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Space Channel 5

Space Channel 5 is a rhythm-action series developed by and published by , featuring the iconic reporter Ulala who battles alien invaders through synchronized dance moves and musical sequences in a vibrant, futuristic 25th-century setting. The series debuted with the original Space Channel 5 for the , released in on December 16, 1999, followed by on June 6, 2000, and on October 6, 2000. In the game's plot, set in 2499, a horde of aliens known as the Morolians invades the solar system, humans into endless dancing; players control Ulala, an aspiring for the intergalactic news network Space Channel 5, as she reports on while using rhythm-based commands to free captives and confront the invaders, including a by as "Space Michael." revolves around quick-time events where players replicate on-screen prompts—directional arrows for dance steps and a shoot button for stunning foes—across episodic levels structured like TV broadcasts, with scoring based on accuracy and style to boost Ulala's ratings. A , Space Channel 5: Part 2, expanded the formula with enhanced graphics, more varied levels, and a longer campaign, launching on and in on February 14, 2002, before further ports to in and in and later platforms including via in 2010. The story continues Ulala's adventures against new threats like the mischievous Purplians, incorporating additional mechanics such as vehicle sections and multiplayer challenges, while retaining the core rhythm memorization inspired by games like . Notable for its eclectic soundtrack blending funk, disco, and electronic beats, the series also featured celebrity voice acting, including Ulala voiced by in the English version. Beyond the main entries, the franchise spawned spin-offs such as the Game Boy Advance title Space Channel 5: Ulala's Cosmic Attack in 2003, mobile game Ulala's Channel J in 2001, and modern releases like Space Channel 5 VR: Kinda Funky News Flash! for PlayStation VR in 2019, alongside appearances in crossover titles like Samba de Amigo and Hatsune Miku: Project DIVA. The series is celebrated for its quirky humor, bold cel-shaded visuals, and innovative fusion of music and action, influencing rhythm genres and maintaining a cult following through re-releases on modern platforms like PC via Sega's collections; a live-action film adaptation was announced in August 2022 and remains in development.

Gameplay

Premise

Space Channel 5 is set in the year 2499, in a retro-futuristic universe characterized by 1960s-inspired aesthetics with vibrant colors, groovy fashion, and motifs. The narrative follows Ulala, a 22-year-old rookie investigative reporter for the low-rated Space Channel 5 news network, who is dispatched by her director to cover and thwart an extraterrestrial threat amid fierce competition from rival reporter of Channel 42. Ulala's includes being inspired to become a reporter after being rescued from the void of space by a Space Channel 5 reporter as a child, driving her ambition to excel in the high-stakes world of interstellar journalism. The central antagonists are the Morolians, a of diminutive, colorful aliens who invade by hypnotically compelling humans to dance, beginning with the abduction of people from 9. Ulala confronts escalating threats across four news "reports," battling Morolian forces and bosses including Coco Tapioca, Morolina, and Giant Evila, while rescuing hostages who join her cause. Supporting characters like the charismatic reporter provide aid, motivated by a desire to uncover the truth behind the invasion, while offers remote guidance from the studio to ensure Ulala's broadcasts succeed. The Morolians, initially portrayed as aggressors, act under duress, their rhythmic assaults serving a larger scheme to dominate through entertainment. The story progresses as Ulala's investigations reveal the invasion's true scope, culminating in the fourth report where the aliens kidnap the of the United Planets, who is ultimately rescued with the help of Space Michael. In a major twist, it emerges that the Morolians were brainwashed by subliminal messages broadcast by Chief Blank, Space Channel 5's own executive, who orchestrated the events to inflate ratings and seize control of global media. Ulala defeats Blank, liberating the Morolians and the , restoring and elevating her network's status in the process. This resolution underscores themes of and the power of authentic reporting in a dance-obsessed future.

