Neoseeker : Super Racing FAQs : Super Racing FAQ/Walkthrough

Super Racing FAQ/Walkthrough

by KeyBlade999   Updated to vFinal on
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  • Game: Super Racing
  • Console: Sega Master System
  • File Type: Formatted FAQ/Walkthrough
  • Author: KeyBlade999 (a.k.a. Daniel Chaviers)
  • Version: Final
  • Time of Update: 3:35 AM 12/15/2012
  • File Size: 31.3 KB



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Introduction

Welcome to another one of my FAQs. This particular FAQ covers the Sega Master System game known as Super Racing. Super Racing is a game that, like many other SMS games, was developed by Sega and released for their Master System in 1988, but only released in Japan despite most everything in the game, except the manual, being written in the English language. =/

It has been nearly twenty-five years since the release of this game in Japan. And yet, like many dozens of SMS games, it has gone uncovered by GameFAQs in that entire time. The FAQ Contributor Boards, including myself, of GameFAQs have taken it upon themselves to complete at least one FAQ for each and every Master System game, among other consoles.

And so, that is how I came upon this game. Thanks for listening to my ramblin'; hope you enjoy!





Game Controls

Button Resultant Effects
D-Pad Up Cycle through menu options.
D-Pad Down Cycle through menu options.
D-Pad Left Cycle through menu options.
Turn approximately 10 degrees clockwise.
D-Pad Right Cycle through menu options.
Turn approximately 10 degrees counterclockwise.
1 Button Confirm menu options.
Change from high to low gear.
2 Button Confirm menu options.
Hold to accelerate.
Pause/Start Button Enter the pause menu.




Pre-Race Details

Game Mode Descriptions

At the title screen, there are two options from which you are allowed to choose.

  • Real Mode: This seems to act much like a practice mode. During it, you will choose a Car Constructor, your Class (or difficulty), Car Circuit Type, and which of the Tracks you wish to participate on.
    • During this mode, you'll repeat the track endlessly if your class is "Practice" (top option). Otherwise, you'll also enter your name. The track is chosen for you in non-Practice modes; otherwise, you have a choice.

  • B.G.M. Mode: There is no discernable difference, actually, between this mode and the Real Mode that can be identified, except that this mode seems to put in an interesting background music track. Since there is no other discernable difference, I would say to use this mode, personally.
    • To the curious, the "B.G.M." in the title standing for "background music" supports this theory.


Car Constructor

  • Terminology:
    • Constructor: The particular build of car, in the leftmost column. This is what you choose.
    • Low-Gear Top Speed: The highest possible speed in the low ("1") gear.
    • High-Gear Top Speed: The highest possible speed in the high ("2") gear.
    • Turning Stability: A relativistic (i.e. place-based) stat comparing ability to turn well. "1st" is best for the driver.
    • Inertial Level: Another relativistic stat based on how the car is able to change direction, the resistance to which is called inertia. It's hard to explain, but imagine it like this. Imagine two cars, at the same speed, turning right at the exact same time and angle, but one drifts forty meters farther than the other. This one that drifted farther, while unintentionally, still has more inertia. This stat is rated from least inertia (1st) to most, or from "least drift" to "most drift"; whichever you prefer.

Constructor Low-Gear Top Speed High-Gear Top Speed Turning Stability Inertial Level
Willivms 324 km/h 364.5 km/h Tied for 1st of 6
Murch 324.5 km/h 364 km/h Tied for 1st of 6
Lotas 327 km/h 367.5 km/h 3rd of 6
Mcralen 331 km/h 371 km/h 6th of 6
Fellali 330 km/h 370 km/h 5th of 6
Beneton 327 km/h 367 km/h 4th of 6


Car Circuit Type

While this section is admittedly small, this is still an important factor to look at. There are two types you can choose from. I have noted which types of cards these are best suited for, although it is well worth noting that I noted personal specifics in the Tracks section of the guide.


