
This month's Together Retro game club pick over at http://Racketboy.com was Zoop. Now let me guess -- you've heard of Zoop, but never played it. You vaguely remember a magazine ad for it, but aren't really sure what it is. Am I right? Probably. That's generally how it went. Zoop was a puzzle game released in 1995 and it was ported to just about every platform available at the time. It made its way to SNES, Genesis, Game Boy, Game Gear, PC, Mac, Saturn, Atari Jaguar and the PlayStation in an honest-to-goodness attempt at being the next Tetris. Indeed it was even marketing as "America's Largest Killer of Time!"
Perhaps what's more interesting about the game's place in history is that it was designed by a team called Hookstone. Though that name may not ring a bell, most of the members of Hookstone went on to form Mobius Entertainment, who you probably know better as Rockstar Leeds. That's right, the same team responsible for bringing Manhunt and the Grand Theft Auto series to the PSP had its humble beginnings in a simple puzzle game.


Originally my plan was to play the Game Boy version, but I found it to be a bad idea. You see Zoop is all about a little triangle that's inside a big square. And all these multi-colored shapes are attempting to get in the square. But the triangle can turn into each color, and then take out like colored rows. Maybe you see where I'm going with this? Yeah, a game where color is important just isn't going to work so well on a monochrome system. So I soon decided that I'd pick up the PlayStation port instead. Some of my fellow Racketboy forum members actually played and enjoyed the GB port. Well, more power to them. Personally it just confused my eyes.


The PlayStation version was very good. At least I assume it would be just as good as any of the other console ports at the time (Jaguar, Saturn, etc.). The controls were responsive, the colors were vibrant and thanks to the newly implemented CD technology, the music was really great. I personally wasn't great at the game. In fact that's my high score in the picture up above there. But what was really nice about playing this month is that so many members got really into the game. It's really fun to go back and play a game with a bunch of people even though it's not handing out achievements or syncing trophies.
Truthfully, I lost interest in the game about halfway into the month. But in fairness, it was my birthday this month which means I got a lot of new games and all of them were begging for my attention. But that doesn't mean I wouldn't come back to this one. In fact Zoop certainly has a certain appeal to it. That kind of timeless replayability that makes games like Dr. Mario or Tetris so addicting. If you haven't played Zoop yet, you've really got no excuse. I guarantee you own one of the systems it's available for.

Continue reading Unloved #25: Red Steel 2
Ah, the 16-bit era. The two major systems in North America during those years were home to amazing shmups, RPGs, platformers, fighters and pretty much every other genre. What title would finally hold the honor of closing out the retail market? What magnum opus could serve as the cross-platform release to end the glory days of 2D gaming? The answer, surprisingly, was Frogger.
Frogger, of course, had been a hit when it launched in arcades in 1981. In the years afterward, it would be ported to every computer and home console imaginable. According to Wikipedia, for example, there are over 20 Frogger clones for the ZX Spectrum alone. There was certainly not a frothing demand for a Frogger game when Majesco and Hasbro collaborated to bring the game to the Genesis and SNES in 1998, but that is exactly what they did. By most counts, Frogger was the final retail release for both of these systems.
The Genesis and SNES versions, respectively The two games are actually quite different in terms of graphics and playability. The Genesis port of Frogger is widely hailed as one of the best ports the game has ever seen, and though it fails to really take advantage of the Genesis hardware, it is extremely faithful to the arcade version. It offers no high score tables, no difficulty settings or other options, but it is nonetheless Frogger.
My copy of this game shows how cheap the Genesis packaging had become by the end of the Genesis lifespan. Long gone, of course, were the clamshell cases...but this is even cheaper than the slide out cardboard games from the latter half of the Genesis run. Theres also a lot of red border and text surrounding the box art, something which detracts significantly from the look of the packaging. From the pictures available of the SNES box (I dont have a copy), it looks like there is a little more uniformity with the rest of the library.
Even Frogger himself looks depressed by this shoddy port The SNES box art may have been the best part about that release of the game, as not only are the updated graphics a travesty for the eyes, but the control and sound are a mess as well. It seems that the folks at Majesco wanted to make a different version of the game for each console but it is hard to imagine what they were thinking with the SNES port.
As an interesting footnote, Frogger received a near-simultaneous release on the PlayStation and PC as these 16-bit versions. These versions place Frogger in 3D perspective and offer a lot of interesting additions to the game. The PS1 port is especially worth a look, if you are a fan of Frogger (it even spawned a sequel).
Number 2 already? Yeah, this year has been going slow, very slow. This time last year, I was up to . . . 2? Wait, last year started out slow too. The year before that, I was up to six by this time, yeah that sounds better. So this year has been slow, very slow in fact. I fully blame the weather though. We were in a near constant freeze through March, and as soon as the temps got above 40, it started raining and has only stopped a few times since. But luckily, I was able to get some game hunting in during those precious dry days.
Continue reading Treasure Hunt Chronicles 2011 - #2
In this post, I will explain how to region mod an NTSC Nintendo 64. This mod will allow you to play either Japanese or North American games on your console. This mod will not work with PAL consoles, which have a different internal chip that will prevent PAL games from working on another non-PAL console. North American and Japanese N64 games are compatible on either console, so the "region-locking" consists of a small bit of plastic in the cartridge slot. There are converters that will allow you to play a PAL game on an NTSC console, but I believe that they are not fully compatible with all PAL games.
This is definitely a mod that anyone can do with the right tools. All it entails is removing the little tabs in the cartridge slot, or simply removing the entire piece itself. After the mod, you will be able to play nearly any game on your console. There are only 4 PAL exclusive titles (F-1 World Grand Prix II, F1 Racing Championship, Premier Manager 64, and Taz Express), so you won't be missing too much.
Tools Needed: - 4.5 mm security bit and a bit driver (or a pliers to grip the bit) - Philips head screwdriver set - Safety goggles (If you are using a Dremel. I trust you won't poke your eye out with a screwdriver)
Optional Tools: Dremel with cutting bit
Time Needed: 5-10 minutes
Difficulty: 1/10
Continue reading How to Region Mod an NTSC Nintendo 64

