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make it easier for the player to be able to finish without running out of fuel. Mining rails are suspended throughout many levels allowing players to freely slide along them while shooting. Attaching the ship on the rails turns off fuel consumption and nullifies the effects of gravity which can make for easier targeting against bosses and barriers. Scattered across the game's levels the players can find missile canisters (which equip the ship with secondary weapons), shield upgrades (which replenish the ship's force field),
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858:, simply adds yet another veneer of style and quality", arguing that "half the fun of the game is becoming an expert at combating the inertia. Not many games operate in this way, so it takes quite a time to get the hang of not stopping when you stop thrusting and having to compensate". They also praised the aspect of having to "work out your routes" and "methods of fuel conservation" for adding a methodical element and "a great deal of tension to the whole game". On a similar note,
291:, each level is an enclosed map in which the player is free to wander in all directions. To beat each of the game's 9 levels, the players must complete various mission objectives, which are outlined before the level begins (with the exception of the last three levels). The bulk of the missions involve rescuing trapped miners, carrying and utilizing various types of special equipment, collecting sub modules (to allow your attack ship to go underwater), and defeating alien
739:, "some of the sprites are very impressive – especially the huge skull on level two – and no matter how much is happening onscreen, there's never any slowdown". However, some felt that there was "nothing technically ground-breaking" and that the game could have used a bit more variety in its scenery. The game's soundtrack was described as "superb", featuring a "pseudo-industrial" style and "classy tunes" "that add a heap of atmosphere". According to
464:, Sega of America producer Tony Van commented on the matter, saying: "I personally could finish the game, and I'm not anywhere near as good as most gamers, so I think it got a bad rap – a few people were put off by it, and the rest just agreed without trying it. It was one of the WORST selling games Sega of America ever released, which surprised me... Gamers usually LOVE a challenge!"
284:. The ship is rotated with the directional pad and the B button applies thrust in the direction it is facing. A key difference compared to other games of this type is the addition of back thrusters, which allow the players to reverse thrust as they try to dodge enemy fire and maneuver their way through the game's hazardous landscapes.
214:. The game takes place in the future, where a deep-space mining colony has been invaded by an unknown alien race. The player assumes the role of a lone pilot who must defeat the alien forces and rescue the trapped miners. During the course of the game, the player controls a rotatable craft with thrusters that is constantly subject to
823:
stands out compared to other shoot 'em up games, not only because of its graphics, music and presentation, but also for combining classic traits of the genre, like fast reactions, with methodical, more calculating, action. They gave the game a score of 90% describing it as one of the "most beautiful
254:
On an off-world asteroid, a red line wipes the sky as headquarters explodes. Hostile alien forces have invaded the vital subterranean mining colony. Workers are trapped in crevices and chasms, helpless against the clouds of radioactive dust swirling toward them. An experimental attack fighter is the
420:
producer Tony Van, the game's code was very stable but, since Zyrinx had to "hack" a lot of their data, it had a number of "incorrect read/writes" that had to be addressed. Furthermore, the game was originally too difficult and went through two rounds of difficulty reduction before it was released.
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for shooting down enemies and are also rewarded with end-of-level bonus points based on their overall performance. This includes their remaining lives after a mission, the number of enemies destroyed, the number of POWs rescued and their time-efficiency in completing the mission. Compared to normal
311:
There are three types of weapons in the game, identified by three different colors (red, green and blue). Each weapon type has its own upsides, downsides and different strategies, with varying degrees of destructive power, range and a different effect on the rate of the ship's fuel-consumption. All
864:
pointed out that "the manual dexterity of staying alive and the spacial awareness of telling left from right when you're upside down give way to tactics and strategy", describing it as "a tough and well designed learning curve". They awarded the game a 91%, saying, "this will become a classic for
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which cycle though red, green and blue. The player can either take on the color of the laser they already have to increase its firepower by one level, or they can take on a different color to change the laser's attributes. When players lose a life, their weapon's power is downgraded by one level.
