By Alec Meer on June 15th, 2009 at 11:42 pm.

So I had planned to have a Wot I Think on Prototype up this evening, but my efforts have been stymied by The Worst Boss Fight Of All Time (TM) leaving me too tired and annoyed to celebrate the good stuff about the game. Tomorrow morning, when I am fresh and cheerful again… Until then, I shall type quickly but stoutly upon smaller subjects. First up, the demo/benchmark tool for the much-delayed Streetfighter IV PC. These curious 400Mb contain no playable code, but instead a technical demonstration of how the man-slapping opus looks and runs, complete with framerates should you care about such a thing. It’s surprisingly pretty, I found – colourful yet detailed, and with a real physicality despite being a 2D wolf in 3D sheep’s clothing. Seems to run very smoothly on my machine too, but then I do currently have a PC that could eat God. /Me flexes. Anyway, it’s all yours from here. Oh – turn off Vsync, or you’ll max out at 60fps.


love this game.
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I agree, fuck the Prototype boss fights. Best tip: Get your devastators charged up, use them, then run the fuck away. Another useful thing to use is any nearby vehicles, as they are quite powerful and useful.
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@ Meer
My computer could so deck your computer
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Can’t wait for SF4 on PC, my Finkle Stick should be here any day.
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my computers ‘arder than your computer
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Frankly, I’d always felt 2D fighters had a bit more visceral “oomph” than 3D fighters, which always look just a bit floaty in comparison. This probably has to do with 2D fighters using little presentation tricks to really sell the impact of hits. Like split-second “stalling” when hits connect to really let the hit sink in.
Something SF4 happens to do, too.
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More games should have small(ish) benchmark tools for free. For example I want to know just how badly Arma 2 thrashes my not so spectacular at all pc. I honestly wouldn’t mind a benchmark and no demo at all for system heavy games like that. Just so I know for sure that the game is unplayable before I give in to the “But what if it DOES work now” voice in my head. I already have gta 4 and the new Riddick game sitten sullenly on my shelf as my machine can only manage to stutter along at the most ungodly low settings.
Its actually really really disappointing knowing that theres no point playing any graphics heavy game that comes out between here and Christmas (most games I can handle brilliantly, just not the likes of the afore mentioned ones.) I’ll hopefully have a new PC by then.
Hmmm this has turned from a quick comment on the above article into a fully fledged sulk hasn’t it? Ah well.
Lambo
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The saddest thing about Meer’s comment on Prototype is that I have played through the entire game, and there are so many bad boss fights, I don’t know which one he’s referring to.
I don’t know which one is worse, the absolute SLOG of the 20+ boss fight in Time Square, or the final battle on the carrier. The fight on the carrier is made horrid by the inclusion of the time limit, but by gosh that Times Square battle is damn near a parody of some goofy on shitty game design.
The game is otherwise excellent though. That bit where you have to chase down the beast running off with your sister while the military is chasing it, as well as you, is one of the most thrilling moments I’ve ever experienced in gaming.
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Odd that comment editing keeps disabling randomly for me.
The line in the second paragraph should read:
“I don’t know which one is worse, the absolute SLOG of the 20+ minute boss fight…”
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Despite already owning the 360 version and playing it to death, I cannot wait for it to come out on PC. I wonder what they’ll do about the DLC. I hope we won’t have to fight our way through the wonderful Games For Windows Live….
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If you wanna talk about terrible bosses, you’ve linked to the right game. SF4′s final boss is the very definition of the word “cheap”.
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“the much-delayed Streetfighter IV PC”?
As far as I’m aware, it has never been delayed. The PC version was always meant to launch later, and if I’m not mistaken, they’ve only set a release date for it once.
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Just like DMC4, this runs brilliantly on my PC.
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@Alec
I hear your pain. Prototypes boss fights are a total fucking pain…
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On the subject of Prototypes bosses, there’s been a pretty huge difference in opinions between the people I’ve talked to about them. I personally thought they were pretty good, although not great. Then again, I also didn’t die against any of them, and definitely didn’t take 20+ minutes.
Other people are not so lucky, and seem hugely frustrated by them.
