Mario Kart Woes & Zelda Whoas

We’ve got better games to play than Mario Kart! Close your eyes and pick something off the eShop.


#510 – Zelda Breath of the Wild is a tough act to follow, and Mario Kart 8 Deluxe certainly falls short in that regard. The racing game has its charm and its place in the Switch owners’ collection, but it also has some major design problems that frustrate the player, and makes them want to go back to Zelda!

“Escape the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
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Kickin it 8-bit: Super Mario Bros. (NES)


We’re throwing it all the way back to Super Mario Bros. on NES! The Nintendo Entertainment System: Classic Edition is getting busted out for some “not-so-speedy” speedrunning of this original 8-bit platformer that started it all.

“Exit the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
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Watch Ya Mouth – Nintendo Edition!


Watch Ya Mouth is a “board game” where players fit huge plastic utensils into their mouth which prevents the lips from closing. Try talking with these things stuffed inside your pie-hole! Well, that’s exactly what we attempt (using only, of course, Nintendo themed words).

“Exit the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
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How Long Until Game Spoilers Are Okay?

Snape kills Han Solo.


Spoiler warning! Two words that can incite fear when heard or breed rage if forgotten. But at the core of the issue, what ARE spoilers? When do they need a warning? When are they okay? Who’s responsibility is it to watch out for them? Let’s look at the whole issue from top to bottom in this episode of the Two Button Crew show.

“Escape the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
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Mario, Sonic, and the Economy of Motion

Super Mario Odyssey is out and—surprise, surprise—it’s good. As expected, Mario’s as athletic as ever, with a myriad of moves and abilities that not only elevate his already impressive jumping skills but greatly extend his lateral movement options, as well. One of my personal favorites is Mario’s new ability that allows him to curl up into a ball and roll along the ground like some sort of armadillo or hedgehog or something. It’s like some sort of…spinning dash!

After putting so many points in jumping, it only makes sense he'd take advantage of the tumbling synnergy bonus.
Mario doing his best tumbleweed impression.

Wait a second…Great Gunpei’s Ghost! Super Mario Odyssey is the best 3D Sonic game ever!

Between the rolling technique and how Mario can preserve his speed through precise platforming, there are portions of Super Mario Odyssey that feel like the classic, momentum-based 2D Sonic gameplay in three dimensions. This is especially noticeable in timed segments such as the Koopa free-running missions where obtaining and maintaining Mario’s forward momentum by achieving fluidity of motion is essential. Much like classic Sonic, Super Mario Odyssey has a great sense of flow, which is something most 3D Mario titles can’t really boast.

There are portions of Super Mario Odyssey that feel like the classic, momentum-based 2D Sonic gameplay in three dimensions.

What is Momentum?

Okay, so before we can understand how Super Mario Odyssey achieves such an excellent sense of flow, we need to know what momentum is. In physics, momentum is the product of an object’s velocity and mass. In terms of video games, this means games that feature momentum-based mechanics have a few elements:

  • The protagonist has mass.
  • Mass implies the character has inertia.
  • Inertia implies the character does not instantly accelerate and the character does not instantly decelerate. Moreover, the greater an object’s momentum, the more difficult it is to alter its course.

Some games that exhibit these traits:

  • Asteroids: One of the earliest examples of momentum-based mechanics. The player’s ship does not accelerate instantly, but gradually, and continues to move even after the player has stopped using the ship’s thrusters. Moreover, altering the path of the ship requires substantial effort at high speeds.
  • Super Mario Bros.: Mario accelerates quickly, but not instantaneously. He either jogs to a stop if he is running too fast or skids to a halt when trying to change direction.
  • Sonic the Hedgehog: Sonic carries a lot of inertia. He accelerates slowly and must either skid to a halt or let his momentum slowly peter out.

