[Audyssey] War Machine: Tactics Accessibility

2013-07-23 Thread Christina
Hi.  The game War Machine: Tactics is trying to get support via Kickstarter.
The link and info for the game are below.
I contacted them to ask about accessibility for screen readers and was told
that, if there is enough demand, they might investigate it as a long-term
option.
If you are interested in playing this game and need it in an accessible
format, can you please contact the developers as well?
Thank you.
Christina


War Machine: Tactics

http://www.kickstarter.com/projects/409030043/warmachine-tactics 

Turn-based tactical combat for PC and Mac, set in the steam-powered world of
the award-winning WARMACHINE tabletop game.




Imagine wading into battle with a squad of skilled warriors at your command,
a cadre of ten-ton robots that obey your every thought, and the power of a
thunderstorm in the palm of your hand.

That's what we want you to experience in WARMACHINE: Tactics, the turn-based
tactics game that, with your help, will bring the award-winning WARMACHINE
miniatures game from the tabletop to your desktop PC or Mac.



Privateer Press Interactive and video game developer WhiteMoon Dreams have
joined forces to bring WARMACHINE to life. Inspired by the predecessors of
this hallowed genre like Valkyria Chronicles, Final Fantasy Tactics, and the
X-COM franchise, WARMACHINE: Tactics seeks to break new ground for
turn-based tactics games by delivering a never-before-seen level of dynamic
battlefield combat.

As you'll see in the video, the development team has worked around the clock
for several months to prove we have the experience and the ability to turn
WARMACHINE into an incredible video game worthy of your pledge. Kickstarter
has provided the opportunity to realize this vision, and with you on our
side, we can make it a reality.



Thanks to your support, we have achieved our initial funding goal and we are
cleaving into our stretch goals!

Every dollar raised will go directly into the development of WARMACHINE:
Tactics and our backer rewards. Each stretch goal that we meet will add more
content and more functionality to enrich the experience of the game. Every
backer of WARMACHINE: Tactics who pledges at the $20 level or higher will
receive every upgrade and content addition to the game that is unlocked by
achieving our stretch goals.

STRETCH GOAL #1 - UNLOCKED!!!

THE CORE FOUR FACTIONS, PLAYABLE ON DAY 1By achieving our first stretch goal
of $650,000, we will now be able to add two additional artists and one
designer to the development team, allowing us to make Cryx and Protectorate
playable in multiplayer on Day 1. That gives us FOUR factions to battle
with! WARMACHINE: Tactics just got twice as awesome!

STRETCH GOALS #2-5 - UNLOCKED!!!

MERCS, MERCS AND MORE MERCS
The Mercenary march is on! The first merc, Eiryss, Magehunter of Ios has
been unleashed! Warcasters everywhere, beware! (If you're playing the
Cygnar, Khador or Protectorate of Menoth factions, you can include Eiryss in
your squad.) We've also unlocked Greygore Boomhowler, a blunderbuss and
great-axe wielding trollkin mercenary who will work for Cryx, Cygnar and
Khador! And then there's the infamous Kell Bailoch who is happy to sell his
deadly sniping talents to Khador and the Protectorate of Menoth, and Gorman
di Wulfe who brings an arsenal of alchemical grenades to any of the four
factions willing to pay his price!

STRETCH GOAL #7 - UNLOCKED!!!

CUSTOM COLORING SYSTEM
A fantastic feature has been added to the game at launch-the ability to
personalize the colors of your squad to your own individual taste!

STRETCH GOAL #8 - THE WARJACKS OF APOTHEOSIS
Unlocking this goal will add an incredibly, unique character warjack to each
faction: For Cygnar comest the THUNDERHEAD, infused with the power of a
lightning storm, this 'jack is capable of emitting a devastating electrical
pulse, shocking all enemies nearby. For Khador comes the BEHEMOTH, with dual
bombards and nearly impenetrable armor. The Protectorate acquires the
AVATAR, a divinely controlled warjack that requires no controller to execute
The Creator's will. And Cryx will unleash the terrifying DEATHJACK, an
infernal machine that grows more powerful with each soul it consumes!