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indeed on prototype boss fights. i just ragequit after about a million goes on one.
but yeah I enjoyed this sf4 benchmark. its a great idea, but surprising for this game, its not particularly heavy on the requirements. I found my average spec system got 60fps with everything as high as it goes… very pretty anyway :)
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Thing is with Prototype, its a mentality issue. The game is geared for players who just go fucking mental and tear-ass at the boss and have a go. You have to learn to use ALL of the avatars powers and use hit-n-run tactics you just get pwned.
Hard thing to do for some PC players, me included.
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“or you just get pwned” fricking edit….
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There are ways to cheat with some bosses in Prototype, you can bail and find yourself a chopper or a tank, otherwise, throwing things with the muscle power is probably the best attack, the air kick also works well for some of them but always with hit-and-run tactics
boss fights weren’t that fun for me so far, but that might be because the game tends to slow down to a crawl in my puny little box making targeting really really annoying
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the boss fight I think you’re referring to (green orbs?) is a fight that I actually liked. I’ve long had what I like to call the Food of Worms problem with boss fights (named after the King of Worms from Oblivion, most powerful necromancer in the land who can be killed in two hits by a level one alchemist), which makes supposedly near-godlike bosses into chumps that can be defeated quickly and easily after a long buildup about how amazingly powerful and terrifying they are. Prototype, for all its faults, at least stands by its hype and makes their bosses ridiculously tough.
While the green orbs were too much, nearly everything else struck me as something that would make sense for a near-godlike mutated being able to twist itself into amazingly tough and powerful forms limited seemingly only by developer imagination (the other exception being the lack of explanation for why she didn’t just rip herself out of the ground entirely). Besides, it wasn’t so hard to survive if you ducked down the side streets and consumed humans on the go.
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I… uh… which game are we talking about again?
Anyway, tried the demo, runs fine. Like the posterisation shader, it’ basically a more cell shaded look.
Oh, and whilst turning off V-sync gets you higher framerates, it also speeds up the demo, so everything’s running in fast forward. Might just be the demo (or just me, unless someone else confirms this). Realistically nobody needs above 60 FPS to begin with, even the “pro’s” make do with consoles displaying at a fixed 60. That’s just the framerate the game’s designed around.
Unless you’re at a really high level, less than 60 FPS probably wouldn’t mean much to you to begin with (assuming it’s not dipping below 30 / 40 FPS ), and anything higher is going beyond what the gameplay was balance towards originally anyway.
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max everything, 1920*1200, fps stuck at 59.79 average :)
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Has anyone gotten it to successfully work with Windows7? It keeps minimizing/crashing when I tell it to start the benchmark, its having serious issues with the nvidia display driver on my box.
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how do i make it NOT install on C: drive?
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At 1680×1050, averaged around 65fps with everything cranked up all the way. And this is the slowest Core 2 Duo they’ve ever made, 4 gigs of RAM and a relatively modest GeForce 9600GT.
I don’t get people who go to extreme measures to boost PC performance.
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1280×720 got me around 45fps. Turning off shadows and other stuff got me up to 60, but it wasn’t pretty.
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Performance on this thing is silky-smooth.
On a GTX 260 with a Core 2 Duo E6550 @ 3GHz, I’d get an average of about 80 FPS at 1680×1050 with everything maxed – including 16xQ AA and 16x AF. Beautiful.
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@ Dave
Not every game hits the vsync limit all the time at 1920×1080 16xAF 8xAA.
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1680*1050, 8400@3.6, 8800GT, 4GB, Win7 64bit, 79.89 fps.
No issues with drivers here, Y3k-Bug – using the 181.72 drivers, have had problems with later ones.
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I love how this game looks!
It’s funny that I remember a demo of SF II for my Amiga 500 which showed Ken and Ryu fighting and it wasn’t playable either.
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I’d much rather like to see a What I Think on Blueberry Garden, seeing as it’s more in line with RPS’ general thinking and every other gaming site on the planet is already covering Prototype in detail..
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I wonder if the PC purists will actually buy this one or use the fact that it isn’t ‘optimized for keyboard and mouse’ as an excuse for pirating it.
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Lovely, it produced bizarre visual crashes the first 3 times I tried it. The 4th time it crashed my computer. =__=
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No problem so far with it. I can even run it on my old AMD 64 and Geforce 6600 GT!
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Y3k-Bug:
Works perfectly fine for me. I’m on build 7127, which appears to be a lot more compatible with games. Old and new.
