TouchArcade.ru

Игры для iPhone и iPod Touch

Archive for the ‘Sports’ tag

‘PongVaders Max’ – The Excellent Collaborative Retro Mashup Goes Universal

without comments

"The alien forces have arrived, but why are they dancing?"

It's to do with all the pixellated collaborative gaming goodness they're bringing to iOS gamers, I'm guessing.

During the mid-week TouchArcade party we hosted out at GDC 2011, Cole Krumbholz of Koduco Games walked up with his iPad and challenged me to a match of his then-upcoming PongVaders Max [App Store], a follow-up to PongVaders: Episode One, his studio's two-player, face-to-face, collaborative mashup of Pong and Space Invaders that sports a lovely retro aesthetic for both the eye and ear. The sad thing is, for one reason or another, we never covered the game. It was released back in August — and it's awesome.

The game presents a playfield filled with Space Invaders-style aliens bent on pummeling the cities that you and your playmate are defending with swipe-controlled Pong-style paddles at the far edges of the screen. Said playmate is ideally a human friend, but in-game AI can take on the task for the lonely gamer. But whatever the case, it's cooperative play — both players try to help each other destroy the alien horde.

The field of invaders in the center of the screen fire outwards, towards both players, and those shots can be repelled back upon them to turn their attacks into yours. Asteroid obstacles here and there make things especially challenging. An alien bolt deflected directly to the other player's paddle supercharges the volley and, along the way, various power-ups can be collected to gain special abilities. When the aliens dwindle, shots can be directed in slow-motion by tilting the device, making for some wonderfully animated (in the physical sense) two-player fun.

As mentioned earlier, the original PongVaders: Episode One [$.99] is an iPad-only release that hit the App Store back in August. The big news from Koduco is the release of PongVaders Max [App Store], which landed since our demo at GDC.

The original PongVaders: Episode One featured 10 levels plus a boss fight. After listening to feedback from users, Koduco created a remastered Universal version of the game that runs natively on both the iPhone and iPad, available for free with 10 bundled levels, with 20 more available as an in-app purchase (for $.99). PongVaders Max features tuned physics, power-ups, sound, and visual effects — still retro — along with rebalanced levels and a tutorial for beginners. The game includes new invaders, two more boss fights, and new music from Nullsleep.

If all we were talking about here was the original release, we'd be talking about an awesome game. But the new PongVaders Max takes it to the next level. As a free download with 10 included levels, there's no excuse for not grabbing this one for your iPhone or iPad right now — even if you have no friends.

App Store Link: PongVaders Max, Free (Universal)
Tweet



[source]


Written by admin

March 16, 2011 at 20:15

‘Fight Night Champion’ Review – Boxing Finally Done Right

without comments

Blanket statements are usually reserved for the uninformed, but I can safely say that I haven't liked a single boxing game in the App Store up to this point. Some of them have admirable qualities, but the vast majority either make me long for Super Punch Out or Fight Night on the PS3. It turns out that all I was waiting for was EA's masterful Fight Night Champion [$4.99].

What makes Fight Night Champion so satisfying is that it never strays too far from its console roots, but at the same time does a great job embracing the touch screen technology for combat and the accelerometer for movement. Like the console, the control system in Fight Night Champion works by splitting the control system into quadrants. Where on the console you pop the stick up to do a high jab, here you just have to tap the upper half of the screen. The same goes for the low right hook, where all you have to do is swipe from right to left on the lower half of the screen. Every punch, grab, and hold, from the simple bob-and-weave to each boxers signature punch is done via easy to follow gesture controls, and once you get a round or two in you'll be ready to punch with the big boys.

In addition to the slick fighting, Fight Night Champion comes loaded with 20 boxing legends, from Mohammed Ali to Manny Pacquiao, and also lets you create your own boxing fantasy in the Legacy Mode. I don't know about you, but taking down the amateur hour fighters in record speed with my ripped heavyweight doppelganger sporting American flag shoes ranks right up there with fried PBJ's and Thin Mint cookies. Hop on a multiplayer match over bluetooth or local WiFi and you'll find yourself in iOS gaming bliss… which I guess would taste something like an A1 Thick 'n Hearty Burger.