Momentum as a Resource

In platformers like Mario and Sonic, the majority of the game’s challenge comes from executing precise acrobatics to navigate through the game’s various stages and their respective perils. Not only does the inclusion of momentum-based mechanics give the characters a satisfying sense of weight, but it adds an extra element of challenge. Because the character doesn’t move at top speed right away, building enough momentum to cross large gaps, find secrets, and ultimately complete the stage is an integral part of the game’s challenge.

So basically, in games that utilize momentum and inertia as mechanics, momentum is not only useful, but also—to some extent—scarce. This essentially makes it another kind of resource to be managed, much like health, ammo, or money. If you don’t mind the forced metaphor (all for the sake of a really cool, if not somewhat pretentious sounding, title), momentum is the currency of movement in Mario, Sonic, and similar games.

Essentially, momentum is another kind of resource to be managed.

Running with the fiscal metaphor, the value of this currency is different depending on the game: in Mario games, for instance, momentum is less critical in most situations than it is in Sonic games. That’s not to mention Sonic’s slightly slower acceleration and worse traction means manipulating his momentum takes more effort without the aid of outside forces or Sonic’s signature spin-dash—producing a greater scarcity of the desired momentum. This means that the plumber’s economy of motion has a higher saturation of momentum that has less demand than the hedgehog’s momentum, thus Mario’s momentum is generally less valuable by comparison.

Flow

With all of that out of the way, I can start unpacking what I meant by Mario Odyssey’s sense of flow. Flow—for the sake of this discussion, at least—means the smooth transition from one state of motion to another. Flow is important to games, even those that don’t heavily utilize momentum-based mechanics, though not in the way you’d think. People typically like flow, so when the player character takes damage, their flow is interrupted. This brief moment in which the player loses control and their character’s momentum suddenly shifts subconsciously communicates to the player that they’ve made a mistake.

Flow is the smooth transition from one state of motion to another.

This is why it’s typically not advisable to interrupt the game’s flow for something positive. Mario is a bit odd about this as many games do pause momentarily when the player snags a power-up, but the fact that the player’s momentum isn’t lost and instead continues a half second later may have something to do with why it’s not typically seen as an issue. But that’s really a minor nit-pick compared to the plumber’s more egregious violation of these principles: most notably the star-spin from Super Mario Galaxy and its sequel. Mario’s momentum completely stops as he lifts a short distance upward, leaving him with little ability to steer himself. This is awkward when combined with normal jumps, but it completely breaks any sort of flow when Mario is using a technique like the long jump. Mario goes from flying forward to barely having any lateral movement what-so-ever; it feels like running head-first into a wall, to be honest.

An attack enabled by a cute mascot character who rides around on Mario's head? It's a new spin on an old idea.
At first glance, these two moves seem similar, but they’re very different in practice.

Super Mario Odyssey does away with this in two ways. First of all, Mario doesn’t lose much—if any—forward momentum when throwing Cappy. Secondly, Mario can immediately launch himself forward with his jumping dive maneuver. Between these two factors, it’s possible for a skilled player to utilize Cappy as jump-assistance without losing his forward momentum. As mentioned in this article’s introduction, this is used to great effect in the game’s timed missions and Koopa races, where Mario has to build up speed using the rolling maneuver and then hold onto to it through precise platforming and clever use of his aerial repertoire.


While Mario Odyssey is by no means a perfect game, the controls and Mario’s own acrobatic aptitude are spot on. In true Mario fashion, the mere act of moving is fun, especially when you get into a good rhythm and can bound across the game’s colorful locales uninterrupted. It’s also interesting to see Mario take a page from Sonic’s playbook and adopt a rolling maneuver that allows him to travel faster than he can on foot at the cost of control. Hopefully someone at Sega is paying attention, because that’s an idea worth stealing back!

P.S. In case you’re wondering, this is the actual greatest 3D Sonic game ever.

Super Mario World 2: Yoshi’s Island


The “sequel” to Super Mario World on SNES, Yoshi’s Island, is a very different kind of platformer! With MANY things to collect, crying babies to carry, and plenty of eggs to toss, this is an oddball entry in the Super Mario series. But we love it.