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60fps?? Sold. I don’t even care which game this is.
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Prototype, I think.
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Running in windowed mode the game is silky smooth at my desktop resolution’s 100Hz vsync rate. Crashes the graphics driver repeatedly in fullscreen mode though. (Vista x86 / GTX260). Pretty game.
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Got an “A” ranking, with settings pretty much maxed.
Also, to those who mentioned the “fast forward” behavior:
I’d figured it’s doing that on purpose, to see exactly how high a framerate it can run at, with the settings chosen.
Remember, that SF4 is the sort of game where every single frame of animation counts. Unlike most games that are designed to run at variable framerates, every animation in SF4 is specifically tied to an exact number of frames (perhaps this is only known among fighter enthusiasts, but there are literally people out there who count the number of frames, when playing fighting games, to time moves), so, that might be why the demo runs in “fast forward” mode.
I figure that it’s locking the animations to their original frame counts, regardless of frame rate. If it’s rendering at 120 FPS, then the motion speed would be doubled. Make sense?
Now, of course, I’m sure this is a behavior meant specifically for the benchmark. No doubt, the actual game will be locked to 60FPS, as intended.
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The worst boss fight ever? That’s a bold, bold statement, Meer.
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I did a bit of an ask-round of the people I know with Prototype, and it seems opinions on the bosses are almost 50/50 split between ‘Decent’ and ‘The worst thing ever and they made me throw my PC out the window’.
It really seems to be down to playstyle. You either approach them the right way, or you die horribly. But worst? They’re maybe a little longer than average, but otherwise fine.
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Takeshi Kitano’s smiling face at the conclusion of Takeshi no Chōsenjō, when you press A 20,000 time, AND NOTHING ELSE, is the worst boss of all time. Everything eles is just Bowsers.
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I so hope I can get this running on my arcade machine.. it only has an ati 4300 but I only need to run in 640×480 (am betting it doesn’t even give the option)
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Aren’t ridiculous final bosses a stock prerequisite for every game with a console life of some sorts? Just like savepoint systems and clunky game mechanics.
I just breezed through the PC version of Lost Planet: Extreme Conditions which I picked up for many cheaps, and regardless of how ok/fun the game was in general the console design flaws almost made me quit. Like how you have to press a button to pick up every freaking piece of ammo you encounter for a weapon you’re carrying. Like you would ever not want to pick up additional ammo when you’re a man alone fighting hordes of space aliens and evil corporate stooges. Argh.
/rant off. SFIV is a masterpiece in its genre. The music, the atmosphere, the moves…it’s like a throwback to SFII on millenium steroids.
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Really the Japanese devs at Capcom do not get enough credit both SF4 and DMC4 ran brilliant on PC’s and are far more optimized than the half-assed efforts of most western developers with roots in PC gaming.
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@ Cedge: You’re probably right about it being deliberately fixed at that framecount. I understand that it’s all down to that 60 FPS, which is why it gets locked to it. I was wondering about it though because DMC4 allowed you to go above that and simply increased the framerate. Of course, in a fighting game, frame counting’s a lot more important.
Well, for other people maybe. I can’t say it’s something that I’ve ever been able to do.
@ Black Mamba: It’s sad in a way. Capcom have been pretty much a console exclusive company for all these years, and yet their new PC releases blow every other console – PC port out of the water.
If I pick this up though, I’m going to need something better than the 360 D-pad. IIRC Capcom said they’re releasing a special version with fighting stick, so that might be the one to go for.
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“I wonder if the PC purists will actually buy this one or use the fact that it isn’t ‘optimized for keyboard and mouse’ as an excuse for pirating it.”
I wonder when people will stop assuming that every PC purist is a pirate making silly excuses or that every PC purist should have a game pad ready. Why shouldn’t we expect proper support for keyboard and mouse? Console gamers expect the same for their standard controller when a PC RTS gets ported.
It’s nice to see SFIV coming to PC but it’s still a fighting game, this version isn’t going to break the bank for Capcom, especially not with a stalled release like this.
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@SwiftRanger
Man we were doing so well ignoring the troll and then you went on and ruined it.
On the subject of SF4 It looks great and can’t wait to get that classic fighting game feeling.
