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Friday, March 29, 2019

$500 Budget PC Build April 2013

$500 Budget PC Build March 2013


Original Budget PC Build Article: http://newbcomputerbuild.com/gaming-pc-builds-of-the-month-2/april-2013-gaming-computer-builds/#500-april-2013-pc-build

This $500 gaming pc build will be able to play games at a decent frame rate of medium to high settings at 1920x1080p resolutions. If you are planning a gaming pc build at a reasonable price that will play any game then this is the right build for you.

Gaming PC Build Recipe:

All hardware is linked to Amazon.com – You Can also try   Amazon.ca (CANADA) • Amazon.co.uk (UK) Newegg.com (US) • Newegg.ca (CANADA)  Scorptec.com.au(AUS)  pccasegear.com (AUS) to shop for these parts.
 
Processor: AMD FX-4300 FX-Series Four-Core Processor Edition, Black AM3 FD4300WMHKBOX
Price: $119.99
Motherboard: ASUS M5A78L-M LX PLUS AM3+ AMD 760G Micro ATX AMD Motherboard
Price: $53.18
Graphics Card: EVGA GeForce GTX 650 Ti 1024MB GDDR5 128bit, Dual Dual-Link DVI, Mini HDMI, Graphics Card (01G-P4-3650-KR) Graphics Cards 01G-P4-3650-KR
Price: $144.99
RAM: Corsair Vengeance 8 GB ( 2 x 4 GB ) DDR3 1600 MHz (PC3 12800) 240-Pin DDR3 Memory Kit for Core i3, i5, i7 and Platforms SDRAM CMZ8GX3M2A1600C9
Price: $47.98
Hard Drive: Western Digital Caviar Blue 500 GB SATA III 7200 RPM 16 MB Cache Bulk/OEM Desktop Hard Drive – WD5000AAKX
Price: $59.26
Power Supply: Antec VP-450 450 Watt Energy Star Certified Power Supply Price: $34.50
Computer Case: Apex Computer Technology PC-389-C 10bay ATX Tower No Psu USB / Hd PC389C
Price: $29.99
Optical Drive: Lite-On Super AllWrite 24X SATA DVD+/-RW Dual Layer Drive – Bulk – IHAS124-04 (Black) Price: $17.99
Estimated Price: $ 507

The Video:


The Hardware:

AMD FX-4300 FX-Series Four-Core Processor Edition, Black AM3 FD4300WMHKBOX Price: $119.99


The AMD FX 4300 processor is a perfect fit for a budget gaming pc build. With an unlocked multiplier you have the advantage of being able to easily overclock this processor, which makes this processor a great value for only $120.
Technical Details:

  • Processor: 3.8 GHz
  • Number of Processors: 4
Cases and Expandability
  • Size (LWH): 5.5 inches, 2.75 inches, 5 inches
  • Weight: 1 pounds

ASUS M5A78L-M LX PLUS AM3+ AMD 760G Micro ATX AMD Motherboard Price: $53.18

With the change to an AMD processor this month, I had to switch up the motherboard to accommodate this. The ASUS M5A78L-M LX Plus motherboard will be able to overlcock the AMD FX 4300 and comes at a very affordable price. Keep in mind that we do include the maximum supported memory of 8GB for this motherboard (which is plenty of memory for a gaming build), so if you expect to upgrade in the future to check the "other suggestions" for a motherboard that can be further upgraded later on.
Technical Details:
  • 2 x DIMM, max. 8GB, DDR3 1866(OC)/1600(OC)/1333/1066 MHz support
  • Integrated ATI Radeon 3000 support hybrid CrossfireX and DirectX10
  • 100% Solid Capacitor – High-quality conductive polymer capacitors for durability, improved lifespan and enhanced thermal capacity
  • ASUS Core Unlocker – Unlock the Potential, Turbo-charge your Potential
  • ASUS EPU Technology – System Level Energy Saving & Real-time Power Management for Superb Platform Power Efficiency
  • 8-channel High Definition Audio CODEC
  • ASUS Anti-Surge Protection – Safeguard your device by providing voltage protection to all major onboard components
  • ASUS Turbo Key – Touch-N-Boost! No more lag

