Reviews by Rovarsson

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Everybody Loves a Parade, by Cody Sandifer
4 of 4 people found the following review helpful:
Rock Float, February 28, 2021
by Rovarsson (Belgium)
Related reviews: Puzzler

The intro to Everybody Loves a Parade sets you up for a fast and funny ride. The game itself does not disappoint. It picks up the joke ball where it landed and runs with it. Fast.

You are a female engineer (the female part becomes important near the end of the game) hauling all your stuff coast to coast through the U.S. of A in a moving van on your way to a new job in New York. Although you had written a warning against driving through Arizona all over your roadmap, this is exactly where you end up: in a small town in the middle of the Arizona desert. Where they are having a parade. And one of the floats, a pickup truck full of pebbles, broke down. Up to you to get the parade and yourself moving again.
(About those pebbles, the people of this town seem to have a very peculiar and unexplained obsession with rocks. All kinds of rocks...)

Fast and funny, I said. The game has only twelve locations, so exploring the entire map does not take a lot of time. All those locations are packed full of action. Lots and lots of NPCs, most of whom brush you off in funny ways, are going about their personal business. The author has put in the effort to write many different events for each NPC, so the whole town seems bustling with activity. The writing keeps you on your toes, trying to keep up with the next thing that's going to happen. You need to pay attention to separate the important stuff from the background ambiance of the parade.

To keep this fast and witty atmosphere going, Everybody Loves a Parade is very thoroughly implemented. The game recognizes all nouns and synonyms. I even found two nouns that were only implied by the room description. Many, many actions that do not have anything to do with winning the game are implemented, so if you're stuck on a puzzle, you can go have fun trying to poke the outer reaches of what commands you can type. Add to this that many default responses have been personalized and adapted to the locations, and you will find that the atmosphere is almost unbreakable.

The puzzles are good. In such a small map, there is at least one, sometimes more puzzles in each room. They are all in plain sight from the start of the game. I did find it hard to find the first loose thread, since all the puzzles are arranged as a chain. Solving one gives you access to the next.
The puzzles are diverse. Some just require good old adventuring skills to get the missing parts, so you'll want to X the heck out of everything. Others require multiple steps to manipulate an NPC into doing what you need. So talk to everyone.

I finished this game in two afternoons and I had a lot of fun from start to finish. I advise everyone to do the same. Enjoy

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The Darkest Road, by Clive Wilson
3 of 3 people found the following review helpful:
"It was lucky that you had the statuette.", February 25, 2021*
by Rovarsson (Belgium)
Related reviews: Fantasy

...says the narrator voice in The Darkest Road at a certain point. Lucky indeed, given that there was no clue whatsoever that I would find anything, let alone a magic statuette, in the place the walkthrough eventually told me to look!

What would one do if one were a simple farmhand in a fantasy setting and one saw a prophecy coming over the horizon? Run like hell, of course, because prophecies tend to lead to gruesome death and other inconveniences in these circumstances...
But not you. You have elvenblood trickling somewhere in your bloodline, so you heed the call. You take in the old prophecy-bearing wizard who stumbled into your care, nurse him back to health and let him teach you of the "Silent Song", a rare magic talent that lurks in you because of said elvenblood.

So off you go on an oldschool quest to vanquish the Dark Lord.

The Darkest Road has very good atmosphere. On your quest, you move from your familiar homestead to the wide grasslands, then through the dark forest, then sharp and windy mountainpeaks until finally you arrive in Evil's Lair. With each new area you explore, the surroundings feel more hostile and oppressive. Here and there is a resting point, a beautiful location that breaks the gloom and dread for a moment.
The descriptions are very good. Even though you encounter standard dark fantasy stuff, there are many details that lighten up the clichés.

Unfortunately, the gameplay is not so good. There are many non-interactive locations. Well-described as they may be, they don't offer enough reward to the player for the effort she has made to reach them.

