1987 video game
After Burner
|
---|
Japanese flyer
|
Developer(s)
| Sega AM2
|
---|
Publisher(s)
| Sega
|
---|
Designer(s)
| Yu Suzuki
|
---|
Programmer(s)
| Satoshi Mifune
|
---|
Composer(s)
| Hiroshi Kawaguchi
|
---|
Platform(s)
|
- After Burner
Arcade,
Master System
,
Amiga
,
Amstrad CPC
,
Atari ST
,
Commodore 64
,
MS-DOS
,
MSX
,
Famicom
,
PC Engine
,
X68000
,
FM Towns
,
32X
,
ZX Spectrum
After Burner II
Arcade,
Mega Drive/Genesis
, Amiga, Atari ST, MS-DOS, Famicom, X68000,
Video Challenger
,
PC Engine
,
Saturn
, FM Towns
|
---|
Release
|
July 1987 (
I
)
September 1987 (
II
)
- After Burner
After Burner II
Arcade
September 1987
[5]
[6]
Amiga
1989
Atari ST
1989
MS-DOS
1989
Famicom
March 30, 1989
X68000
1989
Mega Drive/Genesis
PC Engine
Saturn
3DS
- JP
:
December 18, 2013
- WW
:
January 15, 2015
|
---|
Genre(s)
| Rail shooter
[7]
|
---|
Mode(s)
| Single-player
|
---|
Arcade system
| Sega X Board
|
---|
After Burner
[a]
is a
rail shooter
arcade video game
developed and released by
Sega
in 1987.
[8]
[9]
The player controls an American
F-14 Tomcat
fighter jet and must clear each of the game's eighteen unique stages by destroying incoming enemies. The plane is equipped with a machine gun and a limited supply of heat-seeking missiles. The game uses a third-person perspective, as in Sega's earlier
Space Harrier
(1985) and
Out Run
(1986). It runs on the
Sega X Board
arcade system which is capable of surface and
sprite
rotation. It is the fourth Sega game to use a hydraulic "taikan"
motion simulator
arcade cabinet
, one that is more elaborate than their earlier "taikan" simulator games.
[10]
The cabinet simulates an aircraft cockpit, with
flight stick
controls, a chair with seatbelt, and hydraulic motion technology that moves, tilts, rolls and rotates the cockpit in sync with the on-screen action.
[11]
Designed by Sega veteran
Yu Suzuki
and the
Sega AM2
division,
After Burner
was intended as being Sega's first "true blockbuster" video game. Development began in December 1986, shortly after the completion of
Out Run
, and was kept as a closely guarded secret within the company. Suzuki was inspired by the 1986 films
Top Gun
and
Laputa: Castle in the Sky
; he originally planned for the game to have an aesthetic similar to
Laputa
, but instead went with a
Top Gun
look to make the game approachable for worldwide audiences. It was designed outside the company in a building named "Studio 128", due to Sega adopting a
flextime
schedule to allow for games to be worked on outside company headquarters. An updated version with the addition of
throttle
controls,
After Burner II
, was released later the same year.
After Burner
was a worldwide commercial success, becoming Japan's second highest-grossing large
arcade game of 1987
and overall
arcade game of 1988
as well as among America's top five highest-grossing dedicated arcade games of 1988. It was acclaimed by critics for its impressive visuals, gameplay and overall presentation, and is seen as being important and influential. It was followed by a series of sequels and ports for many platforms, including the
Master System
,
ZX Spectrum
, and
Famicom
. Sega also produced several successors to the game to capitalize on its success, such as
G-LOC: Air Battle
.
After Burner
has also been referenced in many other Sega video games, such as
Fighters Megamix
,
Shenmue
, and
Bayonetta
.
Gameplay
[
edit
]
The game allows the player to control an
F-14 Tomcat
jet airplane. At the start of the game, the player takes off from an aircraft carrier called the
SEGA Enterprise
on a mission to destroy enemy jets over 18 stages.
In the arcade version, the jet employs a machine gun and a limited number of heat-seeking missiles (in the
Master System
version the player has unlimited missiles). These weapons are replenished by another aircraft, after beating a few stages. The aircraft, cannon and missile buttons are all controlled from an integrated
flight stick
.
