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- Frequently Asked Questions (FAQS);faqs.312
-
-
-
- It is helpful to your readers if you adhere to a minimal standard format
- when posting a hand or a deal. Count the cards! List the suits in the
- order S, H, D, C. In a diagram of four hands, place South at the
- bottom, and rearrange the directions to make South declarer unless there
- is a special reason not to. It is tempting to use the tab key to
- compose a diagram--but don't do that; the table may become misaligned on
- other people's screens and is very likely to become misaligned if your
- text is quoted and indented. If only two hands are shown it may be
- better to place them side by side as West and East, and a single hand
- can be specified inline. Please do not use xx's to represent small
- cards when discussing a play problem, and in a bidding problem, use xx's
- only when they may truly be understood to represent the smallest cards
- in the suit.
-
- When recapping the auction, make sure that East's bids are to the right
- of West's, else readers may associate the bids with the wrong hand. The
- recommended format is to list the bids in four columns in the order
- W-N-E-S. Note all alertable bids and explain the bid in context. Do
- not explain a bid by convention name if it is not one of the standard
- bids or if you play some variation that is not standard. You can avoid
- confusion by describing a bid rather than naming it.
-
- When describing the play, take care to specify the type of defensive
- carding that is being used where this information is relevant.
-
- When you post a bidding problem, supply the method of scoring, the
- vulnerability and the position of the dealer. Do this even if you think
- the information is superfluous; it seldom is, and takes up very little
- space.
-
- When you post a play problem, again, as a matter of routine, mention the
- method of scoring and the vulnerability. It is normally right to
- provide the bidding too. Whenever possible, please give the level of
- the event.
-
- When asking for a director's ruling on a particular deal, describe the
- level of the event and any relevant circumstances, specify all four
- hands, and describe the bidding and play completely. (In cases
- involving unauthorized information, you can alternatively provide only
- the authorized information and ask what are the logical options.)
-
- Many postings on r.g.b. are in the 'What went wrong?' category. A good
- original posting of that type describes a deal and bidding or play that
- is, in the poster's humble opinion, reasonable and without obvious
- error, but that has led to an unsatisfactory result. The poster asks
- whether some particular action is to blame, or whether the result is
- just unfortunate. Deals in which the poster already recognizes that
- some error has been committed normally do not provide good material for
- discussion. Please do not pose problems of which one component is
- partnership misunderstanding, partnership mistrust, or flouting of
- partnership agreements. If you follow this newsgroup for awhile you
- will see too many of these, and you will learn that the net can't help
- except by impressing upon you that partnership understanding and
- partnership trust are preconditions for a good game of bridge.
-
- Please try to research your problem a bit before asking a potentially
- common question. Good American and British sources for generic bidding
- problems include Bill Root's "Commonsense Bidding", Eddie Kantar's
- "Modern Bridge Conventions", Alfred Sheinwold's "5 Weeks to Winning
- Bridge", Dorothy Truscott's "Bid Better, Play Better", and Terence
- Reese's "Learn Bridge with Reese". These books will often give a better
- and more complete description than you are likely to obtain from the
- net.
-
- If you are seeking advice or help, consider requesting replies by email,
- and if your question is of some general interest, be prepared to post a
- summary of comments received. If you did not announce beforehand that
- you intended to summarize replies then it is proper to ask permission
- before quoting from private email.
-
- Before posting a reply to a problem, think it through. Reply only if
- you believe you are qualified and have an informed opinion, and compose
- your answer carefully--the time spent on doing so will save your readers
- much more time in the aggregate. If you are addressing a bidding
- problem, explain why your chosen bid is superior to the likely
- alternatives. If it is a play problem, try to provide percentages. If
- it is a director's problem, state the legal basis for your ruling. Do
- appreciate that a question that appears trivial to you was not trivial
- to the original poster, and may not be trivial to many other readers.
- In all cases, be polite, succinct and to the point. Quote from the
- original posting no more than is needed to make your answer clear.
- Attribute your quote properly, but never quote a signature.