EVGA GeForce GTX 650 Ti 1024MB GDDR5 128bit, Dual Dual-Link DVI, Mini HDMI, Graphics Card (01G-P4-3650-KR) Graphics Cards 01G-P4-3650-KR Price: $149.99

The GeForce GTX 650 Ti graphics card is as good as it gets for around $150. With its low power demands and amazing performance its the perfect card for a $500 builds to keep performance up and power demands down.
The minimum required wattage for this card is 400W, so if you do decide to purchase a different card for this build to be cognizant of the minimum wattage requirement of the power supply (generally starting at 500W)
Technical Details:
  • Core Clock: 1071
  • Memory Clock: 5400 MHz
  • Cuda Cores: 768
  • PCI-Express 3.0
  • 1024MB GDDR5 128 Bit
  • Microsoft DirectX 11, NVIDIA PhysX Technology, NVIDIA 3D Vision Ready, NVIDIA CUDA Technology, PCI-Express 3.0 Support, OpenGL 4.3 Support
  • Nvidia SMX Engine, NVidia Adaptive Verticle Sync, Nvidia Surround, Support for Concurrent Displays, Nvidia PhysX, Nvidia 3D Vision Ready, Nvidia SLI Ready, Nvidia CUDA Technology

Corsair Vengeance 8 GB ( 2 x 4 GB ) DDR3 1600 MHz (PC3 12800) 240-Pin DDR3 Memory Kit for Core i3, i5, i7 and Platforms SDRAM CMZ8GX3M2A1600C9 Price: $47.98

Corsair Venegance MemoryThese two sticks of 4GB = 8GB RAM are a good quality bunch and a total of 8GB is more then enough RAM for this build.  Corsair Vengenace is a reputable RAM manufacture and is currently priced pretty well for a 8GB 1600Mhz package of RAM.
Technical Details
  • Model: CMZ8GX3M2A1600C9
  • Item Package Quantity: 1
  • Form Factor: Desktop
  • Memory Storage Capacity: 8 GB
  • Memory Speed: 1600 MHz

Western Digital Caviar Blue 500 GB SATA III 7200 RPM 16 MB Cache Bulk/OEM Desktop Hard Drive – WD5000AAKX Price: $59.26

Western Digital 250 GB Caviar Blue
Western Digital 500 GB Caviar Blue
500GB for a budget build seems to be a good amount of space. Need more later because you hoard tons of music, movies and other sorts of media? Then by all means, just connect another hard drive later on, or find one that goes spontaneously on sale, but for now a nice solid 500GB hard drive should do the trick.
Performance Details From Western Digital's Website:
Performance Specifications
Rotational Speed7,200 RPM (nominal)
Buffer Size16 MB
Load/unload Cycles300,000 minimum
Transfer Rates
Transfer Rate (Buffer To Disk)126 MB/s (Max)
Physical Specifications
Formatted Capacity500,107 MB
Capacity500 GB
InterfaceSATA 6 Gb/s
User Sectors Per Drive976,773,168
Metric
Height26.1 mm
Depth147 mm
Width101.6 mm
Weight0.69 kg
Temperature (English)
Operating32° F to 140° F
Non-operating-40° F to 158° F
Temperature (Metric)
Operating-0° C to 60° C
Non-operating-40° C to 70° C
Electrical Specifications
Current Requirements
Power Dissipation
Read/Write6.80 Watts
Idle6.10 Watts
Standby0.70 Watts
Sleep0.70 Watts
Product Details
  • WD Caviar Blue hard drives have a multitude of features to deliver rock solid performance and ultra-cool and quiet operation.
  • 3rd generation SATA interface for 6 GB/s maximum data transfer rates.
  • WhisperDrive technology minimizes noise to levels near the threshold of human hearing.
  • 500 GB capacity holds up to 100,000 digital photos, 125,000 MP3 files, and 60 hours of HD video.
  • Ships in Certified Frustration-Free Packaging
  • 3rd generation SATA interface for 6 GB/s maximum data transfer rates
  • 500 GB capacity holds up to 100,000 digital photos, 125,000 MP3 files, and 60 hours of HD video
  • WD Caviar Blue hard drives have a multitude of features to deliver rock solid performance and ultra-cool and quiet operation
  • WhisperDrive technology minimizes noise to levels near the threshold of human hearing