STRETCH, AND STRETCH, AND STRETCH...
Subsequent stretch goals, to be revealed, will unlock game-enhancing
features like new multiplayer game modes, cinematic cut scenes, and even a
custom coloring feature allowing you to design new color schemes for your
squads. We also have a slew of additional unit content planned, like unique
character warjacks, more warcasters, and even an entirely new faction
playable in multiplayer. These features and content are all things we want
to put into WARMACHINE: Tactics. Achieving our stretch goals means we can
add more resources to the development team and achieve them faster, much of
it by our release date.





Rivalries as old as man steep the Iron Kingdoms in a tradition of incessant
war, forging in its violent fires heroes of unimaginable power and the

Re: [Audyssey] Kintchens Inc Game Request

2013-07-23 Thread Thomas Ward
Hi Dakotah,

Yes, your messages are getting through just fine. Remember if you ever
want to know if a message has gotten through to the list check the
list archives on the Audyssey site, and you can find out without
asking here.

Cheers!

On 7/20/13, Dakotah Rickard dakotah.rick...@gmail.com wrote:
 Did this last message get through?

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Re: [Audyssey] Kintchens Inc Game Request

2013-07-23 Thread James Bartlett

Hi there

   Tell me about it. I'm working on a game with BGT. It's my first time 
programing so it's a good program to start with, but I just didn't know how 
much work went into making a game.


bfn
James

--
From: shaun everiss sm.ever...@gmail.com
Sent: Saturday, July 20, 2013 5:27 PM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] Kintchens Inc Game Request


well sometimes lists do come up with stuff.
There are sertainly more things on the forums than the email list these 
days.
A lot of new projects, thanks to bgt and other things there are a lot of 
beginner hackers and such putting together a lot of good non vanilla 
stuff.

I am envolved in one such project testing and doodling with sfx.
Its interesting and empowering when you get something and think that 
whatever it is is  just a piece of pure crap.

Its another thing when you can  actually do something about it being so.
And its sometimes hard to do, finding sounds and other things that fit etc 
is a challenge in itself.

you don't know as a user sometimes just how hard things are.
A thing may sound quite crappy when in fact it probably wasn't destined to 
be total crap but ended up being so because the dev couldn't find 
something to replace it with.

I have come over some of that myself.
Some stuff is obviously junk but I have not been able to find a way to fix 
it without issue.
In the end I just had to switch around the best of the stuff to make it 
work, its not satisfying but for now that will have to do.


At 09:04 AM 7/21/2013, you wrote:
Yep, guess everyone is on the audio-games.net forms. Lists die when forms 
come to play.


At 04:33 PM 7/20/2013, you wrote:

Did this last message get through?

On 7/19/13, Dakotah Rickard dakotah.rick...@gmail.com wrote:
 Hi Jim.

 I generally try to keep my two cents to myself, unless I'm asked for
 it or I've had too much caffeine or alcohol, but I've finally decided
 that I can't keep it in any longer.
 You have several awesome games under your auspices, and I would like
 to request an update to two of them. tHe update is similar in both
 games, although a couple of thoughts on implementation are provided:
 The first, and in my opinion easiest, is an update to your golf game
 to include local multiplayer. No no. I'm not asking for the big giant
 doozie of them all, network communications. I just want to sit around
 and play a nice game of pass the keyboard Golf. It seems to me that
 standard golfing rules would be pretty easy to throw in: farthest from
 the hole gets to stroke, ties broken by accuracy or at random, and
 maybe a stroke limit of something like 10 strokes over par to stop
 your friend from harassing you too badly.

 The other game I'd like to talk about is Trucker.
 You guessed it. I'd love to have multiplayer added in for that too,
 and again, this is local multiplayer, so it'd be pretty easy to do.
 The hard part would be slightly reworking the interface to account for
 more than one driver at a time, but I figure it could work something
 like this.
 No matter what happens, you have to press enter to allow an hour to
 pass in multiplayer mode, so say Bob and Jake are driving. Jake goes
 to sleep in the truckstop, but Bob wants to keep on going.
 Traditionally, Jake would hear a bunch of snoring, followed by an
 alarm, but in multiplayer Bob drives however fast he wants to go and
 so forth, while Jake has to press enter for each hour of sleep. Of
 course, you could just decide that he's opted in for the full eight
 hours, nothing can change that, or you could offer him the opportunity
 to end his sleep early, just as a nice little change.

