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Falcon 4.0

Falcon 4.0 is a combat that models the F-16 Fighting Falcon in realistic aerial combat scenarios set during a hypothetical on the Korean Peninsula. Developed by and published by Interactive, it was released for Windows on November 30, 1998. The game emphasizes a dynamic campaign engine that simulates ongoing conflict with AI-controlled forces, player-driven missions, and multiplayer dogfighting. At launch, Falcon 4.0 was acclaimed for pushing the boundaries of flight simulation with its detailed flight model, high-fidelity graphics for the era, and seamless integration of tactical and strategic elements, allowing pilots to influence broader war outcomes through individual sorties. Its realism extended to authentic , weapon systems, and rendering over a 500 by 500 kilometer theater of operations, setting a for the genre that influenced subsequent titles. Despite initial technical challenges like bugs in the campaign engine, patches and efforts addressed these, sustaining its playability. The game's legacy endures through dedicated modding communities, notably Benchmark Sims' Falcon BMS project, which builds on the original engine with modern enhancements including improved visuals, support, and expanded modeling while preserving core fidelity. This has kept Falcon 4.0 relevant over two decades later, with ongoing updates and a niche but fervent user base valuing its uncompromising approach to over more arcade-oriented competitors. Ownership transitions, including recent revival attempts by under the banner, have sparked discussions on preservation but not derailed its cult status.

Development

Original development process

Development of Falcon 4.0 was undertaken by , with the project originating in the early and formally announced in September 1994. The effort encountered numerous delays and internal revisions, nearly facing cancellation on multiple occasions, before culminating in the game's commercial release on January 1, 1998. Under project lead Leon Rosenshein, the development team emphasized engineering a high-fidelity of the F-16C Block 50/52 Fighting Falcon, incorporating realistic and systems derived from verifiable specifications. A pivotal technical foundation was the integration of a dynamic campaign engine, single-handedly devised and coded by lead software engineer Kevin Klemmick. This system generated emergent warfare scenarios across a persistent theater, simulating large-scale operations with AI-driven movements and , rather than relying on pre-scripted sequences. The engine's design prioritized causal modeling of , air tasking, and to reflect operational realism on a computational scale unprecedented for consumer flight simulators of the era. Engineering teams grappled with empirical constraints of mid-1990s hardware, including limited CPU power and memory, which necessitated aggressive optimizations in terrain rendering algorithms and pathfinding routines grounded in Newtonian flight physics and radar propagation models. These adaptations ensured playable frame rates during complex dynamic campaigns involving hundreds of entities, though the ambitious scope contributed to prolonged development timelines and a compressed final integration phase ahead of market deadlines.

Post-release challenges and source code leak

Following its release on January 8, 1999, Falcon 4.0 suffered from numerous bugs, including frequent crashes during missions, memory leaks affecting long-term play sessions, and instability in the dynamic that led to pathfinding errors and unbalanced force generation. Official patches, such as version 1.08 released in early 1999, addressed some memory leaks and improved UI stability, but persistent issues like random crashes and flawed decision-making remained unresolved due to limited developer resources. On December 7, 1999, Hasbro Interactive, which had acquired in 1998, laid off the entire Falcon 4.0 development team, halting official support and leaving the game without further patches beyond version 1.08. This abandonment exacerbated post-release challenges, as the title's complex simulation engine—built on a custom and elements—required ongoing fixes for compatibility with evolving and to mitigate escalating campaign instability, where save files often corrupted after extended play. In April 2000, the game's —a build between versions 1.07 and 1.08—was leaked publicly via an , granting community developers direct access to the core C++ codebase, including , routines, and campaign logic. This event immediately enabled unofficial patches targeting specific crashes, such as those triggered by high counts in large-scale air operations, and flaws like improper target prioritization, which official efforts could no longer address amid corporate disinterest. The leak's causal impact preserved the game's playability, allowing fixes that countered the entropy of unmaintained software and extended its operational lifespan beyond commercial viability.

