In the fourth entry of this 2014 'Year in Development' series, we chat to Michael Aschenbrenner, the man behind Wii U eShop developer RCMADIAX. We chat over the developer's landmark achievement with the first Nintendo Web Framework game in the West — BLOK DROP U — his approach to current projects and the varying quality to be found on the platform.
Nintendo Life: To kick us off, can you outline the beginning of the year and getting started as a Wii U developer?
Michael Aschenbrenner: Yes, oh what a stressful time that was! By the beginning of this year, development of BLOK DROP U was completed already and I was preparing for my first submission to Nintendo.
Keep in mind this was my first submission of a game EVER, zero experience making games prior to BLOK DROP U. So it was very stressful my first time around.
Everyone at Nintendo of America is fantastic and understood that some of us may have some trouble our first time around. In fact, it kinda seemed like I was also teaching them at the same time. Let me explain:
You see, in North America, and Europe too, no one had published a Nintendo Web Framework game before. So not only was it a new experience for me, but also a new one for Nintendo. There was frequent back and forth communication with Nintendo Co. Ltd (NCL) but even then, they only had experience publishing one title like this in Japan (Gaiaibreaker).
So by early January I had my first run of BLOK DROP U submitted and after having to submit a few times because of them constantly updating the tool at that time, I had my first LotCheck....and... I failed!
Oh boy did that feel like a ton of bricks failing down on me. I later then realized that it is very rare that anyone passes their first time in testing. Some folks don't realize the tests that Nintendo puts your title through are very extensive to say the least. So I fixed the few problems and re-submitted the title.
Luckily this time I passed and I was on my way to having a published title on a NINTENDO system. This is the best feeling in the world to say the least. I remember requesting off work that day so I could stay home and monitor Miiverse. I also remember not being able to sleep for at least a week before launch! That is basically how my 2014 started.
You mentioned that there were challenges, from Nintendo's perspective too, with releasing a Web Framework game. What are the key areas that differentiate that platform? Is it just the coding or matters of infrastructure?
To be honest, I'm not sure. The certification process is the same no matter how your game was made, but I would assume there are some behind the scenes differences on Nintendo's end. I think since the process was so new, they just wanted to be sure everything worked as intended. Nintendo really prides themselves on having a product that works flawlessly, so sometimes they "overtest" things to ensure the customer has a great experience.
There was a good amount of discussion between myself, NCL, and the team that developed Nintendo Web Framework. So between the different teams and time zone changes in Japan, this sometimes led to delays my first time around.
As you said above, BLOK DROP U was the first Web Framework release in the West, but you've turned around more projects since, including collaborations. Are you producing these titles rapidly, were they older projects that you polished for Wii U, or a mixture of both?
A good mixture of both. Titles like POKER DICE SOLITAIRE FUTURE, SHUT THE BOX, and TOSS N GO were developed in collaboration with someone else. Whereas BLOK DROP U, SPIKEY WALLS, and the upcoming SUPER ROBO MOUSE were developed in-house. Then there are my numerous indie collaborations with PING 1.5+, U Host, ZaciSa's Last Stand, Maze, and the joint project with Leuvsion, BLOK DROP X TWISTED FUSION.
That sheer volume perhaps reflects your approach to release low priced, small projects aiming to provide simple fun. Would you agree with that as a summary?
Yes. I like to try something different with each new release. I'd rather work on many smaller projects to gain experience so that someday I can release a large-scale massive game.
This was an interesting year for smaller Web Framework games, and there was some controversy too. SPIKEY WALLS, for example, prompted a lot of debate. What was you main goal in releasing that title? Some suggest it was a parody, but is that the case?
Yeah I think Web Framework is still in it's infancy. I don't know that we really have that "killer app" just yet, which is why some people are questioning its purpose. XType Plus did a great job of showing off what Web Framework is capable of doing when using the Impact engine, which I haven't used myself. As for SPIKEY WALLS. It was meant to be a fun little title for those who enjoy high score chasing games. Was it a parody? Of course! I think some people mis-read the message I was sending with the title, which was... just have fun. Don't take games so seriously, and more importantly, if you don't like a particular game - no one is forcing you to buy it. I developed the game because there was nothing like it on the eShop at the time and it was bound to happen sooner rather than later. And now we have 3 flappy bird games, yet somehow SPIKEY WALLS still gets the most hate out of all of them!