As killer as the game is though, there's always room for improvement. My first complaint (and this seems to be echoed frequently in the forum) is that the parrying system is unnecessarily hard. I've nailed a few counters in my play, but my fights tend to become brawls with very little blocking (not that I play any different on the console version). I would also love to see the Legacy Mode flushed out a bit with some interactive training sessions and maybe a cutscene or two, or perhaps a pre-fight Rocky montage to really pump me up.

The bottom line is that if you are a boxing fan, and especially a Fight Night fan, Fight Night Champion is a must have app. The controls are outstanding, the boxer selection will please any boxing fan, and the ability to create your own boxer and start your own career is gold. If you ever find me in a restaurant or airport and want to take me on in a bluetooth match, you're on. As Drago would say, "I must break you."

App Store Link: Fight Night Champion by EA Sports, $4.99
Tweet



[source]


Written by admin

March 5, 2011 at 4:15

GDC 2011: Bitmap Brothers’ Z, Gods, Xenon II, Chaos Engine, Magic Pockets Coming to iOS

without comments

We've got some seriously good news from GDC 2011 for our retro game-loving readers out there. A pile of Bitmap Brothers Amiga classics are on the way to iOS from two different developers.

This morning we spoke with KavCom games who demonstrated an iOS version of Z, a real-time strategy game that was originally released in 1996. The game consists of two armies of robots battling for control of a series of planets. We captured a bit gameplay video of a pre-release build on both the iPhone and iPad. The video won't mean much to those unfamiliar of the series, but should show existing fans a taste of the upcoming iOS version.

Z was highly rated and very popular game during its time. We'll have more information and screenshots about the game shortly.

And, if that's not enough…this afternoon we met with John Hare of Tower Games who developed the iOS port of the recently released Bitmap Brothers cybersports classic Speedball 2: Brutal Deluxe. Among other titles (which we will detail shortly), Tower Games is planning to bring a many other Bitmap Brothers classics over to iOS, including Xenon 2 Megablast, Gods, The Chaos Engine, and Magic Pockets.

Hare was also associated with Sensible Software, creators of the Sensible Soccer series. He indicates that Tower will be bringing forth a soccer title that utilizes the Speedball 2 engine.

There is no specific timeline for these coming, at present.

This is outstanding news for both retro fans as well as iOS gamers that never had a chance to experience these landmark titles. We'll bring more news on all of this as we hear it.

Tweet



[source]


Written by admin

March 4, 2011 at 8:15

GDC 2011: The Binary Mill’s ‘Mini Moto Racing’ – Exclusive Video

without comments

We met with The Binary Mill developers this week at GDC and discovered they had a very cool looking racing game that's in the works. The Binary Mill were the developers behind the bullet-hell shooter Assault Squadron.

Mini Moto Racing puts you in the driver's seat of a top view of one of 4 different vehicles, each with different handling characteristics. The different vehicles include Sports, Hatch, Big-Rig, and Pick Up. The sports car hugs the road, while the hatch allows you to drift. Individual characteristics are upgradable including grip, top-speed, acceleration, and nitro, with specific models favoring one characteristic or another.

The game comes with both single-player campaign mode as well as individual races and four player local multi-player. Campaign mode consists of 5 different cups with 4-6 races that you need to complete with bronze or better in order to advance. Every race gives you an opportunity to earn money and other upgrades on each track, so you can feel like you're making some progress even if you don't win every time.

The most striking thing about the game when you first see it is the beautiful graphics and almost toy-like car feel to the game. The game is rendered in 3D with a dynamic camera. This also allows them to do cool things like nighttime courses and changes in camera angles and views as you accelerate down the track.

Be sure to watch the video. The game comes with 4 different customizable controls that should appease most players. The game should be coming out in the next month or two, so we'll keep tabs on it and take a closer look when it's done.

Tweet



[source]


Written by admin

March 3, 2011 at 20:15

EA Launches ‘Fight Night Champions’ for iOS

without comments

In the midst of GDC 2011, EA launched Fight Night Champions for iOS just last night.

Go toe-to-toe with a premium roster of title-holders past and present, and create your own championship legacy in the ring. Experience the true brutality of boxing in the tradition of the highest rated simulation fighting franchise of all time. Featuring innovative gameplay and best-in-class graphic quality, you’re looking at the best boxing game on the App Store. It’s undisputed.

The $4.99 app promises a game roster of 20 champions including Mike Tyson and Muhammad Ali.

