Quick Jump Daily Digest
Thank you for your interest in the Quick Jump Daily Digest. Get notified of all new content on QJ in our free Daily Digest. To subscribe, enter your email address below and click the subscribe button.Aim for psp Search Results
| Your search for Aim for psp located the below Aim for psp Search Results. The Aim for psp Search Results are returned from stories QJ publishes stories covering Aim for psp news, Playstation news, Xbox news, PC news, Wii News, Nintendo DS News, Gaming News, Reviews, Downloads, Custom Apps, Homebrew and much more. |
|
|
|||||||
|
|||||||
|
|
|||||||
|
|||||||
|
Kickstarter is an amazing way to raise money for a new game. It’s equally amazing for scamming people out of their hard-earned cash.
|
|||||||
|
|||||||
|
BioWare lets everyone know that people aren’t dumping their SWTOR subscriptions—they’re just not playing the game anymore.
|
|||||||
|
|||||||
|
|
|||||||
|
|||||||
|
|
|||||||
|
|||||||
|
|
|||||||
|
|||||||
|
|
|||||||
|
|||||||
|
|
|||||||
|
|||||||
|
|
|||||||
|
|||||||
|
EA notes that vitriol from players regarding its unnecessary Origin software is on the decline, and asks for a two-year window to make the service useful.
Origin is a piece of shit. What’s worse, it’s an unnecessary piece of shit. What Origin stumbles through, Steam already had mastered. And the only reason Origin even exists at this point is EA stripping its games from a far superior digital distribution platform and forcing a proprietary service down everyone’s throats. It’s nothing less than a digital coup, and an ugly one at that.
Origin has, naturally, seen its fair share of hate. Most of this hate stems from feelings like those mentioned above, with a bit left over for the terrible customer service offered by the platform. However, EA sees a few rays of light poking through the hate clouds. Chief operating officer Peter Moore, who is largely responsible for the existence of Origin, believes that the software is just a couple of years away from being truly wonderful.
Moore stated that EA is looking for ways to make Origin more social and more interactive, as opposed to just a pipeline for the company to shovel games at players (at exorbitant prices). He also noted that criticism of the platform has mostly died down, and that gamers are learning to embrace Origin’s special brand of online functionality. Hey, when you make something mandatory, how can people not learn to use it?
His comments are actually sort of hilarious—Moore claims that the healthiest decision for the industry is providing players with a way to “shop around” on various services, while his company simultaneously pulls all of its games off competitor’s platforms. Nice one, EA. Regardless of the hypocrisy, Moore does make a smart point when he says the service needs a couple of years; there’s no telling whether Origin will be better or worse in 2014.
What do you think of Origin? Do you see it as one more gaming tool on your PC, or an unwanted and forced intrusion by a greedy company?
[Kotaku]
|
|||||||
|
|||||||
|
The company is on the defensive after one developer threw the handheld under the bus.
Sony is reeling after one game creator suggested that third party developers have canceled their Vita projects and moved to the 3DS due to the handheld’s poor performance in Japan. A report in a Japanese newspaper carried the anonymous quote, which stated, “Major Japanese companies are cancelling all projects intended for Vita and are changing development to 3DS.” Sony wants you to know that this simply isn’t the case.
Scott Rohde, the senior vice president of Worldwide Studios said that while he didn’t see the specific quote, it’s not unusual to find “exaggerated” claims like that regarding untested products. He also noted that he knew of many third party devs working “feverishly” on Vita titles, and that it would be impossible for any one person to definitively say what every Vita studio may or may not be doing.
Edge magazine points out that calling the claims an “exaggeration” indicates that a few studios have indeed jumped ship, just not to the numbers the anonymous source stated. Whatever’s going on over in Japan, you can bet it will echo through the western marketplace.
Vita is just a few short days away from release and if the western launch isn’t strong, the device could be relegated to Virtual Boy territory. Right now, the Vita is being outsold by the 3DS and even the original PSP in Japan – not a good indicator of success. Sony isn’t known for being upfront with its customers, so the truth of the matter is probably somewhere between the two quotes.
We’ll just have to wait and see what happens. What do you think the fate of the Vita will be?
[Edge]
|
|||||||
|
|||||||
|
|
|||||||
|
|||||||
|
|
|||||||
|
|||||||
|
|
|||||||
|
|||||||
|
|
|||||||
|
|||||||
|
|
|||||||
|
|||||||
|
The anticipated PS Vita game contains only three tracks and five cars. Weak.