-
- It is not normally a good idea to make successive postings referring to
- the same problem or issue, although a discussion may introduce a new
- topic that merits a second contribution. If you decide you've not made
- yourself clear in your first contribution, resolve to do better when you
- comment on another problem. If you decide that your original answer to
- a problem was wrong and meanwhile someone else has posted a better
- answer, don't feel that you now must post a correction to your previous
- answer. Perhaps you should not have replied in the first place, and
- anyway, the correction has already appeared. Forget about it and
- resolve to do better the next time. If you've posted an answer to a
- problem and you read a subsequent answer by someone else that you think
- is wrong, don't reiterate what you've said before. You've made your
- point, and the readers can make up their own mind.
-
- If you see a posting that is plainly wrong or silly, wait a day or two
- before following up. If you can't stand to wait, send email to the
- author rather than a follow-up. Chances are other people have noticed
- too, and an excessive number of follow-ups are already on the way. If
- you see a posting that is rude or inappropriate, an email message should
- be preferred to replying over the net; replying by follow-up on the net
- tends to generate flame wars instead of discussion. If you post a hand
- on this newsgroup you should be willing to accept that some players will
- strongly disagree with your bidding or play. Please understand that the
- nature of a public electronic network does not allow you the same degree
- of social control that you may have in your local bridge club; for that
- very practical reason you should try hard not to let a style of posting
- of which you disapprove interfere with your enjoyment of this newsgroup.
-
- Articles in rec.games.bridge should normally receive worldwide
- distribution. If your posting software inserts some restrictive
- "Distribution: ..." line, please remove it.
-
- Thanks to Bharat Rao, David DesJardins, Doug Newlands, Paul Jackson, Mark
- Brader and Hans van Staveren for their contributions to this style guide.
-
- Bas Braams braams@cims.nyu.edu (address for follow-up email)
- Steve Willner willner@cfa183.harvard.edu
- Ted Ying ted@rosserv.gsfc.nasa.gov
- Xref: bloom-picayune.mit.edu news.answers:4797 rec.games.video:44863
- Newsgroups: news.answers,rec.games.video
- Path: bloom-picayune.mit.edu!enterpoop.mit.edu!usc!wupost!darwin.sura.net!blaze.cs.jhu.edu!jyusenkyou!arromdee
- From: arromdee@jyusenkyou.cs.jhu.edu (Ken Arromdee)
- Subject: rec.games.video Frequently Asked Questions
- Message-ID: <1992Dec25.224037.20408@blaze.cs.jhu.edu>
- Followup-To: rec.games.video
- Sender: news@blaze.cs.jhu.edu (Usenet news system)
- Reply-To: arromdee@jyusenkyou.cs.jhu.edu (Ken Arromdee)
- Organization: Johns Hopkins University CS Dept.
- Date: Fri, 25 Dec 1992 22:40:37 GMT
- Approved: news-answers-request@mit.edu
- Lines: 1099
-
- Archive-name: games/video-games
-
- Information needed:
- -- The TurboExpress and TG-16 information are inconstent as far as CPU and Mhz.
- -- Other pack-in game secret codes (including the ones for the "arcade
- classics" with the Sega CD, tested)
- -- How badly will the US version of Ranma 1/2 be renamed or censored?
- -- Do the US versions of Japan-only games like Rolling Thunder II _not_ work
- on a Mega Drive?
- -- Does the PC Engine GT TV tuner work on a Turbo Express?
- -- More examples of games that do/don't change with a language switch or in a
- MD/Genesis.
- -- The Mega/Sega CD compatibility information still needs work.
- -- Information about lawsuits by Nintendo.
- -- How does one subscribe to Japanese magazines directly from the sources?
- -- Shouldn't the Master System and Game Gear have the same number of colors
- in the same modes?
- -- Does the TG-16 really have 482 colors, and a 512x262x482 mode? And wouldn't
- the existence of this mode, combined with the Turbo Express resolution, mean
- the TE can't _really_ play all TG-16 games? (Is this the Supergrafx's mode?
- What _is_ the Supergrafx's mode, anyway?) I want sources....
- -- Toll free number for Atari.
- ------------------------------------------------------------------------------
- [Last modified 12/24/92]
- [Last posted 12/25/92]
-
- Section 1: Basic Questions:
- ==========================
-
- ``Some people have complained about questionable business practices of
- Nintendo. What are they?''
-
- People are soured on Nintendo business practices because of:
- 1) NES cartridges have a ``lockout chip'' with availability controlled by
- Nintendo, which must be there to run the game. (One common excuse is "to
- preserve quality". Many games are conversions from Japan, where the lockout
- chip is not used but the game is the same and thus of identical quality. Also,
- most people agree that Tengen Tetris is higher quality than the Nintendo one.)