And quite an effort it is! The game is full of unintuitive and underclued puzzles.
Many solutions are dependent on whether you are carrying or wearing a sparsely described and unhinted object, not on the player figuring out what she could do with said object.
When you do have to manipulate objects, often you get into try-everything-on-everything-else territory, like in a bad point'n'click escape game.
Also, there are quite a few one-use-only commands that only work in one situation. Try the same verb in any other situation and you get a default dismissive response. Not strong motivation to keep trying.
Add to the list that obvious synonyms or alternative verbs are not implemented (I could MOVE but not PUSH some heavy object), and I believe I am to be forgiven for playing this one largely by walkthrough. I gave it a fair chance, really I did.

To end on a more positive note, the unforeseeable sudden gruesome deaths are quite amusing, as the narrator offers to resurrect you. Which translates as "Would you like to restart?"

* This review was last edited on February 26, 2021
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She's Got a Thing for a Spring, by Brent VanFossen
8 of 8 people found the following review helpful:
Flip flop. Flip flop. Flip flop., February 24, 2021
by Rovarsson (Belgium)
Related reviews: Slice of Life

What an atmosphere...

I've spent the last few hours finishing this story and I feel like I'm slowly waking up from a dream.

She's Got a Thing for a Spring is a beautiful, beautiful game.

You're on a camping trip in a nature park with your husband. You wake up in the tent and find a note telling you to go find the hot spring by evening and wait there for him.

I pay a lot of attention to the handling of space, the feel of the map in IF. Often, that means I prefer big, sprawling games. She's Got a Thing for a Spring does something else entirely.
It has got a small map, about 25 locations. These are described so lovingly that you can almost smell the herbs in the midday sun, or hear the gurgling of the rapids in the stream. Birds flutter by unexpectedly, or sing unseen in a nearby tree. Other wildlife crosses your path, and when out of sight, their proximity is hinted at through sounds or smells.
Not all exits from a location are explicitly described. This gives a sense of freedom and accomplishment when you find another path or a gap in the bushes, and it adds to the spaciousness of the story-world.
In response to a directional command, the game describes the terrain you walk across, giving a sense of real distance travelled. The "flip flop" in the title of this review is what you read when you are walking with your flipflops on. Take them off and it changes to "splish splash" when walking in water. Not out-loud-funny, but one of the amusing details that pulled me smiling deep into this game.

To enjoy She's Got a Thing for a Spring to its fullest, do not think like an adventurer. Get in character and play your surroundings. The puzzles are fantastic example of the common sense type. No intricate, improbable machinery, no spells to try out on every part of the scenery. Just do what you would do in these circumstances. This type of puzzle is actually harder than you might think for text adventurers. We're conditioned to look for complicated solutions.

Your biggest help and source of amusement in the game is Bob. Bob is an amazingly well characterized NPC who can give you practical help with some puzzles. Much more than that though, he's a delightful old man to hang around with and talk to (and maybe haver some lunch with...)

Not all puzzles are mandatory for finishing the game. Do try and find them and solve them though, just for the fun experience.

And do try to remember to stop and enjoy nature frequently. Maybe look up that species of bird you just saw in the "Hiker's Guidebook" you're carrying, or those aromatic herbs...

She's Got a Thing for a Spring is a beautiful, beautiful game.

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Aunts and Butlers, by Robin Johnson
3 of 3 people found the following review helpful:
Not quite, your lordship., February 23, 2021*
by Rovarsson (Belgium)
Related reviews: History

The opening paragraph of Aunts and Butlers immediately sets the tone for this game: silly, jolly punniness played off of British stiff-upper-lipness.
The first part of the game succeeds in keeping up this atmosphere. You play an impoverished young man from a wealthy family. Your filthy rich aunt is coming to visit and you will have to jump through hoops to have a chance to get some money from her so you can pay your debts.

The puzzles are not difficult. The game pretty much tells you what to do, in a polite and British way. The implementation might give some troubles: when trying to interact with something, the game does not differentiate between an unimportant object or an object that is simply not there.

Up until here, I had great fun trying stuff out and breathing in the fresh British air.

Unfortunately, after solving the bottleneck-opening puzzle at the end of this first part, the game loses its ambiance and slides off into oldschool incoherent silliness (the bad kind). A medieval knight and a starship are involved, among other things.

