Archive for the ‘fun’ tag
An In-Depth Preview of the Upcoming TouchArcade App
The very first post on TouchArcade was over four years ago now, which, for those of you playing along at home, was before the iOS App Store even launched. (Heck, back then it wasn’t even iOS yet, and wouldn’t even be iOS for another two years.) We’ve been hard at work on our own app with the help of and for what seems like forever, and with it being unleashed to the world next week, I figured now was a great time to lay out the features and functionality of the app.
First off, the main screen (seen below and to the left) is what you see when you launch the app. It has a featured story, which usually will be whatever our last review was, or any other story that deserves some kind of special attention. To the right of that is the “Hot Games” list, which is a killer feature of the app. What you’re looking at here is a realtime display of the games that have generated the most interest in our community.
There’s a whole bunch of behind the scenes wizardry taking place to compute this list, utilizing tons of different data points to create a surprisingly accurate display of what the hottest games at the time are. The cool thing about this is that the list is constantly being updated. If you want to know what the most popular games amongst our community are at this exact moment, look no further than the hot games list.
The other views of the app share a similar look, and you’re able to really drill down on reviews for all the games we’ve looked at via a set of drop downs. So, for instance, if you wanted to see reviews of free action games posted in the last month. Totally doable. The “News & Reviews” function gives you a quick glance at all the content on the site. Oh, and if you decide to, you can even get push alerts when we post a new story.
Our forums are (obviously) huge for our community, so we’ve included forum integration in the app. Each thread display also features all the information you’d need about a game at a glance, with ratings from both the actual App Store as well as amongst our own users. You can even assign your own ratings just like you can on your browser. See the little slider with the binoculars? Things with the app get even better.
The watch list, much like the wish list in the AppShopper App [ Free ] is my favorite feature. By flipping the toggle switch seen above, you can add any game, regardless of whether or not it’s released. From there, you can see any stories that have been posted about that specific game. Also, if the push alerts for everything we post is a little too much for you, you can set the app to only send you alerts when articles that pertain directly to your watch list are posted.
So, if we post a preview for a game that interests you, all you’ve got to do is add it to your watch list, and you’ll get alerts for when it’s released, when we post a review, and potentially even if it ever gets updates or a price drop and we cover it.
The app also has tons of information about all the games on the App Store. Once you get into the actual details page of any game (which is accessible by numerous methods within the app) you’ll see our own review scores as well as the rating from out community, and you’ll be able to jump into any forum thread that pertains to the game. Also, obviously, any associated trailers or screenshots are there along with the iTunes text and anything we’ve posted about the game.
We’ve put a ton of work into the TouchArcade app, and we’re all really proud of what we’re about to release. There’s a number of other little features and settings that you’ll discover as you’re using it, but this is the core functionality of the app. We’ve been using it for months now to discover games to cover on the site, and we’re confident that it’ll become your go to app to find the latest and greatest games the App Store has to offer.
If everything goes as planned, it will be available for free, globally, next week.
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‘Max Payne Mobile’ Review – Beautiful Bullet Time, Aged Like a Fine Wine
Do you remember the Bullet Time Wars of the early ’00s? Every game had to have it, and not one of them got it right. We lost a lot of good games during that time; lost to the unnecessary addition of a .
But then Max Payne [ $2.99 ] was released, and overnight the war ended. There was no disputing that, finally, a game had gotten bullet time right. That day was almost 11 years ago, and since then the world has changed. Games still implement bullet time, most of them successfully, but they all owe it to Max Payne.
For those of you who somehow missed out on it the first go around, Max Payne is revenge story wrapped in a noir coat that is so thick that the game occasionally comments on how warm it is. It serves as almost a noir for dummies book. Can’t sit through ? Max Payne will teach you all there is to know about noir.

But, for as silly as the writing occasionally is, it is still a good story. You will run into some truly gut-wrenching moments before you hit the 5 minute mark. But I wouldn’t dare spoil an 11 year old game, so I’ll stop right there. If you want to know more… Well, I assume you know what to do.