The game itself was released in two variations in the US: a standard upright cabinet and a closed rotating cockpit
deluxe
version. In the cockpit version, the seat tilted forward and backwards, and the cockpit rotated from side to side.
[8]
It featured two speakers at head-level for stereo sound, and had a seatbelt to hold the player when the cockpit moved. Both cabinets contained a grey monitor frame with flashing lights at the top that indicated an enemy's "lock" on the player's craft. Japan also received a commander cabinet that moved left and right. A third variation, called
commander
, released elsewhere, featured an open cabinet.
Development and release
[
edit
]
After Burner
was designed by
Yu Suzuki
of
Sega AM2
, with assistance by programmer Satoshi Mifune and composer Hiroshi "Hiro" Kawaguchi.
[12]
Development of the game begin in early December 1986 shortly after work on
Out Run
was completed, with much of the development team having worked on
Out Run
.
[12]
After Burner
was intended as Sega's first "true blockbuster" video game; as such, the project was kept as a closely guarded secret within the company during the entirety of its development cycle.
[12]
When the game was in its initial concept stages, Sega had adopted a
flextime
work system, allowing development of games to be done outside the company;
After Burner
was one of the first games to be produced under this new system, with development taking place in a building named "Studio 128".
[12]
Suzuki was inspired by the film
Laputa: Castle in the Sky
and initially wanted to employ a similar aesthetic for
After Burner
, but this idea was scrapped early on in favor of a style akin to the movie
Top Gun
, as Suzuki wanted the game more approachable for a worldwide audience.
[12]
The game was programmed and tested on a
PC-98
system, making it the first Sega-published video game to be developed using
personal computers
rather than
workstations
.
[12]
One of the biggest challenges the team had to overcome was researching and implementing sprite and surface rotation, which for the time was considered a milestone in video games.
[12]
The team also struggled with creating the smoke trails made by firing missiles, seeing several tweaks and revisions as development progressed.
[12]
Unlike their earlier game
Out Run
, which featured real-world locations in its levels, Suzuki lacked the time to visit any specific places or landmarks, so he and his team made up their own stage settings.
[12]
Suzuki toyed with the idea of having the
Soviet Union
as the antagonists to potentially increase sales in the west, but decided against it later on after struggling to tie it together with the game's level designs and settings.
[12]
The refueling and landing sequences were created to add variety.
[12]
The
After Burner
arcade cabinet was significantly more expensive than most of Sega's other machines at the time.
[12]
The first prototype unit constructed, which consisted of the monitor attached to a steel frame, was claimed by Mifune to have "amazing power", but was considered too dangerous to operate and had the power levels lowered.
[12]
Suzuki also thought of the game using a gyroscopic arcade cabinet that spun the player around, an idea that later became the
R-360
.
[12]
A throttle control was briefly considered, but was abandoned as it would have destroyed the game's difficulty balance. It uses the
Sega X Board
, which was also used for games such as
Thunder Blade
(1987) and
Super Monaco GP
(1989).
After Burner
was officially released in Japan in July 1987, and in October of that year in North America.
[4]
In Europe, it was released in September 1987,
[1]
with the hydraulic sit-in cabinet costing £4,000, or
$6,500
(equivalent to $17,000 in 2023), in the United Kingdom.
[13]
After Burner II
[
edit
]
After Burner
was followed by
After Burner II
, which was released in the same year (1987),
[14]
also released for the
Sega X Board
arcade system. Some consider this game to be more of a revision of its predecessor, rather than an entirely new game, a practice later repeated by Sega for
Galaxy Force
and
Galaxy Force II
. In the game, players fly an
F-14 Tomcat
jet fighter, gunning down enemies while avoiding incoming fire.
After Burner II
came both a standard
arcade cabinet
and a
servo
actuated, sit-down
motion simulator
version which moved according to the motion of the plane onscreen. The cockpit would bank in the same direction the on-screen aircraft was banking. It is an updated version of
After Burner
, with the addition of
throttle
controls. It was a commercial success, becoming Japan's highest-grossing
arcade game of 1988
.
