The patent is directed to a multi-player game, and more particularly to a multi-player game having an electronic instruction unit providing game instructions to the players during the course of game play.
Various games having electronic or electro-mechanical apparatus associated therewith have been previously described. For example, U.S. Pat. No. 4,572,513 to Evans discloses an educational game including a game board, at least one game piece and an audio recording. The game board has a serpentine path located on the top face thereof. The serpentine path is broken up into a series of connected squares. The game piece is designed such that it is moved along the path as the game is played. The audio recording contains a number of mathematical problems or other questions and the answers thereto. Each question or problem is separated from its answer by a pause of predetermined duration. Each time the player of the game answers a problem or a question correctly and within the time allowed, the player advances his/her game piece along the serpentine path. The number of squares on the path and the number of questions on the recording are equal so that if a player answers all of the questions correctly, his/her game piece exactly reaches the finish space.
U.S. Pat. No. 5,011,156 to LaChance, Jr. et al. discloses a game apparatus consisting essentially of a game board, cards, set of playing pieces for each player, a compact disc with multiple tracks set up in such a way that the playing pieces, or tokens, for each player will move around the board surface which may comprise a single or dual segmented path. Part or all of the segments contain one of the numbers in a two number selection code on the compact disc. Cards which are provided as part of the game apparatus will contain a second number of the two number selection code so that as playing the game, once both numbers are determined, the player will know which track to punch in on the compact disc control. The instructions on the compact disc track will determine further moves and actions and enhances the game play.
In one aspect, the invention is directed to a game for multiple players that may include a plurality of score-keeping surfaces, a plurality of groups of game pieces, each group corresponding to one of the score-keeping surfaces, an instruction unit that may have an input device and an output device, and a plurality of game cards that each may have game play indicia disposed thereon. The instruction unit may be actuated by a player at the input device, and the instruction unit may output an instruction at the output device in response to the actuation of the instruction unit by the player at the input device.
In another aspect, the present invention is directed to an instruction unit for a game. The instruction unit may include an input device, an output device, and a controller that may be operatively coupled to the input device and the output device. The controller may be programmed to store a plurality of game instructions for the game, to detect the actuation of the input device by a player of the game, to retrieve one of the plurality of game instructions in response to detecting the actuation of the input device, and to cause the output device to output the retrieved game instruction.
In a further aspect, the invention is directed to a method of game play for a game for a plurality of participants. The method may include providing an instruction unit and a deck of game cards, wherein each game card may have game indicia disposed thereon, distributing a plurality of the game cards to each participant of the game, and each player in turn comparing the game indicia of the game cards distributed to the player to the game indicia of a top card of a discard pile of the plurality of cards. The method may further include discarding at least one of the game cards distributed to the player onto the discard pile in response to the player determining that the game indicia of the player's game cards corresponds to the game indicia of the top card of the discard pile such that the cards may be played on the top card, and actuating the instruction unit to output a game instruction in response to the player determining that the game indicia of the player's game cards does not correspond to the game indicia of the top card of the discard pile such that none of the game cards of the player may be played on the top card. Still further, the method may include at least one player selecting at least one additional game card from the deck of game cards in response to the game instruction output by the instruction unit.
In an additional aspect, the invention is directed to a method of game play for a game for a plurality of players the may include distributing a plurality of game cards to each player of the game, sequential players discarding game cards onto a discard pile when possible in accordance with game rules, sequential players actuating an instruction unit to output a game instruction when in accordance with game rules it is not possible to discard game cards onto the discard pile, and following the game instruction output by the instruction unit. In yet another aspect, the invention is directed to a method of game play for a game for a plurality of players the may include distributing a plurality of game cards to each player of the game, sequential players discarding game cards onto a discard pile or actuating an instruction unit to output a game instruction as determined by game rules, and following the game instruction output by the instruction unit.
Additional aspects of the invention are defined by the claims of this patent.
Although the following text sets forth a detailed description of numerous different embodiments of the invention, it should be understood that the legal scope of the invention is defined by the words of the claims set forth at the end of this patent. The detailed description is to be construed as exemplary only and does not describe every possible embodiment of the invention since describing every possible embodiment would be impractical, if not impossible. Numerous alternative embodiments could be implemented, using either current technology or technology developed after the filing date of this patent, which would still fall within the scope of the claims defining the invention.
