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	<title>Comments on: Semi-Playable Solo Demo!</title>
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	<link>http://www.jetpackhq.com/blog/2010/04/02/semi-playable-solo-demo/</link>
	<description>A chronicle of the development of a video game</description>
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		<title>By: Robert</title>
		<link>http://www.jetpackhq.com/blog/2010/04/02/semi-playable-solo-demo/comment-page-2/#comment-2479</link>
		<dc:creator>Robert</dc:creator>
		<pubDate>Sat, 22 May 2010 19:26:28 +0000</pubDate>
		<guid isPermaLink="false">http://www.jetpackhq.com/blog/?p=431#comment-2479</guid>
		<description>It looks like if you start phasing a brick (sideways, not up or down), even if you&#039;re off the ground when you&#039;re doing it, you&#039;ll stay in mid air while you phase. I phased my way through the level of bricks right below the giant white column and didn&#039;t fall down, just by holding space and the right arrow key, and with no fuel. I&#039;ve also phased through other bricks like that.

Also, if you start phasing a brick, you can let go of the arrow keys and continue phasing. The problem though, is that you can do that with bricks that have already been phased through, too.</description>
		<content:encoded><![CDATA[<p>It looks like if you start phasing a brick (sideways, not up or down), even if you&#8217;re off the ground when you&#8217;re doing it, you&#8217;ll stay in mid air while you phase. I phased my way through the level of bricks right below the giant white column and didn&#8217;t fall down, just by holding space and the right arrow key, and with no fuel. I&#8217;ve also phased through other bricks like that.</p>
<p>Also, if you start phasing a brick, you can let go of the arrow keys and continue phasing. The problem though, is that you can do that with bricks that have already been phased through, too.</p>
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		<title>By: Adam</title>
		<link>http://www.jetpackhq.com/blog/2010/04/02/semi-playable-solo-demo/comment-page-2/#comment-2449</link>
		<dc:creator>Adam</dc:creator>
		<pubDate>Sat, 01 May 2010 00:38:05 +0000</pubDate>
		<guid isPermaLink="false">http://www.jetpackhq.com/blog/?p=431#comment-2449</guid>
		<description>Please comment in the right place.  I don&#039;t what you mean about ALT, because that doesn&#039;t trigger the jetpack.  Also there are going to be bugs, that&#039;s why its called a pre-alpha.</description>
		<content:encoded><![CDATA[<p>Please comment in the right place.  I don&#8217;t what you mean about ALT, because that doesn&#8217;t trigger the jetpack.  Also there are going to be bugs, that&#8217;s why its called a pre-alpha.</p>
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		<title>By: Robert</title>
		<link>http://www.jetpackhq.com/blog/2010/04/02/semi-playable-solo-demo/comment-page-2/#comment-2448</link>
		<dc:creator>Robert</dc:creator>
		<pubDate>Fri, 30 Apr 2010 22:00:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.jetpackhq.com/blog/?p=431#comment-2448</guid>
		<description>&quot;I might warm up to it, eventually&quot; I don&#039;t think I was clear on what I meant here...I meant I might warm up to the idea of having a button that makes you fly up &quot;automatically&quot; like alt does in the pre-alpha eventually.

But I think it&#039;s another pointless change...

In fact, since everything that was done by everyone who contributed to jetpack in the contest was done with the original game in mind, and all of the levels were made specifically to work flawlessly with the original jetpack exactly as the original game was...I think really ANY changes to ANY aspect of gameplay AT ALL should be reserved for jetpack 2 (because I think we were all just expecting a modern version of the original game that had new levels and graphics and sound, etc., but not anything that would actually affect gameplay). Something that DOESN&#039;T affect gameplay (or, if it turns out that it does affect gameplay, then it should be changed), is like sinking into slime. It looks different, and it has a real effect, but it doesn&#039;t, or at least shouldn&#039;t, affect how one has to play.

Changes like sinking into slime, if they can be integrated into the game well, which don&#039;t affect gameplay, are perfectly fine. But it occurred to me just now that the original jetpack fans, if they actually ARE real original jetpack fans, simple wanted a technologically up-to-date version of jetpack with new levels (that&#039;s what graphics and sound and themes, etc boiled down to).

