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Mega Man 5

Mega Man 5 is a 1992 action-platform developed and published by for the (NES). Released in on December 4, 1992, and in later that December, it serves as the fifth main entry in the original series. The game follows the android protagonist Mega Man as he investigates a global robot uprising orchestrated by a figure resembling his brother Proto Man, who kidnaps their creator, Dr. Light, leading to a confrontation that uncovers Dr. Wily's scheme involving robotic imposters known as the Dark Man series. Gameplay centers on side-scrolling platforming and run-and-gun combat, where players navigate eight stages to defeat unique Robot Masters—Gravity Man, Wave Man, Stone Man, Gyro Man, Star Man, Charge Man, Napalm Man, and Crystal Man—acquiring their special weapons to exploit weaknesses in subsequent bosses and puzzles. Core mechanics include Mega Man's Mega Buster arm cannon, which can be charged for stronger shots, alongside utility items like the ability and robotic dog companion , who transforms into tools such as a jet or submarine. A notable is , a robotic bird ally unlocked by collecting eight hidden letter tiles spelling "MEGAMAN V" across the stages, allowing automated attacks on flying enemies. After conquering the Robot Masters, players storm Dr. Wily's fortress for the final battles, emphasizing strategic weapon selection and precise platforming. The title was later re-released in compilations such as the Mega Man Legacy Collection in 2015, which includes enhanced features like rewind functionality and a museum mode showcasing concept art and development history. Mega Man 5 is recognized for refining the series' formula with improved level design and boss variety, though it maintains the core non-linear structure that defined earlier installments.

Plot

Synopsis

Two months after the events of , during which Dr. Wily's latest scheme was thwarted and a brief period of peace returned to the world, Mega Man receives a distress call from Dr. Cossack reporting widespread destruction caused by an army of rogue robots led by Proto Man. Upon returning home, Mega Man discovers that Proto Man has kidnapped Dr. Light, prompting him to set out to stop the attacks and rescue his creator. Mega Man confronts and defeats eight powerful Robot Masters responsible for the chaos: Star Man, Gravity Man, Gyro Man, Stone Man, Crystal Man, Charge Man, Napalm Man, and Wave Man. He then infiltrates what is believed to be Proto Man's hideout, battling four impostor robots known as the Dark Man, which reveal the true antagonist behind the deception. After battling the Dark Men, the real Proto Man appears, explaining that Dr. Wily created the impostors to frame him and shift suspicion away from himself. With Dr. Cossack's support, including reactor modifications to aid his mission, Mega Man proceeds to Dr. Wily's skull-shaped castle, overcomes its defenses, and confronts Wily in a final battle; though victorious, Mega Man spares Wily, who escapes to plot again. Throughout his journey, Mega Man is aided by the robotic bird , a gift from Dr. Light completed prior to the kidnapping.

Characters

, known as Rockman in , is the protagonist of the game, a blue-armored originally created by Dr. Light as a laboratory assistant named Rock before being converted into a crime-fighting driven by a strong sense of justice. In 5, he is called upon to stop a series of destructive attacks and rescue his creator after Dr. Light is kidnapped. Dr. Light serves as Mega Man's creator and primary supporter, a brilliant who develops to aid the in his missions, including collaborative projects with other experts. In the story, he is abducted early on, prompting Mega Man's quest, and his work on enhancements like reactor modifications underscores his role as a guiding figure. Dr. Wily is the recurring villainous mastermind, a rogue whose schemes involve creating armies of robots to conquer the world; in this installment, he orchestrates deceptions by disguising his creations to frame others, ultimately revealing himself as the true antagonist behind the chaos. Dr. Cossack acts as an ally to , a who contacts him with an urgent about Proto Man's apparent and provides technological upgrades such as reactor improvements and collaboration on support units while Dr. Light is held captive. His involvement stems from a shared project with Dr. Light. Proto Man, 's enigmatic older brother-like who wears a distinctive and carries a , plays a complex role as an initial suspect in the attacks due to an impersonation plot, but ultimately aids in exposing the deception and escaping dangers. The game's antagonist Robot Masters are eight powerful robots deployed to wreak havoc and serve as key bosses whose defeats grant Mega Man new abilities essential for progressing to Dr. Wily's fortress and ultimate confrontation. Each draws thematic inspiration from specific concepts: Charge Man embodies railway transport with explosive charges; Man reflects military weaponry through napalm bombs; Man is aviation-themed with propeller-based attacks; Stone Man represents geological forces via rock manipulation; Crystal Man evokes crystalline structures with refractive light beams; Wave Man is aquatic-inspired, harnessing water waves; captures with cosmic projectiles; and Gravity Man manipulates physics through gravitational shifts. Beat is introduced as a loyal robotic bird companion developed jointly by Dr. Light and Dr. Cossack, designed to assist Mega Man in combat by homing in on enemies once assembled by collecting hidden letters spelling "MEGAMANV" across stages. This support unit highlights themes of teamwork and perseverance in the narrative.

