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Beta64 - Splatoon

Jun 03, 2021
How do you measure success in games? Some games create fascinating stories that can even impact the real world. Other games are so beautifully designed that you can't help but agree that video games can be an explosion of art. Well, it made me want to buy expensive plane tickets. to Japan to see two squid girls holographically singing live in concert with rock music and squid language, but today I want to talk about the development of

splatoon

, so I sneaked into Squid's research lab, stole this left code and now I'm ready to see what came and went, what was left and what was splashed, that doesn't make sense seriously, although there were a lot of things that were discarded in

splatoon

, it sure was always meant to be a 4v4 shooter , but originally he wasn't going to star in squid.
beta64   splatoon
Something very different was going to start and in this episode of base64 we will see precisely that and the rest of the development of Splatoon. Splatoon began its brainstorming sessions in the second half of 2013 with directors Yusuke Amano, who previously directed. new super mario bros 2 and tsubasa sakaguchi who in the past helped design several nintendo games like twilight princess nintendo land and we fit in and then there was the producer of this new project who you may recognize from making this splatoon 2 that's right, hisashi nogami whose past His accomplishments included helping translate banjo-kazooie for release in Japan and running my channel, which you may remember from my previous video on the development of the Wii menu.
beta64   splatoon

More Interesting Facts About,

beta64 splatoon...

It was definitely an interesting group of people from different parts of Nintendo, but they all came together to do one thing, create a new IP, something that had never been seen before at Nintendo, with new gameplay never seen by the public and for the next six Months they came up with more than 70 different ideas about what to do, but there is one of them all. who kept coming back to the idea of ​​making a 4v4 shooter with the main character tohu, yeah, so splatoon didn't really start out as squid ink thrown everywhere, but instead its proof of concept demo featured gray and white tofu that shot gray and white.
beta64   splatoon
I guess painting since that's what it says on the UI, I'm not kidding, that's exactly what the developer said was happening even though it looked a lot like a prototype, it had much of the same gameplay as offers Splatoon, connect multiple wii. These are team battles in which the winner will be the team that covers the most of the stage with its own team's paint, although in early versions the map was actually on the television with the player's view on the gamepad, very opposite to what the final game has, but These monochromatic tofu blocks were not the stars for long.
beta64   splatoon
They needed something a little more recognizable for their demonstration, so instead of tofu blocks they tried using the types you found on the wet floor posters. Well, we need more than this. To go back to the drawing board we need something that is more than just placeholder characters, we need something to really solidify that this is a new IP, so they created this. My Friends Are Generic Humans, one of the team's first ideas for the main character of Splatoon, but he's definitely not special, he needed something more to differentiate him from all the other generic humans and they finally did it, they finally created something unique, the cape , they added a cape and if that's not enough for you, they also added this cute little hairstyle, so there you are.
Wow, the protagonist of splatoon, of course this looks nothing like the hints in the final game, but functionally they act the same. What I mean by that is what hints can do. They shoot ink and hide in it, that's the main thing these generic humans can do. Same thing, they have the gun to shoot paint and they actually use their cape to hide on top of the paint since they are the same color. Even from the beginning, the idea of ​​hiding in ink or paint was going to be implemented. it just needed some kind of logical way to do it the cape was one of their later ideas, another idea they had was to turn them into a bean, yes, use a cape to cover the player and hide them in painted floors, that's much more logical, but The discerning viewer would probably realize that this means the players couldn't climb the walls while ink and that's true back then it wasn't possible, in fact the walls were one of the biggest problems the team had during development and this is what I mean by that after deciding to switch from tofu blocks to humans they chose to do something else to add depth to the stage in the tofu prototype there were no ramps or stairs or anything like that it was all just a maze flat, so with the added humans they decided to take this opportunity to add some verticality to the playing area.
There was one problem, though the algorithm they used to calculate how much of the stage is covered in paint was based on how much was covered in a top-down map, so after adding depth to the play area. At that point they realized that the walls do not appear on the map from top to bottom, which means that covering the walls with paint has no value and since it had no value, they decided to simply make the walls unpaintable, but the team didn't like it very much. It seemed strange to have it like this. Much of the scenery wasn't paintable in a game based on painting everything, so the team had a big discussion about whether to make the walls paintable or not and while they were there, some of the team took the opportunity to say which were starting to get a little I was nervous about using generic humans as the game's main characters, after all they looked generic and ironically the simple design actually made character creation more difficult so it would be easy to tell which direction They were in every moment and in that moment they really considered.
