("Game Sack Theme") - Hello and welcome to Game Sack. In the last episode, I briefly talked about how
Atomic Runner on the Genesis is way better than the arcade
in pretty much every way, and I figured it'd be cool to take a look at more examples like this. And you'd think that the arcade would always have the best version, but that is definitely not the case. Anyway, let's take a look at more examples where the console version comes out ahead. (cash register ringing) (Soul Calibur music) Soul Calibur from Namco came
out in the arcades in 1998. This was the sequel to the
original game, called Soul Edge, and it changed the naming of
the series from here on out. And this game ran on the
Namco System 12 board, which is basically a
beefed-up PlayStation. Anyway, it's a really cool
3-D weapons-based fighter with ring-outs. You select one out of 10
different characters to play as. The fighting itself is
mostly self-explanatory. You just try to win two
out of three matches while running around a fairly small area with an eight-way run feature
that was unique at the time. Be careful of the edges
because if you fall off, you lose the match. The action is fast and fun, and it's always very tempting
to continue when you lose. The graphics are really good, though the characters themselves aren't much more than PlayStation quality. The music is amazing and it really complements
the fast-paced action. - [Game] Battle one, fight! (sweet music and sound effects) - [Joe] In 1999, Namco
released Soul Calibur as one of the North American launch games for the Sega Dreamcast. And it's safe to say that this one is quite a step above the arcade original. You have the same 10
characters to choose from at the beginning, and you can
unlock even more as you play. After it's all said and done, you'll have 20 different
characters to choose from. And in addition to that, the character models themselves
look significantly better with higher-resolution textures applied to the sharper
polygons and more of them. Every character was recreated from scratch for the Dreamcast version, and Namco did an extraordinary job here, especially when you consider they only had seven
months to make this game. There's also much more in the
way of light-source shading applied to the characters
during the battles. And there's now actual water outside some of the fighting platforms instead of just a boring solid color. Okay, well, it's not actual
water; it's graphics of water. You know what I mean! And the frame rate is locked
at 60 frames per second, though the arcade version ran at close to that most of the time. An opening intro was added, which uses the 3-D character
models from the game instead of the FMV seen
in the later games. And of course, the Dreamcast version added the Mission Battle, which gives you much more to
do in the single-player mode. The music is the same, and
that means it's still awesome, even if the sound quality
from the fake instruments can be a little shrill at times. The bottom line is that this one really blew away the arcade version, which itself was barely even
a year old when this came out. - [Game] Battle one, fight! (sweet music and sound effects) Out of the ring! - [Joe] Soul Calibur was also released on the Xbox 360 digitally and is playable on the Xbox
One, which I'm using here. This is basically the Dreamcast version, but it's a lot sharper and
everything's already unlocked. The polygons seem to be rendered in 4K, but of course the textures
and the bitmapped graphics are all still Dreamcast resolution. Sadly though, they didn't
bother to add a widescreen mode. Also, they removed the Mission
Battle for some reason, probably to keep the file size down. Microsoft was pretty big on low
file sizes for digital games on their store back then. So, can you tell the difference between these three versions as you watch this episode on your phone at the lowest resolution possible? (game sound effects) (awesome music and sound effects) - [Game] Out of the ring! (basic game music) - [Joe] Punch-Out!! from
Nintendo is a boxing game which was originally released in late-1983 in Japanese arcades
and 1984 everywhere else. Dave talked about this one
briefly a billion years ago, but I've never given my
opinion on these games. Anyway, this is quite an
advanced game for its time. Back then, Nintendo
really was cutting-edge. For one, the game uses two
monitors stacked vertically. This was because Nintendo had a huge amount of arcade
monitors laying around and they wanted them used. The top monitor mainly just
shows your stats of the fight, while the bottom monitor is
where the action takes place. Next, there's some good hardware
scaling of your opponents as they move back and forth in the ring. There's also a lotta voice effects that call out each and every move. - [Game] Left, body blow, body blow. Knock him out! Body blow, body blow, body blow. - [Joe] And this is the first game that popular Nintendo composer
Koji Kondo ever worked on. (game music) - [Game] Fight. Right. - [Joe] As for the game itself, well, you play as the
green wireframe dude. And you're a wireframe so that you can see the