Gameplay

Flight and combat mechanics

The flight model in Falcon 4.0 simulates aircraft dynamics through approximations of Newtonian physics, where forces including thrust from the engine—generated via intake, compression, fuel ignition, and exhaust—interact with lift, drag (form and induced), and weight to determine performance. Energy management is central, with specific energy (Ps) representing maneuverability potential; climbs convert airspeed to altitude, descents trade altitude for speed, and high-G turns increase induced drag, bleeding energy that requires throttle input to recover. Stalls result from exceeding critical angle of attack, causing lift loss and potential deep stall at low speeds and high pitch attitudes (70°–90°); recovery involves releasing controls, idling throttle, and using manual pitch override if needed, followed by power application. G-forces, capped at 9G by the flight control system, are displayed on the heads-up display (HUD) alongside peak values, with sustained loads risking G-induced loss of consciousness (GLOC), such as tunnel vision from positive G or redout from negative G, based on cumulative exposure models. The F-16 cockpit provides detailed interactive controls via and switches for system management, including throttle adjustments, gear deployment (G key), speed brakes (B key), (A key), and electronic countermeasures () toggles (J key). operates in modes cycled via F1, such as RWS (Range While Scan) for locking individual targets up to 60° , TWS (Track While Scan) for multiple tracks within 25° with projections, VS (Velocity Search) for closure rate prioritization, and ACM (Air Combat Maneuvering) for close-range acquisition using cursor slewing and locking (0 key). Adjustable parameters include range scales (F3/F4), scan width (F8/SHIFT-F8), and tilt (F5/F7, centered at F6), with targets depicted as rectangles or locked triangles on the (MFD). Realism settings allow toggling a simplified flight model that reduces energy bleed during maneuvers and procedural aids like automated cold starts, balancing simulation depth with accessibility. Combat dynamics emphasize sequenced weapon employment: air-to-air engagements require radar or visual lock before firing (infrared-guided), (semi-active radar), or (active radar), with dogfighting relying on ACM modes for bandit acquisition and use in visual range, where trajectories account for , , and lead computation. Missiles pursue leads, forcing defensive 3/9-line turns to extend their flight paths and minimize energy retention. Air-to-ground strikes involve designating targets for launches via MFD slewing and lock-on, with high-G evasive maneuvers reducing missile range like the used in (SEAD) against (SAM) sites. (TFR) enables low-altitude guidance, integrating with bombing modes such as CCIP (continuously computed impact point) for unguided delivery or CCRP (continuously computed release point) for precision drops near threats. and dispensers, toggled manually or automatically, counter infrared and radar-guided threats during these sequences.

Campaign and mission structure

The campaign engine in Falcon 4.0 simulates a persistent, real-time war across the Korean Peninsula, modeling theater-wide dynamics including advancing fronts, logistical supply chains, and unit attrition through an autonomous algorithmic framework rather than predetermined scripts. This Virtual Universe encompasses tens of thousands of ground, naval, and air entities, where AI-driven forces on both North Korean and allied sides respond to player actions and broader strategic conditions, generating emergent conflicts such as escalations in air superiority or ground advances. Players engage as F-16 squadron members, selecting from Air Tasking Orders to influence outcomes via coordinated packages of missions emphasizing massed strikes and defensive coverage. Available mission structures include free flight for unstructured , instant for customizable quick-start scenarios against enemy waves adjustable by difficulty and engagement focus (air-to-air or ground attack), tactical engagements with predefined or editor-modified objectives like or SEAD strikes, and dynamically generated campaign sorties such as TARCAP escorts, OCA strikes, or operations tailored to squadron roles. Post-flight debriefings employ the ACMI playback system to review trajectories, weapon impacts, and events in or views, assigning scores based on criteria including confirmed aerial and ground kills (scaled by multipliers), objective fulfillment, and deductions for inefficient expenditure, culminating in pilot ratings, updates, and potential medal awards. Multiplayer modes facilitate cooperative or competitive sessions in dogfight arenas—encompassing furball free-for-alls, team-based variants, or with configurable parameters like loads and engagement ranges—or participation in shared tactical and campaign environments, supported by standards and networking options including /IP, , , and null-modem connections introduced in the 1998 release. These features, while innovative for the era, were hampered by rudimentary limitations such as in large-scale synchronization and absence of integrated voice communication, establishing a basis for subsequent extensions.