There is little sense in reviewing an 11 year old game that won nearly every award it could when it was first released. It’s well established that Max Payne is a fantastic game, but it is also ELEVEN years old. That means it comes with all the baggage that an 11 year old game has earned. So, rather than focusing on Max Payne the game, lets talk about Max Payne the iOS port instead.
This is the absolute best this game has ever looked. On the new iPad, the game sees resolutions and clarity that were pipe dreams when it first came out. Granted, the textures are low resolution, but they still look pretty good rendered on the iPad’s Retina Display. The between level “comic book” sequences are not Retina resolution, but it’s not a great mystery as to why.

I doubt anyone at Remedy envisioned people wanting to play the game at ridiculous resolutions, so it’s likely that they never created super high-resolution assets for anything. But, thanks to how well everything upscales, they still look pretty good. While it didn’t age as well as Grand Theft Auto 3 [ $4.99 ] did visually, it is still a great looking game. Bonus points if you can make it through the whole game without giggling at Max’s facial texture.
Controls are about what you would expect from virtual joysticks. Max feels a bit floaty when he moves, and looking around can be a pain, but the game is still very playable, thanks in part to a pretty competent auto aiming system. I know a lot of folks scoff at the idea of auto-aim, but it really does make the experience more cinematic and fun. When I turned off auto-aim, the results were decidedly less than fun (and often borderline frustrating), but your mileage may vary.
The real problem with the default virtual control layout is that the hit zones for buttons are too close to each other. Because you are aiming at a nondescript part of the screen, rather than a button, you will often find yourself jumping when you want to enter bullet time. A minor problem once or twice, but growing in annoyance significantly over the course of an 8 hour game. Like GTA3, you can move the buttons around on screen in the options, but you never really shake the feeling that this is a game made for a controller (or keyboard and mouse).
(Original E3 2011 trailer for PC version.)
Playing Max Payne to completion takes anywhere from 7 to 10 hours. If you intend to make that journey, please be sure to manage your own save files. Yes, Max Payne offers an auto-save, but I found it to be unreliable at best, and downright abusive at it’s worst. Unfortunately, games ported from PCs seem to bring more quirks than if they were ported from a console. Max Payne is from a time where we didn’t trust the game to save for us, so we took that responsibility upon ourselves. Max Payne for iOS has ported that feature spectacularly, so make sure you adjust your habits accordingly.
I’ll be the first to admit that I was super stoked about Max Payne coming to iOS. It was a game I loved on the PC 11 years ago, and I wanted to see how rose the colored glasses were. The answer is, surprisingly, not that rose. While it looks old, and has virtual joysticks, Max Payne is every bit the great game it was 11 years ago. I wish Rockstar had put more love into the port, but for costing me 1/25th of the original game, I’ll cut them some budgetary slack.
Now if I could just get rid of these war flashbacks, I’d be in business.
TouchArcade Rating: 
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‘Mass Effect: Infiltrator’ Gets A Few Tweaks, New Mission
The latest update to Mass Effect: Infiltrator [$4.99] isn’t enough to make the most soured Mass Effect fans out there happy with Iron Monkey’s vision, but it has added a shred of new content and a couple of much-needed tweaks to the core game.
The most attractive feature of version 1.0.3 is the addition of manual aiming. From the options menu, users can now disable Infiltrator’s funky “tap-to-aim” mechanic and choose what to kill and when manually. The automatic aiming mechanic, which has been “improved” in this update, too, felt broken at launch, and made tough fights way tougher.
This update also works in more in-game rewards and has incorporated facial scarring for Ezno. Make too many Renegade choices and the world will know, as he’ll slowly morph into a space version of Freddy Krueger. New iPad performance tweaks have been added, too.
Interestingly, this update also works in a bonus mission that has users playing as a Turian attempting to escape a Cerberus medical bay. Aside from the mechanical issues, our biggest problem with Infiltrator is that it’s just a shooter. Mass Effect is about character, emotion, and story, and Infiltrator never latched onto these aspects in any meaningful way. Missions like this are a step in the right direction.
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‘Tetris’-Loving iPad Owners Just Got EA’d Hard
Eerily similar to , iPad-owning Tetris fans got EA’d today. iPhone Tetris fans will know this song and dance all too well, as EA pulled it on them late last year. In a nutshell, the that you may know, love, and already own now ceases to exist. EA pulled it off the App Store to make room for the “new and improved” .