opponent through yourself to look for the tells to his
attacks and his weaknesses. It's kind of messy-looking, but it works. I'm not really into boxing, so I don't know how closely
this games follows the rules, but there doesn't seem to
be any breaks for rounds, unless I'm just dying too quickly. It seems the first fighter to knock down the other
three times or get a KO wins. The control feels stiff
and honestly kind of slow. I've never been good at boxing games, and I'm certainly no champion at this one, but I've got to admit it's
still kinda fun to play. - [Game] Body blow. Body blow. He's down for the count! One, two, three, four, five,
six, seven, eight, nine, ten! Knockout! (audience cheering)
(game music) Great fighting! You're an up-and-coming boxer! - [Joe] Also in 1984, Nintendo released Super
Punch-Out!! to the arcades. This one introduced new opponents and supposedly you could also duck. I'm not here to talk about this one, but I thought it'd be fun
to at least briefly mention. - [Game] Left, left. Left. Left. Right. (bell ringing) - It wouldn't be until 1987 that Nintendo would port
the game home to the NES as Mike Tyson's Punch-Out!! Due to the hardware limitations, a lot of things had to be changed. Firstly, the game was
confined to a single monitor. I mean, duh. Next, your character had
to be shrunk way down, since the NES can't put a ton
of sprites onscreen at once. So, they made your character,
now known as Little Mac, live in the area towards
the bottom of the screen. Your opponents are huge
compared to yourself, which really gives you the
feeling that you're the underdog and it makes it especially triumphant when you get some good
hits in or win a match. And in my opinion, it also makes the fights
themselves a lot more exciting. You lunge so far forward
just to make contact, which makes it feel like your
button-presses really matter. The arcade version didn't
show you reaching much as you were hitting your opponents, so it was far less satisfying
and felt less eventful. You really feel when you make
contact in the NES version. Some of the opponents
have been slightly altered or omitted from the arcade version and a ton more have been added. They even added round
breaks and other instances where you get great
advice from your trainer. And after you win a title match, you're treated to a
Rocky-inspired training session with amazing parallax
scrolling for the time. Even little touches like
Mario being the referee adds a lot of personality. While Koji Kondo didn't
return to do the music, Akito Nakatsuka did an amazing job. The music here is absolutely classic. (classic game music and sound effects) And yes, I admit, I kind
of suck at this game. It's one of those that takes a lotta time to learn all of the enemies. And as I was playing for this episode, I started to relearn the opponents, and, damn, it's just so fun when you start figuring things out. I mean, you really don't
wanna stop playing! I've gotta say that this is
by far the best boxing game that I've ever played. I like it better than Super Punch-Out!! on the Super Nintendo and I like it better than Wii Punch-Out!! And obviously, I like it much better than the arcade Punch-Out!! I feel like the rest
of the world does too. Oh, and Super Punch-Out!!
on the Super Nintendo is also better than the
arcade Super Punch-Out!! I'm just sayin'. (classic game music and sound effects) (bell ringing) Okay, so that's technically
two fighting games in a row where the home version just
pounced all over the arcade. So, naturally, I'm gonna throw another fighting game your way right now and there's nothing you can do. No you do not fast-forward! (awesomely energetic techno music) (cash register ringing) (Tekken Tag Tournament music) Tekken Tag Tournament from
Namco was released in 1997, not long after Tekken 3. This one has similar fighting mechanics to the previous Tekken games, such as a button to control
each of your limbs and whatnot. But get this: It also adds a tag button. That's right, you choose two characters from the select screen at the beginning. At pretty much any time during the fight, you can call the other character in. Like the Street Fighter Vs games, using this correctly is vital. If your current character is getting their ass handed to them, as is often the case
when I play these games, calling in the other
character gives them a break. The new character has a full life bar, at least for now, and continues the fight. Meanwhile, the offscreen
character goes to Burger King or maybe Olive Garden to
replenish some of their life. But if you need them back again, they're there for you immediately. To win a round, you only need to defeat
one opponent, not both. At no point do you need
to defeat both characters. But the same is true of you, which makes it easy to
die if you're not careful. Well, easy for me to die anyway, since I kind of suck at Tekken games. I still really enjoy them though. Like Soul Calibur, this game
runs on Namco's System 12. As a result, the graphics are
par-for-the-course in that era, but they are by no means bad, just a little chunky, as you'd expect, with a bit of texture