Releases

Initial commercial release

Falcon 4.0 was commercially released on December 12, 1998, for Windows by . The game targeted PC flight simulation enthusiasts during a period when detailed combat flight simulators competed with emerging graphics capabilities in consumer hardware. Minimum system requirements included an Intel 166 MHz processor, 32 MB , and a DirectX 5-compatible , though a accelerator was recommended for smoother performance and full visual fidelity. The title launched at a standard retail price for premium PC simulations of the era, around $50–$60, reflecting its emphasis on realism over accessibility. Initial versions contained bugs such as audio glitches and stability issues stemming from rushed production, which addressed through patches culminating in version 1.0 by early 1999. No official expansions accompanied the launch; these arrived later with titles like Allied Force in 2000 under Interactive following 's acquisition.

Expansions and digital re-releases

Falcon 4.0: Allied Force, developed by Lead Pursuit and published by Graphsim Entertainment, was released on June 28, 2005, as the sole official expansion to the original game. This add-on introduced a new campaign set in the theater, featuring upgraded visuals over the 1998 base game and support for mouse interaction within the for enhanced usability. The expansion emerged following Interactive's acquisition of MicroProse's assets in 1999, with rights licensed to Lead Pursuit for further commercial development amid the original's post-launch instability. Digital re-releases of Falcon 4.0 began appearing on platforms like , with versions providing compatibility patches for and subsequent operating systems to address launch-era bugs and hardware limitations. In January 2016, Retroism published the title on as part of the Falcon Collection, including separate availability for Falcon 4.0 alongside minor updates such as widescreen resolution support while preserving the underlying 1998 engine architecture. These ports focused on distribution accessibility rather than substantive overhauls, enabling play on contemporary hardware without altering core mechanics. No official patches or expansions followed Allied Force after 2005, as publishing rights underwent multiple transfers—including to entities like and later independent handlers—culminating in dormant support by the mid-2010s. This shift prioritized re-release maintenance over new content, leaving the franchise without publisher-driven advancements thereafter.

Community Modifications

Utilization of leaked source code

Following the leak in April 2000, community developers accessed the Falcon 4.0 to address persistent technical issues that official patches had not resolved, such as multiplayer desynchronization and mode crashes stemming from handling and allocation errors. Groups including the Ibeta team compiled targeted fixes by recompiling modified source segments, focusing on stabilizing single-player progression and multiplayer sessions without altering core gameplay logic. These patches were distributed through fan-hosted sites and forums, enabling players to apply them via utilities like F4Patch, which integrated binary tweaks derived from source analysis. Efforts to create open-source derivatives, such as the OpenFalcon project initiated around , aimed to refactor the codebase for modern hardware compatibility and extensibility but encountered barriers including potential risks from the proprietary origins and the intricate interdependencies in the original C++ structure. OpenFalcon progressed to beta releases by 2005, incorporating source-based enhancements like refined DirectX rendering paths, yet legal pressures and development hurdles led to its disassembly shortly thereafter. These early interventions empirically extended the game's viability on aging Windows systems, with fixes reducing frequencies in extended campaigns by optimizing scripting and routines, while minor additions like adjusted weather simulation parameters emerged from data corrections in the source. Such modifications preserved core functionality against hardware obsolescence, allowing continued play without reliance on emulated environments until more comprehensive overhauls.

Falcon BMS and major overhauls

Falcon BMS, developed by the volunteer team at Benchmark Sims, emerged in the early as the foremost community-driven reconstruction of Falcon 4.0, leveraging the leaked to modernize the simulation while retaining its foundational F-16 focus. Requiring ownership of the original commercial release, the project has delivered successive updates that overhaul core systems, with version 4.37 marking a pivotal release in 2023 that integrated 11 rendering for enhanced visual fidelity and initial compatibility. Central to Falcon BMS are refinements to the F-16's and , modeled with precision across Block 15 to + variants and MLU configurations using empirical data for flight control laws, engine performance, and systems interactions. The dynamic campaign engine employs to simulate persistent conflicts on the Korean Peninsula across six predefined scenarios, enabling players to influence strategic outcomes as pilots or commanders without artificial action limits beyond time constraints. Supporting these are a modular mission editor for planning, advanced governing air, ground, and naval units with realistic , communications, and deployment, and multiplayer frameworks for expansive theaters that replicate operations in full-scale wars. Version 4.37 further bolstered decision-making for tactical authenticity, alongside to improve environmental and asset depiction.

