Archive for the ‘review’ tag
‘Cat Physics’ Review – Another Great Effort From Donut Games
It's no secret that we at TouchArcade are big fans of Donut Games. They have a reputation of consistently delivering fun games with simple mechanics, wonderful pixel art, a polished interface, and a ton of replay value. This rings true yet again as their latest game, Cat Physics, has been released to the App Store. In essence a physics based puzzler where you must get an object from point A to point B, Cat Physics has all the charm and replayability you've come to expect from Donut games, and appears to be another great entry.
The goal of Cat Physics is to successfully direct a ball from one onscreen kitty to another. The layout of each level, placement of the goal cat, and many different obstacles work to prevent you from completing this seemingly simple task. To aid you, moveable arrow icons can be placed in the path of the ball, launching it in the direction of the arrow displayed on each icon. How many arrows are on each level and what direction they point is always fixed (aside from occasional moving arrows), so it's up to you to figure out the best way to utilize them to complete a level. Scoring is based on getting the ball from the starting cat to the receiving cat in as short a distance as possible.
The level designs can be quite clever, and it's a challenge to figure out the best way to deal with the objects in the ball's path. These objects can affect your ball in many ways, and include tiny catapults, teeter-totters, teleportation vortexes, breakable barriers, and more. It takes a lot of trial and error, but is very rewarding when you finally find the best solution. There's 50 unique levels to play through, as well as the lovely 3-star system (think Bronze, Silver, and Gold medals for each level) that is a hallmark of many Donut games. Similarly, an out-of-game online leaderboard for total scores is included. Gaining 3 stars on every level would be a tall order for even the most adept gamer, and there's certainly a lot of content and replayablity here for your money.
As fantastic as Cat Physics is, there were a couple of blemishes that stuck out a bit during my time with the game. First, the arrow icons can require some extremely precise placement in order to maximize your score, and it sometimes seemed difficult to move them in the tiny increments that I needed too. Possibly due to my own fat fingers, so your results may vary. A more fundamental problem is that some of the levels are just flat out too easy. Like, you-don't-even-have-to-do-anything easy. Sometimes you can just let your ball go, and it will safely find the goal by default. You likely won't be getting any high scores by doing this, but still it would be nice to have a bigger level of user interaction required out of some of the levels. It's more of a problem in the first half of the game, with the latter half being sufficiently elaborate in design and challenge. Neither of these issues do much in diminishing the enjoyment of playing.
If you're already a fan of Donut Games, chances are you were downloading this the moment you read the title. And chances are you're satisfied yet again. If you're new to them, then Cat Physics is an excellent chance to get yourself acquainted. Even if this particular game doesn't strike a chord, they make an assortment of games to suit just about every type of gamer, all at incredibly low prices. This latest offering is another winner, and comes highly recommended.
[]
‘Splinter Cell Conviction’ Review — Sam Fisher Claims his Revenge!
Splinter Cell: Conviction on the X360 and the PC evoked mixed reactions from reviewers and consumers alike as it departed from the traditional stealth-centric Sam Fisher formula and opted for a more aggressive, guns-blazing approach. 's portable adaptation follows in the same vein, but also seems to introduce some of its own issues.
From the onset it is clear that Splinter Cell Conviction is one of the better looking games on the App Store. This can be attributed predominantly to its terrific looking and varied level themes, from grand historical Maltese buildings to dock-side marketplaces and even a trip to the middle east, Splinter Cell: Conviction does a great job keeping the eyes engaged. The storyline on the other hand is fairly disengaging; cycling through the usual cliches and predictable plot-turns as Sam seeks revenge for his daughter's murder.

As with most 3rd person games on the App Store, Splinter Cell Conviction is controlled with a virtual analogue stick and on-screen buttons. These buttons are context-sensitive, the action button changing between firing your weapon at range and grappling enemies when up close. Though the context-sensitive controls should work well, we felt that they haven't been executed as well as they could have.
The stick-to-cover button doubles as the multi-kill button, but often when the multi-kill option is present, Sam will instead opt to stick to cover (despite that button not even being visible at the time it was pressed). In fact, we found the cover system to be unresponsive in general, often impeded our control of Sam. Only designated objects can be used as cover (despite some looking blatantly like they are there solely for cover), and when in cover, even the slightest movement of the analogue stick can cause Sam to jump out in the open.