Mechanics

Space Channel 5 is a centered on pressing buttons in with on-screen prompts to perform dances or actions. Players the through sequences where arrows indicate directional inputs, typically combined with the A button for or the B button for firing lasers at enemies, while the X button rescues hostages in segments. The gameplay alternates between two primary modes: dance battles, in which players mimic enemy poses and chants like "chu" to build an audience of freed humans and increase viewership ratings, and shooting sections, where players target and eliminate threats or liberate captives in a specific left-to-right order. Success in these modes raises the viewership rating, which represents audience approval; inaccuracies or failures deduct from the rating, and reaching zero results in a , requiring a restart from the current stage. The game progresses through four reports, each comprising multiple dance or shooting segments culminating in a boss battle that emphasizes rhythmic against a larger opponent, with a depleting heart gauge for errors leading to failure if emptied. Scoring emphasizes timing accuracy for higher points, maintaining combos through consecutive perfect inputs to amplify rewards, and maximizing audience size via successful rescues, which directly influences the final viewership percentage per report. Upon completing the game, an unlockable Extra Mode serves as a , replaying the reports at increased difficulty with faster rhythms and modified enemy patterns, while also granting access to alternate costumes that alter the protagonist's appearance without affecting core mechanics. Controls rely solely on the four directional buttons for all actions, paired with face buttons as needed, while the auto-advancing camera and fixed viewpoints prioritize rhythmic spectacle and visual flair over free exploration or navigation.

Development

Concept

Space Channel 5 was conceived by director Tetsuya Mizuguchi in as a launch title designed to appeal to female audiences, responding to 's directive for a game targeting casual female gamers. Mizuguchi, drawing from indicating women's preference for puzzle games, integrated his passion for to evolve the concept into a hybrid rhythm-adventure experience. The game's high-level creative vision emphasized an "emotional" interactive journey, inspired by and American cultural elements such as the era's futuristic optimism, James Bond-style spy intrigue, and jazz rhythms. Mizuguchi aimed to synchronize audiovisual elements for a synesthetic effect, where player actions in rhythm sequences evoke a sense of joy and immersion beyond conventional gameplay. Development commenced in 1998 under with a team of 27 members over two years of production. Early prototypes explored puzzle mechanics but shifted toward rhythm-focused , influenced by Mizuguchi's concurrent experiments in music-driven interactions that later shaped . The project gained significant momentum when expressed interest in a near-complete , leading to his portrayal of "Space Michael" and input on dance sequences. At its core, the innovative pitch positioned Space Channel 5 as a "" simulation where the protagonist Ulala uses rhythmic commands to report and thwart alien threats, saving the world through dance and music rather than violence, setting it apart from traditional action-shooters. This blend created a unique narrative of and , tailored to broaden gaming's demographic appeal.

Design and Art

Space Channel 5 features a retro-futuristic art direction that blends mod aesthetics with futuristic elements, set in the year 2499 on a vibrant, colorful . The game's world draws inspiration from mid-20th-century pop culture, incorporating bold primary colors, sleek lines, and playful motifs reminiscent of films like , to create a whimsical atmosphere. Characters and environments emphasize exaggerated, kawaii-fierce designs, with real-time polygonal models exhibiting cel-shading-like visuals for a hand-drawn, animated look that enhances the rhythmic, performative tone. This style was achieved through prerendered (FMV) backgrounds paired with fluid, choreographed animations to maintain a natural groove across all scenes. Character designs highlight the game's 1960s influences, particularly in protagonist Ulala's iconic outfit—a form-fitting spacesuit with a mini-skirt, high heels, and beehive hairstyle—that evokes mod fashion while suiting her role as a groovy space reporter. Supporting characters like the mischievous Morolians, cute aliens with antenna-like heads and ray guns, were designed to appear endearing yet threatening, turning humans into dancers as part of their invasion plot. Antagonists such as the jaguar-headed boss Jaguar and the space pirate Purge feature exaggerated, personality-driven silhouettes that amplify their dramatic presence in dance battles. These designs were collaboratively crafted by a team including Ken Okazaki for Jaguar and the Space Pirates, Mayumi Moro for the Morolians, including Morolian Monroe, and background elements, and Takashi Yuda for additional background characters and early Spaceport 9 exteriors, ensuring cohesive visual personality through motion capture and custom animations. Level design structures the experience as linear TV news reports, progressing through four escalating stages that mimic live broadcasts from Spaceport 9, with dynamic camera angles shifting to frame crowd interactions and build spectacle. Players navigate controlled environments where enslaved human audiences must be freed by rhythmic shooting, fostering a sense of escalating chaos and viewer engagement as more characters join the sequences. Boss arenas cap each report with intensified confrontations, featuring larger-scale performances and environmental flair, such as luxury ship attacks or school abductions, to heighten the theatrical stakes. The design prioritizes smooth transitions guided by director Fuse's on-screen prompts, creating a broadcast-like flow that integrates spectacle with rhythmic challenges. User interface elements reinforce the TV theme, with on-screen directional arrows serving as primary rhythm cues for dance and shooting inputs, prompting players to replicate alien movements in time with the beat. A central ratings meter tracks performance, filling based on accuracy to determine progression—low scores risk game over, while high marks (above 95%) trigger visual effects like Ulala glowing with energy. Audience reactions are visualized through rescued humans cheering and joining dances, providing immediate feedback on success and amplifying the crowd's role in boosting channel popularity from a stagnant 40% baseline. These UI components were optimized for the Dreamcast's hardware via custom image processing, ensuring responsive animations and seamless integration without compromising the vibrant, high-contrast aesthetic.

