WEBVTT

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Hey, here's a fun fact, did you know that GoldenEye on the N64 actually supported widescreen?

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But why would a game on the N64 need to support widescreen back in 1997?

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And were they really expecting everybody to adopt widescreen so quickly?

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Actually yeah. Turns out, widescreen TVs started rolling out as early as 1993 and most of the world.

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And Rare's home country of England in 1994, Channel 4 actually began broadcasting select

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movies and TV shows in a format called PAL+, which is an analog format that supported 16x9.

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It made sense that TV would eventually make its way over to 16x9, just as movies had done

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in the 1950s because they just needed something to really spruce things up.

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People were tired of 4x3 movies, so they made them widescreen.

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Don't know why. By 1998, the UK had introduced digital terrestrial television, which included more channels,

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more selection, and anamorphic 16x9.

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Clear signal was the part that I was missing. It also had clearer signal. Time is running off.

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Yeah, this is what happened when we don't have a prompter.

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Realistically, I should just have something on my laptop scrolling through things, but

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I don't. So this is what you're getting. So we've covered the UK, but that's the UK.

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Realistically, if you're outside of the UK, you probably don't care about the UK.

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Let's be real. Who was on the cutting edge of consumer electronics in the 90s, though?

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Japan. Especially the NHK.

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The NHK. Well, and you want me to put what it means, huh?

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Yeah, because I don't know what the NHK means. I know NHK.

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First one is probably Nippon, then two other words.

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They had come up with, and we covered this a little bit in Laserdisc, they came up with

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High Vision, which was 1080i all the way back in, I think, as early as the late 80s or early

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90s. That's where the really expensive Laserdisc Muse players came in.

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That was all from the NHK, because what they really wanted to do was broadcast in 1080i.

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Actual answer, 1994. I didn't look it up. I had it written down, but the lack of prompter, you know, it's not the greatest to read off

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of a script like this. Yeah, so 1080i TVs came out as early as 1990 in Japan.

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1994 was HD Laserdisc, and NHK really wanted to kind of corner that whole market as much

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as they could. So, if we're actually looking for the earliest instance of widescreen gaming, we're not going

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to be looking at Goldeneye or even Quake.

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No, we're going to be looking a lot earlier than that, and we're going to be looking in

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Japan. So, by most accounts, the first real visibly widescreen game available to consumers was

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Virtua Fighter on the Sega 32X. Yes, the 32X is good for something.

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And that came out in 1995, and real key phrase here is available for consumer purchase, because

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there was an instance two years before that where there was a console that could play

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widescreen. PC gamers don't get on me, because, yes, PC gaming at the time did have widescreen,

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but 200 by 600 only counts as widescreen if your pixels are actually square, which back

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then a lot of PC pixels were not square, especially the 600 by 200 aspect ratio displays.

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What is the first widescreen game that was really available to consumers?

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Well, Bomberman. So Hudson Soft, they make Bomberman.

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At the time, they were also making the PC Engine, also known as the Turbografx 16.

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I think David and myself did an unboxing on ShortCircuit of one of those retro companies

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remakes of it, Kev Tris' company. I don't remember what it's called.

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They had this console, and they had this franchise that was going real well.

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I don't think they had come out with Kirby yet, and they weren't working on Mario Party

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yet. So Hudson Soft was kind of just banking on Bomberman.

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So what do you do when you've got only one big franchise that you really want to succeed

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on your one big console? Make a carnival and take it on tour.

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For some reason, Hudson Soft decided that what they were going to do was create a new game

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for Bomberman. It was going to be widescreen, 1080i.

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It was supporting 10 players, and it played on a weird mashup of two PC engines just kind

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of wired together haphazardly, really an astounding feat, especially because you cannot find pictures

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of it. If you know where to find pictures, please leave a comment with the picture, because

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I'm just going to be reading through the comments after this gets released, hoping that somebody has a picture.

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I found one partial picture, but it's covered up by something.

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This is from their events, their caravan events. I think it was like 93, 94, because they actually kept running this game until 97, I want to

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say, and then they gave it to the NHK, because the NHK was really deep into all of this.

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The NHK loves 1080i, they were really all in on that, and they were right to do so.

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So all of that is great, but was that really the first game available in widescreen, not

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counting non-square pixel PCs? No, this obviously wasn't the first widescreen game, because we have arcades, and in the

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arcades there were games made by Taito, and what Taito used to love to do was triple monitor.

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So they would take three monitors, make them look like one, and make games for that.

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So what games did they make for that? On this 36 by 9 aspect ratio, they had a couple, they had Ninja Warriors, they had Darius.

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They're also a couple of others, I think. We'll put that rule of all the other games right here, that's a future Tanner issue.

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That is a future Tanner issue for sure. I guess I didn't even cover what anamorphic means, it means to just take a regular image

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that's square and then just stretch it with no regard for pixel scaling, really.

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I mean pixel scaling is dealt with somewhere, but usually not by the thing doing the initial

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stretch. So that pretty much covers everything that I wanted to cover here, but what we didn't

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get to show in the video that I would really love to show is what Project 64 is capable

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of doing on here. Not with GoldenEye. For some reason, GoldenEye and Perfect Dark, even though I think they both had widescreen

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options, they don't play well with Project 64's widescreen implementation.