warping and shifting. However, the frame rate is a
consistent 60 frames per second and the sound and music
is actually pretty good. Overall, it's a fun game that
I'm not tremendously good at, but I still really enjoy it. - [Game] Round two! Fight. (sufficient music and sound effects) (upbeat percussion music) - [Joe] In the year 2000,
Tekken Tag Tournament was brought home to the PlayStation 2 as a launch title in the US and Europe. And the differences
visually are outstanding. While it's obviously a very
early game for the console, it's still leaps and
bounds above the arcade in its graphical presentation. Like Soul Calibur, the character models have
been improved immensely. Not only that, but the backgrounds all got fairly hefty overhauls with a lot more detail
and better lighting. The floor still seems
to be oddly disconnected from the rest of the background
for some reason though. I think that reason is that
so you never actually run into any of the background. That way, you have infinite room to maneuver around on the floor. The music is fantastic and perhaps even a bit
better than the arcade, since it's now CD quality. (CD quality game music and sound effects) As far as the gameplay is concerned, it seems about the same to me. But then again, I'm not
a diehard Tekken freak, so take that with a pinch of salt. That doesn't mean I don't
have fun playing it though. It just means you won't see me in an esports Tekken competitions. And that's... okay. - [Game] Round one, fight. (cool music and sound effects) (upbeat dance music) - [Joe] 11 years later,
Tekken Tag Tournament came to the PlayStation 3 in
HD, courtesy of Tekken Hybrid. It's basically the PS2 version, only presented in razor-sharp 1080p, and I swear they increased the resolution of a lot of the game assets as well. Not only that, but the
game is now in widescreen, something that Namco didn't do with Soul Calibur on the Xbox 360. I guess Namco likes Tekken
more than Soul Calibur. Or maybe they decided that
since it was on physical media, it would be more worth their attention. Whatever the case, I'm
glad that they did it. Everything here is
already unlocked for you, including the
extremely-difficult-to-control Tekken Bowl game. And either this or the
PlayStation 2 version is preferable to play
compared to the arcade. - [Game] Round one, fight. (neat music and sound effects) (typical Contra music) - [Joe] Contra was released by Konami in the arcades in 1987. This two-player run-and-gun had a few different ways to play. First, there were
horizontally-scrolling segments where you run along, blasting enemies. Then, there were the third-person segments where you needed to take
down objects on the far wall to disable the barrier
that's blocking you, all while killing enemies and avoiding their fire, of course. Lastly was the
vertically-scrolling stages, though these still played like the side-scrolling
run-and-gun stages; you just moved up instead of horizontally. The game uses a vertically-oriented screen and it can feel pretty crowded. The graphics are detailed, but I've gotta admit some of
the art seems kind of ugly. Pretty much the same thing
can be said about the music. The compositions are good, but the sound quality of the FM chip that they're using is fairly poor. (mediocre-sounding
music and sound effects) (better game music) In 1988, Contra came home to the NES, ported by Konami themselves. Of course, the aspect ratio is now a normal horizontally-oriented one, and that alone makes the game much better. It doesn't feel as crowded, and also, everything seems
to move a bit faster. The graphics, of course,
have been completely redone. And as a result, I feel
that they look less awkward. Your characters are smaller, but that actually helps the gameplay, as it's a bit easier to avoid enemy fire. Everything looks better, despite having much less
color and overall less detail. And the music is about a
thousand times better on the NES. It's the same musical arrangements, but the NES sounds far
better and less abrasive than the Konami arcade hardware. (smooth music and sound effects) I can't imagine that too many people would rather play the
arcade version over this, but I'm sure that they exist. (really nice music and sound effects) (decent game music) Likewise, Super Contra was
released in the arcades in 1988. Dave covered this one in the
Arcade vs. Console II episode, so I'll be quick. - What is this place? - [Joe] This featured the same
vertically-oriented screen as the original Contra arcade game, but this one has overhead
run-and-gun stages which take advantage
of the vertical screen. This game feels like you're
dodging things 85% of the time and actually hitting
enemies with your shot maybe 15% of the time. (average music and sound effects) In 1990, Konami changed the
name of the game to Super C when they released it on the NES. Once again, it's a
horizontally-oriented game, just as you'd expect, and it plays just as well
as the original NES Contra. There's plenty of minor
stuff missing in this version compared to the arcade, but
it does add more levels, making it beefier all around. The vertically-scrolling stages don't suffer at all being