Gameplay

Mechanics

Mega Man 5 is a side-scrolling action-platformer in which players control the protagonist, Mega Man, navigating linear stages filled with enemies and obstacles. Basic controls include using the D-pad to move left or right, the A button to jump, and the B button to fire the Mega Buster, Mega Man's default arm cannon that shoots energy projectiles to defeat foes. Progression involves traversing eight Robot Master stages, each culminating in a boss battle, followed by Dr. Wily's fortress; players can select the order of Robot Master stages after the first completion to exploit weaknesses. The Mega Buster features a charged shot mechanic carried over from Mega Man 4, where holding the B button builds energy for a more powerful blast that deals increased damage and can pierce multiple enemies in some cases. This upgrade enhances combat versatility, allowing players to alternate between rapid standard shots for close-range threats and charged shots for tougher or distant targets, though charging leaves Mega Man temporarily vulnerable. Game progress is managed via a password system, where completing a stage generates a unique code of colored dots displayed on a grid; entering this code at the title screen resumes play from that point, including unlocked stage selection and collected items. This system enables non-linear exploration of Robot Master stages post-initial clears without save hardware, emphasizing strategic boss order for easier advancement. Stages incorporate unique environmental challenges that alter platforming dynamics, such as reversed gravity in Gravity Man's stage, where ceilings become floors and players must adjust jumps to navigate inverted sections and avoid hazards like spikes. Similarly, Wave Man's stage features water traversal mechanics, including a jet ski ride across flooded areas that requires precise maneuvering to dodge underwater projectiles and enemies while maintaining momentum. After completing the initial playthrough and entering Dr. Wily's fortress, a boss rush mode activates in the third stage, pitting players against rematches with all eight Robot Masters in to test mastery of acquired abilities before the final .