It should also be understood that, unless a term is expressly defined in this patent using the sentence “As used herein, the term ‘______’ is hereby defined to mean . . . ” or a similar sentence, there is no intent to limit the meaning of that term, either expressly or by implication, beyond its plain or ordinary meaning, and such term should not be interpreted to be limited in scope based on any statement made in any section of this patent (other than the language of the claims). To the extent that any term recited in the claims at the end of this patent is referred to in this patent in a manner consistent with a single meaning, that is done for sake of clarity only so as to not confuse the reader, and it is not intended that such claim term by limited, by implication or otherwise, to that single meaning. Finally, unless a claim element is defined by reciting the word “means” and a function without the recital of any structure, it is not intended that the scope of any claim element be interpreted based on the application of 35 U.S.C. §112, sixth paragraph.
This embodiment and the drawing figures herein are exemplary only, and are not intended to limit the scope of the claims to this particular embodiment. Other configurations of the game 10 are contemplated having, for example, different configurations of the game board or boards, or other score-keeping surfaces, different electronic instruction units, different game pieces, different cards and indicia, different game play and instruction sequences and game rules, and other variations that are within the scope of the claims defining the invention. Furthermore, it is contemplated that the game 10, in addition to the electronic instruction unit 12, may be implemented partially or entirely through electronic and/or graphic means such that the game layout, game pieces, game cards and audio portions of the game are presented via video or audio technology.
Referring now to
The game pieces 14 may be configured in any manner consistent with the theme of the game 10, and groups of the game pieces 14 may have distinct characteristics such that the game pieces 14 within each group may be identified as belonging to the same group. For example, the game pieces 14 as illustrated may be in the form of small colored pawns that may be clearly identified as groups of red pawns 26, green pawns 28, yellow pawns 30 and blue pawns 32. The game 10 may include any number of game pieces 14, and any number of groups of game pieces as may be necessary for the number of players and the game play of the game 10. Further, the game pieces 14 may have any other desired shape and/or indicia disposed thereon as desired for the theme of the game, and for distinguishing the game pieces 14 into separate groups for use by the players of the game 10.
Similar to the game pieces 14, the score-keeping surfaces or game boards 16 may be configured in any manner consistent with the theme of the game 10 and the configuration of the game pieces 14 to provide score-keeping surfaces for the players of the game 10. As illustrated, the game 10 may include one game board 16 corresponding to each of the groups of game pieces 14. In this example, the game 10 may include a red game board 34, a green game board 36, a yellow game board 38 and a blue game board 40 corresponding to the groups of pawns 26, 28, 30, 32, respectively. The game boards 34, 36, 38, 40 may further include indicia 42 disposed thereon corresponding to each of the game pieces 14 of the corresponding group, and consistent with and enhancing the theme of the game 10. During the game play of the game 10, each player may have one of the game boards 16 and the corresponding group of the game pieces 14. While the game 10 is illustrated as having a game board 16 for each player, it is contemplated that the game 10 may be implemented with a single game board 16 having indicia disposed thereon corresponding to each of the groups of game pieces 14 for use by the players.
The deck of cards 18 may include a plurality of cards 42 having indicia 44 disposed thereon that, along with the rules for the game 10, dictate the way in which the cards 42 may be played by the players during the course of the game 10. As previously discussed, each player may be dealt a plurality of cards 42 from the deck 18 at the start of the game 10. During a player's turn, the player may be able to lay down one or more of the cards 42 in the player's hand on a discard pile depending on the indicia 44 on the top card 42 on the discard pile, and the indicia 44 on the cards 42 in the player's hand. The game 10 may include a plurality of different types of cards 42, each having unique game play characteristics when played alone or in combination with other types of cards 42.