We haven't had time to test out the new game, but the discussion thread is showing early positive impressions. One reader posts this gameplay video and some notes:

Please note i'm just going mad in the video,throwing as many punches as possible ,if i was playing like i should i would defend more

As for the question of taking up a lot of the screen with lots of swipes,well yes you can do that i suppose but if playing properly and you don't wanna get K.O'd then better to get 2 or 3 off then step back/defend and then throw a few more.So not a bit deal if played as you should play it,unlike in this video where i'm manic swiping

EA recommends iOS 4.2 for smoother gameplay, and requires a 3GS or above for head-to-head Multiplayer. Dynamic lighting is added for 3rd generation devices and above (3GS, iPod Touch 3rd Gen). Meanwhile, 1st generation devices are not supported at all.

App Store Link: Fight Night Champion by EA Sports, $4.99

Tweet



[source]


Written by admin

March 2, 2011 at 0:15

‘Speedball 2: Evolution’ – A Look at a Cybersports Classic for iOS

without comments

Back in October we reported that the classic Bitmap Brothers Atari ST / Amiga / DOS Speedball 2: Brutal Deluxe would be making its way to iOS in the form of Speedball 2: Evolution. Moments ago, the game went live in the App Store as a Universal application for both iPhone and iPad [link] and we've taken a close look over the past few days.

Speedball 2 is a futuristic cybersport that's something of a mix between handball and ice hockey. The game takes place between two opposing teams — nine players to a team — in an enclosed, metal arena littered with power-ups and arrayed in warp portals and various score-enhancing mechanisms. Points are scored by getting the metallic ball past the opposing defense and into the goal, but brutality and violence are rewarded along the way. The overall feel is something akin to Atari's earlier, football-inspired arcade cybersport Cyberball, I've always felt. It's nicely visceral.

The first thing to say about the iOS version of Speedball 2 is that it's an enhanced version of the classic Atari ST original. I note that right off, due to the fact that a remake of the game was released on the Xbox Live Arcade, featuring "enhanced" 3D graphics…which were anything but. They were 3D, but they were awkward and poorly animated and did not compare to the "classic" mode's top-down, 2D graphics of the original. Speedball 2: Evolution for iOS takes the original's 2D graphics and enhances them while leaving them in their original orientation, making the iOS release the best looking version of Speedball 2 to date.

The list of things Speedball 2: Evolution brings to the table is vast. There are 336 individual players, 20 in-field power-ups, 16 classic Speedball teams along with 12 new intergalactic teams, a 10-season career mode, 10 single-player modes, a multiplayer mode (Bluetooth & WiFi), six arenas on four different planets, and 22 achievements in all. It's an impressive list. The various play modes allow for long-term team-building or just a quick detached match — whatever suits you.

I, personally, spent more time with the original Speedball back in the day, than with the sequel, and so certain enhancements over said original stand out to me. Among them are the arrays of stars for each team on the arena walls that add points when illuminated by a tag from the ball, sets of spiral ramps situated on the sidelines that alter point-multipliers, and the electrobounce chargers that turn the ball into a weapon. That's not to mention the many power-ups that can be collected during the game, such as those that provide faster movement, body armour, or even freeze the opposing team in place.

Speedball 2 offers tilt controls as well as an optional onscreen D-Pad. I found that I like the tilt controls better than those of most iOS games, but more precision is offered by the onscreen D-pad, which is centered where you touch, adding a nice bit of flexibility. It's a tap anywhere to pass the ball, and a tap-and-hold to perform a high, long-distance pass or to jump to catch such a pass.

In evaluating the game for this review I spent notable time with the Atari ST original to see how it compares to the iOS release — and had fun in the doing. After playing both titles side-to-side, I have to say that the iOS version is a bit steeper in the difficulty department than the ST original. Also, graphically the iOS version is notably superior to the ST version. I'd call the two pretty well matched on the fun scale, though I was a little more successful on the field on the ST due to its somewhat lower level of difficulty. And, I don't think it was about the controls — of course the Atari version with a physical stick controlled better, but it was more about the game as presented.

Speedball 2, and its classic predecessor Speedball, brought the excellent Cyberball mechanic to the home, and Speedball 2: Evolution does likewise to the App Store. This is a classic arcade-style sports game that is more about fun than about simulation and accuracy. And, if you're the kind of gamer that takes sports on a pretty casual level like I do, that's a win.

