Macve Maths

In order to run these games you will need to place a very small file onto your computer.

The file is called vbrun300.dll

You need to right click your mouse over the name of the file and select "Save Target As"

You need to select My Computer / C drive (or C:)/ Windows / System and then press Save.

The games should then run properly

 

Detailed instructions for each game follow…..                  

A Quiz

Algebra Bingo

Bingo Arithmetic

Boast Or Challenge

Code

Crack The Code

Drag And Drop

Fill The Gap

Frame

How Many … In A ….

Kriss Kross Maths

Who Wants To Be A Millionairre

Which Team Wants To Be A Millionairre?

M8910 Quiz

Maze

Pelmanism

Quick Flash

A Question Of Maths

Quiz

Route

Write Your Own Quiz

Raffle

Rule

 Sequences

Simon

Six

 Special

Starter

SuDoKu

Timed Out

What Are These Numbers

X Word and X Word Statistics

WriteRep

Yes No Interlude

Connections

 

A Quiz

  • Enter team names - use TAB to move from one team name to the next - maximum 10 teams
  • Set "Difficulty Factor" from 1 (Easy) to 10 (Hard) (recommend 5)
  • Set "Thinking Time" from 1 second to 600 seconds (recommend 180)
  • Set topic to either
  1. Arithmetic,
  2. Special numbers (e.g. squares, cubes,, roots, prime numbers, triangle numbers, HCF, LCM
  3. Algebra (substitution or equations)
  • Press Start. All the answers appear, but jumbled up
  • The "Thinking Time" is just a guide. You can finish when you want.
  • Collect answers from each team. If the first team think the answer to question 1 is B, the answer to question 2 is A, the answer to question 3 is F, 4 is C, 5 is G, 6 is H, 7 is D, 8 is J, 9 is K and they don't know 10, enter BAFCGHDJKX in the first box
  • When you have entered all the team's answers, press Mark
  • The answers then rearrange themselves in the correct order and each team's score appears
  • You can carry on if you want to. Go back to step 2

 

Bingo Arithmetic

  • Print your own Bingo cards using the EXCEL link. A different set will appear every time you load EXCEL.
  • Select "Type Of Question." "Random" generates a mixture of add, subtract, multiply, divide. "None" may be the favourite because you don't have to do any working out!
  • Select "When." (Recommend 9). This determines how frequently the numbers are chosen.
  • Select "Wait" (Recommend 10). This determines how long you have to check your bingo card after a number appears.
  • Select "Speed" (Recommend 1). This determines how quickly the numbers are chosen.
  • Select "Difficulty." This is not available if your "Type of Question" is "None"
  • Press Start
  • When a winning card is claimed, press Pause. The game will stop before the next number is chosen although it may not stop immediately.
  • If your "Type Of Question" is NOT "None" you can press Show and the Questions are replaced by Answers which will allow all the cards to be checked.
  • When ready press Hide and Play

 

Boast Or Challenge

  • Enter team names - use TAB to move from one team name to the next - maximum 8 teams
  • Press Teams
  • Team 1 can now choose a subject. Click on either Number, Algebra, Shape or Data
  • Press Question to reveal a question on the chosen topic
  • Team 1 now selects A, B, C or D by clicking on the letter
  • If Team 1 are confident of their answer they may "Boast" by clicking on the word Boast. They don't have to do this.
  • Any other team who thinks that Team 1 has got it wrong may "Challenge" by clicking on the word Challenge. Any number of teams can do this.
  • When all teams are ready, click on Check.
  • The scoring is as follows:
  1. Correct answer = 1
  2. Correct Boast = 2 extra points
  3. Incorrect Boast = 2 to every other team
  4. Correct challenge = 2
  5. Incorrect challenge = 2 to the challenged team
  • For example, if a team gets the correct answer and boasts about it and is challenged by 3 teams they score 1 for a correct answer, 2 for a correct boast and 6 by incorrectly challenged by 3 teams, making a total of 9
  • If the answer was correct, that topic is not available to the next team (unless all four topics have been used up)
  • If the answer was wrong, that topic is available to the next team although it will (probably) be a different question.
  • It is now the turn of the next team.
  • Repeat for as many turns as you wish

 