- 2) Price-fixing. Nintendo lost in federal court, and had to give away $5
- coupons good towards cartridges; they did not actually admit guilt. (No, I
- don't think it looks like Nintendo will suffer much from this sentence either).
- 3) There is a rumor that Nintendo wouldn't let stores have popular cartridges
- unless they also were willing to sell the Game Boy. [Information anyone?]
- 4) The Game Genie: This product is placed between a cartridge and machine and
- changes certain bytes on the fly. Nintendo sued, alleging copyright violation,
- and delaying the Game Genie for a year. (Nintendo lost.)
- 5) Nintendo has sued stores for renting Nintendo games.
-
-
- ``Please tell me about those 100 games in 1 cartridges.''
-
- These cartridges are bootlegs, many of which are made in Hong Kong or South
- Korea. I've heard of them existing for Nintendo, Gameboy, and Game Gear, as
- well as Mega Drive/Genesis ones containing only 4-8 games. There might be such
- things for PC Engine. (If you have one, tell me. I'd probably want to buy it.
- :-)) They often have some early, lower-quality games and some games which vary
- only by small details like background color. They also tend to be expensive
- ($100 or so). If you really want one, you will probably have to go to Asia or
- buy one from someone who has one to sell.
-
- There are a number of legal 4-in-1 Nintendo cartridges, and there is at least
- one 52 games in 1 cartridge for Nintendo advertised in a US magazine. Whether
- the latter is legal, I have no idea....
-
-
- ``What is the relationship between Tengen and Atari Games?''
-
- They are two branches of the same company; however, both are separate from the
- Atari which makes the Lynx. (Even though many Lynx games are licensed from
- Atari Games.)
-
-
- ``Where is a good source for Japanese games?''
-
- Buy an American video game magazine and check the ads. (Or find someone who
- is going to or has contacts in Japan, who can get games for you.) Also,
- Stephen Pearl posts a partial list of such sources regularly (see below).
-
-
- ``What happened to that version of Tetris they're not making any more?''
-
- It was the Tengen Tetris for NES. Tengen didn't have the proper US rights, and
- was forced in court by Nintendo to stop making and to recall it. (This was
- separate from lawsuit threats over Tengen's attempt to work around the lockout
- chip.) A Tetris for the Mega Drive in Japan was never legal to begin with.
-
-
- ``What are the pinouts on the Genesis A/V connector?''
-
- Starting from the 1 o'clock position, looking at the Genesis from the back,
- and going clockwise, the pins are: red, audio, +5 volts, ground, green,
- composite video, and negative combined sync, with blue on the center pin.
-
-
- ``What are the SNES output pinouts?''
-
- From Radio Electronics April 1992:
-
- 11 9 7 5 3 1
- 12 10 8 6 4 2
-
- 1. RED VIDEO (requires series 200ufd)
- 2. GREEN VIDEO (requires series 200ufd)
- 3. RGB SYNCH (active low combined v+h synch pulses)
- 4. BLUE VIDEO (requires series 200ufd)
- 5. GROUND
- 6. GROUND
- 7. S-Video "Y"
- 8. S-Video "C"
- 9. NTSC COMPOSITE VIDEO
- 10. +5 Volts DC
- 11. L+R Sound
- 12. L-R Sound
-
-
- SNES versus Genesis (and now, versus Turbo Duo)
-
- The general opinion seems to be that the systems are roughly equal, and that
- you shouldn't be getting one system because it's "better" than the other; get
- the one which has the games you want.
-
-
- ``What are the differences between a "new" and "old" Genesis?''
-
- Machines made after about October 1991 are "new" machines. They won't play
- certain old third party US games: Ishido, Budokan, Populous, and Onslaught,
- or certain pirated Asian cartridges, though you can get around this problem
- with a Game Genie or Game Action Replay. It doesn't matter whether the new
- machine is a Mega Drive or a Genesis. (If the machine says "produced by or
- under license to Sega" when turned on, it's a "new" machine.)
-
- The specific cause of the difference is that the new machines scan the ROM for
- the text "(C) SEGA", and won't run if it's absent.