App Store Link: Speedball 2 Evolution, $3.99 (Universal)
Tweet



[source]


Written by admin

February 27, 2011 at 20:15

‘TurboGrafx-16 GameBox’ Updated with Five New Games

without comments

Back in December, Hudson somewhat surprisingly released an emulator app for their cult-classic 16-bit console TurboGrafx-16. This emulator, called the TurboGrafx-16 GameBox [Free], features a free-to-download shell that includes the full game of World Sports Competition and houses a hefty selection of other titles that can be unlocked via in-app purchase for $2.99 each. There's also one new rotating tile per day that gives you a chance to play that particular game for 10 minutes, up from the initial 3 minutes offered on the app's release, as a sort of demo to decide if you want to purchase the full version.

We really liked the TurboGrafx-16 GameBox in our review, noting that its virtual controls were about as good as they come on an iOS device that emulates games designed for physical controls and a favorable save system ensured that you could retry tricky sections easily without causing too much frustration. The initial selection of games available for in-app purchase in the TurboGrafx-16 GameBox featured a range of very good to mediocre titles, with a couple of must-haves like Bonk's Adventure, Ninja Spirit, or R-Type. Today Hudson has released an update for the TurboGrafx-16 GameBox that adds 5 new titles to the in-app catalog which are listed below:

  • Bonk's Revenge by Hudson Soft
  • Detana!! TwinBee by Konami
  • Kaizouchoujin Shubibinman by NCS/extreme
  • Double Dungeons by NCS/extreme
  • Benkei Gaiden by Sunsoft

Like a few of the games in the initial release of TurboGrafx-16 GameBox, 3 of the 5 new titles are the PC-Engine versions of the game, the Japanese counterpart to the TurboGrafx-16. As such, their menus, dialogue, and instruction manuals are entirely in Japanese with no option for an English version. For a game like Detana!! TwinBee this isn't as much of an issue, as it's just a vertical shooter and knowing what's going on is secondary to blasting stuff out of the sky. But in the case of Benkei Gaiden, it's a heavily dialogue-driven RPG which will be hard to enjoy if you aren't able to read Japanese text.

Also worth noting is that the full version of Bonk's Revenge is currently free to play as part of a special promotion. Seeing as this will likely be the title that most people are interested in, it's a great chance to actually try it out yourself before committing the cash to unlock the full version. Make sure to update your game to the latest version and give Bonk's Revenge a spin and check out the other 4 new titles in the TurboGrafx-16 GameBox.

App Store Link: TurboGrafx-16 GameBox, Free
Tweet



[source]


Written by admin

February 22, 2011 at 4:15

‘Volcano Escape’ Review – Never Has Lava Looked So Lovely

without comments

This past week Bravo Games, who brought us Touch Racing Nitro, released Volcano Escape [App Store], a game that combines elements of several different genres to create what's best described as an "endless platformer" title.

As the game starts off, you choose one of six different characters to play, some of whom are locked initially, and one who is a $0.99 download as he sports five lives (two extra). And then that character is pitched into an active volcano. Luckily, the volcano in question is arrayed with platforms the whole way down. You land on the bottom platform, just above a pool of lava, but there's no time to gather your wits — the lava is rising. The task at hand is to flee the molten menace by escaping upwards, jumping from platform to platform as nimbly as possible.

Complicating your flight are various tiki men and monsters that you must avoid or kill, and in the higher reaches of the volcano you'll need to use their blasted corpses as floating platforms to continue your ascent. Luckily there are various weapons and power-ups such as spring-loaded boots and even rocket packs to help you along the way — but watch out, some of the items you'll find can do you harm.

One might assume that the driven ascent mechanic would require small, simplistic platform arrangements. And, if the developer's goal were to create a relatively easy game, it would. But Volcano Escape is definitely not an easy game, but one requiring serious skill to rank on the online leaderboard. A significant portion of the challenge in the game is due to the elaborate platform arrangements and the various types of platforms you'll encounter. In addition to nice, solid slabs of stone, you'll find rocks that crumble, hinged surfaces, slabs of fire, and even bear traps. These you must quickly identify and negotiate, all while the searing lava rises to meet you. And, as mentioned previously, at times there are sections without platforms that must be traversed with the help of corpses bobbing in the lava. It's a daunting scenario, but at least you can double-jump and wall-jump like Mario. A nice touch is the random presentation of one of a few different platform arrangements when a new game is started, which helps to avoid monotony.

