This paper attempts to give a systematic account of the ways in which 
        games stage conflict and the strategic implications of these conflicts. 
        This is done by presenting an incentive perspective which builds 
        on the basic assumption that players prefer to win (in the broadest sense). 
        This assumption is shown to be common in the game design literature and 
        its explanatory strength, as well as its problems and limitations, will 
        be discussed.  
      By discussing the implications of a view of players as maximizers the 
        paper shows how the related concepts of conflict and strategy highlight 
        often underappreciated facets of game design.   Games, or at least 
        a large number of games, may be seen as structures of incentives inside 
        which players attempt to optimize their outcome. In single-player games, 
        the player plays against a hostile (or at least challenging) environment 
        and in multiplayer games, players may be either pitted against each other, 
        positioned as allies against the environment or placed in a relationship 
        somewhere in between. In other words, games involve conflict or indeed 
        an antagonistic relationship between competing powers. While viewing players 
        as optimizers has obvious limitations (one being that such an approach 
        generally has little to say about open-ended games without clear goals), 
        this paper is based on the assumption that such a view is “good 
        enough” to merit application as it opens analytical paths which 
        enhances our understanding of conflict in games. Below, I will firstly 
        argue that the assumption that player behavior is largely determined by 
        the game goals is a basic one in the game design literature. Secondly, 
        I discuss how games may be understood within the framework of economics 
        and describe a series of implications hereof. In particular, the section 
        stresses that the level to which a game can be said to be strategic depends 
        on features not directly related to the game’s genre or to the number 
        of players involved. Finally, I briefly discuss more general issues concerning 
        the application of the analytical perspective outlined.  
      The assumption that players optimize 
        “It helps”, writes Greg Costikyan, “…to think 
        of a game’s structure as akin to an economy, or an ecosystem; a 
        complex, interacting system that does not dictate outcomes but guides 
        behavior through the need to achieve a single goal: energy, in the case 
        of ecosystems; money, in the case of economics; victory, in the case of 
        a game.” (Costikyan 2002). Costykian here makes explicit an assumption 
        or approximation common in game design literature: That players attempt 
        (or may be thought of as attempting) to optimize their outcome (e.g. their 
        score) in ways that are directly, if not deterministically, related to 
        the incentives presented by the game. This level of explicitness is rare. 
        More commonly, the assumption that players work to achieve the game’s 
        goals seems so basic that it is not even mentioned. But nevertheless, 
        it is often evident. Richard Rouse defines gameplay as “the degree 
        and nature of the interactivity that the game includes, i.e. how players 
        are able to interact with the game-world and how that game-world reacts 
        to the choices players make” (Rouse 2005). According to Rouse it 
        follows that “In Doom, the gameplay is running around a 3D 
        world at high speed and shooting its extremely hostile inhabitants, gathering 
        some keys along the way. In San Francisco Rush, the gameplay is 
        steering a car down implausible tracks while jockeying for position with 
        other racers”. But of course this only follows under the assumption 
        that players work towards the game goals. Without any behavioural assumption, 
        the Doom player might as well be expected to turn around in circles 
        or continuously fire his weapon into the nearest wall.  
      Rolling and Morris, in their Game Architecture and Design, consider 
        it useful to assume that any strategy available to a player must have 
        both advantages and disadvantages: “If there’s only a downside, 
        no one will ever use that strategy so why bother including it in the game?” 
        (Rollings and Morris 2004). While admitting that the player may have priorities 
        not exclusively linked to succeeding in the game, Rollings and Morris 
        maintain that features which do not further the player’s success 
        will soon be abandoned by players. In a related argument, Juul is explicit 
        that “A bad game is one where the player is unable to refine his 
        or her repertoire or where a dominant strategy means that there is no 
        reason to improve the repertoire.” (Juul 2003). This implies that 
        players want to succeed in the game, since a game with a dominant strategy 
        need not be bad if only players preferred tapping buttons to match the 
        game soundtrack instead of optimizing their outcome [It also implies that 
        players wish to succeed only given certain conditions related to game 
        balance. I will not go into this discussion here.]  
      The above examples indicate that the notion of players as outcome maximizers 
        is prevalent among certain influential authors who have reflected on game 
        design. For some, it even seems too basic to deserve mention explicitly. 
        Much may be said against this view of player behaviour, and we shall return 
        to this discussion later, but to grasp the full implications of this view 
        it is worth turning to economics, a field which has this assumption at 
        its core.  
      Game design and economics  
        As Costikyan argued, there is a close affinity between economics and game 
        design. So close, in fact, that game design could arguably be considered 
        an application of economic theory and each game session a case of experimental 
        economics [Most obvious in the case of games with clear goals, and far 
        less obvious in “process-oriented” games (Egenfeldt-Nielsen, 
        Smith, and Tosca In press) such as MMORPGs which do not specify clear 
        goals]. Classical economics considers the case of an individual attempting 
        to maximize her outcome in accordance with her preferences. For instance, 
        this person (we shall call her Alice here for convenience) might consider 
        whether to save for her pension, taking into account her desire to actually 
        retire, the annoyance of needing to put aside money each month, her perceived 
        risk of not living until pension age etc. Though such considerations may 
        be complex, the optimization principles at work are fairly simple as Alice’s 
        choices do not affect the variables of the equation. In a sense, the task 
        facing Alice is structurally comparable to that of the player of the arcade 
        game Moon Patrol.  
        