on a horizontal screen. Contra is truly a series that
belongs on home consoles. (really nice music and sound effects) Man, I don't know what Konami was thinking making those Contras
with the vertical screen. There's no reason for
it; they're just crazy. Anyway, I'm only about halfway
done with this episode, so hang on. (bright rock music) (cash register ringing) (good music) Super Hang-On from Sega showed
up in the arcades in 1987. This is a great sequel
to the original Hang-On, which was from Yu Suzuki, and
it improved upon everything, even though it was handled
by a different team. At the beginning, you get
to select your race course. After that, you select from one of four different musical tracks. I like them all, but I
think that my favorite has always been Outride a Crisis. From here, it looks similar
to the original Hang-On, with basic colored stripes on the ground, obstacles on the side of the
road, other riders to avoid, and cool-looking
backgrounds in the distance. But this game adds, are you
ready for this... hills. Your motorcycle goes up to
280 kilometers per hour, which is 173 miles per hour. It's at this point that you
can engage the afterburners, which propel you to 324
kilometers per hour, which is 201 miles per hour. And you've gotta be careful
using the afterburners because it can easily throw
you off the side of the road during a turn or make
you crash into an enemy. But if you never use them, then you'll never reach the checkpoint. And you're only racing the
clock which is counting down, not the other riders, which
are only there to annoy you. It's a really fun game that
I didn't see very often back when arcades were popular. (hella-sweet music and sound effects) Super Hang-On came home
to the Genesis in 1989. The gameplay is intact, but
there have been a few changes. The graphics are no longer
as fast as the arcade and objects are missing
the smooth scaling. However, this marks the very first time that Sega incorporated smooth
hills into a console game. If you recall, the hills in
Out Run on the Master System were extremely choppy
and very poorly done. All of the music tracks are
here and they sound good, but they use weaker instruments
than they did in the arcade. (still-awesome game music) The music is also now in mono. In fact, the only time you'll
hear stereo in this game is when you'll pass an enemy
at close range or you crash and the enemy bikes whiz by
on one side or the other. (mono game music and stereo sound effects) There's some lag in the controls, but for some reason it's
weirdly easy to get used to after just a track or two. However, even with these compromises, it's a fantastic game
that's super fun to play. But it doesn't end there. There's an original mode that's been added where you work your way
up through the ranks. You start out with the slowest
bike and the worst parts. It is unbelievably slow and it feels like you need
to hold left for five seconds before you even start to turn left! This time, you're racing a rival, even though you never
see them during the race, just random bikers instead. But it's fairly easy to win races, which nets you some
money to buy new parts. In the shop, a yellow frame indicates the part that you have, so don't buy something with
a yellow frame around it unless it needs a replacement. Otherwise, you're just wasting your money. And yes, the more you crash,
the more damaged your bike gets and you'll need to spend a lot of money replacing your parts. Your mechanic will let you
know what needs to be done. Sadly, no matter what parts
you buy for your bike, it's always gonna look the same. Eventually, after you win enough, your sponsor won't be able to handle you, so you'll get a new one who will pay you even more if you win. But that means you'll also
get a newer, faster rival and eventually a better mechanic. The races will also get a bit longer and you'll still be doing
each track many times before you move on. I know I'm making it sound kind of boring, but it actually is pretty fun. This extra mode adds a lot to the game and therefore makes it the better version, despite its other flaws. I just wish that this game
would've been released a year or two later so we could've had the higher frame rate, smoother scaling, and
perhaps faster action. (awesome music and sound effects) (game music) Super Monaco GP was a 1989
arcade game also from Sega. This F1 racer has amazing graphics with super-smooth scaling. The sound and control are not bad either. It also has some very
questionable sponsorships. Your goal is to stay ahead of the limit that the game imposes on you
after passing each checkpoint, which is easier said than done. I can't even finish the
first three-lap race. Overall, it's a fun, impressive,
though very tough game that I rarely saw in the arcade. And it's too damn hard for its own good. (game sound effects) (game music) But in 1990, Sega brought
it home to the Genesis. The first thing that you'll notice is that the graphics are
incredibly sparse and small compared to the arcade. But the gameplay, control, and the speed are all very much still intact. And this one is the better version for many of the same reasons that Super Hang-On's