Volcano Escape borrows — and borrows well — from a number of games I can point to. Like Doodle Jump and its ilk, you are bound endlessly upward, but along the way you have to tap into your basic platformer skills. Unlike the typical endless jumping game, however, you set your own pace of ascent with the encroaching lava as a motivator, similar to the use of fluids in games like Flood and The Killing Game Show / Fatal Rewind.

I found the game highly challenging and extremely difficult to put down in the (many) hours I've spent with it over the last few days. But, in that time, I've identified a few areas that could use some improvement. One issue that is more noticeable as you're just getting a feel for the game is the onscreen control placement. There are two D-pads in the lower corners of the screen, one for movement and one for aiming / firing. (The controls can be rendered invisible in the options screen.) The jump button is positioned on the right edge of the screen, about 60% of the way up towards the top, and that placement, initially at least, feels a bit awkward. An alternate control layout or, better, the ability to customize the control layout would be nice to see in an update.

The "2.5D" graphics in Volcano Escape look downright gorgeous on my iPhone 4's Retina display, with all sorts of nice environmental effects like falling rocks and background tremors. But, perhaps due to its lavish scenery, the game suffers from frequent framerate studders on that device. In my experience, it doesn't significantly get in the way of gameplay, but it is an annoyance, and is something I've heard echoed by folks in our forums.

Volcano Escape really does have a whole lot to offer. Its combination of play mechanics from various genres is beautifully executed, its challenge is immense, and it's got just a whole lot of personality. There are a few issues that I hope will be addressed in a future update but, even so, I'd be quick to recommend Volcano Escape as a "don't miss" title to any iPhone gamer that enjoys a steep challenge.

App Store Link: Volcano Escape, $1.99

Disclaimer: Bravo Games is a current advertiser on this site. While we firmly believe this does not influence in any way our review or coverage of the company and their titles, you should be aware.

Tweet



[source]


Written by admin

February 21, 2011 at 20:15

Scenes From EA’s ‘Swing Into Spring’ Game Event

without comments

This week, TouchArcade attended EA's "Swing Into Spring" game event in in New York and had a chance to spend a bit of quality time with some upcoming titles from both EA and Chillingo. And, while we can't (yet) talk about everything we saw, here's the goods on the open-for-discussion titles.

• Fight Night Champion from EA

Fight Night Champions is the first installment of the Fight Night series, which debuted on consoles in 2004, to appear on iOS. Incidentally, the Fight Night series is the successor to EA's 1998 console series Knockout Kings.

Fight Night Champions is a boxing title set for a simultaneous iOS and console debut on March 1st. The game presents a virtual boxing match, rendered in 3D with four possible camera angles (sorry folks, no photos allowed). You can create your own highly customizable boxer or rebuild a legend like Iron Mike and use this boxer to move up the ranks — fight to fight, ring to ring.

A very cool aspect of the game is its control system. The screen is invisibly divided into quad hit-zones, where a tap in each zone executes a different move, and a swipe from zone-to-zone triggers additional, directionally keyed moves. And there are hidden moves to — illegal moves. These you can specify for your character in its configuration screen, but you have to figure out the gestures on your own. How awesome is that?

There are several venues in which to compete: the Staples Center is for real, and the rest are fictional, some of which are rather elaborately arranged. Matches across these stadiums can be customized as far as number of rounds, round length, difficulty, etc.

Local WiFi and Bluetooth multiplayer is provided. But not so with online leaderboards.

Fight Night Champion looks awesome and is structured such that gamers that are a little more casual on the sports side — like me — can get enjoyment out of the title.

• Battlefield Bad Company II from EA

Not much to say here, but the game got an update last week that corrected various multiplayer bugs and upped the multiplayer games from four to six players.

We posted a hands-on with this one back in December.

• Ultimate Mortal Kombat III from EA

An iPad version launched last week (iPhone version came pre-Christmas).

We reviewed the iPhone version of this one back in December.

• High Speed 3D from Chillingo

High Speed 3D is a new racer on the way for both iPhone and iPad (universal) that offers glossy visuals and a variety of playmodes to mix up the action across 20 tracks in all. As far as playmodes, there's the standard Career mode, in addition to a number of Quick Play modes, including Get The 1st Place, a quick race to the goal; Drift King, a chance to paint the track with rubber; and Crash Them All!, a destruction derby of sorts.