Ever since I first started this blog, I have always wanted to offer things to readers. I've actually had various surprise projects in mind for quite some time. And finally the first finished one is here. I present to you all Mega Man: Game Boy Powered-up Levels!

If you're not aware of Capcom's wonderful PSP release Mega Man: Powered Up, then you don't know what you're missing! It was an amazing remake of the original NES Mega Man title that uses a bit of a 2.5D perspective, a super-deformed character design and adds in lots of excellent flourishes that really add to the game while never losing what fans have loved since day one. However, the most remarkable thing about Powered Up (and the reason for this blog post) is the Construction Mode, which allows you to not only create your own levels, but also share them with friends.
This is where Game Boy Player Land comes in. You see I loved the creative possibilities of Powered Up. And considering it was this really unique and awesome portable recreation of a classic game, that still had this very retro feel to it I really started to draw parallels between it and some of the old Game Boy Mega Man games. And then it hit me: what if someone were to recreate some of those original Game Boy levels for play in Powered Up?

So that's exactly what we decided to do! Mega Man: Game Boy Powered-up Levels is a four-stage downloadable remake of the first four levels from the classic Game Boy release Mega Man: Dr. Wily's Revenge. Though the levels will all eventually be made available to download via the PSN servers, for now I've included all of the links and directions you'll need to download them right here.
The Levels
In order to play these levels you must own an official copy of Mega Man: Powered Up. The four levels are available via PSN. Simply search for these codes within the game's menu:
44645843-005 44645843-006 44645843-007 44645843-008
The Cover Art
As an added bonus, you can also download the printable artwork and make your own UMD case for Mega Man: Game Boy Powered-up Levels. The case looks awfully handsome sitting on your shelf rubbing elbows with the rest of your PSP collection!
http://www.megaupload.com/?d=C2B4IW16
Obviously we hope you enjoy these levels. Feel free to drop any and all feedback, and keep your eyes on the blog for other future projects like this.
*A huge thanks goes to the two recruited members of the GBPL dev team on this project. Although I came up with the idea and basically directed the project it was my good friend Flake who did all actual level design. And graphic designer extraordinaire sevin0seven is responsible for the amazing cover art.
As you know, there is much to celebrate this month at RF Generation. We just hit 4,000 members and this month marks the site's 7th year in existence. RF Generation has always prided itself in creating a free community for collectors, sellers/traders, and others who are generally interested in all things video gaming. However, RF Generation would not be where it is today without the hard work and dedication of its staff and site members. During our 7th anniversary celebration we are encouraging all members to participate in an all out blitzkrieg of submissions to our site (http://www.rfgeneration.c...s/Lucky-Number-7-1709.php).
The staff at RF Generation would like to take this moment to thank all submitters, and especially those who pounded out huge numbers in the month of April:

Overall Submissions: 2,317!!!
Top 5 Submitters:
1. Shadow Kisuragi - 375 2. aeroc - 313 3. raffa1985 - 308 4. ApolloBoy - 189 5. Sirgin - 146 **your name could be here for May!!!**
Additional submission info and statistics are located here:http://www.rfgeneration.c...p?action=submissionreport]
For those of you who made submissions, but did not make our Top 5, please know that every submission is appreciated and counts toward making RF Generation the best database of classic and modern gaming on the internet. We challenge each of you to make at least one submission a month if possible, whether it be an unlisted game, an update to a current listing, a variant, or even a scan of a game, box, manual, etc. of a piece of software/hardware that you own that is not currently available. With 4,000 members, one submission a month would greatly improve our site.
A special thank you to all of the staff (especially the database approvers, who have to look over all of these great submissions) for donating your time so that others in our community may benefit. Keep up the great work everyone!
Is your Nintendo 64 controller joystick loose and worn out? If so, you will be pleased to know that it is very easy to replace a loose joystick with either a replacement one, or a good one from a donor controller. In total, this swap will take about 15 minutes if you're switching joysticks between two controllers, or half that if you have a replacement.
I have always used joysticks from used Grey or Atomic Purple controllers, simply because they are plentiful and cheap as most people tend to use the colored controllers more often than their "boring" brothers. I have never used a replacement joystick, so I cannot comment on their quality.
After the swap, you will have an N64 controller with a nice tight joystick, and if you used a donor, one with a loose stick. I will usually sell the loose controllers for what I paid for them, around $5, so that no one feels ripped off. The buyer gets a cheap official controller, and the seller gets his money back. 
Tools needed: Philips head screwdriver set
Time Required: 5-15 minutes
Difficulty: 2/10
Continue reading How to Swap an N64 Controller Joystick
There's a lot of talk right now about the new PS3 release of Mortal Kombat. And though I hate it when a game re-uses a title, rather than just being a proper sequel or spin-off, I have to say that everything I've heard about this new reboot of the series is rather exciting. I was a big fan of the original Mortal Kombat on the Genesis. Of course I was also fourteen years old at the time, so any game that came with a warning to parents and a "blood code" was going to be great in my book. Hindsight actually tells me that Mortal Kombat was a pretty lousy game. But hey, I'm not going to ask for the hours spent enjoying it back. In fact the second and third entries in the series actually turned out rather good. Enough so that I can still revisit those with no reservations. But sometime around the fourth, I just stopped caring. Or more precisely -- when the fourth game came out, I just stopped caring. I'm just not a big fan of 3D fighters, so any transition that a classic 2D game makes to 3D is going to feel suspect to me. It's funny, but true. I'm more prone to enjoy a 3D fighting game if it never originated in the 2D realm. Call me silly. I am what I am.
And that brings me to another point. I am what I am. And what I am is a total sucker for bonus discs. Now I don't mean like a demo disc tacked on and call it a day. I mean serious extra material. Stuff that makes your collection glow a little brighter. And although I'm not all that into Mortal Kombat: Deception or Mortal Kombat: Armageddon on the PS2, I am a bit of a fan of the premium editions released for each. You see strangely, the bonus discs and extra content actually seems to be a much bigger gift to fans of the series than either game can rightly claim to be.


Mortal Kombat: Deception's Premium Pack is actually a pretty cool package. Its outer cardboard box opens like a book and houses two DVD cases. The first disc houses the standard version of Deception, the better of the two Mortal Kombat titles we'll be discussing today. In fact, rumor has it that it's possibly the best 3D Mortal Kombat title to date. Of course, I don't know about all that. I just know that it has a similar feel to me as DOA: Hardcore, which is something I can deal with. Though I did find the addition of weapons a bit odd, and maybe reactionary to the success of the Soul Calibur series, I really can't say that I had any issues with Deception in the grand scheme of things. Sure it's missing that classic 2D feel that I grew up with, but as far as 3D sequels go, I could point to far worse examples.
Besides classic Arcade Mode, there's also a Konquest Mode which is a surprisingly good tutorial that's set up like an adventure. You must train and win fights based on certain goals -- all of which are there to help you learn the game. Really kind of a nice addition.