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What does play well with it, however, is Mario Kart.

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Ba-bam. And of course, this is all legal, of course.

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I own so many copies of Mario Kart that if Nintendo wants to come and try and sue me,

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I have plenty of things to throw at them. That's not like a challenge.

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No, it sounded like a threat.

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Mario lawyers, for the sake of legality, that was a joke.

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Oh my God, why won't you let me? So this is a problem with this keyboard, is that I want out of this.

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This is like, this is, this is, this is Photo Viewer and Windows Picture Viewer.

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I don't know what it's called. The default app for looking at pictures.

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And I can't get out of it.

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Do you need to reset the computer? No, what I need to do is come around.

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Come out to the back, step over the light, and grab the backup keyboard.

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Whoa. I know. Crazy, right?

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You can have multiple keyboards plugged in. Yeah, boot it up and this, this looks like regular Mario Kart, right?

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Now we're going to go to options, full screen. Now it's, this doesn't look correct, right?

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This looks way more correct.

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I unplugged this keyboard before we started doing this, and I've been acting like this

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keyboard isn't working right. Oh. It is working right, because it's not working, and it's also not plugged in.

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That is a problem. Now this one ain't working, because I set it up with knockoff controller.

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So I'm pacifying the controller.

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Like all of this is correct, start, start, okay.

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Now it works perfectly when I'm testing it.

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So we've got our N64 emulation going here, and now it all looks pretty normal until we

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go Alt-Enter, and we go into full screen, and you can see this looks pretty close to

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correct. We can actually go in and play it.

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I would be using a controller, but it's been making me mad.

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So I'm not. Oh my God. Look at that text.

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Yeah, the text is unreadable. As soon as you get into a race, though, it looks so good.

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Oh my God. Yeah, these look horrible. This needs a texture pack.

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Something fierce. Let's go. I don't know, Yoshi, why not?

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Like you can see so much.

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And one thing that is kind of cool about this is that when somebody starts to come in and

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out of frame, you might be able to catch it with Luigi here, but they actually disappear

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before they fully go off the map.

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Because this is like, it looks really nice, it's just so hard to show properly.

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Yeah, how do you think I feel playing it this close up?

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Like your experience with the camera is not unlike the actual experience.

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One thing that Project 64 does super well is that when they were resizing it, they actually

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took the UI into account, which even PC games that kind of officially support this don't

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properly take into account. And it's just, it's so nice to see.

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Because you can see that, like, you can tell what place you're in here.

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I can see the mini-map.

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That's not the case on Parcatech. I also noticed you were using the normal keyboard.

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Yeah. Well, I didn't want to plug that keyboard back in.

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I mean, it's a neat keyboard, I guess, but the lack of a number row and also F keys,

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surprisingly, makes things frustrating.

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Did we mention why we had this keyboard? Oh yeah. Did we mention it in the video?

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We do mention it. I really wish I could remember his name. The name of his company is Piketty, or maybe that's not his company, maybe that's just

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a screen name. I'm sorry, I didn't do enough research on you, but thank you for sending us a keyboard

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for use in this. We will get it sent back to you, I promise.

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This is his personal keyboard that he sent over.

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Yeah, yeah, because we found out about it just a little bit too late to actually buy

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one. I think he made a couple hundred of them, maybe a hundred of them.

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Buddy, if you're watching this video, please leave a comment down below.

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Oh, should probably censor that email.

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The whole email, you just didn't censor it.

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I didn't expect to look at the bottom of it, but yeah, if you look at the far left of the

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keyboard, I think you added in a little do not drop there. Was that just for us?

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I think so, but I don't know. Terrible.

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Third place. Third place. I would have won if I had have used the Piketty Longboy 7 foot long keyboard, which may or

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may not still be available for purchase, but you probably can do the three foot version.

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You might do another run of them, who knows? What you probably shouldn't purchase is this, unless you really need 3,840 pixels by 600.

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I would like to see how two-player looks like, because I'm assuming it splits in half.

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Oh, you can't. Two players. Right?

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Yeah, that looks like two players. I can't tell.

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Hi, Andy. Are you busy?

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This is awesome.

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Preferable vision, eh? Yeah, nothing but.

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For recent games, this is the greatest screen ever.

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You'd think that. It's great if you only want to focus on this part of the screen.

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Anything outside of that, it just gets weird.

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I just want to pay extra. I think I'm only using, like, 10% of the screen.

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Oh, what? Did you just shoot yourself? No.

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No, I did nothing. I just gave me a lightning bolt right away, and then when I tried to slow down to crush you.

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It feels like I'm only using, like, 10% of the screen.

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Oh, my God, that's great.

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I'm so used to playing every Mario Kart that's not this one, because this is the second worst Mario Kart.

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Wah, wah, wah.

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The screen is great.

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Yeah, no, I was saying, I'm surprised it cut horizontally, so vertically instead of horizontally.

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Like, vertically, if I have this half of the screen, you have that half of the screen, that would be perfect.

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Yeah, that would be perfect. Yeah, it really would have been.

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I think that's it. If you guys really like this series, please do leave a comment.

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We don't need the interactions. We actually just legitimately want to know whether or not you like it.

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Please, please validate me.

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Bye.
