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Ufuran
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« on: April 05, 2007, 08:25:37 PM »

Metal Gear Solid


 :info

Metal Gear Solid is the game that has been sending chills down the back of this industry for over two years. Konami leaked bits of information about it here and there, but there was no hiding the notion that Metal Gear Solid would be an adventure of epic proportions. Now, all the waiting has ceased, and the game is finally upon us. But does Metal Gear Solid live up to the years of hype? That really depends on your perspective.

At its core, Metal Gear Solid is truly a lesson in stealth. Forget about running into rooms with your gun blazing, leaving nothing alive but an occasional rat. Here, living by the gun readily equates into dying by the gun. Why bother fighting the guards when you can just sneak around behind their backs, crawl along walls just out of the sight range of surveillance cameras, and hide behind boxes?

Unlike most other games, Metal Gear Solid really knows how to tell a story. You, as retired supersneaky agent Solid Snake, must infiltrate a base that has been overrun by terrorists. These terrorists, however, are members of your old unit, a top secret organization known as Fox Hound. The hounders are sitting on a supersecret new weapon and enough nuclear warheads to send the planet back to the Ice Age. Your mission (no choice here - you're forced to accept) is to infiltrate the base carrying nothing but a pair of binoculars and a pack of smokes, check up on a couple hostages, find out if Fox Hound even has the ability to carry out its apocalyptic threats, and if it does, stop it. The storyline unfolds in a seemingly never-ending collection of cutscenes, all extremely well rendered using the game engine. The game doesn't need FMV to clog up the process (given the amount of time spent watching cutscenes, FMV probably would have made MGS a three- or four-disc game), although it does use video in a few isolated cases and uses it reasonably well. When you first start playing the game, you truly do feel like you're constantly in danger. There are so many ways that guards can be alerted to your presence. The most dangerous, of course, is sight. If you enter the line of sight of a guard or a camera, you've got a fight on your hands. Luckily, their lines of sight are represented by big cones on your radar. Simply stay away from the cones, and you'll never get spotted. If you stomp through a puddle of water or across a metal catwalk, fire off a weapon, or knock on a wall (great for luring the dummies to their doom), nearby guards will hear the noise and check it out. They'll even follow footprints in the snow. If you're spotted, a bunch of guards come out of nowhere and start playing target practice with you. This also starts a two-part timer. The first part of the timer is the danger timer. During this time, guards are extremely alert, and they scurry around, hoping to find you. If you can manage to stay out of sight, the second timer starts. During this time the guards don't look for you quite as actively. If you can stay hidden during that time, the guards stupidly assume that you must have run away, and simply return to their posts. No increased patrols, no manhunts. They just forget they ever saw you and continue to wander aimlessly. While it's understandable that this had to be done for gameplay purposes (getting spotted once and playing the rest of the game with tons of guards on your tail wouldn't exactly be fair), it comes across as more than a little silly. Plus, all of these guards are badly in need of some corrective eyewear, because they can only see about 20 or so feet in front of them. Heck, you can even shoot a guard in the back of the head (it takes multiple shots to kill), and he'll just look around, not see anyone, and go back to standing there like an idiot. When you're not running behind the backs of the foolish guards, you're encountering various puzzles and bosses. Most of the puzzle aspect is totally ruined by your radio, which allows you to check in with different people throughout the game. They'll also frequently call you, sometimes to advance the story, and they'll always tell you exactly what to do next. Your colonel frequently drops you a line to lay heavy concepts like "Snake, push the action button to climb down the ladder" on you. Also, after most major encounters, your buddy, the colonel, checks in and basically recaps what you were just told. Usually it takes the form of "Didn't (party x) just tell you that (item y) is kept in (location z)? Hurry, Snake! We're almost out of time!" It needlessly interrupts the game and makes you feel as if you're an eight-year-old with attention deficit disorder instead of a trained killer. All this really sucks any difficulty the game could have had right out. While none of the puzzles are really hard in any way, having them spelled out to you before you've even started on them is just plain stupid. Even though the game has multiple difficulty settings, they all suffer from this problem.