We are told that there's about another month of performance tuning and polishing on this one before it lands in the App Store. Even so, High Speed 3D played very well and looks to be a fun time for fans of arcade style racers.

• Collision Effect from Chillingo

Collision Effect is an iPad game that puts celestial objects of various colors on the screen and it's your task to merge the like colored balls together. In Action Mode, the balls are moving, and a collision between two blobs of differing colors is a bad thing. In Puzzle Mode, they start off stationary, and your tap upon one ball begins the gathering of its like-colored kindred — but clever strategy and timing is needed to keep balls of different colors from colliding. It's a simple, yet challenging, mechanic done up with nice particle effects.

We should see Collision Effect arrive sometime next month.

• Play Kalei from Chillingo

We took a look at this clever graphical matching title last month at Macworld and really liked what we saw.

The basic idea in Play Kalei is that you’re presented with a high quality photograph and a random point of the picture is highlighted in a circular window in the upper corner of the screen. The catch is that the window highlighting the point in the photograph is shown as if you’re looking at it through a kaleidoscope, and you must find that particular point by matching the kaleidoscope view in a second window by sliding your finger around the screen.

Play Kalei is set to arrive in mid-March.

• Food Processing from Chillingo

Here's one for the iPad that takes inspiration from Fruit Ninja, but adds a bit of complexity and a dose of whimsy to the formula. The game puts you in front of a conveyor belt ferrying food across the screen and its your job to slice it up properly — and properly is the twist. Each item must be sliced in a particular fashion, a skill you'll need to learn along the way. And, all the while, a hard rock soundtrack keeps you bouncing.

Food Processing should hit the App Store later this month.

All of the Chillingo titles listed here will feature Crystal integration for score and achievements tracking.

Tweet



[source]


Written by admin

February 19, 2011 at 0:15

Mobile World Congress 2011 and the International Mobile Gaming Awards Winners

without comments

This has been a crazy week at Mobile World Congress in Barcelona, Spain. I saw a ton of different kinds of mobile phones, tablets, and other devices running all sorts of non-iOS apps and operating systems. Overall, it was really interesting checking out what the competition has to offer. Unfortunately, it was rather difficult to truly gauge the relative gaming performance of these new phones and tablets, as curiously enough, most were just loaded with a smattering of ports of last year's Gameloft games (or older, in the case of Shrek Kart) and Angry Birds. When asked, despite superior hardware, most developers still seemed reluctant to invest too much time or energy in to building games for these new devices, really making me wonder how much longer this "wait and see" approach will persist.

Anyway, the reason I was even in attendance at Mobile World Congress in the first place was to participate as a judge in the International Mobile Gaming Awards. The whole process was incredibly elaborate, with everyone involved taking the whole thing very seriously. It was great deliberating games with an international pool of judges, and seeing what people from particular regions tended to prefer. I hope to play a bigger role in the event next year as well, and hopefully can get some more developers to submit their games for judging than we saw this year.

Oddly enough, even though all mobile platforms were allowed entry, iOS games swept the awards:

Best Casual Game: Plants vs. Zombies, $2.99 – [Review / Forum Thread]
Best Real World Game: AR Invaders, 99¢ – [Forum Thread]
Best Sports Game: Snowboard Hero, Free – [Forum Thread]
Excellence in Design: Infinity Blade, $5.99 – [Review / Forum Thread]
Excellence in Game Play: Beyond Ynth, $1.99 – [Review / Forum Thread]
Most innovative Game: Papa Sangre, $6.99 – [Review / Forum Thread]
People's Choice Award: Perfect Cell, $4.99 – [Review / Forum Thread]
Operator's Choice Award: Snowboard Hero, Free – [Forum Thread]
Grand Prix / Game of the Year: Beyond Ynth, $1.99 – [Review / Forum Thread]

I'll try to raise more awareness to the IMGA when entries for 2012 are starting to be accepted as after I posted about the nominees being announced, I got confused instant messages from quite a few developers who weren't even aware they could enter. Regardless, some great games won, and hopefully we can get some even better games submitted next year.

Tweet



[source]


Written by admin

February 18, 2011 at 4:15