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Forums > CSDb Discussions > Prince of Persia for Commodore 64/128
2011-10-09 19:28
Mr. SID

Registered: Jan 2003
Posts: 421
Prince of Persia for Commodore 64/128

So the time has finally comeĀ…

I'm proud to announce the release of Prince of Persia for Commodore 64/128 (PAL and NTSC).
The game will be available as a free download on the 16th of October 2011.

It will ship in the form of an EasyFlash .crt file. Any EasyFlash compatible cartridge will support the game (this should include the Chameleon and AlienFlash systems). VICE 2.2 and later also features EasyFlash support.
There is no disk or tape version (and there might never be one).

I will release more information during the coming week and will start to publish detailed documentation of the
development of this version (including my reverse-engineering work of the Apple II version) after the release.

In the mean time, here are some screenshots to get you psyched. I welcome all your comments and questions.





2011-10-09 19:35
JackAsser

Registered: Jun 2002
Posts: 1987
Very awesome and good idea about posting the dev process! :D Btw, doesn't 1541U support easy flash aswell?
2011-10-09 20:29
Skate

Registered: Jul 2003
Posts: 490
Oh yeah!!!
2011-10-09 20:37
Slator

Registered: Jan 2002
Posts: 273
awesome, looks fine. looking forward to see this one on my EF. thanks
2011-10-09 20:43
Yogibear

Registered: Aug 2003
Posts: 208
This looks really great! Who did the music? Can't wait till it's the 16th!
2011-10-09 21:06
cadaver

Registered: Feb 2002
Posts: 1153
Looks excellent!
2011-10-09 21:19
Elder0010

Registered: Apr 2011
Posts: 7
This is EPIC! The conversion looks perfect.. also nice game choice. Can't wait for it!!!!
2011-10-09 23:21
yonx
Account closed

Registered: Dec 2003
Posts: 31
O_O looks freaking awesome!!
2011-10-10 04:17
Moloch

Registered: Jan 2002
Posts: 2891
Yay! Been waiting on this for a while, looks like that wait was worth it! Looks awesome!
2011-10-10 05:20
Mix256
Account closed

Registered: Dec 2008
Posts: 26
Super! Can't wait!
2011-10-10 07:14
The Human Code Machine

Registered: Sep 2005
Posts: 109
Looks very polished! Won't the game fit on a floppy disk or why will there only be an EasyFlash version?
2011-10-10 07:16
Achim

Registered: Jan 2010
Posts: 28
That's the conversion I've always been waiting for!
2011-10-10 08:33
Mr. SID

Registered: Jan 2003
Posts: 421
Quoting The Human Code Machine
Looks very polished! Won't the game fit on a floppy disk or why will there only be an EasyFlash version?

Well, it actually fits on a floppy (with EasySplit compression), but it won't fit in memory.
It's not using EasyFlash as a storage solution, but as an actual ROM cartridge, so there's lots of (speed-)code, data and tables in ROM.
2011-10-10 09:54
ready.

Registered: Feb 2003
Posts: 441
couldn't it take advantage of the REU, then?
2011-10-10 10:26
The Human Code Machine

Registered: Sep 2005
Posts: 109
I thought the Apple II also had only 64 kb of memory or does the original Prince of Persia need additonal ram or also a cartridge?
2011-10-10 10:29
chatGPZ

Registered: Dec 2001
Posts: 11100
128k, afaik

great screens indeed. lets see how it plays :)
2011-10-10 10:30
JackAsser

Registered: Jun 2002
Posts: 1987
Quote: couldn't it take advantage of the REU, then?

Could have, would have, why bother? The crackers need work too so that they not only train and fix SEUCK games! :D
2011-10-10 10:33
Krill

Registered: Apr 2002
Posts: 2825
Ah, finally! And still looks very promising :)

Will you also release the source so people can tweak it easily and maybe find a few more worthwhile trade-offs to make it all fit in RAM nicely? :)

This somehow reminds me of the classic TOKI-case where crackers did have to pull a few tricks like re-writing the sound/music player etc. - Of course, an experienced programmer like you did use all the tricks in the book already.

