Hello Guest, please login or register.
Did you miss your activation email?
Login with username, password and session length.

Pages: [1] 2 3 ... 58   Go Down

Author Topic: Alttp - Horn of Balance  (Read 170259 times)

0 Members and 1 Guest are viewing this topic.
Alttp - Horn of Balance
« on: March 21, 2009, 12:14:36 pm »
  • *
  • Reputation: +12/-0
  • Offline Offline
  • Gender: Male
  • Posts: 1206
A legend of Zelda - Horn of Balance


  Index 



  Demo 

Demo version: 0.19.00
File Size: 19,04 MB (Zipped)
Screen Resolution: 320 x 240 (Changable)
Download: https://www.mediafire.com/file/3iihlfw332f2bn5/Horn%20of%20Balance%20version%200.19.0%20Public.zip

Notes:
- The goal is to reach the end of both major dungeons
- An gauntlet mini-dungeon is included as a hard mode and to display additional enemies and items

Default controls*:
D - Action button (open doors / read text / grab / etc) + Confirm button (while in menus)
G - Attack button (hold and release for a full swing attack) + Cancel button (while in menus)
S - Perform run action (if you have the boots available)
R - Use item A
F - Use item B
Space - Brings up item menu
Enter - Brings up map menu
Escape - Pauses the game (can be used to exit the game)

* The controls can be personalized in the options menu at the start of the game.

Differences compared to the last version:
Show content
* Added new intro cave (found right of starting area)
* Added new area: Mansion Dungeon (found south of starting area)
* Added new item: Magic Powder
* Expanded functionality of Red Boomerang
* Added swimming + diving
* Added new mechanics like: keyblocks, celldoors, (on-off) blocks (=like in Tower of Hera in the original) and a magical maze.

* Converted over to Gamemaker Studio 2
(including: implementing new inherentance system, redoing all tiling, reordering all objectdepths, creating all new tilesets, rewriting all scripting, cleaning up (now) obselete scripting and other resources, documenting all variables used)

* Plus a ton of smaller stuff




  Story 

<a href="http://www.youtube.com/watch?v=R52YwD-rvmo" target="_blank">http://www.youtube.com/watch?v=R52YwD-rvmo</a>

The tale starts off with Link as he is living with his uncle deep in the vast western forest of Hyrule. His uncle, a well-known blacksmith, took him in as his apprentice a long time ago. They spent weeks crafting a beautiful ceremonial blade. Elegant and perfectly balanced, it was truly their best work to date.

It was announced that princess Zelda would soon be of age and wed, so a festival was at hand in her honor. They packed all their belongings and set out for the city with the intent of presenting their blade as a gift.

Upon arriving at the borders of the city of Hyrule, Link and his uncle encountered soldiers everywhere. By decree of the king anyone coming to the festival looking the least bit suspicious was to be arrested. Carrying his blade, Link's uncle was apprehended. Link, being left behind, followed the soldiers into the city.

Link started asking around if there was a way to help his uncle out, but found that no one was willing to help. Everybody was reluctant to even speak with him. It was as if they were all scared of being arrested themselves.

Several soldiers passed, escorting princess Zelda. Link recognized her and attempted to get her attention. The guards took note and stopped him from getting closer, but the princess stepped in and quietly spoke to Link: "I do not know you, but you should not ask my help. I am but a mere prisoner, waiting for her arranged marriage..."

Little options were left to Link. Something had to be done...



  Enemies 

- Popo
- Ropa
- Anti-Faerie
- Pol's Voice
- Yellow Slime
- Wall Cannon
- Turtle
- Stall
- Gibo
- Medusa block
- Spiked block
- Trickbox
- Deadrock
- Beamos
- Armos
- Vulture
- Rope / Stalrope
- Leever
- Buzz Blob / Cukeman
- Hardhat Beetle
- Sandman
- Wizzrobe / Undead wizzrobe
- Cannonball
- Flying Tile
- Zol
- Eyegore
- Stalfos
- Deibadora
- Bari
- Goriya
- Large spiked block
- Octorok / Slarok
- Spiked roll
- Tektite
- Soldiers
- Guruguru bar
- Lanmola
- Sanmola
- Spark
- Wall lasers
- Winder
- Snapdragon
- River Zora / Ku *NEW IN 0.19*
- Sandcrab
- Kodongo
- Wallmaster
- Stalfos head
- Mini Moldorm