In the hints for one of these rooms, the author writes that this room was coded at 11pm the night before IF Comp's deadline. I suspect that he turned to unfunny random madness as a last resort, pushing himself to get something finished to enter in the competition. Pity. I would have loved to see what this game could have been if it stuck to its first-paragraph principles.

Disappointing.

* This review was last edited on March 27, 2023
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Trading Punches, by Mike Snyder
7 of 7 people found the following review helpful:
Intercivilizational SF, February 21, 2021
by Rovarsson (Belgium)
Related reviews: SF

You can usually tell the level of my engagement with a game by looking at my notebook. With all the side notes, colored maps, interjections about the story and hypotheses about puzzles and characters, you could say I dove pretty deep into this one.

Trading Punches is a story about two brothers on a turning point of their civilization's history. The protagonist represents humanity (without other reference points, I default to "human" in SF, especially if they're the "good" guys), his brother ends up representing the Sheeear through marriage with the daughter of their ambassador. The relationship between the brothers is reflected in the course of the story on multiple levels: family, society/civilization, even in the creation myth you learn about during the game.

This game is very much a story-centered, narrative one. The puzzles are rather easy, forming no hindrance to the pace of the story.
The structure of the game is also a narrative one: It is divided into chapters.
Each chapter starts with a short dialogue between the protagonist and ... well, that's one of the mysteries of the game. This dialogue serves as a recap for what has come before and as a frame for the upcoming chapter.
Then the chapter proper begins. It is presented as an account of a memory of the protagonist of a turning point in his life, and as such, also a turning point in the relation between the two civilizations.

Now, IF is a tough medium to handle flashbacks elegantly, and Trading Punches only partly succeeds. The general problem with flashbacks in IF is player freedom. How does the author handle the fact that what the PC is doing has already happened, and has a definite outcome? There has to be a way to reign in the player when she deviates too far from the predetermined path. Here, the author does that by confining the action to a tight and focused map per chapter, containing one big puzzle. (This reminds me of Gateway: small map and one puzzle per planet.)
A bigger problem arises when the flashbacks do not take place in the PC's mind, but in a conversation. Whenever I paused mid-chapter and thought about the bigger picture, I felt sorry for my dialogue-partner. What a tedious story it must be to hear an endless list of detailed micro-actions. "And then I looked at the cabinet, and then I looked at the drawer, and then I opened the drawer, and then I found a comb, and then I took the comb, and then I tried combing my hair but it wouldn't work,...)
This is more a recognition of the limits of the IF-medium than a criticism of the game. I think the problem is handled quite well here.
On the other hand, there is a great advantage to using flashbacks. It keeps the attention of the reader on the bigger picture. There is an arc of tension that goes over the flashbacks and grows in the present time of the story. The reader anticipates the story-threads and the consequences of the past actions to come together in the here and now. The game's epilogue does this very well, as well as leaving ample room for the-sequel-that-never-came.

The puzzles are very well clued, even guided. This keeps the focus on the story and keeps it moving forward. However, I do feel that there might be two great logic puzzles lying at the hearts of chapters 1 and 2 that were sacrificed to pacing. It is of course a difficult balancing act.

The writing is no example of efficient IF terseness, rather the opposite.
Long, relaxed and rich paragraphs invite the reader to slow down and enter into the story-world. Together with the background music, this makes for a very immersive experience.
It's also a joy to see the evolution of the characters through the decades that this story describes.

From a technical point of view, I have but a few small nitpicks. A fair number of nouns are unimplemented, something that does break the mood a bit in a game such as this. Some actions could have a wider range of commands to trigger them and some unsuccessful commands could yield a more helpful response instead of a default message. Nothing too serious though.
Overall, Trading Punches is a very fluid playing experience. There is also a very good in-game hint-system on the off chance that you get really stuck.

Recommended for all!

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Hoosegow, by Ben Collins-Sussman, Jack Welch
5 of 5 people found the following review helpful:
Oklahoma outlaws., February 17, 2021*
by Rovarsson (Belgium)
Related reviews: Western

I'm normally not one for one room games, preferring to explore the wide plains and hills beyond the frontiers, but I enjoyed this game immensely.