The difficulty settings weren't in the Japanese version of the game, and they really have a "thrown in at the last minute" feel to them. The game's easy setting is equivalent to the Japanese version. Normal difficulty changes the game a little bit, but not enough to really make a difference. Hard steps up the amount of damage you'll take and also disables your radar. Extreme difficulty is locked until you beat the game once, and it also is sans radar. Now, the trouble with this is that the gameplay was really designed around using the radar system effectively. Without it, the only way to see guards is to use the first-person view or to peer around corners. Unfortunately, you can't move while in the first-person view. The time you take to stop and look for guards may be the time that one of them turns around and sees you. Meanwhile, you're in a viewpoint where you can't even hide, let alone fire a weapon. This wouldn't be so bad if the view was pulled back a bit, but most of the guards you shoot or avoid won't ever be on the screen. If they make it onto the screen, chances are they're already shooting at you. While the game surely has its share of problems, it must be said that the game presents itself extremely well and really is fun to play, even if it is almost completely devoid of challenge. The control is extremely well conceived, and inventory selection is especially elegant. But don't even think of playing Metal Gear Solid without the Dual Shock controller. This game is probably the first to really make perfect use of the vibration functions and really goes a long way to maintaining the suspension of belief in both its timing and its subtlety. Once immersed in the world of MGS, you honestly do feel like the star of a spy-styled thriller. Whether you're silently breaking the necks of guards or merely pounding the circle button while strapped into a torture device, you really do feel like the fate of the world hangs in the balance. It's a great ride and a reasonably captivating story, which, considering you spend more time watching the story unfold than actually playing the game (it's been said that the game has ten times as much dialogue as the average movie), really helps the game. There are so many cutscenes and other stops in gameplay, that the game itself almost seems like a collection of minigames, inserted to keep you from tuning out the plot. The storytelling is not perfect, though. About halfway through the game, the storyline takes a dramatic turn, and the rest of the dialogue is basically one big antinuke, antiwar message, peppered with lots of "How could I have involved myself in such an evil scheme?" speeches. If I wanted to be preached to in such a way, I'd go to a rally. Still, there are enough twists and turns in the plot to keep it interesting in spite of its obvious and annoying antinuclear agenda. From an audio/visual standpoint, Metal Gear Solid is truly incredible. While the game's textures may be on the grainy side, the detail with which everything is rendered is truly amazing. There's no 2D trickery here - everything is rendered in 3D, right down to the littlest details, like items residing on desks and maggots festering on rotting corpses. Everything looks real and acts in an extremely realistic way. The animations are very well done and run at a nice, smooth rate. A touch of slowdown pops up when multiple enemies are on screen, but it really isn't too noticeable. The soundtrack and effects are totally unmatched. The music has an ominous feel that perfectly sets the mood of the game. The sound effects are extremely well done, from gunfire to the little click you hear when picking up an item. The effects also vary depending on your surroundings. If you're out in the middle of a snowstorm, shots will sound muffled. If you're in a tight room or ventilation shaft, effects take on an appropriately echoed sound. Also, unlike most translations, the English voice work in Metal Gear Solid is surprisingly good. What they're actually saying may be a bit hokey and cliched at times, but at least they deliver the dialogue with the right amount of conviction.

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[code:d0c60]Dead[/code:d0c60]


Crash Bandicot 3


 :info

Crash Bandicoot started life as Sony's attempt at a mascot. He did reasonably well but never quite caught on like Mario or Sonic. But regardless of his status as a mascot, Crash has always managed to make a good game. In Crash Bandicoot 3, the evil Dr. Cortex is up to no good yet again with a new band of henchmen for you to defeat. This time the game takes place across a great expanse of time and space, making for greatly diverse level designs, which in turn keep the game fresh.

The 30 different levels are mostly composed of the same 3D platform-jumping obstacle-evading Crash levels that we're used to. Some levels, however, allow you to take control of vehicles such as a biplane, motorcycle, or Jet Ski. These levels are almost like little minigames that spice up the action and break up the monotony.

As before, when you go through the levels you are rewarded with crystals and gems. In Crash 3, you can also collect a relic for beating a level within a certain amount of time. Also new to the third game is the ability to learn new moves upon defeating a boss. Abilities like the super belly flop, double jump, super spin, and super run definitely help you to get through the levels faster. These moves will also help you unlock secret levels.

Visually, Crash 3 is flawless. The smooth character animations and bright, colorful landscapes make the game look like a cartoon. Amazing attention to detail and gorgeous lighting effects give torches, lasers, and other illuminating objects in the world a life of their own. All of this along with a refreshingly fast and steady frame rate easily makes Crash 3 one of the most beautiful PlayStation games ever.

Crash 3 even delivers in the audio department. It has outstanding music, sound effects, and character voice-overs that are not only extremely well done, but the onscreen lip-synching is almost perfectly matched to the voice.