A similarly arbitrary feel permeates the shooting system in Splinter Cell Conviction, arguably the largest aspect of the revised not-so-stealthy gameplay. Rather than being able to shoot at whatever is under your cross-hair, it appears that Sam can only engage in enemies when the crosshair turns red. On many occasions, this is despite the enemy being in plain sight and well within range. In other situations, Sam can headshot an enemy at great range with a pistol– when the red crosshair permits of course.
The AI is another problematic area, but not to the degree that some readers in our forums. Enemies will sometimes run at Sam without restraint, gratuitously falling to his bullets, and at any difficulty level below the hardest, will take a very, very long time to take Sam down. Enemies seem to be a more than a little light sensitive too, often ignoring Sam despite him standing on their toes, so long as he remains out of the light. Despite this, enemies flow thick and fast and provide enough of an obstacle to keep the pace up and Sam constantly engaged.
As do the levels themselves, as though they are predominantly about taking cover and dispatching enemies, they are varied in both theme and substance too. Some levels force Sam to engage with the few gadgets at his disposal, such as peeking under doors or throwing camera grenades to get an edge over his enemies (though usually these are not at all required to actually complete a level). Another level has Sam aboard a speed-boat, a graciously on-rails sequence that lets you deviate from the ordinary pace of the game and mow down approaching enemies with a chain-gun. It's good fun that helps break up the 11 available levels.
Ultimately though, we think Splinter Cell Conviction's biggest problem is how successfully it recreates that Splinter Cell feel. If the game didn't look and sound so great, then its obvious mechanical and AI hitches wouldn't seem so glaring in contrast. While we may be holding the game to somewhat higher console-like standards as a result, that feeling is something that was inescapable and interfered with our overall enjoyment of the game.
App Store Link: Splinter Cell Conviction, $9.99.
[]
‘Denki Blocks!’ Review – The Modern Day, Mind-Bending Tetris!
The release of Denki Blocks! [App Store] and Denki Blocks! Free [App Store] sees the critically acclaimed Gameboy Advance puzzler by finally in our hands and well on its way to turning our grey matter to mush over the last week that we've spent with it.
The concept in Denki Blocks! is simple: join all the like-colored blocks together each level. The solution is far less straightforward however, requiring you to navigate the blocks around each level– easily done by the tap of a finger in any direction– in an attempt to force them together. All the blocks on-screen move in the same direction simultaneously unless they are blocked by a wall or obstacle, a mechanism that is paramount to get them to meet.
Once they have done so, they'll stay fastened together, allowing you to focus on the next block and the next, and so forth. In many ways it's like lego; only, there's no instruction manual, and you can't pull the pieces apart if you place them incorrectly (well, technically you can, as there is an undo option and you can restart each level if you're really stuck) . It's a devious formula that starts off easy but ramps up to become very challenging.


To further add to the difficulty, each level has a Master Challenge for you to tackle, and it's usually not for the faint of heart. Whether tasked with completing a particular shape or finishing in only a set number of turns or seconds, these master challenges will require lots of forward-thinking and less reliance on that undo button (which takes up time). Fortunately, your efforts do go rewarded, unlocking bonus levels when 12 of these Master Challenge stars have been collected (though we're not sure your brain will thank you after being reduced to paste only to be given additional challenges!).
There are over 100 levels in Denki Blocks!, making it the equivalent of Disney Land for puzzle fans. The levels and blocks are all rendered in colorful and vibrant hues to keep the game visually stimulating, and the soundtrack is appropriately light-hearted to encourage healthy synaptic firing. The level designs themselves have a lot of character too, some appearing with a maze of obstacles to negotiate, and others as locking mechanisms or contraptions completely enclosing your blocks.
We were a little disappointed that Denki Blocks! doesn't include online high score tables right off the bat, as we couldn't think of a more fitting model than the time and score challenges offered here. Perhaps it's something to look forward to in a future update (take note developers, if you're reading this).
In any case, Denki Blocks! has enough content to keep your puzzle needs satisfied for a very long time. We're confident that even the puzzle prodigies amongst you will be challenged by Denki's formula (particularly the Master Challenges) but we encourage even beginner puzzlers to give it a go as there is a ton of levels to see and not all of them need to be completed to progress.
At the very least, check out the Lite version of Denki Blocks! (link below) for a hands-on preview of the gameplay and to see for yourself what all the fuss is about.