The only change in gameplay that I can really accept as being okay is the concept of unlimited lives, although the whole idea of having lives is a pretty classic video/computer game concept that usually adds/added an/another fun aspect to the games that use/used &quot;life&quot; systems.

Just my two dollars, haha. I&#039;ll stop clogging the blog with posts for a while, now.</description>
		<content:encoded><![CDATA[<p>&#8220;I might warm up to it, eventually&#8221; I don&#8217;t think I was clear on what I meant here&#8230;I meant I might warm up to the idea of having a button that makes you fly up &#8220;automatically&#8221; like alt does in the pre-alpha eventually.</p>
<p>But I think it&#8217;s another pointless change&#8230;</p>
<p>In fact, since everything that was done by everyone who contributed to jetpack in the contest was done with the original game in mind, and all of the levels were made specifically to work flawlessly with the original jetpack exactly as the original game was&#8230;I think really ANY changes to ANY aspect of gameplay AT ALL should be reserved for jetpack 2 (because I think we were all just expecting a modern version of the original game that had new levels and graphics and sound, etc., but not anything that would actually affect gameplay). Something that DOESN&#8217;T affect gameplay (or, if it turns out that it does affect gameplay, then it should be changed), is like sinking into slime. It looks different, and it has a real effect, but it doesn&#8217;t, or at least shouldn&#8217;t, affect how one has to play.</p>
<p>Changes like sinking into slime, if they can be integrated into the game well, which don&#8217;t affect gameplay, are perfectly fine. But it occurred to me just now that the original jetpack fans, if they actually ARE real original jetpack fans, simple wanted a technologically up-to-date version of jetpack with new levels (that&#8217;s what graphics and sound and themes, etc boiled down to).</p>
<p>The only change in gameplay that I can really accept as being okay is the concept of unlimited lives, although the whole idea of having lives is a pretty classic video/computer game concept that usually adds/added an/another fun aspect to the games that use/used &#8220;life&#8221; systems.</p>
<p>Just my two dollars, haha. I&#8217;ll stop clogging the blog with posts for a while, now.</p>
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		<title>By: Robert</title>
		<link>http://www.jetpackhq.com/blog/2010/04/02/semi-playable-solo-demo/comment-page-2/#comment-2447</link>
		<dc:creator>Robert</dc:creator>
		<pubDate>Fri, 30 Apr 2010 21:39:08 +0000</pubDate>
		<guid isPermaLink="false">http://www.jetpackhq.com/blog/?p=431#comment-2447</guid>
		<description>Oh, and I almost forgot: I HATE that when I press alt I just keep flying up. I might warm up to it, eventually, because it MIGHT have its uses, but I press alt a lot and then I try to turn it off by pressing alt again, but I keep forgetting that I have to press ctrl or shift to stop it.

And I think that it&#039;s pretty pointless that you should have to press up/down to go up/down an up/down moving ladder, or that you can just fall down one. The whole point of moving ladders in the original game, it seemed, was (a) to make it more fun to go up and down ladders, (b) to allow/force certain monsters to go up or down when they go to a moving ladder, and (c) to &quot;force&quot; you to go up or down a ladder, and/or (d) to make it harder for you or a monster to go up/down (a ladder). The way the moving ladders are right now in the pre-alpha pretty much defeats all of these purposes, except (perhaps) (a), and it adds the purpose &quot;to be lazy when climbing&quot; to the list. You could just fall down an up ladder if the ladder was the only way to get down. Also, falling down ladders makes every down moving ladder pretty much pointless and obsolete, other than adding a little variety to what your ladder transportation looks like, and in the end, when something is meant to be used in a game, its use is far more important than its appearance (though I&#039;m not saying that appearance isn&#039;t still very important).

