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Dragon Warrior II (history and reception)

Game: Dragon Warrior II.

Famicom Tsushin's issue of 6 February 1987 lists Enix's Dragon Quest II as released in Japan on 26 January 1987, a Famicom cartridge at 5,500 yen, and Famitsu's 2014 Chunsoft chronology puts its release in January 1987. dragon-warrior-ii-history/release-japan

MagazineFamicom Tsushin (Famitsu) no. 16, 6 February 1987: 1986 Best Hit Game Awards · p. 95, release calendar, software released in January — ours: Dragon Quest II: Akuryō no Kamigami (Enix), 26 January, 5,500 yen; listed under 「1月発売のソフト」, software released in JanuaryドラゴンクエストII 悪霊の神々(エニックス)1月26日/5,500円Famicom Tsushin (Famitsu) no. 16, 6 February 1987: New Games Cross Review (Dragon Quest II panel) · p. 13, Dragon Quest II panel — ours: Enix, 5,500 yen, cartridge, released 26 Januaryエニックス 5,500円 カートリッジ 1月26日発売すべては『ドアドア』から始まった――チュンソフト30周年のすべてを中村光一氏と振り返るロングインタビュー【前編】 (Chunsoft 30th anniversary interview with Koichi Nakamura, part 1) · chronology at the end of the interview — ours: January 1987, Dragon Quest II: Akuryō no Kamigami (Famicom) released (publisher: Enix)1987年1月 『ドラゴンクエストII 悪霊の神々』(FC)発売(発売元:エニックス)

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Nintendo of America's list of NES games dates Dragon Warrior II's North American release to September 1990, with Enix as licensee. dragon-warrior-ii-history/release-north-america

PublisherNES Games (Nintendo of America release list) · PDF p. 4 — one row of the list's Title, Licensee, and Released columnsDragon Warrior II Enix September 1990

No source pinned here gives the day.

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The North American manual is copyright 1990 Enix America Corporation, and the game is licensed by Nintendo. dragon-warrior-ii-history/na-publisher

ManualDragon Warrior II NES instruction booklet (North America) · p. 1, notices© 1990 Enix America CorporationDragon Warrior II NES instruction booklet (North America) · p. 1, noticesEnix America Corporation wants to congratulate you on your purchase of Dragon Warrior II.

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In the North American manual's story, Princess Gwaelin, who came to the land with Erdrick's descendant after the Dragonlord's defeat, had three children who ruled three kingdoms for a hundred years, until Hargon the Sorcerer attacked Moonbrooke Castle; the player is the heir of the King of Midenhall. dragon-warrior-ii-history/story

ManualDragon Warrior II NES instruction booklet (North America) · pp. 5-6, The Story of Dragon WarriorPrincess Gwaelin brought forth three children.Dragon Warrior II NES instruction booklet (North America) · pp. 5-6, The Story of Dragon WarriorHargon the Sorcerer attacked Moonbrooke Castle and attempted to rule the world by calling the ill-omened gods from the dark.Dragon Warrior II NES instruction booklet (North America) · pp. 5-6, The Story of Dragon WarriorYes, you are the heir to the King and a true descendant of Erdrick the Great.

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The North American manual's player is the Prince of Midenhall, a fighter who can use every weapon and armor but no spells; the Princess of Moonbrooke is weak in combat but strong in magic, and the Prince of Cannock has some of both; all three descend from Erdrick. dragon-warrior-ii-history/party

ManualDragon Warrior II NES instruction booklet (North America) · p. 19, CharactersThree characters are in this adventure.Dragon Warrior II NES instruction booklet (North America) · p. 44, Understanding the CharactersYou can wield all weapons and wear any armor, but you cannot use magic spells.Dragon Warrior II NES instruction booklet (North America) · p. 44, Understanding the CharactersHer attack power never becomes strong, but the spells which she commands can defeat the most fierce enemies.Dragon Warrior II NES instruction booklet (North America) · p. 44, Understanding the CharactersThe Prince of Cannock has some characteristics of both yourself, and the Princess of Moonbrooke.Dragon Warrior II NES instruction booklet (North America) · p. 44, Understanding the CharactersYou three are true descendants of his noble line.

