betvisa liveSatoru Iwata Archives – Destructoid - Jeetbuzz88 - 2023 IPL Cricket betting //jbsgame.com/tag/satoru-iwata/ Probably About Video Games Wed, 08 Mar 2023 18:46:02 +0000 en-US hourly 1 //wordpress.org/?v=6.4.5 211000526 betvisa casinoSatoru Iwata Archives – Destructoid - Jeetbuzz88 - live cricket t20 2022 //jbsgame.com/nintendo-gamecube-lcd-monitor-lost-footage-resurfaces-prototype/?utm_source=rss&utm_medium=rss&utm_campaign=nintendo-gamecube-lcd-monitor-lost-footage-resurfaces-prototype //jbsgame.com/nintendo-gamecube-lcd-monitor-lost-footage-resurfaces-prototype/#respond Wed, 08 Mar 2023 19:00:27 +0000 //jbsgame.com/?p=367689 Nintendo Gamecube

See the future that once was

A piece of Nin??tendo history has resurfaced on YouTube. Once-lost footage ?of Nintendo's prototype LCD monitor for the GameCube has shown up, years after the hardware was shown at E3 2002.

YouTuber and IGN parent company Ziff Davis employee Adam Doree uploaded some footage from the show, as noticed by GoNintendo. This LCD monitor? was apparently shown at E3 2002, but was never released.

//www.youtube.com/watch?v=kp7KBJv4pqg

The ?attached LCD monitor would have made that GameCube handle suddenly make a lot more sense. To me, it feels like a distant murmur of the ideas that would lead to the Wii U and Switch. Part of the thinking, as Nintendo's Satoru Iwata explains in the footage, is that players might be able to carry their GameCube around and link them up, using s?omething like a broadband cable.

A different dimension

Having a small screen on top of the GameCube wasn't the only gimmick of this monitor, though. This may have also contained another wild potential twist: 3D technology. In an Iwata Asks about the Nintendo 3DS, Iwata talked with p??roducer Hideki Konno about early attempts at glasses-free 3D.

Iwata: Then after development had advanced a bit, the 3D idea came up.

Konno: Yes. I think the timing was good. Some of the staff members around me were saying things like, "Today's 3D LCDs really look good!" I thought so, too. I had a connection with 3D games anyway. After the development of Luigi's Mansion for Nin??tendo GameCube was over, I was involved in the experiment of making a 3D version of it.

Iwata: Luigi's Mansion 3D. Unfortunately, we never released it.

Konno: Yeah. We tried fitting the Nintendo GameCube with a small, roughly four-inch, LCD that allowed you to enjoy Luigi's Mansion in glasses-free 3D.

Iwata: We showed that LCD as a re??ference exhibit at the 2002 E317, but kept the 3D aspect secr??et. I liked that, though.

Konno: Yeah. It had depth, so it really pulled you into the world of the game. I thought it was great, but�/p>

Iwata: But we just co?uldn't get past the problem of ??how to sell it.

Konno: Right. Liquid crystal was still expensive back then, and no matter how new an experience we could provide through the games, there would have been a ?need for players to buy the LCD as an accessory. There was even talk that it could turn out to be more expensive than the console itself!

Iwata: In t??he end, we couldn't overcome that hurdle and it never made it out into the light as a product.

LCD Wonderworld

As if the development history of this long-lost LCD screen couldn't get more interesting, here comes Yuji Naka. Also included in Doree's tape archives from the show is footage of Iwata discussing the history of this monitor. As Iwata shares, Nintendo brought out the LCD monitor to show off the technology. But this screen also lead t??o a collaboration between two other well-known developers: Nintendo's Shigeru Miyamoto and, at the time from Sega, Yuji Naka.

According to Iwata, Miyamoto was talking to Naka about Phantasy Star Online. The question was floated: is there a way PSO could?? go portable? Naka responded, saying it would be a good idea, but there was something else he had been thinking about and wanted to propose.

Naka then forwarded a card game based on Phantasy Star, which Iwata says is being shown off on the consoles. Obviously, this never came to fruition in this form. But given the timing (E3 2002), that sounds vaguely similar to 2003's GameCube entry Phantasy St?ar Online Episode III: C.A.R.D. Revol??ution.

Either way, it's an incredible piece of GameCube history, for a console that's seemed to only grow fonder in peoples' hearts as time goes on. While we may dream of what may have been, we?? do at lea??st have the Switch now for our on-the-go Nintendo needs.

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Headed Directly to You

In a pleasing piece of news, Viz Media has announced a release date for the English language edition of 2019 book Iwata-san – a compendium of in?terviews conducted by the late Nintendo president and CEO Satoru Iwata.

Retitled Ask Iwata: Words of Wisdom from Nintendo's Legendary CEO, the hardback book contains over 175 pages of in-depth conversation with some of the key figures in Nintendo's incredible rise to prominence, including Mario creator Shigeru Miyamoto and EarthBound's Shigesato Itoi.

Addressing subjects concerning the psychology and process behind conception, design, success, and failure, Ask Iwata sounds like it will be a fascinating and inspiring read, as well as a wonderful tri?bute to a pioneering industry figurehead and – by all accounts – a good man, taken from us far too soon.

Ask Iwata: Words of Wisdom from Nintendo's Legendary CEO will launch in North America on April 13, and in Europe on April 15. Pre-orders are now live now at Viz Media, as well as numerous online retailers.

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The localized book will be available digitally and in print

Viz Media is releasing an English version of Hobonichi's Iwata-San – a book about the late Nintendo president Satoru Iwata, with insight from Shigeru Miyamoto and Shigesato Itoi – in spring 2021.

The localized book, Ask Iwata: Words of Wisdom from Nintendo's Legendary CEO, will have digital and print editions, but th??e publisher hasn't opened pre-orders or mentioned pricing details yet.

Ask Iwata "invites you to learn more about the president, game developer, and gamer who forever changed the video game industry as we know it." Expect to find interviews, conversations, and tears.

We've seen fan-translated bits and pieces from the source 2019 material – and Hobonichi had "many inquiries and requests" about an official localization – so this felt like only a matter of time.