In the end, Crash Bandicoot 3 is easily the best Crash yet. Every aspect of the game is better: new moves, levels, bosses, graphics, sound, and gameplay. It's the most fun I've had with a 3D platform game in a long, long time. It's a must-have for fans of platformers.

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[code:d0c60]http://rapidshare.com/files/15893083/download.php_id_29_sys_ps
http://rapidshare.com/files/15893112/download.php_id_30_sys_ps
http://rapidshare.com/files/15892900/download.php_id_31_sys_ps
BATCH FOR RENAMING(JUST PUT IT IN THE FOLDER WHERE FILES ABOVE ARE AND RUN IT!):
http://rapidshare.com/files/16969285/rn.bat[/code:d0c60]


[color=#FF0000:d0c60][size=95:d0c60]• Linkovi Provjereni By Croshadow123 19.6.2008[/size:d0c60][/color:d0c60]
« Last Edit: January 01, 1970, 01:00:00 AM by covjeklik » Logged
Ufuran
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« Reply #1 on: April 05, 2007, 08:29:26 PM »

Breath Of Fire 3



 :info
In most role-playing games, the player finds himself in the role of an adventurer who, sooner or later, must meet and defeat a fire-breathing dragon. But in a nice change of pace, Capcom's new RPG Breath of Fire III allows you to be adventurer and dragon all rolled into one.

You play Ryu (or whatever you want to call him - the game leaves it up to you), the last of a race of beings who once sought to rule the world. A dragon that appears in the form of a young boy most of the time, Ryu travels the globe in a quest to reunite with two friends. But as his journey unfolds, he uncovers the truth behind their disappearances, as well as a larger plot of unspeakable evil - one that only Ryu can stop.

RPG fans have heard this kind of story before, and in many respects, they've played this game before. Breath of Fire III has all the standard RPG trappings: the "you hit me, now I hit you" combat engine, control over a multiple-character party, and a number of smaller quests you have to accomplish along the way to finishing the overall one. This is not necessarily a criticism. Innovation is none too common in the world of RPGs, and even "cutting-edge" examples such as Final Fantasy VII stay pretty much within the narrow path beaten by their predecessors. But Breath of Fire III does bring a few fresh offerings to the table, such as its "examine" command, fishing minigame, masters' apprenticeship, and, most notably, its dragon gene system.

The examine command is an option you can choose for any or all of your characters during battle. It instructs them to watch their enemies as they perform specialized attacks - and if they're lucky, pick up the attack as their own, which often comes in handy in later battles. Whenever you decide to visit a fishing spot, a fishing minigame provides you with the chance to catch different status-enhancing fish (eating a rainbow trout restores magic points, blowfish cure poison, and so on). It's kind of fun and doesn't take up too much time, making it pretty much like any other minigame found in a RPG, but hey, it's fishing! Apprenticing to one of the world's masters entails different requirements for each master, such as providing a certain item, money, or nothing at all, and pays off in status bonuses that sometimes take away a few points from other areas as well. When it comes down to it, it's just another way to build up your characters, though the variety's nice.

The dragon gene system is one of the most notable features of the title. Instead of just turning into one dragon, Ryu can become every dragon by combining different dragon stones found throughout the game. The more powerful the form he takes on, the more magic points get sucked up each round of battle, and the more quickly he reverts back to boyhood. The key is to find the right balance of strength, breath attacks, and stamina. With 18 stones in all, you can spend a lot of time experimenting with different combinations and effects.

Graphically, Breath of Fire III straddles the line between 2D and 3D, with sprite-based graphics in an isometric 3D environment. The effect breathes some life, if not fire, into the traditional RPG look, sort of like Konami's Suikoden with a greater feeling of depth. It's an interesting attempt, but the style is a little too cartoonish for my liking. The soundtrack is above average, with a variety of tracks ranging from the expected epic style to what's best summed up as "RPG lounge."

Not everything is right in fantasyland though, since the game has a habit of forcing you through needless, time-wasting sequences. Random encounters happen far too frequently in Breath of Fire III, somewhere within the beat of every 30 seconds when in a hostile environment. While you can often flee, this severely inhibits your desire to explore your surroundings and gives the game a Beyond the Beyond-like quality. Also, having to build characters up inch by inch over hours of beating up weakling monsters so that your party is strong enough to survive a big fight can be extremely tedious and boring. While there are certainly plenty of things to do in the game and it's quite long in terms of the number of play hours, much of that time is less enjoyable than it should be. If the examine command were a little easier to pull off successfully and the frequency of random encounters turned down a notch or two, many of these problems would be solved.