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The North American manual says enemies attack in groups, and the player chooses which to attack first and whether each hero fights, casts a spell, or parries. dragon-warrior-ii-history/groups

ManualDragon Warrior II NES instruction booklet (North America) · p. 16, Using Commands in the Fighting ModeYou will have allies to fight with you, but you will also face groups of enemies which you must defeat.Dragon Warrior II NES instruction booklet (North America) · p. 45, Study Your Enemies!You must decide which enemies to attack first, and who should fight, chant a spell, parry, etc.

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ITmedia, reporting a 2005 mobile port, says party play became possible in the Dragon Quest series with its second game. dragon-warrior-ii-history/party-series

WebFOMA向け「ドラゴンクエストII」完全移植版を制作 (A complete Dragon Quest II port for FOMA) · article body — ours: party play, which became possible from the Dragon Quest series' second game「ドラゴンクエスト」シリーズ2作目から可能になったパーティープレイ

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Both manuals say the world is more than four times larger than the first game's and holds six castles, and the North American one says a ship reaches the sea but not the shallows. dragon-warrior-ii-history/world

ManualDragon Quest II: Akuryō no Kamigami Famicom instruction booklet (Japan) · p. 24, terrain — ours: adventure as you like in this world, which has become more than four times larger. In this vast world there are six castles.4倍以上広くなったこの世界を思う存分、冒険しよう。この広大な世界には6つのお城があります。Dragon Warrior II NES instruction booklet (North America) · p. 23, Travel the WorldTRAVEL THE WORLD THAT IS MORE THAN FOUR TIMES LARGER THAN THE LAND OF ALEFGARD IN DRAGON WARRIOR I.Dragon Warrior II NES instruction booklet (North America) · p. 23, Geographical FeaturesThere are six castles in this world which you must visit.Dragon Warrior II NES instruction booklet (North America) · pp. 23-24, Geographical FeaturesYou can enter the sea by ship, but not the shallows.

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The Famicom manual has the player write down the "revival spell", a password a king gives at one of several castles, and calls the adventure far longer and harder than the first game's; the North American manual saves the game when the player visits a king, and asks that reset be held while the power is switched off. dragon-warrior-ii-history/saving

ManualDragon Quest II: Akuryō no Kamigami Famicom instruction booklet (Japan) · p. 9, revival spell — ours: this adventure is far longer and harder than the previous game'sこんどの冒険は、前作よりもはるかに長く険しいものです。Dragon Quest II: Akuryō no Kamigami Famicom instruction booklet (Japan) · p. 9, revival spell — ours: go to one of the castles found in several places in this world and copy down on paper the revival spell the king tells youこの世界の何か所かにあるお城に行き、王様の教えてくれる復活の呪文を紙に書きうつしてください。Dragon Warrior II NES instruction booklet (North America) · p. 9, Saving the GameYou can save your game by visiting a King to have your deeds recorded on the Imperial Scrolls of Honor.Dragon Warrior II NES instruction booklet (North America) · p. 9, Saving the Gameremember to hold the reset button in while turning off the power.

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Jeremy Parish's 1UP interview introduces Koichi Nakamura's company Chunsoft as having done the heavy lifting on the first five Dragon Quest games, and Nakamura said he programmed about half of Dragon Quest II, after programming all of the first game except the sound. dragon-warrior-ii-history/chunsoft

InterviewKoichi Nakamura Interview: On the Birth of the Console RPG · introductionwhose company Chun Soft did the heavy lifting for the first five Dragon Quest gamesKoichi Nakamura Interview: On the Birth of the Console RPG · Nakamura on his role in the seriesfor Dragon Quest II, I did about half of the programming