  • Hi-Speed Circuit: This type of car seems to promote higher speeds, though this is not noticed statistically with the speedometer in the top-right corner of the screen. Actually, this seems to do something different - raise your inertial force. As explained previously, inertia is a value not explained directly in the game, but it does affect your ability to turn - more inertia makes it more likely to drift off the track. Thusly, as this raises your inertia, this type of car is best used for tracks with few turns.

  • Technical Circuit: This type of car, like the previous, does not directly affect your speedometer. However, you could consider it the reverse of the Hi-Speed Circuit car. Rather than raise inertia and lower turning ability, this car makes it easier for you to turn. This type of car is best meant for twisty, turn-filled courses.

Class

Another factor you'll look at is your "Class", or difficulty. This will determine the tracks you go on during non-Practice modes, and in what order these tracks are taken in, as below.


Class/Difficulty Beginner Average Expert
Race #1 Otorii France Brazil
Race #2 Shinjo Brazil San Marino
Race #3 British British Belgique
Race #4 Haneda Australia Monako
Race #5 Austria Belgique U.S.A.
Race #6 N/A. Austria France
Race #7 N/A. Mexico British
Race #8 N/A. San Marino West Germany
Race #9 N/A. N/A. Hungary
Race #10 N/A. N/A. Austria
Race #11 N/A. N/A. Portugal
Race #12 N/A. N/A. Spain
Race #13 N/A. N/A. Mexico
Race #14 N/A. N/A. Japan
Race #15 N/A. N/A. Australia




The Race Itself

Section Purpose

This section, akin the previous main section, is meant to describe procedure within the race itself in general. If you want specific track details, go to the Tracks section.



Race Types

  • Practice Race: A practice race has no particular conditions to it. You will just around in metaphorical circles for self-improvement. There is no qualifier, and the competition is just the clock. This is only applicable during the "Practice" class/difficulty.

  • Qualifier Race: Apparent in the non-Practice modes, this race will be used to determine what position you'll start in. You'll see two time markers at the start - one marks your time, initially 0'00"00; the other marks the time you must beat to start in first. You will always qualify - however, the worse you do, the further behind you'll be. If you wreck the car, you'll be allowed another try - you only get three, though. The time clock you use will begin running on the second lap.

  • The Main Race: This is the actual race. Here, you'll go around the track a number of times in competition with other, AI players. These opponents will bump into you at times, so you'll want to try to dodge them - otherwise, it is a competition for first place. At the end of the race, you'll receive points to rank you across the other races you'll do, looping between qualifiers and main races.


Racing

When actually playing any race, you'll be using the 2 Button to accelerate your vehicle and gain speed. This speed can be rather great, easily up to 350 kilometers per hour. Left and Right on the D-Pad will help you to turn by rotating the car as it is moving.

Throughout any racecourse, you'll encounter at least two turns, and often many more. You will need to coordinate your speed and turning abilities. You generally will want to let go of 2 entirely, or just tap it somewhat, as you go around the curve - otherwise, inertia may push you over the edge of the road into the grass, severely slowing you down until you return to the racecourse. When a turn is coming up, it'll be shown with some markings on the road. There are several types of turn markers, among others. We'll discuss these in the Road Markers sections.

During the course, you will have a number of straightaways and curves, as I already said. Your car will also have two gears - high ("2") and low ("1"), which allow for higher and lower speeds, respectively. Press the 1 Button to switch between the gears - low gear is good for curves, and high gear for all else.

^s1|Pit markers; "PIT IN". The other feature worth noting on the racecourse is the pit area. It generally is not used during the practice or qualifier rounds. It is located just before the finish line, and you'll notified of its approach with some "PIT" markers on the road. There, you can replace your anything going wrong with your vehicle. You'll be notified of anything needing change when "PIT IN" appears, like on the screenshot to the right. Additionally, note the "PIT" markers in the picture.