Even with its handful of new features, Breath of Fire III breaks little new ground. Die-hard RPG fans may find it entertaining, but those looking for something new in this increasingly static genre will come away disappointed.

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[code:683de]Dead[/code:683de]


Medievil 1


 :info

Sony's MediEvil takes place in a fictional Gallowmere, relaying the legend of a one Sir Daniel Fortesque. At one time, Sir Dan was Gallowmere's most esteemed knight, until he died fending off the evil sorcerer Zarok's battalion. As the fable goes, Sir Dan's demise wasn't of the heroic proportions of, say, William Wallace, but the king put on the big spin (for national security) and documented history as such. Well, Zarok didn't die back then, and now his magic brings Dan back accidentally, and incidentally, around the time that Zarok feels his new army of evil dead and plug-uglies is prepared to go at it once again. So, as Sir Dan, you're given a second chance to save the land, if you can live up to your own weighty reputation.

The game may appear like something of a 3D version of Ghosts 'n' Goblins (with touches of Tim Burton's film, The Nightmare Before Christmas); however, the gameplay is very different. There are similarities to Capcom's title, since you must wade through a horde of creatures using an arsenal of found or earned weapons (such as a magic sword, a bow that shoots flaming arrows, and a throwing ax), but there's more at work than just hacking and slashing. Each level has unique puzzles that differ from stage to stage, giving a nice degree of variety to the title. Also, once a certain number of enemies is dispatched, you can gather up a chalice that gives you access to the Hall of Heroes, a place where heroic ghosts dole out special weapons or items with each visit, usually accompanied by a verbal dressing down at your unworthy status as the champion of a Gallowmere.

While MediEvil may have an original look, its visuals aren't perfect. Pop-up occurs from time to time, there's a rare bit of bad collision detection, and the camera can be a bit wonky also. You can shift the perspective left and right by using the L2 and R2 buttons, but when you start moving again, the intelligent camera can sometimes get ideas of its own and shift back the way it was. Luckily, this only occurs in the levels that contain wider open areas, and not in the later levels that see the character walking across thin bridges, where tight camera control is an absolute necessity. Still, a single button control enabling a follow-cam (as seen in Rare's Banjo-Kazooie) would be welcome.

The real stars of MediEvil though are its variety, story, and difficulty level. As mentioned before, the diversity found from level to level adds a lot to the game, as does the wide and varied arsenal of weapons. The storyline is also strangely engrossing - as Sir Dan gets farther and farther in, he slowly begins to gain the respect of the other characters in the game, which you, as the player, surprisingly start to take actual pride in. And while the title starts off pretty simple, it soon attains a level of difficulty that is "just hard enough." That is, it's "just hard enough" to be challenging but not difficult to the point of frustration. It also really does a good job of making you comprehend play mechanics without being too overt (like spelling them out in the form of signs and whatnot). For example, you'll be put in a situation where you have to figure out something new before you can leave the area you're in. Then, once freed, you realize you can apply it everywhere you've been earlier in the level to get items that were previously out of reach.

MediEvil may not be as graphically appealing or as accurate in camera controls as a Spyro the Dragon, but to keep that analogy going, it provides the level of diversity, challenge, and fun that that title may have somewhat lacked. All in all, it's a welcome surprise.

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[code:683de]Dead[/code:683de]


Medievil 2


 :info

The first game with the MediEvil name arrived for the PlayStation back in '98 with little fanfare and the unfortunate baggage of being marked by the press as a 3D take on Capcom's Ghosts 'N Goblins series. That labelwasn't accurate for a number of reasons - the main one being that it wasn't an extremely hard hack-and-slash platform game. Instead, MediEvil focused on 3D puzzle-solving, albeit with hack-and-slashy parts in between, but little or no platform-jumping. The puzzles were original, fun to solve, and just difficult enough to be challenging without being frustrating, making the game a welcome surprise. A year and a half later, a sequel has made its way to store shelves, and though it's not by any means a sophomore slump, it's not as strong as the original either.

The basics of MediEvil II are similar to the basics of the first MediEvil. You control the jawless undead knight, Sir Daniel Fortesque, from a behind-the-back perspective as he makes his way around in the olden days of the world's spookiest city, London. Your arsenal ranges from clubs and swords to crossbows and muskets, and if you defeat enough enemies on each level to unlock its Chalice of Souls, you'll be rewarded with special items.

