

But what sets the Splatoon 2 campaign apart are these: Fashion ads for the in-game brands.

Merchandise

You can’t really go anywhere that sells toys or games or trinkets of any sort without coming across Splatoon merchandise. It is everywhere in all cities countrywide.

   

   

   

Many companies without a licence are using the ‘rainbow paint’ motif to sell their gaming wares too.

   

In store displays and ads

      

Tie-ins

You can buy all sorts of licenced snacks and drinks

7-Eleven has a promotion to get exclusive in-game gear if you buy the game from them (they sell download code cards) or with certain product purchases.

   

You get a Splatoon badge and a code which can be redeemed on the Switch eShop, and the gear gets dropped off as a package in Inkopolis Square in the game.

Tower Records

The biggest tie-in with a store is probably Tower Records.

The initial Japanese pre-release Splatoon demo was itself a tie-in, as Tower Records sold the in-game t-shirts for the Rock vs Pop theme.

The Shibuya store in particular looks like this:

   

And had a performance tie in with Wet Floor, an in-game band.

While not nation wide, there is a possibly even larger Splatoon tie-in event with Kyoto Aquarium, which I’ll cover in a future article.

Next article: Splatoon 2 launch day.

Game Shop 1983 (ゲームショップ 1983) Sapporo

Outside of the known ‘game districts’ in Tokyo and Osaka, specialist video game shops are a bit harder to come by these days. You have Yodobashi and Bic Camera for new games, and all the HardOff/HouseOff/BookOff variations, but you have to look a bit harder for specialist stuff.

I’ve recently been travelling in Hokkaido, and came across this tiny slice of old-school Akiba in Sapporo – Game Shop 1983.

It’s a tiny place, packed with stuff in that haphazard ‘run by an enthusiast not a businessman’ way. The guy who runs it is nice though, and the prices are not insane.

All eras are represented, from Famicom through to modern stuff.

The classic ‘drawers of loose carts’ format.
Some copies of the new ‘Neo Heiankyo Alien’ game mixed in with actual vintage releases…

It’s so cramped and…unkept… it reminds me a lot of the game shops in the Golden Arcade in Hong Kong more than most Japanese shops.

In a cute touch it seems you can get a papercraft version of the shop. They were all out at this moment however.

Not much more to say about the place, but it’s worth a visit just to see this: the Dreamcast Karaoke unit version of the ‘Tower of Power’

Portable Nintendo Multiplayer – then and now

Nintendo’s Micro Vs. System series was the cutting edge way to enjoy multiplayer gaming on the go in 1984, combining the multiplayer fun of the Famicom with the portability of the Game & Watch line.

With (semi) detachable controllers for player 1 and 2, each unit only played one game, but quality engineering made the whole thing very cool.

Thirty three years later, the more things change, the more things stay the same. The idea has been reborn as one of the key features of the new Nintendo Switch.

If there’s anything Nintendo loves, it’s revisiting old ideas. Dual screens, stereoscopic 3D, and now on-the-go multiplayer have all made multiple appearances in the company’s history. The hybrid Switch has finally fulfilled the promise of the Micro Vs. idea.

     

Similarly, in the 80s, handheld Zelda was a massive compromise. Now there is no compromise.

     

In a sense, all of Nintendo’s gaming history has been pointing here. Exciting times.

Nintendo Classic Mini Family Computer (ニンテンドークラシックミニ ファミリーコンピュータ)

Finally a mini Famicom has been released!

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Hmm not that one, one that plugs into your TV and plays Famicom games!

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No? How about a high quality production made by Nintendo themselves?

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Okay so the concept of a ‘mini Famicom’ isn’t exactly unique. There have been quite a few ‘mini Famicom’ systems released over the years by Nintendo and others, including two Famicom versions of the Game Boy Advance SP, the fancier one on the left being a super-exclusive run of only 200.

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But here’s the latest mini Famicom – the Nintendo Classic Mini Family Computer.

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It’s a tribute console, built as a small Linux computer running an emulator with thirty pre-installed classic games. It powers via USB and outputs a 1280×720 pixel picture, upscaling the original 256×240 resolution of the games. It’s the Japanese counterpart of the Nintendo Classic Mini NES, and much like the western equivalent appears to have been a huge hit.

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The box is identical in size to that of the Nintendo Classic Mini NES

The thirty built-in games cover the entire run of the original Famicom, but there is definitely a focus on earlier titles.

  1. Donkey Kong
  2. Mario Bros.
  3. Pac-Man
  4. Excitebike
  5. Balloon Fight
  6. Ice Climber
  7. Galaga
  8. Yie Ar Kung-Fu
  9. Super Mario Bros.
  10. Zelda no Densetsu
  11. Atlantis no Nazo
  12. Gradius
  13. Makaimura
  14. Solomon’s Key
  15. Metroid
  16. Akumajou Dracula
  17. Adventure of Link
  18. Tsuppari Ozumo
  19. Super Mario Bros. 3
  20. Ninja Gaiden
  21. Rockman 2
  22. Downtown Nekketsu Monogatari
  23. Double Dragon II
  24. Super Contra
  25. Final Fantasy III
  26. Dr. Mario
  27. Downtown Nekketsu Koushinkyoku: Soreyuke daiundoukai
  28. Mario Open Golf
  29. Super Mario USA
  30. Kirby’s Adventure

Right from the start this one is a classy affair, with the packaging and presentation matching up to the original as perfectly as possible.

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Even the manual is a tribute.

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Without context, a photograph of the device itself could be confused for an 80s Famicom even by a fan.

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Nintendo has done some vintage style television commercials for the new console

It’s not quite as small as the NES Mini, at around a 2/3 scale of the original.