Always a pleasure,...hehe...
............</description>
		<content:encoded><![CDATA[<p>Oh, and I almost forgot: I HATE that when I press alt I just keep flying up. I might warm up to it, eventually, because it MIGHT have its uses, but I press alt a lot and then I try to turn it off by pressing alt again, but I keep forgetting that I have to press ctrl or shift to stop it.</p>
<p>And I think that it&#8217;s pretty pointless that you should have to press up/down to go up/down an up/down moving ladder, or that you can just fall down one. The whole point of moving ladders in the original game, it seemed, was (a) to make it more fun to go up and down ladders, (b) to allow/force certain monsters to go up or down when they go to a moving ladder, and (c) to &#8220;force&#8221; you to go up or down a ladder, and/or (d) to make it harder for you or a monster to go up/down (a ladder). The way the moving ladders are right now in the pre-alpha pretty much defeats all of these purposes, except (perhaps) (a), and it adds the purpose &#8220;to be lazy when climbing&#8221; to the list. You could just fall down an up ladder if the ladder was the only way to get down. Also, falling down ladders makes every down moving ladder pretty much pointless and obsolete, other than adding a little variety to what your ladder transportation looks like, and in the end, when something is meant to be used in a game, its use is far more important than its appearance (though I&#8217;m not saying that appearance isn&#8217;t still very important).</p>
<p>Always a pleasure,&#8230;hehe&#8230;<br />
&#8230;&#8230;&#8230;&#8230;</p>
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		<title>By: Robert</title>
		<link>http://www.jetpackhq.com/blog/2010/04/02/semi-playable-solo-demo/comment-page-2/#comment-2446</link>
		<dc:creator>Robert</dc:creator>
		<pubDate>Fri, 30 Apr 2010 21:23:25 +0000</pubDate>
		<guid isPermaLink="false">http://www.jetpackhq.com/blog/?p=431#comment-2446</guid>
		<description>They*

Also, I can phase up, down, left, and right while stuck in that corner, in addition to facing left and right.

And I think you should be able to phase without having to press an arrow key (and you&#039;ll just phase in the direction you&#039;re facing or however it worked exactly in the original jetpack. I&#039;m not on my own computer right now so I can&#039;t check to see exactly how it worked in the original - I just know it&#039;s not the same in the pre-alpha).</description>
		<content:encoded><![CDATA[<p>They*</p>
<p>Also, I can phase up, down, left, and right while stuck in that corner, in addition to facing left and right.</p>
<p>And I think you should be able to phase without having to press an arrow key (and you&#8217;ll just phase in the direction you&#8217;re facing or however it worked exactly in the original jetpack. I&#8217;m not on my own computer right now so I can&#8217;t check to see exactly how it worked in the original &#8211; I just know it&#8217;s not the same in the pre-alpha).</p>
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		<title>By: Robert</title>
		<link>http://www.jetpackhq.com/blog/2010/04/02/semi-playable-solo-demo/comment-page-2/#comment-2445</link>
		<dc:creator>Robert</dc:creator>
		<pubDate>Fri, 30 Apr 2010 21:18:57 +0000</pubDate>
		<guid isPermaLink="false">http://www.jetpackhq.com/blog/?p=431#comment-2445</guid>
		<description>weellllll...the pre-alpha actually seems REALLY buggy to me. I sometimes find myself falling down ladders, and then not being able to climb back up them unless i press one of the jump buttons. I can&#039;t remember if you said that it was going to be like that now, but frankly, I think all falling down ladder should go (it seems like there&#039;s another thing that happens which doesn&#039;t look like a bug where you just fall down ladders after jumping, and then upon landing you are still able to climb back up, which might seem more realistic to some, but to others, it really changes the dynamics of the game, which I think is something that should be reserved for Jetpack 2, where changes in dynamics will be expected and easier to accept, since it will be an entirely different game).

I encountered another bug that just seemed like a normal bug when I went to the bottom right corner of the level to pick up the gem...and then magically got stuck completely in that corner. The jetman is still in the level - he isn&#039;t in a wall or anything - but I can only make him look left and right. I purposefully ran out of fuel before I got the gem, so I&#039;m not sure yet if I could get out by flying, but I don&#039;t think I could anyway (and it doesn&#039;t seem like it matters much, anyway, if I can get out of the corner by flying or not).

