These videos might hang your browser, sorry!
Time Out
#define MAP_HEIGHT        4096

#define SHOT_LENGTH        5
#define SHOT_SPEED        5

#define MAX_SHOTS 128
I8 sx[MAX_SHOTS],sy[MAX_SHOTS];
I8 sdx[MAX_SHOTS],sdy[MAX_SHOTS];
I8 sdx2[MAX_SHOTS],sdy2[MAX_SHOTS];
I8 shots_fired;
BoolI1 s_dead[MAX_SHOTS];


I8 x,y,dx,dy,scroll_y,finish_line;
double theta;
LTDate start_time,end_time;




$PI,"<ship>",1$



#define GROUPS                10
#define MAX_ENEMY        (GROUPS*100)
#define MAX_FRIENDLY        (GROUPS*20)
#define MAX_MAN                (MAX_FRIENDLY+MAX_ENEMY)
I8 man_x[MAX_MAN],man_y[MAX_MAN];
I8 level,level_score,total_score,
   friendly_fire,enemy_by_friendly,friendly_left,enemy_left;
BoolI1 level_over,game_over;
BoolI1 man_friendly[MAX_MAN];
BoolI1 *man_dead=MAllocHC(sizeof(BoolI1)*MAX_MAN,mp_heap);
U8 corpse_timeout[MAX_MAN];

$PI,"<enemy>",2$


$PI,"<enemy_dead>",3$


$PI,"<friendly>",4$

$PI,"<friendly_dead>",5$







#define LANDSCAPE_TYPES        4



$PI,"<tree1>",6$






$PI,"<tree2>",7$



$PI,"<rock1>",8$



$PI,"<mount1>",9$











GrElem *l_imgs[LANDSCAPE_TYPES]=
 {$IB,"<tree1>",6$,$IB,"<tree2>",7$,$IB,"<rock1>",8$,$IB,"<mount1>",9$};

#define MAX_LANDSCAPE 64
I8 lx[MAX_LANDSCAPE],ly[MAX_LANDSCAPE];
I8 l_types[MAX_LANDSCAPE];







void UpdateWin(TssStruct *tss)
{
 I8 i;
 I8 *old_r;
 GrBitMap *base=GrAlias(grbase,tss);
 I1 buf[128];


 for (i=0;i<MAX_LANDSCAPE;i++)
     GrElemsPlot(base,lx[i],
         (ly[i]-scroll_y)&(MAP_HEIGHT-1),0,
         l_imgs[l_types[i]]);

 base->pen_width=3;
 base->color=YELLOW;
 GrLine3(base,0,  (finish_line-scroll_y)&(MAP_HEIGHT-1),0,
                 GR_WIDTH,(finish_line-scroll_y)&(MAP_HEIGHT-1),0);

 base->color=LTRED;
 for (i=0;i<MAX_SHOTS;i++)
     if (!s_dead[i])
         GrLine(base,sx[i]>>32,sy[i]>>32,
             (sx[i]+sdx[i]*SHOT_LENGTH)>>32,
             (sy[i]+sdy[i]*SHOT_LENGTH)>>32);

 for (i=0;i<MAX_MAN;i++)
     if (!man_dead[i]) {
         if (man_friendly[i])
             GrElemsPlot(base,man_x[i],(man_y[i]-scroll_y)&(MAP_HEIGHT-1),0,$IB,"<friendly>",4$);
         else
             GrElemsPlot(base,man_x[i],(man_y[i]-scroll_y)&(MAP_HEIGHT-1),0,$IB,"<enemy>",2$);
     } else
         if (GetTimeStamp<corpse_timeout[i])
             if (man_friendly[i])
                 GrElemsPlot(base,man_x[i],(man_y[i]-scroll_y)&(MAP_HEIGHT-1),0,$IB,"<friendly_dead>",5$);
             else
                 GrElemsPlot(base,man_x[i],(man_y[i]-scroll_y)&(MAP_HEIGHT-1),0,$IB,"<enemy_dead>",3$);

 base->bkcolor=BLACK;
 GrElemsPlotRotZ(base,x,y,0,$IB,"<ship>",1$,theta);