302:
and will explode if it sustains too much enemy damage. It also has a limited supply of fuel and must be constantly recharged by collecting fuel canisters which are strategically placed throughout the levels, requiring players to plan when and where to refuel. There are various other elements that
327:(Easy, Normal and Hard), all available from the start. Each difficulty mode affects the rate of fuel-consumption, the strength of the gravitational pull, the intensity of inertia, the amount of enemy damage that players can sustain and the number of bonus points at the end of each stage. In
425:
using a proprietary audio system that played music at a 44 kHz quality instead of the standard 11 kHz. The long tracks are unique, with many of them going over the five minute mark, while other tunes didn't cross one minute; the metallic and industrial sound-like matches with the
473:, editor Andy Dyer criticized Sega of Europe for not giving a high-quality game enough attention, stating that "not only did arrive pretty much totally unannounced, but Sega seemed to have a sense of complete apathy when promoting the game". On the other hand, Sega of America held a
477:
contest between April and July 1994. Participants were tasked with playing the game on the hardest difficulty setting and taking a picture of the victory screen after defeating the final boss. The prizes included: all-paid weekends in New York and Los
Angeles to attend the
264:
397:. On the other hand, their Danish members – David Guldbrandsen, Karsten Hvidberg, Jens Bo Albretsen, Michael Balle, Jesper Jørgensen and Jesper Kyd – decided to form Zyrinx and develop games for the Mega Drive, mainly because they were impressed by the amount of
900:"is very tough on the hardest settings, but after playing it for only a few hours I managed to get all the way to level eight with a whole load of lives left. Because of this and the fact that the levels are exactly the same each time you play, I can't see
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noted that "this is no ordinary scrolling blaster. There are lots of little touches that you won't have seen before" and awarded the game a 90% describing it as a "sleek-looking", "highly original and challenging game" with "some classy tunes".
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is "an exceptional game for shooter fans and non-shooter fans". However, they rated it a seven out of ten arguing that it will take players some time to get used to the gravity and that "some may find the deliberate pace maddening".
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awarded the game a 9 out of 10, concluding that "Sub-Terrania is quite simply a superbly structured and implemented piece of software: fast, clever, varied and, above all, addictive. Borrowing heavily from blasters from the past –
376:
Crionics was disbanded shortly after
Hardwired was completed, with several of their members joining The Silents. However, it was not long before The Silents suffered the same fate. Most of their Swedish members decided to form
730:
was met with positive reviews. Graphically, the game was described as "excellent", with "nicely constructed cavern backdrops" and "stunningly smooth parallax". Many noted the game's impressive opening scene and physics, while
43:
222:. Using the ship's "rotate-and-thrust" capabilities, the players must aim, shoot, dodge and carefully maneuver their way through the hazardous landscape while constantly taking gravity and refueling needs into account.
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and various types of special equipment. When the "Mega" bar is fully-charged, the ship can also unleash a powerful multi-directional laser blast. Once used, the bar gets depleted and begins to recharge automatically.
275:
underground environment. At all times, gravity is pulling down on the player's ship, which can work to the player's advantage to conserve fuel. The controls are similar to other gravity-based shoot 'em up games, like
233:
gained a reputation as an "overly difficult" game and suffered from poor sales. However, critical reception was positive with game journalists describing it as an evolution of gravity-based shoot 'em up games like
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as "a gorgeous and involving blast" in which shooting "mingles perfectly" with the gravity-based action. They gave the game a score of 85 out of 100 noting that "the inertia takes some getting used to".
355:
was the first game developed by Zyrinx, a small studio formed by people who had been active in the demoscene during the late 1980s and early 1990s. Most of them were prominent members of the
854:
agreed, and expanded on this by explaining that inertia is "a strange thing that, when used badly, can render a game totally unplayable, but when used well, as in the case of
953:, a game that makes no concessions to underprepared players" and "a perfect envoy for Sega's positioning of the Mega Drive as the console of choice for the hardcore gamer".
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had similar feelings about the game, calling it "one of the best" and "more original shooters on the
Genesis". They also praised the graphics and soundtrack concluding that
246:(1986). Critics praised its originality, graphics and soundtrack, while noting that getting used to the game's control system and physics-based gameplay can take some time.