Antec VP-450 450 Watt Energy Star Certified Power Supply Price: $34.50


This Antec power supply proves a continuous power of 450W with many positive reviews and a price point of about $35 bucks for a PSU there was no reason not to include it. Also to note, this PSU has a continuous powerrating of 450W, which means that it will always give out a continuous amount of 450 watts – in other words this power supply unit is a fantastic deal and will run all of the required hardware in this build perfectly.
Technical Details:
  • 450W of continuous Power!
  • Dual +12V rails ensure greater system stability
  • ATX 12V version 2.3 compliant
  • 120mm fan delivers quiet, reliable cooling
  • Black exterior complements any system

Apex Computer Technology PC-389-C 10bay ATX Tower No Psu USB / Hd PC389C Price $29.99

A cheap, budget oriented case is this Apex Computer Technologies case. There is plenty of room for all of the included hardware, and even space for plenty of more hard drives / storage. Nothing fancy, but it should do that job just right.
Technical Details:
10BAY ATX TOWER NO PSU USB/HD


Lite-On Super AllWrite 24X SATA DVD+/-RW Dual Layer Drive – Bulk – IHAS124-04 (Black)Price: $17.99

Back to the good ol'Lite-on optical drive. Honestly, I say again and again, I pay very little attention to how I choose the optical drives – I simply choose the cheapest one. So if you find a cheaper one, get it. Likewise, if you don't actually think you'll use it, then skip it. You can instal your OS via a USB stick or an external hard drive if that's the only reason you would need it, however this will be completely up to the builder.

Technical Detail

  • Lite-On Super AllWrite 24X SATA DVD+/-RW Dual Layer Drive IHAS124-04 BLACK/BULK (Black)
  • 6.7 x 5.8 x 1.6 inches ; 2 pounds
  • Interface: SATA; Buffer Memory: 1.5 MB

Wednesday, March 27, 2019

Braid Review weiveR diarB

*This review contains some spoilers*

I remember when my dad mentioned Braid about a month ago. Thanks to NPR's occasional video games coverage, my dad can surprise me every now and then with gaming news of some sort. This time, he had heard of a video game that "is supposed to be about life and choices" as he put it. I quickly explained that that Braid wasn't "about life" and that actuality, it was just a puzzle game that has ignited the untrained and ill-equipped artsy/pretentious video game writers to make claims that the game is some bold new step in game design doing things that other games haven't quite done before. I smoothly transitioned the conversation about the art of design and mechanics and how all games can be read making them seem to be about almost anything. Using Tetris, Super Mario Brothers, and Wii Sports (games my father has experience with) I debunked the notion. Then my father asked me if I had played Braid yet. I hadn't.

At that point, I had researched the game only briefly, which I felt was enough to make the comments I did. I wasn't talking about Braid so much as the misguided reception and the state of the video games industry's more scholarly pursuits that restlessly fidget in a state of arrested development. Sill, I hadn't played Braid, a fact I then made a point of correcting. Regardless of what others have said about the game, being a fan of puzzle games, I wanted to experience Braid for myself and maybe even write something about it.

The interesting part of Braid, one might say, is that the game gives the player the mechanic of REWIND TIME without much restraint. All mistakes can be reversed, and all starting points can be revisited. This ability gives the player a certain freedom to experiment freely and in every direction into the world of Braid. Such a mechanic when viewed from the player's perspective as he/she collects memories of their experience playing the game is similar to the "many-worlds interpretation" of quantum mechanics. The "you" that you think of yourself as, like the Mario in the video, will stretch out like fingers touching the world and gaining knowledge only to come back to where you started.

Putting the question of what Braid is "about" to the side, it's easy to understand what Braid "does." Being a member of the puzzle genre, Braid equips the player with a handful of mechanics and sets up stages or areas that challenge the player to use these mechanics in specific ways. Though many have folded at solving some of Braid's more difficult puzzles, I found the game to be short with a deliciously sweet balance of content. Every puzzle requires a unique use and combination of player mechanics. Better yet, because the vast majority of challenges are so well designed, they are all the easier to solve. The reason for this is because the challenges in a puzzle game designed around the specific use of a mechanic or combination of mechanics, the number of possible ways to solve such a puzzle is reduced to a few solutions. By reverse engineering the end of the puzzle, and being aware of all the ways you can't approach solving the puzzle from the start, the solutions then become obvious, at least for a seasoned puzzle veteran. All in all, the tighter a puzzle game is designed, the easier it is to solve.