“Exit the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
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How Will YOU Play BoTW? Feat. GameOver Jesse

Thanks again to GameOver Jesse for being our show’s BFF!


Legend of Zelda: Breath of the Wild is the largest game that Nintendo has ever created for us. With it will come hundreds upon hundreds of different variables that will make everyone’s experience with the game different from the next person’s! We’re here today with good friend of the show, GameOver Jesse, to discuss how we intend to play through Nintendo’s newest Open Air Adventure. What will our first destination be? Are we going to abuse amiibo? All that and much more in today’s episode.

Subscribe to GameOver Jesse!

Shot by Alex Campbell

“Escape the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
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Desert Island with One Video Game | NF + TBC

Thank goodness for unlimited electricity on desert islands.


We’ve all been asked some form of this question before: If you were stranded on a desert island, what would you take with you? This time, your only choices are video games, and you have unlimited power supply but no WiFi. Yes, the choice is tough. But Simeon and Scott thought this through and have come up with some of the strongest candidates. What game would you take? Comment below!

“Escape the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
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How Many is too Many? WARNING! Super Mario Odyssey Endgame SPOILERS

Most platformer games usually have one common goal in place: collecting. Whether it be jinjos, jiggies, stars, or moons, these games are usually referred to as “collectathons”. In order to bulk up the experience, or add more to the game, is it safe to simply add more things to collect? How do developers keep the experience fresh? If you missed the spoiler warning for Super Mario Odyssey in the title and don’t want anything to be spoiled, now is the time to stop reading.

There are 999 moons to collect in Super Mario Odyssey (not counting all the additional moons that you can buy, but those don’t count toward the maxed out 999 moons that can power your Odyssey). It’s true that every moon is a little different, but when you boil it down, there are some recurring ways to get most of the moons, with little uniqueness. Some moons are collected by ground-pounding a certain area, dressing up in a specific costume, walking in a perfect circle, stacking Goombas, finding paintings, racing, etc. Despite this repetition, and the vast number of moons spread across the world, I never got sick of the experience. In my 45 hours spent, I collected everything I could, and the experience never felt stale or like I was crawling my way through.

For me, this game ended at the perfect time. Anything more, and the experience likely would have started to decline. Nintendo found the sweet spot, and I think that is largely in part due to the differences in the levels. No two areas were similar in any way, and I appreciate that Nintendo didn’t play it safe with their usual grass, desert, snow/ice, mountain, and lava worlds. Starting out in the Cap Kingdom is so different than anywhere that Mario started his adventure in the past, and the sense of adventure really sparked as soon as I entered the Cascade Kingdom for the first time. The Dia de los Muertos tie-in to the Sand Kingdom was also a nice touch. The Metro Kingdom is something that I was skeptical about, as it gave me vibes of Sonic ’06, but it was done so well. Sometimes I still just go back and run around that giant playground. Even Bowser’s Kingdom looks like it never has, with a Japanese Dojo style theme. Simply wanting to experience every meticulously crafted level is what kept me going to the pursuit of 999 moons. The reason this didn’t feel like a collectathon to me is that I wasn’t motivated by the desire to collect more moons, but rather exploring and being immersed in the environment.

A game shouldn’t be driven by collecting, but exploring.

I realized that these games don’t get their longevity from the number of things to collect, but from the quality of their worlds. In Odyssey, Nintendo found the perfect balance. After I inserted that 999th moon into the Odyssey and saw the cap resting on Peach’s castle, I felt a great sense of accomplishment, and at that time, I was ready to be done. Not done exploring and playing around in the worlds, but done collecting moons. To answer my initial question: is 999 moons too many? In this game, no. In any other game, it probably would be. It all depends on the quality and creativity of the world. Not to mention that throughout my entire 45 hour completion play through, I had a pretty dumb smile on my face (except during a few moons – looking at you, Dark Side).

