add assets for Gauntlet

This commit is contained in:
4am 2020-03-13 18:16:22 -04:00
parent 081820af7c
commit 30c109488f
22 changed files with 18 additions and 7 deletions

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@ -172,6 +172,9 @@ GAMMA.GOBLINS2=Type(06),AuxType(3FF8),Access(C3)
GAMMA.GOBLINS3=Type(06),AuxType(3FF8),Access(C3)
GAMMA.GOBLINS4=Type(06),AuxType(3FF8),Access(C3)
GAMMA.GOBLINS5=Type(06),AuxType(3FF8),Access(C3)
GAUNTLET=Type(06),AuxType(3FF8),Access(C3)
GAUNTLET2=Type(06),AuxType(3FF8),Access(C3)
GAUNTLET3=Type(06),AuxType(3FF8),Access(C3)
GENETIC.DRIFT=Type(06),AuxType(3FF8),Access(C3)
GENIUS=Type(06),AuxType(3FF8),Access(C3)
GENIUS.2=Type(06),AuxType(3FF8),Access(C3)

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@ -36,6 +36,7 @@ EGGS.IT=Type(06),AuxType(1FF8),Access(C3)
FORCE.7=Type(06),AuxType(1FF8),Access(C3)
FROGGER.II=Type(06),AuxType(1FF8),Access(C3)
FS2=Type(06),AuxType(1FF8),Access(C3)
GAUNTLET=Type(06),AuxType(1FF8),Access(C3)
GOONIES=Type(06),AuxType(1FF8),Access(C3)
GORGON=Type(06),AuxType(1FF8),Access(C3)
GUMBALL=Type(06),AuxType(1FF8),Access(C3)

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@ -1 +1 @@
# set 1 FAVORITES2.CONF=1 ACTIONHIJ1.CONF=2 JUNGLE.HUNT=0 DHGR1.CONF=3 ACTIONPOP.CONF=2 SAMMY.LIGHTFOOT=0 OTHER4.CONF=1 SHR1.CONF=5 # set 2 FAVORITES4.CONF=1 PITFALL.II=0 SYNERGIST.CONF=1 SPCARTOON.1.=0 ACTIONMNO1.CONF=2 CONAN=0 DHGR2.CONF=3 ACTIONCLR1.CONF=2 ATARI.CONF=1 SNEAKERS=0 SHR2.CONF=5 # set 3 AB4.CONF=1 DIG.DUG=0 BRODER2.CONF=1 FALCONS=0 ACTIONT4.CONF=2 STAR.BLAZER=0 ACTDHGR15.CONF=4 ACTIONEFG4.CONF=2 ATARI2.CONF=1 BRAINTEASERBLVD=0 SHR3.CONF=5 # set 4 FAVORITES3.CONF=1 BOUNCING.KMNGAS=0 BRODERBUND.CONF=1 SPACE.EGGS=0 ACTIONCLR2.CONF=2 LADY.TUT=0 DHGR4.CONF=3 ACTIONAB1.CONF=2 CD2.CONF=1 SPYS.DEMISE=0 SHR4.CONF=5 # set 5 P1.CONF=1 PIEMAN=0 OTHER3.CONF=1 SPCARTOON.6.=0 ACTIONHIJ3.CONF=2 CHAMP.LODERUN=0 ACTDHGR13.CONF=4 ACTIONHIJ4.CONF=2 AB3.CONF=1 AXIS.ASSASSIN=0 SHR5.CONF=5 # set 6 MATTEL.CONF=1 THUNDERBOMBS=0 FAVORITES1.CONF=1 FIREBIRD=0 ACTIONBURG.CONF=2 VINDICATOR=0 ACTDHGR2.CONF=4 ACTIONEFG2.CONF=2 S1.CONF=1 LODE.RUNNER=0 SHR6.CONF=5 # set 7 EFG2.CONF=1 REPTON=0 DATAMOST.CONF=1 BOLO=0 ACTIONCLR4.CONF=2 AGENT.USA=0 ACTDHGR3.CONF=4 ACTIONMNO3.CONF=2 MNO1.CONF=1 AQUATRON=0 SHR7.CONF=5 # set 8 SIERRA.CONF=1 POOYAN=0 CD1.CONF=1 SPCARTOON.3.