There are also several bonus games included with Deception. The first of which is a game entitled Chess Kombat, which is (in case you're really thick) a cross between Mortal Kombat and chess. To a certain degree, this could have been brilliant. It could have just been a game of chess using MK-style visuals -- a middle-finger to those who say that there is nothing cerebral about the series. But sadly, Midway dropped the ball on that idea. Instead they offer chess which requires you to then play actual MK battles in order to see which piece takes each square when colliding. Perhaps the strangest thing about this is that the battling is what ends up feeling tedious, as it breaks up the concentration of playing an actual game of chess. So although it's high-action, it tends to disrupt the strategic flow of what could have been a very cool looking chess game.
The next additional game is Puzzle Kombat, an unabashedly obvious rip-off of Capcom's Super Puzzle Fighter II which uses the same format of super-deformed characters duking it out via dropping gems. Sadly, Puzzle Kombat just does not have the same level of perfection. Instead, it comes off as a pretty sub-par puzzler, made only slightly fun by the fatalities at the end of each match. It's sluggish and stiff and really not a fun puzzle game, instead feeling like a bit of a chore to get through.
The bonus disc is really where Deception's Premium Pack shines, though. Even though I pointed out that the original Mortal Kombat is really not a great game (it's certainly the worst of the original trilogy), there's no denying its importance to 1990's arcade history. Unfortunately back when Midway released their Arcade Treasures collections on the PS2, the emulation for Mortal Kombat was a bit buggy. Though both the second and third games were included in Volume Two, the original MK was left off. As such, this Deception bonus disc is the only way to obtain the original Mortal Kombat on the PS2. And really, it's a rather good emulation. I have no idea what it was specifically that held back its release on Midway Arcade Treasures, but it is nice that Midway cared enough to get it right.
The disc also contains some nice video footage. Not only is there twenty-five video character bios, but there's also an interesting documentary on the entire Mortal Kombat series leading up to Deception. If you're a fan of the franchise, or just a video game history buff, then in many ways this documentary will mean more to you than the entirety of the first disc altogether.


Mortal Kombat: Armageddon followed close on the heels of Deception. However it was widely panned as a major low-point for the series. This is major considering the existence of Sub-Zero Mythologies. As far as the fighting goes, it's somewhat similar to Deception, but just not quite right. It's hard to put a finger on, but it's just not as comfortable to play. And then there's the odd omission of Fatalities. Seriously.
Luckily the focus of this blog post is actually more about the extras in these editions. Much like the Premium Pack for Deception, the Premium Edition of Armageddon has a lot to offer. The limited edition packaging this time is a thin, metal casing similar to that of the Premium Edition of Final Fantasy XII. Konquest Mode makes its return from Deception, as does online play and even an addition of a Kreate-A-Fighter feature. Of course the value of all of this will rely heavily on how much you enjoy the game proper.