Nice photobomb, Captain Toad.

I just want to conclude with a more personal note: thank you as always for your time to read these blogs. I know your time is valuable, and when I write these blogs I try to approach with a fresh or new perspective, as there is already so much circulating the internet about games. So thank you, and I wish you safe and happy Holidays. Hopefully it’s not only spent with Mario on his incredible odyssey, but with family.

Switch Presentation 1 Year Anniversary Scott's Thoughts

One year ago, Nintendo held a live-streamed stage show in Tokyo, Japan. It was a multi-regional effort, with groups of translators working feverishly behind the scenes to help introduce the world to Nintendo Switch… I remember the day fondly.

We had been told the new console was supposed to come out sometime in March, and all we had was a brief video of the hardware being played by a group of attractive millenials—not a lot to go off. We had no idea as to the extent of the Joy-Con’s abilities, which games were going to be launch titles, what would come in the hardware box, how everything would be priced… it was an odd situation to be in as a Nintendo fan, planning to purchase the Switch in two months’ time, but being largely in the dark.

It was good to see Nintendo president Kimishima take the stage. Although he had stepped into the role shortly after Iwata’s passing, this January presentation was truly the first time that the company’s new leader addressed fans directly.
He’s not a showman; Kimishima is more of a down-to-earth businessman. He demonstrated some smart presentation skills by outlining all the important details first: release date, price, region-locking (or lack thereof!), and paid online services were all touched on at the beginning.

I’ve been trained over the years that when Nintendo says “release date March” that it usually means “launching around March 31st, might as well be April” so the earlier-than-expected release date of March 3rd instantly pleased me. The console’s price point was satisfying (though I’m still taken aback by how much accessories cost). Shortly after setting the facts straight, the president stepped aside and allowed developers to take over the show and focus on the fun!

I was on board with Switch from the moment the show began. One of the first things described about the new console is how it was conceived of a combination of elements from Nintendo’s past consoles; a little DNA from all prior systems made its way into the formation of Nintendo Switch. Throughout the show, I was quite surprised how much of the Wii I recognized in the Joy-Con controllers and games like 1-2-Switch.

It was really fun seeing the wide variety of software being developed for Switch. We finally got closure on some of the initial teases with Mario kart and Splatoon, figuring out which games were sequels and which were ports. Nintendo sure dragged out the Breath of the Wild release date, though—clearly having a bit of fun at the audience’s expense. (When the jibing ends with the revelation that we get a gigantic open-world Zelda game at console launch, we quickly forgive them for stringing us along.)

My attention was rapt on the presentation from start to finish. Fellow Crew member Ryan had to work during the live stream, so he entrusted me with his online accounts and payment information in order to snag a pre-order in his absence. I was refreshing webpages like a madman, hoping that Nintendo would allow their retailers to take pre-orders that night and praying that I could go through the checkout process fast enough.

I needed TWO consoles, one for myself and one for my poor friend who had the remainder of a night shift left before he could catch up on the news. Here’s the problem, though: we weren’t expecting the neon Joy-Con bundle to be announced, so now I didn’t know what to pre-order (I couldn’t reach him by phone)! I was even having trouble making up my own mind as to which bundle I preferred.

Best-Buy updated their website with Switch pre-orders and my fingers flew across the keyboard like a blur. Before I let out my pent-up breath, two neon Switch consoles were in my digital shopping cart. Proud of myself for securing the goods, I went to lay down and try to get some sleep after all the wild excitement.
A few hours later, Ryan gets home and starts watching the Switch presentation. I receive a text that reads “Please tell me you ordered the grey Joy-Con bundle!”

NEW Mario + Rabbids Vs. Mode!


Ubisoft just dropped a brand new Mario + Rabbids mode on us, their unsuspecting fans. Vs. mode?! Yes please! Simeon and Scott will showdown and see who is the better strategist. Oh, and one more thing… BWAAAAAAAAAH!