Honestly, about going back to using big-nosed tofu instead of using humans, but let's be honest, there's no way Splatoon is going to sell itself with giant blocks of tofu shooting paint out of its nose, on the other hand, convincing the higher-ups of that, Although that wouldn't do it. was easy, they needed something unique, something fresh, something that wasn't tofu and they needed it to be simple, so what would they do if you said it was squid? You'd be wrong, instead they decided to put a pair of big ears on bam's human characters now. They're bunnies with t-shirts they can hide in instead of capes to hide under and this bunny character lasted a long time.
Many very high quality concept art was done of these new and improved radical rabbits, as well as their friends. we have this bird guy who sold shirts instead of jalonzo, a tanooki who would have had Sheldon's job of supplying weapons, probably a crocodile who honestly could have done anything and this dog reminds me a lot of captain cuttlefish because they are both old. I think, oh look, it seems like Judd would have been around all along. You know, I always wondered why there was a cat in the fish-centered world, but now it actually makes sense, it's because he was locked up before Judd was.
It's not the only thing they brought from the bunny world, although it seems that the tanooki and the fox also made it to the buildings in the final version. There were even splatfests shown in these concept art pieces like this one featuring soba noodles versus udon. It's the only thing for Majora's mask, what are you doing here? Anyway, these bunnies didn't stop at concept art, although they even made it into the game as fully animated and playable characters and at this point it looked like the bunnies were going to be the last. The characters in the game, I mean, fit together pretty well.
The team liked that they were naturally territorial creatures in real life, so engaging in turf wars worked out pretty well, but there was one slight problem: why would the rabbits be shooting ink? They would hide an ink it really didn't make much sense and they weren't the only ones who thought that in November 2013 they started showing their prototype to different sales and promotion people within Nintendo where they were asked the same question over and over again, why are they rabbits in the context of the game? It doesn't really make any sense and they really needed someone to get this because at the time they didn't have anyone to really back the project so they basically had to buy.
I was just hoping it would be considered for a full release and with most of these people responding, the team was really starting to wonder if it was the bunnies that were the problem or maybe the game itself, even when they finally got Miyamoto to see it. He agreed with everyone else, the bunnies weren't unique enough. He pointed out that the characters really could be from any game and thought it would be better to introduce characters that when you look at them the first thing you think of is Splatoon, so he suggested Mario as a last resort, of course, if they couldn't think of anything else. after that, the team came back, scrapped the bunnies completely, and decided to give the Mario characters a chance, which can be seen in some of the early screenshots, but they still didn't like it.
I didn't like any of their options, it was time to go back to the drawing board, they tried robots, they tried scientists using syringe guns, but in the end the only thing that made sense to shoot ink was squids, so with some designs of squid in hand. They went back to Miyamoto and to their surprise he actually liked the idea even if everyone on the team was still reluctant but it's not like they had better options so they went for it turns out those squids as a main character were an idea . They had had that long before their conversation with Miyamoto, but they never really went any further with the idea that it might be interesting, so after talking to Miyamoto again and him really liking the idea, they decided to take it up. get serious and brainstorm interesting things they could do.
He could actually use squid and that's when an important idea formed: the idea of ​​the character having different forms, specifically an ink creature form and a human form, and this idea immediately clicked and resolved a series of problems, the biggest of which was what to do. with walls, their idea was that if you could turn into a squid, you could make the player swim through ink, and if you could make players swim through ink, then what if they could climb walls? That was the point the team knew they had to make. They had to make squids, but there was one more problem these new squids had to face, they weren't cute, at least not in these early designs, having a human squid hybrid, well that was a little strange for them and honestly I'm going to say It's a little creepy because of this concept art, the team started waving for a moment, they were wondering if this was really a good idea, maybe they made a mistake, maybe they should go back to the bunnies or maybe tofu and then , one day, Amano said in passing what. if it didn't have to be human-like squid and human-like squid, why not just have the squid become a squid and the human become a human and they were all like booyah and thus the hint was born at the beginning looking more like teenagers before he finally settled on the design, making them not only a squid but now a child as well.