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Famicom Tsushin introduced Yuji Horii as Dragon Quest II's author when it printed his two-part account of making the game in 1987. dragon-warrior-ii-history/horii-author

MagazineBiweekly Famicom Tsushin (Famitsu) no. 27, 10 July 1987: Yuji Horii, 'Making of Dragon Quest II' (part 2) · p. 48, editors' introduction — ours: (we) talked the author, Mr. Yuji Horii, into it作者・堀井雄二氏をむりやりくどきおとして

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In Famicom Tsushin in July 1987, Yuji Horii wrote that he had set the levels and monster data with a battle simulator from Nakamura, one fight at a time, but that in continuous play the first build was far too harsh, so release was put back a month to rebalance it. Among his fixes he capped the monsters met at once on the first continent at three and put a cave where Cannock Castle had first stood, moving the castle closer to a town with an inn. dragon-warrior-ii-history/horii-balance

MagazineBiweekly Famicom Tsushin (Famitsu) no. 27, 10 July 1987: Yuji Horii, 'Making of Dragon Quest II' (part 2) · p. 48, Horii, "Making of Dragon Quest II" (part 2) — ours: (I got) a battle simulator from Nakamura中村くんのほうから戦闘のシミュレータBiweekly Famicom Tsushin (Famitsu) no. 27, 10 July 1987: Yuji Horii, 'Making of Dragon Quest II' (part 2) · p. 48 — ours: when we actually fought one battle after another while moving around in the game, it was extremely harsh実際にゲームになり移動しながら連続的に戦ってみると、非常にキツイものであったBiweekly Famicom Tsushin (Famitsu) no. 27, 10 July 1987: Yuji Horii, 'Making of Dragon Quest II' (part 2) · p. 48 — ours: so the first version was nowhere near playableこのため、最初にできてきたものはとても遊べたものではなかったのだ。Biweekly Famicom Tsushin (Famitsu) no. 27, 10 July 1987: Yuji Horii, 'Making of Dragon Quest II' (part 2) · p. 48 — ours: (commercial release was) delayed a month, and the balancing began; the OCR drops the 1 of 1ヵ月ヵ月遅らせて、バランス取りがはじまったのだった。Biweekly Famicom Tsushin (Famitsu) no. 27, 10 July 1987: Yuji Horii, 'Making of Dragon Quest II' (part 2) · p. 49 — ours: on the Lorasia continent, the number of monsters appearing at once (was limited to three)ローレシア大陸においては、同時に出現するモンスターの数をBiweekly Famicom Tsushin (Famitsu) no. 27, 10 July 1987: Yuji Horii, 'Making of Dragon Quest II' (part 2) · p. 49 — ours: at the former site of Samaltria (Cannock) Castle we put a cave元サマルトリア城の位置には洞窟を置いたのだった。

Horii says the castle first stood where the lake cave is, too far from the inn at Liliza. The Japanese names are Lorasia (Midenhall in North America) and Samaltria (Cannock).

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Horii wrote that he and the testers sent their changes to Chunsoft by fax, round after round, that the final version was done in mid-December 1986, and that he then collapsed with a stomach ulcer. dragon-warrior-ii-history/horii-ulcer

MagazineBiweekly Famicom Tsushin (Famitsu) no. 27, 10 July 1987: Yuji Horii, 'Making of Dragon Quest II' (part 2) · p. 49 — ours: (I) send the changed data to Chunsoft by fax変更後のデータをファックスでチュンソフトに送る。Biweekly Famicom Tsushin (Famitsu) no. 27, 10 July 1987: Yuji Horii, 'Making of Dragon Quest II' (part 2) · p. 49 — ours: and at the same time I collapsed with a stomach ulcer; the sentence before gives the final version as done in mid-December (12月中旬)と同時にボクは胃かいようで、ぶったおれたのだった。