Music and Sound

The soundtrack of Space Channel 5 features original compositions by sound team members Naofumi Hataya and Kenichi Tokoi, alongside licensed tracks from Ken Woodman & His Piccadilly Brass, such as the piece "Mexican Flyer," which served as a foundational influence for the game's musical direction. The overall style blends reminiscent of the and 1960s with funk and electronic elements, incorporating , future , and breaks, while later stages introduce and to heighten intensity. This eclectic fusion totals approximately 28 tracks, with horn arrangements by Tadashi Ohtsubo and live performances by musicians including Isao Sakuma and Mitsukuni Kohata, mixed alongside synthesizers at Digital Studio. The music is dynamically synchronized to the game's rhythm mechanics, where player actions like button presses for ("," left, right) align precisely with the to provide rhythmic and scoring. effects, including blasts, crowd cheers, and percussive hits for successful inputs, reinforce this , enhancing the immersive "groove" without overpowering the core tracks. Each features variations to match escalating challenges, emphasizing an organic "feel" through live-recorded sections blended with production rather than rigid precision. Notable pieces include the opening theme "Mexican Flyer (Original)," a swinging number that sets the retro-futuristic tone, and boss themes like "Evila: Attack of the Perfect Reporter" by Naofumi Hataya, which builds tension with escalating rhythms and electronic pulses. Other highlights, such as "Space Channel 5: Getting the Truth" by Kenichi Tokoi, exemplify the soundtrack's rhythmic drive, propelling Ulala's reports through alien encounters.

Voice Cast

The Japanese version of Space Channel 5 primarily utilized voice performances by members of the development team at , recorded in studios, which lent an intimate, experimental to the audio production. Ulala, the iconic reporter protagonist, is voiced by Mineko Okamura, who also served as a producer on the project and provided the character's . Jaguar, the flamboyant antagonist-turned-ally, is voiced by veteran seiyū Shō Hayami, known for his dynamic range in roles across and games. Other supporting roles, such as Fuse (Ulala's cameraman), were handled by director Takashi Thomas Yuda, emphasizing the team's collaborative approach to bringing the game's satirical space news theme to life through sparse but expressive dialogue in cutscenes and on-screen reports. For international releases, Space Channel 5 received a full English localization with professional voice actors, enhancing while preserving the game's energetic tone. Ulala is voiced by , a singer and actress whose pop-infused delivery complemented the character's glamorous persona. Jaguar is portrayed by Jeff Kramer, delivering a charismatic, over-the-top performance that highlighted the villain's rhythmic dance battles. Supporting characters like (David Nowlin) and (Sumalee Montano) further rounded out the cast, with voice work focused on short, punchy lines tied to gameplay prompts and narrative segments. In Space Channel 5: Part 2, the voice ensemble evolved to support new characters and story elements, while retaining core performers. Mineko Okamura reprised her role as Ulala in , with Apollo Smile returning for the English dub. Shō Hayami continued voicing in , joined by Tom Clarke Hill in English. A notable addition was global superstar , who provided the voice and likeness for the character Space Michael, a holographic ally whose lines integrated seamlessly with the sequel's expanded musical sequences. Later ports and re-releases, such as the Special Edition and digital versions on modern platforms, often include dual-audio options, allowing players to switch between and English tracks for a customizable . The voice work across the series, characterized by enthusiastic and stylized delivery, played a key role in expressing the characters' eccentric personalities, making Ulala and enduring icons through their interplay with the game's rhythm-based mechanics and futuristic funk soundtrack.
CharacterJapanese Voice ActorEnglish Voice Actor
UlalaMineko OkamuraApollo Smile (SC5, SC5: Part 2); Cherami Leigh (SC5 VR)
JaguarShō HayamiJeff Kramer (SC5); Tom Clarke Hill (SC5: Part 2, SC5 VR)
FuseTakashi Thomas YudaDavid Nowlin (SC5); (SC5: Part 2)
PuddingKae Iida (SC5); Larissa Murray (SC5: Part 2)
Space MichaelN/A (English only) (SC5: Part 2)