What’s new with this version of the game? A whole hell of a lot of in-app purchase, extending as far as monthly and yearly memberships to the T-Club, which will get you a 15% bonus on top of the lines and T-Coins (the game’s consumable currency) that you earn by playing. Oh, EA’s Origin has also been shoehorned in.
The sad part is that the Retina-ready graphics in this new Tetris look great on the new iPad, and the addition of the “one touch” control method make the game a lot more fun to play. But, again, much like the iPhone version, it makes absolutely no sense why this couldn’t have been an update to the existing game that everyone already paid anywhere between 99¢ and $7.99 for.
It’s really hard to get behind EA as a developer or publisher on the App Store when they’re more than willing to pull these kind of hijinks. It’s one thing to submit new users to a bevy of IAP options, but by pulling the old game from the store entirely, if you lose the original Tetris .ipa file for any number of reasons, getting the game again is going to set you back the full purchase price.
So, if you’ve got the original Tetris for iPad, make sure you keep it backed up in a safe place.
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‘Organ Trail: Director’s Cut’ Heading to iOS Soon
If you’ve ever thought that the classic edutainment title The Oregon Trail was lacking in the zombies department, developer (yes, that is their name) have got you covered. They’ve taken all the core mechanics of the original game and plopped them down into a modern post-apocalyptic setting that is littered with the undead.
Your goal is to make it from Washington DC to Oregon via a long and drawn out route that will take you through a host of cities and landmarks. You’ll forgo a covered wagon for a station wagon, and the looming threat of zombie infection is added to the laundry list of other calamities that can befall your group while on the road.
This unholy combination of historical education and zombies is known as Organ Trail, which was released more than a year ago and can be played via on The Hats’ website. Here’s a few screens from that version.
The reason I’m bringing all of this up is because The Hats are in the midst of porting a Director’s Cut version of Organ Trail to iOS, and they were showing off a playable version on iPad during PAX last week. of the iPad game complete with some commentary from the developer, who notes that Organ Trail on iOS will have several enhancements over the original Flash game, including a reworked interface for the touch screen.
The Hats team hopes to have Organ Trail: Director’s Cut out by the end of May, and in the meantime I’d definitely suggest checking out Kotaku’s video as well as the Flash version of the game, which is a ton of fun.
[Via ]
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‘Mario’ Creator Miyamoto Digs ‘Angry Birds’
The most influential man at hardware and software powerhouse Nintendo has found at least one phone game he enjoys. Visionary Shigeru Miyamoto recently name-dropped Rovio’s Angry Birds in a conversation , noting that it’s one of the few phone games he can dig. “There aren’t many games that I’ve played recently that have been truly convincing to me,” he said at a Paris event. “That said, I have very much enjoyed Angry Birds — especially the way in which it combines traditional and new game elements in exciting ways.”
Miyamoto later praised the surprising depth of the game’s flinging mechanic and the overall simplicity of its design. “Angry Birds is a very simple idea but it’s one of those games that I immediately appreciated when I first started playing, before wishing that I had been the one to come up with the idea first,” he said.
Nintendo does its best to totally dismiss the App Store and phones in general, so these quotes strike us as a particularly notable. It’s acknowledgment that something great can happen on our platforms of choice, from the mouth of Nintendo’s visionary designer.
In an interview at the same event, Miyamoto admitted that he keeps tabs on the mobile space, but noted that Nintendo can be just as creative.
“I check up on them sometimes, but I don’t have a lot of time,” he told Edge. “I think we also have a history of having certain fun ideas and making a game out of it, and there’s lots of other people also doing this [now].
“This kind of environment inspires us to try even harder, and create even more unexpected new things.”
Miyamoto is in the middle of some sort of slow (and disputed) that’ll see him working on smaller games with smaller teams instead of big, blown-up AAA Mario and Zelda titles.
[via Hookshot Inc, via ]
Angry Birds, $0.99
Angry Birds Free, Free
Angry Birds HD, $2.99 (iPad Only)
Angry Birds HD Free, Free (iPad Only)
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‘Sky Gnomes’ Review – It’s a Bird! It’s a Plane! It’s… Sky Gnome?