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In 2014 Nakamura told Famitsu that making Dragon Quest II was the hardest time in Chunsoft's thirty years: it was the first time he split the main program among three or four people, bugs appeared that no one could trace to an author, the release slipped, and the finished game's balance was harsh, so that he thought of quitting the company. dragon-warrior-ii-history/nakamura-hardest

Interviewすべては『ドアドア』から始まった――チュンソフト30周年のすべてを中村光一氏と振り返るロングインタビュー【前編】 (Chunsoft 30th anniversary interview with Koichi Nakamura, part 1) · section on Dragon Quest II — ours: looking back, what I feel was hardest was when we were making Dragon Quest II振り返っていちばん辛かったと感じるのは、『ドラクエII』を作っているときなんですすべては『ドアドア』から始まった――チュンソフト30周年のすべてを中村光一氏と振り返るロングインタビュー【前編】 (Chunsoft 30th anniversary interview with Koichi Nakamura, part 1) · section on Dragon Quest II — ours: for the first time, we split the main program among three or four people初めて本体のプログラムを3~4人で分担して作ったんですね。すべては『ドアドア』から始まった――チュンソフト30周年のすべてを中村光一氏と振り返るロングインタビュー【前編】 (Chunsoft 30th anniversary interview with Koichi Nakamura, part 1) · section on Dragon Quest II — ours: (we) couldn't tell whose program was at fault誰のプログラムが悪いのかわからない。すべては『ドアドア』から始まった――チュンソフト30周年のすべてを中村光一氏と振り返るロングインタビュー【前編】 (Chunsoft 30th anniversary interview with Koichi Nakamura, part 1) · section on Dragon Quest II — ours: and so it came out later than the release date first plannedそれで、当初予定していた発売日より遅れてしまって。すべては『ドアドア』から始まった――チュンソフト30周年のすべてを中村光一氏と振り返るロングインタビュー【前編】 (Chunsoft 30th anniversary interview with Koichi Nakamura, part 1) · section on Dragon Quest II — ours: the finished game's balance was harsh too, and feeling that after all that struggle… I had come to the point of thinking of quitting the companyできあがったものもバランスがキツくて、こんなに苦労したのに……という思いもあって、会社を辞めようかと思うレベルまで来ていました。

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Nakamura said in 2014 that he still wonders how players got through so hard a game, answered the interviewer's remark that the Rondarkia area was severe by calling the spell Zaraki "a demon", and credited the difficulty, talked about among players, with spreading the game. Both manuals describe Zaraki, Defeat in North America, as a spell of death cast on one group. dragon-warrior-ii-history/nakamura-rhone

Interviewすべては『ドアドア』から始まった――チュンソフト30周年のすべてを中村光一氏と振り返るロングインタビュー【前編】 (Chunsoft 30th anniversary interview with Koichi Nakamura, part 1) · section on Dragon Quest II — ours: I still think, how did everyone play such a hard gameよく皆さんあんなに難しいゲームを遊んだなあと、いまでも思いますすべては『ドアドア』から始まった――チュンソフト30周年のすべてを中村光一氏と振り返るロングインタビュー【前編】 (Chunsoft 30th anniversary interview with Koichi Nakamura, part 1) · section on Dragon Quest II — ours: (answering the interviewer's 'the Rhone area is severe') Zaraki and the like are demons (laughs)ザラキとか、鬼ですよね(笑)。すべては『ドアドア』から始まった――チュンソフト30周年のすべてを中村光一氏と振り返るロングインタビュー【前編】 (Chunsoft 30th anniversary interview with Koichi Nakamura, part 1) · section on Dragon Quest II — ours: I think it spread because everyone talked about it, that difficulty includedそういう難しさも含めて、皆さんで話題にしていただいたおかげで、広がったのかなと思いますね。Dragon Quest II: Akuryō no Kamigami Famicom instruction booklet (Japan) · spells, Zaraki — ours: Zaraki (effect: one group of monsters). Old books also record it as 'the spell of death'ザラキ(効力:怪物1グループ)古い書物には『死の呪文」とも記されています。Dragon Warrior II NES instruction booklet (North America) · p. 39, spellsDEFEAT (one group of enemies) In some ancient books, this spell is described as "the Spell of Death".