        Figure 1 – Moon Patrol (Irem, 1982) 
        The player combats an environment which does not adapt strategically in 
        response to the player’s actions    
       
        In Moon Patrol, the player controls a purple space buggy avoiding 
        rocks and holes while battling aliens attacking from above. The player, 
        then, optimizes her outcome against an environment which does not adapt 
        to counter her strategy (although it does change according to her 
        actions). She can concentrate on doing her best without worrying that 
        someone or something guesses her intentions or adapts to her playing patterns. 
        Returning to Alice, instead of pension funds she is now considering whether 
        to donate to a charity. The charity in question will only be successful 
        if a certain number of people donate (otherwise the income will be lost 
        to administration). Thus, Alice might stand to lose the money, but her 
        donation might help inspire others to donate as their investment becomes 
        safer. The outcome maximizing course of action here is dependent on the 
        actions and perceptions of others. This optimization problem is the domain, 
        not of classical economics, but of the disciplinary branch known as game 
        theory (for a discussion of the relationship between economic game theory 
        and video games see Smith Forthcoming). Game theory is the study of the 
        outcome of conflicts between agents who are interdependent; conflicts 
        in which the outcome for participants depend on the aggregate of their 
        choices. We can say that game theory is about strategy, understood 
        as choices made based on assumptions of other participant’s assumptions 
        and actions.  
      Alice’s charity dilemma is comparable to video games in which someone 
        (other players) or something (the environment) adapts to counter the player’s 
        strategy whether that strategy be real or perceived. In Counter-Strike, 
        for instance, the outcome of one’s choices depend clearly on the 
        actions of the opposing players whose actions are again likely to depend 
        on their assumptions about the actions of their enemies. We shall 
        return to this issue below, but so far we can see that the player of single-player 
        games with non-adaptive environments is engaged in an activity analysed 
        by classical economics, while the player of multi-player games in which 
        the opposition can adapt are in a sense doing game theory.  
      Does it then follow that the player implied in many reflections on game 
        design corresponds to the Homo economicus of traditional economics? To 
        a high extent, that does seem to be the case. But we need to consider 
        what the entities are in fact trying to achieve; what they see as the 
        goal. In classical economics, the agent is seen as an emotionless optimizer 
        who attempts only to increase his or her own utility, typically in the 
        form of profits. This agent does not (or should not) care about how others 
        fare; being neither envious nor gloating since this is inconsequential 
        to its own profit. There are numerous problems with this view of economic 
        behaviour (see for instance Frank 1988) but we can see that it would correspond 
        to the idea that gamers merely attempt to maximize their score, even in 
        multiplayer games. Thus, such a gamer would not care about whether she 
        was beaten to the finish line in Gran Turismo 4 but would only 
        be focused on her achievement, her completion time (relative to her personal 
        record, for instance). While probably rare in its pure form, such behaviour 
        is not unthinkable. In fact, actual players of multiplayer games may often 
        place value both on defeating other player(s) and performing well 
        in more absolute terms. But for present purposes we may wish to consider 
        them distinct modes of victory and they will be referred to as “social 
        victory” and “personal victory” in the following.  
      The incentive perspective 
        Understanding players as goal-oriented entities and looking at games through 
        the lens of economics means applying an “incentive perspective”. 
        In the following, I will describe what such a perspective may entail [The 
        proposed characteristics may be said to represent a “strong” 
        incentive perspective. One may of course analyze incentives based on different 
        assumptions and topics of interest]. Firstly, the incentive perspective 
        is one way of looking at video games. It is an analytical stance and as 
        such does not claim to be more complete or correct than other perspectives. 
        It is blatantly rule-biased and so tends to ignore audiovisual and narrative 
        concerns. But it is also a formalization of core assumptions in game design 
        and one without which general discussions of the relationship between 