“Exit the Premises” Kevin MacLeod (incompetech.com)
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Review // SteamWorld Heist: Ultimate Edition (Nintendo Switch)


SteamWorld Heist is an indie game developed by Image & Form, who brought us the immensely popular SteamWorld Dig game and its sequel.

Heist takes place after the events of Dig 2, as our robotic characters struggle to cling to existence after Planet Earth has been shattered.

Resources are scarce, and that’s why our trusty Steambot pirate leader Piper and her scrappy crew are exploring space and raiding enemy ships for loot.

The objective of the game is to enter a series of procedurally generated ships, accomplish certain missions like obtaining epic swag, rescuing robots in distress, or destroying big baddies.

Combat consists of moving your characters behind cover, lining up shots, and firing weapons that you’ve collected from across space. Many times, destroying all enemies is not a requirement for success, so it pays to play smart and keep the mission in mind.

Along your journey, you will collect a plethora of weapons in many categories and a ragtag bunch of crew members with different abilities. It’s up to you to determine your loadout for each mission, and any characters that survive the ensuing encounters will gain more experience points and level up.

Controls are flawless. Whether you’re playing with Joy-Con, Pro Controller, or even touching the screen without the need for any buttons, the game adapts to the way you want to play. You can gain a bit more accuracy by aiming with the touch screen if you prefer, even if you play the rest of the game with analog sticks and buttons.

Gameplay in SteamWorld Heist is turn-based, but fast-paced and exciting during the player’s turn. Aiming is a nonstop challenge that gets easier with experience, and as you learn how your character’s “breathe” and move naturally as you line up a shot. Sometimes, I wished that I could speed up the enemies’ turn, especially when multiple Scrappers and turrets were on screen. A “zoom-out” button also would have been helpful for scouting a ship, but panning around works fine.

It’s hard to complain about the graphics in this game, which are high definition with a stylized art approach. Presentation is equally good, with quick load times, a driving atmospheric soundtrack, simple user interface, and genuinely funny and clever writing that endears you to the characters and their world.

SteamWorld Heist: Ultimate Edition boasts a healthy amount of content, including DLC previously sold on other platforms. A large range of difficulty settings promises replayability, as well as New Game+ mode unlocked after beating the game (which took me over 10 hours). The downloadable content adds a playable character, interesting side-missions, and a load of hats with pop-culture references.

Simeon and I both played through this title simultaneously, and it was really fun to compare our loadouts, including all the optional characters Simeon unlocked while I was impatiently pressing through the main storyline. Exploration and strategizing is rewarded in this title!

SteamWorld Heist is easily recommendable to everyone that enjoyed Mario + Rabbids, the Worms series, or previous SteamWorld games. Heist has more limited movement options than Kingdom Battle, but is also available for the lower launch price of $20 on the Switch eShop, launching December 28th. To sum it up, it’s a challenging, rewarding, interesting, smooth, expansive game for a great value. Two Button Crew awards SteamWorld Heist: Ultimate Edition an 8.25 out of 10. Buy it!

Mutant Mudds Did it Right Scott's Thoughts

On December 14th, Atooi launched Mutant Mudds collection for $15. It contains the 1) Deluxe version of the original game, 2) the Super Challenge title, and 3) a new puzzle game called Mudd Blocks.

The developer even allowed pre-purchasing during the week leading up to release. Here’s the awesome part, though: the game was discounted for those who purchased the game before launch!

At 33% off, you could get the whole package for $10 by essentially “pre-ordering.” On December 14th, the price went back up to $15.

This is how brands gain loyal customers.

Many other creators will release a game, be disappointed by sales, and slash prices in a few weeks or months. The problem with this (common) method is that it burns those who supported the game, bought early, and paid full price.

Essentially, it teaches customers “don’t buy from me on launch day; prices will be lower soon.”

Mutant Mudds did it right be incentivizing early adopters and loyal fans to get the best deal up front.