 Drag and Drop

  • Press Start
  • Questions and answers appear but not in the correct order.
  • When ready, drag the answers to a box
  • If it is the correct box, the answer will stay in the box.
  • If it is not the correct box, the answer will revert back to the answer column
  • If the questions or answers do not fit in the boxes you can reduce the Font size
  • You can also place the questions on the Right or in the Centre
  • You may design your own questions in a WORD document.
  1. Three sample files are included. This program may have uses in the teaching of Languages or English as shown in sample files 2 and 3.
  2. If you write your own questions, you must include 15 questions and answers separated on different lines.
  3. You need to Select All, Copy and return to the program where you press Paste instead of Start.
  4. The program asks if you would like the questions jumbled up. (The answers will be jumbled up automatically). This means you don't have to have the questions in the order that they appear in the WORD document.

 

Fill The Gap

  • Select Difficulty (Mild, Difficult, Hard, Fiendish or Impossible)
  • Select the number of questions (between 2 and 12)
  • Select Delay. This determines how quickly the answers appear at the end. (Recommend 5)
  • Press Start
  • The idea is to fill in the gaps so that the Arithmetical operations are correct.
  • This is not an interactive application. Work out the answers on paper.
  • When ready, press Answers to see one correct solution. Other solutions may be possible.

 

How Many ... In A ......

  • Press Start.
  • 10 questions appear. Each missing word initially shows the first letter.
  • To give more clues, increase the number of clues shown.
  • This is not an interactive application. Work out the answers on paper.
  • When ready, press Answers

 

Kriss Kross Maths

  • Select the number of teams (between 2 and 9). There is no facility for Team Names.
  • Press Start.
  • The numbers that appear refer to National Curriculum levels. So a "3" question is easier than an "8" question.
  • Team 1 clicks on the yellow square that they have chosen.
  • Click on the yellow box to select an answer (A, B, C or D)
  • If correct the number "1" appears in the box. The "1" refers to their team number. If Team 2 get a question correct, a "2" will appear.
  • If wrong, the square is not filled.
  • Once the team has selected their answer, the levels of each box change. A box may have had a level 5 question but now has a level 10 question!
  • It is now the turn of the next team.
  • Decide in advance what constitutes victory...3 in a line, 4 in a line,... etc. Teams may be attacking (try for victory) or defensive (stop other teams winning). The program will not indicate victory automatically.

 

Who Wants To Be A Maths Millionaire

  • Select a level
  • Press Start
  • Choose an answer
  • Press Final Answer
  • Try to become a millionairre
  • If successful, a code word will appear:
  1. level 3=JUMBLE
  2. level 4=CARPET
  3. level 5=SISTER
  4. level 6=MERMAID
  5. level 7=FEARLESS
  6. level 8=SPIDER
  7. level9=PARIS
  8. level 10=HARMONY
  • You can walk away at any time
  • You can go 50/50, Ask a Teacher or Phone A Friend. Teachers know more than Friends but are not always correct!

 

Which Team Wants To be A Millionaire

 

  • Enter team names - use TAB to move from one team name to the next - maximum 10 teams
  • Choose a level
  • Select "Thinking Time"
  • Press Start
  • The "Thinking Time" is only a guide. Nothing happens when it counts down to 0
  • Each team enters their answer by either using the keyboard or pressing the letter in the yellow square
  • Press Check to mark the answers
  • Press Next for the next question
  • After 15 questions the winning team is shown.

 

Maze

  • You are stuck in a large house consisting of 63 rooms in 9 rows of 7 rooms on a grid.
  • A map shows where you are and where the exit is.
  • The aim is to leave the house via the exit.
  • There is only one exit shown on the map just above the middle on the Eastern wall.
  • When you successfully leave the house a code word is shown (IRIS)
  • Each room has a name (the name of a female mathematician)
  • Each room has either 1, 2, 3 or 4 doors to the rooms next to it.
  • Some doors require keys to open them.
  • The keys have been left lying around in other rooms.
  • Correctly answer an arithmetic question to be given a key. Click on the red key number to see the question. Type in your answer and Press Answer
  • If you get an answer wrong, you cannot have another try at getting that key.
  • It is highly recommended that you draw a map as you work your way around the maze.