A few lucky individuals in the Japanese gaming press had the chance to play the PlayStation Vita’s upcoming version of Ridge Racer, and while the reports paint the controls and graphics in a positive light, they also note that the game is pretty limited when it comes to content.
Based on the current version of the game, Vita’s Ridge Racer will ship with three tracks, all of which are remakes from previous Ridge Racer games, and only five different cars. CVG, reporting on the story, notes that there will probably be DLC content, but the in-box game seems alarmingly limited. You can run the courses backwards, but that hardly seems like a substitute for more on-disc content.
The game will be priced below normal Vita games, so that’s some consolation to Ridge Racer fans. Still, it’s not a great precedent for the future of games – slightly cheaper, but limited titles aimed at filling in the blanks with DLC. Most Vita games run around £50, but Ridge Racer will land at about £33 – not necessarily a huge enough difference to justify such a small title.
Also, the game apparently runs at only 30fps? Overall, it doesn’t sound like Ridge Racer is shaping up to be the exciting title some people thought – limited courses, limited cars, and limited frame rates mar what should be a great experience.
Would you buy a racing game with only three courses?
[CVG]
|
|||||||
|
|||||||
|
|
|||||||
|
|||||||
|
|
|||||||
|
|||||||
|
|
|||||||
|
|||||||
|
|
|||||||
|
|||||||
|
|
|||||||
|
|||||||
|
A new service claims to help gamers find and trade the titles they love, without getting slapped by low re-sale prices. But are they for real? We sit down with the site’s founders, Rob and Shawn McClellan, to find out.
If you've ever tried to trade-in a used game at a brick and mortar retailer, you probably know the sting of the brutal price drop. A game you bought yesterday for full price is somehow only worth half that today, but will unsurprisingly be re-sold close to the original price.
It’s frustrating, but for the most part there wasn’t much gamers could do. Now, one site is claiming to have the solution to this problem, in the form of targeted gamer-to-gamer trading. This site is Trukatu.com, and I shot a few questions to the company’s founders to find out what makes this service so different from GameFly or other trade-in services.
Here’s the full interview, so you can decide for yourself:
What is Trukatu.com?
Trukatu.com is the new revolution in video game trading.
How does Trukatu differ from existing services like GameFly?
Unlike game rental services, once you receive your new game through Trukatu, you OWN it.
We differ from other online trading services in that we don’t convert your games to points or virtual currency. Trades are also completely anonymous between users because everything is mailed directly to Trukatu, where the games are checked for quality. We even provide postage-paid mailers so there’s no shipping costs to users whatsoever.
How does the trade-in system work?
Instead of points or credits, you receive GAMES for your games. After building a game library, users are offered trades and are given the opportunity to accept, modify or deny each one. Once a trade is accepted, users mail in their games to be verified and swapped. Our mailers are designed to function as a 2-way mailer. After you complete your first trade and receive your new game, you will already have a return mailer in your possession for your NEXT TRADE.
What types of games can participants expect to find? New releases? Older titles?
Trukatu is tailored to all levels of gamers; from basic gamers who just want to trade in old games they no longer play, to the ultimate power gamer who wants a new challenge every week. Our selection is based on our gamers’ libraries, and includes games for PS3, PS2, PSP, Wii, Xbox, and Xbox360.
How does Trukatu go about matching trade offers?
Users create a library of games they have and games they want using a comprehensive search function with quick and easy browsing. Trukatu continuously compares these libraries to form trade matches. Users can also initiate direct trades to other users, where you could offer a couple of your games for that amazing new one someone else has already mastered.
How is your subscription plan built (ie, tiers like Xbox Live gold, or trade limitations)?
During beta, users will pay $10 for each accepted trade. Later, we will also offer monthly recurring subscription plans, lowering the cost per trade. Offering these different plans allows Trukatu to cater to all types of gamers.
Who are you, and what is your experience in the industry?
We are two brothers from Northwest Ohio with a passion for gaming. I am an IT professional and self-proclaimed video game nerd. I also love programming (Java, C#, C++, HTML/PHP/Javascript) and I've even published a Nintendo DS game on QJ.net titled KhetDS many years ago. My brother, Shawn, has a background in banking and business finance with years of management experience. I am the IT guy and he is the backbone of the business. There has always been a constant sibling rivalry between us since I’m the “younger and smarter” brother but that rivalry helps us balance the creativity and experience within Trukatu.