The game was mostly created by three men:
Yu Suzuki
, Satoshi Mifune, and Kawaguchi. During development, it was codenamed
Studio 128
to specify the secrecy of the project.
[15]
Reception
[
edit
]
Reception
Awards
Publication
| Award
|
---|
1987
Gamest
Awards
| Best Graphics (1st)
Game of the Year
(2nd)
Most Popular Game (3rd)
Best VGM (4th)
Best Ending (6th)
Best Sound Synthesis (8th)
[29]
|
1988 AMOA Games Awards
| Most Innovative Game
[30]
|
1988
Gamest
Awards
| Special Award
[31]
|
Computer and Video Games
| C+VG Hit
[32]
|
Arcade
[
edit
]
Game Machine
listed
After Burner
as being the most popular arcade game of August 1987 in Japan,
[33]
where it went on to be the second highest-grossing large
arcade game of 1987
(just below
Out Run
)
[34]
and the overall highest-grossing
arcade game of 1988
.
[35]
[36]
In the United States, it was one of the top five highest-grossing dedicated arcade games of 1988,
[37]
and remained a top ten earner at various arcades through 1990.
[38]
In the United Kingdom, it was the top-grossing arcade game upon release in September 1987.
[1]
The arcade game received positive reviews from critics. Clare Edgeley of
Computer and Video Games
called it a "fabulous game" with praise for the gameplay and motion cabinet while noting it has a lock-on mechanic similar to the
Data East
arcade game
Lock-On
(1986).
[19]
Top Score
said it has "all the finger-numbing action of the best arcade shoot-em-ups, combined with some of the most stunning animation ever seen in a video game" and that it was "a glossy air combat game that ranks higher than similar efforts that have preceded it". The review called it "one of the most beautiful and realistic shooting games ever produced" with "somewhat shallow" gameplay that is nevertheless "definitively worth the price of admission" especially in the "cockpit simulator" cabinet.
[28]
Sinclair User
reviewed the arcade game, scoring it 8 out of 10.
[39]
Ciaran Brennan of
Your Sinclair
said that, despite the higher price point, do not "let a little thing like a
pound coin
stand between you and action like this".
[9]
Robin Hogg of
The Games Machine
called it the "hottest Sega release so far" with praise for the graphics and gameplay, but with some criticism towards the £1 UK price.
[24]
At the 1987
Gamest
Awards
in Japan,
After Burner
won the Best Graphics award, while being a runner-up for
Game of the Year
(2nd place), Best Ending (6th place), Best VGM (4th place), Best Sound Synthesis (8th place) and Most Popular Game (3rd place).
[29]
After Burner
also won a Special Award at the 1988
Gamest
Awards.
[31]
In the United States,
After Burner
won the award for "Most Innovative Game" at the Amusement & Music Operators Association's 1988 AMOA Games Awards.
[30]
After Burner II
[
edit
]
In Japan,
After Burner II
was tied with
After Burner
as the highest-grossing
arcade game of 1988
.
[36]
Mega
placed the Mega Drive version at number 38 in their Top Mega Drive Games of All Time.
[51]
MegaTech
magazine praised the smooth and fast gameplay, as well as the sound.
Ports
[
edit
]
The game was ported to the
Amiga
,
MS-DOS
,
Amstrad CPC
,
Atari ST
,
X68000
,
FM Towns
,
Commodore 64
,
Master System
,
PC Engine
,
Sega Saturn
,
MSX
,
ZX Spectrum
. The C64 has two versions: a European version by U.S. Gold, and a US version by Activision and Weebee Games. A port of
After Burner
to the 32X was done by Rutubo Games, and was known as
After Burner Complete
in Japan and Europe.
[52]
An unlicensed
NES
port of the game developed by
Tengen
also exists, which was reworked by
Sunsoft
for their Japanese-exclusive port to the same console. A port of
After Burner
to the
Game Boy Advance
was included in an arcade 4 pack named
Sega Arcade Gallery
.
After Burner
for the
Master System
was a best-seller for Sega in the United States during 1988.
[53]
Computer Gaming World
reviewed
After Burner
on the Master System, citing aircraft depicted in "remarkable detail", "spectacular" scenery, and excellent explosions.