During a player's turn of the game 10, the game rules may allow the player may play one or more numeric cards 46 based on the color and the number of the top card 42 on the discard pile and of the numeric cards 46 in the player's hand. In the game rules of one alternative game play involving numeric cards 46, the player may lay down a numeric card 46 having the same color as the top card 42 on the discard pile. For example, if the top card 42 on the discard pile is a blue nine, the player may lay down any other blue card 46 on the pile, such as a blue six. Depending on the specific rules, the player may be limited to laying down only one card 46 having a matching color, or all of the player's cards 46 having a matching color. In the game rules for another alternative game play, the player may be permitted to lay down one or more cards 46 of any color in an ascending or descending sequence, starting with the next number greater than or less than the card 42 on top of the discard pile. For example, if the top card 42 is a yellow six, a player may lay down numeric cards 46 of any color in the ascending sequence starting with seven or in the descending sequence starting with five. Once the player lays down all the cards 46 of the sequence, the player's turn may be over. Depending on the rules of the game 10, the sequences may wrap around the number range for the cards 46 such that, for example, the number one may follow the number twelve in the ascending sequence and vice versa.
In addition to the numeric cards 46, 50, 52, 54 described above, the game 10 may further include one or more types of wild cards having distinct rules of game play. In the illustrated embodiment, wild cards may be played at any time regardless of the card 42 on the top of the discard pile. However, the wild cards may be implemented with restrictions regarding the types of cards 42 on which the wild cards may be played.
Returning to
At the start of the game 10, the instruction unit 12 may be placed in the center of the playing area, and each player may select a game board 16 and the corresponding group of game pieces 14. The game board 16 may be placed in front of the player with the game pieces 14 beside the game board 16. The deck of cards 18 may be shuffled, and an equal number of the cards 42 may be dealt out to each player. The remaining cards 42 in the deck of cards 18 may be placed face down in the middle of the playing area, and the top card 42 may be turned face up and placed beside the deck to start the discard pile. The game may begin by turning on the instruction unit 12 and actuating the unit 12 in a manner described more fully below to determine which player goes first. On each player's turn, the player may either play one or more cards 42 on the discard pile in the manner described above if the player can player a card 42, or the player can activate the instruction unit 12 to receive an instruction if the player cannot play a card based on the card 42 on the discard pile and the cards 42 in the player's hand.
Play may proceed with each player in turn either laying down cards 42 on the discard pile or activating the instruction unit 12 as dictated by the cards 42 in the player's hand. If a player plays the last card 42 in the player's hand, the player may be entitled to move one of the game pieces 14 onto the player's game board 16. After moving the game piece 14 onto the game board 16, the player may draw five more cards 42 from the pile, and the game 10 may continue with the next player's turn. The game 10 may continue in this manner until one of the player's moves their last game piece 14 onto the game board 16.
The structure of the instruction unit 12 will now be discussed with reference to
When the three-way mode switch 102 is set to either the “DEMO” position or the “ON” position, the controller 100 may be connected to the power source 104, which may be batteries inserted into a battery compartment of the instruction unit 12, an external battery, a power cord connected to a wall outlet, or any other appropriate source of electrical power, such that the power source 104 may provide power to the controller 100, circuitry and other components 106, 108. Input signals produced by the activation switch 106 are output to the controller 100 for processing by the game execution logic in both the demonstration and the game play modes. Depending on the processing performed, the circuitry of the controller 100 generates and outputs sound generation signals to the speaker 108, wherein the speaker 108 translates the output signals into sounds that are broadcast through holes in the housing 22 of the instruction unit 12 such that the sounds may be heard by the participants of the game 10. The general and specific technologies relating to electronic sound generation circuitry, and the software required to run such devices, are well known to those skilled in the electronic and software arts, and therefore the specific details of the digital processing and memory portions of such circuitry, and the specific details of any software required for this specific application will not be described further herein.
While the output device or mechanism for the instruction unit 12 is illustrated herein as the speaker 108 which may broadcast game instructions that may be audibly perceptible to the players, those skilled in the art will understand that the instruction unit 12 may be implemented with an desired output device capable of conveying the game instructions in any manner that may be perceptible to the players. For example, in an alternative embodiment, the output device for the instruction unit 12 may be a visual display for the game instructions that may be viewable by the players to convey the game instructions. As a further alternative, the output device may be a printer to which the controller 100 may output signals causing the printer to print and dispense game instructions when a player presses the knob 24. Other output devices or mechanisms may be implemented in the instruction unit 12 as desired, and are contemplated by the inventor as having use with the game 10 and instruction unit 12 of the present invention.
As previously discussed, the controller 100 receives input signals from the activation switch 102, and the input signals cause the controller 100 to process the game execution logic in the demonstration and game play modes.