Robot Masters

Mega Man 5 features eight Robot Masters, each guarding a unique stage that challenges players with platforming elements tied to the boss's theme, culminating in a boss fight where defeating them grants Mega Man a special . These bosses form a rock-paper-scissors weakness cycle, where each is particularly effective against one other Robot Master, encouraging strategic stage selection to exploit vulnerabilities. The stages incorporate hazards that reflect the Robot Master's design, such as environmental manipulations or enemy patterns that test precise timing and movement. Star Man occupies a space station stage filled with zero-gravity sections, requiring players to perform extended jumps and navigate floating platforms while avoiding patrolling sentries and barriers. In combat, Star Man deploys a protective star-shaped energy shield that can be launched as a , bouncing off walls for unpredictable trajectories; his primary weakness is the Water Wave, which disrupts his aerial maneuvers and shield deployment. Defeating him yields the Star Crash weapon, a throwable star barrier that provides temporary defense and can be fired at foes. Stage hazards include low-gravity drifts that can send off-screen if not countered with careful inputs. Gravity Man rules an upside-down factory stage, where periodically inverts, forcing players to adapt to ceiling-as-floor navigation amid conveyor belts, rotating platforms, and descending ceiling traps. He attacks by flipping to crush Mega Man against surfaces or firing homing projectiles, but the Star Crash exploits his instability by overwhelming his controls. Players acquire the Gravity Hold upon victory, allowing on-demand reversal for puzzle-solving and enemy disruption. Hazards like sudden inversions demand quick reflexes to avoid instant falls or collisions. Gyro Man commands a sky fortress stage with high-altitude winds, propeller enemies, and vertical scrolling sections featuring destructible cloud barriers and bird-like drones. His boss fight involves hovering flights and launching controllable gyro boomerangs that split mid-air; the Gravity Hold counters him effectively by grounding his mobility. The Gyro Attack weapon, obtained after defeat, lets players fire steerable propeller blades for versatile ranged attacks. Key hazards include gusts that push Mega Man sideways, complicating jumps across widening gaps. Stone Man defends a construction site stage cluttered with rising elevators, crumbling scaffolds, and rock-throwing workers, emphasizing vertical and dodging falling debris. He pounds the ground to create seismic waves and leaps to slam down with effects, vulnerable to the Napalm Bomb's explosive blasts that shatter his rocky form. Victory grants the Power Stone, summonable boulders that roll across the screen for area control. Stage dangers like collapsing floors and overhead crushers heighten the risk of multi-level drops. Crystal Man inhabits a refractory plant stage lined with reflective crystals that refract laser beams, alongside molten pools and shard-spitting automatons requiring shielded approaches. In battle, he hops erratically while firing ricocheting crystal orbs; the Gyro Attack's propeller blades slice through his crystalline structure as his key . The Crystal Eye weapon is rewarded, producing homing shards that track enemies after a delay. Hazards involve chain-reaction crystal explosions that can chain across the room if triggered poorly. Charge Man operates from a cargo stage that scrolls relentlessly forward, featuring spiked railcars, jumping freight, and bottomless pits between tracks. He charges linearly with ramming attacks and launches explosive cargo; the Power Stone's rolling boulders crush his armored frame for maximum damage. Defeat provides the Charge Kick, a dashing ground-pound that builds speed for enhanced and . Prominent hazards are the 's , which can shove players into spikes or off edges without constant forward progress. Napalm Man presides over a battlefield stage with minefields, patrolling tanks, and aerial bombardments, demanding evasion of ground explosions and anti-air fire. His arsenal includes jumping stomps that launch napalm missiles and bombs; the Crystal Eye's precision homing overwhelms his explosive defenses. Players gain the Napalm Bomb, ground-penetrating blasts useful against buried foes. Stage threats like random mine detonations and incoming artillery shells create chaotic, high-pressure navigation. Wave Man controls an stage with submerged corridors, rising levels, and platforms that pop under weight, alongside robots and currents. He swims to unleash cascading waves and spears; the Charge Kick's momentum disrupts his fluid positioning. The weapon is acquired, firing oscillating streams ideal for hitting elevated or grouped targets. Hazards such as sections and unstable lifts require timed ascents to avoid submersion. The Robot Masters' weaknesses form a linear : Water Wave beats Star Man, Star Crash beats Gravity Man, Gravity Hold beats Gyro Man, Gyro Attack beats Crystal Man, Crystal Eye beats Napalm Man, Napalm Bomb beats Stone Man, Power Stone beats Charge Man, and Charge Kick beats Wave Man, closing the loop. This system promotes replaying stages with newly acquired weapons to efficiently clear the roster, as each special weapon deals quadruple damage to its targeted foe while providing utility in subsequent levels.

Power-ups and support units

In Mega Man 5, players can collect various power-ups and support units to aid in navigating stages and combating enemies. Standard collectibles include Energy Pellets, which restore small amounts of 's health when picked up, and Weapon Capsules, which replenish energy for the currently equipped special weapon. These items appear throughout stages, often dropped by defeated enemies or hidden in the environment. Larger restorative options consist of E-Tanks, portable containers that fully restore health when used from the pause menu and can be stored up to four at a time, and the rarer Mega Tanks, which not only refill health but also restore all special weapon energy levels. Extra lives, known as 1-Ups, grant an additional attempt upon death and are scattered sparingly across levels. Mega Man's core abilities include the slide maneuver, performed by pressing down on the control pad while running, allowing him to duck under obstacles and move quickly through narrow passages. Weapon management is facilitated through the pause menu accessed by the Start button, where players use the control pad to cycle between the default and acquired special weapons from defeated Robot Masters, enabling strategic switching during gameplay without pausing action. Rush, the robotic dog companion created by Dr. Light, provides essential support through adaptable forms. The default Rush Coil transforms Rush into a springboard, enabling higher jumps to reach inaccessible areas when Mega Man steps on it; this form is available from the game's outset. The Rush Jet adapter, found within a specific Robot Master stage, allows Rush to become a flying platform for aerial traversal, controlled by the directional pad to move horizontally or vertically while consuming weapon energy over time. To deploy any Rush form, players pause with Start, select the adapter with the control pad, and confirm with the A button. A key support unit is , a robotic bird ally assembled by collecting eight hidden letter plates spelling "M E G A M A N V" from various stages. These letters are tucked away in breakable walls or atop platforms, requiring exploration to uncover. Once all letters are gathered, Beat appears in the weapon selection menu and can be summoned to automatically target and attack nearby enemies, including bosses, for a limited duration based on weapon energy. Beat proves particularly useful in intense encounters, following and engaging threats without direct player input.