Hoosegow is an escape-the-jailcell game set in the old West. The difficulty is just enough to keep one pleasantly engaged for an afternoon. The puzzles are original and mostly well clued. Some solutions can be found only by experimenting and examining everything. (And I mean everything.) Not only will you find some surprising and entertaining solutions, but you will also be rewarded for your thoroughness with lots and lots of funny responses. Once you get on the same wavelength as the game, start thinking in the same slightly off-kilter way as the author when writing it, the puzzles will start feeling natural.

The characters, both PC and NPCs, add a layer of comedy to the game that is its strongest point. Pastor Pete's ramblings, the deputy who'd rather spend his time with the "dancing girls" in the saloon, your idiot savant accomplice and the lazy jail dog., they all made me laugh at least once.

The characters (and the parser) talk in a heavy western hootin' tootin' accent. It stays just beneath the line. Any more would have been annoying, not to say incomprehensible. It stays funny as it is now though.

The game gives you the option of running away right after ecaping the cell, but of course you would rather stick around to clear your name with the Marshal like any upstanding citizen who happens to have been found with a bag full of silver next to a derailed train and been charged with trainrobbery just because of that. Yessir.

Near perfect in all aspects. Must play.

* This review was last edited on November 11, 2025
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Tryst of Fate, by G. M. Zagurski
3 of 3 people found the following review helpful:
Cowboys and gumball factories!, February 16, 2021
by Rovarsson (Belgium)
Related reviews: Western

Tryst of Fate is a great game. I would have happily given it full marks but there were a few things that detracted from the greatness. I'll spit them out first so I can let the game shine in the rest of the review.

The scenery is underimplemented. Now, this is not such a big problem, after a while your brain just notices a default message and decides not to pay attention. In this game though, there is a mix of responses to unimportant objects. More than half the time you get "You can't see that here." Annoying, because i'm staring right at it, right. Then, as you start ignoring these messages, there are objects which "are not important to the game". Equally annoying, because they remind you that you're in a game. Having both in the same game is weird to me. Either just don't implement it, or have a not-important-message for all of them.
Actually, the same is true for actions: some get " You can't do that," even when you're on the right track, and some get a jokey response like "That won't help you with your score."

For the rest, a few typos and some unclear clues. Also, what's up with bird's nests in text adventures?

Now for the great game that Tryst of Fate really is.

The introductory chapter is marvellous. A small escape game with a few easy puzzles that draws you right into the game. After bumping your head and passing out, a pair of outlaws come into your house and steal your McGuffin...I mean watch. They steal your watch. Once you can get back on your feet and go after them, you cannot go downstairs, because you have just cleaned the rugs and they are still wet... Really...

After getting a good feeling about your puzzle-solving abilities from this intro, you wind up in the Wild West, canyons and tumbleweeds and all.
On your first round exploring the area, things are pretty straightforward. As you draw the map and look around, there's a long SW to NE trail and a typical western town to the west. And oh, that train track crossing you just passed. And that swamp... And herein lies the genius of the game. When you look back after exploring this smallish, comfortable map, you see a daunting trail of unsolved puzzles and promising blocked off sidetrails. Combine this with the laidback confident feeling you got from the intro, and you suddenly realise you've walked straight into a trap.

The puzzles here are a lot harder. Most are logical but require multiple steps and a bit of thought. Despite the smallish map, it's sometimes confusing where the next step is again. Some puzzles have vaguer hints that only made sense to me in hindsight.
And then there's that puzzle. A number/codebreaking puzzle. It's completely logical. It's a substitution code solved by simple addition. And it's hard. I tried to brute-force it with the information I got from the clue, but I got stuck after a promising start. And then I got stuck again. And again. I asked someone on the IF Forum who is way better at math to show me how he would solve it and I got back two pages of calculations. Unfair puzzle? Not really, seeing that it is completely logical. It does expect more mathematic knowledge than many people have at the ready, however.

The descriptions are good. They really evoke the typical western feel. All the cliché elements are there, but they're not overdone. Just enough to make you feel at home, as if you have walked into a western movie, instead of the actual scary unknown wilderness.