 

Pelmanism

  • Select "Topic"
  • Select "Level Of Difficulty"
  • Press Assign
  • 12 Questions and 12 Answers are shown
  • Press Cover. This changes the position of each question and answer. They will now remain fixed in the new positions
  • Press two squares. If they match, they will turn yellow. If they do not match they will be recovered (and stay in the same position)
  • Keep going until all 12 questions and answers have been found
  • Press Reset at any time to start again
  • You can enter your own questions and answers
  1. You can use DIY (Do It Yourself) by selecting either "File" or "Enter"
  2. "Enter" allows you to directly enter the questions and answers but you will not have a permanent record of these. It is recommended that you use a WORD file
  3. A "Sample File" is given. Notice that each question and answer must be surrounded by square brackets [ ]
  4. Select All and Copy in WORD and return to the program
  5. Press DIY (file) and then Paste

Crack The Code

  • Try the program out first by pressing Start
  • A series of numbers will appear which represent a well known phrase. The code is very simple, a=1, b=2, c=3 etc up to z=26
  • You can change the code by changing the addition factor. e.g. if you make the addition factor equal to 10 then a=11, b=12, c=13 up to z =36
  • You can also change the multiplication factor. e.g. if the addition factor = 0 and the multiplication factor = 3 then a=3, b=6, c=9 etc up to z=78
  • You can also combine the addition and multiplication factors
  • It is easier to crack the code if you know the addition and/or multiplication factors so you can choose to hide them
  • You can choose to display the answer whenever you want
  • All the numbers used in the code are shown on the top right hand corner of the screen. Clicking over a number will show what letter it represents. It is a useful clue to click on one number.

 

Quick Flash

  • Although this game looks like Pelmanism, it has a fundamental difference: THERE IS ONLY ONE CORRECT PAIR
  • Press Start
  • Select "Level Of Difficulty." This determines how much time you have to look.
  • A "Quick Flash" of 12 questions and answers is shown. Only one question and answer match up.
  • Every time you press "Start" the 12 questions and answers are shown but the time taken to view them is longer.
  • At any time you can interrupt the display and press two squares to see if you have got them right.
  • Lose points for wrong guesses. Gain points for correct guesses. The sooner you match the pair, the more points you get.

 

A Question Of Maths

  • Choose your topic (Arithmetic or Fractions, Decimals & Percentages (FDP)
  • Choose your level of difficulty
  • Press Start
  • Select a square. Behind each number is a question. These questions do not change position during one game.
  • Enter your answer using the keypad on the screen and press Answer.
  • You may enter your own questions and answers by using a WORD document to write 15 questions and answers separated by square brackets [ ]. Select All, Copy and return to the program. Press DIY.

Quiz

  • Select type of question. There are 23 questions ("Original") written by a Maths teacher which inspired a Year 7 class ("7S") to write another 29 questions. You may select a sample of all 52 questions ("All")
  • Select how many questions you want to appear.
  • Select "Time." This is how many seconds you get for each question. If you choose 10 questions with 30 seconds for each, the whole quiz will take 5 minutes.
  • Select "Level of Difficulty"
  • Press Start.
  • You now have no further control of the timings. Questions will automatically disappear after the specified time.
  • When the last question has disappeared, you need to press Answers for the answers to appear.

 

Write Your Own Quiz

  • As an alternative to "Quiz" you can write your own quiz with 10 questions.
  • Write 10 questions in a WORD document. Separate questions and answers with square brackets [ ]. See the sample file for an example
  • Select all and Copy
  • Run the program and press Paste
  • Select the number of questions (it would normally be 10 but it doesn't have to be)
  • Select "Time." This is how many seconds you get for each question. If you choose 10 questions with 30 seconds for each, the whole quiz will take 5 minutes.
  • Press Start
  • You now have no further control of the timings. Questions will automatically disappear after the specified time.
  • When the last question has disappeared, you need to press Answers for the answers to appear.