 if (end_time) {
     i=end_time;
     base->color=WHITE;
     if (game_over)
         SPrintF(buf,"Game Over");
     else
         SPrintF(buf,"Level: %d",level+1);
     GrPutS(base,tss->win_pixel_width/2-4*FONT_WIDTH,
                             tss->win_pixel_height/2,buf);
 } else {
     i=BootTime;
     if (!enemy_left || !friendly_left) {
         if (!friendly_left && !level_over)
               game_over=TRUE;
         level_over=TRUE;
     }
 }
 base->color=YELLOW;
 GrPrintF(base,0,0,"Level:%d Enemy:%d Friends:%d Friendly Fire:%d Time:%h17T Shots:%d",
     level,enemy_left,friendly_left,friendly_fire,i-start_time,shots_fired);

 if (!level_over)
     SPrintF(buf,"Level Score:%,d Total Score:%,d",
         level_score,total_score+level_score);
 else
     SPrintF(buf,"Level Score:%,d Total Score:%,d",
         level_score,total_score);
 base->color=YELLOW;
 GrPutS(base,0,8,buf);

 GrDel(base);
}

#define MONO_MAN_WIDTH        32
#define MONO_MAN_HEIGHT        32

void CheckCollisions()
{
 I8 i,x,y;
 GrBitMap *base2=GrNew(BMT_MONO,GR_WIDTH,GR_HEIGHT);
 GrBitMap *friend=GrNew(BMT_MONO,MONO_MAN_WIDTH,MONO_MAN_HEIGHT);
 GrBitMap *enemy =GrNew(BMT_MONO,MONO_MAN_WIDTH,MONO_MAN_HEIGHT);

 GrElemsPlot(friend,MONO_MAN_WIDTH/2,MONO_MAN_HEIGHT/2,0,$IB,"<friend>",4$);
 GrElemsPlot(enemy,MONO_MAN_WIDTH/2,MONO_MAN_HEIGHT/2,0,$IB,"<enemy>",2$);

 base2->color=WHITE;
 for (i=0;i<MAX_SHOTS;i++)
     if (!s_dead[i])
         GrLine(base2,sx[i]>>32,sy[i]>>32,
             (sx[i]+sdx[i]*SHOT_LENGTH)>>32,
             (sy[i]+sdy[i]*SHOT_LENGTH)>>32);

 base2->bkcolor=ROP_COLLISION+BLACK;
 base2->color=ROP_COLLISION+WHITE;
 for (i=0;i<MAX_MAN;i++) {
     if (!man_dead[i]) {
         x=man_x[i];
         y=(man_y[i]-scroll_y)&(MAP_HEIGHT-1);
         if (0<=x<GR_WIDTH && 0<=y<GR_HEIGHT) {
             base2->collision_cnt=0;
             if (man_friendly[i])
                 GrBlot(base2,x-MONO_MAN_WIDTH/2,y-MONO_MAN_HEIGHT/2,friend);
             else
                 GrBlot(base2,x-MONO_MAN_WIDTH/2,y-MONO_MAN_HEIGHT/2,enemy);
             if (base2->collision_cnt) {
                 man_dead[i]=TRUE;
                 corpse_timeout[i]=GetTimeStamp+time_stamp_freq*30;
                 if (man_friendly[i]) {
                     friendly_fire++;
                     friendly_left--;
                 } else
                     enemy_left--;
             }
         }
     }
 }
 GrDel(friend);
 GrDel(enemy);
 GrDel(base2);
}

void InitLevel()
{
 I8 i,xx,yy;

 scroll_y=MAP_HEIGHT-100;
 x=Fs->win_pixel_width>>1;
 y=0.9*Fs->win_pixel_height;
 finish_line=scroll_y+y;
 dx=0;
 dy=0;
 theta=0;

 for (i=0;i<MAX_LANDSCAPE;i++) {
     lx[i]=(Fs->win_pixel_width-100)*RandU4/MAX_U4+50;
     ly[i]=(MAP_HEIGHT-100)*RandU4/MAX_U4+50;
     l_types[i]=RandU2%(LANDSCAPE_TYPES-1);
 }
 l_types[0]=3;
 l_types[1]=3;