Development

Concept and design

Mega Man 5 builds on the established formula of its predecessors, centering the around Dr. Light's kidnapping and Mega Man's quest to defeat eight Robot Masters, only to uncover a deceptive plot orchestrated by Dr. Wily. A significant design choice was the expanded role of Proto Man, portrayed as a through visual cues like his orange scarf and ambiguous actions, serving as a to heighten suspense and misdirect players until the true villainy is revealed. This adds emotional depth to the series' , emphasizing themes of and while maintaining the core structure of robot master battles followed by fortress stages. To broaden accessibility, implemented design adjustments that resulted in a lower overall difficulty compared to earlier entries, such as enhancing the Mega Buster into the Super Mega Buster with greater power and range, though it includes recoil and a charge reset upon taking damage to encourage strategic play. Special weapons were intentionally balanced to be less dominant, often making the default buster the most effective option against bosses and enemies, which streamlines progression for a wider audience without sacrificing challenge entirely. These changes prioritize fluid platforming and exploration over punishing precision, allowing for smoother advancement through the game's levels. The Robot Masters' designs were sourced from a Capcom-sponsored fan that received 130,000 entries, chosen for their thematic diversity to provide varied combat experiences, including space exploration with Star Man, military motifs in Charge Man, and underwater elements via Wave Man. This approach infused the bosses with unique abilities and weaknesses, such as Gravity Man's gravity manipulation or Gyro Man's propeller-based attacks, fostering replayability through strategic weapon selection. A notable addition is Beat, a versatile bird-shaped support unlocked by collecting hidden "M E G A M A N V" letters scattered across the Robot Master stages, who dives at enemies to deplete their or energy and assists in reaching inaccessible areas. Stage designs emphasize innovative gimmicks to diversify , including a high-speed sequence in Charge Man's , anti- navigation in Star Man's , and dynamic environmental hazards like flipping gravity fields in Gravity Man's domain, which integrate seamlessly with the series' precise controls.

Production

Mega Man 5 was developed by Capcom's internal team in , with production handled primarily through the company's arcade and console division during the early 1990s. The game was directed by Ichirou Mihara, who also served as the lead designer under the pseudonym , while acted as producer, overseeing the project's alignment with Capcom's ongoing series goals. , a key figure in the franchise's overall direction, contributed as character designer and adviser, ensuring continuity in visual style and enemy behaviors despite the constraints of (NES) hardware. Development adhered to Capcom's annual release cadence for the classic series, following the December 1991 launch of in ; was completed in roughly one year and released domestically on December 4, 1992. The team leveraged limitations—such as 8-bit capacity and memory restrictions—to enhance animation fluidity for bosses and scale level designs for smoother platforming, prioritizing polish in enemy AI and stage progression over introducing radical new mechanics. This iterative process involved extensive internal testing to balance accessibility, resulting in a noticeably reduced overall difficulty compared to prior entries, with shorter stages and more forgiving checkpoints to broaden appeal.

Soundtrack

The soundtrack for Mega Man 5 was composed by Mari Yamaguchi, credited in-game as "Mari," who crafted music constrained by the Entertainment System's 2A03 , featuring two square wave channels for melodies, a for bass, a noise channel for percussion, and DPCM for sampled sounds. This setup produced the game's signature 8-bit audio, with square waves providing sharp, harmonic tones and noise channels simulating drums to enhance rhythmic drive. The score comprises 25 tracks, emphasizing melodic hooks and variations tailored to gameplay elements, such as the energetic, spacey synth leads in "Star Man's Theme" that evoke cosmic exploration during his stage. Similarly, "Wave Man's Theme" incorporates undulating square wave patterns to mimic oceanic waves, aligning with the underwater stage gimmicks. The Wily Castle stages feature tense, pulsating motifs building suspense, while the ending credits offers a triumphant, reflective close with layered harmonies. Critics and players have praised the soundtrack for its catchy and memorable tunes, which bolster the game's through engaging stage-specific variations. Tracks like "Star Man's Theme" stand out for their infectious energy, contributing to the series' enduring musical appeal.