  Bosses 

Dungeon 1: Subboss 
Show content

Dungeon 1: Boss 
Show content

Dungeon 2: Boss 
Show content

Dungeon 3: Boss 
Show content




  Items 

- Boomerang
- Book of Mudora
- Bug-Catching Net
- Lanterns
- Magic Mirror
- Firerod
- Icerod
- Rod of Medu
- Cane of Byrna
- Cane of Somaria
- Bombs
- Bombos Medallion
- Ether Medallion
- Quake Medallion
- Hookshot
- Bow and Arrows
- Shovels
- Bottles
- Pegasus Boots
- Gloves
- Magic Hammer
- Magic Powder *NEW IN 0.19*



  Locations 

Coming later on



  Screenshots 





  Videos 

<a href="http://www.youtube.com/watch?v=Q6bQuObwECI" target="_blank">http://www.youtube.com/watch?v=Q6bQuObwECI</a>



  Creators 

Creator
Martijndh

(Previous) contributions
FrozenFire - Sprites: subboss 1 / Tester / Video recording / Music
BlazeBigBang - Sprites: additional character animations
Dervilacus - Sprites: additional character animations
Theforeshadower - Video recording
NotAlphaMan - Research / Tester
King Tetiro - Sprites: Murray
Gonken - Sprites: boss 2
DeathTailsz - Tester
Sahittam - Tester
Atom - Tester
Wobmiar - Tester

* The project has been going on since 2008 Q4 and I lost the teamlisting 2013 Q2-ish so it's possible that I've missed somebody. Let me know if that is the case so I can give due credit!



  Demo history 

Code: [Select]
Demo 0.10.08 - Downloads   96, Size 10 MB - <2010-11>
Demo 0.11.00 - Downloads  142, Size 10 MB - <2011-06>
Demo 0.12.02 - Downloads 1400, Size 11 MB - <2011-10>
Demo 0.13.00 - Downloads  116, Size 15 MB - <2012-08>
Demo 0.14.01 - Downloads  632, Size 19 MB - <2012-11>
Demo 0.15.00 - Downloads  251, Size 18 MB - <2013-01>
Demo 0.16.01 - Downloads  379, Size 18 MB - <2013-11>
Demo 0.17.08 - Downloads  741, Size 20 MB - <2014-07>
Demo 0.18.09 - Downloads  104, Size 21 MB - <2017-01>
Demo 0.19.00 - Downloads (ongoing), Size 19 MB - <2017-10>



  Received suggestions 

While most suggestions make their way into the game this is a listing of the ones that I'm still pondering on or have decided against implementing.

Put "timer" on bushes and grass to limit rupee farming ability
Great idea and will be looked into when game is nearing completion. For now I view the demo as a semi-sandbox so I'm okay with rupee farming.

Fire from the Firerod (and Lamp) should be able to burn bushes
Pushed back for a later demo due to time restraints

Implement purple rupees (50),  silver rupees (100), golden rupees (300) and rupoors (-10)
Takes time so will have to be planned

If you have any other suggestions then feel free to post them in this topic or contact me directly.



  Known issues 

Some keyboards are unable to register the following key combination: Left+Up+G
If this situation applies for you and it bothers you then you can alter the controls in the option screen (found on the starting screen).

If you've found more issues then please report them in this topic or contact me about it directly.

Click here to view on the site.
« Last Edit: November 17, 2017, 10:02:54 am by Martijn dh »
Logged
Still working on my Alttp-engine: http://www.zfgc.com/forum/index.php?topic=33701.0
Want to help out in whatever way you are talented? Send me a PM.

Jeod

Team Dekunutz, Doubleteam
Re: [Demo] Alttp-style game / tech demo -- No na...
« Reply #1 on: March 21, 2009, 01:01:35 pm »
  • *
  • Reputation: +3/-0
  • Offline Offline
  • Gender: Male
  • Posts: 1675
That name select background at the bottom is actually the file select background. ;)
Logged
"You should challenge your fates. When all else fails, you can still die fighting." ~Yune
___________________________________

Zelda GBC+ Engine for Multimedia Fusion 2
  • Doubleteam Project Page
Re: [Demo] Alttp-style game / tech demo -- No na...
« Reply #2 on: March 21, 2009, 01:48:23 pm »
  • *
  • Reputation: +12/-0
  • Offline Offline
  • Gender: Male
  • Posts: 1206
Correct. The file selection screen, name selection screen and options screen have been done in a single room with one background. That way the view can move smoothly between them without interruption.