=0 ACTIONPQR1.CONF=2 ALIEN.DOWNPOUR=0 ACTDHGR4.CONF=4 ACTIONT1.CONF=2 T2.CONF=1 BUZZARD.BAIT=0 SHR8.CONF=5 # set 9 MICROFUN.CONF=1 GAMMA.GOBLINS=0 OTHER2.CONF=1 ACTIONCLR5.CONF=2 CEILING.ZERO=0 ACTDHGR5.CONF=4 ACTIONPQR2.CONF=2 P2.CONF=1 ROBOTRON=0 SHR9.CONF=5 # set 10 SYNAPSE.CONF=1 WARP.DESTROYER=0 PICCADILLY.CONF=1 CYCLOD=0 ACTIONT3.CONF=2 WAVY.NAVY=0 ACTDHGR6.CONF=4 ACTIONT2.CONF=2 CD3.CONF=1 TRACK.AND.FIELD=0 SHR10.CONF=5 # set 11 DATAEAST.CONF=1 PEST.PATROL=0 EA.CONF=1 SPCARTOON.4.=0 ACTIONMNO2.CONF=2 CHOPLIFTER=0 ACTDHGR7.CONF=4 ACTIONEFG1.CONF=2 HIJKL2.CONF=1 GOONIES=0 SHR11.CONF=5 # set 12 SEGA.CONF=1 LOST.TOMB=0 HIJKL.CONF=1 LABYRINTH=0 ACTIONEFG3.CONF=2 KARATEKA=0 ACTDHGR8.CONF=4 ACTIONS2.CONF=2 S2.CONF=1 SNAKE.BYTE=0 SHR12.CONF=5 # set 13 ACTIVISION.CONF=1 DINO.EGGS=0 SIRIUS2.CONF=1 ACTIONHIJ2.CONF=2 ALIEN.TYPHOON=0 ACTDHGR9.CONF=4 ACTIONCD2.CONF=2 GEBELLI.CONF=1 SERPENTINE=0 SHR13.CONF=5 # set 14 PENGUIN.CONF=1 PACMAN=0 DATASOFT.CONF=1 SPCARTOON.5.=0 ACTIONAB3.CONF=2 FLIP.OUT=0 ACTDHGR10.CONF=4 ACTIONCD1.CONF=2 QR.CONF=1 PLASMANIA=0 SHR14.CONF=5 # set 15 SUBLOGIC.CONF=1 HIGH.RISE=0 EFG1.CONF=1 HARD.HAT.MACK=0 ACTIONS1.CONF=2 ORILEYS.MINE=0 ACTDHGR11.CONF=4 ACTIONCD3.CONF=2 OTHER1.CONF=1 SPY.HUNTER=0 SHR15.CONF=5 # set 16 EPYX.CONF=1 NIBBLER=0 AB1.CONF=1 BELLHOP=0 ACTIONPQR3.CONF=2 ALIEN.AMBUSH=0 ACTDHGR12.CONF=4 ACTIONCAPT.CONF=2 MNO3.CONF=1 TUBEWAY=0 SHR16.CONF=5 # set 17 T1.CONF=1 MR.COOL=0 SIRIUS.CONF=1 SPCARTOON.2.=0 ACTIONCLR3.CONF=2 CIDER.SPIDER=0 ACTDHGR1.CONF=4 ACTIONAB2.CONF=2 AB2.CONF=1 SPARE.CHANGE=0 SHR17.CONF=5 # set 18 IDSI.CONF=1 BATTLEZONE=0 BALLY.CONF=1 ALIEN.MUNCHIES=0 MR.DO.CONF=2 BURGERTIME=0 DHGR3.CONF=3 ACTIONS3.CONF=2 S3.CONF=1 STARGATE=0 SHR18.CONF=5 # set 19 MNO2.CONF=1 CANNONBALL.BLTZ=0 OTHER5.CONF=1 CRIME.WAVE=0 ACTIONCD4.CONF=2 SPACE.QUARKS=0 #4 ACTIONMZR.CONF=2 OTHER6.CONF=1 GUMBALL=0 SHR19.CONF=5 # set 20 #1 BEER.RUN=0 #1 #0 ACTIONAB5.CONF=2 #0 ACTDHGR16.CONF=4 ACTIONS6.CONF=2 #1 #0 SHR20.CONF=5 # extras ACTIONAB4.CONF=2 ACTGR1.CONF=6 [eof] # # Mega-Attract-Mode configuration file # # Mega-Attract-Mode is split into modules. Each module can be a short # slideshow, a self-running demo (like a game's built-in 'attract mode'), or # even just a single screenshot. Modules are run in the order listed here, one # after the next, until interrupted by user input. The last-run module is # tracked in the global prefs file. # # The same format is used by the per-game attract mode configuration files. # # Format: # key=value # # |key| must be unique within this file # # |value| must be one of # 0 = self-running demo (|key| is an executable binary file in /DEMO/) # 1 = HGR title slideshow (|key| is a file in /SS/ containing files in /TITLE.HGR/) # 2 = HGR action slideshow (|key| is a file in /SS/ containing files in /ACTION.HGR/) # 3 = DHGR title slideshow (|key| is a file in /SS/ containing files in /TITLE.DHGR/) # 4 = DHGR action slideshow (|key| is a file in /SS/ containing files in /ACTION.DHGR/) # 5 = SHR box art slideshow (|key| is a file in /SS/ containing files in /ARTWORK.SHR/) # 6 = GR action slideshow (|key| is a file in /SS/ containing files in /ACTION.GR/) # A = single HGR file (|key| is arbitrary path from program root directory) # B = single DHGR file (|key| is arbitrary path from program root directory) # C = single SHR file (|key| is arbitrary path from program root directory) # D = single GR file (|key| is arbitrary path from program root directory) # # Blank lines and lines beginning with '#' are ignored (like this one!) # A line beginning with '[' terminates the parsing #
# set 1 FAVORITES2.CONF=1 ACTIONHIJ1.CONF=2 JUNGLE.HUNT=0 DHGR1.CONF=3 ACTIONPOP.CONF=2 SAMMY.LIGHTFOOT=0 OTHER4.CONF=1 SHR1.CONF=5 # set 2 FAVORITES4.CONF=1 PITFALL.II=0 SYNERGIST.CONF=1 SPCARTOON.1.=0 ACTIONMNO1.CONF=2 CONAN=0 DHGR2.CONF=3 ACTIONCLR1.CONF=2 ATARI.CONF=1 SNEAKERS=0 SHR2.CONF=5 # set 3 AB4.CONF=1 DIG.DUG=0 BRODER2.CONF=1 FALCONS=0 ACTIONT4.CONF=2 STAR.BLAZER=0 ACTDHGR15.CONF=4 ACTIONEFG4.CONF=2 ATARI2.CONF=1 BRAINTEASERBLVD=0 SHR3.CONF=5 # set 4 FAVORITES3.CONF=1 BOUNCING.KMNGAS=0 BRODERBUND.CONF=1 SPACE.EGGS=0 ACTIONCLR2.CONF=2 LADY.TUT=0 DHGR4.CONF=3 ACTIONAB1.CONF=2 CD2.CONF=1 SPYS.DEMISE=0 SHR4.CONF=5 # set 5 P1.CONF=1 PIEMAN=0 OTHER3.CONF=1 SPCARTOON.6.