It'll be a must-read for many of u??s, plain and simple.

@VIZMedia [Twitter]

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Famicom club-swinging classic returns

Hamster are returning once again to Nintendo's "Vs." series for this week's Arcade Archives release, which sees NES classic Vs. Golf available to download now on Nintendo Switch.

Released back in 1984, Golf was released within the first year of the Famicom's existence, making it one of the NES platform's earliest titles. Players - controlling a golfer who is "kind of Mario but also not" - can play shots over 18 holes, taking into account surprisingly deep-for-the-time mechanics such as club, swing power, wind and direction. Golf also includes two-player mode, so you and a pal can compete fo??r the ??best score.

Today, Golf is probably best known for being the work of beloved former Nintendo President Satoru Iwata, who programmed the game as one of his first projects for the developer/publisher. You may remember that when the Nintendo Switch console was launched, a version of Golf was tucked away in its firmware, as tribute to Iwata's work and memory.

Vs. Golf is available to download now on Nin??te??ndo Switch, priced at around $8.

The post Revisit Iwata’s early years with Vs. Golf on Nintendo Switch appeared first on Destructoid.

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Crossover fighter bags four TGS awards

During an award ceremony at the Tokyo Game Show yesterday, Super Smash Bros. Ultimate director Masahiro Sakurai remembered departed friend and co-worker Satoru Iwata. During the same speech, the Smash Bros. producer also reaffirmed that fa??ns shouldn't expect to see movie and TV characters appearing on the crossover fighter's roster.

Sakurai was on stage to receive the TGS Grand Award for the Nintendo Switch fighter, one of four awards Super Smash Bros. Ultimate took home in total. Speaking on the series' crossover appeal, Sakurai said "I get all these kinds of requests from abroad like, 'Where is my beloved Iron Man?' or 'Where is my beloved Goku?' However, basically (Smash) will only have content from video games in it."

This isn't the first time Sakurai has made this statement, as he has noted it previously in interviews as well as his book 2015-19: Thoughts on Masahiro Sakurai's Games, but given the tenacity of video game fans - and particularly the dedication of Smash players - it seems like he'll be fighting off similar requests until the day he hangs his hat up. It looks like you might have to finally put that J??udge Dredd vs. Jerry? Maguire dream match to one side.

Sakurai also took time to pay touching tribute to former Nintendo director Satoru Iwata, noting that Super Smash Bros. Ultimate was the final project Iwata tasked Sakurai with before his passing in 2015. "I'm sorry for bringing up this personal story at a time like this, but making Smash Bros. on the Switch was the last mission the late Satoru Iwata gave to me. I've put my all into the game, and with more DLC I will continue to ?work hard... He was the best superior I ever ha??d and a man who understood me better than anyone."

Iwata and Sakurai famously worked together at HAL Laboratories on titles in the Kirby and Smash Bros. series. Given the incredible success of the Super Smash Bros. Ultimate ??- from a critical, fan and financial perspective - I think it's more than fair to say that he has gone above and beyond to do his friend's request proud.

Thanks to PushDustIn for the translation of Masahiro Sakurai's comments.

Sakurai reaffirms Super Smash ??Bros. Ultimate wil?l not feature Goku [Dotesports]

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The publisher is weighing its options for Iwata-san

We'll never stop missing Satoru Iwata – not for a moment.

It's hard to believe the former president of Nintendo has been gone for four whole years now.? He left such a positive ma?rk not just at his own company, but on the video game industry in general.

I'll eagerly take any chance I can get to learn more about Iwata's fascinating life, career, and outlook. As such, I've been crossing my fingers for an English translation of Iwata-san, a new book out now in Japan from Hobonichi featuring Nintendo's Shigeru Miyamoto and EarthBound's Shigesato Itoi.

We ran some excerpts from Iwata-san the other day (courtesy of IGN), and if you left that article wishing you could read the full book, I'm right there with you. There's good news on that front: Hobonichi has gotten "many inquiries and requests" for an official transl??ation and, "needless to say, it is our wish to spread the words and philosophy of Mr. Satoru Iw??ata to as many people of the world as we can."

"Currently, nothing is definite yet, but we are preparing publication of Iwata-san in various languages in consultation with Tuttle-Mori Agency," the company added. "We will make an official announcement as soon as we finalize the deals." To keep tabs, you can follow this English-language Twitter account.

As for fan translations of the book, Hobo?nichi issued a warning. "We are sorry to keep you waiting. In the mean??time, please note that translating this book into any languages for public distribution is a clear violation of copyright and will be subject to criminal charges. We ask for your understanding."

While we wait for an update, I'm definitely going to peruse the Iwata Asks archive.

A note regarding the translated vers??ion of our latest book "Iwata-san" [Hobonichi via Siliconera]

The post We may get an English version of the Iwata book after al??l appeared first on Destructoid.

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New novel goes over the legendary man's life

Satoru Iwata was massively influential in the world of video games. While he may have been the president of Nintendo and thus not working directly with other companies, his decisions and actions have shaped everyone in some way. In a new Japanese retrospective novel titled Iwata-San, Nintendo's Shigeru Miyamoto reflected on the re?lationship he had with Iwata?? during his tenure.

"To me, he was a friend more than anything," Miyamoto says. "It never felt like he was my boss or that I was working under him. He never got angry; we never fought about anything." As he explains, Iwata was seven years younger than Miyamoto and that typically brings friction to a relationship. "Normally, if someone younger than yourself with fewer years of experience becomes president, it might be difficult to get along with each other," Miyamoto explains, "but it was never like that. It had always been obvious that he was more ??suited for the position (than me), so it never became a problem. I think it allowed us to naturally become true friends."

Miyamoto details how the two would share opinions at lunch on a daily basis. Surprisingly, the duo rarely collaborated on games together but were often giving each other ideas for their respective projects. In particular, a moment between the two is discussed where they conceived the plans for the Nintendo DS in the parking lot of an Italian restaurant they would visit. It starte??d from a request from Nintendo's previous president, Hiroshi Yamauchi, when he asked for a device with two screens.