During the course of the game 10 when a player may not be able to lay down a card 42 on the discard pile, or during the demonstration mode, the player may actuate the micro switch 110 and, correspondingly, activate the instruction unit 12 by depressing the knob 24 downwardly against the biasing force of the spring 116. When the knob 24 is depressed, the arm 112 and finger 114 move downwardly, with the finger 114 engaging and actuating the micro switch 110 as shown in
While the micro switch 110 is discussed herein as transmitting an input signal to the controller 100 indicating the depression of the micro switch 110 in response to the movement of the knob 24, those skilled in the art will understand that the micro switch 110 may be configured to transmit a continuous input signal when the micro switch 110 does not detect the movement of the knob 24, and discontinue the input signal when the knob 24 is depressed and the micro switch 110 is actuated, thereby informing the controller 100 of the depression of the knob 24 by the absence of input signals from the micro switch 110. Further, while the activation switch 106 is illustrated herein as micro switch 110, the activation switch 106 may be implemented via any type of switch or other input mechanism that may detect input at the instruction unit 12 by a player. For example, the activation switch 106 may be an optical sensor configured to transmit input signals to the controller 100 indicating the proximity of the player to the instruction unit 12 when the player covers the optical sensor. As a further alternative, the actuation switch 106 may be implemented via a switch that detects the pressure from the player on the activation switch 106, either directly of via some other mechanism capable of applying pressure to the activation switch 106 in response to an input by the player. Those skilled in the art will understand that other mechanisms for detecting an input by the player and causing an input signal or otherwise activating the controller 100 to process the game execution logic may be implemented in an instruction unit 100, and are contemplated as having use with the present invention.
As previously discussed, the instruction unit 12 may operate in either a demonstration mode or a game play mode. In order to activate the instruction unit in the demonstration mode, the three-way switch 102 may be moved the “DEMO” position, thereby causing the controller 100 to execute the demonstration mode logic programmed therein. While in the demonstration mode, the controller 100 may be programmed to transmit one of a plurality of available sound generation signals to the speaker 108 in response to detecting the activation of the activation switch 106. The controller 100 may store sound generation signals corresponding to a plurality of phrases and other sounds that may be broadcast from the instruction unit 12 in the demonstration and game play modes.
If the knob 24 is not pressed, control may pass to a block 210 wherein the controller 100 may determine whether a predetermined wait time has elapsed on the timer. If the wait time has not elapsed, control may return to the block 208 for the controller 100 to wait for a player to press the knob 24. If the wait time has elapsed at the block 210, control may pass to a block 212 wherein the controller 100 may output sound generation signals to the speaker 108 corresponding to a time out phrase, such as phrase number 30 of table 120. After playing the time out phrase at the block 212, the controller 100 may cause the instruction unit 12 to enter a shut down mode at a block 214 and further wait for a player to press the knob 24 and actuate the activation switch 106. As long as the controller 100 does not detect actuation of the activation switch 106 at a block 216, the controller 100 may remain in the shut down mode. When the controller 100 finally detects the actuation of the activation switch 106 in response to a player pressing the knob 24, control may pass back to the block 204 wherein the introductory phrase may be replayed and to the block 206 wherein the timer may be reinitialized.
When the controller 100 detects the actuation of the activation switch 106 at the block 208 within the predetermined wait time, control may pass to a block 218 wherein the controller 100 may randomly select a first player phrase from a plurality of available phrases, and output the corresponding sound generation signals to the speaker 108 at a block 220 to broadcast the selected first player phrase to the players. The first player phrases may identify the first player to attempt to lay down a card 42 on the discard pile by criteria such as the player having the next birthday (phrase number 37 of table 120), the oldest player (phrase number 38), the youngest player (phrase number 39), or by any other desired criteria. While the phrase are shown as being randomly selected, the controller 100 may alternatively select the first player phrases sequentially, or by any other method desired when the game 10 is configured.
In addition to selecting and playing the first player phrase after the knob 24 is pressed, the controller 100 may initialize the instruction unit 12 in preparation for broadcasting instructions to the players when the knob 24 is subsequently pressed during the game 10. At a block 222, the controller 100 may randomly select the next instruction number to be broadcast by the instruction unit 12 in response to a player pressing the knob 24 and save the number at a stored next instruction number. The controller 100 may store a plurality of instruction numbers, each corresponding to an instruction phrase that may be broadcast by the instruction unit 12.
