
Run a music talent agency and make platinum-selling records!
Modeled estimate, not a reported figure. How we estimate →
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Sums Steam only; PlayStation, App Store, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $8.99 | 75reviews | 65% | — | $13.3K |
| $13.99 | 41ratings | 83% | — | not modelled | |
Engagement
Reviews
Themes across 50 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[h1]打造超级明星,发布超人气作品——《百万乐曲物语》[/h1] [h2]引[/h2] 近日,翱翔天空经纪公司成立了,作为培养歌手的小小音乐经纪公司, 他们能否带来绝世名曲,冲击日本百万大奖呢? [h2]玩法介绍[/h2] 音乐公司最重要的是什么呢?没错,就是艺人!!!!!! 前往征集艺人,从保罗.可可、宋祖莹、冰川艾莎、胡哥、刘得华等全能新人中选择一个!! (画外音:这些人怎么听着这么耳熟?????) 选定艺人后,确定培养目标——流行歌手、舞蹈天才、民谣之神、超级偶像。 然后,向着培养目标出发吧!!! 通过培训课程,提升歌声、舞蹈、作词、音准、魅力、作曲六大属性。 再通过营业活动,赚取金币、获得点数、发现新主题。甚至还可以收获粉丝哦! 当你准备就绪后,就去移籍唱片公司吧! 好不容易攒够2000g,准备面试最贵的日暮唱片,谁想到!!!!! 面试失败了!!!2000g打水漂了!!!!!重头再来吧!! 无语子的事情发生了,有试了一次,还是失败了!!! (友情提示:选择最低级的较为容易,等各项属性提高在选择难得) 签约新唱片公司后!快来进行新曲制作吧!合理利用创意点数,全新歌曲《温馨之证》发布了!!! 收获版权费用,获得销量费用, 在通过举办演唱会、收获满意度,粉丝数,成为最亮眼的星吧!! [h2]游戏体验[/h2] 每一款开罗游戏我都在慢慢体验,从小时候在手机上第一次玩,到现在在steam上静下心来玩,每一款作品都非常有意思。 《百万乐曲物语》将音乐与开罗相结合,签约艺人,发布歌曲,收获粉丝。 运用你独特的培养手段,让艺人人气噌噌上涨,向着百万级销量冲刺吧! [h2]总结[/h2] 《百万乐曲物语》作为一款经典开罗游戏,系列传承的各个元素一应俱全,讨喜的像素风、动感的背景音乐、建筑的相性搭配、人员培养和熟悉的开罗 君,让我瞬间被拉回那一个又一个和开罗游戏共同度过的回忆中去。 但是,开罗游戏的引导性不足,需要新手玩家在前期好好摸索,做好游戏中的合理布局规划以及金钱控制。 相对而言,游戏内丰富的内容和游戏性非常完整,值得大家一试。 下一个开罗再见! [quote]欢迎关注『 [url=https://store.steampowered.com/curator/45525570/] 桃你欢心 [/url]』 [b] 桃影扶风评百戏,落墨如歌写人间[/b][/quote]
[h1]偶像界的百万之星,下一个J家[/h1] [h2]游戏推荐指数:★★★★★★★★☆☆[/h2] 谁小时候没有一个成为偶像的梦想,随着年龄的增长,成为偶像已经遥不可及了,那么就成为偶像们的老板吧!在偶像梦想的道路上,为她们保驾护航、添砖加瓦、蒸蒸日上。 [h3]偶像养成[/h3] 开罗的养成系统都是那一套,这一作中玩家需要探索发掘偶像新人,进行培训后作曲发布专辑,进行各种偶像活动来经营公司。新人招进公司后需要花很多培养资源,不断提高艺人的各种属性,培养后艺人可以发布专辑吸引粉丝并赚钱,粉丝数量多一点之后就可以开演唱会,厉害的艺人连全国巡演都可以有,在此之外,出名的艺人还会接到综艺节目邀请成为嘉宾出席。游戏主要以唱片制作为主,很多行动都是为了提升粉丝群、知名度、人物属性,做出更好的唱片,奖杯也是各种唱片公司的音乐大奖。感觉是结合了以提升作品属性的漫画道场和以提升人物属性为主的足球物语两种经营模式做出来的,两种模式都有在游戏中体现。 [h3]周目设定[/h3] 开罗的很多游戏都是需要至少玩二周目的,主要是因为开罗的经营到达一定阶段之后就变得没有新的内容加进来会很无聊重复,很多开罗游戏在steam上的成就都是需要二周目才能达成的。在以养成人物为核心玩法的开罗游戏中,一般会有招募开罗君、猩猩的成就,大多是需要二周目后期才能完成的。本作中的周目继承设计得不是很好,不同于其他作的人物二周目会继承一些一周目的属性或者继承一些重要道具,这一作的人物属性是不继承到二周目的,所以二周目相比于一周目的提升不明显,跟重玩一遍一样。 [h3]总结[/h3] 开罗出品,必属精品。 [quote]欢迎关注『 [url=https://store.steampowered.com/curator/45525570/] 桃你欢心 [/url]』 [b] 桃影扶风评百戏,落墨如歌写人间[/b][/quote]
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| $4.99 |
| 39ratings |
| 84% |
| — |
| not modelled |