Recent community updates

Falcon BMS 4.38, released on July 1, 2025, by the Benchmark Sims team, features a new terrain rendering engine with updated high-resolution data for the theater, enhancing visual fidelity and environmental realism. This update also integrates eye-tracking support for head-tracked interactions and introduces () for cockpit interiors, alongside expanded aircraft and weapon models. Community-developed mods in 2024-2025 have emphasized graphical enhancements, including high-resolution texture packs compatible with and setups, enabling better performance on modern hardware such as configurations and high-end GPUs. Custom campaign tools have proliferated, allowing users to create dynamic scenarios with adjusted AI behaviors and mission parameters, often shared via the official Falcon BMS s. Discussions on platforms like Reddit's r/falconbms subreddit highlight ongoing efforts to refine for greater tactical realism, such as improved ground unit coordination and maneuvers, alongside optimizations for frame rates in complex scenarios. These activities, tracked through user build logs and playtime metrics, underscore sustained engagement, with focus shifting toward balancing simulation depth against hardware demands in post-4.38 builds.

Simulation Accuracy

Fidelity to F-16 operations

Falcon 4.0 replicates the of the F-16C Block 50 using an energy-maneuverability model that emphasizes management during turns and sustained maneuvers, reflecting the aircraft's design philosophy derived from real-world performance data. Sustained turn rates in the simulation approximate 20-22 degrees per second at typical combat speeds of 400-500 knots and altitudes around 15,000-20,000 feet, closely matching declassified estimates for the Block 50 variant under loaded conditions with standard air-to-air configurations. Instantaneous turn rates reach up to 26-28 degrees per second, with high angle-of-attack (AoA) handling permitting operations beyond 25 degrees before rapid energy loss and stall tendencies emerge, consistent with F-16 aerodynamic limits where G-onset and departure risks increase sharply above this threshold. Avionics systems modeling includes emulation of close combat maneuvering (CCM) procedures, such as prioritization and employment envelopes tailored to the F-16's fire-control radar, drawn from USAF operational doctrines for Block 50 aircraft. Datalink functionality simulates sharing akin to protocols, enabling flight lead designation, target handoff, and formation coordination against dynamic threats. (ECCM) are incorporated to counter jamming and radar-guided threats, with procedures for frequency hopping and that align with declassified F-16 tactics, though simplified for gameplay without full real-time waveform variability. Ground operations emphasize procedural realism, requiring players to execute cold engine startups via the F-16's digital engine control system, including pre-start checklists, ignition sequences, and systems alignment before taxi. Weapons loading in campaign mode reflects maintenance workflows, with configurable ordnance bays adhering to Block 50 hardpoint capacities—such as nine stations supporting up to 17,000 pounds of mixed air-to-air and air-to-ground munitions—and compatibility checks for pylons, racks, and release profiles based on USAF loading manuals. Campaign persistence incorporates basic maintenance modeling, where sortie generation accounts for turnaround times, fault probabilities, and sortie rates influenced by base logistics, mirroring empirical F-16 operational tempos from documented exercises.

Technical achievements

The dynamic campaign of Falcon 4.0 simulated a persistent, real-time theater of operations across the Korean peninsula, generating missions dynamically based on AI-evaluated strategic priorities, unit statuses, and theater-wide events, marking a departure from linear, scripted narratives in contemporary flight simulations. This system processed ongoing conflicts involving multiple air forces, ground units, and naval elements, with outcomes propagating causally through the simulated environment to alter future engagements. Released on January 1, 1998, the leveraged efficient algorithms to manage large-scale on period hardware, enabling emergent warfare scenarios without pre-defined paths. A core technical success lay in the detailed modeling of the F-16's avionics, particularly the radar, which featured over ten operational modes—including air-to-air search, , and ground mapping—each implemented with realistic performance envelopes, such as detection limits of ±60° and for . These modes accounted for factors like , range gating, and clutter rejection, aligning procedural logic with documented behaviors to produce verifiable fidelity in beyond-visual-range engagements and terrain-following navigation. The flight model integrated six-degrees-of-freedom physics for the Block 50 F-16C, incorporating control laws and aerodynamic data derived from declassified sources, allowing precise replication of maneuvers like high-alpha handling and stores-induced variations. AI pathfinding and entity management supported dozens of concurrent aircraft and ground forces, with ground convoys and air tasking orders computed in real-time to reflect tactical responsiveness, such as waypoint adherence and threat evasion, scalable to 1998-era Pentium processors without requiring engine overhauls for basic functionality. Pilot evaluators noted the simulation's procedural accuracy in systems like radar lock-on sequences and weapon employment, requiring operational knowledge comparable to real F-16 procedures for effective use. These elements collectively enabled data-driven validation against empirical flight data, prioritizing causal mechanics over abstracted approximations.