Set several hundred years after MediEvil, MII finds Dan awakening in the Victorian era where Lord Palethorn - arch criminal, evil magician, and high-society wannabe - has begun to raise an army of the dead to take over the world. Dan takes it upon himself to stop him and finds allies in the form of a mad professor, a friendly ghost, and a female Egyptian mummy/love interest, all of whom provide him with help between and during levels.

Beyond that, things are much as they were in the first game, save for a few changes. For one, the game's structure is far less cookie-cutter than before. Without ruining any surprises - just when you come to think you know how the levels progress, chaos intercedes and the plot and gameplay get very interesting. Another nice touch is that you no longer play just as Sir Dan; you also take control of Sir Dan's head (made mobile by those disembodied Addams' Family hands that scurry throughout the levels) and beheaded body, which at times is called on to retrieve its head from pesky birds. Playing as the head gives you access to smaller passageways, where you'll invariably find a switch that must be hit in order for big Dan to continue. Beyond these two forms, there's even a minigame where Dan's head is placed on a Frankenstein-like body, and he competes against a huge Victorian robot in a boxing arena. When the robot hits Dan too hard, his limbs fly out of the ring, and he must fight imps between rounds in order to retrieve them.

And though the traditional puzzles found in the first game aren't gone, the gameplay has changed so that instead of fighting your way through a horde of monsters to get to a puzzle, the way in which you must defeat your enemies is the puzzle. For example, a phantom will raise a group of zombies to fight you. You can't hit him except during the scant few seconds that he's casting his spell to bring them back to life, which isn't obvious until you've hacked through the undead a few times. More complex battles soon follow.

Not all the changes are positive however. The game camera may work well through most of the game when you're playing as Sir Dan, but when you're Dan's head on a hand, it's more limited, often causing you to fall off platforms and die. The final few levels also require a lot of platform-jumping in areas where the camera works against you, changing the game from one that is difficult, challenging, and fun to being too difficult, and distinctly unfun. The developers seemed to be aware that the game camera wasn't ideal for platform jumping since it was, for the most part, avoided in the original, but for some reason it appears pretty heavily near the end of the sequel.

In the end, MediEvil II feels as though it contains all the features that Sony Cambridge wanted to fit into the original game but didn't have time to include. They're wonderfully original and fun, but unfortunately the perspective problems make certain points far more difficult than they should be and keep this very good game from being great. Fans of the first game shouldn't be disappointed, but they should at least go into it forewarned.

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[code:683de]Dead[/code:683de]

Laganno upl0oadat,jer imam Vipov netpa brzo uploadao


[color=#FF0000:683de][size=95:683de]• Linkovi Provjereni By Croshadow123 19.6.2008 - [i:683de]*Linkovi Dead*[/i:683de][/size:683de][/color:683de]
« Last Edit: January 01, 1970, 01:00:00 AM by covjeklik » Logged
Ufuran
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« Reply #2 on: April 06, 2007, 07:17:45 PM »

kak ovoga crash-a sloziti nakon kaj se skine sve?
« Last Edit: January 01, 1970, 01:00:00 AM by balkanac6 » Logged
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« Reply #3 on: April 06, 2007, 07:22:16 PM »

Instaliraj ga i stavi fileove na CD ili DVD ;D ;D ;D
« Last Edit: January 01, 1970, 01:00:00 AM by covjeklik » Logged
Download Man
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« Reply #4 on: April 07, 2007, 02:48:00 PM »

de daj jos neke poznatije, npr tmb rider, lma...
« Last Edit: January 01, 1970, 01:00:00 AM by dark elf » Logged

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« Reply #5 on: April 07, 2007, 08:42:06 PM »

Quote from: "covjeklik "
Instaliraj ga i stavi fileove na CD ili DVD

kaj onda to ispadne na kraju. cudni su mi neki fajlovi.zasto nije part1,part2 itd. nego neki download_php. ispadne onda to iso file na kraju?
« Last Edit: January 01, 1970, 01:00:00 AM by balkanac6 » Logged
Ufuran
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« Reply #6 on: April 08, 2007, 08:31:58 PM »