Release

Dreamcast Version

Space Channel 5 debuted as a exclusive in on December 16, 1999, followed by a North American release on June 6, 2000, and a European launch on October 6, 2000. The game's marketing prominently featured protagonist Ulala as 's mascot, including her appearance at the where she announced the nominees for the Viewers' Choice award. Packaging highlighted Ulala's vibrant design to appeal to a broad audience, and the Japanese edition retailed for ¥5,800. The title supported Dreamcast's (VMU) for saving unlocked costumes and other progress, alongside compatibility with the for enhanced vibration feedback and the for output up to . Unlike some contemporaries, it lacked any online features despite the console's capabilities. In its debut week in Japan, the game sold over 41,000 units, representing about 44% of available stock and marking a modest start for the rhythm-action title. The version ran at 30 frames per second, prioritizing smooth rhythm-based gameplay over higher frame rates seen in later ports.

Ports and Re-releases

The port of Space Channel 5, titled Space Channel 5: Special Edition in , was released in on March 15, 2002, in on December 12, 2002, and in on November 18, 2003, where it was bundled with the sequel Space Channel 5: Part 2. This version supported display and mode via component cables, and included an option for the original , though it featured slightly longer loading times between levels compared to the original. A separate port for the Game Boy Advance, subtitled Ulala's Cosmic Attack, launched in North America on June 17, 2003. To accommodate the handheld's hardware constraints, developers redrew the visuals using 2D sprites, simplified animations and backgrounds, omitted the shooting practice mode, and condensed several stages while preserving the core rhythm-based mechanics. This version was released only in . The game has seen no official digital re-releases as of November 2025, though availability remains scarce outside of legacy console . It was not included in major storefronts like or during the late 2000s, unlike its sequel. Compilations featuring the original include the North American Space Channel 5 Special Edition for , but it is absent from broader collections such as the 2010 Sega Dreamcast Collection, which instead features Part 2. No official 3DS port exists under the 3D Classics line.

Reception

Critical Reviews

Upon its release, Space Channel 5 received generally positive reviews for the version, with critics highlighting its innovative blend of rhythm mechanics and narrative storytelling. awarded it a 9.2 out of 10, praising the game's addictive loops, charismatic Ulala, and vibrant that fused funky electronic music with engaging dance battles. gave it a 7 out of 10, commending the unconventional art style and cultural flair while noting the addictive quality of its button-mimicking rhythm sections. The port, released as , earned a score of 79 out of 100 based on 16 critic reviews, maintaining much of the original's charm despite minor technical adjustments for the new hardware. Reviewers appreciated the preserved visuals and music, though some pointed out slightly altered controls that could feel less precise than on . In contrast, the Game Boy Advance version, subtitled Ulala's Cosmic Attack, fared worse with a score of 55 out of 100 from 15 reviews, primarily due to downgraded graphics, unreliable controls, and a clunky presentation that diminished the original's stylish appeal. Common praises across versions centered on Ulala's endearing personality, the seamless integration of rhythm gameplay with sci-fi , and the soundtrack's infectious grooves, which helped establish early benchmarks for the rhythm genre. Criticisms frequently included the game's brevity, typically lasting 4-6 hours, and repetitive boss encounters that relied on similar dance patterns without much variation. IGN's review of the GBA port specifically criticized the short length and hardware limitations that made levels feel more frustrating than fun. In retrospectives, the game has been recognized for its influence on rhythm-action titles, with Planet Dreamcast noting it as a foundational work that infused the genre with fresh settings and multimedia elements. Post-2020 reappraisals, particularly around the sequel's launch, have solidified its status, with The Verge describing it as a "" whose bold aesthetics and tech-forward themes remain relevant in modern gaming. UploadVR echoed this, calling the series a "cult hit" despite the original's simplicity.