 for (i=0;i<MAX_MAN;i++) {
     if (i<MAX_FRIENDLY) {
         man_friendly[i]=TRUE;
         if (!(i&7)) {
             xx=(Fs->win_pixel_width-200)*RandU4/MAX_U4;
             yy=(MAP_HEIGHT-200)*RandU4/MAX_U4;
         }
     } else {
         man_friendly[i]=FALSE;
         if (!(i&31)) {
             xx=(Fs->win_pixel_width-200)*RandU4/MAX_U4;
             yy=(MAP_HEIGHT-200)*RandU4/MAX_U4;
         }
     }
     man_dead[i]=FALSE;
     man_x[i]=xx+64*RandI4/MAX_I4+100;
     man_y[i]=yy+64*RandU4/MAX_I4-64+100;
     corpse_timeout[i]=0;
 }
 for (i=0;i<MAX_SHOTS;i++)
     s_dead[i]=TRUE;
 friendly_left=MAX_FRIENDLY;
 enemy_left   =MAX_ENEMY;
 enemy_by_friendly=0;
 shots_fired=0;
 friendly_fire=0;
 level_score=0;
 start_time=BootTime;
 end_time=0;
 level_over=FALSE;
}

void InitGame()
{
 total_score=0;
 level=1;
 InitLevel;
 game_over=FALSE;
}


void FireShot()
{
 I8 i,j;
 double m,a;
 for (i=0;i<MAX_SHOTS-1;i++)
     if (s_dead[i])
         break;
 j=x+24.0*Sin(theta);
 sx[i]=j<<32;

 j=y-24.0*Cos(theta);
 sy[i]=j<<32;

 sdx2[i]=(SHOT_SPEED*Sin(theta)+dx)*0x100000000;
 sdy2[i]=-SHOT_SPEED*Cos(theta)*0x100000000;
 R2P(&m,&a,sdx2[i],sdy2[i]);
 sdx[i]=Cos(a)*0x100000000;
 sdy[i]=Sin(a)*0x100000000;
 shots_fired++;
 s_dead[i]=FALSE;
}

void MoveMen(I8 group)
{
 I8 i,j,d,closest,closest_d;
 for (i=group;i<MAX_FRIENDLY;i+=GROUPS) {
     if (!man_dead[i]) {
         closest=MAX_FRIENDLY;
         closest_d=MAX_I8;
         for (j=MAX_FRIENDLY;j<MAX_MAN;j++) {
             if (!man_dead[j]) {
                 d=AbsI8(man_x[i]-man_x[j])+AbsI8(man_y[i]-man_y[j]);
                 if (d<closest_d) {
                     closest_d=d;
                     closest=j;
                 }
             }
         }
         if (closest_d!=MAX_I8) {
             man_x[i]+=4*SignI8(man_x[closest]-man_x[i]);
             man_y[i]+=4*SignI8(man_y[closest]-man_y[i]);
         }
     }
 }
 for (i=MAX_FRIENDLY+group;i<MAX_MAN;i+=GROUPS) {
     if (!man_dead[i]) {
         closest=0;
         closest_d=MAX_I8;
         for (j=0;j<MAX_FRIENDLY;j++) {
             if (!man_dead[j]) {
                 d=AbsI8(man_x[i]-man_x[j])+AbsI8(man_y[i]-man_y[j]);
                 if (d<closest_d) {
                     closest_d=d;
                     closest=j;
                 }
             }
         }
         if (closest_d!=MAX_I8) {
             man_x[i]+=4*SignI8(man_x[closest]-man_x[i]);
             man_y[i]+=4*SignI8(man_y[closest]-man_y[i]);
         }
     }
 }
}


void FightMen(I8 group)
{
 I8 i,j,d,closest,closest_d;
 for (i=group;i<MAX_FRIENDLY;i+=GROUPS) {
     if (!man_dead[i]) {
         closest=MAX_FRIENDLY;
         closest_d=MAX_I8;
         for (j=MAX_FRIENDLY;j<MAX_MAN;j++) {
             if (!man_dead[j] && man_y[i]-man_y[j]<8) {
                 d=Sqr(man_x[i]-man_x[j])+Sqr(man_y[i]-man_y[j]);
                 if (d<closest_d) {
                     closest_d=d;
                     closest=j;
                 }
             }
         }
         if (closest_d<8*8)
             if (!(RandU2&1)) {
                 enemy_left--;
                 enemy_by_friendly++;
                 man_dead[closest]=TRUE;
                 corpse_timeout[closest]=GetTimeStamp+time_stamp_freq*30;
             }
     }
 }
 for (i=MAX_FRIENDLY+group;i<MAX_MAN;i+=GROUPS) {
     if (!man_dead[i]) {
         closest=0;
         closest_d=MAX_I8;
         for (j=0;j<MAX_FRIENDLY;j++) {
             if (!man_dead[j]&& man_y[i]-man_y[j]<8) {
                 d=Sqr(man_x[i]-man_x[j])+Sqr(man_y[i]-man_y[j]);
                 if (d<closest_d) {
                     closest_d=d;
                     closest=j;
                 }
             }
         }
         if (closest_d<8*8)
             if (!(RandU2&1)) {
                 friendly_left--;
                 man_dead[closest]=TRUE;
                 corpse_timeout[closest]=GetTimeStamp+time_stamp_freq*30;
             }
     }
 }
}