I loved the NPCs. The conversations are very well written, although a bit limited. The characters get a lot of personality through their descriptions and their independent actions. (Check out the bartender.)

The story as a whole seemed a bit surreal to me. Timejumping to the Wild West from the comfort of your home to get back your watch? Gumchewing cowboys? But you did just fall and hit your head. That might have something to do with it.

I absolutely loved playing this game. It was tense and exciting when it had to be, and it got me laughing in more relaxed spots. Very sincerely recommended.

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The Guild of Thieves, by Rob Steggles
2 of 2 people found the following review helpful:
Ace of Spades *, February 11, 2021
by Rovarsson (Belgium)
Related reviews: Heist

Magnetic Scrolls' The Guild of Thieves was high on my to play-list for a long time. Not anymore! See, it was abandonware for a long time, but none of the DOS-downloads I tried would work in DOSBox. Then the game was reworked for play on smartphones so it wasn't abandoned anymore. Now you have to pay for it. But... the nice people over at the Magnetic Scrolls Memorial website have put up the reworked version for free play in-browser. Thank you, nice people at Magnetic Scrolls Memorial!

In this online version, the gameplay of the original has not been changed as far as I could tell (comparing to older reviews and to other games of the same period). UNDO doesn't work, so RESTORE is your friend (trust me, when you've locked yourself up in a tight cramped space with no exits, it's your best friend in the whole wide world...) X object doesn't work either, but you can use L object instead. Lastly, you can make an account to get access to your saved games from different devices.

The Guild of Thieves starts out on a wide stretch of woodland and wheatfields. To earn your membership of the Guild, you must find all the valuables in the surrounding region and steal them. There are three big areas of interest you need to gain access to, and each of these has its own locked doors and other bottlenecks to get through. I loved this map. The feeling of a wide world to discover with enticing puzzles to get around that next corner. Also a lot of fun for the mapmakers among us. (I color-coded my map...)

At first, the different parts of the map seem disconnected, not only literally but also in atmosphere. There's a temple, a castle (not the medieval type but the later, overgrown lordly manor type), an udergound section,... that don't seem to have to do much with each other. As you solve puzzles and the map slowly opens up, the different areas are brought together nicely by the solutions of the puzzles. Information you need for a tunnel is found in the temple for example.

The puzzles are great... They are all understandable in hindsight...

No, seriously. The first few puzzles you'll encounter are well hinted and logical. The further you progress in the game though, the more difficult it becomes to deduce the logical steps of a solution from the clues. Add to that that some puzzles require you to make preparations on the other side of the map before attempting to solve them and you will understand why, yes, RESTORE is your best friend. This does mean that when you finally understand how the different pieces work together and the solution *clicks*, it's very satisfying. Also, the nice people at Magnetic Scrolls Memorial have provided a very good narrative walkthrough should you become overly frustrated. Thank you, nice people at Magnetic Scrolls Memorial!

The writing is what it needs to be in this type of adventure. Good descriptions, the occasional joke and a more verbose passage here and there in an important location. The Guild of Thieves is a rather serious game. Stealing the treasures and becoming a Guild member is important to you, so there's not too much goofing around. Fortunately, the Master Thief who's following up on your progress brings some comic relief to the story now and then.
The game's responses to failed attempts are mostly unhelpful, but don't let that keep you from trying to solve the puzzle. You may well be on the right track. Rewording commands can do wonders for a parser who doesn't know that much English.

When I started playing, I was pleasantly surprised that there were beautiful pixel pictures of the locations. It later became apparent that these are not very well adjusted to the flow of the game. It can be distracting to read about the field of golden grain you're supposedly in while you're seeing a dank cave above the text.

The story is just the barest excuse for a puzzle romp, but an engaging and entertaining romp it is. Highly recommended!

*You'll get it when you play it.

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Sir Ramic Hobbs and the High Level Gorilla, by Gil Williamson
2 of 2 people found the following review helpful:
Suicide by vitamin C, February 7, 2021
by Rovarsson (Belgium)
Related reviews: Fantasy

Wow! This game sure doesn't beat around the bush. You, as Sir Ramic Hobbs, an out-of-shape and severely hung-over knight, are dropped in a bear cave. An agreement which you do not remember signing says you swear to save the damsel from the High Level Gorilla. Now on your way, start adventuring!