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The obvious reason for this is that unlike the NES Mini’s full size replicas of original controllers, the Mini Family Computer controllers are also scale models.

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It’s a take on the mid-period Family Computer, as it has round controller buttons, but lacks the Famicom Family ‘FF’ branding on the left of the front faceplate that Nintendo introduced to the console in 1988.

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Round buttons, but a minor incorrect detail – they are convex compared to the original buttons which were concave.

While the controllers are tiny they remain perfectly usable – the directional pad and buttons are identical in size to those of a Game Boy Micro.

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From the front the system is almost identical, but it is missing the instruction stickers for power and eject buttons and expansion port cover. Which begs the question: did Nintendo mean for owners to remove these stickers on the original models?

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Of course the major change is the back of the system, with new micro USB power and HDMI video output replacing the ancient original selections.

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Just like the original, it is designed for the players to sit near the console to play since the controller cords are very short. The reset button is used to switch games on the mini, so it makes sense here to use long HDMI and power cables and sit near the console.

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Like the western NES Mini, games are selected from a menu, and boot pretty much instantly. There is a save state feature, allowing saving at any time into four slots per game with various cute animations. A brand new mid-80s style 8-bit tune plays in the menu, it’s the same one as the NES Mini and will get stuck in your head.

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There are three scaling options for the games, all of which have issues. 4:3 is the default and displays the games in the correct aspect ratio, but you end up with minor scaling artefacts when scrolling. A pixel-perfect mode allows for no scaling artefacts, but the graphics are stretched vertically.

And there’s a ‘vintage’ mode which applies a scan line effect as well as approximations of various composite/radio frequency noise that you would experience on original hardware. The vintage mode is actually very well done, but more of a novelty since half of the point of a new device is to get a cleaner picture.

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There are some minor emulation issues such as sound lag (and a couple of frames of overall lag), but the presentation is pretty solid overall. It’s not going to replace an RGB modded Famicom and Framemeister combo for dedicated retro enthusiasts, but is still very well done for the price.

Here’s the original Nintendo trailer, which covers most of the basic features in depth.

It’s a very cool toy, and a great collectors item. However in my opinion the classiest ‘mini Famicom’ ever remains the Famicom Game Boy Micro, as that thing is a work of art.

My mini Famicom collection:

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Nintendo Color-TV Game Racing 112 (カラーテレビゲームレーシング112)

First there was the Color TV-Game 6, then the Color-TV Game 15. And the final Nintendo single-game console release was the Color TV-Game Block Breaker. I was missing one – until now.

The biggest, and perhaps coolest of the Color-TV game range, 1978’s Nintendo Color-TV Game Racing 112 (カラーテレビゲームレーシング112)

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It’s a huge game, due to the realistic wheel and gear stick. The wheel is removable for transport so it can fit in a smaller box, but the box is still huge, here it is next to a Famicom for scale.

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The centrepiece of the system is obviously the wheel.

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On the right side of the system is the game modes panel. You can select between one or two player modes, track width, speed level, enemy car behaviour (zig zagging or straight lines), if hitting the barriers counts as a crash, road hazards, and if there are one or two opposing cars at once. Down is the easier position for each of the option switches. The red button is reset/start.

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And on the left is the two position gear shift.

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In terms of design, it’s pretty much a straight clone of Taito’s 1974 arcade game Speed Race, which was the first ever game with a scrolling background effect. You view the track from above, and steer left and right to avoid the other cars on the road. It scrolls quite smoothly, the moving effect being provided by trackside ‘stripe’ markers.

Personal side note: I remember playing Speed Race in a local (ish) arcade in the late 80s/early 90s. The arcade, know as ‘Funland’ opened in 1970 as a pinball parlour (even before there were video games) and collected and maintained games from every era over the years. I didn’t appreciate at the time, but that arcade’s maintenance of old machines gave me some early gaming history lessons!

Back to Racing 112. There are two major variations of the one player game, with wide and narrow roads. You must pass the other cars without hitting them, and last as long as you can. The feature switches allow you to adjust speed, number of cars on the road (one or two per screen/wave) and the way the cars move (straight or in patterns).

Just like the paddles in the previous Color TV games, the Steering wheel is an analogue controller, so the steering speed changes based on how far you turn the wheel. The gear shift is digital, and simply allows you to move between two speeds

It’s pretty basic, but compelling, and the basic gameplay formula remained popular well into the mid 80s with the likes of  Midway’s Spy Hunter, Konami’s Road Fighter, and Sega’s Action Fighter.

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The two player mode doesn’t use the steering wheel, but instead two paddle controllers, which you can pull out from storage slots on the back. You stay at only one speed in two player, but while all game modes remain intact, it’s basically just a head to head for score, as the two players stay on their own track and do not interact with each other.

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Paddle storage slots

Just like all the other consoles in the CTV series, it connects via a hardwired RF cable and tunes to the same Japanese channels (1/2) as a Famicom, and uses an external 9V power supply which was sold separately and compatible with all models. A Famicom compatible power supply works perfectly too.

The Color-TV Game 6 had six Pong variations, and and the Color-TV Game 15 had either seven or about 20 Pong variations depending how minor a variation counts. Does Racing 112 have one hundred and twelve racing game variations? Technically yes, something like that. In an era where adding a feature like zig zagging cars might mean a whole new release (Super Zig Zag racing Turbo III!) saying there were over 100 game variations isn’t actually false advertising.

The Color-TV line ended the following year with the awesome Block Breaker, which was also the first game to feature the Nintendo brand on the casing. But for going all-out, it’s hard to beat the Racing 112.

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