That's an intriguing point on a killer app, and Web Framework quality has greatly varied. While we've generally enjoyed your bite-sized releases in our reviews, some other releases on the platform have been — in our view — borderline unacceptable. What's your feeling on some of the other Framework games we've seen, and do you feel that a minimum standard of programming and design should exist? Or should it simply be an open platform for consumers to decide?
I think it is important to have an open platform. I wouldn't be here if that weren't the case. At the same time, I think some of the content is, what you would say "questionable". The best thing a developer can do with their first release is to take the feedback and apply it to updating or "patching" the product. There are plenty of us developers on the eShop that are making our first product, so we go at it with our best foot forward. Sometimes we miss. Just look at the first BLOK DROP U that released in March, I have since patched that to fix almost everything that customers and reviewers disliked about the game.
Has 2014 been a case of 'learning on the job', then, and you feel that — assuming developers address feedback — is a positive process? The contrary argument could be that paying for games not ready on day one is a negative.
Yes, 2014 was surely an interesting learning process. I think that paying for games that are not ready on day one is a negative experience, but it depends on the developer. As a consumer I am much more forgiving when I do a quick Google search and see that a game is a developer's first title. Game development is hard work, something I myself didn't realize until I had already gotten deep into it. Now on the other side, if a company like Ubisoft, EA, or Activision releases an unfinished product, that just seems unacceptable. Not only do they have large teams of experienced developers, but they also charge 40-50X the amount I charge for my own games.
Your pricing has reflected the snappy experiences, of course. Have budget prices driven good volume to you, and are you now in a position to work full-time on your games?
Yes, volume is what I am going for with my lower prices. I want as many people as possible to experience my games in order to build a brand. Sales have been good, although I am not at the point were it can replace my full-time job. That is something I am striving for, and at this pace I may be able to accomplish that in 2016.
Would that benefit from releasing more of your games in Europe? We understand that localisation and ratings costs are higher, though there's hope that ratings will become free. Is that a target for the coming months, more games in PAL territories?
Yes, a big focus with 2015 will be getting Europe caught up with North American releases. BLOK DROP X TWISTED FUSION should be coming in late January or early February. I am also getting the 3 dice games I have combined into a single title to release under the name TABLETOP GALLERY. This is being done to reduce the cost of having 3 separate ratings. All of my 2015 releases are intended to also be released in EU as well. I have been hearing about this "FREE" ratings system for a good amount of time now. I think it will happen one day, but I'm not going to wait around for it to come.
Are you excited about 2015, and do you expect to be as busy as in 2014? You can tease your fans here if you like!
Yes, 2015 has me very excited. I have SUPER ROBO MOUSE on the way, which is my biggest title to date. There are also more levels coming to the original BLOK DROP U and another crossover title too. In addition to that I've got 3 other titles planned....so far! Stay tuned to RCMADIAX.com and @RCMADIAX on Twitter for the latest on those titles.
Also, thanks to the experience I got on the eShop, I have also been approved for development on Xbox One and PlayStation systems. Though nothing is planned for 2015.
That's exciting news. As a final comment, then, as a 'breakthrough' eShop developer of 2014, what would you say to budding game makers that may be reading this?
Go for it! Just a year ago, I had nothing, and now I have 6 games on a NINTENDO system. It's very rewarding to see your name up on the eShop. As a lifelong Nintendo fan, I never would have imagined anything like this would have been possible. Nintendo is giving aspiring game developers the best opportunity to break into this industry. And don't let anyone ever let you get discouraged.
We'd like to thanks Michael Aschenbrenner for his time.
Comments 47
That was a good interview. Super Robo Mouse footage soon hopefully, too.
Uhhhhhhhhhh RCMADIAX is leaving Development
http://www.nintendonuggets.com/?p=1133
So he pretty much lied to Nonintendo Life :/
I think you mean North America, not North Ameriaca.
@BurgersKing Erm, don't think so - https://twitter.com/rcmadiax/status/547026770621636608
I've enjoyed the few RCMADIAX games i've bought and I can understand his sentiment. I would love to one day make a game for a Nintendo console. Perhaps when I get done with Medschool, I'll find time to take up programming.
Spikey Walls gets the most hate out of the eshop flappy bird clones because it is the first one, thus paving the way for the other turds.