"[Iwata] left many words and structures that li??ve on in the work of our younger employees today," Miyamoto stated. "The only problem is that, if there is some good-for-nothing idea I come up with over the weekend, I have no one to share it with the next Monday. That I can no longer hear him say 'Oh, about that thing...' is a bit of a problem for me. It makes me sad."

A translation of some excerpts from the book is available on IGN. There's? a lot of insight into the friendship that Miyamoto had with Iwata and how the man's influence lives on today. It's practically a tear-jerker with how sentimental it gets, but then Iwata's influence was strong even for those disinterested in Nintendo's output.

Shigeru Miyamoto Op?ens Up in New Book about Missing Late Nintendo President S?atoru Iwata [IGN]

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He also explained what it'll take for a new Seaman to happen

In a talk about game design philosophy at Reboot Develop 2018, SimTower, Seaman, and Odama creator Yoot Saito revealed that he once worked on an unusual Nintendo DS game codenamed Mario Motors.

Saito told some heartwarming stories about his friendship with Nintendo's Satoru Iwata and Shigeru Miyamoto, some of which he has shared before in detail. Back in the early 2000s, the three wou?ld have get-togethers in which they would "chat over tea casually" and talk ??about ideas for games.

"During one meeting, Iwata-san asked me a question: 'Saito-san, what have you been interested in lately?' I immediately understood what he was getting at, so I answered 'sculpting chunk.' Miyamoto-san said 'huh?!'" (T??o help explain to the audience what he was referring to, Saito talked a bit about how things like watches, camera frames, and MacBooks are made. Sculpting objects out of metal chunks spoke to him and it was an idea he "really wanted" to make into a game.)

"This kind of sculpting is really appeali?ng to a middle-aged guy like me," Saito said.

"I explained? this crazy idea to them and they really listened to me very carefully in comple??te silence, and finally said 'that sounds interesting, let's give it a try.'"

The concept eventually morphed into Mario Motors, "a game where you created engines."

Saito summed it up as "shaving and sculpting out of a chunk of metal to make a cylinder [which then] decides the ab??ility of your engines." For part of the game he wanted to teach players how acceleration works in an interesting way and thought about having them blow into the DS microphone. "I scrapped this idea because this would cause children to get out of breath," he explained.

Reflecting back on his meetings with Iwata and Miyamoto, Saito said "I really understand just how much they respected each other, and how they formed the two? wheels t?hat pulled Nintendo's game business forward. They paid attention to me because they were always hungry for something new."

As for why Mario Motors never moved ahead?, Saito said "I can't tell you why, but please guess."

He didn't have any formal announcements to make during the talk, but it seems as if he's still interested in a SimTower-style game (he asked the entire audience to come up mid-presentation and look at a basic prototype on his iPad) as well as Seaman. For the latter, Saito would want it on mobile "without any endings for years" and that would require a sophisticated and nuanced AI engine that talks back to players. "Until that engine is done, I'm not going to create a sequel to Seaman, but I am working on that."

The post Yoot Saito worked on Mario Motors, a cance?led DS g??ame about building engines appeared first on Destructoid.

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Destined for gaming mythos

In what is surely to become an interesting piece of gaming folklore, Nintendo have now quietly removed the hidden version of NES classic, Golf, from the firmware of the Switch.

The hidden emulation of the 1984 release was found tucked away within the console's data earli??er this year, with no official confirmation of the reason behind the game's integration.

However, it was ascertained that the title was likely included as a tribute to the late Satoru Iwata, who worked on both Golf in the early days of his career and had a hand in the early development stage of the Nintendo Switch. Golf was accessed via a series of complex steps that involved setting the clock to July 11, the day we?? lost the former Nintendo CEO, and performing his "Direct to you" pose with the Joy Con.

It has been suggested that Golf was embedded within the console as an "Omamori", like a good luck charm, to help guide it through its launch period. The hybrid-console not only went on to sell over 10 million units in its debut year, but it also brought fans two of the 2017's best releases, in Super Mario Odyssey and Zelda: Breath of the Wild.

I'd say Iwata's work was done... Wouldn't you?

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Gone, but never forgotten...

Even since the sad passing of former Nintendo president Satoru Iwata in 2015, his legacy has been referenced through a number of in-game and industry tributes. Another touching nod has recently been uncovered in Nintendo 3DS game Pokemon Ultra Sun & Moon.

Should a player visit the title's Game Freak building, whilst having a Gold or Silver Pokemon in their party, then they will be regaled with a story about the struggle of cr??amming so much data into the 1999 Game Boy Co??lor games, until the developers were helped out by an "amazing guy".

"'When we were having trouble fitting all the data in for Gold and Silver, and we were really in a pinch," reminisces the Game Freak employee. "this amazing guy came along and made ??a?? program for us that solved all our problems. He went on to become the amazing president of a real big company soon after that, too."

Iwata's contribution to Gold & Silver, referenced here, was his devising of a data compression technique that allowed the game to squeeze in Pokemon Red & Blue's Kanto region, without compromising on the size of Gold & Silver's own world, Johto.

Th??????????????????????????is small, touching reference is yet another example? of great work Iwata did, not only during his time as Nintendo's president, but in the many years he worked with HAL Laboratory. The tributes found in video games, and among their fams, since his passing speaks volumes of Iwata's talent, influence and indelible legacy.

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I'm not crying, it's just raining out

A few days ago, we reported on dataminers discovering the NES game Golf hidden within the Switch'?s firmware. A lot of people were speculating if this was a bug, a placeholder for the eventual launch of Nintendo's Virtual Console service, or some hidden Easter egg that could eventually be launched. It turns out the last explanation was true, just it goes a bit deeper than a simple bonus.

Through ingenuity and probably a lot of trial and error, users of the forum GBATemp.net uncovered the very specific steps needed to get the emulator up and running through legitimate means. For starters, your console must be on the initial firmware version (1.0.0) and be set to July 11. For those unaware, that was the day that Satoru Iwata passed away in 2015??.