App Store Link: Denki Blocks!, $4.99, Denki Blocks! Free, Free.
[]
‘Jump o’Clock’ Review – We’re Gonna Rock Around the Clock Tonight!
Where Doodle Jump spawned a host of simple tilt-controlled casual games, Dizzypad seems to have done the same for the one-finger tap rotating-platform genre (we should trademark that one!). Jump o'Clock [App Store] by falls squarely in this category, but instils its own steam-punk themed gameplay elements to differentiate itself from similar games.
Aptly named, Jump o'Clock gives you control over Leo, a rather cute robot, who propels himself up a clock tower from rotating cog to rotating cog by well…jumping. It's a simple concept that belies a captivating, challenging and surprisingly action-packed gameplay premise.
Initially, Jump o'Clock is more forgiving than other games of this variety. In the same way as Ninjatown, Leo can stick to and propel himself off the walls of the clock tower too, meaning miss-timed jumps aren't immediately fatal. As he climbs the tower though, so too do the dangers Leo encounters increase. In not too long, you'll be faced with cogs that are booby-trapped with spikes, walls that cannot be grasped and bouts of steam that will throw Leo off whatever he is currently clinging too. If Leo can't grab onto anything when he falls, it's game over.


Along the way are a myriad of golden bolts to collect. As you accumulate these, a bar at the bottom fills up. When it is completely filled, Leo can activate a super jump, propelling him upwards a significant amount whilst completely ignoring any traps in his way. Though this is the only power-up available to Leo, some level elements themselves lend a hand too, such as the springy cogs that produce a greater leap. We only discovered this through trial and error though, and we're a little disappointed that there's no help screen in-game explaining the different types of cogs and their effects.
Both the pitfalls and the aids that permeate the levels push the gameplay to an eventually breakneck pace where precision timing again becomes an important element. The 15 challenges available in the separate challenge mode further accentuate this skill and bring out different flavors in the gameplay by imposing a number of different conditions on you (such as reaching a certain height without using any walls or powerups).
Jump o'Clock boasts a flashy exterior that really brings the clock tower theme to life. Special mention should go to the sound designers too, as they have created a chirpy, light-hearted soundtrack that quickens in tempo as you climb further up, only adding to the great atmosphere.
We really enjoyed our time with Jump o'Clock and recommend it as a great casual time waster that will keep you at it for a long while trying to beat the challenges. OpenFeint integration provides high score leaderboards and achievements too (some of which do not apply at all to the main game mode, but are rewards for completing the challenges– something that may not be apparent at first).
Please note, the initial release seems to have an issue with submitting high scores to OpenFeint, something the developer and will be fixed in a patch to go out shortly. We'll keep you updated.
App Store Link: Jump o'Clock, $0.99.
[]
‘Grand Theft Auto: Chinatown Wars Lite’ – A Liberty City Teaser
Following oodles of clones and other games directly inspired by Grand Theft Auto-style gameplay, it was great to finally see a real GTA game on the platform when Grand Theft Auto: Chinatown Wars [$9.99 / Free] arrived early this year.
We absolutely loved the game in our review, and later went on to rate it five stars in our best iPhone games roundup for January. Chinatown Wars is a complete port, with all of the content from the original version of the game when it first launched on the Nintendo DS, then later on the PSP. The sheer scope of a "full" GTA game is something you really must experience if you haven't before.
Grand Theft Auto: Chinatown Wars Lite [Free] includes the first three missions from the game, which won't take you very long to beat, but is more than enough to both see how the game performs on your device, as well as whether or not you like the controls. If you've never played Chinatown Wars, you really, really need to give the lite version a try.
[]
‘Broken Sword: The Directors Cut HD’ for the iPad
Revolution Software has just released the iPad version of Broken Sword: The Director's Cut. Broken Sword is a remake of a point-and-click adventure from 1996 that many have considered one of the best in the genre. We reviewed the iPhone version of the game back in January and even gave it a 5 star rating — making it one of the best iPhone games in our January rankings.
The iPad version adds graphical improvements, a digital version of the Broken Sword comic (which must be unlocked in the game), and new content.
"This really is the definitive version," says Charles Cecil, managing director, Revolution Software. "Rather than rush the game out for the US launch, we have taken the time to get it just right, and with the higher resolution graphics, and the addition of the digital comic as a bonus feature, there's a lot of new content to enjoy. We are thrilled to be able to release the game to coincide with the European launch of the iPad."