For the last couple days, I’ve been turning a dilemma around in my head. Do I tell you guys how fun Sky Gnomes [$0.99] is, and thereby increase the number of people who are likely to defeat me in a given tournament? Or do I just keep raking in the sweet, sweet prizes for my wins?
I suppose I’ll take the high road and let you in on it. Here’s how Sky Gnomes works: each day you face a new slate of players in a series of races. You launch a garden gnome on a little airship straight down at top speed, dodge storm clouds and ice balls, collect coins and snowflakes, and try to smash perfectly into the landing pad ahead of your foes. Do so, and you can turn your winnings into new parts and upgrades for your ships. Seriously, there is no way I could avoid getting obsessed with this game.
I’m not surprised it’s a solid title. It was developed by , the folks behind the Bug Heroes titles. I expected it to live up to that pedigree. I just wasn’t expecting it to grip me so completely. I’m checking my phone several times a day to make sure I’m still ahead of the pack and furtively sneaking in extra rounds if I’ve slipped down the ranks.
The game’s tournament structure is brilliant, and it’s what drives my obsession. There are four race cups to compete in, three of which can be unlocked over time. Each one has its own theme, length and difficulty level. Each day you’re placed into groups based on your previous results, so everyone starts on even footing. You play against ghosts of your group mates, aiming for a quicker completion time than the rest of them—especially the one randomly assigned as your nemesis.
The more successful you are, the better you’ll be rewarded. After each race your performance is broken down by your placement in that race, the accuracy of your landing and the things you pick up along your route. You earn coins for those, and overall rank for your finish time. You also get a random part from a selection of nuts, bolts and gears. At the end of the day you’re compared against the rest of your group. If you place high enough you take home a big bag of coins, and if you beat your nemesis you’ll get even more.
There are other rewards, too. Each cup has achievements to earn, and earning a set of them bumps you up to a new tier. That unlocks the next cup and gives you coins and parts to mark your success. Each day also offers up a new, special goal. It might be something as simple as taking gold in a race, but it’s often something more esoteric like finishing with an exceptionally low time. Having all these different things to work toward makes it easy to enjoy yourself even when you’re not always winning.
In fact, even when you’re losing you’ll still have fun pulling in coins and parts. Then you can use them to upgrade your ship. Each upgrade costs a mix of things, usually a few thousand coins and a handful of assorted parts. The economy is most limited by the rarity of gears—you only earn one randomly every few races, and most upgrades cost one or two for the first tier alone. But those upgrades are so very worthwhile.
You can upgrade the engine of your ship, improving its speed, acceleration, afterburner and efficiency. You can unlock and rank up a host of powerups. You can also get yourself three slots for trinkets, and that’s where the real fun comes in. Trinkets can do all sorts of crazy things. They can magnetize your ship so you pull in coins more easily, they can improve your steering, or they can make it so dangerous obstacles like storm clouds can be used to boost your speed. They’re costly to upgrade, but they can make or break a run.
Choosing them is a strategic process, or at least it’s meant to be. You can check the weather before each race and adapt your plans, focus on speed or survivability or income. Unfortunately right now it seems like certain combinations outdo others significantly, but Foursaken is keeping a close eye on the trinket balance and plans to adjust it if necessary. Even if the popular combos are great fun to play with, it would be nice to have more viable options.
I should also give you a heads up: you can purchase coin and part packs. These aren’t quite your typical consumable IAP items since they’re used for permanent upgrades, but they feel pretty similar. The way your daily groups are selected keeps upgrades from offering a significant advantage, thankfully. They do offer a bit of one, though, since you can use your upgrades to boost your capabilities after you’re placed. At least the IAP packs are well balanced, so purchases won’t put people far ahead of the folks that are willing to grind. And frankly, the grind is pretty fun on its own.
That’s the thing of it: while it’s pretty obvious that Sky Gnomes is using a grab-bag of standard psychological tricks to keep players coming back every day, I can’t bring myself to mind. The racing is seriously fun. Once you manage to gear yourself up enough you can compete with players for top overall scores, hitting the Platinum league in each race and ranking at the very top of the daily leaderboards. If you get there, make sure to spend some time in our —our forum users are dominating the charts. By the time you reach that point you’re travelling through races at insane speeds, sucking up coins and snowflakes, dodging obstructions like a champ. It’s a great time.