What led you to create Trukatu?
Trukatu came together in late 2010 with the idea to finally put gamers in control by drastically changing the way video games are traded. The concept was designed we were tired of paying high costs for used games only to turn around and sell them back for just pennies on the dollar. We wanted to put the gamer in control by creating a place where they could trade video games without the hassle and high cost associated with retail game trading today.
How does the inspection process work?
When games arrive at Trukatu, they are individually inspected, ensuring that they are the correct games, and they are in good working condition. Then the swap is made and the games are sent off to their new owners.
What safety mechanisms are in place for members?
We act as the middle-man. By sending all games to Trukatu, no private information is shared between users, and game quality is always guaranteed.
The Trukatu Beta is still open, so jump in and let us know what you think. If done right, this could be the service we gamers have been waiting for.
|
|||||||
|
|||||||
|
|
|||||||
|
|||||||
|
|
|||||||
|
|||||||
|
|
|||||||
|
|||||||
|
The Burnout series is synonymous with fun for me. Being a PS2 owner from way back when I was a cursey teen instead of a cursey adult (or someone in their early 20's) as I am now, it's like a Pokémon evolution except not cool and really just learning about controlling my emotions and maturity and all that lame stuff. Included in that evolution was getting a PS3, and eventually being excited about the release of Burnout Paradise. I actually owned a PSP at one point and playing Burnout Dominator was bliss for me. Long bus rides filled with angsty or beat-punching music as I swerved corners and took badasses down whilst everyone just kinda looked at the weird fat kid and wondered where his guardian was.
Burnout Paradise was a personal low in the series. Despite, friends having the initially pre-release, I convinced myself that a free-roaming city was actually "really cool" and that it totally wouldn't be "lame" and you'd have a lot more freedom. I was wrong. Really wrong. I don't know about you but being in a free-roaming cityscape and having no sense of direction, as well as a poorly intuitative, linear map design really doesn't bode well with someone thinking in free-roaming mode. So burned by that Burnout experience, the announcement of another Burnout game spurred the pessimist in me and I was excited once again, but when I saw the first video's for it, I wasn't too pleased. I was less than pleased and the optimist inside me died...just a little...not too much, I hope.
I did go into Burnout Crash with less than a positive aspiration for what the game actually might be. I know people don't like people who waffle on, so let's just say Burnout Crash is good and there is a demo you can play, it's free, it'll give you a good indication of what it's like except for some modes but let's also say that Burnout Crash is initially underwhelming.
The 2D opening is cutesy to say the least but so mediocre it doesn't really register on my mental spectrum as being a video game. It reminds me of the animated sequence in Catch Me If You Can and I'm half expecting the little ute (or pick up truck for our US readers) to hit a tiny Leonardo DiCaprio and send him flying against a 2D wall...but yes, it's underwhelming and my memories of Burnout begin to fade, like the opening screen does. I left the opening on too long to start writing the opening paragraph, the visuals humming away in the background with my PS3 and then a song begins.
This is where my opinions change by a simple video and musical manipulation. The song by The Primitives, aptly titled - at least for this game - Crash and I'm brought back to a simpler time in my childhood called the 90's, when this song was not written. It's an 80's New Wave pop song and whilst I became a fan of New Wave some time in my late teens, the song still resonates and I'm back to apart of what makes the Burnout series amazing, the mind numbing, heart racing music. When I say mind numbing, I don't necessarily mean it in a bad way, it's just beautiful background fodder. Much like the Clair De Lune in Burnout Paradise or Shotgun by The Outline in Burnout Revenge, it brings you into a different element when it comes to the game.
One of my fondest memories of Burnout Paradise is watching the sun slowly set just as Clair De Lune began and I started a Takedown Race and watched the shadows stretch and pull the landscape of the city as I raced from night into day and won with 12 Takedowns when I only needed 5. I get weird when it comes to games and music. Most pieces just wash over me and I just shrug my shoulders, but when there's a piece that's memorable, it really sticks. Whether it's the beautifully whimsical music from Legend of Zelda, a series I've barely played or the block rocking minimal piano and beats of Minecraft - it all sticks in my mind like Tetris tessalated musical blocks.