Here is the video trailer for the iPhone version:
Check out our iPhone version review for an detailed explanation of the game. In the end we highly recommended it for old fans as well as newcomers to the genre.
[]
‘Cubed Rally Racer’ Review – I Can’t Imagine a Better Homage to Retro Isometric Racers
A couple days ago we first posted about s Cubed Rally Racer [$1.99] and the few screenshots along with the trailer saw a huge response both in comments and on our forums. Two days later, and the game is here. The original teaser line the developer emailed us of "RC Pro-Am meets Canabalt [$2.99]" couldn't be a more apt comparison, as Cubed Rally Racer does a great job of combining both the retro feel of isometric NES-era racing games with complete randomization to never play the same track twice.
The goal of Cubed Rally Racer is simple, make it to the end of the track without running out of fuel. You control your car with a set of buttons to turn right or left along with a gas pedal button to accelerate. The controls do take a few races to get used to, as they work exactly like the retro racing games Cubed Rally Racer is based on, and it seems like you have much more control over your car if you tap a direction instead of holding it.

Your car can be refueled by picking up gas cans scattered around the track, as well as golden gas cans with provide a turbo boost for a short period of time. Depending on how cruel the random track generator is, there can be obstacles and jumps all over the place, and there is nothing quite like having the finish line in sight, only to crash in to a cow and need to start over. (Yes, you really can crash in to cows.)
At the end of the race you have three options: You can generate a brand new track to race on, re-play the same track and race against your ghost for more points and a better time, or send an OpenFeint challenge to a friend which includes your track and ghost for them to race against. Something I'd love to see in the future is the ability to save a track, as I've come across some that are beyond ridiculous filled with jumps, gophers, and, draw bridges complete with a ship sailing back and forth that were simply impossible, or far above my ability, to beat. Another thing that has been suggested is an endless mode, which I also imagine would be absolutely awesome.
While I love in-depth games like Chaos Rings [$12.99], Baseball Superstars 2010 [$4.99 / Free], and the many other games on the App Store that you can sink an immense amount of time in to progressing through the game, the games I always come back to are the ones you can pick up and play for a minute at a time. Doodle Jump [99¢] is highly praised around here because of how perfectly Lima Sky nailed the ability to just load up a game, play for as long as you have time, and do it all over again the next time you're bored. Cubed Rally Racer really seems to have a similar appeal to it in that the tracks are short enough to play a few while you're standing in line somewhere, and like Doodle Jump, the randomization factor always keeps things feeling fresh.
The controls may be a tad too finicky for players who weren't around for racing games before the advent of analog controls, but if you loved RC Pro-Am, Rock n' Roll Racing, and the many other similar games of the era, Cubed Rally Racer will become your de facto "I have two minutes what should I play?" game. Personally, I expect Cubed Rally Racer to live a long life on my iPhone comfortably nestled between the Doodle Jump and Canabalt icons.
[]
Freebie Alert: ‘Mole – Quest for the Terracore Gem!’ Gets Significant Overhaul and Renamed to ‘Terracore Adventures’
As explained by developer Chris Watts in the on our forums, many parts of Mole – Quest for the Terracore Gem! have been completely reworked, and due to an international naming snafu, the title has been changed to simply Terracore Adventures [Free]. (As it would turn out, in some areas of the world, "mole" is seen as a bad word and was actually getting censored to "m**e" in some App Store listings.) We enjoyed the original version of the game in our review, and with the recent changes, there's no reason to not download this game while its free.
The basic premise of the game is explained in our review:
Mole is a game that, on the surface resembles classic Dig Dug, but is really a deeper game (sorry) that's much more about scoring up in order to better equip your character than simple arcade action. In Mole, you start off as a rather ill-equipped Mark the mole that can't do much beyond burrow about the top-most layer of the six-layer underground world that hides the fabled Terracore Gem (in the deepest layer, of course). While burrowing, you can pick up various precious metals and gems, and they can be used to up your gear in the equip shop — and better gear is what really opens up the game. It's a gear-to-gameplay dynamic that's reminiscent of that in Hook Champ.