        game design and player behaviour become difficult.  
      Let us be precise about the assumptions involved. An incentive perspective 
        (IP) assumes that players attempt to succeed in accordance with the goals 
        presented by the game (that their preferences are determined by the game). 
        IP considers as “player” any entity with unique preferences 
        and this entity can consist of several individuals (e.g. a team). For 
        analytical purposes the game environment in single-player games may be 
        thought of as a player which tries to hinder the success of the (human) 
        player. Also for analytical purposes, IP is only concerned with in-game 
        interaction and does not take into account the actual level of play on 
        which players may interact in various ways beyond what the game itself 
        specifies. Each player applies a cause of action (or strategy) 
        and this cause of action, in relationship with the features of the game 
        environment and the actions of other players determines the outcome for 
        each player. The guiding question of IP is this: Given the options available 
        to other players, how will a given player (as described above) act given 
        the incentives structure of a game?  
      No particular method or approach is inherently appropriate to answer 
        this question. But I will suggest here that an analytical approach inspired 
        by game theory. This approach has three focus points: Conflict type, number 
        of players and player interdependence. 
      Conflict type   
        In Pong, the conflict between the two players resembles that of 
        classical two-player games like Chess, Backgammon, and Kalaha. 
        One player’s gain is the other player’s loss. In the language 
        of game theory, this conflict is “zero-sum” as the combined 
        gains and losses equal zero [In Pong, of course, the sum of the 
        final scores does not equal zero. But in the end, one player wins 
        while the other player loses.] In two-player zero-sum games, outcome maximizing 
        players will not cooperate. The game simply gives them no incentives to 
        do so and thus, issues of trust and deceit do not come up. If Alice is 
        maximizing her Pong score and believes that her opponent Bob is 
        being equally self-concerned, she should not believe any promise from 
        Bob that he will hit the ball gently on the next rebound. She needn’t 
        consider whether Bob is trustworthy; she can simply assume that he is 
        not.  
      In many games, players are placed in less antagonistic relationships. 
        In Joust, the two players are placed in a situation where the likely 
        outcome of a strategy depends highly on the strategy chosen by the other 
        player. While there are good reasons to cooperate, there is also a temptation 
        to attack the other player (Smith 2005). This is characteristic of non-zero-sum 
        games, games in which the combined score is dependent on the aggregate 
        of player choices. Pong would have been non-zero-sum if the game 
        had also somehow rewarded players for merely keeping the ball in play 
        (and would have had an issue of trust if the reward for eliminating the 
        other player exceeded the probable gain from keeping the ball in play). 
        A two-player non-zero-sum game need not have trust issues at all. Another 
        version of Joust, let us call it Harmonic Joust, 
        might not award any points for killing the other player and have the challenge 
        set up in a way in which the loss of the other player was more of an inconvenience 
        than it was an advantage (the advantage being having more potential rewards 
        for oneself). In Harmonic Joust, the players would have no incentives 
        to attack one another. Rather, the players would mostly be “incidentally” 
        sharing the same space while fighting their own personal battles against 
        the game environment. Of course, this is only true to the extent to which 
        the player applies personal victory criteria.  
      Number of players  
        The way a conflict plays out depends not only on its sum type but also 
        on the number of players involved. In game theory, a game like Moon 
        Patrol would be described as a “game against nature”. 
        Here, nature is considered a player albeit one which acts without intentionality 
        and assumptions. This is different from single-player games in which the 
        environment actually responds strategically (in the sense used above) 
        such as Far Cry. In Far Cry, the enemies have a number of 
        strategies and, from the perspective of the player at least, may be said 
        to adapt to a perceived threat. While two-player games are often relative 
        easy to model and explain, interesting things happen when more players 
        join. The crucial change from two-player games is that it may now, even 
        in zero-sum games, well be in the interest of players to form coalitions. 
       