PICTURE OF MARIO MUSICAL BLOCK
Of course, the Burnout series is just more than music and so I actually start playing Burnout Crash and stop listening to the Primitives for the 12th time....and I press start and the song actually starts to play in full, kicking off with a lovely little animated explosion of the pick-up. The menu kicks in after a failur to login to the PSN/Autolog network and a voice gives me a warm douchey welcome, sadly often associated with Burnout games. No one I really know is a frat kind of person and I feel EA keeps those voice over guys for that reason, I kinda liked it when it was the chick running Crash FM, but meh, that was then, this is now.
So far, the visual design is nothing like the little opening animated feature, with a nice little neon sign design floating as the menu and I kick off the game itself (after adjusting the sound settings, music up, voice over off). So after I'm told I'll be on the wildest ride of my life I choose the first mission and go on a bit of a rampage and you know what, it's fun. It's consistently fun, it's a whole lot of fun. Seeing those little cars coming, which is indicated in-game by a yellow arrow, and noticing all the little details on the houses and cars and just everything, I want to look at it closer but also destroy it at the same time. It's like being Clockwork God with a magnifying glass, but alas, my creations are not my own, only the destruction. But alas, before all the destruction there's a tutorial and it's a bit annoying.
Last time I was in a gaming DMV I decided not to play the game, that game was Driver, I was 8, things were different. Here it's nice little tutorial that tells you about all the great things including the "Crazy Special Feature", which didn't exactly hype me up despite the vocal inflection and after playing Bastion last week I feel all voice overs need better voice actors or better writers, seriously. There could have been a lot more to do with the wacky voice-over, there are a few amusing lines here and there such as the description of the area being remembered as "all field" and the voice over actor pausing and being like "oh...it still is", I laughed at that, but the humour was far and few between and like Dreamworks movies, relied too much on pop culture than raw wit.
Old system of "More stars to unlock more cars" gives you a good old sense and even with the top-down look, Burnout Crash becomes a lot less like the Burnout series minute by minute. What I feel is Criterion should have just called it Crash. I understand that they may have possibly been sued by Universal for use of the fluffy Bandicoot character, but using the brand recognition of Burnout really doesn't work here. It's a real identity crisis where it's clear they want to re-establish their brand for whatever reason. I remember Burnout selling like hotcakes, with every iteration since the 3rd one, and personal favourite, Takedown. The actual game itself does get a big hand from musical and sound cues, but a better focus on gameplay and making the game a lot more interesting, in regards to the voice work and writing, would have been better. For example, whilst the game out and out visually wants to have a rough design, it wants new players to the franchise to remember "to use that Crashbreaker" in an overly excited tone as if the big flashing x button on screen and the fact that other than kinda moving/sliding around the map, there isn't much else to do in-game, other than be amused and giggle when a bank truck comes along and the bombastic voice of Shirley Bassey claims "HEY, BIG SPENDER"...I giggled...like a girl.
Despite my girl giggling, there will be a lot of references young player - new players - won't get and will be baffled why they're in the game at all. Hearing Spandau Ballet's Gold when I blew up a golden truck was amusing for me but may only reach 5% of the people who play the game, seriously after reading the above paragraph, who knew 1. Who Spandau Ballet was/is? and 2. Who Shirley Bassey was? The identity crisis Criterion creates is more of a cultural problem than a gaming problem. Licensing those tracks would have cost them/EA millions, literally, and if it was worth it, I feel like we're on the inside of an in-joke, but everyone keeps beating the outside of it and it just keeps making a hollow thud.
I do want to give a handshake this week to two people, the guys who chose the music and the visual designers. As much as I've bitched about the visuals in the game, I do have to say the mix of eclectic styles of Neon-signed - almost Las Vegas in tone - and the cute top down car creations, it all works. It melds into this odd piece of automotive Americana, filled with the right colours here and there to look it mildly entertaining as well as watchable. When almost every week there's a lot of grey and brown being sloshed around, it's good to see emerald, aqua and crimson red to be thrown into the mix. Sure, the game does have a fairly consistent use of black on the menus, but it adds to the steel and burning rubber style Burnout is known for, and that's where it really takes a different side to the Burnout series.