void Timeout()
{
 U8 cmd,p1,p2;
 U8 i,main_loop_pass;
 BoolI1 gun_on,quit;
 U8 old_attr=Fs->text_attr;
 BoolI1 old_preempt=Preempt(OFF);
 BoolI1 old_border=WinBorder(OFF);
 BoolI1 old_wordstat=WordStat(OFF);
 U8 next_update_time;
 void *old_update=Fs->update_win;
 WinMax;
 LtfClear;
 cout
     "\r\n\r\nYou're sent back through time "
     "to help fight some bad guys.\r\n\r\n"
     "Scoring:\r\n"
     "  Enemy Killed\t\t+5\r\n"
     "  Enemy by Friendly\t+10\r\n"
     "  Friendly Fire\t\t-200\r\n"
     "  Shots Fired\t\t-1\r\n"
     "  Game Time\t\t-10 per second\r\n"
     "  Surviving Friendlies\t+500\r\n"
     "  Level Bonus\t\t+1000\r\n"
     "\r\n"
     "  Score gets multiplied by level.\r\n"
     "\r\n";
 PressAKey;
 InitGame;
 Fs->update_win=&UpdateWin;
 Fs->text_attr=GREEN<<4;
 Preempt(old_preempt);

 gun_on=FALSE;
 quit=FALSE;
 main_loop_pass=0;

 try
 while (TRUE) {
     next_update_time=GetTimeStamp+10*time_stamp_kHz_freq;
     if (cmd=ScanMsg(&p1,&p2,
         1<<MSG_KEY_DOWN+1<<MSG_KEY_UP)) {
         if (cmd==MSG_KEY_DOWN) {
             switch (p2.u1[0]) {
                 case SC_CURSOR_RIGHT:
                     theta=15.0*pi/180.0;
                     break;
                 case SC_CURSOR_LEFT:
                     theta=-15.0*pi/180.0;
                     break;
                 default:
                     if (p1==CH_CTRLQ || p1==CH_ESC)
                         quit=TRUE;
                     if (p1==CH_SPACE)
                         gun_on=TRUE;
             }
         } else if (cmd==MSG_KEY_UP) {
             switch (p2.u1[0]) {
                 case SC_CURSOR_RIGHT:
                 case SC_CURSOR_LEFT:
                     theta=0.0;
                     break;
                 default:
                     if (p1==CH_SPACE)
                         gun_on=FALSE;
             }
         }
     }
     if (quit)
         break;
     for (i=0;i<MAX_SHOTS;i++) {
         if (!s_dead[i]) {
             sx[i]+=sdx2[i];
             sy[i]+=sdy2[i];
             if (sy[i]<0||sx[i]<0||
                     sx[i]>>32>=Fs->win_pixel_width||
                     sy[i]>>32>=Fs->win_pixel_height)
                 s_dead[i]=TRUE;
         }
     }

     dx=0;
     if (theta>0)
         dx=2;
     else if (theta<0)
         dx=-2;

     x+=dx;
     if (x<0)
         x=Fs->win_pixel_width-1;
     if (x>=Fs->win_pixel_width)
         x=0;


     switch (main_loop_pass&7) {
         case 0:
             if (!(main_loop_pass&15))
                 FightMen(main_loop_pass>>4%GROUPS);
             else
                 MoveMen(main_loop_pass>>4%GROUPS);
             if (!(main_loop_pass&0x3F)) {
                 y--;
                 if (y<20) {
                     level_over=TRUE;
                     game_over=TRUE;
                 }
             }
             break;
         case 2:
             CheckCollisions;
             break;
         case 4:
             break;
         case 6:
             if (mp_cnt>1)
                 MPJob(&CheckCollisions);
             break;
         default:
             if (gun_on)
                 FireShot;
     }

     main_loop_pass++;

     scroll_y-=(level+1)/2;
     if (main_loop_pass&1 && (level+1)&1)
         scroll_y--;