 I love both of these games, and my friends and I would love to play
 them together, but the prospect of having five computers in a circle
 and trying to hear hour own thing and not the other guys' and trying
 to keep relatively synchronized... no fun.

 The only other game that even remotely makes sense to be multiplayer,
 in my opinion, is Starmule, and that one seems most fun alone, but
 that's personal.
 Football involves a little too much rock paper scissors style and
 secret strategy to make an effective local multiplayer, and I can't
 think of any other games that aren't and ought to be, in my opinion.

 I hope that you will seriously consider adding local multiplayer to
 Golf and Trucker, as I feel it would add a whole new dimension to some
 already great games.
 For added fun, it might even be nice to have computer controlled 
 players,

 too.



 --
 Signed:
 Dakotah Rickard



--
Signed:
Dakotah Rickard

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Re: [Audyssey] Kintchens Inc Game Request

2013-07-23 Thread Thomas Ward
Hi Dakotah,

Well, that is why I brought it up. A lot of people forget that the
list archives exist, and fail to go take a look when one of their
messages appears to go missing or shows up late etc. One of the
reasons we use the mail archive service we do for this list is so that
it is easy to locate a message by thread or date from most recent to
oldest. So here is a reminder to all that the list's archives are
there if someone wants to check them for some reason. :D

Cheers!


On 7/21/13, Dakotah Rickard dakotah.rick...@gmail.com wrote:
 Good point, Tom.
 I honestly didn't even consider that.
 Deconstruction isn't one of my strong points.


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Re: [Audyssey] Looking for wrestling games.

2013-07-23 Thread Thomas Ward
Hi Michael,

Sorry, but I seem to have deleted or lost the Dos wrestling games I
had. I checked my backup drives this morning and could not find
Piledriver or Wrestling League Manager. You might have to go to Google
or Bing and do a web search for these games as I apparently lost the
zip files for those two games. Perhaps, just perhaps, someone else
here has them?

Cheers!


On 7/21/13, michael barnes c...@samobile.net wrote:
 Hello, All.
 I would like to get a copy of the wrestling games that are accessible
 for the blind.
 Can someone please send me a link to be able to download the wrestling
 games?
 Thanks for the help!

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Re: [Audyssey] To Thomas.

2013-07-23 Thread Thomas Ward
Hi Michael,

Unfortunately, I seem  to have lost my copies as well. I checked my 8
GB flash drive as well as my two 1 TB drives and failed to find
Piledriver and Wrestling League Manager. Not sure how I misplaced or
lost them, but I looked earlier this morning and could not find either
one.

Cheers!

On 7/21/13, michael barnes c...@samobile.net wrote:
 Hello, Thomas.
 Can I get a copy of the two dos wrestling games that you have?
 My copy of the games has gotten deleted awhile ago, and I would going
 to play them last night when I discover that they was gone.
 Thanks for the help!

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[Audyssey] Are there any programmers out there that can help with c++ questions?

2013-07-23 Thread James Bartlett
Hello all
I've been reading and doing a lot of research on c++ and BGT, But I still have 
a lot of questions that the help topics that I find just aren't ansering. I 
have some games in my head that I would like to get working so I can share them 
with others. so if someone has the time to anser some questions that would be 
great thank you. email me off list my email is jab8...@gmail.com

Thank you
bfn
James
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Re: [Audyssey] Are there any programmers out there that can help with c++ questions?

2013-07-23 Thread Thomas Ward
Hi James,

I don't know of anything that teaches you to develop in C++
specifically from a blind persons point of view, but any good book
should teach you the basics without getting too visual. One book I
would highly recommend is Teach Yourself C++ in 21 Days by Jesse
Liberty. The 4th edition of the book is all up to date, and takes you
from absolute newbie to an intermediate user of the language. It is
laid out as a three week course, IE 21 days, in which you begin with
simple Hello World type programs and work your way up to more advanced
applications. One place you could read the book is on the Safari site
http://safari.oreilly.com
with a 14 day free trial subscription.