-
- The change between "old" and "new" came around the same time that the pack-in
- game was changed from Altered Beast to Sonic the Hedgehog, but this is not a
- reliable way to tell the difference.
-
-
- ``Why does the SNES slow down a lot?''
-
- The slowdown is probably a combination of several factors including:
- -- the SNES uses a slower processor than the Genesis. [The general consensus
- seems to be that this is only a minor factor.]
- -- current SNES games have been programmed to run at a slower clock rate than
- the SNES can support.
- -- the SNES can only transfer data to the graphics processor during the
- vertical blank interval. (the period between when the bottom of the screen is
- drawn and when the top of the next screen is drawn.)
- -- early SNES games did not properly spread the load among the various
- processors in the SNES.
-
- Other machines will slow down too when they have lots of sprites on the screen.
-
-
- Sega/Accolade lawsuit.
-
- The lawsuit started with Sega suing Accolade, an unlicensed maker of Genesis
- cartridges who reverse-engineered Genesis games to discover how to write them.
- Sega also claimed that Accolade was "misleading consumers" because playing
- its games still gives the "produced by or under licensed to Sega" message.
- (Of course, it's the Genesis, not the cartridge, which puts up the message.)
- So far, Accolade has won, and the injunction barring Accolade from producing
- games was lifted.
-
-
- Game copiers.
-
- Yes, it is true that customs is stopping deliveries of them.
- Yes, it is legal to copy games for your own private use.
- No, it is not legal to give away or sell the copies.
- No, it is not legal to give away or sell the original and keep the copy.
- No, there is no known cheap way to copy CD-ROMs yet.
- Yes, they have legal uses: to copy your own games for backup, and to directly
- modify the game code without a Game Genie-type device. It's questionable how
- many copier owners actually use them mostly for this.
-
- There is a file floating around called nescopy.zip which tells you how to
- build your own copier for NES games. Warning: lots of expertise is needed....
-
-
- Toll-Free numbers for video game companies:
-
- Nintendo: 1-800-255-3700 0400-2400 PT Mon-Sat; 0800-1700 PT Sun
- Sega: 1-800-USA-SEGA 0900-1800 PT
- Turbo Technologies: 1-800-366-0136
- Atari: ???
-
-
- Section 2: When is a ... coming out?
- ===================================
-
- ... Genesis modem?
-
- It's available in Japan, but had no US release. Newer Genesis versions don't
- even have a modem port, so don't expect the modem to come out in the USA.
- Baton Technologies has a modem for the Genesis and SNES called the Teleplay
- System, which ads claim should be out by Spring 1993.
-
-
- ... Sega CD-ROM?
-
- The machine is out for $300, plus $100 more for a Genesis if you don't already
- have one. The games included are an arcade classics disk (Golden Axe, Revenge
- of Shinobi, Streets of Rage, and Columns), Sol Feace, and Sherlock Holmes.
-
- The classics are mostly unchanged except for some CD music and sound. The two-
- player mode on Golden Axe was removed, for some reason.
-
-
- ... TG-16 Duo (Super CD)?
-
- It's out for $300 (and the PCE version has been out in Japan for ages). The
- separate prices are: TG-16 itself $50, CD player $150, and the SCD expansion is
- $65 alone, and $90 with the coupons and the CD containing Gate of Thunder,
- Bonk's Adventure, Bonk's Revenge, and a hidden Bomberman. The Duo itself comes
- with this disk, Ys I-II, and Ninja Spirit. Early press releases mentioned the
- game Dungeon Explorer instead of Ninja Spirit. One usenetter _did_ get Dungeon
- Explorer with his.
-
- The Turbobooster Plus has separate audio and video outputs, and backup memory
- to save games. The equivalent is already in both the regular CD and the Duo.
-
- The SCD expansion from the regular CD is available only through the toll-free
- number (1-800-366-0136), not in stores.
-
- TTI ads have offered a contest to choose what game to pack with the system
- when it's officially released in early 1993, but the system is out now.
-
-
- ... SNES CD?
-
- The announced date is August 1993. Rumors suggest the date will be pushed up
- to 1994. The price will allegedly be $200 (plus $100 more for the SNES), and
- the system will allegedly be 32-bit. And if you believe this, I have a nice
- bridge to sell you....
-
-
- ... Atari Jaguar?