Release

Initial release

Mega Man 5, known in Japan as Rockman 5: Blues no Wana!?, was developed and published by for the (NES). It launched in on December 4, 1992, followed by a North American release in December 1992 and a release in 1993. The game's initial marketing leveraged the established popularity of the series, highlighting innovative features such as the new robotic bird companion , who assists Mega Man by attacking airborne enemies once unlocked. Packaging for the version consisted of a standard gray housed in a cardboard box. The North American box art depicted in a confrontational pose against Proto Man atop a metallic structure, emphasizing the game's involving the latter character. The release featured similar artwork but with the title in and , and included a detailed instruction manual expanding on the story lore, including Dr. Wily's scheme and Proto Man's apparent betrayal.

Ports and re-releases

In 1999, Capcom released a Japan-exclusive port of Mega Man 5 for the PlayStation as part of the Rockman Complete Works series, titled Rockman Complete Works: Rockman 5 - Blues no Wana!?. This version included enhancements such as a "navi mode" providing gameplay hints, a challenge mode with additional boss battles, improved weapon switching, reduced input lag, and save functionality not present in the original NES release. The game was re-released in the in 2004 for the Game Boy Advance, compiling the first eight entries in the classic series. These ports were based on the Rockman Complete Works versions, retaining their enhancements while adding a new "unlockable" mode with bonus content like artwork and music galleries. In 2004–2005, the collection was released for the and in 2004, and in 2005, expanding accessibility beyond handheld devices. A mobile port of Mega Man 5 launched in in 2007 for feature phones compatible with Yahoo! Mobile and EZweb services, adapting the for smaller screens and touch controls. brought Mega Man 5 to Nintendo's service starting in 2011 with the release, which emulated the original version and added save states for easier progression. Subsequent ports followed for the in 2013 and in 2014, incorporating rewind functionality on the latter two platforms to allow players to undo mistakes during . The most recent official re-release came in 2015 with the across multiple platforms including , , Windows PC, and , featuring emulated versions of the first six classic games. This collection introduced a museum mode showcasing high-resolution , development documents, and historical timelines, alongside a challenge mode with remixed level segments and leaderboards for competitive play. No significant updates or new ports of Mega Man 5 have been issued since.

Reception

Critical reception

Upon its release in 1992, Mega Man 5 received generally positive reviews from contemporary critics, who appreciated its refinements to the established formula while noting its familiarity. Nintendo Power awarded it an average score of 3.875 out of 4 across categories including graphics and sound (3.9), play control (4.0), challenge (3.9), and theme and fun (3.7), praising the outstanding controls, inventive weapon variety, great graphics, and cool enemies that intensified the action. Electronic Gaming Monthly gave it a collective 7.75 out of 10 (individual scores: 6/10, 9/10, 8/10, 8/10), with reviewers acknowledging the solid execution despite feeling the series had outgrown the NES hardware and could benefit from a 16-bit transition. GamePro awarded it 4.5 out of 5, highlighting the improved graphics, varied level designs, and the utility of the new Charge Shot and Beat features. Critics highlighted the introduction of Beat, the robotic bird support unit that assists in battle, as a welcome addition, but often pointed to a lack of significant innovation beyond this feature, with the adhering closely to the repetitive structure of prior entries. Some stages were described as easier than those in , reducing the overall challenge and making fights feel less demanding compared to the precise enemy placements in the levels. In retrospective analyses, has been viewed more favorably for its , particularly appealing to newcomers with its toned-down difficulty and smooth platforming. ranked it 84th on its 2007 list of the top 100 games, commending the solid platforming and level design that maintained the series' core appeal. Modern reviews echo this, praising the game's intuitive controls and strategic elements while highlighting the soundtrack composed by Mari Yamaguchi as a memorably catchy high point in the era, with no weak tracks among its compositions.