Aside from the renaming, Mole, now Terracore Adventures, has had a graphical overhaul of most of the UI elements to make everything more clear and easy to read. In addition, power-ups have been added along with 16 unique treasures to be found while you're on the hunt for the terracore gem. Also, the controls have been tweaked and new medals have been added for players to unlock.
In the next update, there are plans for an entirely new level with both new gems and dirt types to explore. We liked the game before this update and name change, and it's really hard to come up with a reason to not download Terracore Adventures while it's free. The freebie promotion lasts until Wednesday, and after that the game will be 99¢.
[]
‘The Mirror Maze’ Review – Ow, My Brain Hurts
Last weekend, unleashed The Mirror Maze [$1.99] on the App Store. Like any good puzzle game, the entire premise of The Mirror Maze can be explained in a single sentence: Control a red and a green ball, and get each of them in to their matching color zones on the other side of the screen.
This goal is accomplished by touching where you want the red ball to go. The green ball then goes in the opposite direction. The first few levels are very easy, and it doesn't take you long to understand the remarkably simple concept of the game. This is the exact moment that The Mirror Maze starts throwing increasingly difficult mazes at you which require a surprising amount of brain power to complete once the levels advance to the point of not being symmetrical at all.

Not only do the mazes become completely asymmetrical, but they eventually start being composed of both moving barriers and the warp gates seen above which act like little portals warping your ball between them. All of these obstacles must be successfully avoided using a single input for both balls, and it's really surprising how much thought goes in to figuring out the movements of both balls using a single touch input.
The Mirror Maze has online leaderboards powered by Agon, and while there are currently only 36 levels included in this version of the game, the following gameplay trailer makes mention of more levels coming soon:
There have been a ton of maze games released on the iPhone, but few offer much variation on just getting a single ball to the end of a maze. It would be nice if there were more levels, and there is an odd pause as mazes reload upon each retry (of which there will likely be many), but The Mirror Maze is worth trying just to see how difficult it can be to not only avoid obstacles with the ball with regular controls but also constantly thinking in reverse while you manage the other ball.
[]
‘Bruce Lee: Dragon Warrior’ Review – Become The Legend In This Visually Impressive 3D Fighter
Bruce Lee: Dragon Warrior [$4.99 - iPhone / iPad] is an officially licensed 3D fighting game featuring the iconic martial arts star Bruce Lee. The game was released on the iPad almost two months ago to some user complaints of serious AI deficiency and control issues. Those issues have been mostly resolved in an update issued for the iPad version in conjunction with the release of the updated game for iPhone and iPod touch. The result is a visually striking fighting game that leans towards the casual side, with a core combat functionality that likely won't appeal to some hardcore players. It still remains a fun affair, and has a wealth of content and a stellar presentation that makes it well worth checking out.

Right off the bat, you'll notice that the graphics are incredible. There are 10 fighters in the game, each one distinct and well designed. The character models are colorful, although not highly detailed or complex. They end up looking marvelous in motion though, thanks to the game's excellent animations. The movements are fluid and lifelike, and each character has a ton of personality with their different facial expressions and fighting styles. There are only 5 different locations to fight in, but they are all richly detailed and beautifully rendered in 3D. There are small details such as leaves blowing in the wind or birds flying about that bring the stages to life, and each one can be played during day or night increasing the variety somewhat. All these elements work together wonderfully to create an experience that is visually top-notch.
The meat of Bruce Lee is the Story mode, although there are Arcade, Survival, Time Attack and Training modes present as well. Strange for a fighting game, there's no sort of multiplayer functionality at all, although there is a Versus mode against the CPU. Unlike most fighters, there's actually a fairly captivating and cohesive plot underlying all the action. The different story segments are told via text and comic book style character art. You'll start out as a young Bruce Lee, trying to make a name for himself partaking in street fights around Hong Kong. You're noticed rather quickly by a member of a local martial arts school, and after proving your worth by beating him in a fight, you are invited to study there. This springboards you into the storyline, and lets you enter Tournaments and compete against rivaling schools in addition to street fighting as you evolve into a martial arts master.
You progress through the game by choosing from a collection of events on an overhead map, one of which is always the next step of the Story mode. The others are various types of challenges, such as survival matches, one-on-one fights, time trials, and more. Experience is earned as you progress, and playing in these non-story related events can net you some extra XP. All kinds of rewards are unlocked as you level up from experience, like new characters, levels, and artwork. But most interesting of all is the ability to unlock the different offensive moves of your opponents. An option called the Style Editor allows you to swap out your default special moves with ones you've unlocked through play. Mixing and matching the different attacks provides a simple but enjoyable level of customization with your own character, and is a really nice aspect of the game.