Starting with a basic set of platforming mechanics (JUMP, CLIMB, MOVE) Tim (the main character in Braid) can move through the 2D world. All the puzzles in world 2 are designed to get the player accustomed to these mechanics. With each subsequent world, a new mechanic is either added or required for solving the puzzles thus organizing each world by theme. This approach to level variability is similar to Super Mario Bros. 3 or Super Mario Galaxy where each world has a theme with new elements introduced into the levels as needed to accentuate the themes. While this approach worked great for Mario, in some ways, it limited the range of design for Braid's puzzles.



Though Blow has expressed that he intentionally designed each world in Braid to be distinct and separate both in the narrative shorts that precede each world as well as the themes and required mechanics, I was somewhat disappointed that the final stage didn't combine all of the game's previous mechanics and concepts into one final super puzzle. Instead, powers are sort of stripped away covertly between worlds. Fortunately, the last stage is quite genius. Though it's not very challenging compared to some of the game's more difficult puzzles and it's not quite folded level design, time and perspective are used most effectively here. The shocking twist not only takes way Tim's ability to correct mistakes by reversing time, but it also shows how Tim's desire may have clouded his perspective on things.

Examples of the "worst" puzzles in Braid.
  • World 2. manipulating the painting (skip to 8:00). The mechanic of manipulating the painting in the puzzle-piece-assembly mode so that it interacts with the normal game world is unprecedented and functionally hidden. The thought process needed realize this mechanic naturally (without being explicitly told) requires a case where the puzzle pieces exhibit physical properties on the elements in the game world. Also, indicating that the bridge like section on the puzzle piece interacts differently than the other forms/objects depicted in the puzzle pieces would require another case. Furthermore, the issues of this puzzle are made worse due to the obfuscation of the fine details that visually links the bridge puzzle piece to the game world platform on SDTVs. Lastly, this puzzle requires the player to reenter the game world to solve after running through the world and collecting the necessary puzzle pieces.
  • World.3 the last puzzle. (skip to 9:18) To solve this puzzle, players have to leave the "puzzle area" and continue moving into the next area. Doing this reveals the missing element needed to solve the puzzle that was previously hidden off screen. Obscuring important information required for solving the puzzle off screen in this way is functionally like hiding a key in your pocket and telling your friend to keep looking around the room for it. Basically the player must "give up" or resolve that they don't have the ability to solve the puzzle to move on. Ultimately, the criticism raised against this puzzle isn't even that bad, which speaks to the quality design of the rest of the game's puzzles.
Looking at the other side of things, at their finest, the best Braid puzzles (basically every puzzle in world 4,5, and 6) represent a high level of design creating layered challenges through simple mechanics that come together elegantly like a Bach Fugue (skip to 1:30) or Bach Invention. It's counterpoint. It's classical game design. It's wonderful, and I simply can't get enough of it. If you'll listen to either of the classical pieces I linked to, you'll hear that the melody is started in one hand and then repeated with the next. The layering of the same relatively simple melody creates a layered sense of time that is always chasing after and running from itself. Like echoes through time, listening to these pieces carefully reveals moments where the layers comment on each other when heard simultaneously. Some bits of this conversation sound odd. Some out of place. Some pleasant. While others exist in a mood so difficult to place that to hear it merely feels like a transition between the familiar. This quality exists in many Classical piano pieces, and many Classically designed video games, like Braid.

In Braid, like in Super Mario Brothers, contrary motion exist between Tim, the player character, moving through a level ultimately to the right, the enemies generally attacking Tim/moving to the left, and the level with which acts on them both by pulling everything down and occasionally into hazards. But unlike in Super Mario Brothers, the goal in a given Braid level is to solve the challenges and collect the puzzle pieces. Because the challenges are mostly created by manipulating space-time in some way, Tim's contrary motion to the right is almost entirely diminished. Instead, space-time becomes a direction of motion in itself.


Though the enemies don't have much interplay and the platforming isn't much, everything yields to the affects of time. Everything, that is, except those elements in the game that aren't affected by the REWIND TIME mechanic. Functionally, elements that aren't affected by rewinding time are still affected by it through relative motion. In other words, if everything in the world moves to the left but a single platform, then relatively speaking, it's like the platform simply moved to the right. Also functionally speaking, whenever there's an element in a level that isn't affected by time in this way, the REWIND TIME mechanic sort of transforms into a mechanic that manipulates space and not time. I'll just leave that thought at that.