     Bts(&Fs->task_flags,TSSf_IDLE);
     do SwapInNextTask;
     while (Fs->time_slice_start<next_update_time);
     Btr(&Fs->task_flags,TSSf_IDLE);

     level_score=level*(5*(MAX_ENEMY-enemy_left)
         +10*enemy_by_friendly
         -200*friendly_fire
         -10*(BootTime-start_time)/LTDATE_FREQ
         -shots_fired);
     if (level_over) {
         if (!game_over)
             level_score+=1000;
         total_score+=level_score;
         end_time=BootTime;
         Sleep(1000);
         FlushMsgs;
         if (!game_over) {
             while (friendly_left) {
                 if (ScanKey(&p1))
                     break;
                 level_score+=500;
                 total_score+=500;
                 Sound(1000);
                 Sleep(150);
                 Sound(0);
                 Sleep(50);
                 friendly_left--;
             }
             if (!friendly_left)
                 p1=GetChar;
             else {
                 level_score+=friendly_left*500;
                 total_score+=friendly_left*500;
             }
         } else
             p1=GetChar;
         gun_on=FALSE;
         main_loop_pass=0;
         if (p1==CH_CTRLQ || p1==CH_ESC)
             break;
         else {
             if (!game_over) {
                 level++;
                 InitLevel;
             } else
                 InitGame;
         }
     }
 }
 catch
     CatchAll;
done:
 Preempt(OFF);
 WinBorder(old_border);
 WordStat(old_wordstat);
 Fs->update_win=old_update;
 Fs->text_attr=old_attr;
 Preempt(old_preempt);
}
...........D........................êÿÿÿ...îÿÿÿ......îÿÿÿ.............êÿÿÿÿÿÿÿðÿÿÿ...
ÿÿÿÿðÿÿÿýÿÿÿ.......ýÿÿÿ....ñÿÿÿ......ñÿÿÿ...ñÿÿÿ ......ñÿÿÿ ...ýÿÿÿ......ýÿÿÿ.....................
......... .....................................ýÿÿÿ......ýÿÿÿ...ÿÿÿÿ......ÿÿÿÿ...
..................................................................
..................ýÿÿÿ......... ..................
............ÿÿÿÿ
...ýÿÿÿ.........óÿÿÿ...ÿÿÿÿ..............................ðÿÿÿ......ðÿÿÿ............
öÿÿÿÿÿÿÿ...............ÿÿÿÿüÿÿÿÿÿÿÿ......ÿÿÿÿ.....................üÿÿÿ......þÿÿÿ...
.....................
...
......................üÿÿÿ...óÿÿÿ......üÿÿÿ...óÿÿÿ
................ïÿÿÿ...þÿÿÿñÿÿÿþÿÿÿ.......þÿÿÿ........................................
ÿÿÿÿ.......ûÿÿÿ.......ûÿÿÿ.........
...ÿÿÿÿüÿÿÿ...õÿÿÿ......õÿÿÿýÿÿÿöÿÿÿ...ýÿÿÿöÿÿÿ....ûÿÿÿ.......öÿÿÿÿÿÿÿúÿÿÿ...ÿÿÿÿúÿÿÿÿÿÿÿöÿÿÿ...
ÿÿÿÿöÿÿÿ...÷ÿÿÿ......ýÿÿÿöÿÿÿýÿÿÿýÿÿÿ......öÿÿÿ...ûÿÿÿ...ÿÿÿÿõÿÿÿ...ðÿÿÿ......ýÿÿÿüÿÿÿ...
øÿÿÿ..............ò..................ùÿÿÿ....ÿÿÿÿþÿÿÿ...úÿÿÿÿÿÿÿÿÿÿÿ..............ùÿÿÿ......þÿÿÿþÿÿÿ
...ÿÿÿÿ......ÿÿÿÿýÿÿÿÿÿÿÿ.........ÿÿÿÿ............... .............þÿÿÿ...ýÿÿÿ......ÿÿÿÿ...
......ûÿÿÿ....ôÿÿÿ......þÿÿÿ...÷ÿÿÿ................. ........ .............ýÿÿÿþÿÿÿöÿÿÿ...
þÿÿÿöÿÿÿ...öÿÿÿ......öÿÿÿ...üÿÿÿ.......üÿÿÿ....öÿÿÿ...ÿÿÿÿ÷ÿÿÿ...úÿÿÿ......÷ÿÿÿ....þÿÿÿ......÷ÿÿÿ...
üÿÿÿ...þÿÿÿöÿÿÿýÿÿÿûÿÿÿ..........þÿÿÿ............þÿÿÿýÿÿÿ.........öÿÿÿ...òÿÿÿ.......óÿÿÿ....õÿÿÿ
......ýÿÿÿûÿÿÿ...÷ÿÿÿ..............Ê..................üÿÿÿ......ÿÿÿÿ...üÿÿÿ......üÿÿÿ......
üÿÿÿ...þÿÿÿ......þÿÿÿýÿÿÿ............þÿÿÿ...þÿÿÿ......ýÿÿÿ...ýÿÿÿ...þÿÿÿ...öÿÿÿ......