That&#039;s all for now, but I&#039;m sure I&#039;ll find more very soon. They whole thing just seems like one big insect right now :/</description>
		<content:encoded><![CDATA[<p>weellllll&#8230;the pre-alpha actually seems REALLY buggy to me. I sometimes find myself falling down ladders, and then not being able to climb back up them unless i press one of the jump buttons. I can&#8217;t remember if you said that it was going to be like that now, but frankly, I think all falling down ladder should go (it seems like there&#8217;s another thing that happens which doesn&#8217;t look like a bug where you just fall down ladders after jumping, and then upon landing you are still able to climb back up, which might seem more realistic to some, but to others, it really changes the dynamics of the game, which I think is something that should be reserved for Jetpack 2, where changes in dynamics will be expected and easier to accept, since it will be an entirely different game).</p>
<p>I encountered another bug that just seemed like a normal bug when I went to the bottom right corner of the level to pick up the gem&#8230;and then magically got stuck completely in that corner. The jetman is still in the level &#8211; he isn&#8217;t in a wall or anything &#8211; but I can only make him look left and right. I purposefully ran out of fuel before I got the gem, so I&#8217;m not sure yet if I could get out by flying, but I don&#8217;t think I could anyway (and it doesn&#8217;t seem like it matters much, anyway, if I can get out of the corner by flying or not).</p>
<p>That&#8217;s all for now, but I&#8217;m sure I&#8217;ll find more very soon. They whole thing just seems like one big insect right now :/</p>
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		<title>By: Adam</title>
		<link>http://www.jetpackhq.com/blog/2010/04/02/semi-playable-solo-demo/comment-page-2/#comment-2427</link>
		<dc:creator>Adam</dc:creator>
		<pubDate>Sun, 25 Apr 2010 01:48:48 +0000</pubDate>
		<guid isPermaLink="false">http://www.jetpackhq.com/blog/?p=431#comment-2427</guid>
		<description>Sadly no, I’ve invested a massive amount of time into the website over the last 3 weeks, mainly account handling. Half the time has been spent trying to get Facebook connect working, which turns out to be a very picky beast. I would leave it out if I knew 2 weeks ago what I know now, but the work is mostly done. I’ll be switching to the new site soon then it will be back to the game. I wanted to have a real registration system in place before releasing a few playable levels, which I’ve scheduled for 3 weeks out, but we all know how my schedules tend to go…</description>
		<content:encoded><![CDATA[<p>Sadly no, I’ve invested a massive amount of time into the website over the last 3 weeks, mainly account handling. Half the time has been spent trying to get Facebook connect working, which turns out to be a very picky beast. I would leave it out if I knew 2 weeks ago what I know now, but the work is mostly done. I’ll be switching to the new site soon then it will be back to the game. I wanted to have a real registration system in place before releasing a few playable levels, which I’ve scheduled for 3 weeks out, but we all know how my schedules tend to go…</p>
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		<title>By: Doug Howell</title>
		<link>http://www.jetpackhq.com/blog/2010/04/02/semi-playable-solo-demo/comment-page-2/#comment-2425</link>
		<dc:creator>Doug Howell</dc:creator>
		<pubDate>Thu, 22 Apr 2010 23:59:18 +0000</pubDate>
		<guid isPermaLink="false">http://www.jetpackhq.com/blog/?p=431#comment-2425</guid>
		<description>Adam, I hope all this quietness here means you&#039;re hard at work with some magical goodness! :)</description>
		<content:encoded><![CDATA[<p>Adam, I hope all this quietness here means you&#8217;re hard at work with some magical goodness! <img src='http://www.jetpackhq.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>By: Robert</title>
		<link>http://www.jetpackhq.com/blog/2010/04/02/semi-playable-solo-demo/comment-page-2/#comment-2424</link>
		<dc:creator>Robert</dc:creator>
		<pubDate>Mon, 19 Apr 2010 23:22:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.jetpackhq.com/blog/?p=431#comment-2424</guid>
		<description>It looks like you fall more slowly through phased slime covered tiles than through the corresponding plain brick tiles.</description>
		<content:encoded><![CDATA[<p>It looks like you fall more slowly through phased slime covered tiles than through the corresponding plain brick tiles.</p>
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		<title>By: Adam Dobay</title>
		<link>http://www.jetpackhq.com/blog/2010/04/02/semi-playable-solo-demo/comment-page-2/#comment-2423</link>
		<dc:creator>Adam Dobay</dc:creator>
		<pubDate>Fri, 09 Apr 2010 20:32:25 +0000</pubDate>
		<guid isPermaLink="false">http://www.jetpackhq.com/blog/?p=431#comment-2423</guid>
		<description>Hey Adam,