During the course of each race, there are a number of factors you may also want to pay attention to. Firstly, in the top-right corner, next to the squiggly mark, is how much fuel remaining in your vehicle. This usually isn't a problem for most courses, but is not something you want to run low, lest you run out of it. After all, fuel makes a car run! Additionally, you do not want run off the track or rack up lots of car damage - this can end up making your car explode, automatically putting you in last place for the main race! All I can say about that is to try to not turn too hard or too softly.

That's all I can say on the subject of the races in general - more specific stuff is in the Tracks section. Master these techniques and you'll soon be beating the computer without any difficulty at all. Good luck!



Road Markers

^s2|A relatively gradual turn: one arrow. ^s3|Somewhat-sharp turn: two arrows. ^s4|90-degree or sharper: bent arrow(s). ^s5|The pit area is this way! ^s6|The finish line! The subject of this particular section are the road markers. The respective images of them can be found to the right. There are five main road markers, described in the order of the images:

  • A single arrow pointing directly to the left or right. This represents a gradual turn that should be made with one press of the D-Pad in either direction; the turn angle is 10 ~ 15 degrees.

  • Two arrows pointing to the left or right represent a sharper, or "harder", turn. This turn is more likely to be made with two or three taps of the D-Pad in the needed direction. The angle of the turn is 20 ~ 30 degrees.

  • A bent arrow, or series thereof, mark off "sharp" turns that are approximate right angles, or 90 degrees. These turns are actually best made by first slowing down before turning, or you run the risk of leaving the track, more often than not crashing into the wall and burning.

  • These particular arrows show which way the pit area is. Obviously.

  • This checkered area is where the finish line is. Cross here to add another lap to your counter, to reset the lap time in Practice, or to just end the race on the final lap.




Tracks

Sectional Details

Notes

  • Car Circuit Type: What Car Circuit Type is this course best designed for?
  • Class/Difficulty: What classes/difficulties can this course be played on?

Finally, below the notes box, is a general description of the track, and a bit of a walkthrough - as the track loops, the walkthrough only really covers a single lap. Please note that no course in this game will have any shortcuts, so do not me tell there are, and do not bother trying to cut through the grass a shortcut - neither are going get you anywhere. =P

For better details on the turning terminology, please see the section entitled Road Markers.


Otorii

Notes

  • Car Circuit Type: Hi-Speed
  • Class/Difficulty: Practice and Beginner

Go forward onto the main track and shift into high gear after a few seconds. Soon, you'll meet a gradual right turn, then a gradual left turn. Keep up the high gear and continue to soon find another gradual left, two gradual rights, a gradual left, a gradual right, and then it's a straightaway back to the pit stop/finish line area.

Shinjo

Notes

  • Car Circuit Type: Hi-Speed
  • Class/Difficulty: Practice and Beginner

Go forward onto the main track, then shift into second for the straightaway. You'll soon meet a hard left, then a hard right. If you time them well, you shouldn't need to downshift. You'll continue northward with a hard right, two hard lefts, two hard rights, two hard lefts, and two hard rights to reach the straightaway to the finish line. It's all good timing - you shouldn't need to downshift at all.

Haneda

Notes

  • Car Circuit Type: Hi-Speed, unless you're very bad at hard turns
  • Class/Difficulty: Practice and Beginner

Go forward onto the main track, and shift into high gear when reasonable. You'll soon take a gradual right, then left, followed by a brief straightaway. Past there, you'll meet with a hard right, then a hard left, then one more hard left. About one second after ending that previous turn, shift into low gear to deal with the sharp right ahead. After it, return to high gear and take the left turns and right turns until the path is due north. You'll deal with another hard right, then two hard lefts, then another hard right as you enter the pit stop/finish line straightaway.