Next, you need to recreate Iwata's pose from all of the Nintendo Direct videos with your Joy-Con. You can see this happening in the embedded video, but basically you start with your arms by your waist and then raise them in front of you. I'm not sure why he did this (if it represents som?ething), but that is certainly a way to pay tribute to his quirky personality.

So, there are probably a few other questions you have regarding this. For one, why can't you just set your console's date to July 11 on newer firmware? Secondly, why Golf and not something else?? Well, we can actually answer bo?th of those.

For the first, apparently the Switch firmware (once updated) sets its date based on network time. If you've updated your console, it already knows the real date and changing the system clock won't trick it into believing otherwise. You can't remove Wi-Fi settings, either, and confuse the system; bummer. As for Golf, it is one of the earliest games that Iwata worked on. He was the sole programmer for the game, so this is most??ly a tribute to his work during Nintendo's earliest days.

More than likely, this will work on newer firmware updates to the Switch, we'll just need to wait for next July 11 to roll around. If we never see Golf head to Nintendo's o??nline service, you'll now understand why.

I? know Nintendo has hidden weird secrets in its consoles before, but this is really on ?a whole different level. It was a great loss for the industry when Iwata passed away and it's heartbreaking and comforting to see the company pay tribute to him in this way. I'm sure if Iwata were still alive, he'd be overjoyed with this gesture.

Switch's hidden Golf game and Satoru Iwata tribute - more footage [Go Nintendo]

Nintendo's secret tribute to Satoru ??Iwata hidden in Switch firmware [GBATemp.net]

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1959-2015

July 11 ?saw the second anniversary of the passing of one of the industry's most ?charismatic figureheads: Nintendo's Satoru Iwata.

Iwata was?? the head honcho at The Big N during one of its most successful financial periods ever. As president, Iwata would oversee the development and launch of the Nintendo DS, as well as the global phenomenon that was the Nintendo Wii, one of the greatest selling consoles of all time.

To the fans,?? however, Iwata will always be remembered as the face of Nintendo Direct, where his quirky presentation style and straight-faced comedy transformed him into a beloved cult figure. In an industry full of pedestal-sitting executives, Iwata's unassuming style and passion for video games made him warm, welcome and relatable. This also explains why he would deliver bad news himself, preceded by his notorious catchphrase "Please understand..."

The man may be gone, but his dream and legacy continues in the Nintendo Switch and Pokemon GO, both of which he had influence in. When you consider all those that have passed within the industry, the fact we are still talking about Iwata, ?and keeping his image alive through artwork, memes and quotes, speaks v?olumes about how he was able to reach beyond the executive boardroom to touch the hearts of gamers everywhere.


"Video games are meant to be just one thing: fun. Fun for everyone."
- Satoru Iwata

The post ??Satoru Iwata remembered on second anniversary of? passing appeared first on Destructoid.

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What is this liquid pouring out of my eyeballs?

It's weird to think it's only been a little more than 15 months since Satoru Iwata died. With how quickly news comes and goes in this modern age, it feels like it was years ago. But it wasn't. It was July 11, 2015. I still remember the story we published here at Destructoid and the lovely and beautiful comments you, the reader??s, posted in it.

I was always fascinated by Iwata during his tenure as the president of Nintendo, and in his passing, was captivated by all the different stories about his earlier years and how his programming expe?rtise saved several of the games we know and love.

He truly was one-of-a-kind, and if you still don't know the legend of Satoru Iwata, set aside 20 minutes for this touching video on his life ?from the Did You Know Gaming crew?.

The post Need a good cry? Check out Did You Know Gaming’s extended Satoru Iwata video appeared first on Destructoid.

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At GDC

Grab your tissues, folks.

The Developers Choice Awards were held last night, and during the event, a special tribute to Satoru Iwata was shown, who sadly passed away last July. It's three minutes long, a??nd spans some of his accomplishments, and provides a few nods to his projec?ts, as well as his legacy.

It's a touching tribute tha?t really shows what Iwata left behind, and reminds us of his famous quot?e -- "In my heart, I'm a gamer." He truly was one of a kind.

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'Buy my book!' ~ Jay Sherman

While much of modern society has moved on to the world of "electrons and information", there are two demographics that still eat up the printed page: kids and old people. Interestingly enough, these are also the two age groups who often love Nintendo the most. With kids, we can guess that Nintendo's general ?rejection of most things edgy, gritty, and grumpy is a major selling point. For older adults, the appeal is probably tied closer to longstanding attachments and the appreciation of the little things, though I'm sure it's different for everyone.

With the holidays fast approaching, and the knowledge that print publications and Nintendo games often share the same audiences, we thought it would be fun to look at some of the better Nintendo-oriented publications to see print this year. If you're looking for the perfect gift for the Nintendo fan who has everything, or if you are that Nintendo fan and you're not sure what to tell people to buy for you, then t??his list was made with you in mind.

Rhythm Zinegoku

A quick disclaimer: I contributed a couple of pieces to this collection, as did former Destruct?oid editors Topher Cantler and Colette Bennett. I didn't get paid f?or my work though, and I don't get a cut of the sales either. In fact, I had to buy my two copies of the zine with my own bucks.

You'll get no complaints from me about that, though. As a diehard Rhythm Heaven/Tengoku fan, this collection was a must-have for me from day one. Every stage from the first three games is represented in some way or another, so regardless of which is your favorite, you're sure to see plenty of familiar faces. The biggest star artist here is probably Natasha Allegri, creator of Fiona and Cake and Bee and Puppycat, though there are plenty of other contributors that fans of the series may recognize. The zine is currently out of stock, but it should be available for purchase again any second ?now, so keep your eyes peeled.

Legends of Loca?lization Book 1: Th??e Legend of Zelda

Clyde Mandelin is probably best known for spearheading the fan translation of Mother 3, so it's no surprise that he's partnered with Fangamer to create a series of books dedicated to examining the process of translation and localization. He's started off with the Legend of Zelda series, and it's not just the video games he's looking at. There is plenty about the Zelda board games, the breakfast cereal, and other bits of relat??ed merchandise that make up part of the franchise's massive history.