This interview shows what's wrong with most people in the indie scene. This guy has basically entered the business with zero experience and is selling his first attempts at making videogames. By comparison, it's like buying a record of someone who has just learnt two chords on a guitar.
You should just make games for yourself and the people around you until you have enough experience to release something worthwhile instead of infecting the eshop with your "rehearsal tapes".
And seriously, NintendoLife, if you needed stuff just to fill the blank pages you should have interviewed that guy in the DK costume instead of giving attention to people who are clearly hurting the console.
He gets more hate than he deserves really.
Firstly, none of his games are actually bad, broken or unplayable. Blok Drop U is the only one worth getting so far though, I believe.,
The 3 dice games are a bit of a waste of time I think. But they work for what they are. Which has to count for something when other indie developers and massive publishers alike are releasing games that simply don't work at all. Nintendo does need to tighten up it's minimum quality rules for the eShop to keep that stuff out.
I have a feeling people wouldn't give his games half as much hate if they looked a bit better. Blok Drop U's minimal style works, but I'll admit I think the better and more interesting graphics of the Twisted Fusion crossover improves the Block Drop formula.
I think he needs to hire an artist to help out, because at the moment you can tell he's a programmer doing artwork. And his games reflect that. It's exactly how my games used to look in college, because I'm not an artist. He's got the programming down for these small simple games, he just needs an artist to make them look a bit better and I think less people would complain. Minimal and grey works, but not every single time.
Am still interested to see more of Super Robo Mouse. And still waiting for the extra Blok Drop levels. I hope his new games are more like these two rather than dice games or flappy bird clones.
I don't think much of his games so far, but I love this series of interviews! It's so fascinating to hear about what different indie developers' experiences are. More like these please!
@IxC I totally agree. I haven't bought all of his games, but what I've bought has not been bad at all. And crap, whether people like it or not, Flappy Bird was a huge phenomenon and he was smart to capatalize on its success. Furthermore, he charged a dollar for the game. I mean, seriously, it's the exact same price as an iPhone game but somehow it's horrible.
I like this guy. He's open with people, he looks at Miiverse, and he launches small games at small prices. Nothing wrong with hugely that. Crap like Zegeta or Frenchy Bird or Tested with Robots or any other hugely overpriced game has nothing to do with him.
Man, I need to stop ranting before i get myself in trouble. But I hope that one day these elitist gamers will stop whining about what they don't like and instead just choose to ignore it. Discouraging the creators with nasty comments doesn't help anyone.
His games are not for me, but I do think there's a space for a developer of smaller titles on the eShop, and it seems RCMADIAX has been trying to fill it. I respect the way he's been vocal about stuff like Meme Run, which just shouldn't exist in my opinion.
I hope he keeps getting better at it, and who knows, eventually I may give one of his titles a go. Something resembling The World's Hardest Game (http://www.addictinggames.com/action-games/theworldshardestgame.jsp) would be a good starting point (hint, hint).
Great interview.
Bundling the three dice games (Poker Dice Solitaire Future, Shut the Box, Toss N Go) together in a single title is a good idea. Not just from a business/rating cost standpoint. It makes an overall better product! Maybe put in Spikey Walls as an unlockable extra and there we have a nice lowbudget collection I'd give a try. (Blok Drop U/X can stand on its own, and hopefully Super Robo Mouse too).
I like his games. It fills a niche for budget titles and I really appreciate that he interacts with forums and on miiverse. The feedback and interest in his costumers promotes satisfaction and a connection with the developer. I am really looking forward to robomouse.
Get your stories straight RCMADIAX! Stop erasing tweets. Other than that, I hope NintendoNuggets is wrong, I hope you didn't mean what you said I hope you grow and become AAA Dev one day
He has "6 games on Nintendo systems." The word "games" is used loosely.
Glad to hear Super Robo Mouse is still in development.
Thought that guy was cool, bought his first 3 games on the Wii U eShop, then he had that whole fall out with that Flappy Bird clone. Just the whole way he went about it was off putting, stating things along the lines of capitalizing off of other cheap gimmicks by cloning it himself. Haven't spent a dime on his games since.
@BurgersKing And I really hope that you grow up to be an adult one day...
Nice interview. It's good to hear from the creator's mind instead of one sided conspiracy driven gamers about what really goes into making and publishing a game. I always find it conforting when a gamer goes through the work of making a game (good, bad or otherwise) vs complaining about people who make games.