Identified limitations and critiques

Critics of the original Falcon 4.0 flight model have highlighted its simplified aerodynamics, particularly the lack of direct linkage between pitch, yaw, and roll rates to the center of gravity trajectory, resulting in incoherent aircraft behavior such as unrealistic pitch rates at low speeds. This decoupling contributed to an overall sensation of the aircraft feeling overly stable or "on rails," with exaggerated stability augmentation that transmitted no realistic sensations to the pilot. High-speed handling exhibited artificiality, as evidenced by comparisons to modern simulators like DCS World, where Falcon's base model (underlying later iterations) was described as feeling slightly artificial and more stable than real F-16 dynamics, potentially due to over-simplified drag modeling including transonic effects. The Flight Control System (FLCS) simulation was further limited by poor implementation of gain schedules, such as less "snappy" pitch response in cruise conditions, slower G-onset in the 8-9 G range, and missing features like aileron-rudder interconnection and automatic 1G maintenance. The dynamic campaign suffered from persistent bugs at launch in December 1998, including errors that caused mission stalls and AI convoys or aircraft to become unresponsive or stuck, requiring multiple patches to address a lengthy list of issues. (SAM) evasion logic was inaccurate, with AI threats exhibiting simplistic reaction patterns that did not fully replicate real-world radar-guided engagement dynamics, leading to exploitable behaviors in unpatched versions. These flaws were attributed to the era's development constraints, rendering some campaign scenarios unplayable or frustrating for players without post-release fixes. Falcon 4.0's adjustable difficulty settings, which toggled elements like flight and competence, drew mixed views: some users appreciated the scalability for broader on hardware limited to lower-fidelity simulations, while others argued it diluted causal fidelity by allowing players to bypass authentic F-16 operational challenges, though no sources indicate deliberate simplification beyond technical necessities. This approach prioritized playability over uncompromised , constrained by computational limits that prevented full of coupled inertial effects or advanced environmental interactions like .

Reception

Initial critical and player responses

Falcon 4.0, released on November 30, 1998, garnered positive critical reception for its simulation depth, earning aggregate scores around 85% on based on 10 reviews that emphasized its unparalleled campaign dynamics and systems modeling. GameSpot rated it 7.9 out of 10, commending the convincing flight model, detailed , and Korean Peninsula terrain rendering, though it critiqued the steep demanding consultation of a 600-page manual for even rudimentary operations. awarded 8.4 out of 10, positioning it as among the most sophisticated realistic combat flight simulators, with praise for four air-to-air radar modes, three air-to-ground targeting systems, and true-to-life physics, but acknowledging the complexity alienated less dedicated players. Player feedback mirrored this divide, with simulation purists acclaiming the uncompromised fidelity—such as unannounced failures like engine malfunctions without prior warnings—to real F-16 operations, fostering authentic pilot and under duress. Casual audiences, however, expressed over the lack of hand-holding tutorials and opaque systems, where intuitive arcade-style cues were absent, leading to repeated mission failures from overlooked procedures detailed only in . Early reports highlighted launch bugs, including frequent crashes and glitchy dynamic campaigns, which tempered enthusiasm despite the core 's promise. The 2005 expansion, Falcon 4.0: Allied Force, addressed some original shortcomings, receiving an 8.9 out of 10 from for revamped graphics, stabilized multiplayer, and refined visuals over Balkan theaters, marking improved accessibility without diluting sim rigor. Critics noted persistent base-engine gripes, like dated terrain rendering and residual campaign quirks, but players appreciated the updated manual and reduced crashes, broadening appeal while retaining the demanding F-16 mastery curve.