Cheers!

On 7/21/13, James Bartlett jab8...@gmail.com wrote:
 Hi

 First let me say thank you for replying. I've tried to research the c++

 code but I can't make heads or tails of it. All the stuff that I do find is

 all visual and makes no sense. is there a place that I can go to research
 where to get started from a blind persons point?

 thank you again bfn
 James


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Re: [Audyssey] a suggestion for Jim Kitchen's golf game

2013-07-23 Thread Dakotah Rickard
Good idea, Charles. Have a tour of the courses.

Signed:
Dakotah Rickard

On Jul 21, 2013, at 15:46, Charles Rivard wee1s...@fidnet.com wrote:

 Jim:  If this already exists, where can it be found?  If not, how about an 
 option in the next update that marks, in the list of golf courses to choose 
 from, whether a course has been played?  Using this feature, you could play 
 all of the courses available without replaying any.  Then you could look at 
 the records to see how you did.
 
 Another feature that might be a cool addition would be a running average 
 score in comparison to what par would be after that many holes.  For example, 
 if you play a course that has 72 as par and score 70, then a course that has 
 70 as par, and you shoot a score of 70, the average par would be 71 and you 
 have shot an average of 70.  Overall, so far, you're shooting 1 under par.  
 Over time, you could combine these 2 features and see how you did as far as 
 par for all courses.  After all courses have been played at least once, 
 select the random course choice and see if you can beat your overall 
 performance.
 
 ---
 Shepherds are the best beasts, but Labs are a close second.
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Re: [Audyssey] Kintchens Inc Game Request

2013-07-23 Thread Thomas Ward
Hi Dakotah,

Yes and no. It all comes down to what you are attempting to program,
what platform or platforms you intend to support, what APIs you need
to access, whatever. So I'd say when talking about advantages or
disadvantages of C++ verses C# you need to take into consideration the
project at hand.

In general terms I agree C# is a great all purpose programming
language for games and applications because the .NET Framework and
Mono Framework provide an extensive library of classes and libraries
that gives the C# developer a lot of power and simplicity not possible
in C++. However, that is not to say there aren't some large
disadvantages with .NET based applications you don't have with C++.

One is security. In order to be cross-platform and portable C# is
compiled to an intermediate language that gets run by the .NET or Mono
runtime. Since it is not compiled to binary and encrypted it is very
easy to run a C# executable through a disassembler and get back the
original C# source code, modify it, and recompile it in VS .NET..
There are obfuscation tools that try to obfuscate or scramble the MSIL
code to keep hackers from disassembling it back to working C# code,
but its not regarded as safe as an encrypted C++ binary by IT
professionals.

With C++ you can not only compile it to native machine code, binary,
but there are some very good tools out there that can run encryption
on that executable and encrypt it in such a way that it would be
extremely difficult for a cracker to disassemble the executable into
assembly.

Another disadvantage with C# is that if there isn't a managed wrapper
for some library you want to use and it doesn't have a Windows COM
interface you are going to get stuck writing one for your .NET or Mono
application just because there is no direct way to access that API. As
it happens I can think of a specific case where I ran into this very
issue.

On Linux there is a universal speech service called Speech Dispatcher
that provides a common API for using Espeak, Festival, FreTTS,
Dectalk, Eloquence, etc. There is a Python wrapper called SpeechD and
there is of course the C libraries. However, if I am attempting to
write an app in C# using the Mono Runtime for Linux I'm sort of
screwed because there isn't a direct way to use Speech Dispatcher. I'm
going to have to do the work to write a Mono wrapper for Speech
Dispatcher, probably in C++, just so I can use it in C! with Mono.

Obviously, with C++ this isn't an issue. Simply include the Speech
Dispatcher headers and libraries in my C++ project and away I go. No
need to write some specialized wrapper to access the API.