[17]
On the ZX Spectrum the 1988 conversion of
After Burner
by
Activision
was well-received, with
Sinclair User
describing it as "top-class coin-op conversion destined for the top of the charts" and giving it 90%,
[23]
whilst
Crash
magazine
gave it 86% overall.
[18]
Zzap!64's reviewers were unimpressed with the Commodore 64 version which was described as "incredibly disappointing" with "laughably bad" graphics and sound. It was given an overall rating of 17%.
[26]
A later
Computer Gaming World
review for the PC was much more critical, giving the game one star out of five and stating that it was inferior to the arcade version.
[16]
Reviewing the 32X version,
GamePro
commented that the graphics, sound, and gameplay are all great, but that the only difference between it and the Genesis version of
After Burner II
are some minor graphical and audio enhancements, making it only worthwhile to gamers who have never played an
After Burner
game before.
[22]
After Burner II
has been
translated
and
ported
to numerous home systems:
PC Engine
,
X68000
,
Mega Drive/Genesis
,
Famicom
,
FM Towns Marty
,
Atari ST
,
Amiga
,
Amstrad CPC
,
Commodore 64
, and
Sega Saturn
.
[54]
The game was rebuilt with
stereoscopic 3D
feature as one of
3D Classics
for
Nintendo 3DS
.
Legacy
[
edit
]
Sequels and related games
[
edit
]
Although the
After Burner
brand was long dormant, Sega created a number of aerial combat games centered on the
F-14
Tomcat with many similar features, which are frequently regarded as part of the series.
[55]
[56]
These include
G-LOC: Air Battle
and its sequel
Strike Fighter
(later rebranded
After Burner III
in its home release). Later games associated with the series include
Sky Target
(which retained similar gameplay and presentation to the original, but with the addition of 3D graphics) and
Sega Strike Fighter
(an arcade flight combat game which featured free-roaming movement, boasting similar music but with an F/A-18 Hornet as the main plane).
[57]
In 2006, Sega released a new sequel on
Sega Lindbergh
hardware,
After Burner Climax
, the first arcade game to bear the brand since
After Burner II
.
After Burner Climax
was later ported to
Xbox Live Arcade
and
PSN
. It was followed by the spin-off
After Burner: Black Falcon
for the
PSP
in 2007.
After Burner Climax
was de-listed in December 2014, leaving the game no longer available for purchase, only to be brought back in March 2019 to digital mobile platforms for free, with ads, under the
Sega Forever
brand.
In Japan,
After Burner II
was released on the
PlayStation 2
as part of the
Sega Ages
classic series.
M2
ported
After Burner II
in Sega's
3D Classics
series to the
Nintendo 3DS
eShop
in Japan on 2013 and worldwide in 2015. This version is faithful to the original arcade game with additions, including Touch Controls and screen layouts that resemble the Upright as well as the Commander and Deluxe cabinets. An unlockable new Special mode was also added, which used a time-slowing "Burst" system similar to
After Burner Climax
, and featured a different story and altered stages. This mode has no stage select or continues, and instead depends on frequent acquisition of extra lives over the course of the game in order to complete it.
[58]
In other games
[
edit
]
An emulated version of
After Burner
is playable at the in-game arcade in
Shenmue 2
.
[59]
The plane from
After Burner
makes a cameo in
Fighters Megamix
, accessed with a cheat code.
[60]
The music from
After Burner
appears in a remix in Chapter 8, entitled "Route 666", of
Bayonetta
(developed by
PlatinumGames
and published by Sega).
[61]
This remix is reused in
Super Smash Bros. for Wii U
and
Super Smash Bros. Ultimate
on the
Bayonetta
stage, Umbra Clock Tower.
An area based on
After Burner
, "Carrier Zone", appears as a tennis court in
Sega Superstars Tennis
and as a race track in
Sonic & All-Stars Racing Transformed
.
[62]
[63]
The latter also features a playable racer, AGES, whose vehicle transforms into an
After Burner
-inspired F-14 Tomcat during flight segments.
[64]
A remix of
After Burner
appears in
Hatsune Miku: Project DIVA
on both the arcade & console versions, complete with
Vocaloid
vocals.