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Lambo: The closest I suppose you could find to a benchmarking tool might be the System Requirements Lab site:
http://www.systemrequirementslab.com/referrer/srtest
It has Arma 1 on, so I’d expect Arma 2 to pop up on there at some point. Not ideal, but it’ll give you a rough indication of whether a certain game will run fine on your machine or not.
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SwiftRanger said what I really, really wanted to say, alse T said why I didn’t.
Well at least I know I’m in good company here. :)
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Swiftranger: It’s a game that inherently needs 3 or more buttons pressed simultaneously. This, of course, makes most keyboards shit themselves, because it’s not a device designed for gaming. If you can think up a magical solution to that problem, feel free to tell us, rather than saying that they just SHOULD find a solution.
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Dominic, you seem to have missed the comparison to console-ports of RTS games. Those don’t work well with the default input method either, people criticize them for that just the same. The point wasn’t that it should work MAGICALLY, but that if it doesn’t, there’s no reason it shouldn’t get criticized.
Also, it’s not magic: keybinds for multi-button presses. Works out pretty well.
Anyway, just a get a bloody gamepad. The same way you should just get a bloody mouse+KB for an RTS.
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So, we’re back to arguing that flight sims should be marked down if they’re not playable with just a mouse and keyboard, right? Because that’s reasonable if you can mark a fighting game down for the same thing.
Let’s at least be consistent, shall we?
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I found it easier to play I-War 2 with a keyboard, actually. Joystick doesn’t have enough buttons and directions.
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@DeliriumWartner
Agreed. Seth = TWUNT
one of the most painful last bosses i’ve had the misfortune of playing. the game is a blas until you get to him then the joypad goes through the window.
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K, sorry for stepping into that trap of responding to the troll. :)
Now, there is a difference between being playable and barely being able to change controls at all. The DMC4 and RE4 PC ports apparently did the latter thing and largely assumed we should have all played those games on PC with a game pad, no questions asked. That’s for a third person hack ‘n slash game and a third person survival shooter, not exactly impossible to tweak for the standard PC control setup. I understand there are optimal controllers for certain genres but that doesn’t mean you only have to cater to the select hardcore which actually do have those extra peripherals. Because yes, most PC gamers don’t have a steering wheel, game pad or a joystick, they just have the keyboard and mouse. If Capcom insists on bringing the console experience to PC then a SFIV PC package which includes a controller would be preferable idd.
Flight sims? Do they still exist on PC in commercial form? :) Kidding, but while fighting games and RTSs aren’t exactly the same I think flight sims are just from a different universe. Impossible to stay consistent there imo. ;)
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Runs pretty well on my work laptop at 720p (i.e. so’s I can hook it up to my telly if I ever get an hdmi adaptor) – does anyone know what (eek) DRM it’ll have, or more specifically whether or not it’d run without a CD?
Buying this, anyways.
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SPINNING-A-BIRD-A-KICK!
;–~v~–;
/o\
=D
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Y3k-Bug, are you using 2/4/8xAA? It crashes for me and a few other people when using any of those. Setting it to C8/16xAA is fine though.
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oops….
Here is my SPINNING A BIRD A KICK!!!
;–~v~–;
__ /o\ ___
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I have an Arcade@Home I can’t wait to plug in to my PS/2 port on my gaming box just to see how SF4 handles with her. My MAME box will miss her main joystick but it should be home after some good quarter circle action.
Just because I can play something on my keyboard or gamepad does not make it authentic or accurate. If you want arcade style precision and control, there’s only one way to go, and that involves two 8-way joysticks and 6 buttons per player. ;)
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I really think we should fully support Capcom for the respect they are showing us PC gamers, something rare this days.
The game is really brilliantly optimized. Just switching some options here and there, lowering the resolution and you’ll be able to play on a 5 years PC and the game will still be looking good!
I really hope this game is a f**kin’ success and shows all those dumb developers who don’t support PC, that a fighting game can exist on the PC and a game can be well optimized.
I can’t wait to play it!
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@ SwiftRanger: With DMC4 it’s actually controllable with a keyboard, definitely playable, I know, I’ve tried. You need to get used to it, but after a bit of tweaking it’s fine. It’s just that the gamepad’s a bit more intuitive.