At this point, the team had to devote all its strength to the development of splatoon. They only had a few months left until e3 2014, where they planned to show the game. for the first time and they did it, they only completed 10 parts of the game, but they did it and even had a playable demo on the show floor, it only had one stage through the hedgehogs underpass and three guns, the splatter fired the bomb splat and an inkzooka, so Since the game was so unfinished at the time, you can bet there are a lot of changes, so why don't we take a look at the splatoon demo at e3 2014?
I guess the first thing we should talk about is the weapons, the things I literally just mentioned, it turns out that all the names of these weapons are different in this version of the game. The splash shot was originally called the ink shot. The splash bombs were called splash bombs and the ink pit was just called a super weapon, okay we're talking real when playing splatoon if there's one thing I always forget to use it's my super weapon and since I shouldn't, in the final game it tells me it's loaded, it plays a sound effect, it shows the button I need to click and even the hints of technical stuff starts glowing but no, I still forget about it and if I was playing this e3 version there would be no way that I would have known it existed, since there's no sound effect, there's no glowing hair, there's no icon to show me what the hell pressing that button would do. and if by some act of God I press that button it doesn't even tell you how to shoot, it justsays do it now that we have tested what the UI differences are in this build, why don't we check it out?
We highlight a few more, like the power and booya buttons we've come to know and love over the years. Both were originally just a signal button. Additionally, we have a different reload animation for the ink that has been changed to make it look less static. I guess with all that new ink it's time we splatter someone or sorry, in this version you wouldn't have splatter someone, you would have splatter someone, not only that, when someone gets splatter a different ghost specter comes out. from this unfortunate hint at the other end of the splatter shop ink divine shot these name changes the person who shot them of course also gets some points which in this build actually appear on the screen where the squid splashed, now that being said, you'll notice that every time someone splits in this version, the amount of points they get is different.
Why do I want to get into the splatoon meta a little bit now? In the final game, you never get points for smashing someone. The only points you get are covering enemy ink or covering bearings or just splattering ink, but the thing is when you smash someone, they shoot a ton of ink and that ink falls to the ground and gives you points, so technically you don't get any points for splash someone, you get the points from the ink that falls on the ground afterwards and now let's get back to your regularly scheduled programming from what I've seen in this early version of the game. what I just talked about should be the same too, notice how each symbol gives a different amount of points, some are like 19 and some are two, well if you look at the ground the 19 point symbol had a ton of enemy ink on it. was covered while 2.1 didn't cover much, so technically this version of the game and the final game are the same neither gives you points for the symbols, the difference is that the e3 version calculates how much ink was covered from the symbol on the fly and then immediately tells the player how the final desert, although much easier to understand without studying the meta, really simplifies things just to say that all the points shown at the end of the match are just for the amount of land that you covered with ink. over the course of the game and speaking of the end of the match look at all these changes in the e3 build when time runs out it says time is up but in the end game it just says door and then shows this very very blocky city simplistic. with an urgent underpass in the sky, it's honestly a little strange to have it so high up here, since the actual setting is definitely not above all these buildings, as the final screen shows, it almost looks like the background of the city is just a generic background with the newly pasted hedgehog underpass model on top the final version of the end screen map definitely improved on this because they actually used background elements around the stage that made sense after it was done anyway shows this map, we get a few different win animations for the hints as well as this bunny hop animation for losing and yes I know this animation is in the final game but I just wanted to mention it because it really does look like a bunny hop doesn't it? almost as if it had been transferred from when the main characters? they were bunnies, okay let's see our rankings, this is important in the final game, the scoreboard divides the players into their teams and then ranks them there based on the number of battle points they got in the match and some extra points are awarded to all the winners, but in the e3 version this is not how it works, the players are color coded for their teams, but they are not divided that way, instead everyone is placed in order of how many points they earned and an amount is awarded much fewer points to the winners. based on how much they crush their opponents, so in this version of the game, even if you were on the losing team, there is a very high chance that you could still be the best player of the match, which is much more unlikely in the version final, but I guess it's technically still possible, wait, thanks for playing.