Maybe I should have mentioned this before, but this won't be a remake. Just (much like the other games on this forum) heavily based on an existing Zelda game. For instance I'm going to be working with subbosses. And I'll definitely get creative with the dungeon theme/mechanics and dungeon items.
Logged
Still working on my Alttp-engine: http://www.zfgc.com/forum/index.php?topic=33701.0
Want to help out in whatever way you are talented? Send me a PM.
Re: [Demo] Alttp-style game / tech demo -- No na...
« Reply #3 on: March 21, 2009, 02:57:57 pm »
  • *
  • Reputation: +9/-0
  • Offline Offline
  • Gender: Male
  • Posts: 3725
It looks nice, but the transition between rooms could be done faster. At those moment the music hampers, like a recordplayer gets stuck on one track. I also noticed, Link being able to walk under the roots of the trees. But is this really version 0.7.2, because the content feels more like 0.2.2, but then again that is just me.

Oh yeah before I forget. The sound effect for walking on stairs sounds really weird. But keep up the good work and I look forward to see you finish the dungeon.
Logged
Re: [Demo] Alttp-style game / tech demo -- No na...
« Reply #4 on: March 21, 2009, 03:32:15 pm »
  • *
  • Reputation: +12/-0
  • Offline Offline
  • Gender: Male
  • Posts: 1206
Thanks for the reply.

Somebody made the same remark on the transitions on a different forum and I'm glad you did the same. It means my work to fix it is meaningfull. I'm guessing the problem occurs only on some computers. Would you mind me sending you a link to a newer demo in a couple of days? To check if my solution works on your end.

The roots of the trees are a result of my laziness with the outside area. The outside area will be completely redone when the dungeon is finished, so I didn't put a lot of time in it. I've already moved the movement borders in the next demo.

Please don't get hung up on the numbers. It's my second attempt at a first game so in the beginning a lot of stuff has been redone as I learned more. Also, when I finish the first dungeon I'll consider that version 1, since that's my immediate goal for now. That may not be accurate for the whole, but that's something for later.

Could you give me a little bit more information about the music with the stairs? I'm guessing you don't mean the stairs in between the rooms. Did it sound out of sync? Was the sound incorrect? Or was it maybe something else?
« Last Edit: March 21, 2009, 03:39:01 pm by Martijn dh »
Logged
Still working on my Alttp-engine: http://www.zfgc.com/forum/index.php?topic=33701.0
Want to help out in whatever way you are talented? Send me a PM.
Re: [Demo] Alttp-style game / tech demo -- No na...
« Reply #5 on: March 21, 2009, 04:07:58 pm »
  • *
  • Reputation: +9/-0
  • Offline Offline
  • Posts: 728
This demo shows promise. The engine has a solid feel to it. The enemy AI is very close or spot on in it's behavior. Link's movement and collisions are done in detail. For it being your second attempt it's commendable!

As for bugs, I also experienced the same slow down when transitioning. I don't know how it was done, but maybe checking the vertical sync check box in the Global Game Settings might help if it wasn't done. When I pressed the map button, I was able to hear the dungeon map open sound but it didn't show visually, when I was outside the dungeon. I know this option is probably not done all the way, but when changing Link's suit colors to the last one, his facing gets stuck in one position.

Overall it's nicely done, and will spawn an excellent game if it continues in the direction it is currently going.
Logged
  • Pyxosoft
Re: [Demo] Alttp-style game / tech demo -- No na...
« Reply #6 on: March 21, 2009, 06:17:59 pm »
  • *
  • Reputation: +9/-0
  • Offline Offline
  • Gender: Male
  • Posts: 3725
Thanks for the reply.

Somebody made the same remark on the transitions on a different forum and I'm glad you did the same. It means my work to fix it is meaningfull. I'm guessing the problem occurs only on some computers. Would you mind me sending you a link to a newer demo in a couple of days? To check if my solution works on your end.

Off course, I'd love to.

The roots of the trees are a result of my laziness with the outside area. The outside area will be completely redone when the dungeon is finished, so I didn't put a lot of time in it. I've already moved the movement borders in the next demo.