| $12.00 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 50 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[h1] 「♥百万乐曲物语 (March to a Million)♥」 [/h1] [h2] 「♥游戏介绍♥」 [/h2] 百万乐曲物语 (March to a Million)是开罗游戏推出的经典像素风偶像制作产业模拟经营游戏,这次游戏的目标是培养自己的天才偶像乐团,组建自己的母鸡卡乐队。玩家这作中化身破若丢丝,通过找新人,培养新人,新人出道,找合作搞演唱会等偶像制作的全流程,从小型演唱会开始,一点点解锁更多的演唱会类型,最后培养出一个超级乐队,能够得到国际大奖,成为偶像业界的传奇。 [h2] 「♥游戏内容♥」 [/h2] 游戏还是经典的开罗标志性的创作+养成+经营三位一体玩法,乐队企划与制作还有人才培养是游戏的关键内容。在培养乐团的第一步要去确定乐队的人选,不同的选择也会影响到后续乐队的整体规划,每个人也有自己擅长的领域和内容,决定人选肯定是非常重要的一步。 因为这作的内容和培养相关,所以建筑方面就减少了一些重点,将重点放在了偶像养成与资源管理。一开始玩家的制作团队只有几名新人,通过培训来成员的能力和数值,等到数值提升之后,还能够从广告和特招等各种方式找一找人才,之后就可以着手准备音乐会了。 当然作为开罗游戏,肯定是给玩家定下了一些目标的,比如收入到多少,得到什么什么评级,而开罗标准的设定,游戏无强制时间限制,玩家能慢慢尝试不同题材,先培养一群实力超绝的偶像,然后让她们帮你秒杀目标要求,轻松游玩。 [h2] 「♥总结♥」 [/h2] 百万乐曲物语是开罗旗下的又一款模拟经营佳作,像素的画风模拟了动画制作的整个流程,无论是新手还是老手都能找到自己的游玩节奏,也都能快速上手。游戏节奏舒缓,操作简单,特别适合上班摸鱼的时候游玩,同时也推荐给开罗系列老粉丝入手游玩。 [table][td]欢迎关注鉴赏家[url= https://store.steampowered.com/curator/45519015/]“无趣评测”[/url][/td][/table]
[h1][b]卡拉永远OK——致并不好走的花路[/b][/h1] [i]说在前面:本作是一种风格和节奏上的试新,也就是部分承接了《灵犀杂志社物语》这类职业发展类的作品产出工作环节,但更多重视的培养艺人时的代际传承以及对外活动营业、大型演唱会以及内训等艺人养成的功能,题材和玩法相对来说都做到了微创新。(吐槽一句,至少比近期开罗新作《飞空贼物语》,实际上是开罗海贼物语的2要创新的多)。[/i] [h2] [b]遇见一人,培养艺人,完成一任[/b][/h2] 本作与传统开罗式建造经营、回合制战斗以及工作模拟经营都有所不同,本作更倾向于一种纯正的角色扮演,没有副本,养成后的主要目的就是获得更多粉丝,收获粉丝下一步就是变现,变现的方式有通过商单让手下艺人进行对外营业、定期发布作品获得版权收入以及开演唱会获得名利双收。一言以蔽之,玩家就是一个白手起家的猎头,从发掘新人、培养艺人、举办演出、让艺人移籍不同的演艺公司并创造热榜作品冲击不同公司/地区的大奖,经年累月(通常3年左右)后老人激情退却,引退二线后游戏进入了[b]培养团体[/b]的环节,一方面第二代的新人可以代际传承老一辈艺人的能力值/粉丝基数/职阶,化作春泥更护花,而且老一辈引退之后还可以作为演唱会的助演团队帮助现役明星获得更高的即时人望,或者是在现役明星创造作品的时候还能承包作品的作词与作曲环节(因此,在有些代际培养的时候,不妨牺牲掉某一辈的短时收入,就培养他们的作词和作曲能力,让他们引退之后成为作词作曲的工具人,因为重复让他们进行同一环节他们往往不会出现疲劳而降低作品的品质,因此不妨专门练一个林夕式的词人明星,等他们退役之后专门为新人写词)。 [u][url=https://steamcommunity.com/sharedfiles/filedetails/?id=3619351902" rel="noopener noreferrer]https://steamcommunity.com/sharedfiles/filedetails/?id=3619351902[/url][/u] https://steamcommunity.com/sharedfiles/filedetails/?id=3619352251 除开对不断奔涌而来的后浪进行现时培养、将每一位遗老的剩余价值充分利用,游戏还有一个相对比较积累的团队——乐队模块,乐队带来的裨益不仅边际,而且有限,他们通常就是作曲/作词时,如果还没一个退役的艺人时,可以用来前期过渡的角色,到了中后期,差不多游玩3小时左右,开了“团体”功能后,乐队的帮助就比较有限了。 但游戏的短板是显而易见的,用两个词来概括,就是不爽。①游戏无法真正AFK:训练、作曲、商演、宣传都需要手动且周期往复安排,缺少自动跑流程的机制,还需要盯着角色体力条的定期回复进行估算,总的说来玩起来无法做到“放置挂机”。而且养成的序列也相对来说比较单一,有体力了优先艺人训练,如果有一些比较不错的商单,那么就接商单,如果演唱会举办的冷却期或者一部专辑的制作CD过去了,那么有体力就要尽可能的多去创造作品/举办演唱会。重复劳作之下回馈感是有的,但是回馈感也重复的时候,游戏的乐趣开始延宕。② 养成路线相对单一。角色培养虽然有多种属性维度或者有不同职业发展路线,但最优解通常比较固定(我认为就是前期作词作曲最重要,后期有了原始积累怎么玩都不会孬),策略深度下降是断层式的。③代际继承衰减:除了养成有一定单一性,继承机制本应是本作亮点,即能把上一代引退明星影响力传给下一代,实际数值继承我发现不仅会有折扣,而且这个缩水实际上还是比较多的。我觉得解决这一短板的方法很简单,要么就是游戏尽快能解锁高速模式,要么就是代际继承是无损的。本应该是非常利落地滚雪球,通常会变成一个断代后的重新铺路,我认为会让本应很顺畅的开罗经营变得滞阻。 [h2] [b]创意时常枯竭,作品难成爆款,移籍亦会受阻[/b][/h2] 角色培养也是比较卡顿的,举个例子,其实游戏中艺人最直观的提升就是换一家更大更高星级的演艺公司,但是星级差往往蕴含的对艺人的能力提升是一道终其一生演艺事业无法逾越的鸿沟。