295:. While the players are, for the most part, free to approach things however they want, a key part of the gameplay revolves around finding efficient routes for each level.
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noted that "pretty much every song in the game is in excess of five minutes long, and is great for listening to outside of the game if you're into stuff like
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only weapon powerful enough to repel the alien attack. A lone pilot has been charged with the task of defeating the aliens and rescuing the trapped miners.
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noted that getting used to it can take some time, however, it "soon becomes instinctive" and the "high degree of maneuverability becomes apparent".
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was released in 1994. Upon its release, it gained a reputation as an "overly difficult" game and suffered from poor sales. In a 2005 interview with
792:– it feels like a classic game yet breathes new life into the shoot 'em up genre". Similar sentiments were echoed in the review of German magazine
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deemed it "one of the best games of the year" and gave it a near-perfect score, citing the unique concept and outstanding graphics and animation.
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However, this does not apply on Easy mode, in which players are allowed to retain their weapon enhancements even after losing a life.
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was bought and published by Sega, which gave Zyrinx enough money to relocate their offices from
Copenhagen to Boston. According to
1850:
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763:". The control system was generally praised for being "amusingly responsive" and offering "excellent handling".
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at number 16 in their Top Mega Drive Games of All Time, calling it "a superb game in almost every way".
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It was the first game developed by Zyrinx, a small studio formed by people who had been active in the
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363:"Hardwired" shares many of the visual effects and styles later used in their Mega Drive games,
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is "an addition to the list of Mega Drive classics, albeit a minor one for reasons of size".
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magazine Tony Mott. In his retrospective take on the game, he compared it to classics like
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lasting very long, which is a shame because apart from this it is an excellent blast".
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412:. Instead, they hacked together their own development kit using Amiga computers.
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806:, with updated presentation and "much more varied gameplay". In their review,
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particularly praised the fluid animation and sharp sprites. According to
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mode, players get half as many points on easy and twice as many on hard.
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1619:(1993). BGS & ZAT Productions. ASCII Entertainment. Scene: Credits.
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Despite the game's title screen (and credits) implying a 1993 release,
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949:, stating: "Zyrinx produced one of the best examples of the genre in
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58:
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Prézeau, Olivier; Nourdine, Nini (May 1994). "Sub-Terrania Review".
1712:
Gavet, Nicolas; Homsy, Richard (May 1994). "Sub-Terrania Review".
1631:(2019). Digital Illusions. Strictly Limited Games. Scene: Credits.
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underground style of the game. His sound driver was also used in
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Lloyd, Richard; West, Allie (May 1994). "Sub-Terrania Review".
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three weapon types can be upgraded up to level 4 by collecting
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that Sega's console was able to handle compared to the Amiga.
1378:
Merrett, Steve; Swan, Gus (May 1994). "Sub-Terrania Review".
1516:"Sub-Terrania Trivia (contributed by SOA Producer Tony Van)"
1238:
Deniz, Ahmet; Skews, Rik (May 1994). "Sub-Terrania Review".
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concerns about its longevity. According to
Richard Lloyd of
1658:. No. 57. Sendai Publishing. April 1994. p. 38.
229:
during the late 1980s and early 1990s. Upon its release,
348:
Zyrinx did not possess an official Sega development kit.
1675:. No. 58. Sendai Publishing. May 1994. p. 30.
1779:. No. 31. Edicorp Publications. pp. 132–134.
1716:. No. 32. Edicorp Publications. pp. 118–121.
482:
Mega-Tour, VIP tours of the Marvel headquarters, Sega
1753:
Caravaca, Antonio (May 1994). "Sub-Terrania Review".
1206:Bilson, Josse (April 1994). "Sub-Terrania Review".
876:having only nine levels, rating it 86%. Similarly,
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1096:Sub-Terrania Instruction Manual. Zyrinx. Sega 1994
824:and interesting shoot 'em ups on the Mega Drive".
1607:(1995). Clockwork Tortoise. Sega. Scene: Credits.