Commercial Performance

The Dreamcast version of Space Channel 5 achieved its strongest commercial results in , where it sold 41,227 units during its debut week in December 1999, accounting for over 44% of initial shipment stock. Overall performance was modest globally, with sales hampered in Western markets by the Dreamcast's declining platform popularity following the rise of competing consoles like the 2. regarded the title as a mixed commercial success, as it failed to become a major bestseller but helped diversify the Dreamcast's game library amid efforts to expand the rhythm genre within the company's portfolio. Subsequent ports extended the game's reach with varying outcomes. The version, released as Space Channel 5 bundling both the original and its sequel, benefited from a budget price point of $14.99 in , which reviewers noted made it an accessible entry for enthusiasts despite limited initial marketing. In contrast, the Game Boy Advance adaptation, subtitled Ulala's Cosmic Attack, underperformed commercially, impacted by mixed critical reception that highlighted its simplified graphics and removed compared to the originals. Later digital re-releases on platforms like , , and from 2010 onward contributed additional units to the franchise's lifetime totals, sustaining modest revenue through affordable downloads and occasional bundles, though specific figures remain undisclosed by . However, Space Channel 5: Part 2 was delisted from on December 6, 2024.

Legacy

Sequels and Spin-offs

The sequel to Space Channel 5, titled Space Channel 5: Part 2, was developed by (UGA) and published by . It continues the story of reporter Ulala as she confronts new threats from the alien Purplians, including the villain , while introducing supporting characters such as the space police officer . Released simultaneously in for and on February 14, 2002, the game expands on the original's rhythm-based gameplay by incorporating two-player co-op modes where one player handles directional inputs and the other manages vocal commands, alongside minor refinements to the dance sequences for increased variety. In 2011, Space Channel 5: Part 2 received an HD remastered re-release as part of Sega's compilation for and , with a standalone digital version following for PC via on March 3, 2011. This update featured enhanced resolutions up to and improved frame rates, preserving the core mechanics while making the title accessible to modern audiences. The game was delisted from on December 6, 2024. During the early 2000s, produced Japan-exclusive mobile s under the Ulala's Channel J banner, starting with a /i-mode release in July 2001 developed by . These titles consisted of rhythm mini-games, quizzes, and interactive content themed around Ulala's adventures, distributed via J-Sky and other carriers for feature phones like the and J-SH07, but they remained limited to the market with no ports. Another , Space Channel 5: Ulala's Cosmic Attack, was released for in 2004, featuring simplified rhythm gameplay. In 2020, Grounding Inc., a studio founded by former developers, released Space Channel 5 VR: Kinda Funky News Flash!, a remake of the original game licensed from . Players assume the role of a rookie reporter alongside Ulala, using motion controls to perform dance poses in a first-person perspective, which enhances interactivity by allowing physical movement tracking via devices like or controllers. Launched on February 25 for , with subsequent releases for , SteamVR (Windows), and Viveport later in the year, the title emphasizes immersive rhythm challenges but drew mixed reception for its motion controls, which some critics described as clunky or imprecise, disrupting the flow despite the nostalgic appeal. As of 2025, no additional mainline sequels have been released beyond these entries.

Media Adaptations and Cameos

The franchise has seen limited expansions beyond , primarily through planned and announced non-interactive media projects, guest appearances in other titles, and official merchandise. A live-action of Space Channel 5 was announced in August 2022 as a partnership between and production company Picturestart. The project is described as a / centered on a fast-food worker recruited by a reporter to combat aliens through rhythmic battles, with Picturestart executives and Royce Reeves-Darby overseeing production alongside representatives. As of 2025, the film remains in development with no further production updates or release date confirmed. Earlier plans for animated media included a CGI television series adaptation produced by SuperMega Media, intended to feature Ulala hosting news reports and set to premiere on MTV in January 2001, though it was ultimately not realized. Ulala has made several cameos in other Sega titles, often as a playable character or unlockable element. She appears as a racer in Sonic & Sega All-Stars Racing (2012), complete with her signature dance moves and a Monkey Target track inspired by Super Monkey Ball. Additionally, Ulala is available as a collectible crane game figure in Yakuza 5 (2012), appearing in the game's arcade segments. No direct crossover with Super Monkey Ball titles from 2010 has been documented, though reciprocal references exist, such as AiAi from the series appearing in Space Channel 5 Part 2. Merchandise for the series includes action figures, such as the 2001 Palisades Toys Ulala figure, and modern apparel like hoodies, t-shirts, and hats released through official partners like in 2025. Soundtrack albums were released starting with the Space Channel 5 Original Soundtrack in 2000 by , featuring 20 game tracks plus remixes and bonus content composed by Naofumi Hataya, Kenichi Tokoi, and others. A 20th compilation, Space Channel 5 20th Anniversary GyunGyun Selection, followed in 2019. Art books, including the Japanese Space Channel 5 Gyun Gyun Book (1999), provide character profiles, , and guides. The franchise has not expanded into novels or comic books.