The last serious disadvantage I've found with C# is installing all the
necessary dependencies. Of course, this has gotten better now that the
.NET Framework comes with Vista, Windows 7, and Windows 8, but there
is still a lot of extra stuff that may need to be downloaded and
installed just to use the native libraries on your machine. If you are
using DirectX in your C#  application you will either need XNA or
SlimDX. If you use SDL you will need to install SDL .NET. It all
depends on what you use of course, but let's face it there is a lot of
extra stuff with .NET that a C++ application simply doesn't need.

If I write a game in C++ I can use DirectX, Sapi, and all the standard
Windows libraries directly without installing the .NET Framework,
SlimDX, XNA, which makes it easier on the customer as well as myself
as everything the customer needs should already be installed.

So the advantages and disadvantages between C# and C++ really depends
on what you the developer are looking for. It all depends on how
important security is to you in developing copyright protection, or
weather or not you want direct access to certain APIs etc. Its a
entirely subjective opinion which is better in my opinion.

Cheers!

On 7/21/13, Dakotah Rickard dakotah.rick...@gmail.com wrote:
 In researching the various languages I could utilize, I found that C++
 doesn't seem to offer much in the way of advantage over C# in terms of
 what you can actually do with it, especially when you weigh it against
 the difficulties inherent in programming in that language.

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Re: [Audyssey] a suggestion for Jim Kitchen's golf game

2013-07-23 Thread Dean Masters
Yes, it would be nice to have an easy way to see which courses have been 
played.


Dean


-Original Message- 
From: Charles Rivard

Sent: Sunday, July 21, 2013 3:46 PM
To: audyssey gamers list
Subject: [Audyssey] a suggestion for Jim Kitchen's golf game

Jim:  If this already exists, where can it be found?  If not, how about an 
option in the next update that marks, in the list of golf courses to choose 
from, whether a course has been played?  Using this feature, you could play 
all of the courses available without replaying any.  Then you could look at 
the records to see how you did.


Another feature that might be a cool addition would be a running average 
score in comparison to what par would be after that many holes.  For 
example, if you play a course that has 72 as par and score 70, then a course 
that has 70 as par, and you shoot a score of 70, the average par would be 71 
and you have shot an average of 70.  Overall, so far, you're shooting 1 
under par.  Over time, you could combine these 2 features and see how you 
did as far as par for all courses.  After all courses have been played at 
least once, select the random course choice and see if you can beat your 
overall performance.


---
Shepherds are the best beasts, but Labs are a close second.
---
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Re: [Audyssey] new swamp version?

2013-07-23 Thread shaun everiss

well its good aprone has fixed more bugs.
myself I have been working with other things, but I'll look at this version.

At 08:38 PM 7/21/2013, you wrote:

high johnny, yes. here is the post.