home version is better. The World Championship mode simply offers so much more to do. It's very well thought out and will keep you coming back for more as you move through the seasons. Once again, you have rivals, and some of them are
incredibly tough to beat. You keep track of your progress with an easy-to-remember password. Not only that, but there are
a ton of different tracks to race on in this one. The backgrounds vary by track and they're all nicely detailed. And if the rear-view mirror wasn't enough, the stereo sound helps you hear which side the enemy is coming
from when they're behind you. (stereo sound effects) Really, you can't go wrong with the Genesis version
of Super Monaco GP. (game sound effects) Sorry about that. I know some of you may
get a little bit grumpy whenever I show a racing
game, but we're moving on. Anyway, now for the scraps. And these are the scraps
because maybe we've covered them in a little bit more detail
in previous episodes, but they should really
be mentioned in this one. So, I'm gonna cover six arcade games in the time it normally takes
me to cover two, so let's go. (cash register ringing) (game music) We did an entire episode
about the Double Dragon series many, many years ago,
but I've gotta mention Double Dragon II: The
Revenge from Technos Japan. This beat-em-up hit the arcades in 1988. The control scheme in this one
is like Renegade from 1986. You have three buttons: a
left attack, a right attack, and a jump button right in the middle. This means you don't have to be facing the enemy to hit them. You just need to press
the correct attack button. Your forward attack is a punch, while your backward attack is a kick. The stages are all
interconnected with each other like the first game. The beat-em-up action is pretty good, but, like the original arcade game, there is an excessive
amount of slowdown here, which really brings the
entire experience down. The music is really good though. (great music and adequate sound effects) (game music) In early-1990, Double Dragon
II came home to the NES, and they changed quite
a bit for the better. They kept the same control scheme, so B always attacks left
and A attacks right. Pressing both buttons
together makes you jump. But the stages have all
been completely changed to make the game far more interesting. They're now bigger and
you move around more. I like this one, where
the helicopter door opens and things get sucked
out of it as you fight. They really rethought this game,
and I'm glad that they did. They even added cut
scenes between the rounds. (awesome music and sound effects) Perhaps even better is
the PC Engine CD version of Double Dragon II, which was only released in Japan in 1993. This one's more based on the NES version, but it also keeps a few
things from the arcade, like these shovel weapons or whatever they're supposed to be. The stages are even bigger here, maybe even sometimes too big. And there's some new and
different stages here as well. The in-between-stage cut scenes
are now animated and voiced; in Japanese, of course. (speaking foreign language) The control scheme remains
the same as the NES version, and it's easy to get used to. The music is weird but enjoyable, and it's still not as good
as the arcade version. The bottom line is is that
either of these home versions are better than the arcade. (cool music and sound effects) (game music) Ninja Gaiden from Tecmo was
a clunky 1988 beat-em-up. You really didn't feel like
much of a ninja in this one. It's slow and the controls
are not done well at all. I honestly can't think
of anything good to say about Ninja Gaiden. (mediocre music and sound effects) That changed in 1989 though, when Tecmo brought Ninja
Gaiden home to the NES. It's now a side-scrolling platformer and you really do feel
like a ninja this time. The presentation here was a
really big deal at the time with all of the cool cut scenes. It's fast-paced, gives you
lots of cool sub-weapons and a challenge that will
keep you coming back for more. And I mean that literally,
because you'll die a lot. But as you learn, you get better and you start to appreciate
the game even more. Good graphics and excellent music round things out with this one. (excellent music and sound effects) (game music) Speaking of ninja games, how
about Shadow Dancer from Sega? This is a sequel to the
original Shinobi arcade game where you die with one hit. But this time, you have
a dog that you can use to restrain enemies and bark
a lot, as dogs tend to do. The action in this one felt unrefined compared to the original Shinobi arcade. It feels slower and a lot less responsive and definitely less fun. The same can be said for the graphics, which appear kind of washed-out and, dare I say, poorly drawn. Even the bonus stages weren't
as cool as the original, though they're still kind of cool. (average music and sound effects) (cool game music) But in 1990, Sega released
Shadow Dancer on the Genesis and they basically
changed the entire game. All of the stages are
completely different. You still have your dog and