 

Rule

  • Enter team names - use TAB to move from one team name to the next - maximum 10 teams
  • Press "Teams"
  • Select "Level Of Difficulty" (1=Easy.....10=Hard)
  • Press Start
  • Eight "x" numbers appear along the top and the first three corresponding "y" numbers appear underneath
  • The first team has to guess the first missing y number. Enter the number and press "Mark"
  • If the answer is correct, score 1 point
  • If the answer is wrong, the next team has a guess.
  • Steps 7 and 8 are repeated. If every team has a guess at an answer and they all get it wrong, nobody scores a point and the correct answer appears.
  • It is a good idea to change the level of difficulty with subsequent games. the format of the levels is shown here (m,c are random numbers). (In particular, don't keep playing at level 7)
  1. level 1: y = x + c
  2. levels 2 and 3: y = mx + c
  3. level 4: y is the greatest integer less than the square root of x
  4. level 5: y is the remainder when x is divided by m
  5. level 6: y is the sum of the digits of mx
  6. level 7: y is the next prime number after x
  7. level 8: y is the integer part of m/x
  8. level 9: y = c - mx
  9. level 10: y is the sum of the squares of the digits of x

 

 Sequences

  • Select "Game Time" (minimum = 60 seconds, maximum = 180 seconds)
  • Press Start
  • A sequence of three numbers appears at the top of the screen. The equation describing the sequence also appears.
  • Select the next numbers in the sequence.
  • When one sequence is completed, press Next to see the next sequence.
  • Every correct answer scores points, every wrong answer loses points.
  • The difficulty comes from three areas
  1. the equations become more complex
  2. there is a time limit
  3. the possible answers to choose from change position every time.
  • Aim to get the highest score!

 

Simon

  • This game is designed to be played without a calculator and, especially, without a piece of paper. It is a memory game.
  • Choose "Time". This is how long you have to memorise each question
  • Press Start
  • A question appears. Click the correct number pad to enter your answer. The only answers possible are between 1 and 29. You enter 29 by clicking the 29 button (NOT the 2 button followed by the 9 button).
  • If you get the correct answer the same question appears followed by one more. This time you have to enter two answers, in order.
  • Every time you get a correct answer, the same questions appear with one more added to the end.
  • If you get an answer wrong, you start again with a different set of questions.
  • What is the most you can get without a calculator or a piece of paper.

Six

  • Press Start and three questions appear
  • For each question there is a connection between the numbers in every row
  • There are 10 types of rule, for example, one rule is that the first four numbers add up to the number formed by the fifth and sixth number (e.g. 1 5 8 3 1 7 because 1+5+8+3 = 17)
  • To find out the rule, select YES for SHOW TYPE
  • To find out the answers, select YES for SHOW ANSWER
  • To see if you are correct, use the keypad

 

Special

  • This game allows you to set some conditions and find all numbers that satisfy the conditions
  • For example, you can choose to see all the multiples of 12 by moving the first multiple slider to 12 and then press Find
  • At the top of the screen you can see that there are 12 possible numbers. This is because you are searching for all multiples of 12 between 1 and 100. You can change the range of numbers by either
    • moving the MAXIMUM and/or MINIMUM slider bars or
    • changing the SIZE slider bar in the middle on the right hand side of the screen
  • You can also check for prime numbers, square numbers, triangle numbers or pyramid numbers
  • Pyramid Numbers are 1, 5, 14, 30, 55, 91
  • At the top of the screen the number of possible numbers is shown
  • After you have pressed FIND you can either SHOW the results or CHANGE the criteria
  • You can take a challenge by pressing the challenge button. There are 50 different challenges - each challenge only has one answer. You can guess the answer by using the keyboard at the bottom of the screen and pressing SHOW. A score is kept at the top of the screen.
  • You can RESET at any time

 

Route

·         Select any combination of +, -, x and /

·         Press Start

·         Try to work out the phrase. The first letter of the phrase is in the top left hand box. To find subsequent letters, work out the answer to the question and look for the answer in another box. This box contains the next letter of the phrase.

·         Press solutions to see the phrase appear one letter at a time

 

 Starter

  • Select level of "Difficulty" (between 1 and 10)
  • Select "Time". This is intended to be a guide only. The questions continue to be displayed after the counter reaches 0.
  • Press Start. 10 Questions appear.
  • When you are ready, press Answers.

 

SuDoKu

  • Choose "Difficulty"
  • Press Start
  • A SuDoKu puzzle appears.
  • To enter a number, click on the square first and then press the number pad.
  • If your guess is wrong, nothing happens. If it is correct the square is filled in.
  • If stuck, press "Show One More" and one blank square will be fiilled.