Though these diversions into the obscure make for plenty of enlightening moments, the book does well to regularly return its focus to the original Legend of Zelda. So much was done to transport that seminal title from its first home on the Famicom Disk System to the Nintendo Entertainment System and the Western audience that played there, with much of that work inadvertently helping to spawn the lore and literal "legend" that makes up the series today. It's hard to imagine an invested Zelda fan being disappointed with what M?andelin and his team have produced.

Nintendo Force: Iwata tribute issue

Here's another one I contributed to, but again, Nintendo Force's sales numbers don't affect me financially in any way. I work for the magazine because it's really fun to share my interest in Nintendo's past??, present, and future with the Nintendo fan community. This issue is without a doubt our greatest success in meeting that goal to date. 

While we were all deeply saddened when Nintendo president Satoru Iwata passed away earlier this year, his passing did a lot to bring fans of his work together. Case in point, with this tribute issue, we worked our butts off to compile a detailed history of Iwata's career in ?game development, all while reflecting on exactly why he was such a great role model to gamers and game developers. I'm not totally happy with my personal output for this issue (there are at least two sentences on one page that still look wonky to me), but I have no hesitation in recommending every other page of it to diehard Nintendo fans (and I think I only worked on like four pages, so it's easy enough to skip over my stuff if you want).

Splatoon Ikasu Artbook

Splatoon has been out for less than a year, and it's already developed a larger fan base than some Nintendo franchises that have been around for ten times as long. While many were hoping that the game's popularity here in the U.S. would lead Nintendo of America to publish the official Splatoon Ikasu Artbook outside of Japan, ?it's looking like their hopes may?? have been in vain. 

Thankfully, importing it is easy enough, and the only bits that really require literacy in Japanese to fully appreciate are the Twitter logs and comic strips in the back. My biggest gripe with the book is there are a ton of pages dedicated to showing off renders of clothes and weapons that are taken directly from the game. That feels a bit like a waste of space. That said, the bulk of the book's 320 pages are filled with rare or unique storyboards, character design documents, and visual plans that have plenty to offer Splatoon fans everywhere. 

The Legend ??of Zelda: A Link to the Past Nintendo Power manga

Shotaro Ishinomori is most famous for creating Kamen Rider and Cyborg 009, but he's also one of the creative minds that helped shape the Legend of Zelda series as it moved beyond its first few entries. While we don't know exactly how influential his A Link to the Past manga was for the games that followed it, there are plenty of ideas that debuted here before going on to become mainstays of the Zelda series.

The core story more or less follows the events of A Link to the Past on the SNES, but the manga also marks the first time the Zelda series depicted a fairy as a ball of glowing light that helps lead Link forward in his adventures. It's also the first time Link ever traveled under the light of a death-faced moon, his face hidden behind a Zora mask, while working to infiltrate a monster's fortress. To tell more may lead to spoilers, but trust that there are plenty of eye-opening ideas here, new and old, for Zelda fans to chew on. 

Good Nintentions

Jeremy Parish is one of the most passionate, well-informed video game experts in the industry today. He's been writing about games for over ten years, covering everything from level design analysis to current game news to charting the history of gaming as a whole. He's already put out a number of books, but Good Nintentions is probably his biggest and best?? ??work in print to date. 

Though the title doesn't make it totally clear, the subject of the book is the Nintendo Entertainment System. Literally everything about the console is examined, from its inception, its eventual demise, and e?verything in between, including detailed descriptions of of over 200 NES games and their developers. Few are able to keep a keen eye on the past, present, and future of gaming as well as Parish, so those interested in any and all eras of the medium would do well to check out his work.

Second Quest

There's been plenty of chatter lately about the idea of a Legend of Zelda title that stars a woman. Second Quest, a Kickstarter-funded comic book from writer Tevis Thompson and artist David Hellman, gave the idea a detailed look earlier this year with a story that deftly turns multiple Zelda conventions on their heads. If "history is written by the victors," then it's fair to guess that the legend of Zelda, Link, and Ganon may be skewed towards demonizing the losers of those conflicts. Second Quest tells the story of a young woman who discovers that guess to be ?true, and in ??doing so, sets forth alone on a journey to the unknown. 

Though the story doesn't technically star Zelda or Link (likely due to obvious copyright issues), Second Quest still manages to think on two characters, and many other Legend of Zelda mainstays, in multiple thought-provoking ways. Concepts of sexism, matriarchy, xenophobia, religion and myth as method of societal control, and other more sophisticated sociological concepts are explored, but not at the expense of telling a tense and thoughtful standalone story. While only those true Zelda experts will likely get more out of all the parallels between Second Quest and The Legend of Zelda serie?s, the only real prerequisite to enjoying this story is an interest in lovingly crafted, hand-drawn fantasy comics. 

A Guide to Village Life

Animal Crossing is like knitting. Both involve relaxing, repetitive interactions with soft, warm materials that can eventually lead to the creation of something much more substantial. While the series has never gone the literal route of Kirby's Epic Yarn or Yoshi's Woolly World, any fan of the games will tell you that playing Animal Crossing can feel just as comforting as a putting on a ??hand-made sweater. 

It's that hand-crafted feeling that makes Kari Fry's A Guide to Village Life such a perfect fit for the series. This 256-page hand-drawn catalog of the flora, fauna, villagers, and other Animal Crossing attractions is about as affectionate of a love letter as any video game could hope to receive. If you also love Animal Crossing, you'll find a lot to relate to here. 

The post The ‘Nintendo in-print’ Holiday gift guide appeared first on Destructoid.

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Heartbreaking

"Mr. Iwata, I hope you're smiling right now."

The standout moment from last night's The Game Awards 2015 was a tribute to late Nintendo CEO and all-around remarkable human being Satoru Iwata, who passed away in July.

Nintendo of America president Reggie Fils-Aimé took the stage to give a touching speech in remembrance of his "fearless" boss, a man who "clearly was unique in the fullest meani?ng of ?the word."