France

Notes

  • Car Circuit Type: Technical, unless you can easily deal with quick-switching sharp turns
  • Class/Difficulty: Practice, Average, Expert

Go forward onto the main track, and shift into the high gear for a rather long straightaway. As you see the next gradual right turn coming, shift into low gear - after this turn, almost right after, is a sharp left, followed soon by a sharp right. After them, it's safe to return into high gear for this straightaway. You'll soon meet a left turn, followed about three-to-five seconds later by another hard left. That is later followed by two consecutive hard rights, then two more semi-consecutive hard lefts. The next hard right will put you back into the pit stop/finish line area.

British

Notes

  • Car Circuit Type: Technical, unless you're very good at quick sharp left-then-right turns
  • Class/Difficulty: Practice, Beginner, Average, Expert

Go forward onto the main track, and shift into high gear. You'll soon take a hard right, then hard left in quick succession before a straightaway - if you didn't shift into second, now is the time to do so. Further ahead is another hard right-and-left deal, followed by another straightaway. Past there, you'll take a hard right. After doing so, shift into low gear for the sharp left turn ahead, which is followed by a sharp right, and a gradual left back to the pit stop/finish line straightaway.

West Germany

Notes

  • Car Circuit Type: Technical
  • Class/Difficulty: Practice and Expert

Go forward onto the main track, then shift into high gear. Past the hard right is a fairly long straightaway. As it ends, there will be a hard left, hard right, and sharp left - as you see the turn markers beginning that serial process, downshift. After making it past the turn, you'll watch to upshift again, then continue along the path - it'll turn right, left, and right. After this second right turn, there's another left - around this time, downshift again, as, after the the left turn, you'll quickly hit a sharp right, then a sharp left! After the next turn, a hard right, upshift back into high gear, then take the hard left and hard right to reach the straightaway to the finish line/pit area.

Hungary

Notes

  • Car Circuit Type: Mostly personal preference - I'd take the Hi-Speed
  • Class/Difficulty: Practice and Expert

Go forward onto the main track and shift, if you feel like it, into high gear. Quickly after the hard right turn, downshift and/or let off of "2" - soon thereafter, you'll reach a very sharp left turn. After it, you can safely upshift - next is a hard right, hard left, hard right, straightaway, and a gradual left. Right after finishing said gradual left, downshift/slow down to not crash due to the sharp right turn to soon come. After it, you should upshift back to high gear, take the hard left, gradual right, gradual left, hard left, and two hard rights. Soon after the second of these right turns, slow down or downshift to not crash on the next sharp left turn ahead. After passing it, upshift and continue on - past the hard right turn is the pit area/finish line.

Austria

Notes

  • Car Circuit Type: Hi-Speed
  • Class/Difficulty: Practice, Beginner, Average, Expert

Go forward onto the main track and shift into high gear. You'll soon take a gradual right, gradual left, and hard right turn. Just try to stay within the lines and this quick transfer shouldn't pose any problems. After about one-to-two seconds, shift into low gear to deal with the sharp left ahead, then shift back into high. After about three more seconds, return into low gear for the sharp right ahead. You'll then meet with two hard lefts, when you'll want to return to high gear for a brief moment - about three seconds after the second hard left - before downshifting for the sharp right. On the other side of the turn, shift back into high and continue straight, then through the hard left turn to reach the pit stop/finish line straightaway.

Portugal

Notes

  • Car Circuit Type: Technical
  • Class/Difficulty: Practice and Expert

Go forward onto the main track and shift into high gear for the fairly long straightaway ahead of you. You'll soon take a hard right, hard left, then a hard right. Right after this hard right turn, downshift into low gear - not too much further ahead, you'll have a sharp left turn very quickly followed by a sharp right turn.

Next is a straightaway - despite its shortness, you may want to upshift, though it's your choice. You will want to downshift after about two seconds, though, for another sharp left turn, followed by a sharp right turn. Upshift on the following straightaway, which takes a hard left turn, then a hard right, hard left-then-right, then a hard left. After that, it's an easy straightaway to the pit stop/finish line area.