 

Yes No Interlude

  • Enter team names - use TAB to move from one team name to the next - maximum 10 teams
  • Set "Difficulty"
  • Set "Thinking Time" from 1 second to 60 seconds (recommend 10). This is the time delay between each question.
  • Press Start. 10 questions appear. Some of them are correct and some are false.
  • Once all ten questions have been displayed, press Answers
  • Use the Yes/No keypad to enter the answers for Team 1. If they think all questions are True apart from number 3, you would enter YYNYYYYYYY.
  • Enter the answers for every team.
  • Press Mark and the score for each team appears.
  • Go to step 2 as often as you like.

 

Code

  • Press Start
  • 26 questions appear. Each question has a unique answer between 1 and 26. The questions are labelled with letters so each number has a 0ne-to-one correspondence with a letter of the alphabet.
  • At the bottom of the code is a series of numbers. Each number can be translated into a letter by answering the questions at the top.
  • Pressing the button named "Clues" will change the numbers of the code phrase into letters. This can be speeded up by moving the slider: 1=quick, 10=slow. Pressing the button again will turn this process off.
  • Pressing the button marked answers will work out the answers to the questions. Again this can be done quickly or slowly. Pressing the button again will turn the process off.
  • The numbers 1-26 appear in the middle right hand part of the screen. Clicking on a number will reveal the question (and letter) with this answer.
  • Clicking over a letter will reveal the answer.
  • Clicking on the button marked Solution will reveal the solution (and Hide will hide it)

 X Word

  • type in any word of less than 11 letters in the box at the top right hand part of the screen
  • press start
  • a series of horizontal words appear with every letter hidden by a square. Click on any individual square to reveal the hidden letter. Each word is a Statistical word.
  • The aim of the game is to guess the vertical word hidden by red squares.
  • Clicking on Answer will reveal the vertical word
  • You can also choose to show the second letter of each word ….
  • …and/or all the letters apart from the first one

 

X Word Statistics

  • type in any word of less than 15 letters in the box at the top right hand part of the screen
  • press start
  • a series of horizontal words appear with every letter hidden by a square. Click on any individual square to reveal the hidden letter. Each word is a Statistical word.
  • Click Autoshow On to automate the process of random letters appearing. The speed of this process can be fast (1) up to slow (60)
  • The aim of the game is to guess the vertical word hidden by red squares.
  • Clicking on Answer will reveal the vertical word

 

M8910 Quiz

  • This quiz covers most of the topics for the M8, M9 and M10 module of the old OCR GCSE Graduated Assessment. Broadly speaking M10 are grade A* questions, M9 are grade A questions and M8 are grade B questions.
  • Choose 1,2,3,4 or 5 topics
  • Press Start and some questions appear
  • 10 numbers appear. Amongst them will be the correct answers to the questions.
  • Each contestant types in two initials and then the correct sequence of letters corresponding to the answers.
  • e.g. The contestants initials are MS and there are three questions. The contestant thinks the answers are shown by letters A, E and D, they should press MSAED using the letter pad on the right.
  • "Correct" or "Wrong" appears. If wrong, another person can have a try.
  • Press Answers to show the answers!

 Algebra Bingo

  • Each player needs a Bingo card with numbers between 1 and 18. I suggest 9 numbers are on each card.
  • Choose Equations, Substitution or Percentages
  • Each category has 10 types of question – shown on the bottom right of the screen
  • Click Question to display a question. Players need to work out the answer and cross it off their bingo card where applicable
  • Questions can appear manually (by clicking Question) or Automatically by clicking Auto. The timer shows the frequency of the questions.
  • When a player has all nine numbers on their card, press Show Answers to check if they are correct.

 