he's still used in the same way. But the pace and control
here has been much improved. Yes, you still have the one-hit death. But if you have a modicum of
skill, you'll do just fine. Both the graphics and
the music are perfect, even though this is a tiny four-meg cart. And because of that,
the game is too short. But even with that flaw, it remains 10 times better
than the arcade, in my opinion, and now yours too. (awesome game music and sound effects) (okay game music) Bionic Commando from Capcom
came out in the arcade in 1987. This one was unique
because you couldn't jump. Instead, you need to use your grapple arm to attach to ledges to pull yourself up or maybe swing around
or even grab power-ups. It's a very colorful game
that's not bad at all. (farty music and sound effects) But Capcom thought it could be better, as they redid the entire game when they released it on the NES in 1988. The basic gameplay remains
the same with the grapple arm, but now there are many more missions, as well as a lot more depth. Some missions even play like
the original Organic Commando with overhead stages. You eventually gain more life
and more powerful weapons, which gives the game
more of an adventure feel compared to the arcade. It's a hard game to get into. Hell, even the arcade version kind of was. But once you do, you'll find a much more
rewarding experience on the NES. (neat-o music and sound effects) (game music) Gun-Dot-Smoke is a 1985
arcade game from Capcom. That's right, if they're
putting the dot in the title, I'm saying it. In this overhead run-and-gun, you play as a cowboy
taking down the outlaws. The controls were interesting,
as you had three buttons. The left one shoots
diagonally to the left, the right one diagonally to the right, and the middle button shoots straight up. That's all well and good, but this game will
absolutely kick your ass. It can be tough to stay alive,
even for an entire minute. I feel that the game's potential was ruined by its sheer brutality. (average music and sound effects) In 1988, Gun-Dot-Smoke
came home to the NES. Visually, it looks about as you'd expect for an NES port of the arcade
to look, and that's fine. The control scheme remains
the same as the arcade, but now you have to hold both B and A at the same time to shoot straight. And now, you need to either
find or buy wanted posters in order to make it to the boss fight. But the good news is that
the game has been rebalanced and it's not so brutal. It's not easy, but it's a lot
more fair than the arcade. They also redid the music entirely and it's so much better than
what you hear in the arcade. If you're used to this on the NES, then the arcade version
will surely disappoint you. (memorable music and sound effects) (boring game music) Holy crap, I almost forgot
about Rygar from Tecmo, which game out in the arcade in 1986. Can you believe that? In this one, you play as a
dude who slings his disc thing and you run to the right. After that, you need to run to the right. And after that, maybe run
to the right a little more. Honestly, it's not a bad game at all; there just really isn't much to it. (game music to run to the right by) But Tecmo wanted to do more with it, so in 1987, they released it on the NES. And yeah, in some stages
you run to the right and sling your little disc thingy, but you don't just go to the right. Now you can go up and all over the place. There's even some overhead
nonsense that's going on. I know that I'd rather play this version, and I have a feeling that I'm definitely not
alone in that opinion. (game music and sound effects) All right, so that's 13 games
where I feel the home version is significantly better than the arcade. Well, technically 14, since I talked about
Super Punch-Out!! briefly, but that can't be all of them. So, why don't you tell me? Are there any games that I
didn't talk about in this episode that the home version
is definitively better? Let me know. In the meantime, thank you-- I've never noticed that before. Does it always do that? ("Game Sack Credits Theme") You know, Altered Beast isn't
a bad game in the arcade. I mean, it's fair, but let's check it out and see how it compares
to the home version. (Altered Beast arcade music) (game music and sound effects) - [Game] Power up. - Okay, so Altered Beast
in the arcade, it's fair. It's not great, but surely they improved it
for the home port, right? So, let's try Altered Beast
on the Sega Master System. (Altered Beast Sega Master System music) (game music and sound effects) Ugh, it's so choppy! Oh my god, the horror! - [Game] Power up. Power up, power up. - Oh my god, did they even allocate any memory to those voice samples? Damn, so unresponsive! If only the controls didn't suck! (grimacing) Yeah, so I'm gonna have to go with the arcade version over this one.
Oh wow I had no idea Soul Caliber was made in 7 months on the Dreamcast. Sure they had a base to work on but its still an incredible game.
Slightly off-topic, but it's really sad how many modern arcade games were never converted to PC despite the internals being low-end PC hardware running Windows Embedded.