Spain

Notes

  • Car Circuit Type: Hi-Speed, unless you have any sort of quick-turning trouble
  • Class/Difficulty: Practice and Expert

Go forward onto the main track, then shift into high gear as you proceed along the straightaway. Soon, you'll take a hard left-then-right turn, a hard right-then-left, then a hard left. Following that, you'll find two hard right turns, then a hard left-then-right, which is so quick you can just cut across diagonally. Past it, though, downshift into low gear to deal with the sharp left turn further ahead.

Shift into high gear as you deal with the hard right turn, then the hard left, then the hard right, then the hard left. After that, you'll find two more hard right turns; after them, slow down or downshift to avoid crashing on the sharp left turn further ahead. After it, upshift again and take the hard right to return to the northbound straightaway, which takes you to the pit area/finish line.


Mexico

Notes

  • Car Circuit Type: Hi-Speed
  • Class/Difficulty: Practice, Average, Mexico

Go forward onto the main track and shift into high gear. For a while, it's a straightaway. As you meet the hard right turn, downshift into low gear to prepare for the sharp left just after the hard right, past which is another hard right. Upshift into high gear for the moment and continue on you go through a series of relatively sharp turns - left, right, right, left, right left. Past them, you'll meet with a series of gradual turns - right, left, right, left. Then it's just a hard left and a hard right back to the pit stop/finish line area.

Japan

Notes

  • Car Circuit Type: Technical
  • Class/Difficulty: Practice and Expert

Go forward onto the main track, then take it into high gear. You'll soon take a hard left, followed by a pseudo-sharp right (it isn't marked properly), so slow down just after the left turn. Return to full speed (or high gear) on the following straightaway, then take the hard left-then-right combo, followed by a wavery path, then a hard right turn.

Slow down just after that right turn, or downshift, because another sharp left turn is just ahead. Return to full speed on the following straightaway, then slow down for the soon-to-follow sharp right turn. Keep a careful on this portion of the racecourse - if you go too far left, you have a tendency to spin-out and hit a jutting-out piece of the wall as you go around the hard left turn. Past that hard left, you'll find a hard right and a slightly-wavery path.

Slow down along this path to prepare for the hard left again, which is sharper and closer to the wall than most. After a hard right, then left, begin to slow down for another poorly-marked sharp right turn. Following it, return to full speed and take the hard left, which takes you to the straightaway back to the finish line/pit area zone.


Brazil

Notes

  • Car Circuit Type: Hi-Speed, unless you are fairly bad at turning
  • Class/Difficulty: Practice, Average, Expert

Go forward onto the main track, and shift soon into high gear. Soon, you'll take a hard right, soon after which you'll want to return to low gear - not much further ahead is a sharp left that will nastily blow you into the wall if you're going too fast. After the turn, though, it'll be safe for a while to be in high gear. You'll be on a straightaway for a fair moment of time; soon after that, you'll have an odd interweaving mixture of left and right turns that manage to somewhat cancel each other to some extent - just nudge to the right a little and you'll be okay. Past there, you'll find another straightaway, then a hard left, hard right, and one more hard left as you reach the pit stop/finish line stretch.

San Marino

Notes

  • Car Circuit Type: Hi-Speed
  • Class/Difficulty: Practice, Average, Expert

Go forward onto the main track, shift into high gear and continue. You'll meet a gradual left, hard right, hard left, two hard rights, hard left, hard right, two hard lefts, gradual left, gradual right, gradual left, gradual right, hard right, hard left, gradual right, gradual left, hard left, and hard right in that order. There's nothing special about this course, so it shouldn't be too hard to keep the car in high gear.