If you draw the tree (trunks) on the background and put the tree tops on the foreground, you won't have this problem. In other words the Z depth of the trunks and the tops have to be different and Link has to be in between them.

Could you give me a little bit more information about the music with the stairs? I'm guessing you don't mean the stairs in between the rooms. Did it sound out of sync? Was the sound incorrect? Or was it maybe something else?

It is not that is out of sync, but more that it just doesn't sound like stairs. It sounds more like someone quickly trying to clean a dirt road with a straw broom.
Logged
Re: [Demo] Alttp-style game / tech demo -- No na...
« Reply #7 on: March 21, 2009, 06:58:52 pm »
  • *
  • Reputation: +12/-0
  • Offline Offline
  • Gender: Male
  • Posts: 1206
Xfixium:
Excellent response. I'm glad you liked it.
The function you found isn't really part of the game. I use that for testing.
The problems with the transitions are probably because every room in the game is an actual separate room in gamemaker. So you have the illusion that all rooms are connected and the bare minimum of objects/background is active at one time. It seemed fine, but clearly isn't so I'm now recreating the entire dungeon in a single room. So far the gamespeed isn't suffering (on my computer at least).

Niek:
In the demo I'll send you you'll see I'm already making a lot of use of depths. Still, thank you for your willingness to help. I can see if the timing of the sounds can be improved, but other than that there's little I can do.
Logged
Still working on my Alttp-engine: http://www.zfgc.com/forum/index.php?topic=33701.0
Want to help out in whatever way you are talented? Send me a PM.
Re: [Demo] Alttp-style game / tech demo -- No na...
« Reply #8 on: March 21, 2009, 09:31:49 pm »
  • *
  • Reputation: +0/-0
  • Offline Offline
  • Posts: 29
Nice job making this engine. Works really well.
Logged
Re: [Demo] Alttp-style game / tech demo -- No na...
« Reply #9 on: March 21, 2009, 10:27:56 pm »
  • *
  • Reputation: +9/-0
  • Offline Offline
  • Gender: Male
  • Posts: 3725
Martijn, if your worried about gamespeed and the amount of resources in CPU. There is a function in Gamemaker, that disables all the instances outside a certain boundary (most of the time the view with a margin).
Logged
Re: [Demo] Alttp-style game / tech demo -- No na...
« Reply #10 on: March 21, 2009, 11:57:08 pm »
  • *
  • Reputation: +12/-0
  • Offline Offline
  • Gender: Male
  • Posts: 1206
Niek: Yes, I stumbled across that function some time ago.
Except during transitions only the instances in the current room are active. I thought about limiting this to the view but that has downsides. An enemy who is (just) outside of the view should still be able to act. For instance a guard shouldn't stop running after you if you don't see him. The guards movement is determined by it's interaction with the walls etc, so in the end all the instances in the room are vital.
Currently the entire dungeon room is 2560x3840 (divided in areas of 320x320 or multiples of that). The gamespeed is 30 f/s. So far this only drops during the transitions (slightly), while playing movies/music and after starting the game several times. Maybe there is still something to be won in the handling of graphics/sound/data, but that's just thinking out loud. First I want to check how the game acts normally.

Kremling: Thanks!
Logged
Still working on my Alttp-engine: http://www.zfgc.com/forum/index.php?topic=33701.0
Want to help out in whatever way you are talented? Send me a PM.
Re: [Demo] Alttp-style game / tech demo -- No na...
« Reply #11 on: March 22, 2009, 02:41:56 pm »
  • *
  • Reputation: +2/-0
  • Offline Offline
  • Gender: Male
  • Posts: 1763
Pretty good engine so far, good job. Although once I got to the room with the flying floor tiles I go this error.

Code: [Select]
___________________________________________
ERROR in
action number 1
of Collision Event with object Dummy W8 H48 - 199
for object obj_Flying_Tile:

Error in code at line 3:
   instance_create(x-6,y-6,obj_Broken);

at position 26: Unknown variable obj_Broken

Other than that everything's alright. And slow down doesn't occur when changing rooms either.
Logged
  • https://colbydude.com
Re: [Demo] Alttp-style game / tech demo -- No na...
« Reply #12 on: March 22, 2009, 02:54:13 pm »
  • *
  • Reputation: +12/-0
  • Offline Offline
  • Gender: Male
  • Posts: 1206
Good of you to show the message. I'm assuming this is an error that occurs every time a flying tile hits a wall. That would mean the demo was incomplete and it has already been fixed for the next demo. If I am wrong in my assumption, please let me know.