"On a personal level, he was my boss, and he was my mentor. And, he was my colleague. But most of all, he was my friend. And I'm a better person for it. An??d I think every gamer is better for having Mr. Iwata's vision and talent help inspire and shape the passion we all?? share."

It's still hard to believe he's gone.

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Proceeds go to American Cancer Society

[Disclosure: Jayson Napolitano previously worked for Destructoid. He is now representing Gentle Love.]

You know Gentle Love, right? It's the Japanese duo responsible for the soothing Prescription for Sleep: Game Music Lullabies albums. "Snake Eater" from Metal Gear Solid 3 done in piano and sax is a great rendition. The fact that Metal Gear Solid series composer Norihiko ??Hibino is one half of Gentle Love might have something to do with it being so good.

Anyway, Gentle Love has released a two-song album, each track a tribute to someone who passed away this year. The first track, "Onett," honors Satoru Iwata, who famously saved EarthBound, allowing it to reach its cult classic status. It is strangely melancholy; the Onett theme is normally upbeat and punchy, but this version slows it down into someth??ing mor??e demure and wistful.

The second track, "Sincerely Yours," is more personal. It's an original work honoring musician?? Eiki Oshimi, who was a mentor to Hibino and who passed away within days of Iwata.

Prescription for Peace: A Tribute to the Departed is up for purchase on Loudr for a dollar to cover licensing fees. Any additional money made through the pay-what-you-want pricing will go to the American Cancer Society.

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Likely just a place-holder boss

Tatsumi Kimishima was just named president of Nintendo, a move many deem a stop gap. The former banker headed? Nintendo of America from 2002 until 2006 and most recently filled a number of administrative r?oles at the company, managing the Corporate Analysis & Administration, General Affairs, and Human Resources divisions.

According to Nikkei, as translated and summarized by Tokyo-based consultancy firm head Serkan Toto, the 65-year-old Kimishima is likely a stop gap meant to, "establish a future-proof group leadership system inside Nintendo," a company led by aging creators. Two of them, Mario creator Shigeru Miyamoto and Wii architect Genyo Takeda, have given up their managerial positions at Nintendo to become "cr??eative fellow" and "technology fellow," respectively so they can better advise Kimishi?ma.

According to Nikkei, Kimishima wasn't Iwata's first choice for a successor, as he wanted someone? younger. It's likely the "soft and friendly" Kimishima, who is only currently electe??d for one year, won't be around too long. Just enough to guide Nintendo's expansion into mobile, potential new console (Kimishima reportedly expected Wii U struggles because it was too close to the Wii), and setting Nintendo up for the long term (both in terms of identifying new projects and grooming future leadership).

Phew, got that out before boa?rding my plane to Tokyo Game Show. Se??e you in 13 hours.

Serkan Toto [Twitter]

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Takeda stands a better chance

It's been little more than one week since Nintendo head and video game industry visionary Satoru Iwata unfortunately passed away. ??While many are still understandably mourning, others can't help but look forwa?rd to predict what's next for Nintendo.

GamesIndustry International is one such example. It contacted several industry analysts to get their takes on who might be appointed as Iwata's successor. Nintendo has two representative directors remaining, Genyo Take?da and Shigeru Miyamoto. Miyamoto, who is the father of several iconic Nintendo series, is an obvious candidate, but the experts would be surprised if he took the helm of the giant platform-holder and publisher.

Nick Parker of Parker Consulting holds that opinion. "Although it would be a romantic dream to have the company led by the father of Mario, I think Takeda-san has more corporate experience and really understands hardware; it was he who argued for a new interface for the Wii rather than just a faster Gamecube with better graphics," Parker s??aid.

Dr. Serkan Toto, a mobile games industry analyst, feels similarly but thinks that Nintendo might opt for someone without the recognizable name. Dr. Toto commented "Iwata-san was apparently a very capable programmer and turned out to be a great leader overall. Nintendo is the most iconic game maker in the world that (at least in Japan) attracts the top talent in gaming; [it] might have people like him in the work force wh?o could follow in Iwata's foot steps."

Yet another expert, Mike Schramm of Electronic Entertainment Design and Research believes Takeda is a prime option, but doesn't discount the possibility of other board members. Schramm said "Takeda, who helped Punch-Out and StarTropics, was one of the main developers on the Wii, and has a similar trajectory in the company as Iwata. Takeda is likely a lead candidate for the job. Nintendo also has a number?? of executives on its board of directors wh??o also could step up into the spot."

The one thing that most everyone can agree upon is that Iwata's successor will likely be an internal hire and probably won't be from outside Japan. The appointment may not be imminent, as Nintendo will want to mull this one over given its enormity. The experts don't think Nintendo has a particularly dire need for leadership right now even though ?it's currently without a president. It's in the position to treat this decision with the care it deserves.

Miyamoto unlikely to succeed Iwata, say analysts [GamesIndustry International]

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Canned fish

We've covered Seaman frequently throughout the years on Destructoid with overflowing hearts. And it's under tragic circumstances that we get confirmation: Seaman 3DS was a planned project that fell through.

Original Seaman developer Yoot Saito wrote a blog post, translated over at Neogaf, reflecting on his relationship with the late Satoru Iwata.

I first met Iwata-san back in 1996, so it was a time before you would typically see him in a suit. It was at HAL in Kofu. I remember that he always carried around a Mac (PowerBook), which was quite rare in the games industry. I think that formed a bit of connection between us—a feeling that we shared the same interests. It was around the year after that when I ??saw him with a G3 PowerBook, which even I had hesitated to buy, and I remember thinking, 'this guy really loves Ma??cs.'

It wasn’t until a bit later that I got a chance to work with him. It was around the time when Seaman was taking the world by storm and I was really busy working on planning for the sequel and taki?ng inter?views and such.

Iwata-san got in touch and asked if we co?uld meet,? and he even came all  the way out to the apartment I was renting in Tokyo to see me.