我让我的初代目艺人至少试了三次从2星跳跃到3星,但均失败了,而且本作引入了爆气系统,差不多就是彩虹色泽的爆气最强,我即便是带着光环去跳槽,往往也会失败。这种过大的能力要求差下,我觉得不如分段多设计几个目标点,这样玩家玩起来即时反馈感更强。 https://steamcommunity.com/sharedfiles/filedetails/?id=3619352480 除此之外,艺人的养成要么砸钱,要么砸一个名为创意的特殊货币。砸钱的培训比较像开罗经营培养的那种逻辑,就是花钱参与某一事项,这一事项的训练分为普通成功或者大成功,如果大成功,不仅会让一些维度的能力值无损(普通的成功有时候会小小衰减一些既有能力值),还能让符合这个职业发展路径的能力点数提升颇巨。至于砸创意,我认为因为花创意的地方太多了,而获取创意的量太少了,这种不相配性做得也不算太好。比如说乐队升级要花创意,制作作品在前期对于不同维度(比如说性感/帅气/可爱这种)的投入也要投入创意、再入引退后的团体,给团体成员升级也要花创意,创意的耗尽率很高。但是获取创意往往是小十个一收。 说到制作作品,也有一个卡顿的瓶颈,玩家很容易卡在第三第四名很久,小有所成太容易但是获得阶段性里程碑又不容易,这让游戏也会进入一种尴尬的成长期,但这个成长期说短不算太短,差不多第二代中期左右就能拿一次第一了。而且,游戏为了拟真,加入了另一个和乐队差不多尴尬的鸡肋模块,就是“周边”功能,周边不仅要手动逐个补货(要是有一次性补满全部就好了),而且还要考虑到不同演唱会场地目标的需求,手动的调校周边的品类,还需要考虑周边与不同职业的适配性,虽然我觉得加入这个模块也能玩,但是并没有给游戏带来多大乐趣。 综上,本作只能算开罗游戏中不出彩的少数作品,收集不妨一入,但不推荐作为入门作。 [quote] 恭请雅鉴 [url=https://store.steampowered.com/curator/45531068/]黑白测评[/url] [hr]黑夜显真 白昼辨伪
初めてカイロソフトのゲームに触れたけど面白かった. 後半以降単調になってしまうのが少し残念(遊び方がわかっていないのかもしれない,教えてください). 好きなアーティストがいたら特に楽しいと思う.
[h1]摇身一变成为星探,发觉歌手大红大火——「百万乐曲物语」[/h1] [h1]前言[/h1] 《百万乐曲物语》是由开罗(Kairosoft)工作室开发,并于2022年10月31日上线于Steam的一款像素风格经营模拟游戏。在该作中,玩家将带着一只宠物伙伴,踏上一坐神秘的岛屿,探索并称霸这座岛。 开罗系列作为童年回忆之一,以前全网各种找资源的手机游戏如今也移植到了PC端,再次游玩依旧是熟悉的旋律和让人放松开心的经营模拟玩法,经营模拟游戏的龙头宝座必须有开罗系列的一席之地。 [h1]摆脱传统[/h1] 熟悉的配方!这个像素风格和上头旋律的电子音乐(这才是真正的开罗.jpg),但是本作在玩法上做出了创新,不再是传统的模拟经营,而是更加注重角色养成,不仅可以让更多本身不愿接触经营模拟的小伙伴被吸引,更能让老玩家体验到不一样的风味,很棒的创新! [h3]核心玩法[/h3] 作为模拟经营类游戏,最重要的三要素:互动性、策略性和真实性。围绕这三个要素做出深钻和平衡才是好的模拟经营类游戏,而开罗系列的每一部作品都很好的把这三个要素以最好的形式展示给玩家,哝~这个就叫做专业~ 在本作中,玩家将化身一名星探兼经纪人,发掘有天赋的歌手。培养他们唱跳rap,作曲发布专辑,巡演开演唱会等等,一步一步打造当代最红火的乐团! [h3]整体体验[/h3] 开罗这个系列我玩过很多很多了,从以前手机上玩盗版和移植,现在Steam上慢慢补票,每一部作品带给我的体验都是全新的。本作品作为三年前的作品,其设定放在现在也是整个开罗系列中极为新颖的。但是唯一让人苦恼的就是教学实在是太少啦~ [h1]总结[/h1] 开罗系列的定价都是38RMB。这个价格完全对得起游戏内容!内容非常丰富,而且可以玩好几个周目。但是注意!开罗游戏独特的模糊教学法会让新手玩家在前期不知道该干啥,这是不可避免的游戏难度大,不仅要合理规划布局,还要控制财力和探索以及招募等,非常的消耗精力。 但相同的是游戏性非常高,可以玩很久很久,并且本作有着很独特的创新,喜欢这个系列或者是对经营模拟玩法感兴趣的小伙伴可以尝试一下哦~ [quote]关注鉴赏组:[url=https://store.steampowered.com/curator/45134494]浮生评测[/url] ←"浮生若梦,一鉴倾心,邀您共赏人间烟火" 加入Steam组:[url=https://steamcommunity.com/groups/LLFLLFF]浮生评测[/url]←“一起追寻'浮生若梦'般的游戏体验” 开始“浮生若梦”鉴赏组的奇幻之旅![/quote]
good
March to a Million is a lighthearted music management simulation developed and published by Kairosoft Co.,Ltd. It places players in control of a talent agency where the central objective is to discover aspiring singers and guide them from obscurity toward major success. Instead of focusing on rhythm-based performances or direct control of musicians, the game approaches the entertainment industry from a managerial perspective. Recruitment, training, auditions, record deals, album production, promotional