But you never know what other people are capable of coming up with.. :D
2011-10-10 10:40
Mr. SID

Registered: Jan 2003
Posts: 421
Quote: I thought the Apple II also had only 64 kb of memory or does the original Prince of Persia need additonal ram or also a cartridge?

No, it requires an Apple IIe, IIc or IIgs, those come with at least 128K by default.
2011-10-10 10:53
The Human Code Machine

Registered: Sep 2005
Posts: 109
I found the POP source code documentiaon on Jordan Mechner's homepage and the game seems to use the full 128kb of ram. Would still be interesting to look into the possibility to sequeeze the game into a stock c64 and a 1541 floppy drive.
2011-10-10 11:07
Skoe
Account closed

Registered: Jan 2008
Posts: 34
The question is if one really has more fun with more loading time ;)
2011-10-10 11:10
Mr. SID

Registered: Jan 2003
Posts: 421
Quote: I found the POP source code documentiaon on Jordan Mechner's homepage and the game seems to use the full 128kb of ram. Would still be interesting to look into the possibility to sequeeze the game into a stock c64 and a 1541 floppy drive.

There's someone trying to do that, but I have no idea if it possible with his approach.
2011-10-10 13:17
STE'86

Registered: Jul 2009
Posts: 274
to have any chance of fitting the game into 64k, one would have to rewrite it to use charset instead of bitmap based graphics.

feasible certainly, but definitely not just "a mod". one would also find that all the background graphics would need to be redone to align to byte boundaries. and the animation frames would probably need to be evaluated with a view to stripping out extraneous animation data. (the excessive 15 frame animation to drink a potion springs to mind right away)

oh and i would take Mechners memory breakdown with a pinch of salt, as i seem to recall it claiming 48k for code. 48k in an 8bit is one hell of a lot of code for what amounts to a platform game.

Steve
2011-10-10 13:30
JackAsser

Registered: Jun 2002
Posts: 1987
Quote: to have any chance of fitting the game into 64k, one would have to rewrite it to use charset instead of bitmap based graphics.

feasible certainly, but definitely not just "a mod". one would also find that all the background graphics would need to be redone to align to byte boundaries. and the animation frames would probably need to be evaluated with a view to stripping out extraneous animation data. (the excessive 15 frame animation to drink a potion springs to mind right away)

oh and i would take Mechners memory breakdown with a pinch of salt, as i seem to recall it claiming 48k for code. 48k in an 8bit is one hell of a lot of code for what amounts to a platform game.

Steve


Indeed... as Mr. Sid pointed out to me one day on IRC: The tiles in the original graphics are 63 lines high, not 64, making char mode and $d800-colorram a living hell on the C64.
2011-10-10 13:33
Mr. SID

Registered: Jan 2003
Posts: 421
The 48K of code is quite accurate, but it includes tons of tables for all kinds of purposes.
Don't have the exact number here, but if you want to count just the actual code it's somewhere in the neighbourhood of 32K.
2011-10-10 13:52
STE'86

Registered: Jul 2009
Posts: 274
yes but when u actually look the game dispassionately, apart from the painters algorithm and the smooth animation, it doesnt actually do a fat lot does it?

i would say that many other c64 games have to keep track of an awful lot more data and don't use 32k to do it.

also on the amstrad forum i was told that cpc version runs on a 64k machine and it's graphics use alot more space than a 64.

Steve
2011-10-10 13:57
Skate

Registered: Jul 2003
Posts: 490
this news alone should be increased EasyFlash (and possibly Chameleon/AlienFlash etc.) sales. at least, i just ordered 5 EasyFlash cartridges for me and my friends in my neighbourhood. Actually, I would order a Chameleon if I didn't have a 1541U2. I just left my Chameleon order to a new reason. :)
2011-10-10 14:13
Slator

Registered: Jan 2002
Posts: 273
Quote: Could have, would have, why bother? The crackers need work too so that they not only train and fix SEUCK games! :D

jazzasser: could be that you should stop typing and finnish off EoB instead ? ;-D <just an idea...>
2011-10-10 14:20
Mr. SID