In addition to initializing the stored next instruction number, the controller 100 may also initialize a phrase column sequence number that may be used to determine which of a plurality of available sets of delay phrases may be broadcast during a period in which the instruction unit 12 awaits player input. At a block 224, the controller 100 may randomly select a number between one and the maximum phrase column sequence number, and set the stored phrase column sequence number to the selected number.
Returning to
Referring to
After the next instruction is broadcast to the players at the block 252, the controller 100 may ready the instruction unit 24 for broadcasting the next instruction to the players. Control may pass to a block 254 wherein the controller 100 may add one to the stored next instruction number. Because a limited number of instructions may be stored, and because the controller 100 cycles through the available instruction sequentially in this embodiment, it may be necessary for the controller 100 to ensure that the stored next instruction number remains within the range of available instruction numbers. Consequently, control may pass to a block 256 wherein the controller 100 may compare the stored next instruction number to the maximum instruction number. If the controller 100 determines that the stored next instruction number is greater than the maximum instruction number, then control may pass to a block 258 wherein the controller 100 may set the stored next instruction number equal to one so that the controller 100 may begin cycling through the available instructions from the beginning.
After the controller 100 resets the stored next instruction number to one at the block 258, or determines that the stored next instruction number is not greater than the maximum instruction number at the block 256, control may pass to a block 260 wherein the controller 100 may increment the stored phrase column sequence number in a similar manner so that a new sequence of delay phrases may be broadcast while waiting for another player to press the knob 24. As with the next instruction number 132, the stored phrase column sequence number should remain within the range of phrase column sequence numbers. Consequently, control may pass to a block 262 wherein the controller 100 may compare the stored phrase column sequence number to the maximum phrase column sequence number. If the controller 100 determines that the stored phrase column sequence number is greater than the maximum phrase column sequence number, then control may pass to a block 264 wherein the controller 100 may set the stored phrase column sequence number equal to one so that the set of delay phrases 156 of the phrase column 152 corresponding to the next phrase column sequence number 142 may be broadcast to the players. After the controller 100 resets the stored phrase column sequence number to one at the block 264, or determines that the stored phrase column sequence number is not greater than the maximum phrase column sequence number at the block 262, control may return to the game player routine 200 of
If the controller 100 does not detect the actuation of the activation switch 106 at the block 230, control may pass to the wait routine 270 of
If the delay time period has elapsed at the block 272, control may pass to a block 274 wherein the controller 100 may determine whether the stored delay period number is equal to the maximum delay period number for the phrase column. If the stored delay period number is equal to the maximum, the controller 100 may proceed to execute a time out portion of the wait routine 270, which will be discussed in more detail below. If the stored delay period number is less than the maximum, control may pass to a block 276 wherein the controller 100 may determine whether the stored delay period number is equal to one less than the maximum delay period number for the phrase column. If the stored delay period number is equal to one less than the maximum, the controller 100 may proceed to execute a portion of the wait routine 270 particular to the penultimate delay period, which also will be discussed in more detail below.
If the stored delay period number is less than one less than the maximum, control may pass to a block 278 wherein the controller 100 may output sound generation signals to the speaker 108 corresponding to stored delay period number for the phrase column. Consequently, in the above example for the first delay period of phrase column “C,” at the expiration of the 45 second delay period the controller 100 may output sound generation signals for phrase number 32 causing the speaker 108 to broadcast the phrase: “Mmmm, mmmm, mmm, mm, . . . sorry.” After the delay phrase is played at the block 278, control may pass to a block 280 wherein the controller 100 may increment the stored delay period number. After the stored delay period number is incremented, control may pass back to the main game play routine at the block 228 wherein the timer may be reset to wait for a player to press the knob 24.
If the delay period number is equal to one less than the maximum delay period number at the block 276, control may pass to a block 282 wherein the controller 100 may output sound generation signals to the speaker 108 to broadcast the penultimate delay phrase number 29 (“(big yawn) Sorry, er . . . are we still playing?”). After playing the penultimate delay phrase, control may pass to a block 284 wherein the controller 100 may reset the timer to provide a time period in which the players may press the knob 24 to acknowledge that the game 10 is continuing. After the timer is reset, control may pass to a block 286 wherein the controller 100 may determine whether the knob 24 of the instruction unit 12 has been pressed by a player and, correspondingly, actuated the activation switch 106 to acknowledge the continuation of the game 10.