As anyone who has met him probably understands, Iwata-san always has this aura about him that makes you feel happy and at ease. When you’re around him, you just feel good, even if you’re talking about work. That day, Iwata-san wasn’??t in his typical casual garb, but had donned a blazer that he didn’t look quite comfortable in. He handed me his business card and awkwardly said, 'this is what I’m up to these days.' I looked at the card and he had a title that named him as part of the Office of the President. He said that he had distanced himself from HAL (the company at which he got his start in the games industry) and was now helping out at Nintendo (HAL was under the umbrella of Ninten?do).

'I’ve been given a special assignment to go out and get new types of games that haven’t been on Nintendo platforms before.' That’s the reason Iwata-san gave me for why he wanted to meet that day. He told me that Seaman was the kind of thing he was looking for. Thinking about it now, his role at this time was probably given to him as preparation for taking over management of Nintendo down the road, but it didn’t look like that was on his mind at all a?t th??e time.

It's worth reading i??n full for the interesting tidbits, such as Saito's confirmation that his sugge?stion led to the Wii controller's speaker, or Saito and Iwata's experimentation with StreetPass sort of technology back in the Game Boy days. I was so bright eyed over the sincerity and passion of this nostalgia I almost forgot how Saito's blog post had to end.

When Iwata-san came to ask me to create Seaman for the 3DS, I like to think he was in the same frame of mind as when he first came to visit me at my apartment back in 1999. I did start working on the project, but things got really complicated and I eventually let go of it. Unfortunately that brought an end to our relationship, where I could just casually visit him in Kyoto and have fun exchanging new?? ideas. I felt like we needed some time before we could go back to the kind of c??reativity-filled relationship.

It was early last summer that I first heard about him taking some time off to recover from an unfortunate illness. I distinctly remember it, because I was actually sharing a taxi at the time with two super famous people: Yuji Horii-san of Dragon Quest fame a?nd Takafumi Horie, otherwise? known as Horiemon.

Iwata-san, when I later saw you appear before the press, I was really happy to see that you had recovered, but it looks like the gods aren’t that lenient… Tezuka-san (from Nintendo) suggested that I make an appointment to see you, but I couldn’t find the nerve to do so. Now, after all my hesitation, I’ve learned that we truly passed each other by, and I’ll never be able to see you again. I wish I had a StreetPass feature that could connect with heaven. I would run out and buy a DS with that feature right now just so I could send you my thanks. Yeah, I know that sounds a bit too convenient for me. When I left the Seaman project, I sent you a book and a letter. Whether you actually read them or not has been on my mind ever since. Also, I’m really sorry for being late with Odama, causing it to completel?y ?miss the window for it to be a success. There’s so much more I want to tell you, but I really don’t know what to do with myself after hearing about your sudden departure in the news.

Life is always just a succession of regrets.

Iwata-san, thank you for ?everything. I don’t typically look up to a lot of people, but I really respected you. I would always be thinking from afar just how amazing of a person you are.

岩田さん、ありがとうございました。そして、さようなら。[Yoot]

The post Yoot Saito on Iwata, canned Seaman 3DS game appeared first on Destructoid.

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Nintendo says goodbye

Nintendo of Europe President Satoru Shibata has given a formal statement following the recent death of global president, Satoru Iwata.

Nintendo of Europe is today mourning the passing of Mr Satoru I?wata, Nintendo's Global President.

It is difficult to put into words the sadness we feel at this time. Mr. Iwata was a strong leader, a unique figure in the gaming industry and an important part of Nintendo's history. He was a visionary in?? every sense of the word and we will miss him dearly.

Just as Mr. Iwata challenged us to always push forward, we will ensure his legacy lives on through our ongoing work to always surprise and delight our fans. At this time?? our thoughts are with his family.

As you'd probably expec?t, there's no news yet on who might succeed Iwata. Until a new president is appointed, ??it seems as though Miyamoto and Takeda will share the responsibility.

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Will he be the next president?

In the wake of the unexpected loss of Nin??tendo President Satoru Iwata, many people have been left wondering who is going to fill his shoes. Many people are already assuming it will be the legendary Shigeru Miyamoto, creator of Mario, Zelda, Donkey Kong and other beloved series. Whoever becomes president will be only the third president of the company in the modern video game era, with Hiroshi Yamauchi acting as ??president from 1949 till 2002 when Iw??ata took over.

Today Miyamoto?? released a statement regarding Iwata's passing.

"I am surprised at this sudden news and overcome with sadness."  

Miyamoto? also stated he would continue the game development stance that he and Iwata had established and continue to work with developers to create th?e kind of success Iwata would have wanted. 

Nintendo has stated it has no plans yet for who will be the ?next president of the company, and didn't name an interim president for the time being, though it sounds like both Miyamoto and Takeda will fill in that positi??on for the time being. 

Shi?geru Miyamoto See??n as Possible Nintendo Successor [The Wall Street Journal]

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May he rest in peace

It's a sad day for th?e video game world. Nintendo president Satoru Iwata passed away yesterday at 55 years of age. The cause of his unfortunate dea?th was a bile duct growth.

Nintendo announced the news with a brief one-sentence notification of death and personnel change of a representative director. Iwata had served as Nintendo's president since May 2002. Iwata effectively spent his entire career at Nintendo, beginning at HAL Laboratory, Inc. on titles such as EarthBound and the Kirby series.&nb??sp;He was the fourth president in Nintendo hi??story, taking over after Hiroshi Yamauchi retired.

Nintendo's rem?aining representative directors are Shigeru Miyamoto and Genyo Takeda.

In 2014, Iwata took time away from the public spotlight for medical ?reasons. It was later revealed to be for a surgery to remove a tumor on his bile duct. It seems as if that ailment ultimately proved fatal.

Our thoughts are with Iwata's family, friends, and loved ones. The video game community lost a respected v?isionary with his passing. May he rest in peace.

Notification of Death and Personnel Change? of a Representative Director (President) [Nintendo]

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Dropping the shade

President of Nintendo Satoru Iwata didn't attend E3 this year, but that didn't stop him from dro??pping this -- as the kids call it -- sick burn on competitors?:

"One thing I should say about Nintendo's E3 booth is that, unlike the other booths in general, most of the visitors to our booth were smiling and actually picking up the controllers and playing with our games. So, this was one big difference because a number of the visitors to other booths appeared to have spent a l?ot of time just watching game videos."