While I am officially done developing for Swamp, the recent security
problem forced me to work on the client code to get it fixed.  Well it
is probably too soon to actually say fixed, since I don't know for
sure that it worked, but we'll see.  While working on the code I may
have actually spotted the cause of the item-loss bug, and perhaps even
the crate cheat bug!  Without any testing, and without spending any
serious time working on them I can't know for sure if the changes will
actually fix them, but I hope they do.  Here is the change log for
version 2.9b.  I'm not calling in version 3.0 because this one doesn't
count, and I still plan to release 1 version that is dedicated to bug
fixes, when I eventually have the time to do that.
Changes from version 2.9 to 2.9b
- Altered some security features that were outdated and no longer
being used by Swamp.  These were causing a few players not to be able
to connect, based on their computer's settings.
- Made sure the dx7vb.dll file was actually IN the zip this time!  Haha, oops.
- Made sure the zip now contains the correct versions of the game
maps.  In 2.9 I accidentally sent out super old versions.
- I've updated the sounds folder because in 2.9 I forgot to zip up the
newer copies Kai had provided.  (Thanks again Kai, you rock!)
- The user agreement has been updated, so please be sure to read through it.
- I may have spotted, and fixed, the bug which randomly deleted
people's items when they signed out and back in.  We'll see if it
worked.
- I quickly tossed in some code to stop people from cheating and
taking crates from one mission into another.  People should consider
themselves lucky I didn't ban each and every one of them for doing
that.  It was a clear violation of the loopholes portion of the User
agreement.
- Added in some new code that will help me detect players who alter
the game using speed hacks.
- Added in some new code that will help me track people who try to
guess the passwords of other players.
- Added a Lithuanian chat channel on channel 14.
- Added an Italian chat channel on channel 15.
- I fixed the zones spoken command.
- The odds of getting bloody clothes has been cut in half.  This is
due to many many requests from players ever since 2.9 went live.
- Players no longer get bloody clothes on LMS missions when they get hit.
- I did a little work to hopefully improve the M79 sounds across the
server.  I'm sure it isn't going to be working perfectly, but
hopefully it at least plays more of the sounds it is supposed to play.
- Adjusted a few parts in code that may have been causing subscript
out of range errors for a few people.
- I believe I've fixed a bug which allowed players to open their
inventory menu and be invulerable to zombies.  People who were using
this trick are lucky I didn't ban them all, because it was in clear
violation of the loopholes portion of the User agreement.
- I've added the SCS command, skills menu, to open the skills menu.
- I've added the SCS command, armor menu, to open the armor menu.
- Killing with the sledgehammer now properly gives rep and xp.
- I've fixed the Clan notifications, so they aren't stuck to ON.
All of the records were reverted back to a handful of days ago, so
people may notice that they've lost a few items and perhaps a few
levels.  Many other players will have lost their entire inventory, so
be prepared!  The item loss bug was actually tracked back to a problem
with the 2.8 inventory system, which was of course imported in to 2.9
when it went live on the main server.  I think this might be why no
one reported it on the testing server, since the bug was actually an
issue with the inventories saved on the main server only.  If you
remember, the 2.9 testing server had copied over players but a huge
percentage of the players started fresh as hardcore players, thus
flushing the 2.8 inventory bug into extinction.
I really do hope this ends up solving those 2 huge bugs.  Only time
will tell.  I'm heading to bed now so hopefully the server doesn't
crash or something, 10 minutes from now.  If it does, then I'll tend
to it in the morning.  Good luck everybody!  big_smile
- Aprone

I will post the link to download the latest, below.

www.kaldobsky.com/audiogames/Swamp.zip

about to go grab it myself.

Dallas


On 21/07/2013, Johnny Tai johnnyti...@shaw.ca wrote:
 Tried to log in, running 2.9, yet server says I am not running same version
 as server...did a new one come out?
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Re: [Audyssey] Press Your Luck

2013-07-23 Thread Jim Kitchen

Hi Karen,

Thank you very much for saying so.  And have fun.

BFN

- Original Message -
Thanks Jim!  We love your games!

Karen

Jim

Dumb luck beats sound planning every time

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] zork series.

2013-07-23 Thread Sabahattin Gucukoglu
It's probably much easier and simpler to just get the Infocom app, then pull it 
apart to extract the z-code.  See:
http://forum.audiogames.net/viewtopic.php?id=10566

Rename the .ipa file to .zip, then extract the contents.  Of course, we're 
working from the assumption that you're doing this legally.

Cheers,
Sabahattin


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[Audyssey] Nicolas Eymerich The Inquisitor help needed

2013-07-23 Thread Sajad Modaresi


Hello everyone,

I need help with the lion's head statue. I found those six gems on east wing 
corridor  and used them; however one piece is still missing. I think it is a 
green gem. I have looked everywhere and cannot find it. I would be appreciated 
if someone could guide me where to get it.


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[Audyssey] Importing wrestlers to wrestling game.

2013-07-23 Thread michael barnes

Hello, All.
How would I import the wrestlers from Piledriver to Wrestling league simulator?
Thanks!
By the way I recieved the wrestling games from a good friend, so if 
anyone need a copy let me know.


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Re: [Audyssey] Importing wrestlers to wrestling game.

2013-07-23 Thread Michael Maslo
Hi I would like a copy please

michael barnes c...@samobile.net wrote:
Hello, All.
How would I import the wrestlers from Piledriver to Wrestling league
simulator?
Thanks!
By the way I recieved the wrestling games from a good friend, so if 
anyone need a copy let me know.

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