Registered: Jan 2003
Posts: 421
As far as I can tell from Youtube videos, the Amstrad version has only half the animation framerate (they skipped every other frame) and doesn't use double-buffered drawing.
I can't stand to look at it for more than a few minutes. :)

But there's a lot more to it than just screen drawing and a bit of animation.
There's a detailed collision detection system which is quite complicated due to the many different movements the player can perform (lots of special cases that simple jump'n'runs don't have to worry about).
Then there's configurable enemy AI which gets progressively harder and not just because it has more hit points in later levels.
A good chunk of code is also dedicated to the various animated tiles, gates, chopping jaws, falling floors, etc.
Then there's a cutscene player using the game engine, a script engine to drive the animation of NPCs during the game (for certain one-off situations like the shadow man), and many other Apple2-specific bits, floppy code, keyboard and joystick scanning, music/sfx player and so on. Because the hardware is so primitive, these things are unusually complicated. Reading the current joystick direction or playing a beep on the speaker requires timed loops and stuff like that. We C64 coders are a bit spoiled in this regard.
2011-10-10 14:29
Oswald

Registered: Apr 2002
Posts: 5017
Quote: yes but when u actually look the game dispassionately, apart from the painters algorithm and the smooth animation, it doesnt actually do a fat lot does it?

i would say that many other c64 games have to keep track of an awful lot more data and don't use 32k to do it.

also on the amstrad forum i was told that cpc version runs on a 64k machine and it's graphics use alot more space than a 64.

Steve


Great news! I agree that 32k of code sounds a lot, but it does probably 10x times more stuff than we can think of at the moment. :)
2011-10-10 14:42
Mr. SID

Registered: Jan 2003
Posts: 421
I just did the calculation for the upper 64K bank (which contains the whole high-level game engine) and there's ~29K ($730d) bytes of actual code, not counting tables and other data.
The other bank contains the low-level bitmap drawing and floppy routines, so that adds another few KB.
2011-10-10 15:47
Burglar

Registered: Dec 2004
Posts: 1031
yay PoP! \o/

I don't think the size of the current implementation by mrsid is very interesting, it'll be more interesting to know why he choose the solutions he used.

When did you realize that 64k wouldn't be enough and what was the main cause?

Anyway, really looking forward to the game. Looks like a new Toki to me ;)
2011-10-10 17:49
Mr. SID

Registered: Jan 2003
Posts: 421
All will be revealed in due time... :)
2011-10-10 18:35
JackAsser

Registered: Jun 2002
Posts: 1987
Quote: jazzasser: could be that you should stop typing and finnish off EoB instead ? ;-D <just an idea...>

Good idea! Actually... I'm working as fast as I can with the iPhone version atm: http://forums.macrumors.com/showthread.php?t=621515&page=2

It's soon finished. Then it's time to resume the c64-version now that I've reverse engineered the whole game!

(sorry for being OT)
2011-10-10 19:48
TWW

Registered: Jul 2009
Posts: 541
Looks awesome! Can't wait to see what that engine is capable off!

JackA: Yeah, EOTB woudn't be bad either 8-D.
2011-10-10 21:50
JCB
Account closed

Registered: Jun 2002
Posts: 241
Nice to see it finally coming to fruition. :)

Me and Ste shelved our version when you started to show Ste you were fairly advanced, although it's been a while since then and I had been getting itchy fingers to pick my code up again ;)
2011-10-10 22:02
Mr. SID

Registered: Jan 2003
Posts: 421
Pete,

I'd still love to see what you can come up with. You're probably on the right track, but it's gonna be tough.
2011-10-10 22:07
JCB
Account closed

Registered: Jun 2002
Posts: 241
Yeah, there was always contingencies for compromises when we started planning it, like Ste said the possibility of dropping frames etc. I might pick it up again then if it does get finished at least there'll be a fast loading as accurate as possible version for people with carts and a disk loading somewhat different version.
2011-10-10 22:35
Yogibear

Registered: Aug 2003
Posts: 208
I still haven't heard who did the music or isn't there any?
2011-10-10 22:41
Burglar

Registered: Dec 2004
Posts: 1031
Quoting Yogibear
I still haven't heard who did the music or isn't there any?

converted/emulated? music with sfx by conrad, so I heard
2011-10-11 05:26
Angel of Death

Registered: Apr 2008
Posts: 210
Quoting STE'86
yes but when u actually look the game dispassionately, apart from the painters algorithm and the smooth animation, it doesnt actually do a fat lot does it?