Sir Ramic Hobbs and the High Level Gorilla is a text-adventure from the old ages. Within the first few turns, a ton of anachronisms and wildly differing rooms have flown by. Each on its own, these are pretty funny. As a whole however ... uhm, they don't make a whole.

The gameworld is totally off its rockers. The locations and the mood are wildly inconsistent. The only thing holding this game together is whatever the author's impulses thought was funny at the time. This incoherent setting and atmosphere may get a few laughs, but it sure is not engaging or immersive.

Fortunately, this setting is home to some good puzzles. Apart from getting the right objects to use in the right spot, you also have to watch out that you move from room to room at the right time. If not, some invincible adversary will stop you from progressing further or just kill you on the spot. There are lots of opportunities to forget an object or an action in a room that you cannot get back to later. This means that the metacommands SAVE, RESTORE and UNDO are completely legitimate adventuring commands. Go explore the neighboring rooms and restore when you are confident that you have the lay of the land memorized.

There are two in-game help-resources: an overly humble "Bloodcurdling Owl", whose responses are so selfdeprecating they sound insulting to you, and the disembodied voice of Wizard Prang, your narrator (who doesn't seem to think very highly of your knightly skills... Up to you to decide whether to trust the advice this odd pair gives.

The absolute zaniness of this game amused me enough to keep looking just a bit further, and I'm glad I did. About three quarters into the game I encountered a Great Puzzle. The kind of puzzle that would be so obvious in real life, but that somehow manages to keep evading your wits in an adventure game. When I finally found the solution, I smiled. Nay, I grinned. Ear to ear. You know what I mean...

The High Level Gorilla is an uneven mix of dumb jokes, funny juxtapositions and non-sequiturs, frustrating deaths and at least one glorious puzzle moment.
Worth playing.

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The Battle of Philip against the Forces of Creation, by Peter Arnold and Anne Ungar
1 of 1 people found the following review helpful:
In other news: Demons have overrun the Vatican., February 5, 2021
by Rovarsson (Belgium)
Related reviews: Horror, Fantasy

But first:

Completely out of the blue, your D&D-game has cracked through the ceiling of your living room and spat out Tark, a confused sorceress. It has also incinerated your roleplaying band of friends and kidnapped your girlfriend.

The Battle of Philip Against the Forces of Creation is easily the most super-awesomest title for an adventure game I have ever heard. I wish I could write here that the game itself is as awesome...

Don't get me wrong, it's a fun game, but it does not live up to the radical-mayhem-supercoolness of its title.

After the intrusion of the D&D-world upon our own, you have to go on a castle-crawl to free Cindy. The puzzles are standard adventuring fare. Find a key, use a spell, get rid of a murderous demon-queen, stuff like that...
However, you have to die several times to know where the puzzles actually are, and a few times more to get the solution. That's obviously a part of the game. The death scenes are quite amusing.

The writing overall is quite good. The dark fantasy atmosphere when you finally get out of your house (past a Fire Elemental in the garage) is great. Once in the castle, the grim and oppressive feeling goes up a notch or two. In here, some descriptions, while well written, are downright horrifying and obscene. (So over the top to my tastes that it became laughable. But maybe not to all players. Be warned.)
Unfortunately, the scenery in those descriptions is disappointingly underimplemented. You are limited to examining and manipulating the objects in the list below the room description, everything else is met by a default "You can't do that"-response.

The castle is big and diverse. Many rooms are lusciously/revoltingly described. There are also bottlenecks in predictable but enticing places (getting in the cellar, climbing to the top of the tower,...), which makes for good pacing.

From background info on the Internet Archive and from an in-game object (the "Reference Book for People who are not Philip") I gather that this was a joke/gift game to Philip Kegelmeyer, the author of Tark Simmons, Priestess of the First Church. Because of this, there are a number of inside jokes and references that any other player will not get (hence the reference book). Nonetheless, the game is often funny and the grim & gore is well done (if you can stomach stuff like that).

Good game for a few hours of fun/gore.

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