He fills a niche which personally I don't care for as I can get a ton of these kinds of games on my phone for free, at least he is looking to improve and aim higher.
I think RCMADIAX is one of the most interesting developers on eShop. His games have ZERO "pretentiousness." They are either shameless exploitation or simple clear little things that do what they say they do. Perhaps they are a little of both. Either way, they are honest little games having a simple idea with a simple execution with simple rules. They are not trying to impress art-lovers. They are just games. And for that, I definitely support RCMADIAX.
Still waiting for the rest of his games to Europe. Still very much interested in POKER DICE SOLITAIRE FUTURE (man, I love that name )
@spizzamarozzi You mentioned something about "buying a record of someone who has just learned to play two chords on guitar." Well, that's PUNK at its finest! There's a place for that kind of stuff too, and I'm sure there are lots of bands who have sold their demos and albums for real money, but who have been very poor and inexperienced with music. Like for example Sodom's first efforts were extremely lacking in skill, but in my opinion, that stuff was absolutely great! I guess the same can be said about Venom too.
@Airola yeah but punk had a meaning behind its primitive approach to playing, like breaking the rules and stuff - punk was original...this guy's stuff is hardly Anarchy in the UK.
Paying for this guy's games is like paying to watch somebody kick the ball against the garage door. Practice stuff, you know
@spizzamarozzi The whole point of the Year in Development features has been to cover a variety of devs and styles, previous entries in the past seven days were Image & Form, Curve Studios and Renegade Kid. As the most prominent dev (so far) utilising the Nintendo Web Framework, it would be negligent to not have a chat with Michael. He had his say about various things including the perception around SPIKEY WALLS, and also talked about the early days on the Framework, which I personally found interesting.
Ultimately, our goal is to cover a variety of aspects around Nintendo, so this falls under that category. We don't all have to like every dev and their games, of course, but it's an extra perspective.
@spizzamarozzi But RCMADIAX (and Nintendo too, to be exact) is actually doing something quite new and breaking the rules - or at least when I read all these negative comments it seems that there is some kind of a rule for inexperienced people to make games for a console and ask money for it. RCMADIAX and NinjaPig Studios (or whatever it was) and other devs like that are bodly breaking this rule made by the critics on the web.
These developers have a meaning behind them. They, and Nintendo, are showing that you certainly can try to have a business in gaming industry, and you only need is a vision - no matter how small that vision is - and the will to actually complete that vision. These beginners in the indie gaming scene are the punk artists of video game entertainment. They might not be showing the middle finger to political authorities, but they are showing the middle finger to the "gaming elite" who think their opinion on who can sell and what is correct.
I would actually LOVE to see someone actually have the balls to ask money from people to watch him kick the ball against the garage door
(by the way, the more correct analogy would be that someone would pay to kick the ball himself against the garage door, not just watching someone else kick the ball, as games are interactive entertainment rather than just passive watching)
Back in the day, people used to pay to play these quick speed and memory test games in malls and arcades and carnivals. Average play time was probably under 5 seconds, yet people were willing to put more money on them. And they were just some little machines with a few buttons and a point counter.
The point is that there is interest for short and simple games. Some people get really addicted to these, even if they are just simple reaction tests. People get entertainment out of them. If an amateur game developer is able to create entertainment based on those simple mechanics, and some people like to play them and even pay for them, I think there is nothing wrong with that.
@Airola your view is very romantic. These people have no vision - they want the money and want to have the kind of exposure that websites such as this are giving them. There's no vision in making a clone of a clone or in making crap versions of the usual puzzle game, runner game or maze game and stick a 2$ pricetag on it hoping someone will fall for the scam.
These guys aren't breaking any rules - they are following the #1 rule too well: they know that if their crap game is sold for 2$ it will generate more interest than a legit game priced 10$. The are not showing the middle finger to the "gaming elite", they are showing it to the general audience, because they think we're so stupid that we're going to pay 2 bucks for a game someone has done in a weekend, as opposed to paying 6 bucks for a game that took one year.
If these people really loved the craft and want to get good at making games, they could make flash games and release them for free on the internet, where you potentially have billions of players, but zero income. Instead, they do it on WiiU and for a price.
@ThomasBW84 fair enough.