Well... the main problem is (apart from the amount of animation frames) is the amount of colors (without exception 5 including BG) in the actors and the nice gimmick of moving behind scenery.
If you'd do it all in sprites the amount of frames could be handled. (Cadaver's metal-warrior used all kind of tricks like packing and mirroring) But you'll be stuck with the other two problems. (defining another sprite for just 5 pixels of hair. or dynamically building sprites for various parts of scenery that have to move in front of you)
That could be solved by using bitmap-based graphics but that takes a lot of speed-code to get a decent frame-rate.
Anyways. mr.SID seems to have solved it so we'll just have to see.
2011-10-11 05:53
Oswald

Registered: Apr 2002
Posts: 5017
An article about the biggest obstacles and solutions would be very nice :)
2011-10-11 06:26
Conrad

Registered: Nov 2006
Posts: 833
Quote: Quoting Yogibear
I still haven't heard who did the music or isn't there any?

converted/emulated? music with sfx by conrad, so I heard


You're half-correct! :)
I'm responsible for sound programming and sfx stuff this time. Music will be by Mr.SID I think.
2011-10-11 07:11
Oswald

Registered: Apr 2002
Posts: 5017
Quote: Quoting STE'86
yes but when u actually look the game dispassionately, apart from the painters algorithm and the smooth animation, it doesnt actually do a fat lot does it?

Well... the main problem is (apart from the amount of animation frames) is the amount of colors (without exception 5 including BG) in the actors and the nice gimmick of moving behind scenery.
If you'd do it all in sprites the amount of frames could be handled. (Cadaver's metal-warrior used all kind of tricks like packing and mirroring) But you'll be stuck with the other two problems. (defining another sprite for just 5 pixels of hair. or dynamically building sprites for various parts of scenery that have to move in front of you)
That could be solved by using bitmap-based graphics but that takes a lot of speed-code to get a decent frame-rate.
Anyways. mr.SID seems to have solved it so we'll just have to see.


Looking at the screenshots, I dont see need for any overlay sprites and when scenery has to be in front of a sprite you can simply punch a hole in the sprite, so it looks like its behind.
2011-10-11 09:11
Ksubi
Account closed

Registered: Nov 2007
Posts: 87
Looks fantastic! Mr. Sid has some projects under way, thats for sure... and what a way to celebrate my birthday with the release of this gem :D
2011-10-11 10:10
Skate

Registered: Jul 2003
Posts: 490
@oswald: "punch a hole" is the most original description used i've ever heard for sprite masking technique. :D
2011-10-11 15:28
STE'86

Registered: Jul 2009
Posts: 274
Quote: Quoting STE'86
yes but when u actually look the game dispassionately, apart from the painters algorithm and the smooth animation, it doesnt actually do a fat lot does it?

Well... the main problem is (apart from the amount of animation frames) is the amount of colors (without exception 5 including BG) in the actors and the nice gimmick of moving behind scenery.
If you'd do it all in sprites the amount of frames could be handled. (Cadaver's metal-warrior used all kind of tricks like packing and mirroring) But you'll be stuck with the other two problems. (defining another sprite for just 5 pixels of hair. or dynamically building sprites for various parts of scenery that have to move in front of you)
That could be solved by using bitmap-based graphics but that takes a lot of speed-code to get a decent frame-rate.
Anyways. mr.SID seems to have solved it so we'll just have to see.