Notes
[
edit
]
References
[
edit
]
- ^
a
b
c
"Street Life"
.
Your Sinclair
. No. 23 (November 1987). 12 October 1987. pp. 72?3.
- ^
"After Burner (Registration Number PA0000393697)"
.
United States Copyright Office
. Retrieved
10 August
2021
.
- ^
"[セガハ?ド大百科] マスタ?システム ギャラリ?"
[Sega Hard Encyclopedia: Master System Gallery].
Sega
(in Japanese)
. Retrieved
6 March
2021
.
- ^
a
b
Akagi, Masumi (13 October 2006).
セガ社 (Sega); Sega; A
(in Japanese) (1st ed.). Amusement News Agency. pp. 36, 131, 145.
ISBN
978-4990251215
.
- ^
"アフタ?バ?ナ? 2 ROMキット"
[After Burner 2: ROM type].
Media Arts Database
(in Japanese).
Agency for Cultural Affairs
. Retrieved
5 October
2021
.
- ^
"アフタ?バ?ナ? 2 シティタイプ"
[After Burner 2: Sit-in type].
Media Arts Database
(in Japanese).
Agency for Cultural Affairs
. Retrieved
5 October
2021
.
- ^
Rignall, Jaz (22 January 2015).
"3D Afterburner II 3DS Review: Too close for missiles, I'm switching to guns"
.
VG247
.
Gamer Network
. Archived from
the original
on 14 November 2014
. Retrieved
18 February
2023
.
- ^
a
b
"KLOV entry for After Burner"
.
Killer List of Videogames
. Retrieved
2009-04-23
.
- ^
a
b
c
Brennan, Ciaran (January 1988).
"Slots of Fun"
.
Your Sinclair
. No. 26 (February 1988). pp. 22?3.
- ^
Horowitz, Ken (6 July 2018).
The Sega Arcade Revolution: A History in 62 Games
.
McFarland & Company
. p. 131.
ISBN
978-1-4766-3196-7
.
After Burner
was the fourth and most extravagant of Sega's taikan simulators and topping it would not be easy.
- ^
Lendino, Jamie (27 September 2020).
Attract Mode: The Rise and Fall of Coin-Op Arcade Games
. Steel Gear Press. p. 331.
- ^
a
b
c
d
e
f
g
h
i
j
k
l
m
n
"After Burner II - Developer Interviews"
.
Shmuplations
. Archived from
the original
on 30 December 2019
. Retrieved
27 January
2020
.
- ^
Jenkins, Chris (4 February 1988).
"Back to the Future: Coin-ops in 1988"
.
ACE
. No. 6 (March 1988). pp. 25?27 (25).
- ^
"After Burner II"
. The International Arcade Museum. Archived from
the original
on 2020-01-20
. Retrieved
1 Nov
2013
.
- ^
blackoak.
"shmuplations.com"
.
shmuplations.com
. Retrieved
2019-09-01
.
- ^
a
b
Brooks, M. Evan (June 1992).
"The Modern Games: 1950 - 2000"
.
Computer Gaming World
. p. 120
. Retrieved
24 November
2013
.
- ^
a
b
Katz, Arnie; Kunkel, Bill; Worley, Joyce (August 1988). "Video Gaming World".
Computer Gaming World
. No. 50. p. 44.
- ^
a
b
"After Burner review"
.
Crash
(59): 9. December 1988. Archived from
the original
on 30 July 2019
. Retrieved
30 July
2019
.
- ^
a
b
Edgeley, Clare (15 October 1987).
"Arcade Action: After Burner"
.
Computer and Video Games
. No. 73 (November 1987). p. 134.
- ^
Takoushi, Tony (15 February 1988).
"Mean Machines Special: After Burner"
.
Computer and Video Games
. No. 77 (March 1988). pp. 122?3.
- ^
Halverson, Dave
; Rox, Nick; Lee, K. (April 1995).
"Viewpoint"
.
GameFan
. Vol. 3, no. 4. pp. 18?9.
- ^
a
b
"ProReview: Afterburner".
GamePro
. No. 78.
IDG
. March 1995. p. 60.