We're not done yet, we haven't even seen the sets or, rather, the stage. To be honest, there aren't really that many changes, just some minor tweaks and removed items all over the place. At the beginning, after this horrible early transformation from squid to boy, you'll notice that this tree was removed and some grates were also added over here in the final version, as well as a wall as well and not to mention the wall on the right. It is much higher compared to the e3 build and now we can make some changes to the stage design, like this bridge was originally the only way to cross this gap, but was later removed and given a real connection to the another side to be able to make that connection.
Work they had to get rid of this fence, as well as the giant water tower that was there, and the area on the left that was lifted and the bumper removed, which is a different color than all the bumpers in the version end of the stage. Let's move to a different part of the map. Here the entire section on the left was moved up and given a ramp very similar to the one the ride already had and the bike rack was also eliminated, that's for sure there were a lot of changes, huh, but we're not done yet. however, because that e3 demo was of course accompanied by a trailer and in it there is a very different interpretation, a very interesting interpretation of the song splat attack, let's listen now, as you probably expected, it's not that different in This advance, no. no no there's also a lot of stuff here that wasn't in the e3 demo so you know the show floor just had a hedgehog underpass on the right this trailer had a lot more than that and we'll start this journey with the walleye warehouse which, although only shown with a few short clips, shows a pretty big difference.
This stage originally had moving platforms that were completely removed from the final game, not to mention this stack of boxes in the middle is missing, probably so the moving platforms have enough. of space to move around, so after they were discarded, these boxes were placed to prevent the place from feeling a little empty. Next to Arowana Mall, the first thing we need to talk about here is the spawn points that are at ground level instead of elevated. up with a ramp immediately down actually this place was much flatter originally it lacked a lot of verticality that the final version has, you know, although this stage looks much more colorful, although in this first version you can see a lot of that when doing a super jump, notice how much color the buildings and surroundings have compared to the final game, although to be fair the finale added some nice palm trees and things off stage, you'll soon learn that they also cut this building completely in half. and add more grids above the water so that when you press zl it plummets to my depth and now the last stage we saw in 2014, an early salt spray platform that is almost completely different in this version, the easiest way to see this is By comparing the e3 maps and the final games side by side, you can see that they are similar in design, at least enough to say that they are the same setting, but they are still so different that the bottom central era combined in the final game, the spawn points were spread further apart and these little side areas were removed since they didn't lead anywhere anyway and tons of side alloys were also added just to make things more complex and difficult to reach the other team's spawn points, honestly the e3 version feels much more separated and each team has their own half of the stage with only two connecting paths and a central area at the top to gather which, by the way, doesn't It has as many accessories as the final version.
Well that's it. For e3 2014, the next time we saw splatoon was about five months later on November 5, 2014, nintendo direct and that was also where we first saw the Black Belly skate park, the trigger fish, and the mode for a player of the game. hero mode or octo valley, it's also the mode I played the most at launch because I took a week break and suddenly people started to be more competitive since there were so many reveals for the first time in this trailer, of course all . They will come with a lot of changes, but there are a couple of smaller changes to Armas 2 that I would like to see, such as the dynamo roller or, more specifically, how the hint holds it.
It may not be obvious at first what the difference is. but when you put it next to the final version, you see that it is deployed in the final game. The rollers only deploy during use and then fold back when you are standing or walking in this build, although it looks like it would have deployed all the time. that probably affected more than the dynamo roller, all the rollers were probably deployed at all times, well, putting that aside, let's look at the Black Belly skate park, although really the biggest change here is just these stairs and These stairs and all these stairs. none of them made it to the final game, they were all replaced with ramps or just drops, the previous version also had these extra bumpers, but other than that the setting didn't change much, definitely not as much as the crossbow camp which was shown quite a bit in this nintendo direct, as it turns out that even though the overall layout of the stage didn't really change much, there are a lot of things missing here, like walls, a lot of walls disappeared, not only that, there are also some areas missing, like these little jets in the road and this entire area near the totem.
Oh, and speaking of poles, the area to the left of the spawn points used to have these really tall poles that you could climb up to shoot. and while they're still technically here, they're now much shorter and connected to a wall that blocks any sniping that might have been done originally. This area over here is also interesting, not only is the level path much longer in this initial build, but also the rope bridge that was meant to help connect both sides is missing entirely, meaning that in this version it was Much harder to get to the other team's side than in the final game, and speaking of rope bridges, this platform to the left of the spawn point was originally made.