I think the indisputable fact - and a uniquely Nintendo one, too - is that RCMadiax engages his audience on Miiverse and social media in a way that is encouraging and refreshing. Would we be that lucky that all devs, whether big or small, would do the same.
And some of those quickly played dice games have a surprising amount of strategy in them (the Poker part!).
I have no personal vendetta against RCmadiax seeing as he is just a guy trying to make a living like the rest of us. If you don't want his games simply don't buy them, no need to make it personal.
I've learned to just skip over games without consideration when I see the name RCMADIAX.
I'm sure it is unintentional but PDSF and Shut The Box are both good educational games for my young boys that promote math and motor skills. They also happen to be fun quick games to play while watching sports or other TV programs. I completely understand someone having no interest in them, they are definitely not GOTY contenders, but they are good for what they are. I cant wait to see what 2016 has in store for us under his "restructuring" and venture into Unity programming.
First off, SPIKEY WALLS isn't THAT bad. It serves it's purpose rather nicely: It's a score challenge timewaster that acts as a social gateway to Miiverse. It even recommends you post a screen of your personal best so you can give yourself a nice, intimate challenge with others through Nintendo's unique social network.
Secondly, I never get the whole Nintendo needs "quality control" debate. It's not like Nintendo actively promotes shovelware. I rarely see any piss poor excuses for games on the front eshop splash page. In fact, if you look at eshop sizzle reels there are very few games released from the montage that score less than a 6 here on Nintendo Life.
As long as Nintendo doesn't truly push these type of games on consumers they can release the most broken pieces of shovel they want. The time Nintendo has an interview with Ninja Pig Studios on their Youtube channel, THEN there will be cause for concern. As of now though, just let the bad games rot.
@spizzamarozzi you are so right! How dare someone attempt to make money to survive! Shame on him! Lord forbid he try to do something he loves AND get paid for it... The man is an indie Dev, your argument would make sense against, let's say Nintendo. But there is no "Scam"... its 1.99$ not something to to fret over. Anyone remember Ninjabread Man for the Wii? They charged me 20$ for what was essentially garbage, and that was 20$!
@spizzamarozzi A vision is a vision, even if it's a vision of something that's already been done. A vision is a vision, even if that vision includes a quick money-grabbing motive.
I for one don't care if a game has been made in one day or in ten years. If it's interesting, it's interesting. In your view, I am part of that stupid audience because of what I like and what I want to pay for. My intelligence is inferior because of what I like and what I want to use my money on.
What comes to "loving their craft" I say that if people really love and value their craft, they should put a price on it instead of giving it for free.
I have no problems with people giving one star ratings to games and telling they are pooooooooooooooooooooooooop games, but I have a problem with people insulting the developers and those who are willing to play those games. Money is just money. If you don't want to use it on something, don't. If you want to try to sell something to get more money, try.
I would actually wish the eShop to have more of these exploitative clone games than stuff like Thomas Was Alone which, although looking ok and controlling very well, annoyed me a ton with its storytelling and I had to quit playing it because of that. However, I would never ever want people to stop doing that type of stuff if that's what they want to do (and by the way, this "artsy" story stuff in games can also be seen as exploitative as it's something that is nowadays very popular with critics and players and some developers want to cash in on that).
Also, I absolutely love the fact that nowadays people who in the past would've made free flash games can now try their feet in a legit video game business.
I love the fact that we now have things like Bandcamp where people can put their music for everyone to listen, AND also have the opportunity to get some money from doing that. I love the fact that I can easily now give a legit payment to both the professionals and the amateurs. I love the fact that this is possible for virtually everyone, no matter how skilled they are.
I'd like the eShop to have at least one game of each of the genres and playing styles. I'd like the eShop to have at least one version of every type of a game, and that includes games such as Flappy Bird, because for every single type of a game there is at least one person who enjoys playing it. I don't really want the SAME game to be in every platform (I don't really like the idea of multiplatform games if the game is exactly the same with only a difference in resolution - back in the day it was great that Jurassic Park was a different game on Sega than it was on Nintendo), but to have a variation of every type of game would be great.
@spizzamarozzi I don't know why you are taking things so personal. They are $1/$2 games. Some of @RCMADIAX games are really fun, esp the BLOK DROP series, IMO. If you are not interested in the games, that is fine. A lot of people are given how many people have now played his games.