If the controller 100 detects the actuation of the activation switch 106 at the block 286, control may pass to a block 288 wherein the controller 100 may output sound generation signals to the speaker 108 to broadcast a resumption phrase, such as phrase number 40 (“Alright! Glad we're still playing, but can you pick up the pace a little?”). After playing the resumption phrase, control may pass to a block 290 wherein the controller 100 may increment the stored phrase column sequence number so that a new sequence of delay phrases may be broadcast while waiting for another player to press the knob 24. Control may then pass back to the main game play routine 200 at the block 226 so that the delay period number may be reset to the first delay period for the new phrase column.
If the controller 100 does not detect the actuation of the activation switch 106 at the block 286, control may pass to a block 292 wherein the controller 100 determines whether the time period has expired for pressing the knob 24 to acknowledge the continuation of the game 10. If the time period has not expired, control may pass back to the block 286 to evaluate whether the activation switch 106 is actuated by a player. If the acknowledgement time period has expired, control may pass to a block 294 wherein the controller 100 may increment the delay period number, and back to the main game play routine 200 at the block 228 wherein the timer may be reset by the controller 100 to wait for a player to press the knob 24.
If the delay period number is equal to the maximum delay period number at the block 274, control may pass to a block 296 wherein the controller 100 may output sound generation signals to the speaker 108 to broadcast the time out phrase 30 (“OK, got to go. Sorry. Bye.”). After playing the time out phrase, control may pass to a block 298 wherein the controller 100 may reset the timer to provide a time period in which the players may press the knob 24 to acknowledge that the game 10 is continuing and to prevent the instruction unit 12 from shutting down. After the timer is reset, control may pass to a block 300 wherein the controller 100 may determine whether the knob 24 of the instruction unit 12 has been pressed by a player and, correspondingly, actuated the activation switch 106 to acknowledge the continuation of the game 10.
If the controller 100 detects the actuation of the activation switch 106 at the block 300, control may pass to a block 302 wherein the controller 100 may output sound generation signals to the speaker 108 to broadcast the resumption phrase number 40. After playing the resumption phrase, control may pass to a block 304 wherein the controller 100 may increment the stored phrase column sequence number so that a new sequence of delay phrases may be broadcast while waiting for another player to press the knob 24. Control may then pass back to the main game play routine 200 at the block 226 so that the delay period number may be reset to the first delay period for the new phrase column.
If the controller 100 does not detect the actuation of the activation switch 106 at the block 300, control may pass to a block 306 wherein the controller 100 determines whether the time period has expired for pressing the knob 24 to acknowledge the continuation of the game 10. If the time period has not expired, control may pass back to the block 300 to evaluate whether the activation switch 106 is actuated by a player. If the acknowledgement time period has expired, control may pass to a block 308 wherein the controller 100 may cause the instruction unit 12 to enter a shut down mode and further wait for a player to press the knob 24 and actuate the activation switch 106. As long as the controller 100 does not detect actuation of the activation switch 106 at a block 310, the controller 100 may remain in the shut down mode. When the controller 100 finally detects the actuation of the activation switch 106 in response to a player pressing the knob 24, control may pass back to the main game play routine 200 at the block 204 wherein the introductory phrase may be replayed and to the block 206 wherein the timer may be reinitialized.
The flowcharts illustrate one embodiment of main game play, play next instruction and wait routines that may be programmed into the controller 100 or other memory of the instruction unit 12, and executed by the controller 100. Those skilled in the art will understand that other routines may be implemented in the instruction unit 12 to provide a desired game play for the game 10. For example, the controller 100 of the instruction unit 12 may be programmed to randomly select from a plurality of game instructions stored at the instruction unit 12 instead of selecting the instructions sequentially as illustrated in
While the preceding text sets forth a detailed description of numerous different embodiments of the invention, it should be understood that the legal scope of the invention is defined by the words of the claims set forth at the end of this patent. The detailed description is to be construed as exemplary only and does not describe every possible embodiment of the invention since describing every possible embodiment would be impractical, if not impossible. Numerous alternative embodiments could be implemented, using either current technology or technology developed after the filing date of this patent, which would still fall within the scope of the claims defining the invention.
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