Trying to articulate in words what Braid is about is more complicated than it may seem. It's not because the game is complex or difficult. Puzzles games are naturally focused on mechanics and smoothly guiding the player into understanding how these mechanics layer together. One of the reasons why, I think, we struggle within the video gaming industry to express what a game is about is because our public education system has taught us through writing book reports and the like that coming up with what we think a work is "about" means looking for "hidden meanings." Unfortunately, many of still don't realize that the true meaning in a work isn't really hidden at all. The evidence is right there on the screen, in the film, on the canvas, in the text, and in Braid's case in the mechanics and the form of the game.

Braid is a puzzle game with platforming elements. Alongside the gameplay, Blow has very carefully implemented visual art that resembles classical paintings, music that does the same, and a series of colorful text based vignettes that thematically seek to match the gameplay of each world on a conceptual level. The text, which I feel is a misuse of the video game medium, was part of Blow's original conception of Braid. Though I don't care for the writing style in these texts, and the "next-gen text" was almost too small and blurry for me to read on my SDTV (like in Bionic Commando Rearmed), I found the conceptual parallels enchanting.

Blow wanted these two mediums to sit side by side so that they have the opportunity to mingle in the player's mind, and he succeeded in his attempt (at least for this critical-gamer). But I can't forgive the text. Perhaps Blow should have made each block shorter. Miyamoto has be very careful when designing the text section in the Zelda series. He understands the importance of interactivity in a video game and ensures that each text bock is short so that the action of pressing a button to advance through the text keeps the player somewhat engaged. Better yet for Braid, I feel that the text should have been delivered via a narrative voice that plays as the player moves through each world. This approach would give Braid more of a storybook and keep the player engaged in the core interactive gaming experience while making it easy for the player to experience the information in the text without misusing the medium.

Such is Braid. The discourse that has sprung up around this game reminds me of the Discourse of BioShock. So many people have attempted to say something intelligent and meaningful about the game. So many people have tried to talk art and make defenses for one thing or another using Braid. And I've found that most of these people have missed the mark. The real art that's true to the video game medium is in the gameplay and counterpoint design of Braid. The internal dialog that the player has when solving a puzzle is what the game is about. What may be even more profound is how the concepts of manipulating time and space can so easily related to our everyday lives. Those gamers who look up how to solve a puzzle in Braid are only cheating them selves. Such is the drawback of puzzle games. Once you're told how to solve a puzzle, the internal dialog is stilted, stunted, even truncated. This is one aspect of the game that the REWIND TIME mechanic can't fix.

In my conversation with my father, I couldn't get into specifics about Braid's content. Now that I've played the game, if I could go back to that conversation, I don't think I would change a thing. It's perhaps too difficult and too personal to try and communicate my internal dialog from playing Braid to those who haven't experienced it for themselves. It turns out, like for Tim, there are some things that time can't touch.

Fascination



Some enemy attacks in RPGs always cause status effects, others have variable degrees of likelihood depending on player stats.

One enemy skill that always works (as long as the player does not have an accessory to prevent it) is "Fascination" used by a number of enemies in Final Fantasy 7 and primarily Jemnezmy. 

"Fascination" is a move in which a scantily clad, attractive, young female fiend blows a kiss or something at your party, and all of a sudden all the male characters are inflicted with the status effect of "confusion".

I have never forgotten about this enemy attack! 

As a 7 year old boy the move is rather strange and you don't quite understand what the big deal is, but as you change into a man, and also as you read theology, you understand how correctly the makers of FFVII designed this enemy. She is somewhat like the Siren of Greek mythology, her beauty is a trap, it makes you lose your mind, you completely forget your goal, your telos and the Siren destroys you.

"Fascination", it is from the Latin which can actually mean confuse, but also charm or bewitch. Some might argue that fascination is a really dodgy translation or whatever the Japenese is- presumably something more like "charm" or "entice", something that evokes more clearly both that you lose your mind, and that losing your mind is as a result of the vice of lust.