The interviewer, not Nakamura, names the Rondarkia area (ロンダルキアあたりはきびしいですね).

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Nakamura told 1UP in 2012 that distributors' orders stood at about 700,000 before the game was delayed and fell to about 400,000 after, and that at release it set off a "Dragon Quest panic" in which stores sold out. dragon-warrior-ii-history/nakamura-orders

InterviewKoichi Nakamura Interview: On the Birth of the Console RPG · Nakamura on the series' salesThe original numbers that they had from distributors was .7 million, but then the game was delayed for a few months, and the numbers went down to .4 million.Koichi Nakamura Interview: On the Birth of the Console RPG · Nakamura on the series' salesit created a huge panic -- the Dragon Quest panic -- everybody wanted Dragon Quest, and the stores all sold out.

Nakamura's "a few months" differs from Horii's 1987 account of a one-month delay. The interview was conducted through an interpreter.

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Nakamura told Famitsu in 2014 that the first game had sold slowly but that sales exploded with Dragon Quest II, with long lines from the day of release and a commotion big enough to make the news. dragon-warrior-ii-history/nakamura-lines

Interviewすべては『ドアドア』から始まった――チュンソフト30周年のすべてを中村光一氏と振り返るロングインタビュー【前編】 (Chunsoft 30th anniversary interview with Koichi Nakamura, part 1) · section on Dragon Quest II — ours: from the release day there were huge lines発売日からすごい行列ができて。すべては『ドアドア』から始まった――チュンソフト30周年のすべてを中村光一氏と振り返るロングインタビュー【前編】 (Chunsoft 30th anniversary interview with Koichi Nakamura, part 1) · section on Dragon Quest II — ours: a commotion big enough to make the newsニュースになるくらいの騒ぎですべては『ドアドア』から始まった――チュンソフト30周年のすべてを中村光一氏と振り返るロングインタビュー【前編】 (Chunsoft 30th anniversary interview with Koichi Nakamura, part 1) · section on Dragon Quest II — ours: the first game sold gradually but didn't take off as we'd hoped; that exploded with II1作目はジワジワ売れたものの、思ったような勢いは出なくてそれが、『II』で爆発したんですが

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Famicom Tsushin's issue of 6 March 1987 said Dragon Quest II's preorders had sold out at almost every shop, that a photo weekly had come to cover the commotion, and that it was the first game whose selling out had become a social problem. dragon-warrior-ii-history/sold-out-1987

MagazineBiweekly Famicom Tsushin (Famitsu) no. 18, 6 March 1987 · p. 8, Top 30 chart, Dragon Quest II — ours: preorders sold out at almost every shop; the OCR reads 予 as 手ほとんどの販売店で予約完売。Biweekly Famicom Tsushin (Famitsu) no. 18, 6 March 1987 · p. 8, Top 30 chart, Dragon Quest II — ours: in the end even a photo weekly came to report on itついに写真週刊誌まで取材にきちゃった。Biweekly Famicom Tsushin (Famitsu) no. 18, 6 March 1987 · p. 8, Top 30 chart, Dragon Quest II — ours: a game whose selling out becomes a social problem, that's a first!売り切れが社会問題になるソフトなんて、初めてだぜ!

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In 2009 Oricon reported Square Enix's published series table, which gives the Famicom Dragon Quest II's shipments as 2.4 million copies, with no as-of date. dragon-warrior-ii-history/shipments

Webドラクエ9、シリーズ最高415万本出荷 (Dragon Quest IX shipments top the series at 4.15 million) · reference table at the end of the article — ours: Dragon Quest II: Akuryō no Kamigami (Famicom), 2.4 million; the table is headed 「歴代シリーズの出荷本数(同社発表)」, the series' shipments as the company announced them『ドラゴンクエストII 悪霊の神々』(FC)240万本

The table gives no date for the count.