With SF4, well I know from past experience that fighters control surprisingly well on a keyboard. One or two moves are more complicated to pull off (360 spins aren’t as easy to pull off on a keyboard, so Zangief would probably me awkward initially), but things like specials actually become a lot simpler to do in some ways. It’s all dealing with digital inputs after all, and a keyboard’s a digital device.
With RE4 though, that was just a bad port, no doubt about it. It, far more than the other games listed here, could very easily have made use of KBAM support. Heck, other games have managed it without weakening or destroying the gameplay ( Dead Space in particular ). Even RE5 is going to have mouse support. RE4 was just rushed out, and to say how bad it was, lack of mouse support wasn’t even the worst issue that port had.
With all that said, it’s still valid to say that DMC4 and SF4 are going to be best played with gamepads. I’d say the flight sim analogy is apt. Technically you can still play them with a keyboard and mouse, they certainly support them. Heck, there are loads of people that completed games like X-Wing and Freespace with a mouse (first time I saw a friend zipping around in X-wing I was amazed it was even possible). Doesn’t make it the ideal system though. The games were designed with a specific control input in mind, that’s what works best, and it’s the one the game will naturally presume as the default, making what concessions it can for other control schemes. Some things can be tweaked to work via different control schemes, but not everything can. Whilst using a keyboard for DMC4 is viable, adding in mouse support for the gameplay too is something I’d be happy to say is fundamentally impossible given the nature of the game. I’ve seen more than one review talk about how the main game should have been tweaked for “mouse support”, but nobody’s given me a viable scheme for how that could possibly work.
If you’re going to be gaming with these types of games and be able to play them to the mechanics they were designed around, then you want a gamepad (well, maybe a stick would be preferable for SF4). It’s a cheap accessory that the devs rightly presume to be the best interface with the product. After that, they do what they can for other interfaces. I think SF4, more than most, is going to be easily playable on a keyboard, but then I’ve had experience playing other fighting games of this sort on a keyboard.
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@swiftranger: DMC4 allowed for any button or key config, as far as I know.
The only real issue was having to configure the controls outside the game, which could be pretty annoying, at first.
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Seth is maddening indeed until you figure him out and then he’s quite beatable. If you keep a certain distance away from him (particularly when he’s getting back up) he will only very rarely uses his horrible array of cheap throws and then you just block until you get a chance to sweep him. He has quite a few routines where you can always safely follow up with a sweep. Its boring, like the solution to all annoying boss fights, but so long as you don’t trigger his nasty throwing behaviour then block and sweep = win.
Those crazy guys on the internets though, they are fucking ridiculous! I basically bought a ps3 for this game but would consider getting it for the PC if I there was any chance that the PC players would be any less unbeatable.
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Also, I wonder how much capcom paid R. Crumb to design all the female characters?
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“Whilst using a keyboard for DMC4 is viable, adding in mouse support for the gameplay too is something I’d be happy to say is fundamentally impossible given the nature of the game. I’ve seen more than one review talk about how the main game should have been tweaked for “mouse support”, but nobody’s given me a viable scheme for how that could possibly work.”
They could have let you bind commands to the mouse i n DMC 4, but that game is meant to be played with a gamepad as much as IL-Sturmovik is meant to be played with a Joystick.
Wired 360 pads are pretty cheap if you shop around, too.
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Ah yes, the same old rhetoric that every game released on the PC needs to be optimized for a keyboard and mouse because that is standard like the controller is for consoles. Want to know the difference though? Controller pads were made specifically for gaming, and keyboards were made for typing text.
Its backwards logic like this that gets amazing ports like DMC4 bad reviews because reviewers are too stubborn to accept something might be wrong with their precious ‘open platform’.
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I think a lot of the DMC4 reviews on PC were bad because the reviewers wouldn’t have liked the game anyway. I know a couple of people who delivered indifferent reviews, and they certainly used gamepads with their PCs, as I do.
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@ Feanor: Exactly what commands would you bind to the mouse, in a viable control scheme? The only thing I can think of is certain button presses being linked to the mouse buttons, but doing that is completely counter-intuitive and less workable than a purely keyboard based approach.