And that’s what keeps me coming back. There are small issues aside from trinket balance—setting your time early in the day isn’t worth much, and even at the highest ranks your success will be partially based on luck—but they are hardly a blip in the fun to be had. There might be an end somewhere in sight, a time where the grind outweighs the entertainment, but the hours of fun to be had in the meantime are well worth the initial purchase. Don’t miss this one. I’ll know, because I’ll be waiting for you out there on the podium.
TouchArcade Rating: 
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Freebie Alert: Immersive Hacking Adventure ‘The Hacker’ Now Free for a Limited Time
This past February I was very pleasantly surprised with the quirky title The Hacker [Free], a story-driven collection of puzzle mini-games that put you in the role as a member of an international computer hacking ring. The storyline itself was interesting if not a bit cliche, and the mini-games that served as the “hacking” in the game were both clever and challenging.
But where The Hacker really won me over in our review was in its level of immersion and attention to detail. It did a fantastic job of making you feel like you’re really the protagonist programmer in the story who must utilize an 80s-era computer and unravel an evil plot surrounding your former employer, the sinister Glider Corporation. It’s really an entertaining little escape from reality.
Currently, you can grab all this hackery goodness for the very affordable price of zero dollars. You should get at least a few solid hours of entertainment from the main campaign, not to mention the inclusion of fictional arcade games that are “emulated” on your system and come equipped with Game Center integration. Additional content packs are available as IAP if you crave more puzzle solving, but aren’t necessary to enjoy the main story.
The Hacker is a surprisingly fun experience that feels right at home on iOS, and everybody should make sure to check it out while it’s free.
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‘Monster Takedown’ Review – It Just Doesn’t Make You Feel Like a Badass
Let’s face it, kids: If you are going to become a giant, fire-breathing monster and take over a city by way of stomping on it, you want to do it right. In style. So if I play a videogame that puts me in the role of said monster, I have one rule — I want to have fun. Glorious, building stomping, people eating fun.
That’s why the original was such a bounding success. When I saw screens of Monster Takedown [$0.99], I thought I was looking at the same kind of thing. You get to be a big octopus or monster with too many eyeballs or whatever and fend off flying helicopters and incoming bombs. The art looked crisp and cute, and I thought if the gameplay hit the mark, we could have a winner on our hands here. Could. Maybe.
Unfortunately, I can’t report that, because Monster Takedown is pretty boring despite its good looks (and oh, haven’t we all fallen for that formula a few times). It goes with a very pared down approach, which goes something like this: pick a monster out of five, find yourself splayed over a city doing basically nothing, and wait with a glazed look while helicopters and bombs fly in to attack you. You can’t even move, which really takes the fun out of being eighty feet tall with giant eyeballs stalks.
Seriously though, the lack of movement wouldn’t have bugged me that much had there been something more exciting going on. The helicopters and other flying stuff can be taken out with the touch of a finger, and that can get more complex as you go, although it’s nothing to complain to your friends about.
But the killer is when a nuke flies in from above, which you are supposed to be able to swipe away. I say supposed because no matter how much I swiped or in how many directions, I had trouble getting the game to be responsive when it came to this. It did happen a few times (try a quick left to right swipe), but considering that if that bomb touches your monster, you instantly die — well, let’s just say this little snag took quite a bit of the fun out of things.
You do start each level with one Slow power and one Bomb power, and you can guess what they do by their names. And that’s about all I have to tell you. Oh, except you can post your scores to Facebook and Twitter as well as the Game Center leaderboards, but I’m guessing you already figured that out.
Monster Takedown is completely mediocre, but I think what hurts here is that the look is so cute and you can really see they could have done a lot more with just a little bit of effort. Ah well, there’s always next time. For now, save your dollar, or put it towards a better game.
TouchArcade Rating: 
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‘Saturday Morning RPG’ Review – A Radical Remembrance
Being called a “Child of the 80s” has made me more aware of my mortality recently, than it has conjured memories of the actual time period.