Thanks for your comments.
Logged
Still working on my Alttp-engine: http://www.zfgc.com/forum/index.php?topic=33701.0
Want to help out in whatever way you are talented? Send me a PM.
Re: [Demo] Alttp-style game / tech demo -- No na...
« Reply #13 on: March 22, 2009, 09:22:14 pm »
  • *
  • Reputation: +2/-0
  • Offline Offline
  • Gender: Male
  • Posts: 1763
Good of you to show the message. I'm assuming this is an error that occurs every time a flying tile hits a wall. That would mean the demo was incomplete and it has already been fixed for the next demo. If I am wrong in my assumption, please let me know.

Thanks for your comments.

Can't remember exactly, but I believe it was whenever it hit Link, but I could be wrong. I also was wearing the Blue tunic while doing this, if that matters at all.
Logged
  • https://colbydude.com
Re: [Demo] Alttp-style game / tech demo -- No na...
« Reply #14 on: April 04, 2009, 05:07:10 pm »
  • *
  • Reputation: +12/-0
  • Offline Offline
  • Gender: Male
  • Posts: 1206
First of all some news on my progress. I found a new job, am starting another education and am looking for an new apartment. Needless to say I'm a little preoccupied with these things and free time is scarce. Expect a new demo no sooner then the end of the next month. I'm still working on it, but only after the rest has been done.

Now that that's out of the way. I have a question about your preference as a player. Should the contents of pots (and other container) be predetermined or should they (sometimes) be selected randomly? And with random I mean considering the items Link has already collected. So no arrows without a bow etc. Obviously special occasions like a boss fight requires predetermined contents. I hate to get an arrow when the boss demands bombs etc.

Think about it for a second. Predetermining means predictability but strategic placing. Random can be used to only get needed items, which may come of as unrealistic.
Logged
Still working on my Alttp-engine: http://www.zfgc.com/forum/index.php?topic=33701.0
Want to help out in whatever way you are talented? Send me a PM.
Re: [Demo] Alttp-style game / tech demo -- No na...
« Reply #15 on: April 10, 2009, 09:05:30 pm »
  • *
  • Reputation: +12/-0
  • Offline Offline
  • Gender: Male
  • Posts: 1206
I'm looking for one or two testers who can give me some good constructive feedback. I'm interested in comments on glitches (if you can find any), dungeon design and framerate performance. Anybody willing?

Currently I've got a demo with four rooms (that you can access). You can check the first post for an added list of things I've done since the last demo. Obviously these include the thing I am looking to get tested. PB me or post a reply and I'll send you a link and more info.
« Last Edit: April 11, 2009, 10:51:44 am by Martijn dh »
Logged
Still working on my Alttp-engine: http://www.zfgc.com/forum/index.php?topic=33701.0
Want to help out in whatever way you are talented? Send me a PM.
Re: [Demo] Alttp-style game / tech demo -- No na...
« Reply #16 on: April 17, 2009, 05:24:19 pm »
  • *
  • Reputation: +12/-0
  • Offline Offline
  • Gender: Male
  • Posts: 1206
Well, that didn't work. Fine. Ive posted my progress as demo 0.8 in the startingpost.

Please be so kind as to leave a comment after playing. I'd appreciate user input. Also be sure to mention any and all glitches, should you come across any. Thanks in advance.

It may not show for everybody, but A LOT has been improved. The entire dungeon has been redone to smooth out room-to-room transitions. Right now about 25% of dungeon is finished. Obviously (most) of the transitions have also been redone. I'm still working on some transitions in between floors like the dwindelstairs, of which you'll see the result in the next demo. Finally I made it so that everything present in the game has a depth_scale in order to create the illusion of multiple depths (like in the original). These three things have been a lot of work and if you can't see that....thank you. I'll take it as a compliment that everything looks just right. XD

Other things I've added in this demo:
-Made some changes to movement on the stairs
-Perfected the interaction of your sword/shield vs flying tiles etc.
-Added bubbles/balls/cannonballs/something??
-Added rupees, hearts etc to collect from containers (=pots)
-You can now jump from ledges.