The amount of hate I've seen to RCMADIAX is just crazy. Though I've only released 1 game on Wii U so far myself, I have already seen crazy attacks from gamers, some in the form of "Why is Nintendo putting this game on sale but not their own.." or "This $0.99 game on sale should not exist!". Really makes me question people when they stop playing games and end up attacking the developers with some kind of weird obsession as if I or any other dev kicked their puppy.
@Platypus101
I remember that. It was the worst Wii game ever, bar none!!
@Bloodix
What;s the name of your game?
@maceng ZaciSa's Last Stand (only up in North America currently, Europe release early next year)
While I haven't been very excited by anything I've seen from RCMadiax yet (though I might download Blok Drop U) I have a ton of respect for him. No, his games don't look all that special. But they also don't look like bottom of the bin, broken garbage shovelware ( looking at you, Meme Run). I really find the things he said in the interview to be refreshing after reading some of the nonsense spouted by Ubisoft and EA this year. I for one would much prefer paying a few bucks for RCMadiax's games than over paying for a late, gimped, sloppy port.
OK.
Shame it got a low score from NL. Still, I love Tower Defense Games and I though your game felt a bit underwhelming, gameplay-wise (except for the Drone), an dthe graphics are just too simplistifc for my taste.
I think budget indie developers working on any of the big consoles is facing fierce competition from what the Apple store offers, for the 0.99-3.00 bucks range. Contrary to what many Nintendo fanboys tell you, there is a lot to like on the Apple Store, with games easy outperforming anything on offer on the eshop. I remember buying a Spiderman game for 4-6 bucks and it was better crafted that anything I have seen, marvel-related, I mean, on the 3DS.
Good luck with everything.
I haven't and will not be buying any of the rcmadiax games released so far, I will however reconsider this stance when this supposed new company is formed and hopefully in turn the game quality increases
@DiscoGentleman Well, I've given tons of games and developers a chance. I currently own over 60 eShop games. Different kinds of games in quality and content. From Nano Assault Neo to Midtown Crazy Race. From Ducktales Remastered to Turtle Tale.
Off the top of my head I can think of three developers I'm looking forward to seeing more of their games: Shin'en, Two Tribes and RCMADIAX. And of course Nintendo themselves too, obviously.
Nano Assault Neo, Art of Balance, Toki Tori 1 & 2, Blok Drop U... All very enjoyable games.
@Bloodix a better question would be, why did you release your game? I haven't played your game (not released in EU and not interested) but from the NL review is clear you still have to practice and make a lot of games before you make one that is worthwhile.
So what's your reason for releasing something that you know (unless you're not all there in the head) is going to be bad or bland at best? And for 3 bucks, one dollar more than perfectly good games like Edge, Rush, Toki Tori, Tappingo or Gunman Clive!! Was that a surprise to you that people complained?!
Guys the world is not your oyster and you just can't make stuff and put a pricetag on it regardless of quality and without being aware of the fact that you're going to compete with people who are far better than you at the moment. The fact that you have made a game doesn't mean you have to sell it. I wish you people the best of luck but one thing is developing for fun and friends and another thing is doing it for real.
I haven't played this guys games, but I think the hate is pretty out of control. The prices seem reasonable, and there's no fraud going on. The games seem to be what he says they are.
Even the whole Flappy Bird phenomenon is something I don't get. When it was just a free mobile app, people were seething with rage about it (Kotaku, for example), and I don't see why. It's a certain type of game, the type of thing people might have dumped quarters into ages ago, that focuses on high scores in a hard game with a simple mechanic. Where's the problem?
Now, if he was behind the really crappy looking "Tested by Robots", that's not acceptable....
@maceng Fair enough. I actually thought the NintendoLife review of the game was fair. I think that review and other things people mentioned at launch helped me as a developer as well as to help me for that game improve it for updates and future games.
Enjoyed the article.
@Bloodix
By the way. I think that the eShop is still lacking of good Tower Defense Games. More can be done, specially for experiences at the 0.99-2.99 range. In the App Store there are several masterpieces such as Sentinels (1-4), Frontrunners, The Creeps, GeoDefense, Chronicles?, etc., all very well regarded. I think that a game like GeoDefense could be a good start -simple graphics, fixed path-, with a little bit of added panache. best of luck!
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