The first bonus game on the first disc is Motor Kombat, a ridiculous Mario Kart clone. The game actually doesn't play too bad. And it offers up some nice graphics to be fair. But strangely, like Chess Kombat and Puzzle Kombat before it, Motor Kombat just feels slightly off and boring. The intentions are obviously good, and the effort is evident. But something is just not right, and instead of getting into each race you tend to loop around each track wondering when the game will finally give the sweet relief of ending.
Though the extras on Armageddon are far less in number than on Deception, the remaining ones on this set actually far outweigh the main game. Perhaps the biggest draw being the other bonus game on disc one: Ultimate Mortal Kombat 3. In truth, this game will probably give you far more enjoyment than Armaggedon. The roster is huge. The sprite work is great. It plays excellently -- oh, and this is the only way to obtain it on the PS2.
The bonus disc is somewhat anemic, however. It's actually a DVD rather than a PS2 DVD-ROM. And though it offers three bonus features, two of them are in regards to character "trading kards." The far more interesting inclusion is that of a documentary on the history of fatalities in the series. Here you get to hear many of the games' creators discuss the origins and making-of many of the franchise's favorite finishing movies. Babalities, Animalities, and so on -- they're all addressed. To a certain degree, this is my favorite part of this entire set.
Well, that was slightly exhaustive and yet I'm sure I've only scratched the surface. So what do you all think about these games, these editions, the series as a whole or the value of bonus discs? Remember: discussion is like exercise for our brains!
Another milestone here at RF Generation! We now have over 4,000 registered members! To put that in perspective, there are six countries on this planet with a smaller population, truly this is cause for celebration. What I find is especially amazing, is how long ago we reached 3000 members, which was on June 1st 2010, less than one year ago. Its simply awesome that we've gained another 1000 members in less than one year.
So I'd like to personally thank each and every one of you who have registered, and all of you who have recommended us to your friends and fellow collectors. Without you guys, we wouldn't be here.
And if you're reading this, but aren't a registered member, what the heck are you waiting for? It only takes a minute or two, and doesn't cost a penny, ever. And you'll forever be a part of THE Classic and Modern Video Game Database!
 RFGeneration is getting old, seven years old in fact. That's right, way back in 2004 this fantastic site was founded. And while a lot has changed in these seven years, one thing has remained the same - its all about YOU, the members. Without all of you, we would be nothing and our database would just be an empty desolate place.
So, as a token of our appreciation, we like to have a little huge contest for you guys. We call it the "Pain Yourself with Submissions" contest, because to win the fantastic prize, you'll have to pain yourself with submissions. It wouldn't be any fun if it wasn't challenging.
Of course, this contest has some rules. Basically, you win the contest by submitting and being active in the community. Just about everything you do on the site will garner you points, the member with the most points at the end of the contest wins! This is how the points will be gained:
Title Addition: 4 Points Variation Addition: 4 Points Page Edit*: 2 Points Review*: 30 Points Overview*: 10 Points Image Upload: 15 Points Submission Review**: 1 Point Blog Post*: 30 Points Blog Comment: 1 Point Forum Post: 1 Point Forum Karma: See Explanation
*Regarding the asterisk: For page edits, if it is noticed that you are consistently only adding one field per edit multiple times for a single ID just to up your points, you will be disqualified. Any review or overview completed will count as a page edit as well the points for an overview or review. To get the points for an overview or review you MUST contact me via Personal Message so that I can keep a tally. In addition, the review or overview must be on the actual game / hardware page. A review or overview of poor quality could result in less points than stated being granted. The same statement holds true for blog posts.
Because we want the forum to be a lively place of fun and interesting posts, we're enabling Karma during this contest. Karma rewards members that make good posts and smites those who do not. Your Karma will play a wildcard role in posts. Positive Karma at the end of the contest will increase your point total by a factor, while negative karma will decrease it.
As with any contest, there is fine print. Any submission that you make must adhere to the RF Generation guidelines / policies. We wrote these policies and guidelines for a reason, and well, we'd like everyone to adhere to them. Failure to adhere to the guidelines could result in a disqualification.
Any point reduction or disqualification can be contested. In the event that you wish to contest, you must explain why the reduction or disqualification is unfair. If you win the contest, we’ll restore your greatness, but if you lose, you shall be pelted with figurative rocks and garbage.
**KICKER! Everyone, except for the directors of this site, is in this contest. There is a catch though for staff members… their final score will be halved. So, that should lead to a lively competition. I think halving their scores is fair, and I hope you do as well. Oh yeah, there is that 1 point for a submission review, that unfortunately only applies to staff members because they are the poor souls who must review your submissions.
What do you win? Well, we're a poor bunch here at RF Generation, but we've got a lovely prize for the top winner:
Gaming swag not to exceed $60 and an RF Generation Ringer T***
If you want to win, you better get to it, the contest ends at MIDNIGHT, JUNE 8th, 2011 (Wednesday 12:00AM Eastern). And it started when this blog post was posted, so you've already missed at least a few minutes.
So, we're late. Unfortunately, right after we recorded this one, I had some personal obligations to attend to, so the episode wasn't able to get edited quite as fast as I wanted. But here it is! We have (now outdated) information on the PSN outage, our Gaming Shout Outs, and our next installment of the Gaming History Museum where we cover the RC Pro Am series. Of course, we also have our Top 5. Also, we're still looking for more votes for the caption contest. Picture reminder is after the break.
Continue reading RF Generation Nation - Episode 11: Now It is the Beginning of a Fantastic Story
Specs: Game: Bank Heist Year: 1983 Publisher: 20th Century Fox Developer: Fox Video Games, Inc. Designer(s)/Programmer(s): Bill Aspromonte Rarity (according to AtariAge): 5 = Rare Controls: Joystick Number of Players: 1 Average Cost: approx. $10 loose Also Available On: exclusive to the Atari 2600
Tagline/Description: "Alright you guys, listen up. This is the plan. Lefty, you'll drive. Mugsy, ride shotgun. Fingers, I want you in the back with the dynamite. Any coppers get wise, you let 'em have it! OK now, here's the map of the banks in this town. They're all cherries just ripe for the pickin'. All you gotta do is stay a step ahead of the heat. Now, you got any questions? What's that? What am I going do? Boys, boys, you know I'd love to go with you, but I've got important business to attend to. I gotta stay here and play Bank Heist so I can find out what our next heist will be!"
Continue reading Bank Heist