1342:Merritt, Nick (May 1994). "Sub-Terrania Review".
1440:Blichfeldt, Thomas (June 2010) (20 June 2010).
747:, while being curiously reminiscent of classic
267:Fighting insects in the first level of the game
1274:Dyer, Andy (May 1994). "Sub-Terrania Review".
1813:1001 Video Games You Must Play Before You Die
1698:. No. 8/1994. Tronic Verlag. p. 35.
934:1001 Video Games You Must Play Before You Die
888:praised every aspect of the game, but shared
8:
1692:staff (August 1994). "Sub-Terrania Review".
699:
1759:. No. 32. Hobby Press. pp. 46–48.
1590:: CS1 maint: numeric names: authors list (
1557:: CS1 maint: numeric names: authors list (
1458:: CS1 maint: numeric names: authors list (
1420:: CS1 maint: numeric names: authors list (
1318:: CS1 maint: numeric names: authors list (
504:), limited editions comic book ashcans and
1155:Slo Mo (May 1994). "Sub-Terrania Review".
698:
519:
408:, Zyrinx did not possess an official Sega
41:
32:
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1532:
1052:staff (May 1994). "Sub-Terrania Review".
868:Despite giving the game a raving review,
359:"Crionics" and "The Silents". Their 1991
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1474:"Hardwired by Crionics and The Silents"
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908:gave it a score of 91% concluding that
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1401:"Sub-Terrania – Guide and Walkthrough"
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720:Top Mega Drive Games of All Time (#16)
421:The game's soundtrack was composed by
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1176:"Mega Drive Preview - Sub-Terrania".
7:
1605:The Adventures of Batman & Robin
1541:"Interview: Tony Van (SOA Producer)"
524:
433:The Adventures of Batman & Robin
515:
25:
802:as an evolution of the 1986 game
1866:Video games scored by Jesper Kyd
1861:Video games developed in Denmark
1442:"Zyrinx - en dansk spiludvikler"
1572:Gibson, Nick (September 2006).
1186:. April 1994. pp. 100–102.
1539:Horowitz, Ken (October 2005).
872:expressed disappointment over
436:(Mega Drive/Genesis version),
1:
1652:"Review Crew: Sub-Terrania".
1800:. November 1994. p. 74.
298:The ship is equipped with a
1737:. May 1994. pp. 54–55.
1399:Backas, Bryan (June 2002).
1300:Weasel, Wild (March 2009).
202:developed by Danish studio
1887:
1083:. March 1994. p. 174.
404:During the development of
271:The game takes place in a
1856:Single-player video games
1841:Multidirectional shooters
1574:"Developer's Den: Zyrinx"
827:Electronic Gaming Monthly
707:
704:
528:
525:
467:In the May 1994 issue of
108:Jesper Vorsholt Jørgensen
40:
1790:"Top Mega Drive Games".
937:, by longtime editor of
840:Computer and Video Games
200:multidirectional shooter
176:Multidirectional shooter
1851:Sega Genesis-only games
1727:"Sub-Terrania Review".
381:and work on games like
1306:at Hardcore Gaming 101
751:music by the likes of
486:systems, three games (
349:
268:
1073:"Shipping in March".
347:
266:
1617:AWS Pro Moves Soccer
931:appears in the book
865:Mega Drive owners".
439:AWS Pro Moves Soccer
47:North American cover
1818:Universe Publishing
1810:Mott, Tony (2010).
757:Hardcore Gaming 101
701:
522:
508:hats and T-shirts.
94:Karsten L. Hvidberg
1846:Sega Genesis games
1798:Maverick Magazines
1381:Mean Machines Sega
1350:Paragon Publishing
1282:Maverick Magazines
1179:Mean Machines Sega
798:, which described
640:Mean Machines Sega
520:
350:
269:
212:Mega Drive/Genesis
135:Mega Drive/Genesis
92:David Guldbrandsen
1735:Future Publishing
1446:at Gamereactor.dk
1388:. pp. 60–63.
1284:. pp. 26–29.
1248:. pp. 82–83.
1246:Future Publishing
1216:. pp. 34–36.