þÿÿÿÿÿÿÿõÿÿÿ.................................Ê.........
.............ïÿÿÿþÿÿÿõÿÿÿ...þÿÿÿõÿÿÿ...öÿÿÿ......öÿÿÿ...ñÿÿÿ...ÿÿÿÿôÿÿÿ...ùÿÿÿ.......÷ÿÿÿüÿÿÿûÿÿÿ...
üÿÿÿûÿÿÿ...ûÿÿÿ......ûÿÿÿ...öÿÿÿ.......úÿÿÿ....úÿÿÿ..........üÿÿÿ.....................7........
.........öÿÿÿñÿÿÿøÿÿÿëÿÿÿ...ùÿÿÿêÿÿÿýÿÿÿçÿÿÿ...ýÿÿÿçÿÿÿ...æÿÿÿ......æÿÿÿ
...ëÿÿÿ... ...ëÿÿÿ ...ôÿÿÿ...
...ôÿÿÿ
...ùÿÿÿ...
...ùÿÿÿ...óÿÿÿ......óÿÿÿ...ôÿÿÿ......ôÿÿÿ...ùÿÿÿ......ùÿÿÿÿÿÿÿùÿÿÿ...ÿÿÿÿùÿÿÿúÿÿÿñÿÿÿ...
úÿÿÿñÿÿÿöÿÿÿ÷ÿÿÿ...öÿÿÿ÷ÿÿÿöÿÿÿíÿÿÿ...ÿÿÿÿèÿÿÿÿÿÿÿôÿÿÿ......éÿÿÿ        ...ôÿÿÿ......ðÿÿÿÿÿÿÿèÿÿÿ...
ùÿÿÿîÿÿÿÿÿÿÿìÿÿÿ...        ...ìÿÿÿ...éÿÿÿ...üÿÿÿñÿÿÿüÿÿÿëÿÿÿ......õÿÿÿ...õÿÿÿ......õÿÿÿ...õÿÿÿ......
úÿÿÿ...õÿÿÿ......        ...ðÿÿÿ...êÿÿÿ......ñÿÿÿ...êÿÿÿ......òÿÿÿ...ñÿÿÿ..........
øÿÿÿ.............øÿÿÿ....................Þ..................öÿÿÿ... ...............        
.........        .........üÿÿÿ......üÿÿÿ....ùÿÿÿ.......ùÿÿÿûÿÿÿüÿÿÿ...ûÿÿÿüÿÿÿ÷ÿÿÿ......
ÿÿÿÿúÿÿÿúÿÿÿ..........ûÿÿÿÿÿÿÿ.............úÿÿÿ.........þÿÿÿüÿÿÿ.............        .......¬.....
...¥...W...
¦ÿÿÿÌÿÿÿ...................................................................................................
...........................................................................................................
...........................................................................................................
...........................................................................................................
...................................... ........................................8....................
p....................à....................À...................À...................À...................
Ç..................€‡..................àÿ9..................ðÿs..................¼ ã..................þÃ..
À.............€÷ƒÀ.À ............À»ïÀ.Àl............ðþçÀÀ|............xÿãσÀ|............ž»
ñÏ8ÃÃÀ|............ïÝñÝ1ÃÃÀü...........ÀóîøÇÇÀü...........à9wü½ÆÇÁø...........xÜ3þ=ŽÁø..........
üï9þyŒÁ¸..........ÿwÿyŸÃ¸.........€ÿ9Ž¿ù ø.........àÿƽó8>ǰ.........ðç>ó906Æ0.........
üŸ‡c6³10~Æ0.........þÏÃq7ósplÎ0........€ÿçÀ83cã`üÌp........Àßqà3cÇàØÜp........ðç8pŽ;ãÆÁøÙp>........ø
{8†Îñáp~........þ<‡à ƒñcpì........?ŽœÃÇccðÌ......ÀŸÇÎÁÇcgðœ......àÇã.çÀ†9 ãfð......ðáp.
cà†1Çnð......øx8€s`†sÆmð......<<À9`c8Ž}ð9...... àp ãpŒ{°18.......`0
Ã`{°1p......€.p0 Çác°q`......€.80 †Á9g°aà.........œ. †ƒ1f°cÀ........Ì. ƒsn0ã€........Ì..
gl0Ã.........À.. . |0..............x0. ............. x0. .............. p0..................
`0...................`0...................
`..........................................................................................................
...........................................................................................................
...........................................................................................................
...........................................................................................................
...........................................................................................................