Commercial performance

Mega Man 5, released for the in December 1992 in and as part of 's holiday lineup, contributed significantly to the early momentum of the series, though has not publicly disclosed official individual sales figures for the title. Estimates from industry trackers place worldwide shipments around 790,000 units, reflecting solid performance for a late-cycle console title amid the series' annual release strategy that helped sustain franchise growth during the early . The game has since been included in various compilations, notably the Mega Man Legacy Collection (2015), which bundles the first six classic titles and has sold 1.70 million units worldwide across PlayStation 4, Xbox One, and digital platforms as of September 2025. This collection's success underscores the enduring commercial viability of Mega Man 5 within retrospective packages, bolstering access for modern audiences. In the broader franchise context, Mega Man 5 benefited from the series' consistent output, with the overall Mega Man lineup reaching 43 million units shipped worldwide by March 31, 2025. Regionally, the title saw strong uptake in Japan and North America upon its near-simultaneous launches, while European performance was comparatively muted due to a delayed November 1993 release amid a less mature NES market on the continent.

Legacy

Compilations and remakes

Mega Man 5 was included in the , a 2015 developed and published by for multiple platforms including , , PC, and later . This collection features emulated versions of the original six games from the era, with Mega Man 5 enhanced by additional content such as a mode offering a database of , character profiles, and development history; a Challenge Mode with 100 hand-crafted levels testing player skills; and visual options including HD filter overlays and scanline effects for a retro aesthetic. The aimed to preserve and modernize the classic titles for new audiences while providing archival materials to deepen appreciation of the series' design evolution. Elements of Mega Man 5 appear in crossover compilations, notably Mega Man Battle & Fighters (known as Rockman Battle & Fighters in ), a 2004 PSP port of two arcade fighting games: Mega Man: The Power Battle and Mega Man 2: The Power Fighters. These titles feature over 40 bosses drawn from games 1 through 7, including Mega Man 5's Masters like Star Man and Wave Man, integrated into boss rush-style battles where players control characters such as , Proto Man, , and Duo. The compilation emphasizes competitive multiplayer and strategic team-based combat, repurposing Mega Man 5 stages and enemies in a format distinct from the original platforming structure. No official full remakes of Mega Man 5 have been released by , though partial elements from the game have inspired fan projects and communities focused on and , often recreating specific stages or bosses in modern engines. As of July 2025, has not announced any new remakes for Mega Man 5, but during its 46th Ordinary General Meeting of Shareholders, the company reaffirmed the series as one of its most important intellectual properties, stating it is continuously considering development opportunities for the franchise. This underscores the ongoing value of the series despite a lack of recent remake projects.

Cultural impact

Mega Man 5 contributed to the classic series' established rhythm of near-annual releases during the early , with the game launching in 1992 following in 1991 and preceding in 1993, helping maintain momentum for the franchise's core platforming formula. The introduction of , a robotic companion that assists in combat after collecting hidden items, marked a notable addition to Mega Man's , and returned as a recurring ally in subsequent titles including through 10, as well as spin-offs like . The game has been recognized in retrospective rankings of NES titles, appearing in IGN's 2009 Top 100 NES Games list at position 84, praised for its refined platforming mechanics that built on the series' non-linear level structure. It is often highlighted in broader "best platformers" compilations for its accessible design, including forgiving checkpoints and weapon variety that eases progression for players compared to earlier entries. Within fan communities, Mega Man 5 remains a staple for , with the any% standing at approximately 33 minutes 30 seconds as of November 2025, achieved through precise glitch utilization and optimized boss routes on the original hardware. The title has inspired numerous hacks on platforms like Romhacking.net, many of which rework the eight Robot Masters—such as Gravity Man or Star Man—with altered abilities, stages, and themes to enhance replayability and address perceived design flaws like enemy invincibility frames. Elements from Mega Man 5 appeared in the 1994-1995 Ruby-Spears animated series, blending the game's bosses into the show's narrative of Dr. Wily's schemes. Later games nodded to its legacy, with Mega Man 11 (2018) incorporating classic-style challenges that echo the original Robot Master fights from 5 among other early titles. As of March 2025, the Mega Man franchise has surpassed 43 million units sold worldwide, bolstered by Capcom's ongoing revival efforts including the announcement of the Mega Man Star Force Legacy Collection at Tokyo Game Show 2025, underscoring the enduring appeal of classics like Mega Man 5 in collections and remasters.

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