        
        Figure 2– FourPong (SquareFuse, 2003) 
       
        FourPong (see Figure 2) is a four-player two-ball Pong clone 
        in which a player takes on three computer-controlled opponents. The rebound 
        angle of the ball is determined by the portion of the bat on which it 
        strikes, making players able to control the angle to a certain degree. 
        The computer opponents may not be sophisticated strategists and they certainly 
        are not sophisticated communicators but if the game were played by four 
        human players there would be various ways for groups of two or three players 
        to ally temporarily against one or two other players. To take another 
        example, players (or teams) in the real-time-strategy game Age of Empires 
        II may be playing a game type in which there will be only one winner. 
        Thus, no team shares any ultimate goal with any other team but in a three-team 
        game two teams may well be tempted to join forces to eliminate a common 
        threat. This is particularly likely to happen the moment one player significantly 
        pulls ahead of the opposition as losing players realize that fighting 
        internally would mean certain defeat.  
      Player interdependence 
        Games differ as to the level of interdependence between players. In 
        fact, the level of interdependence may be said to correspond to the level 
        to which a multiplayer game is strategic. Certain early arcade games represent 
        the lowest possible degree of strategicness. For instance, the game Time 
        Pilot offers the option of a two-player game, but in this mode players 
        merely take turns to play and each player’s score is displayed in 
        the upper corners of the screen (see Figure 3). Thus, one player’s 
        actions do not directly influence the possibilities of the other player; 
        indeed the two game spaces are kept entirely separate. The only in-game 
        interaction is through the displayed scores which may prompt players with 
        relative winning preferences to alter their play (say, towards more chancy 
        moves if one falls far behind). 
      
      Figure 3 – Time Pilot (Centuri, 1982)  
       
        But also multiplayer games in which the players share the same gamespace 
        may differ significantly in the degree to which players are strategically 
        interdependent. In the game Super Monkey Ball, players control 
        monkeys encaged in rolling balls and must compete in various disciplines. 
        One of these is a race in which players must try to cross the finish line 
        quickly and may collect various bonuses and weapons/upgrades on the way. 
        Now, playing against flesh-and-blood opponents may certainly matter to 
        a player in terms of the gaming experience but in the Super Monkey 
        Ball race (as in most racing games) the space for strategic choice 
        is slim. One may choose to focus on collecting weapons and on attempting 
        to push opponents over the edge of the course, but for the better part 
        of the race, one will be attempting to cross the finish line as quickly 
        as possible. The existence, and the choices, of other players within the 
        gamespace, while not insignificant, have only a limited influence on a 
        player’s likely strategy. In this sense, Super Monkey Ball 
        corresponds closely (but not entirely due to the weapons etc.) to a 100m 
        sprint in the physical world. Sprinters do influence each other to a certain 
        degree but essentially they are attempting to cross the finish line as 
        quickly as possible.  
      In Age of Empires II, the player relationship is crucially different. 
        Here, the final outcome of almost any player choice depends on the choices 
        of the other players. Although certain strategies are virtually always 
        bound to be unsuccessful (such as remaining entirely passive, building 
        no structures) the game has a large possibility space in which the consequence 
        of a given choice is dependent on the other players. To give but one example, 
        an early attack using mounted units is often a powerful strategy, but 
        not if the victim has trained the inexpensive pikemen units which counter 
        cavalry well. Thus, whereas Super Monkey Ball corresponded to 100m 
        sprint, Age of Empires II correspond to a soccer match in which 
        the outcome of strategic choices can only ever be predicted based on assumptions 
        of the strategies employed by the opposing team.  
      It should be noted here, that the level to which a game is strategic 
        does not depend on whether it belongs among what is usually called strategy 
        games. Tekken and Jetmen Revival (see Figure 4), for instance, 
        are both action games with strong strategic elements.  
        
        Figure 4– Jetmen Revival (Crew42, 2003)  
        Each player controls a small aircraft initially positioned at one side 
        of the gamespace. While seemingly a simple game, different ways of scoring 
        and the limited nature of player resources (health, fuel, and ammunition) 
        pave the way for a significant number of strategies.  
       