...........................................................................................................
.............................................. ........................................
8....................p....................à....................À...................À...................
À...................Ç..................€‡..................àÿ9..................ðÿs..................¼
ã..................þÃ..À.............€÷ƒÀ.À ............À»ïÀ.Àl............ðþçÀÀ|............
xÿãσÀ|............ž»ñÏ8ÃÃÀ|............ïÝñÝ1ÃÃÀü...........ÀóîøÇÇÀü...........à9wü½ÆÇÁø...........
xÜ3þ=ŽÁø..........üï9þyŒÁ¸..........ÿwÿyŸÃ¸.........€ÿ9Ž¿ù ø.........àÿƽó8>ǰ.........ð
ç>ó906Æ0.........üŸ‡c6³10~Æ0.........þÏÃq7ósplÎ0........€ÿçÀ83cã`üÌp........Àßqà3cÇàØÜp........ðç8pŽ;
ãÆÁøÙp>........ø{8†Îñáp~........þ<‡à ƒñcpì........?ŽœÃÇccðÌ......ÀŸÇÎÁÇcgðœ......àÇã.çÀ†9
ãfð......ðáp.cà†1Çnð......øx8€s`†sÆmð......<<À9`c8Ž}ð9...... àp ãpŒ{°18.......`0Ã`{°
1p......€.p0 Çác°q`......€.80 †Á9g°aà.........œ. †ƒ1f°cÀ........Ì. ƒsn0ã€........Ì..
gl0Ã.........À.. . |0..............x0. ............. x0. .............. p0..................
`0.....
..............`0...................
`..........................................................................................................
...........................................................................................................
...........................................................................................................
...........................................................................................................
...........................................................................................................
...........................................................................................................
.............................................. ........................................
8....................p....................à....................À...................À...................
À...................Ç..................€‡..................àÿ9..................ðÿs..................¼
ã..................þÃ..À.............€÷ƒÀ.À ............À»ïÀ.Àl............ðþçÀÀ|............
xÿãσÀ|............ž»ñÏ8ÃÃÀ|............ïÝñÝ1ÃÃÀü...........ÀóîøÇÇÀü...........à9wü½ÆÇÁø...........
xÜ3þ=ŽÁø..........üï9þyŒÁ¸..........ÿwÿyŸÃ¸.........€ÿ9Ž¿ù ø.........àÿƽó8>ǰ.........ð
ç>ó906Æ0.........üŸ‡c6³10~Æ0.........þÏÃq7ósplÎ0........€ÿçÀ83cã`üÌp........Àßqà3cÇàØÜp........ðç8pŽ;
ãÆÁøÙp>........ø{8†Îñáp~........þ<‡à ƒñcpì........?ŽœÃÇccðÌ......ÀŸÇÎÁÇcgðœ......àÇã.çÀ†9
ãfð......ðáp.cà†1Çnð......øx8€s`†sÆmð......<<À9`c8Ž}ð9...... àp ãpŒ{°18.......`0Ã`{°
1p......€.p0 Çác°q`......€.80 †Á9g°aà.........œ. †ƒ1f°cÀ........Ì. ƒsn0ã€........Ì..
gl0Ã.........À.. . |0..............x0. ............. x0. .............. p0..................
`0...................`0...................
`..........................................................................................................
...............................................................................
Home

Flight Simulator
FirstPersonShootr
BigGuns
BirdLand
MultiCore
Tanks
TimeOut
X-Caliber