You can’t control the character himself using the mouse because of the camera perspective relative movement (changing the camera to OTS would fundamentally change the gameplay, and would be a lot less intuitive since you can’t get an overview of the whole area), and the camera is usually fixed location to give an overview of the action, so mouse control of the camera is out. And if you’re not going to use the mouse movement for either of those, then I can’t see what else it could be feasibly mapped to. And if you’re not going to use mouse movement at all and just stick with the buttons, that’s just counter-intuitive.
This is going to sound rude, but I honestly don’t mean that way, I’m genuinely curious. Feanor, have you actually played DMC4?
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“Those crazy guys on the internets though, they are fucking ridiculous! I basically bought a ps3 for this game but would consider getting it for the PC if I there was any chance that the PC players would be any less unbeatable.”
My online experience in SF4 (starting from near scratch in fighting games) has been, BY FAR, the most brutally unforgiving game experience I have ever had, with any game. I am hooked, and I love the game (150+ hours so far), but virtually every night its a trial by fire.
Capcom did a great job marketing this game, with all the “original 12!” and “great for advanced and novices!” and “more forgiving inputs!” talk. LIES! Or at least, secondary to the fact that it might be slightly easier to pull off moves in SF4 versus SF3, and it might have less super meters than Alpha 3, but it is still an incredibly complex, fast-paced, and deep game, and it is no less demanding.
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Well if I pick this game up, feel free to play me anytime, I assure you I shall be more than beatable.
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SF4 looks ace. Gen is clearly the boy.
@ Anyone: I turned off VSync (or ‘Display V-synch’ as it’s apparently known in Japan) but it won’t go over 60 faps. Is it Windows 7 being arsey, do you reckon?
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To those complaining about the difficulty, play on the free match mode. Typically, people are nicer, not to mention that it’s always nice to have a chat with someone over mic while you’re kicking their ass.
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@subedii
I played Devil May Cry 1 and 3 on the PS2 with a Dual Shock 2, and played DMC 4 on the PC with a wired 360 pad. I’ve currently up to level 14 on Son of Sparda difficulty.
I just think it would have been nice if Capcom let people bind commands to the mouse buttons if they wanted to try coming up with a control scheme that worked for them, even if it seems impossible to me and you.
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Fair enough, like I said, I didn’t mean to come off as arrogant.
I suppose I can understand in a technical sense why the option could be made available. It’s not like adding the button selections for mice would be a major undertaking. Although, I can also understand why they didn’t, unless there’s a viable control mechanism using mouse motion, adding in the mouse buttons doesn’t really do much good on its own.
BTW, I was hoping you could answer this, is DMC4 harder or easier than the earlier games? I’ve heard easier.
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Huzzah! I finally got it working, and it runs *great* but unfortunately my comp went BSOD during the 3rd fight…
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Worth saying that the SFIV arcade unit is basically a fairly low specced PC. So this is less of a port and more native.
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Just tried this out and thanks to the wonders of Soft15khz and my 4350 i get 60 fps on my arcade machine monitor! Oh yeah baby! Now this game is a definate buy. As mentined before but Streetfighter isn’t streetfighter unless its 2 8way joysticks 6 buttons and 640×480 at 15khz.
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“BTW, I was hoping you could answer this, is DMC4 harder or easier than the earlier games? I’ve heard easier.”
I played the original US version of DMC 3 and I think it was significantly harder than DMC 4.
Capcom rebalanced the difficulty for the DMC 3: Special Edition re-release as well as adding the Gold Orb infinite continue system. I highly recommend picking it up for the PS2 if you can deal with the dated graphics. The PC version is shit.
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I got the DMC3 port when I was on an AMD64/geforce 6800gt system, and it ran beautifully – especially on the PC’s higher resolution.
I know why you think it’s crap – the controls.
That was a much more common issue for console ports back then, and fixing it was a matter of downloading a joystick emulator utility.
I had to go through the whole thing again with Deadspace, fortunately there’s a much better utility available now. GlovePie, just configure your controls from the GUI tab and forget about the scripting nonsense.
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My god, just ran this tool and in windowed mode it works and runs B-E-A-UTIFULLY. Not even a hint of stuttering or slowdown.
As soon as I take it into full screen…it’s fine on the menu, but on the screen where it’s supposed to show who’s fighting, I get nothing. Have to alt+enter to windowed mode to see it. Then if I set it to fullscreen in the fight, it stutters like a bitch…
Have a 9800GT running at 1024×768 (yes, I’m old fashioned)
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