-
- The target date is June 1993, price from somewhere in the $100-200 range. The
- system will not come with a CD drive. (This information is from "Software
- Industry Bulletin" Vol. 8, No. 40; October 26, 1992.) EGM has reported a
- $100-150 price range. The system will _not_ be CD-based.
-
-
- Section 3: Can I use a...?
- =========================
-
- ... monitor?
-
- The Genesis can connect to an analog RGB monitor with a similar scan rate;
- this means an analog RGB monitor for use with an Amiga, Atari ST, or Apple
- //gs. An analog RGB multisync monitor _may_ work; a digital monitor (CGA or
- EGA only for PC's) will not.
-
- The SNES will work with an S-video or RGB monitor provided you have the right
- cable; I don't know what monitors have the right scan rate.
-
-
- ... store-bought battery with my battery-backup game cart?
-
- Yes, but you will lose all the saved data (which happens when the battery dies
- anyway).
-
-
- ... Atari/Amiga/C64 joystick on a Genesis?
-
- You can; the button serves as both A and B. C and Start are absent.
-
- If you use an Atari 7800 joystick, the left button is both A and B, and
- pressing and releasing both buttons simultaneously gives C and Start.
-
- The joysticks also work the other way; the B button replaces the single fire
- button (left fire button on the 7800; there's no right fire button).
-
-
- ... CD player with my computer?
-
- The Turbo Duo will have an SCSI adapter allowing you to use it with a computer.
- The adapter _will_ work on the regular Turbografx CD; you don't need to buy the
- Duo to be able to use it.
-
-
- Section 4: Game-Specific Questions (including spoilers for pack-in games):
- =========================================================================
-
- Debug mode and level select on Sonic the Hedgehog.
-
- Level select:
- 1) U, D, L, R, A+Start
- 2) U, D, D, D, L, R, A+Start (Mega Drive version)
-
- Debug mode:
- 1) U+C, D+C, L+C, R+C, then A+Start.
- 2) U+C, D+C, D+C, D+C, L+C, R+C, A+C+Start. (Mega Drive version)
- 3) C, C, C, C, U, D, L, R, A+Start.
- 4) U, C, D, C, L, C, R, Start, Hold A [immediately after start]
-
- The best information is that 1)-2) do it on older Sonics, and 3)-4) on newer
- ones. I have no idea if 3) and 4) work on the Mega Drive version. Keep your
- fingers on A and Start until Sonic first appears in an act. Within debug mode,
- B toggles between sprite mode and normal mode; A selects the sprite, and C
- places it. There should be a bunch of hexadecimal numbers on top of your
- score. (Sonic also can't die by getting hit or falling onto spikes in this
- mode.)
-
-
- The 96 worlds on Super Mario World.
-
- > All Stages, All Exits (Yes, Virginia, there are 96)
- (NOTE: exits marked with '*' do NOT contribute to the *96 total)
-
- Stage Exit 1 Exit 2
- ---------------------- --------------------- -------------------------
- Yoshi's House *Yoshi's Island 1 *Yoshi's Island 2
- Yoshi's Island 1 Yellow Switch Palace
- Yoshi's Island 2 Yoshi's Island 3
- Yoshi's Island 3 Yoshi's Island 4
- Yoshi's Island 4 Iggy's Castle
- Yellow Switch Palace Yellow Switch Palace
- Iggy's Castle Donut Plains 1
- Donut Plains 1 Donut Plains 2 Donut Secret 1
- Donut Plains 2 Donut Ghost House Green Switch Palace
- Green Switch Palace Green Switch Palace
- Donut Ghost House Donut Plains 3 Top Secret Area
- Top Secret Area
- Donut Plains 3 Donut Plains 4
- Donut Plains 4 Morton's Castle
- Donut Secret 1 Donut Ghost House Donut Secret House