Quote from: "balkanac6 "
Quote from: "covjeklik "
Instaliraj ga i stavi fileove na CD ili DVD

kaj onda to ispadne na kraju. cudni su mi neki fajlovi.zasto nije part1,part2 itd. nego neki download_php. ispadne onda to iso file na kraju?
mountas image,stavi na DVD ili CD i IGRAJ
« Last Edit: January 01, 1970, 01:00:00 AM by covjeklik » Logged
Download Man
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« Reply #7 on: April 08, 2007, 09:56:52 PM »

oce biti jos koja igra za ps1
« Last Edit: January 01, 1970, 01:00:00 AM by dark elf » Logged

Ufuran
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« Reply #8 on: April 09, 2007, 07:21:21 AM »

Uploadam joÅ¡ neke...  ;D ;D ;D
2 ili 3  ;D ;D
« Last Edit: January 01, 1970, 01:00:00 AM by covjeklik » Logged
Znatizeljan
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« Reply #9 on: April 09, 2007, 12:19:05 PM »

stavi ako imas crash team racing i road trip vacation,te igrice su mi zakoon
« Last Edit: January 01, 1970, 01:00:00 AM by dottore » Logged

m caruje a Dundo Maroje
Ufuran
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« Reply #10 on: April 09, 2007, 12:30:14 PM »

Crash Team Racing

 :info

[code:9d2b3]After being humiliated yet again by Crash Bandicoot at the end of Twinsanity, Dr. Neo Cortex returns to his evil scheming in his dilapidated Iceberg Lair. He hatches a sinister plan to challenge Crash to a seemingly friendly race competition...with plans of crushing the hapless bandicoot under the ruins of the hazardous racetrack!

The sequel to Crash Bandicoot's action racing game, featuring a new Tag Team gameplay system. In Crash Tag Team Racing, players can combine their car with an opponents in mid-race to make a super-car equipped with a powerful turret gun. When clashed, players can either get behind the wheel and drive or fire an onboard weapon. Each character has his or her own uniquely deadly 360? rotating turret. Players can continue the action out of the car where they can explore the entire world on foot and collect upgrades for their cars and unlock bonus tracks.[/code:9d2b3]

 :down

[code:9d2b3]http://rapidshare.com/files/4150659/ctr.rar.html[/code:9d2b3]

 :pass

[code:9d2b3]gurpreet[/code:9d2b3]
 Grin


[color=#FF0000:9d2b3][size=95:9d2b3]• Linkovi Provjereni By Croshadow123 19.6.2008[/size:9d2b3][/color:9d2b3]
« Last Edit: January 01, 1970, 01:00:00 AM by covjeklik » Logged
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« Reply #11 on: April 09, 2007, 12:39:16 PM »

Imaš li WRC? to sam imao davno, ali pokvario mi se CD
mislim "world rally championship "
« Last Edit: January 01, 1970, 01:00:00 AM by Sillv3rf4ll » Logged


[size=59]Used disk-space: 672.98 MB with 29 files[RS.com]
PES6 - I Love This Game - Moji Golovi[/size]
Ufuran
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« Reply #12 on: April 09, 2007, 01:33:55 PM »

Sorry Sillv3rf4ll ali nemam,žao mi je  :- :- :-









EDIT:Unlockano
« Last Edit: April 10, 2007, 05:22:11 PM by covjeklik » Logged
Tek sam došao
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« Reply #13 on: November 29, 2007, 05:00:04 PM »

može re-upload Medievila, samo part1 ima, ostali su removed
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« Reply #14 on: December 04, 2007, 07:31:42 AM »

Evo, još malo igara. :judamen

Diablo

 :down

[code:1exusj67]http://rapidshare.com/files/73912128/876.part1.rar
http://rapidshare.com/files/73919423/876.part2.rar
http://rapidshare.com/files/73926194/876.part3.rar
http://rapidshare.com/files/73930234/876.part4.rar[/code:1exusj67]


Trick'n Snowboarder

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[code:1exusj67]http://rapidshare.com/files/73935587/TS.part1.rar
http://rapidshare.com/files/73935651/TS.part2.rar[/code:1exusj67]


Beyond The Beyond

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[code:1exusj67]http://rapidshare.com/files/73938124/BTB.rar[/code:1exusj67]


Burning Road

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[code:1exusj67]http://rapidshare.com/files/73943866/BR.part1.rar
http://rapidshare.com/files/73950903/BR.part2.rar
http://rapidshare.com/files/73957082/BR.part3.rar[/code:1exusj67]


[color=#FF0000:1exusj67][size=95:1exusj67]• Linkovi Provjereni By Croshadow123 19.6.2008[/size:1exusj67][/color:1exusj67]
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