April's Together Retro game club pick at http://Racketboy.com was Deja Vu, a classic adventure game that goes back to the early Mac gaming days, and found a bit of a cult-following on the NES. It was later ported to the Game Boy Color, which is arguably the best version of the game out there. Not only are the graphics bright and the command interface refined, but the cartridge also features the lesser-known sequel as well.

As a fan of adventure games, I was really looking forward to playing my way through this one. The game borrows heavily from film noire, as you a hard boiled detective who wakes up in a bathroom stall with amnesia. And you don't know that you're a detective, but you feel like you've been drugged. It's up to you to piece this case together and figure out who you are. Sounds like fun, right? Well, not so much.
The problem is the utterly frustrating puzzle element of the game. Much of the puzzle solving in this game is completely infuriatingly unfair. So while the game isn't actually incredibly long, it can last much longer because you'll often need to start over due to some game-breaking situation. For instance in my first playthrough I was going from location to location via taxi cab. Each trip cost me 3 of my 20 coins. Eventually I got to a point where I was out of coins and couldn't leave the location I was at. I was stuck and irritated by the time a fellow forum member told me I could get more coins by gambing in the casino (back in the building I had started in). With this new knowledge I restarted my game. I went to the casino and gambled away all 20 of my coins in a slot machine. Turns out the slot machine on the left is a winner, but the one on the right is a loser. So I had to restart my game again.
So how much trial and error is too much? For me, Deja Vu was far too brutal. Too demanding. Too unfair. I think it's easy to write this off as a matter of "games were just harder back then," but I don't think that's the case. I tend to think that making the game so unfair was an attemt at making it last longer. I've played my way through some excellent adventure games like The Secret Of Monkey Island and Maniac Mansion, and although I may have found myself stumped at times, I never thought that the solution was completely arbitrary either.
But sadly I couldn't even finish Deja Vu, a relatively short game even when I used a FAQ. You see at the very end of the game you must ditch all of your incriminating evidence in a sewer before bringing your proof of innocense to the police department. But the computer wouldn't let me dispose of my gun. After days of trial and error and scouring the internet it came down to the fact that I had never shot open a certain cabinet. I had collected all of the proof I was supposed to, but I couldn't complete this game without shooting open a stupid cabinet. How exactly would anyone be expected to figure this out? Had they made it as far as I had, and seemed to have solved all of the amnesiac puzzles, how would they know they missed a cabinet that had to be shot open?
I was so disgusted that I just stopped playing. I didn't even care if I beat the game or not. And I was certainly not motivated to start up the second.
It's a bit past the end of March. March, was a great month. We have tons of submissions from you guys. Without the submissions of our staff and members, we truly are nothing. For that, we are grateful.
We'd like to take this moment to thank those submitters who made a major difference in the month of March. Overall, the community made 873 submissions. All of you deserve a huge pat on the back for that. Our top five submitters were Apolloboy, NES_Rules, Shadow Kisuragi, Necrosaro, and tigerhandheld1989 Congrats on being the top five! Of course, if you made a submission and weren't in the top five please know that we are also very grateful for your submissions as well.
Similarly, we have staff members that must approve member submissions. Last month, ApolloBoy made the most number of approvals! Of course, every other reviewer contributed as well, and we are very grateful for that as well.
Thank you so much all! You guys make RF Generation what it is! Keep submitting strong! Without you guys we are nothing!
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