Frame                         

  • A 4 x 3 grid will appear. The aim is to complete both rows of four numbers and both columns of three numbers so that the totals are equal. You are not allowed to repeat any numbers.
  • There are 16 different puzzles to solve. These are identified by the game number in the “Actions” box
  • Games 1 and 2 are the same with a few numbers transposed
  • Games 3 and 4 are also the same but with a few numbers transposed
  • Etc with games 5 and 6, 7 and 8 etc
  • The numbers that you are allowed to use are shown on the right hand side. E.g. for game 1 you are only allowed numbers 0,1,2,3,4,5,6,7,8 and 9
  • You can click on squares to hide numbers or show more numbers before presenting to a class
  • I recommend that 4 numbers are missing, preferably one from each row and one from each column
  • I nicked this puzzle from “The Number Detective” by Jon Millington a Tarquin book 1-899618-33-3 which is full of excellent puzzles. Game 1 is directly taken from the book.
  • In order to find as many solutions as possible, I investigated every possible combination of numbers using the box on the right. I could only find 8 basic solutions; these are (in order from top left to bottom right) 5-0-9-1-7-8-3-2-4-6, 0-3-5-8-7-6-9-1-4-2, 1-4-5-9-10-7-8-2-6-3, 2-5-7-8-11-10-9-3-6-4, 4-5-8-9-12-11-10-3-7-6, 6-5-9-10-13-12-11-4-7-8, 7-5-10-8-12-13-11-4-6-9 and 8-7-9-10-14-13-12-5-6-11. The numbers used are, in order 0-9, 0-9, 1-10, 2-11, 3-12, 4-13, 4-13, 5-14. The row and column totals are, in order, 15,16,19,22,26,30,30,34. If you know of any more solutions, please let me know at mmacve@mistral.co.uk I don’t suggest you use the bottom right hand part of the program except to explore solutions – this is not an activity that should be used with a class unless you have a class full of students who love staring gormlessly at numbers changing. The “Min” slide bar is used to determine the minimum number in the frame, so for the first solution, the minimum number is 0. However, this process only gets you one solution so Game 1 cannot be found (but Game 2 can be and it only takes a minute or so on my ridiculously slow laptop).

Raffle

Timed Out

  • This is a team game. Up to 10 teams can take part. They are called teams 0,1,2,3,4,5,6,7,8 and 9
  • Select the topics from the “Settings” box in the middle. You can select as many as you wish.
  • Choose a level of difficulty (1=easy, 4=hard)
  • Choose the time allowed to answer each question
  • Press Start (you can’t now change the settings that you chose)
  • Someone from Team 0 presses Team, then presses 0 and then presses =
  • The team number appears in the bottom left hand part of the screen
  • The player now selects any of the boxes in the “Questions” box. These are labelled like co-ordinates only to make it easy for players to refer to
  • A question appears at the bottom of the screen. The player needs to work out the answer and enter it using the keyboard on the right of the screen. They must press = when they have finished working out the answer.
  • If they run out of time it’s bad luck. They won’t be able to use the keyboard.
  • If they get it right, their team number will appear in the box.
  • Now it’s the turn of the next team.
  • It’s worth every player in the room paying attention because if a player gets a question wrong, the same question will appear in the same box until someone gets it right.
  • You will need to invent a winning rule. I recommend any three in adjacent boxes is the winning team.

What Are These Numbers?

  • Select level of difficulty
  • Select a topic from multiples, factors, prime numbers, triangle numbers and square numbers
  • Click in all five boxes in row 1 and five numbers will appear. At the bottom you can see what these numbers are e.g. if 42, 66, 30, 6 and 12 appear, it may say “Multiples of 6”
  • You can choose a different topic for each line or have any combination you wish
  • If you don’t like the numbers that appear, click over the yellow number at the left and this will clear the numbers and allow you to choose again
  • Click “Hide Numbers” before displaying the questions to the class
  • For factors, the answer is the smallest possible value – e.g. 1,2,5,10 and 20 are all factors of 20 but are also factors of 40, 60 etc. The answer will be the smallest possible value
  • For multiples, the answer is the biggest possible value – e.g. 81,90,54,27 and 45 are all multiples of 9 but are also multiples of 3 or 1. The answer will be the biggest possible value.

Connections

  • Choose a topic
  • Choose a level of difficulty (I recommend 1)
  • Press Start
  • There will now be 16 questions or expressions which fall into four sets. In each set there are four identical answers or expressions
  • Click on any four identical expressions in any order.
  • If you have the correct answer, the questions will freeze in a colour. If you are wrong, they will revert to black.
  • If you wish to use your own questions, look at the sample file. You need 16 expressions surrounded by [ ] The first four must be identical, the next four must be identical and so on. Copy these from your WORD document. Run the program and press DIY. Now press Start.

 

WriteRep

  •  Enter the forename of the student in the Name box
  • Choose a gender.
  • Select the best descriptor for Effort, Homework, Presentation, Organisation and Understanding
  • Choose as many targets as you wish
  • Click Write
  • Click Copy
  • You can now paste onto a report
  • Click Clear to write another report
  • These reports aren’t great but if you’re in a desperate hurry, they should be acceptable.

 

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