However, it being a top-down game, it does have it's visual misdemeanours, such as the
The game's reward system is quite classic too. The star system is something I've always favoured in the series, with the whizzing or rushing of the flaming stars to come crashing into my self-gratification coz I pressed da buttons and dey do da ting dat it was programmed to do. The actual gameplay itself is quite simple, you're in a runaway car and you're going to crash. It's a lot more interesting to imagine you're a man who recently just went through the worst day in the world and intend to have the most creative day in the world, which includes ending with a multiple car pile-up, however, he keeps having a Groundhog Day-Quantum Leap scenario where he wakes up in a new car and new body everyday and ends it all the same...or I might be insane.
A few minor gripes about the game itself as there were a few framerate issues, even playing on the first level, but nothing to noticable as the game went on. The gameplay element of The Good Cops was a bit weird and has never really come up in previous parts of the Burnout canon...I guess, there really isn't a canon to a series about cars that gone and done smashed demselves up. However, the game does require a bit of strategy and it would have been interesting, if a bit farfetched, if you could place the cops at an entering intersection of yout choice.
See putting in extra obstacles such as The Ambulance, sometimes makes me feel as though they're dragging out the level, but then again hearing the words "Paging Dr. Beat" followed by the song by Miami Sound Machine, just makes me want to throw on some more 80's tracks and start dancing...nobody wants that. But it is a nice touch, if a bit cheap, I say cheap but honestly it resonates with my pop culture brain like a meth addict and I can't wait for that siren blaring bohemoth to come screaming through the streets again.
Having elements such as Tornados and Magnets are incredibly fun and don't outstay their welcome, the actual gameplay does begin to get stale in the other modes, but it's really just a personal preference and I think you should try out the other modes such as Rush Hour and Pile Up, I highly recommend them but they're not particularly my thing.
Rush Hour is a personal pain as I hate almost all timed missions in games and it just frustrates me. It almost seems like it'd be a lot interesting if it was an extra option that you could turn on or off, even have it as a version of the game like a Quick Match section of the game. Meanwhile, Pile Up is just cause as much destruction as possible, it's fun if a bit boring after a while, all the same gameplay elements are there. A co-op implementation would have been freaking amazing with you having to smash into a friend's car on the same interesection and see who could do the most amount of damage on a stretch of road, like a drag-race + Burnout...just an idea, Criterion.
Other than the music, which turns a bit generic but fun after Crash plays, the sound design is phenomanal with firey auto crashes sifting through my ears and the sound of poker machine winnings as points rack higher and higher like the possible animated body count, if the game was any ballsier...coz that's totally a word. The random sound effects add to the crazy style The money has always been an interesting thing to me, not just money in general, God knows how the economy works, but the actual pricing of each car and the potential for costs and multipliers is just something I've wanted to calculate, make a big chart of, actually do math...yep, definitely insane.
In the corner I'm informed I'm a Wannabe, which gives me the assumption that the writers or designers of the game, and a lot of game worlds for that matter, really have this disdain towards players from the get go, but then again I'm a bit of a wuss who can't take any form of criticism whatsoeverpleaseloveme. But the actual gameplay elements are never really against the player, there is a balanced sense of both challenges and even with a plot-less game, there is a drive - whoa, pardon the pun there, been left over for weeks - to actually see the next intersection, the next car and the insanity that will ensue. For example, really how determined are these drivers, logic is best not put in the way of the Burnout series...especially when car magnets are concerned.
Burnout Crash is not a bad game, it's just not a Burnout game. It does take the basic game mechanics of Crash, my honest to God, favourite part of the series, something I always look forward to and just made it a Downloadable Title. I'm looking forward to the good old days of burning through a city doing challenges and having some real fun, but for now, I guess this will tire me over. It's not expensive, it's a lot of fun, it's great to listen to and look at, it's like the
perfect girlfriend...there's your selling caption for Burnout Crash - Burnout Crash: The Perfect Girlfriend. So Burnout Crash is out, but is it really a Burnout game?
|
|||||||
|
|||||||
|
|
|||||||
|
|||||||
|
|
|||||||
|
|||||||
|
|
|||||||
|
|||||||
|
|
|||||||
|
|||||||
|
|
|||||||
|
|||||||
|
|
|||||||
|
|||||||
|
|
|||||||
|
|||||||
|
|
|||||||
|
|||||||
|
|
|||||||
|
|||||||
|
|
|||||||
|
|||||||
|
|
|||||||
|
|||||||
|
|
|||||||
|
|||||||
|
|
|||||||
|
|||||||
|
|
|||||||
|
|||||||
|
|
|||||||
|
|||||||
|
|
|||||||
|
|||||||
|
|
|||||||
|
|||||||
|
|
|||||||
|
|||||||
|
|
|||||||
|
|||||||
|
|
|||||||
|
|||||||
|
|
|||||||
|
|||||||
|
Rumors have been pretty consistent about Uncharted being an NGP launch title. However, it's only now that we've ever come close to anything definitive.