work, concerts, television appearances, and fan growth all contribute to the long journey toward becoming a major name in the music business. Finding promising performers is the starting point, but recruited singers generally require considerable development before they can compete professionally. Players can invest in different forms of training to strengthen their artists, with each activity affecting particular abilities. The available training programs can also be adjusted periodically, adding some planning to an otherwise straightforward development system. This creates an enjoyable progression in which initially unremarkable recruits slowly become capable entertainers. Improvements happen gradually enough to make successful artists feel like products of sustained management rather than instant superstars. A major milestone comes when a singer attempts to enter the professional music industry. Artists must become associated with record companies and succeed in auditions before making their proper debut. This structure gives each career a recognizable sequence of goals. Early development is focused on preparation, while successful auditions open the door to a broader selection of commercial activities. There is a satisfying feeling of momentum as performers move from basic training into increasingly prestigious opportunities. After debuting, singers can participate in jobs and events around the country while the agency begins expanding its commercial reach. Different activities provide different advantages. Certain jobs are useful for generating income, while others are more effective at increasing popularity and attracting fans. Deciding which benefit is currently more valuable becomes an important part of management. Immediate profit can help finance further development, but investing time in popularity can produce greater opportunities later. Album production adds another significant component to the career cycle. Successful releases generate sales while helping performers establish themselves within the industry. As CD sales improve, additional professional opportunities become available. This creates a strong interconnected progression loop because success in one area often benefits another. Training helps singers perform better, improved performers gain access to better opportunities, appearances increase recognition, and greater recognition can contribute to stronger commercial results. Fans are especially important because they represent more than a simple popularity statistic. A