1214:Dennis Publishing
1131:. pp. 56–59.
1062:. pp. 72–73.
1060:Future Publishing
724:
723:
697:
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206:and published by
191:
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96:Jens Bo Albretsen
16:(Redirected from
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1836:1994 video games
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815:French magazine
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218:and the craft's
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1302:"Sub-Terrania"
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985:Gravity Force
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1871:Zyrinx games
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112:Karsten Lund
110:Mikael Balle
66:Publisher(s)
54:Developer(s)
36:Sub-Terrania
1730:GamesMaster
1020:Zarathrusta
705:Publication
606:GamesMaster
526:Publication
484:Genesis CDX
340:Development
333:earn points
305:extra lives
300:force field
240:(1982) and
130:Platform(s)
118:Composer(s)
78:Producer(s)
18:Subterrania
1830:Categories
1714:Consoles +
1578:at Sega-16
1545:at Sega-16
1478:at Demozoo
1027:References
964:Fly Harder
843:described
819:felt that
547:Consoles +
423:Jesper Kyd
390:Benefactor
361:Amiga demo
357:demogroups
331:, players
198:is a 1994
162:April 1994
153:March 1994
123:Jesper Kyd
1629:Ultracore
1522:MobyGames
1498:MobyGames
1209:Sega Zone
1006:TerraFire
861:Sega Zone
817:Consoles+
688:Sega Zone
517:Reception
512:Reception
445:Ultracore
314:power-ups
273:side view
227:demoscene
104:Artist(s)
1586:cite web
1553:cite web
1492:"Zyrinx"
1454:cite web
1416:cite web
1407:GameFAQs
1345:Sega Pro
1314:cite web
1124:MegaTech
971:Gravitar
957:See also
943:Gravitar
914:MegaTech
894:MegaTech
885:MegaTech
769:MegaTech
676:Sega Pro
664:MegaTech
495:Ranger X
428:Red Zone
393:for the
370:Red Zone
278:Gravitar
259:Gameplay
237:Gravitar
210:for the
171:Genre(s)
82:Tony Van
1158:GamePro
1076:GamePro
921:placed
809:GamePro
733:GamePro
594:GamePro
462:Sega-16
452:Release
399:sprites
220:inertia
216:gravity
182:Mode(s)
141:Release
1777:Joypad
1013:Thrust
947:Thrust
890:Mega's
804:Thrust
786:Thrust
629:Joypad
498:, and
480:Marvel
293:bosses
282:Thrust
243:Thrust
204:Zyrinx
59:Zyrinx
708:Award
700:Award
529:Score
395:Amiga
1793:Mega
1592:link
1559:link
1460:link
1422:link
1386:EMAP
1320:link
1277:Mega
1184:EMAP
1129:EMAP
1055:Edge
1050:Edge
992:Oids
945:and
939:Edge
919:Mega
882:and
870:Mega
851:Mega
788:and
782:Oids
776:Edge
767:and
765:Edge
737:Edge
715:Mega
652:Mega
570:Edge
470:Mega
442:and
387:and
379:DICE
367:and
280:and
250:Plot
208:Sega
71:Sega
1695:ASM
1690:ASM
1672:EGM
1655:EGM
1520:at
1496:at
1405:at
1241:CVG
1163:IDG
1081:IDG
795:ASM
755:".
749:C64
693:91%
681:88%
669:90%
657:86%
645:91%
633:87%
623:88%
611:89%
599:98%
587:70%
582:EGM
575:90%
563:85%
558:CVG
551:90%
541:83%
536:ASM
287:In
1832::
1816:.
1765:^
1743:^
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1681:^
1636:^
1588:}}
1584:{{
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1452:{{
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1414:{{
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1312:{{
1304:.
1290:^
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1101:^
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1035:^
896:,
784:,
492:,
448:.
430:,
373:.
158:EU
149:NA
1594:)
1580:.
1561:)
1547:.
1525:.
1501:.
1480:.
1462:)
1448:.
1424:)
1410:.
1322:)
1308:.
160::
151::
20:)
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