The USSR? Gone.
Hair Metal? Mostly gone. (Thanks for this.)
Reaganomics? Relegated to post-punk indie hardcore band names.
These days you will be lucky to find any kind of media that doesn’t have 1 or 2 glassy-eyed teenagers waiting anxiously for “The Drop.”
Thankfully, the Wonder-Twin powers of Mighty Rabbit and Joystick Labs has manifested a game that absolutely drips 80s nostalgia and helps me forget that the twilight years are quickly approaching. Saturday Morning RPG [ Free ] is as close to a physical manifestation of my childhood as I am going to find, without a truckload of Pixiesticks.
Inspired by the JRPGS of the 80s and 90s, Saturday Morning RPG is nothing special on the surface. Its battle system, littered with quicktime events that modify damage done and taken, is straight forward and pedestrian. In fact, the game’s story (the supposed hallmark of the RPG genre) has the literary alacrity of an R.L. Stine novel. Luckily, none of this matters. One would argue that that is exactly the point.
Episode 1 of Saturday Morning RPG (which comes free of charge) has the game’s hero, Marty, fast asleep on his bed. In his dream, he is spending the day with his sweetheart Samantha, when she is kidnapped by Cobra Commander Hood. Hood intends to wed Samantha, whether she wants it or not. After being beaten down by Hood and his minions, The Wizard (and his powerful glove – which is (so) bad) appears before Marty to offer help. He gives Marty his Trapper Keeper, the spell book Marty can use to defeat Hood’s Army and rescue Samantha. And that is what Marty (and you) set off to do.
The Trapper Keeper enhances the vanilla battle system by throwing in spells and other wild cards. It’s first feature is customizable scratch and sniff stickers. Using up to five, the stickers provide benefits like +15 health or -2 Enemy strength for the length of the battle. The trick is that you have to scratch them to release their bonus, and you are only given a small amount of time at the start of the battle to do so.
Once the battle begins, your Trapper Keeper functions as your spell book. Spells vary from the mundane (a flaming basketball) to the awesome (a glittery-glove-clothed punch, delivered via Moonwalk). There are some balance issues that become apparent, such as getting more bang for your buck via spells and, therefore, not focusing on leveling up melee attacks, but I’m not sure the developers care. The actual gameplay is the plain cracker on which the aged nostalgia cheese is served. No one should complain about the cracker.
When you aren’t battling Lizards or Hood Soldiers, you walk 8-bit Marty around the episode’s environment (they are different in each episode) talking to people and, occasionally, collecting a quest or two. The quests don’t do much to flesh out the universe, instead trading lore for laughs. They vary from the eye-rolling “stop all the downloadin”, to the morbid task of setting animals free by flushing them down the toilet. Completed quests offer you either XP, Spells, or stickers, so they are worth doing when you find them.
If there were any complaints to be leveled against Saturday Morning RPG, they would be the ones I’ve already mentioned. The game is a very basic RPG. Encounters are not random (your character and my character are probably going to be pretty similar by game’s end), quests and quest completions are very linear, and the story lines are pretty dumb. There just isn’t much substance here…much like a Saturday Morning Cartoon.
In that respect, one could argue that this game captures the spirit of the Saturday Morning Cartoon perfectly. And, in the process, litters the game with wonderful nuggets of 80s nostalgia. To play Devil’s Advocate a bit, if the game is called Saturday Morning RPG, and playing it perfectly recreates the spirit and feeling of an 80s Saturday Morning cartoon, doesn’t that make it the perfect game?
You and I could argue about this all day, but I don’t think we could argue as to whether or not you should give this game a shot. The first Episode, which took me 2 hours to complete (I try to be thorough), is completely free. If you like it, you can unlock Episode 2 for a measly 2 bucks. That, to me, seems like an awesome way to sell your game. More Episodes are in the pipeline of course, with Mighty Rabbit shooting for a May/June release for Episode 3.
All in all, Saturday Morning RPG is exactly what it promised. A fun, easy going, RPG with a heavy coating of 80s nostalgia. With an upfront cost of “free”, it’s hard not to recommend it.
TouchArcade Rating: 
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