The actual fighting gameplay mechanics are where Bruce Lee is hit or miss. The controls work well, with either a d-pad or analog stick for movement and single punch and kick buttons. The methods for different moves are simple combinations of directional inputs and/or attack button presses. The system is easy to execute with touch screen controls, but still contains a decent amount of depth. A special Chi meter fills up as you fight which let's you pull off special attacks or finishing moves, some of which zoom in on the action and give you a closer look at the punishment you're dealing out. There are plenty of moves and combos to learn, and a decent computer AI to compete with.
It's the makings of a solid portable fighting game, but the one oddity that sticks out is the way the game queues your button presses. Commands that are input will still carry out even after you've been knocked down and get up, or are furiously trying to perform a different move. Many fighting games allow for command queueing, but the way it works in Bruce Lee is funky and can be disorienting. You can learn to work with it, and there's a certain rhythm to the fighting that once learned alleviates the queueing problem to an extent. Based on the impressions in , some players are having more difficulty with it than others. In my experience, it's caused me to lose a match here and there, but never derailed my enjoyment or ability to progress.
Despite these shortcomings, Bruce Lee: Dragon Warrior is a high quality and entertaining (albeit casual) fighting game. There is a lot of content to unlock, a competent AI to play against, and plenty of modes to keep you busy for quite some time. It's not as deep as Street Fighter IV, but is much more so than the similar Blades of Fury. As a result, if you crave a highly precise and complex fighter, this may not satisfy you. It's also really disappointing that there's not any sort of multiplayer present. Still, it works exceptionally well as a single player game and offers a lot of entertainment for the money. The game is available for $4.99 for either the iPhone or iPad versions which, aside from the iPad's upscaled graphics and the iPhones slightly easier to wield form factor, are virtually the same.
[]
- Page 202 of 231
- <
- 1
- 2
- 3
- 4
- 5
- 6
- 7
- 8
- 9
- 10
- 11
- 12
- 13
- 14
- 15
- 16
- 17
- 18
- 19
- 20
- 21
- 22
- 23
- 24
- 25
- 26
- 27
- 28
- 29
- 30
- 31
- 32
- 33
- 34
- 35
- 36
- 37
- 38
- 39
- 40
- 41
- 42
- 43
- 44
- 45
- 46
- 47
- 48
- 49
- 50
- 51
- 52
- 53
- 54
- 55
- 56
- 57
- 58
- 59
- 60
- 61
- 62
- 63
- 64
- 65
- 66
- 67
- 68
- 69
- 70
- 71
- 72
- 73
- 74
- 75
- 76
- 77
- 78
- 79
- 80
- 81
- 82
- 83
- 84
- 85
- 86
- 87
- 88
- 89
- 90
- 91
- 92
- 93
- 94
- 95
- 96
- 97
- 98
- 99
- 100
- 101
- 102
- 103
- 104
- 105
- 106
- 107
- 108
- 109
- 110
- 111
- 112
- 113
- 114
- 115
- 116
- 117
- 118
- 119
- 120
- 121
- 122
- 123
- 124
- 125
- 126
- 127
- 128
- 129
- 130
- 131
- 132
- 133
- 134
- 135
- 136
- 137
- 138
- 139
- 140
- 141
- 142
- 143
- 144
- 145
- 146
- 147
- 148
- 149
- 150
- 151
- 152
- 153
- 154
- 155
- 156
- 157
- 158
- 159
- 160
- 161
- 162
- 163
- 164
- 165
- 166
- 167
- 168
- 169
- 170
- 171
- 172
- 173
- 174
- 175
- 176
- 177
- 178
- 179
- 180
- 181
- 182
- 183
- 184
- 185
- 186
- 187
- 188
- 189
- 190
- 191
- 192
- 193
- 194
- 195
- 196
- 197
- 198
- 199
- 200
- 201
- 202
- 203
- 204
- 205
- 206
- 207
- 208
- 209
- 210
- 211
- 212
- 213
- 214
- 215
- 216
- 217
- 218
- 219
- 220
- 221
- 222
- 223
- 224
- 225
- 226
- 227
- 228
- 229
- 230
- 231
- >