growing audience can lead to better bookings and improved sales of albums and merchandise. Artists who become sufficiently successful may eventually receive opportunities to appear on television programs, reinforcing the sense that their careers are moving into a higher tier of celebrity. These milestones provide useful intermediate objectives while the player works toward the game's most prestigious accomplishments. The ultimate ambition involves earning major awards connected with the record companies and eventually pursuing the Million Award. This gives the game a clear long-term destination rather than leaving players to expand indefinitely without direction. Reaching that level requires consistent development across numerous parts of an artist's career. The gradual movement from unknown recruit to award-winning celebrity is where March to a Million finds much of its appeal. Visually, the game uses Kairosoft's familiar pixel-art presentation. Small characters, colorful environments, readable interfaces, and charming animations create a cheerful interpretation of the entertainment business. The graphical approach is deliberately simple rather than spectacular, allowing the management systems to remain at the center of attention. Players familiar with Kairosoft's other simulations will immediately recognize the style, while newcomers may appreciate how clearly the compact visuals communicate what is happening. The accessibility of the mechanics is both a strength and a limitation. March to a Million is easy to understand because its systems generally provide recognizable objectives and frequent signs of improvement. Watching statistics rise, fans accumulate, new opportunities appear, and singers achieve greater fame creates an addictive sense of incremental progress. At the same time, players searching for a highly realistic simulation of contracts, music production, touring logistics, finances, or interpersonal relationships may find the experience relatively simplified. Repetition can become noticeable during longer sessions because much of the game revolves around recurring cycles of development, work, promotion, releases, and career advancement. The enjoyment therefore depends heavily on whether the player likes optimizing incremental growth. There is strategic decision-making in determining how resources and time should be spent, but March to a Million generally favors approachable management over punishing complexity. It is more interested in providing a steady stream of satisfying