It ran out of rope before it solidified later on, so those were all the new stages shown, but actually the main focus of the Nintendo Direct wasn't the new stages, but the announcement of Splatoon's single-player mode that features nothing less than the Octarian army. showed almost everyone in this trailer the octotroopers octo divers octo balls octopods uh those scrap things and the octostom who is missing his green eyes and his luscious purple lips, but before we can dive into all of this we have to head over to captain cuttlefish in ingopolis whose The entry looks different compared to the final version.
There is no vending machine, no electrical appliances, and no containers, although the sign on the container appears in the background of this first area, not to mention the manhole cover that the captain is hiding under, yes. That's different too and it doesn't look like it has any grates either, so there was no way you could have used your squid form to fall through it, so maybe you originally would have had to open the manhole and jump in to enter Octo. Valley, but of course that's just speculation, this isn't the only time Captain Cuttlefish appears live, although he also appears in a level which I think is a bit difficult to see since it's very zoomed in and barely lasts anyway. one second.
Although it seems like originally the captain would have appeared in levels 2, not just Octo Valley and the final boss battle, or maybe it was just a shot they set up for the trailer that doesn't actually happen in the game like this. An incredibly cool 2D platformer segment, it looks amazing. I want to play it, but you can't. It wasn't meant to be in the game to begin with. It was just a cool little thing they added to spice up the trailer, but don't worry. There's still a lot more to see now that we're in the valley, lots of little things, but things like how the sunken scrolls weren't originally scrolls.
See the icon here, it shows them more like sheets of paper than scrolls. to mention that the spawn points and checkpoints in these single player levels also look different and you originally had five lives instead of three, and check out these first few spurts with valves missing, now at the end, but certainly Not least, we Octolings only have a small Take a look here, but there are definitely some changes, such as additional leg armor that is not in the final game shoes, whichThey seem to be a little different and look like motorcycle boots that later became an equippable equipment item and they also seem to be missing their belts, but I'm going to be honest with you.
I didn't know they had one to begin with, but I had to add that for those hardcore Octoling fans. I read your comments. Several more months passed after that Nintendo drag. before we got to see it again in the April 1, 2015 Nintendo Direct, but here's what you're probably wondering: how much really early footage were we able to find in the trailer that's just a month before release and it turns out that it's actually It's quite a bit because it reused footage from previous Nintendo directs and trailers and everything that wasn't reused well was the same as the final game, so we can ignore these 200.
Okay, yeah, do it right, now that we've gotten to that part of the program. It's time to talk about unused finds in Splatoon thanks to the dataminers who posted them on the cutting room floor, but here's the interesting thing: there aren't many unused finds in Splatoon, but there are a lot of unused finds for Splatoon. I will get more. to that later for now let's see what interesting finds there are in the splatoon archives first we have some unused models one of them is this unused seesaw that when placed in the game works as a seesaw these are meant to be in flounder heights, but they are set to not load and we know that because the internal name of flounder heights is in the name of this object, it can't get much more definitive than that, there are also a handful of placeholder images which were intended to be used for error handling. except for this image of the squid sisters which was intended for the televisions that appear in the square and geez Louise, they are all small, you can barely see them, but that's how they are in the archives, so it's okay, there are quite a few too. initial and unused pieces of equipment in the game files, some of which are just images for the equipment selection screen, others, although they can actually be used as this warrior headdress, is a piece of forging equipment a star with the super fast jump as his main ability and is Not used in the game at all despite being fully functional technically, although you can see in the final game it just can't be used, so to show it off, I turned on my Wii U after 30 years and I brought a copy of splatoon, oh yeah I forgot about that.
The Cali team stays cool, okay, so we need to address cooler heads, that's it, wait, where is it? Actually, I got it, it's been a hot minute, no, okay, right there it is the warrior headdress that I will show. I'll show it in slow motion just to make sure we can all see it, so yes, the warrior headdress is still in the game, but. It's definitely not usable, it's just a background accessory unless you have the other piece of unused equipment, they weren't even that lucky, they're just icons, but they're interesting so why don't we take a look at that anchor in layers right now?
It's a black and gray outfit that was then made into a royal sweat gray maroon edition and then changed to a red gray crewneck shirt much like the others and changed to a purple varsity hoodie and then replaced with varsity jackets since they look a lot like a white puffer jacket. The tea looks super similar to the fugu t except of course the purple white camo is virtually identical to its final counterpart except the armband was swapped out for orange stealth goggles which were later given glowing green eyepieces and the green helmet was swapped out for personalized gray travel boots.