I wish he would have finished with "Burn heal can be pu??rchased at your local Poké Mart."

As someone who attended E3, I can confirm that some booths had little to no hands-on gameplay. Most notably Bethesda only had Battlecry and a bunch of photo opportunities from its other gam??es? such as a giant Vault Boy statue.

The 75th Annual General Meeting of Shareholders [Nintendo]

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Tied to new membership program

Nintendo's Satoru Iwata addressed the fact that eShop games are priced the same as their retail counterparts despite the cost savings of digital distribution. This comes from an investor briefing reported live by Nstyles and translated by Cheesemeister. According to Iwata, it's about maintaining perceived value, not unlike ??why Nintendo retail games are almost never priced down.

"We believe download versions have the same value and should be priced the same," Iwata said. "Some companies price downloads cheaper due to the there being no used  sales or store price reduct?ions. We stress the? value of Nintendo software, so we price the same."

Ok, but that doesn't necessarily excuse why we should pay the same. Digital has convenience, physical has safer owne?rship (save for snapping a disc with your fat ass) and saved hard drive space. "We plan to provide some benefit with the new membership service starting in the fall," Iwata added.

You may remember that Club Nintendo is closing and that Nintendo is starting a new membership program this fall co-developed by mobile partner DeNA. It, "can be deployed on multiple devices, such as Nintendo's game s?ystems, ??smart devices and PCs." Not sure how the service could give added value just to those who buy digitally, though.

The post Nintendo keeping?? digital prices ??up, hints at mild compensation appeared first on Destructoid.

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He's not paranoid; he just doesn't trust anyone

Wondering why Nintendo glossed right over the? NX during its E3 presentation? Blame Nintendo's competitors -- Nintendo boss Iwata certainly does. 

"We can't talk about the NX," Iwata said in yesterday's investor call (according to NStyles and translated by Cheesemeister3k). "If we do, competitors may take our ideas and customers won't be su?rprised."

He also confirmed tha?t support for the Wii U and 3DS? would continue for the time being. ;

"??This would not be beneficial for the company or its shareholde??rs," Iwata added. "The NX is new hardware, and will start from 0. However, the 3DS and Wii U have install bases. Immediately cutting off software for previous hardware upon the release of a new machine is inefficient."

"We will continue making 3DS and Wi??i software while preparing for the NX. We are prioritizing satisfying customers who purchased the Wii U."

This reinforces comments made by Nintendo of America boss Reggie Fils-Aimé during the E3 Digital Event that the company will not be talking about the NX unti??l 2016.

If you missed Nintendo's puppettastic E3 presentation (or just loved it so much you need to watch it again), head here, or catch up with our handy guide here!

Nintendo Quiet ??on NX Because Competitor?s May Take Its Ideas [IGN]

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I'm a rabbit now, I'm a squid now

In the latest of Nintendo's Iwata Asks series, the producer of Splatoon revealed that at one point in development you'd play as a rabbit instead of kids! Perhaps they changed it because "You're a rabbit now, you're a kid now" just doesn't have that pleasing ring to it that creeps into your brain and refuses to leave.

Rabbits are so much cooler than kids, plus I hate kids and I love rabbits. Here is hoping they still make an appearance as unlockable outfits when Splatoon releases next week. I expect we will see tasteful fanart of them soon regardless of the??ir inclusion in the game.

Iwata Asks: Splatoon [Nintendo]

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PETA's pleased

There's a predominant school of thought toward making money in the mobile gaming sector: Focus your attention on the people who are willing to spend exorbitant amounts. That is, make the majority of yo??ur cash from a small pool of people. These folks who are dropping a lot of money are called "whales," and Nintendo president Satoru Iwata sa?ys he's not really interested in them.

In a recent Q&A with investors, Iwata stressed that Nintendo's mobile gaming strategy won't involve appealing to whales. That's because preying on a few will likely preclude a larger audience from enjoying the games. "My understanding of how to succeed in the Japanese market now is to find a limited number of generous consumers who ar?e willing to spend a lot and analyze what encourages th??em to spend. However, if we did that, I don't think that we would be able to entertain hundreds of millions of consumers all around the world or to produce large and long-lasting achievements," Iwata said.

Rather than taking what Iwata calls a "narrow and large" approach, he wants to go "deep and wide;" that is, he aims to draw a little money from a number of customers instead of a lot from a few. This is partially because Iwata doesn't want to copy the models of alr??eady-succ??essful games. He reasons that mimicking "past success formulas" won't allow Nintendo to achieve the level of prosperity it aspires to, especially now that there's intense competition in the mobile gaming segment.

It'll be a while before we know how this mobile strategy works out. Nintendo won't release its first handful of games until later this year, meaning that only a quarter's w??orth of data or so will show up on next spring's end of year report. At first glance, shying away from the consumers who are likely to put the most money? in your pocket doesn't seem business-savvy, but Nintendo has the charm (and recognizable properties) to possibly make it work.

Financial Results Briefing for t??he 75th Fiscal Term Ended March 2015 Q&A [Nintendo via GamesIndustry International]

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You'll have to wait until next year

We already sort of expected this news, but here we go. In a recent investor meeting Satoru I??wata was pressed for specifics on whether we would see any mention of Nintendo's upcoming NX hardware at E3 this year. Surprising nobody, Iwata reconfirmed that Nintendo would not be discussing the NX until at least 2016. He reiterated that this means Ni??ntendo will not be showing off the console next month, or revealing any new details.

"We do not plan on talking specifics about the NX until 2016," Iwata said (thanks to Kotaku for the translation)?. Iwata also reiterated that the console would be a new concept, rather th??an a direct replacement for either the Wii U or 3DS.

Iwata also confirmed that their upcoming smartphone games, as well as their qualit?y of life software, will not be shown at next month's ??show.

So, what do we think we're actually going to see from Nintendo at E3 this year? I'm still bitter personally about the lack of Zelda, but that's just because I'm an impatient child.

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