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Famicom Tsushin's cross review of 6 February 1987 gave Dragon Quest II 9, 10, 10, and 9 out of 10 from its four reviewers. One called it Yuji Horii's long-awaited new game, still strongly in the mold of Ultima, set apart from ordinary Famicom games by its elaborate scenario and game balance; another found it more complex than the first game, with a wider map, and expected it to take a long time to finish. dragon-warrior-ii-history/famitsu-review

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MagazineFamicom Tsushin (Famitsu) no. 16, 6 February 1987: New Games Cross Review (Dragon Quest II panel) · p. 13, Dragon Quest II column, the four scores — the large numerals printed behind each reviewer's comment, top to bottom; the page's footnote says the numbers are overall ratings out of 10 (数字は10点満点の総合評価です)9 10 10 9Famicom Tsushin (Famitsu) no. 16, 6 February 1987: New Games Cross Review (Dragon Quest II panel) · p. 13, Dragon Quest II column, first reviewer — ours: the long-awaited new game from Yuji Horii, who has now become a star of the Famicom worldいまやファミコン界のスターとなってしまった堀井雄二氏が放つ待望の新作。Famicom Tsushin (Famitsu) no. 16, 6 February 1987: New Games Cross Review (Dragon Quest II panel) · p. 13, Dragon Quest II column, first reviewer — ours: in the elaborateness of its scenario, its game balance and so on, it is set apart from ordinary Famicom gamesシナリオの精巧さ、ゲームバランスなど、一般的なファミコンゲームとは一線を画している。Famicom Tsushin (Famitsu) no. 16, 6 February 1987: New Games Cross Review (Dragon Quest II panel) · p. 13, Dragon Quest II column, third reviewer — ours: it's more complex than the previous Dragon Quest, the map is wider, and I think it will take quite a while to finish前の『ドラクエ』より、複雑になってるし、マップも広いし、解き終えるまで、かなり時間がかかると思います。

The pinned copy is the page image, read for this claim; the reviewers' names are on p. 12, which isn't pinned. The first reviewer also says the game is still strongly colored by Ultima (相変わらず『ウルティマ』…色の強いものになっているが).

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ITmedia reported that on 17 May 2005 Square Enix announced a complete port of Dragon Quest II for NTT DoCoMo's FOMA 90x phones, split into two parts with its graphics renewed; the first part was to come preinstalled on NEC's N901iS, and the date and price were undecided. dragon-warrior-ii-history/mobile-port

WebFOMA向け「ドラゴンクエストII」完全移植版を制作 (A complete Dragon Quest II port for FOMA) · article body — ours: on 17 May Square Enix announced that it had made a complete port of the role-playing game Dragon Quest II: Akuryō no Kamigami as an app for the FOMA 90x seriesスクウェア・エニックスは5月17日、FOMA 90xシリーズ対応のアプリコンテンツとして、ロールプレイングゲーム「ドラゴンクエスト II 悪霊の神々」の完全移植版を制作したと発表した。FOMA向け「ドラゴンクエストII」完全移植版を制作 (A complete Dragon Quest II port for FOMA) · article body — ours: by splitting the whole into a first and a second part全体を前編と後編に分けることでFOMA向け「ドラゴンクエストII」完全移植版を制作 (A complete Dragon Quest II port for FOMA) · article body — ours: the graphics and so on will be entirely renewed for the latest phone specificationsグラフィックなども携帯電話の最新スペックに合わせ、全面リニューアルされる。FOMA向け「ドラゴンクエストII」完全移植版を制作 (A complete Dragon Quest II port for FOMA) · article body — ours: the first part will come preinstalled on the upcoming N901iS今後発売予定の「N901iS」に前編アプリがプリインストールされFOMA向け「ドラゴンクエストII」完全移植版を制作 (A complete Dragon Quest II port for FOMA) · article body — ours: distribution date and price undecided配信日、料金は未定。

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