Cultural Impact

Space Channel 5 pioneered the rhythm-action hybrid genre by integrating rhythmic button-pressing mechanics with a narrative-driven sci-fi storyline, blending elements of dance simulation and alien combat in a way that influenced the evolution of music-based gameplay on consoles. Released in 1999 for the , it built on earlier titles like but distinguished itself through its futuristic aesthetic and emphasis on performative reporting, contributing to the pre-Guitar Hero era of rhythm games that emphasized memorization and timing over peripheral controllers. This approach helped lay groundwork for later music games, with its stylish, retro-futuristic design echoing in Sega's own rhythm titles and broader genre experiments. The game's protagonist, Ulala, played a key role in popularizing female leads within Sega's portfolio, serving as a confident, stylish reporter whose design targeted a broader, including female, audience during an era when such characters were rare in major titles. Ulala emerged as a pop culture icon of 2000s gaming fashion, with her silver catsuit and beehive hairstyle inspiring cosplay and merchandise; Sega promoted a planned appearance of Ulala in CG form to present the Best Dance Video award at the 2000 MTV Video Music Awards, bridging gaming and mainstream entertainment, though it did not occur. References to the game appear in media such as the 2001 film Josie and the Pussycats, where a Dreamcast copy is visible in a video store and the band performs at a fictional "Sega Megarena," and the 2004 Japanese film Swing Girls, featuring gameplay from Space Channel 5: Part 2. In the 2020s, the title has seen renewed interest through retrospectives on platforms like YouTube and podcasts, highlighting its enduring quirky charm. Its genre legacy endures through active fan communities and speedrunning scenes, with dedicated leaderboards maintaining engagement into 2025 on sites like Speedrun.com. The game's rhythmic core has also impacted experiments, inspiring the 2020 release of Space Channel 5 VR: Kinda Funky News Flash!, which adapts its mechanics for immersive VR play and revives Ulala's adventures for modern hardware. In April 2003, American model and singer Kierin Kirby, known professionally as of the band , filed a against of America, Inc., and two licensees in the of . Kirby alleged that the design of the character Ulala in the Space Channel 5 misappropriated her likeness, drawing from her 1960s-era go-go dancer persona as depicted in promotional photos, including elements like pink ponytails, short skirts, and go-go boots. The suit claimed violations of her right of publicity under section 3344, misappropriation, false endorsement under the , and unfair competition, seeking at least $750,000 in damages. Sega defended the case by asserting independent creation of Ulala, with the character's design inspired by general 1960s mod fashion aesthetics and Japanese pop culture rather than any specific individual's likeness. Key testimony came from Tetsuya Yuda, the game's art director, who described the development process as drawing from era-specific trends without reference to Kirby's images, supported by expert analyses on artistic influences and the transformative nature of video game characters. The trial court granted summary judgment in favor of Sega in 2005, ruling that the claims were barred by the First Amendment as Ulala constituted an expressive, transformative work not primarily exploiting Kirby's identity, and no reasonable jury could find substantial similarity. Kirby appealed the decision, but the California Court of Appeal affirmed the in September 2006, upholding the First Amendment protection and the lack of evidence for . The court also enforced California's right-of-publicity statute by ordering Kirby to pay approximately $608,000 in attorneys' fees and costs, a reduced amount from Sega's requested $763,000. In the aftermath, no modifications were made to Space Channel 5 or its character designs, and the case underscored challenges in retro-inspired media without leading to further litigation involving the game as of 2025.

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