Long-term evaluations

Retrospective evaluations in the and have emphasized 4.0's persistent advantages in delivering a unified framework, where the dynamic integrates flight modeling, ground operations, and strategic decision-making more seamlessly than competitors like DCS World, which rely on modular add-ons that can disrupt narrative continuity. Enthusiasts in 2024 discussions noted that this holistic approach fosters deeper in single-player scenarios, with BMS preserving the original's as a "masterpiece" unmatched for cohesive warfare . Critiques from the same period consistently point to dated visual fidelity and multiplayer networking limitations, which hinder modern hardware compatibility and online play without patches, though these are offset by the robust underlying that supports ongoing enhancements. data for the base reflects niche persistence, with average monthly hovering around 1-2 in late 2024 and early 2025, underscoring a dedicated rather than mass-market audience sustained by rather than play. Analyses balance these flaws against volunteer-led achievements, crediting the leaked source code's for enabling fixes to launch-era —traced to MicroProse's accelerated holiday 1998 release schedule—while critiquing the original's incomplete polish as a symptom of commercial pressures over thorough testing. Community retrospectives, including s, affirm that such preservation has extended the title's viability, with BMS updates like version 4.35 in the early refining F-16 systems to rival or exceed DCS in specific fidelity metrics without fragmenting the core experience.

Impact and Legacy

Influence on flight simulation genre

Falcon 4.0 introduced a groundbreaking dynamic campaign system in , simulating a persistent, large-scale conflict over the Korean Peninsula with AI-controlled ground and air operations generating missions based on strategic objectives and unit statuses. This approach emphasized full-mission cycles, including takeoff, combat, and debriefing within an evolving theater, setting a for procedural generation in combat flight simulations that influenced expectations for immersive, non-scripted warfare in subsequent titles. While direct developer attributions are limited, the system's depth—handling thousands of units and tactical adjustments—contrasted with earlier linear campaigns, elevating the genre's focus on strategic persistence over isolated sorties. The 2000 source code leak of Falcon 4.0 facilitated community-driven enhancements, mirroring the open-source model's impact on titles like Doom by enabling iterative improvements without proprietary constraints. This leak spurred projects such as Falcon BMS, which integrated modern rendering, avionics updates, and expanded campaigns, preventing the simulation's obsolescence amid commercial neglect post-MicroProse's acquisition by . Unlike closed-source competitors that stagnated after release, this model demonstrated how accessible code could sustain technical evolution, influencing community practices in flight sim development for extended longevity. Falcon 4.0 reinforced a realism-first in flight simulations, prioritizing authentic F-16 , , and operational procedures over arcade-style simplifications prevalent in contemporaneous games. Its scalable difficulty, from accessible entry points to high-fidelity challenges, catered to serious enthusiasts, including real-world pilots, fostering higher engagement among those seeking procedural authenticity rather than casual play. This countered arcade trends by demonstrating viable market demand for depth, as evidenced by enduring player bases valuing its uncompromised modeling of tactics over graphical concessions.

Enduring community and modding culture

The Falcon BMS community, centered around the Benchmark Sims modification, demonstrates sustained vitality through regular updates and user contributions into 2025, including the release of version 4.38 on July 1, which introduced a new terrain engine and atmospheric rendering. Forum discussions persist on practical topics such as theater modifications, skin textures, and resources, with posts dated as recently as July 2025 addressing charts and graphical enhancements. This contrasts sharply with official Falcon titles, such as the 1998 original and 2001's Allied Force expansion, which ceased development after their publishers— and Interactive—shifted focus, leaving no supported ecosystem for ongoing improvements. Community culture prioritizes rigorous, self-directed learning via dense documentation, video tutorials, and peer-shared tactics, often described as a "humbling" process that builds procedural discipline through iterative practice rather than simplified interfaces. Participants frequently highlight the mod's demand for mastering F-16 systems and dynamic campaigns without hand-holding, fostering a merit-based engagement that rewards persistence over casual play— a dynamic less emphasized in reviews favoring high-fidelity visuals and accessibility in competing simulations. Beyond recreation, the has influenced military hobbyists and professionals, with anecdotal accounts from U.S. veterans crediting it for reinforcing and tactical decision-making outside formal training environments. Real-world pilots have contributed to resources on maneuvers like tactical turns, underscoring the mod's alignment with operational F-16 procedures, though no evidence exists of institutional adoption by air forces. This utility persists due to the 's volunteer-driven enhancements, including real-life tactics compilations, sustaining relevance two decades post-original release.

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