        However, a game can only be strategic if it is a “game of emergence” 
        in Jesper Juul’s terms (Juul 2002), that is a game in which variables 
        interact dynamically (as opposed to the game being a predetermined series 
        of event with predetermined outcomes). Figure 5 shows four game types 
        placed on a continuum from “Unstrategic” to “Highly 
        strategic”. 
         
        Figure 5 – Game types placed on continuum based on level of player 
        interdependence or “strategicness”. Singleplayer games with 
        adaptive environments are strategic to the extent that the environment 
        adapts or learns. Their place on the continuum is a question of the specifics 
        of the AI.    
       
        As mentioned above, the strategy chosen by a player is a function of the 
        game incentives, the actions of other players and assumptions about the 
        future choices of other players. In all four game types shown in the figure 
        above, certain courses of action may be inherently better than others. 
        We could imagine for instance that Moon Patrol was designed in 
        a way that it would always pay to drive and shoot as fast as possible 
        (not the case in the actual game). This would make the playing experience 
        a monotonous one. But there is a special feature of multiplayer games 
        with high player interdependence: Certain designs may render unimportant 
        assumptions about the choices of the player. For instance, Age of Empires 
        II might be designed in a way in which player A was certain that 
        player B would play in a certain way. This would be the case if the game 
        had a “dominant strategy”, a course of action which, no matter 
        what other players do, is always the most powerful (see also Rollings 
        and Morris 2004; Smith Forthcoming). Such a strategy will lead to a “strategic 
        equilibrium”, a state where players will not change their strategies 
        and (again depending on the details of the design) the game will become 
        highly predictable. Strategic equilibrium can be illustrated by turning 
        to a “spatial” model of the classical game theory situation 
        The Prisoner’s Dilemmas [The reader unfamiliar with the Prisoner’s 
        Dilemma may wish to consult Robert Axelrod’s lucid description (Axelrod 
        1984).]: 
      
         
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      Figure 6 – The Spatial Prisoner’s Dilemma 
        by Serge Helfrisch (www.xs4all.nl/~helfrich/prisoner) 
        A strategy is marked by a colour, the essential ones being blue and red. 
       
        In this simulation, thousands of cells are playing the Prisoner’s 
        Dilemma against each other continuously. Each round a cell chooses the 
        most successful of two strategies played in its immediate surroundings 
        on the previous round. The screenshots are from the advanced stages of 
        games, which differ only nominally in the size of the advantage awarded 
        to a cell playing blue against a cell playing red. Only within a very 
        small interval does the game lead to behaviour which is “unpredictable” 
        and where neither strategy dominates entirely. �Both on the left and on 
        the right we have a stable strategic equilibrium in which no player will 
        change his or her strategy. Although there are other variables at play, 
        equilibrium situations result from by far the majority of possible game 
        “rule sets” illustrating how difficult game balance can be 
        to achieve.  
      Discussion  
        The incentive perspective is a formalization of certain assumptions found 
        in game design discussions, the most important one being that players 
        wish to win. Similar assumptions lie at the core of other fields but have 
        been contested and often proven problematic when used to analyze actual 
        human behaviour. Not rarely, for instance, have “rational choice” 
        approaches in the social sciences been criticised for being deeply flawed 
        (e.g. Green and Shapiro 1994) while the classical rational agent model 
        of economics has been shown not to �correspond too well with experimental 
        results (Kagel and Roth 1995; Frank 1988). There is little doubt that 
        understanding people as utility maximizing entities only is a problematic 
        and imprecise approach. In terms of games, it is also clear that players 
        simply do not always devote all their resources to achieving the goals 
        set up by the game designers. Real players can be explorative, artistic, 
        have reasons for losing a certain game on purpose, set up their own goals 
        etc. Thus, the question is not whether the incentive perspective is capable 
        of explaining or predicting all facets of player behaviour, whether it 
        is the capital-T Truth. It cannot and it is not. Of course, for game designers 
        it may work well as a guiding approximation without being completely “true” 
        and without such an approximation constituting disregard for the various 
        “rebellious” uses that games are also put to. Indeed, an incentive 
        perspective on player behaviour may serve as a minimal theory of players, 
        without which constructing enjoyable games becomes difficult but which 
        is not capable of serving as a complete guide to game design and which 
        can easily be misleading if thought to be a description of actual play. 
       