Yeah. I have a fair idea of how it works really. seeing as how I did a fair chunk of the graphics used in the game :)

Steve
2011-10-11 15:53
Linus

Registered: Jun 2004
Posts: 638
Quote: Looks fantastic! Mr. Sid has some projects under way, thats for sure... and what a way to celebrate my birthday with the release of this gem :D

Same here ;)

I thought a certain grumpy old man from denmark did the music, btw.
2011-10-11 15:54
Mr. SID

Registered: Jan 2003
Posts: 421
No, that grumpy old man from Denmark was also too lazy. :) No hard feelings...
2011-10-11 17:39
Soren

Registered: Dec 2001
Posts: 547
Well, the only thing fun doing soundwise on that projekt would be the sound effects... the original music itself sucks too much donkeyass and is very boring and annoying... So with that point of view I was surely not the best choise for converting the music. :-)
2011-10-11 17:41
Soren

Registered: Dec 2001
Posts: 547
Now that Linus is a dad, we can expect him to grow very grumpy, due to lack of sleep, sex, party and whatsoever. :-)
Viruz - a few grumpy old men. ;-D
2011-10-11 18:10
Mr. SID

Registered: Jan 2003
Posts: 421
Here's a little video of the title sequence of the game:

http://www.youtube.com/watch?v=C8DDd7gEnkc
2011-10-11 18:21
cadaver

Registered: Feb 2002
Posts: 1153
Music conversion is very Cinemaware-like :)
2011-10-11 18:32
Mr. SID

Registered: Jan 2003
Posts: 421
Is that good or bad? :)
2011-10-11 18:32
Linus

Registered: Jun 2004
Posts: 638
Quote: Now that Linus is a dad, we can expect him to grow very grumpy, due to lack of sleep, sex, party and whatsoever. :-)
Viruz - a few grumpy old men. ;-D


Haha <3
2011-10-11 18:50
cadaver

Registered: Feb 2002
Posts: 1153
Quote: Is that good or bad? :)

Good I'd say, as it fits the rest of the package perfectly.
2011-10-11 19:11
Skoe
Account closed

Registered: Jan 2008
Posts: 34
Please don't release it too late on Sunday, I invited friends and we plan to play it =)
2011-10-11 19:15
6R6

Registered: Feb 2002
Posts: 244
Just watched the youtube clip and it looks very very very good. :) How about a teaser clip of actual gameplay ?
2011-10-11 21:18
chatGPZ

Registered: Dec 2001
Posts: 11100
looks awesome - and i think the sound fits perfectly. this kind of stuff with a "modern" tune would suck =P
2011-10-11 22:03
Yogibear

Registered: Aug 2003
Posts: 208
Yes the music is very atmospheric and is better than the DOS version: http://www.youtube.com/watch?v=_zyQ_OVyhNE

The music of the Apple II version:
http://www.youtube.com/watch?v=T5-06QnCHKY
is pathetic!

Some fun PoP stuff:
http://www.youtube.com/watch?v=FqjSxBsxkWQ

Check YouTube for more!
2011-10-12 15:53
WVL

Registered: Mar 2002
Posts: 885
Looks awesome. And here I am stuck in Bolivia, which doesnt actually matter, since i dont own an easyflash anyway...

did I already said it looks AWESOME?
2011-10-12 19:45
Heavy Stylus

Registered: Apr 2007
Posts: 61
Well done Mr SID - really looking forward to seeing this ;)
2011-10-13 06:48
Mr. SID

Registered: Jan 2003
Posts: 421
Here's a bit of gameplay: http://www.youtube.com/watch?v=tBs5-WOtIpc
2011-10-13 07:30
Zyron

Registered: Jan 2002
Posts: 2381
Wow!
2011-10-13 09:56
Skate

Registered: Jul 2003
Posts: 490
gameplay is flawless. 3 days to go!!!
2011-10-13 11:43
Adam

Registered: Jul 2009
Posts: 321
This c64 conversion of PoP looks nice. :D
2011-10-13 13:00
Shadow
Account closed

Registered: Apr 2002
Posts: 355
Wow, amazing work, must be many hours sunk into this...
Seems like it will be a very high quality conversion and I look forward to playing it!
2011-10-13 14:55
zscs