P.S. I didn’t take the plunge on this offer. Some fans of the studio waited to pay full price on launch day, and others (like myself) are holding out for the physical version to launch!

Beat it Blind: Super Mario Bros. (SNES)

We went for twice as long, but got no further. It’s tough to give no for an answer.


Can the Crew meld their teamwork power together in order to pass World 1-1 of the original Super Mario Bros? Watch and see!

Shot by Alex Campbell

“Escape the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
http://creativecommons.org/licenses/by/3.0/

World of Goo Review (Switch)

Goo Balls is really the official term in this game.


#565 – This indie classic has no problem resurfacing on new consoles, and Switch is no exception! Outfitted with touch (and pointer?!) controls, this remake is a must-own if you’ve never played it before. If you HAVE, well, this review should help you decide if the $10 double-dip is worth it or not.

Footage credit: SwitchForce

“Escape the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
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How Switch Can be Improved with Patches

We’ll take one internet browser please, and a side of… hmm… the DEATH OF FRIEND CODES!


Nintendo succeeded in winning our hearts with the Switch. It’s a fantastic console that’s just begging to be played. However, it is missing some no-brainer features, and we can only hope that their software team is working on implementing those. Things like Internet Browsers and, you know, the violent DEATH of friend codes! Simeon and Scott are here to discuss everything that should be coming to the console/portable hybrid in the near future!

“Escape the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
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A Toast to 2018

In the coming year, as we forge into the fast-approaching unknown, may the enjoyment we derive from our leisure activities grow. Whenever those opportunities present themselves, however often or not, may they find us smiling. I hope that we find games that make us happy. For some it will be our favorite developers’ newest creative endeavors. Others will rely on retro titles revisited for the “nth” occasion. Console loyalists, PC gamers, mobile gamers, all. May 2018 be a year of gratitude for the art in our medium.

Lastly, may 2018 be the year in which we play together, more than any year before. The love of a community amplifies mirth. Join me in raising a glass (filled whatever it is you toast with). To the Crew and all other gamers out there. May we have a blessed 2018.

Games I Refuse to Buy on 3DS Scott's Thoughts

There are a few great games coming out on 3DS lately, which is sad.

Why is it sad that stellar software is being brought to a Nintendo platform? Well—because it’s Nintendo’s “old” platform. The Switch owners’ sentiment is largely we’ve moved on. Bring the game to Switch.

3DS is now a low-resolution, outdated, clunky, extra-device-with-battery that needs to be charged… And I can’t bring myself to buy games for it. Here’s what I’m missing out on:

  • Detective Pikachu (this game isn’t even in three dimensions for goodness sake!)
  • Mario Party: The Top 100
  • Rhythm Heaven Mega Mix (even though it went on sale for 50% off to try and entice me even more)
  • Mega Man Legacy Collection 1 & 2
  • BoxBoy sequels
  • Chicken Wiggle

Thankfully, some of the above items are confirmed Switch ports. The rest, I can only hope.

Metroid Prime: Federation Force Review

Sometimes, Nintendo gives us something good disguised as something we don’t want.


The newest entry in the Metroid Prime series has just been released, and the Nintendo fanbase has been in an outcry over it. Is this game worth a shot? Is it worth your time? Watch for all the details on Scott’s experience with the game.

Shot by Alex Campbell

“Reformat” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
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What if Garfield and Pokemon had Babies?

Omagarf. It’s totally a thing now. Oh. My. GARF!


With all the hype circulating around Pokemon Go and Pokemon Sun & Moon, it is important that we stop and appreciate the smaller things… like Garfemon! Would you believe that an artist has been taking to Tumblr and updating his list of Garfield-Pokemon monster mashups every day? It’s unbelievable! These artistic creations combine the best of both the worlds of Pokemon and Garfield in ways you could never imagine. We’ve collected the best ones yet to show to you, and be sure to check out the rest at garfemon.tumblr.com!

Shot by Alex Campbell

“Escape the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
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