It is so Murphy&#039;s Law that the first time Chrome crashed on me ever had to be when I was almost done assembling the information about keyboards from a number of sources. Well, here I go again.

1. The most widespread keyboard layout is the QWERTY standard, the basic layout of which is used with some variations in the US, Canada, many Western European countries and East Asian countries (in the latter case, QWERTY-based &#039;hybrid&#039; keyboard sets are used that combine the use of the Latin alphabet with the native one). The basic layout for the set is:
QWERTY
ASDF
ZXCV
Note that almost every country differs in what is left of the number 1 in the top row. It may be a tilde, it may be a slash or backslash, it may be a 1/2 symbol, it&#039;s one of the most replaced keys on the board, so it is not advised to map anything to it. There&#039;s also a variation in whether there&#039;s an extra key insterted between Z and Shift in the bottom left corner, and if so, what it is.

2. The second most widespread keyboard layout is the QWERTZ layout. It is German-based and was created to suit the many languages of the region that use umlauted characters like ä, ö, or ü. So QWERTZ keyboards are highly varied to fit the different umlauts of different languages, but are generally the same, covering most of the countries of Central Europe (excluding Poland which uses a QWERTY variation), Southeastern Europe and the Latin alphabet-based countries of Eastern Europe. The basic layout of the set is:
QWERTZ
ASDF
YXCV
Again, many variations in what is in the bottom left and top left corners (left of 1 and Y). Aside from that, most of the keys are the same in QWERTY and QWERTZ keyboard, with one notable area: the right hand side of the keyboard usually has all the umlauted characters you would use an AltGr combination to reach on a US keyboard, so things like - =  [ ] ; &#039; and / are frequently moved around either within this area or elsewhere entirely. For example, on a Hungarian keyboard, which I think has the most umlauted characters out of any languages in the region (ö, ü, ó, ő, ú, í, é, á and ű), every character in this region on a QWERTY keyboard is moved to a Shift+ or an AltGr+ combination.
Fun fact: you can&#039;t create a proper Hungarian ű or ő character with any AltGr code, so if you ever need to type the expression &quot;árvíztűrő tükörfúrógép&quot;, you can copy and paste it from here. (The expression is a made-up phrase used for displaying Hungarian fonts, with the meaning &quot;mirror-drilling machine capable of withstanding floods&quot;.)

3. The third place goes to the AZERTY keyboard which is used in France in Belgium, and has the most variation in the basic layout:
AZERTY
QSDFGHJKLM
WXCVBN
Again, the right side of the keyboard is different.

In essence, the most significant places where the most variations are on keyboards are:
- the top left key next to 1
- the position of Z/Y
- the entire right side of the keyboard, horizontally between 9 and Backspace, P and Enter, L and Enter, and M and Right Shift.
There are also certain regional variations to every standard based on language-specific criteria. For example, Q and W is removed from the Greek alphabet, and the Turkish layout modifies QWERTY in a number of ways. However, there are many little variations like this and they cannot all be accounted for in a keyboard map.