Belgique

Notes

  • Car Circuit Type: Technical
  • Class/Difficulty: Practice, Average, Expert

Go forward onto the main track, and, for once, remain in low gear. You'll soon hit a hard left, followed very quickly by a sharp right, then a hard left. Shift into high gear and you'll run into a gradual right, then gradual left, which repeats two more times. Then there's a hard left, a hard right, hard left, hard right, and a hard left. After taking this last hard left, downshift into low gear to be ready for the sharp right ahead. After it, you'll find a hard left, then hard right, after which you should upshift. Further ahead is another hard left, gradual right, hard left, two hard rights, and a hard left. They all switch pretty quickly, but shouldn't be too hard. Past them is the straightaway to the finish line and pit stop.

Australia

Notes

  • Car Circuit Type: Hi-Speed, unless you're bad with hard or sharp turns
  • Class/Difficulty: Practice, Average, Expert

Go forward onto the main track, and shift into high gear. You will take a gradual left, gradual right, hard right, hard left, and a hard right. Soon after there, you'll find a quick-switching hard left-then-right - you may want to downshift for that one. Past there, it's a hard left, past which you'll found a straightaway perfect for upshifting, then another hard left. On this straightaway, after about two-to-three seconds, downshift again for a sharp right turn, very quickly followed up with a sharp left. After that, upshift - you'll just hit two hard rights and a hard left to finish up the level.

Monako

Notes

  • Car Circuit Type: Hi-Speed unless you have some level of turning trouble
  • Class/Difficulty: Practice and Expert

Go forward onto the main track, and proceed into high gear. Take a hard right, then left, then right, then downshift. Carefully take the sharp left turn, but don't upshift yet - wait until after the next turn, a sharp right. Next is a hard left, past which is a long, straight tunnel. After that, there's a left, right, right, left, right, left, right. left, right, left series of hard turns - nothing special to note about those, seeing as they are pretty easy to make. Past them, you'll find the straightaway to the finish line/pit area.

U.S.A.

Notes

  • Car Circuit Type: It's more a personal preference thing here; I'd opt for Technical
  • Class/Difficulty: Practice and Expert

Go forward onto the main track. Shift into high gear if you want, but, as soon as you see the turning markers on the ground, downshift - you'll take a brief right turn before sharply turning to the left. After safely leaving the turn, shift (back into, if needed) high gear. You'll soon meet up with a hard right turn, then another.

Past there, you'll find a hard left, gradual right, gradual left, then slow down slightly (just let off of "2" a little) for the hard left turn next up - the solid barriers seem to get awfully close here. After making the quickly-following hard right, return to fully gunning it. You'll soon do another hard left-then-right thing. Past there, you'll soon see some turning markers on the ground. Downshift when you see them - past this hard left is a sharp right, and you do NOT need to go flying over the shoulder. You'll then reach a hard left, hard right, and hard left series, during which you can easily upshift to high gear again. After the straightaway, it's just two sets of left-right turns to the pit area/finish line.





Credits

In no particular order...


  • tim roast:
    • For providing a useful manual to this game.

  • super_luigi16:
    • His absolutely amazing FAQ/Walkthrough for Mario Kart 7 (3DS) helped to inspire me on this.

  • GameFAQs, Neoseeker, and Supercheats:
    • For being the most amazing FAQ-hosting sites I know.

  • CJayC, SBAllen, and Devin Morgan:
    • General sucking up to the GameFAQs admins. =P

  • Me (KeyBlade999):
    • For making this FAQ. =P

  • You, the reader:
    • For hopefully enjoying this FAQ.


Version History

  • Final:
    • First and likely only version of this FAQ completed.
    • Time: 3:35 AM 12/15/2012.


Legalities

This FAQ may not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright.

All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders.

ゥ 2012-2013 Daniel Chaviers (a.k.a. KeyBlade999).

If you would wish to contact me concerning this or my other FAQs, use this e-mail: keyblade999.faqs@gmail.com, or PM (Private Message) me on the GameFAQs message boards.


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Cheat Search (www.cheatsearch.com)
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Mega Games
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This is the end of KeyBlade999's Super Racing (SMS) FAQ/Walkthrough.

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