- Donut Secret House Donut Secret 2 Star Road 1
- Donut Secret 2 Donut Plains 3
- Morton's Castle Vanilla Dome 1
- Vanilla Dome1 Vanilla Dome 2 Vanilla Secret 1
- Vanilla Dome 2 Vanilla Ghost House Red Switch Palace
- Red Switch Palace Red Switch Palace
- Vanilla Ghost House Vanilla Dome 3
- Vanilla Dome 3 Vanilla Dome 4
- Vanilla Dome 4 Lemmy's Castle
- Lemmy's Castle Cheese Bridge Area
- Vanilla Secret 1 Vanilla Secret 2 Star Road 2
- Vanilla Secret 2 Vanilla Secret 3
- Vanilla Secret 3 Vanilla Fortress
- Vanilla Fortress Butter Bridge 1
- Cheese Bridge Area Cookie Mountain Soda Lake
- Soda Lake Star Road 3
- Cookie Mountain Ludwig's Castle
- Butter Bridge 1 Butter Bridge 2
- Butter Bridge 2 Ludwig's Castle
- Ludwig's Castle Forest of Illusion 1
- Forest of Illusion 1 Forest of Illusion 2 Forest Ghost House
- Forest of Illusion 2 Forest of Illusion 3 Blue Switch Palace
- Blue Switch Palace Blue Switch Palace
- Forest of Illusion 3 Forest Ghost House Roy's Castle
- Forest Ghost House Forest of Illusion 4 Forest of Illusion 1
- Forest of Illusion 4 Forest of Illusion 2 Forest Secret Area
- Forest Secret Area Forest Fortress
- Forest Fortress Star Road 4
- Roy's Castle Chocolate Island 1
- Chocolate Island 1 Choco-Ghost House
- Choco-Ghost House Chocolate Island 2
- Chocolate Island 2 Chocolate Island 3 Chocolate Secret
- Chocolate Island 3 Chocolate Island 3 Chocolate Fortress
- Chocolate Fortress Chocolate Island 4
- Chocolate Island 4 Chocolate Island 5
- Chocolate Island 5 Wendy's Castle
- Chocolate Secret Wendy's Castle
- Wendy's Castle Sunken Ghost Ship
- Sunken Ghost Ship Valley of Bowser 1
- Valley of Bowser 1 Valley of Bowser 2
- Valley of Bowser 2 Valley Ghost House Valley Fortress
- Valley Ghost House Valley of Bowser 3 Larry's Castle
- Valley of Bowser 3 Valley of Bowser 4
- Valley of Bowser 4 Larry's Castle Star Road 5 & Front Door
- Valley Fortress Back Door
- Larry's Castle Front Door
- Back Door *END
- Front Door *END
- Star World 1 Star Road 1 Star Road 2
- Star World 2 Star Road 2 Star Road 3
- Star World 3 Star Road 3 Star Road 4
- Star World 4 Star Road 4 Star Road 5
- Star World 5 Star Road 1 Star Road 6
- Gnarly Tubular
- Tubular Way Cool
- Way Cool Awesome
- Awesome Groovy
- Groovy Mondo
- Mondo Outrageous
- Outrageous Funky
- Funky Star Road 7 (Yoshi's House)
-
- (Mario Mania)
-
- > Super Mario World Map
-
- **********
- *MAIN MAP*
- **********
-
-
- P3---27---28---29---30---31---32---.
- | |
- .---34---33 | |
- | | '---' |
- P4 | |
- | |
- 35 |
- P3 23------. | |
- | | | | |
- *---20 21--. 24 * .' |
- | | | | | | |
- '---18--' 22 25 '--' |
- | | |
- | 26 |
- | | |
- | P4 |
- | .--38---37---.
- 14 | | | |
- | | 41---+-------39--40
- .--13--------15---. | | | |
- | | | | | 42 '---43---'
- | | | 16---17 | |
- 12---9 10--. '-P2 *---45---' 46--'
- | | | |
- | | | |
- '---8 11--P1 To Valley Of P5 |
- | | Bowser Map \ 48-----47
- | * | \ |
- | | \ |
- 7-. P6 .----56 \|
- | | | .--. +
- 1 6 | | | | |\
- | | '--55 51---+--50--49 \
- | 5-' | | | | | |
- | | 53-------52 '--' '--'
- 2---3--4
-
-
- ********************** ************
- *VALLEY OF BOWSER MAP* *STAR WORLD*
- ********************** ************
-
- 19----P2 *
- | / \
- P1 / \
- *----58 59 *-----54 57-----*
- | | | \ /
- 60---61 62 \__36 * 68_/
- | | | / | \
- 63---64---65---66---To Main Map / 67 \
- / / \ \
- *----' '----*
- P6-------44---------P5
- *********
- *SPECIAL*
- *********
-
- *--76--75--74--73--.
- ******** |
- *LEGEND* *--69--70--71--72--'
- ********
-