Oh, and before I forget. No flying tiles (can be accessed) in this demo. Sorry, but I'm still working on the rooms you need to get to them. I'll make sure you can play with them again next time.

-----------------------------------------

Update:
There are plenty of downloads, but no replies. Too bad. I could really use some player feedback.

Anyway. This weekend I redid the 360 sword swing, worked some more on movement through grass/water and added the ability to poke walls with your sword (see screenshot).



Also I've been trying to improve the dungeon. Check out the screenshot below. How does new situation (lower half) stand against the old situation (upper half)?
« Last Edit: April 26, 2009, 02:11:09 pm by Martijn dh »
Logged
Still working on my Alttp-engine: http://www.zfgc.com/forum/index.php?topic=33701.0
Want to help out in whatever way you are talented? Send me a PM.

A Storm in the Desert

Eternal Triangle
Re: [Demo] Alttp-style game / tech demo -- No na...
« Reply #17 on: April 29, 2009, 06:05:28 am »
  • Wear the Deku Sprout Smile :]
  • *
  • Reputation: +0/-0
  • Offline Offline
  • Gender: Male
  • Posts: 222
I'll download and have a test play of this later on, but the tiling change you've shown looks a great improvement over the original.
Logged
Surely you can do it!
Believe in your strengths...Believe...

        -Happy Mask Salesman
Re: [Demo] Alttp-style game / tech demo -- No na...
« Reply #18 on: May 03, 2009, 11:24:42 am »
  • *
  • Reputation: +12/-0
  • Offline Offline
  • Gender: Male
  • Posts: 1206
And I'm done for the weekend. For like the first time in months I did everything I set out to do. Feels good.

A new demo will take a while (I want it to at least include picking stuff up and one or two more enemies before I post it) so just screenshots this time.

Guess what three things where added recently


Start of the 360 degree sword swing + some more changes visible
Logged
Still working on my Alttp-engine: http://www.zfgc.com/forum/index.php?topic=33701.0
Want to help out in whatever way you are talented? Send me a PM.

Goodnight

Once and future Captain
Re: [Demo] Alttp-style game / tech demo -- No na...
« Reply #19 on: May 05, 2009, 01:56:41 am »
  • With a Capital G
  • *
  • Reputation: +1/-0
  • Offline Offline
  • Gender: Male
  • Posts: 706
Wow, this demo has a lot of potential. Good to see somebody who knows how to use Game Maker a little beyond its basic built-in features. Very impressive work so far!

By the way, you may know me under a different name. ;) I don't check these boards much anymore and didn't know you were on here!

I did encounter some bugs on the name-select screen... something to do with a Link_Status variable when a button was pressed. I'll try to recreate it and give you the exact text. And I have two notes about the room transitions, which are quite well done. 1) I once got stuck in a loop that moved me back and forth between two rooms about 8 times, so you may want to have the transition end by "projecting" Link out an additional pixel. 2) I see you've taken the advice of disabling instances that are in other rooms, however if you want to keep this more true to the LTTP engine, then any hearts/rupees laying around should be destroyed once you exit the room. Pots (and enemies) tend to respawn themselves too in LTTP; I'm not sure if that happens as soon as you re-enter the room, or after you've been through a few other rooms.

As far as those tile & statue comparisons, the newer ones are very cool but I think both types have their place, all depending on the level design! Either way, the first ones could use recolouring so they don't look like live enemies, but I'd keep their type of position in places where you're about to enter a dangerous room and want to put some valuable pots at the top of the stairs.

Oh and, they're named "Cannon Balls" because that was the name found in an enemy FAQ at GameFAQs which had data ripped straight out of the game. Also, señor HelpTheWretched updated sword-spin attack sound (there are 2 sounds that play at once) and encourages users to edit sounds to their liking, ie. to alter the volume if one is difficult to hear.


PS. One more bit of advice I just remembered: perhaps you should enlarge the object mask of the pots. It seems a bit too easy to "corner-cut" around them - you almost need to be dead-centre to walk in and pick them up.
Logged
Pages: [1] 2 3 ... 58   Go Up

 


Contact Us | Legal | Advertise Here
2013 © ZFGC, All Rights Reserved



Page created in 0.111 seconds with 60 queries.

anything