The same as the final, it simply went from the blue shirt to pink and green. Now this one's really interesting, aside from its name, it's very similar to the Baby Jelly shirt from the final game, but this version specifically can be found here on Octo Valley's sunken scroll number 18. apparently you could have also bought a pair of elite octoling glasses, not the commoner ones in the game, I'm talking about the high class ones, but there's no model, there's no icon, there's nothing and that's all the unused equipment and splatoon, but there is one more. place one more spot that has 54 unused gear icons, 14 unused weapon icons, and 11 on your secondary weapons, of course I'm talking about Super Mario Maker.
Yes, Super Mario Maker has unused Splatoon files so why don't we open this up and Try it, so these are all the first unused gear icons for splatoon in the Super Mario Maker files and as you can probably see , they are all rendered much brighter than the final game. You can really see this with the Stravaganza Gear t-shirt we wore. I saw before or what's with the varsity hoodie on the headdress? Same rig but rendered at different angles and once again they are much brighter, but do you want to see some renders with really strange lighting?
Check out these renders of unused weapons in Mario Maker too. They're all lit from weird angles which makes them very strange and that's a fucking revolver that's a real gun with what that gu tube was. Well, next we have some secondary weapons and super weapons too. They all have placeholder icons that are in Super Mario. manufacturer, for example, this is the squid beacon which was originally just a flag, the suction bomb, well it was actually a tennis ball originally, the explosive bomb now looks more or less the same, only green and the splat bomb is pretty similar too, although the sprinkler here is a much less detailed version of the same and then there's this disruptor, I don't even know what it's supposed to be and let's not forget the splash wall which doesn't have any texture and looks like there would be injected ink instead of having to do it. flow down and now let's look at the special weapons like the bubbler which is literally just a ball with a gradient and the ink blast which is a pink rocket with no control panel and who could forget the big laser, do you remember the big laser, no, that's what this icon is called and it's just a recolored version of an early inkzooka icon that looks a little different from the final version if you compare it to it, the general consensus is that this big laser was originally an early version of the orca, but again If the big laser was meant to be held like an inkzooka, as this icon suggests, perhaps it would have worked more like the stingray in Splatoon 2 than the orca, but of course, as I always say, it's just a speculation, so we finally did it. of unused equipment in both splatoon and super mario maker, but we're not done yet, we still have one more thing I'd like to talk about that was pretty popular for an unused item, but now that the octo expansion is here Really nevermind of course I'm talking about playable octolings, these things were all the rage when Splatoon was in its heyday and it even gently locked people's save games if they walked into your plaza.
The real story never happened to me, but it's a long story. The Short Splatoon development team planned to add playable Octolings to Splatoon 1 and then backed out, and how do I know this first? It's in the game files and it actually works if you hack it and not to mention there are too many things pointing. for the team trying to add playable octolings even after release, like how these unused octolings have unique eyes, well no there we go, sometimes he actually uses the hint eyes for whatever reason or does this, he also has his own octo hair that changes color depending on what team you're on and has its own unique version of the kraken and if that wasn't proof enough that they were meant to be playable I guess it is but I'll move on, the team even updated this model not used.
After release, such as adding an opposable mouth to lose animations, even after all that work, Octolings never became playable in Splatoon 1. It wasn't until 3 years later, in the Splatoon 2 DLC, that they finally became playable. who were always playing to be playable character well that should be all about splatoon well of course there is one more thing we definitely need to talk about about the squid sisters after splatoon became a household name a book was released going by the name of the art of splatoon which featured a lot of early concept art of people like cuttlefish sheldon and not to mention four pages dedicated to the squid sisters, we get a lot of cheerleader outfits, skates and even earlier stuff that looks nothing like the game end, like these half squid mask things, but even before all this, the squid sisters weren't meant to be idols, they were originally going to be shrine maidens delivering messages from god to the squids or kami-sama in Japanese, obviously They scrapped this and we don't have any art for it, but we know it was replaced by a divine fax machine which, by the way, the squid sisters still technically deliver messages from kami, which means both god and paper in Japanese. to thank the many patreon supporters and hey, I'm going to say something I've never said before.
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