      For game scholars interested in the social dynamics of gaming and of 
        the actual patterns in player behaviour, the general goal-orientedness 
        of players remains a hypothesis which is curiously understudied. At present, 
        we have a very limited systematic understanding of the uses to which games 
        are put by their players, and indeed of the ways in which players interact 
        while playing. In light of the often surprising results that similar questions 
        have provided in related fields (such as television studies) these issues 
        seem worthy of more rigorous attention.  
      Conclusions  
        Initially, this paper argued that the assumption that players prefer to 
        win is common in game design literature. It was noted that similar assumptions 
        lie at the heart of economics and ideas from this field were briefly applied 
        to video games to sketch the analytical implications of viewing games 
        as incentive structures.�In particular, it was noted that the relationship 
        between players in multiplayer games span a large spectrum and that games 
        vary greatly in the extent to which players are strategically interdependent; 
        that games may be placed on a continuum of strategicness.  
      Finally, the status of the “incentive perspective” was discussed 
        and it was noted that what may serve as a useful approximation to game 
        designers still remains largely unexplored territory in terms of the scholarly 
        study of player behaviour and interaction. At this point, the understanding 
        of the activity of the player (both theoretically and empirically) seems 
        underdeveloped within game studies. In particular, the relationship between 
        game design or structure and player behaviour is virtually unexplored 
        but likely to offer fertile ground for future studies interested in bridging 
        gaps between formalist analysis and behavioural approaches.    
        
      References    
        Axelrod, Robert. 1984. The Evolution of Co-operation. London: Penguin 
        Books. 
       Costikyan, Greg. 2002. I Have No Words & I Must Design: Toward a 
        Critical Vocabulary for Games. Paper read at Computer Games and Digital 
        Cultures Conference Proceedings, at Tampere.  
      Egenfeldt-Nielsen, Simon, Jonas Heide Smith, and Susana Pajares Tosca. 
        In press. Understanding Video Games. New York: Routledge.  
      Frank, Robert H. 1988. Passions Within Reason - The Strategic Role 
        of the Emotions. New York: W. W. Norton & Company.  
      Green, Donald P., and Ian Shapiro. 1994. Pathologies of rational choice 
        theory : a critique of applications in political science. New Haven: 
        Yale University Press.  
      Juul, Jesper. 2002. The Open and the Closed: Games of Emergence and Games 
        of Progression. Paper read at Computer Games and Digital Cultures Conference, 
        at Tampere.  
      ———. 2003. Half-Real - Video games between real rules 
        and fictional worlds. PhD dissertation, Department of Digital Aesthetics 
        and Communication, IT University of Copenhagen, Copenhagen.  
      Kagel, John H., and Alvin E. Roth, eds. 1995. The Handbook of Experimental 
        Economics. Princeton: Princeton University Press.  
      Rollings, Andrew, and Dave Morris. 2004. Game Architecture and Design 
        - A New Edition. Boston: New Riders.  
      Rouse, Richard. 2005. Game Design - Theory and Practice (second edition). 
        Plano: Wordware Publishing.  
      Smith, Jonas Heide. 2005. The problem of other players - in-game collaboration 
        as collective action. Paper read at DIGRA 2005 - Changing Views: Worlds 
        in Play, at Vancouver. 
       ———. Forthcoming. The games economists play - implications 
        of economic game theory for the study of computer games. Game Studies. 
           
      Video games cited 
        Age of Empires II: The Age of Kings (Ensemble Studios, Microsoft 
        Game Studios, 1999)  
      Counter-Strike (Valve Corporation, Sierra On-Line Inc., 2000) 
       
      Doom (id Software Inc., 1993)  
      Far Cry (Crytek, Ubisoft Entertainment, 2004)  
      FourPong (SquareFuse, 2003)  
      San Fransisco Rush (Atari Games, 1996)  
      Gran Turismo 4 (Polyphony Digital, SCEI, 2004)  
      Jetmen Revival (Crew42, 2003) 
      Joust (Williams, 1982)  
      Moon Patrol (Irem, 1982)  
      Pong (Atari, 1972)  
      Super Monkey Ball (Amusement Vision, SEGA Entertaintment Inc., 
        2001)  
      Tekken (Namco Limited, 1995) Time Pilot (Centuri, 1982) 
             
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