Registered: Sep 2010
Posts: 45
Wow, it's amazing, can't wait to play with! Excellent work!
2011-10-13 18:22
Carrion

Registered: Feb 2009
Posts: 317
as Mr Marcelus Walace used to say:
"Mada Faka..."

it looks better than the Amiga version!
who made the GFX?
2011-10-13 18:28
Mr. SID

Registered: Jan 2003
Posts: 421
STE'86, Twoflower and me.
2011-10-13 18:48
Carrion

Registered: Feb 2009
Posts: 317
Mada Fakaz!
2011-10-14 05:32
Angel of Death

Registered: Apr 2008
Posts: 210
Are you f'ing kiddin' me!
That looks awesome!
Seriously. This game won't be cracked in 6 months because everybody will be too busy playing it. :)
(but then again. i can't wait to get my hands on it ;) )
2011-10-14 06:00
Krill

Registered: Apr 2002
Posts: 2825
There is nothing to "crack", only things to be added, like trainers and maybe support for older/other cartridges. And since the creator is active and around, it may be better to co-operate with him and his sources for any improved versions or ports of his code.

mrsid: Speaking of which, do you think it is theoretically possible to make a disk version for C-128? :)
2011-10-14 08:26
Mr. SID

Registered: Jan 2003
Posts: 421
Yes, theoretically, if someone would want to do that, I'd say a disk version for the C128 is possible.
2011-10-14 08:51
Graham
Account closed

Registered: Dec 2002
Posts: 990
A C128 version would be awesome :)
2011-10-14 09:18
enthusi

Registered: May 2004
Posts: 674
But then again, C64 version with cart IS awesome ;-)
2011-10-14 10:12
Skate

Registered: Jul 2003
Posts: 490
A new firmware for 1541U-II with EasyFlash support would also be awesome (even if I already ordered my EasyFlash cartridge :)).
2011-10-14 15:57
Frantic

Registered: Mar 2003
Posts: 1627
Then again, the Amiga 500 version is also awesome, and I had that about 20 years ago already.

Hiheihe heh eö hie hie höeöe höh...

Sorry. Couldn't resist. ;)
2011-10-14 17:58
syntaxerror

Registered: Jul 2007
Posts: 3
Awesome dude ! My old C64 waits for new stuff, real stuff ! We can't wait :)
2011-10-14 18:17
Slator

Registered: Jan 2002
Posts: 273
oh, the first real usefull programm for the c128 after nibblers :-D that would be something, but first we will enjoy the c64 version.
2011-10-14 19:49
Mr. SID

Registered: Jan 2003
Posts: 421
I have one more video before release: http://www.youtube.com/watch?v=GKCevu-3MYM
Enjoy!
2011-10-14 20:09
Twoflower

Registered: Jan 2002
Posts: 434
Oh, come on - this is old stuff - the promising Prince of Persia Preview have been out there for ages! And that one's not even requiring an EasyFlash. :-)
2011-10-14 20:36
STE'86

Registered: Jul 2009
Posts: 274
ok now that's done.

any first thoughts on how best we do the ship at the end of level one of PoP2?
2011-10-14 20:54
Mr. SID

Registered: Jan 2003
Posts: 421
Damn, now you actually made me look at a video of PoP2... :)
I wouldn't be worried about the ship though, more than one guard on a screen is much more of a problem...
2011-10-14 21:27
STE'86

Registered: Jul 2009
Posts: 274
tbh i always thought that PoP 2's good bits were only really

the start level running across the rooftops and the ship.
the "indy" use of walking on the right stones to open the cave door and the flying leap off a platform on the the statue of Pegasus to make it come alive.

however i have always thought that the start level in the Arab city could be turned into a game in its own right.

running across rooftops jumping balconies, using awning as jump assist trampolines.

all the Tales of the Arabian Knights/Sinbad type stuff in 30's Douglas Fairbanks style.
2011-10-15 01:58
metalfoot
Account closed

Registered: Dec 2005
Posts: 1
This is simply amazing. Pushing the C64 to a new dimension again...
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