Scratch Image is teasing the title that will be releasing along the NGP. If you must know, Scratch Image is involved with the development of Naughty Dog's Uncharted franchise for the new handheld.
Said their blurb on their official website, "We are pleased to announce our involvement in Sony's flagship franchise, and newly announced PSP2/ NGP launch title, Uncharted Portable (working title)."
If that be actually true, which really, we have very little reason to doubt it at this point, it should be just the right start for the NGP's line up. We expect to hear more about this in the upcoming E3 event.
Via [Scratch Image] http://www.scratchimage.com/
Rumors have been pretty consistent about Uncharted being an NGP launch title, but it's only now that we've ever come close to anything definitive.
|
|||||||
|
|||||||
psp final fantasy | daedulusx64 | how transfer podcast | adatation for usb | sens me psp | video bokep america | cerita ngentot anak smp | png reader | jebacina | darksiders | xillia | master key for dsi | adapter | ds homebrew apps | lamecraft download | seksizle | fast scroll | videolucu | spider man 2 | psps level up | da rom | adlut video pron | ad hoc | matador x333 | foto bugil japan | mlb the show 10 | download covers | table | gta vcs mod | telugu actress | psp go homebrews | lamecraft survival mode | azure | indian tube8 | cheat engine | cpsp result | super mario galaxy ds dom 3 | linux on xbox 360 | cerita ngentot anak | umd rip | cwcheat | google xnx | xbox 720 | ad hoc party | chronicles | gundam next | psp1004 | nba 2k11 | ds lite hack | tweak | n64 emulator downlo | ad hoc party download | dj max portable 3 | censor it | ad hoc on psp | horses | gta lcs | cod blacks ops | wwe 2011 | ad hoc file | download video for ps3 | psp downgrade pat1000 | how to install homebrew | crystal os | ad hoc file transfer | game cube backup laucher | emulators for psp | cs for psp | windows xp for ds | fishing | kick | ppjoy | bros rumble | ad hoc fil tranfer | safari browser | actress sarika | a4 | snes 9x tyl me cm | available on marketplace | activision | the nightmare before | css | desmume emulator for psp | 3ds pc | hard drive | enegizer lithium | pspdod | left4dead | activision 2007 | snow bros | mm3 | bios | eye judgment | snow bros ita ds | window xp ds | mortal kombat online | van persie psp theme | active | nintendo ds r4 | psp lamecraft | service mode without pandora | cspsp server v | activate wma | hold plugin psp | wolfenstien arcade | wwe dlc | pes 12 psp | minecraft download | psm | action replay | unreal engine 3 | fringe | hold plus | handy psp | money cheat fiel | action replay xbox d | demo games psp | thatvideogame | halo ps3 | faceboook | action replay wii | basilisk ii for the psp | psp to psx converter | pp games | modern warefore 3 | free psp tv | ps3 fbanext | upt v5 | pixeljunk | extra | action replay v160 | custom firware | red dead redemption review | pp irshell | the legend of heroes | fl studio | wave xmb | xbox live update | gujarat | action replay signed | jpystick | psp custom firm ware | sixaxis x64 | 04g | sunshine auto v2 | jre 32 bit | revision 62 | super mario for psp | power plus | cerita ngentot perawan | xmbctrl v2 | psp cps | azeri seksi | how to install gotube | descargar tuenti | witangrza | psp theme grim reap | update controller | score rush | action replay psp | manger | psp monster | x emulator on psp | psp print server | burne out for ps3 | ctf for psp | webcam ideas | psp wifi games | action replay psp cheat device | ps3 new model | ps3 rip | keycleanerv | daedalusx64 alpha revision 417 | recovery tn hen | 2168 |









