- ^
a
b
"After Burner review"
.
Sinclair User, p.12-13
. December 1988. Archived from
the original
on 30 July 2019
. Retrieved
30 July
2019
.
- ^
a
b
Hogg, Robin (21 January 1988).
"Coin-Op Confrontation"
.
The Games Machine
. No. 3 (February 1988). pp. 116?8.
- ^
"Coin Ops"
.
Sinclair User
. No. 73 (April 1988). 18 March 1988. pp. 82?3.
- ^
a
b
Maff; Cordo (March 1989).
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.
Zzap!64
. No. 47. p. 78
. Retrieved
September 8,
2021
.
- ^
"Software A-Z: Master System"
.
Console XS
. No. 1 (June/July 1992). United Kingdom:
Paragon Publishing
. 23 April 1992. pp. 137?47.
- ^
a
b
"Sega's After Burner"
.
Top Score
. No. 5. November?December 1987. p. 7.
- ^
a
b
"87' ゲ?メスト大賞"
[87' Gamest Awards].
Gamest
(in Japanese). Vol. 17 (February 1988). December 28, 1987. pp. 25?38.
alternate url
- ^
a
b
"Coin Machine: AMOA Jukebox, Games & Cig Vending Awards Winners"
(PDF)
.
Cash Box
. November 26, 1988. p. 30.
- ^
a
b
"第2回ゲ?メスト大賞"
[2nd Gamest Awards].
Gamest
(in Japanese). Vol. 29 (February 1989). December 27, 1988. pp. 25?41.
alternate url
- ^
Game review, Computer & Video Games issue 86, December 1988, page 52
- ^
"Game Machine's Best Hit Games 25 - アップライト, コックピット型TVゲ?ム機 (Upright/Cockpit Videos)".
Game Machine
(in Japanese). No. 315. Amusement Press, Inc. 1 September 1987. p. 23.
- ^
"87' ゲ?メスト大賞 ? ベストインカム"
[87' Gamest Awards ? Best Income].
Gamest
(in Japanese). Vol. 17 (February 1988). December 28, 1987. pp. 25-38 (36-7).
alternate url
- ^
"第2回ゲ?メスト大賞 ? 年間ヒットゲ?ムベスト100"
[2nd Gamest Awards ? Best 100 Hit Games of the Year].
Gamest
(in Japanese). Vol. 29 (February 1989). December 27, 1988. pp. 25?41 (41).
alternate url
- ^
a
b
"Game Machine's Best Hit Games 25: '88
/ "Game of the Year '88" By Game Machine
"
(PDF)
.
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(in Japanese). No. 348.
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- ^
"AMOA Awards Nominees"
.
Cash Box
. Cash Box Pub. Co. 1988-09-10. p. 27.
- ^
"News Feature: Sega's 'G-Loc' ? trade may crown air combat simulator "arcade hit" of the season"
.
RePlay
. Vol. 15, no. 8. May 1990. pp. 66, 68.
- ^
"After Burner"
.
Sinclair User
. No. 73 (April 1988). 18 March 1988. pp. 82?3.
- ^
Fitzgerald, David (October 1991).
"Afterburner 2"
.
ACE
. No. 49. p. 78
. Retrieved
September 8,
2021
.
- ^
Haynes, Rik (December 1990).
"Afterburner II"
.
ACE
. No. 39. p. 104
. Retrieved
September 8,
2021
.
- ^
Buchanan, Levi (June 29, 2005).
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.
IGN
. Retrieved
September 8,
2021
.
- ^
J.M. Destroy (June 1990).
"After Burner II"
.
Joystick
(in French). No. 6. p. 80
. Retrieved
September 8,
2021
.
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J'm Destroy (November 1990).
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.
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(in French). No. 10. p. 123
. Retrieved
September 8,
2021
.
- ^
Paul; Gus (March 1993).
"After Burner II"
.
Mean Machines Sega
. No. 6. pp. 74?76
. Retrieved
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2021
.
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Crevette, Tom (April 1991).
"After Burner II"
.
Player One
(in French). No. 8. p. 36
. Retrieved
September 8,
2021
.
- ^
"3D After Burner II"
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External links
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