achievements than simulating every difficulty of running a real entertainment company. The Steam edition remains a fundamentally single-player experience and includes features such as achievements and cloud support. Its modest pixel graphics also mean that it does not depend on demanding hardware to deliver its intended experience. The PC version preserves the straightforward character of the simulation while making it suitable for both shorter sessions and longer periods spent developing multiple performers. Overall, March to a Million succeeds as a charming and accessible interpretation of music-industry management. Recruiting singers, developing their abilities, securing professional debuts, producing albums, choosing bookings, gathering fans, selling merchandise, reaching television audiences, and pursuing awards create a satisfying chain of increasingly ambitious objectives. Its relatively simple mechanics and repetitive progression may not satisfy players seeking an exceptionally detailed business simulator, but those who enjoy gradual growth and watching carefully developed characters rise through the ranks can find plenty to appreciate. It delivers another recognizable management experience built around steady progression, cheerful pixel art, and the pleasure of transforming humble beginnings into impressive success. Rating: 7/10
リソースとなるポイントが一種類しかなくて色んなことに要求されるのに追いつかない。特に楽曲に振るポイントは掛け捨てなのにランクアップに必要だからテンポが最悪
도전과제를 다 마치고, 게임을 완료한 시점에서 느낀 감상은 게임개발 스토리 이전이나 동시에 개발된 게임인가? 하는 느낌 카이로소프트 게임을 이것저것 해나가면서 느꼈던 구작의 있던 시스템을 가져올 땐, 편의성을 개선하거나 그대로 가져올지언정 퇴화해서 가져오지는 않던 철학을 여기서는 느낄 수가 없었고 이런저런 불쾌한 점이 산재되어 있음. 펌프킨 아이템이 구매하면 인벤에 저장되는게 아니라 즉시 사용인 점 창작에 같은 캐릭을 연속으로 사용해도 패널티가 없어서 좀 더 루즈해지는 점 수행 시, 패널티가 공존하는 활동이 계속 생성되서 언제든 선택미스로 선택이 가능한 점 연말 상 수상하면 회사가 자동으로 랭크업 해버려서 좀 허전한 점 이런 자잘한 요소들은 그냥 새로운 시도인가 보다 하고 넘어갈 만 함 하지만 게임개발에 가수키우기 스킨을 끼웠으나, 컨텐츠가 더 적고 순환구조가 단순해서 지루하게 반복되는 느낌을 주는 점 각 성장 파라미터, 제품 파라미터 등의 한도치가 높지 않아서, 금방 정체되고 제품 생산만 반복해서 금방 지루해지는 점 컨텐츠 포인트의 한도가 99여서 계속 신경써서 써줘야 하는 점 그리고 가장 큰거는 지맘대로 은퇴하는 팝업이 뜬 직원은, 세이브 로드를 이용해 미룰 수는 있으나 시도 때도 없이 은퇴 팝업을 띄워서, 피곤함과 짜증을 유발한다는 점이 가장 큰 불쾌감을 주는 듯 은퇴 시스템은 골떄리는게 나이 기준도 아닌지, 12살에 고용한 소프트 공주도 15살에 돈을 줘야 은퇴를 미룰 수 있는 팝업이 뜸 안드 출시일자를 찾아보니 17년이라 이미 다른 시리즈들을 많이 만든 경험이 있는데, 어쩌다 이렇게 나왔는지가 의문이 들게 함 뭔가 평소에 총괄하던 사람이 담당하지 않고, 다른 사람이 비슷하게 흉내낸 느낌 1회차 플레이로 완결하는 성향이다 보니, 평소에는 신경 잘 안쓰던, 엔딩 후 총점수가 안뜨는 점도 좀 허전한듯 평소에 당연히 여기던 것들을 이상하고 불편하게 뒤틀어서, 그들의 존재의의를 알게 해준 다크나이트 같은 작품이였음 아이돌을 육성한다던가, 가수를 육성한다던가 하는 이런 소재는, 같은 소재의 다른 게임이 있을 정도로 꽤나 흥미로운 요소인데 아까웠음
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