All men have experienced "fascination" and what a killer it is.
St. Thomas Aquinas describes "fascination" as one of the effects of the vice of lust, we read:

"Now carnal vices, namely gluttony and lust, are concerned with pleasures of touch in matters of food and sex; and these are the most impetuous of all pleasures of the body. For this reason, these vices cause man's attention to be very firmly fixed on corporeal things … [As a] consequence man's operation in regard to intelligible (obvious) things is weakened,
[This is caused] more, however, by lust than by gluttony, forasmuch as sexual pleasures are more vehement than those of the table. Wherefore lust gives rise to blindness of mind, which excludes almost entirely the knowledge of spiritual things."

Lust makes you forget eternity, heaven, hell, salvation, the truths of the Faith, the Crucifixion of the Son of God, your own immortal soul, your vocation, your state in life- absolutely everything can so easily get forgotten about in the grip of "fascination".

What wakes you up from confusion? In FFVII it is actually being attacked! Physical pain, and the ascetic tradition says the same. Take your USB charger wire, remove your shirt, and apply a few strokes to your back, that will wake you up! Take a cold shower! Sleep with the heating off in winter! Deny yourself the pleasures of taste, and, above all, alcohol. 

In the game world there are accessories to prevent confusion from the spell of fascination, in life, for some men, there ain't any accessories that will help you, there's no tactics to defeat this enemy, and so, when you see that Jemnezmy appear on your screen, hold L1 and R1 and get out of there.


Resident Evil HD Remaster PC Game Download

Resident Evil HD Remaster PC Game Download








About This Game

The game that defined the survival-horror genre is back! Check out the remastered HD version of Resident Evil.

In 1998 a special forces team is sent to investigate some bizarre murders on the outskirts of Raccoon City. Upon arriving they are attacked by a pack of blood-thirsty dogs and are forced to take cover in a nearby mansion. But the scent of death hangs heavy in the air. Supplies are scarce as they struggle to stay alive.

Graphics 

More detailed graphics that retain the horror.
The environments come alive with detail thanks to resolution upgrades and non-static 3D models.
Post-processing effects like Bloom filters, which were not easy to do at the time of the original release, have been added to make the HD graphics even more realistic.
High-Resolution Environments - We've increased the resolution of the background environments by recreating them with a mix of high-res static images, plus animated 3D models.

Widescreen Support 

Widescreen (16:9) is supported, so players can experience a greater sense of immersion.
In widescreen mode, the screen will scroll. The parts of the screen that get cut off on the top and bottom will scroll into view automatically depending on the character's position.
You can switch the display mode during gameplay in real time.

Sound & New Controls 

High-Quality Sound - The audio has been remastered to increase the sampling rate, and of course 5.1ch output is also now supported.
New Controls
You can play using the original control scheme or an alternate control scheme that lets you just push the analog stick to move in the direction you want to go.
You can switch the control scheme during gameplay in real time.










System Requirements


MINIMUM


Sound Card: DirectSound compatible (must support DirectX 9.0c or higher)
Graphics: NVIDIA® GeForce® GTX260, ATI Radeon HD 6790, or better 
DirectX: Version 9.0c 
Memory: 2 GB RAM 
Monitor Resolution: 1024×768 or higher 
OS: Windows® 7 SP1 / Windows® 8.1 
Network: Broadband Internet connection 
Hard Drive: 20 GB available space 
Processor: Intel® Core™ 2 Duo 2.4 GHz, AMD Athlon™ X2 2.8 GHz, or better 



RECOMMENDED: 


Monitor Resolution: 1280×720 or higher 
Processor: Intel® Core™ 2 Quad 2.7 GHz, AMD Phenom™ II X4 3.0 GHz or better 
Hard Drive: 20 GB available space 
Network: Broadband Internet connection 
DirectX: Version 9.0c 
Graphics: NVIDIA® GeForce® GTX 560, ATI Radeon HD 6950, or better 
OS: Windows® 7 SP1 / Windows® 8.1 
Memory: 4 GB RAM 
Sound Card: DirectSound compatible (must support DirectX 9.0c or higher)




Halloween Game

Get ready for Halloween! A game to practise Halloween vocabulary (pumpkin, jack-o'-lantern, sweets, vampire, skeleton, bat, ghost...). Check out our Halloween Vocabulary List.

Sunday, March 24, 2019

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