Possible solutions:
1. Assign keys that behave the same in all or most keyboard sets: arrow keys, Ctrl, Shift, Space, E R T O I P and possibly W in the top row, S D F G H J K L and possibly A in the middle row, and X C V B N and possibly M in the bottom row.
2. Customizable keyboard mapping.
3. Keyboard map selection based on the most used two or three options. A number of old DOS games have not included keyboard mapping but instead had a selection between QWERTY and QWERTZ keyboard maps, or (most often in French games) between QWERTY, QWERTZ and AZERTY sets.</description>
		<content:encoded><![CDATA[<p>Hey Adam,</p>
<p>It is so Murphy&#8217;s Law that the first time Chrome crashed on me ever had to be when I was almost done assembling the information about keyboards from a number of sources. Well, here I go again.</p>
<p>1. The most widespread keyboard layout is the QWERTY standard, the basic layout of which is used with some variations in the US, Canada, many Western European countries and East Asian countries (in the latter case, QWERTY-based &#8216;hybrid&#8217; keyboard sets are used that combine the use of the Latin alphabet with the native one). The basic layout for the set is:<br />
QWERTY<br />
ASDF<br />
ZXCV<br />
Note that almost every country differs in what is left of the number 1 in the top row. It may be a tilde, it may be a slash or backslash, it may be a 1/2 symbol, it&#8217;s one of the most replaced keys on the board, so it is not advised to map anything to it. There&#8217;s also a variation in whether there&#8217;s an extra key insterted between Z and Shift in the bottom left corner, and if so, what it is.</p>
<p>2. The second most widespread keyboard layout is the QWERTZ layout. It is German-based and was created to suit the many languages of the region that use umlauted characters like ä, ö, or ü. So QWERTZ keyboards are highly varied to fit the different umlauts of different languages, but are generally the same, covering most of the countries of Central Europe (excluding Poland which uses a QWERTY variation), Southeastern Europe and the Latin alphabet-based countries of Eastern Europe. The basic layout of the set is:<br />
QWERTZ<br />
ASDF<br />
YXCV<br />
Again, many variations in what is in the bottom left and top left corners (left of 1 and Y). Aside from that, most of the keys are the same in QWERTY and QWERTZ keyboard, with one notable area: the right hand side of the keyboard usually has all the umlauted characters you would use an AltGr combination to reach on a US keyboard, so things like &#8211; =  [ ] ; &#8216; and / are frequently moved around either within this area or elsewhere entirely. For example, on a Hungarian keyboard, which I think has the most umlauted characters out of any languages in the region (ö, ü, ó, ő, ú, í, é, á and ű), every character in this region on a QWERTY keyboard is moved to a Shift+ or an AltGr+ combination.<br />
Fun fact: you can&#8217;t create a proper Hungarian ű or ő character with any AltGr code, so if you ever need to type the expression &#8220;árvíztűrő tükörfúrógép&#8221;, you can copy and paste it from here. (The expression is a made-up phrase used for displaying Hungarian fonts, with the meaning &#8220;mirror-drilling machine capable of withstanding floods&#8221;.)</p>
<p>3. The third place goes to the AZERTY keyboard which is used in France in Belgium, and has the most variation in the basic layout:<br />
AZERTY<br />
QSDFGHJKLM<br />
WXCVBN<br />
Again, the right side of the keyboard is different.</p>
<p>In essence, the most significant places where the most variations are on keyboards are:<br />
- the top left key next to 1<br />
- the position of Z/Y<br />
- the entire right side of the keyboard, horizontally between 9 and Backspace, P and Enter, L and Enter, and M and Right Shift.<br />
There are also certain regional variations to every standard based on language-specific criteria. For example, Q and W is removed from the Greek alphabet, and the Turkish layout modifies QWERTY in a number of ways. However, there are many little variations like this and they cannot all be accounted for in a keyboard map.</p>
<p>Possible solutions:<br />
1. Assign keys that behave the same in all or most keyboard sets: arrow keys, Ctrl, Shift, Space, E R T O I P and possibly W in the top row, S D F G H J K L and possibly A in the middle row, and X C V B N and possibly M in the bottom row.<br />
2. Customizable keyboard mapping.<br />
3. Keyboard map selection based on the most used two or three options. A number of old DOS games have not included keyboard mapping but instead had a selection between QWERTY and QWERTZ keyboard maps, or (most often in French games) between QWERTY, QWERTZ and AZERTY sets.</p>
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