=0 ACTIONHIJ3.CONF=2 CHAMP.LODERUN=0 ACTDHGR13.CONF=4 ACTIONHIJ4.CONF=2 AB3.CONF=1 AXIS.ASSASSIN=0 SHR5.CONF=5 # set 6 MATTEL.CONF=1 THUNDERBOMBS=0 FAVORITES1.CONF=1 FIREBIRD=0 ACTIONBURG.CONF=2 VINDICATOR=0 ACTDHGR2.CONF=4 ACTIONEFG2.CONF=2 S1.CONF=1 LODE.RUNNER=0 SHR6.CONF=5 # set 7 EFG2.CONF=1 REPTON=0 DATAMOST.CONF=1 BOLO=0 ACTIONCLR4.CONF=2 AGENT.USA=0 ACTDHGR3.CONF=4 ACTIONMNO3.CONF=2 MNO1.CONF=1 AQUATRON=0 SHR7.CONF=5 # set 8 SIERRA.CONF=1 POOYAN=0 CD1.CONF=1 SPCARTOON.3.=0 ACTIONPQR1.CONF=2 ALIEN.DOWNPOUR=0 ACTDHGR4.CONF=4 ACTIONT1.CONF=2 T2.CONF=1 BUZZARD.BAIT=0 SHR8.CONF=5 # set 9 MICROFUN.CONF=1 GAMMA.GOBLINS=0 OTHER2.CONF=1 ACTIONCLR5.CONF=2 CEILING.ZERO=0 ACTDHGR5.CONF=4 ACTIONPQR2.CONF=2 P2.CONF=1 ROBOTRON=0 SHR9.CONF=5 # set 10 SYNAPSE.CONF=1 WARP.DESTROYER=0 PICCADILLY.CONF=1 CYCLOD=0 ACTIONT3.CONF=2 WAVY.NAVY=0 ACTDHGR6.CONF=4 ACTIONT2.CONF=2 CD3.CONF=1 TRACK.AND.FIELD=0 SHR10.CONF=5 # set 11 DATAEAST.CONF=1 PEST.PATROL=0 EA.CONF=1 SPCARTOON.4.=0 ACTIONMNO2.CONF=2 CHOPLIFTER=0 ACTDHGR7.CONF=4 ACTIONEFG1.CONF=2 HIJKL2.CONF=1 GOONIES=0 SHR11.CONF=5 # set 12 SEGA.CONF=1 LOST.TOMB=0 HIJKL.CONF=1 LABYRINTH=0 ACTIONEFG3.CONF=2 KARATEKA=0 ACTDHGR8.CONF=4 ACTIONS2.CONF=2 S2.CONF=1 SNAKE.BYTE=0 SHR12.CONF=5 # set 13 ACTIVISION.CONF=1 DINO.EGGS=0 SIRIUS2.CONF=1 ACTIONHIJ2.CONF=2 ALIEN.TYPHOON=0 ACTDHGR9.CONF=4 ACTIONCD2.CONF=2 GEBELLI.CONF=1 SERPENTINE=0 SHR13.CONF=5 # set 14 PENGUIN.CONF=1 PACMAN=0 DATASOFT.CONF=1 SPCARTOON.5.=0 ACTIONAB3.CONF=2 FLIP.OUT=0 ACTDHGR10.CONF=4 ACTIONCD1.CONF=2 QR.CONF=1 PLASMANIA=0 SHR14.CONF=5 # set 15 SUBLOGIC.CONF=1 HIGH.RISE=0 EFG1.CONF=1 HARD.HAT.MACK=0 ACTIONS1.CONF=2 ORILEYS.MINE=0 ACTDHGR11.CONF=4 ACTIONCD3.CONF=2 OTHER1.CONF=1 SPY.HUNTER=0 SHR15.CONF=5 # set 16 EPYX.CONF=1 NIBBLER=0 AB1.CONF=1 BELLHOP=0 ACTIONPQR3.CONF=2 ALIEN.AMBUSH=0 ACTDHGR12.CONF=4 ACTIONCAPT.CONF=2 MNO3.CONF=1 TUBEWAY=0 SHR16.CONF=5 # set 17 T1.CONF=1 MR.COOL=0 SIRIUS.CONF=1 SPCARTOON.2.=0 ACTIONCLR3.CONF=2 CIDER.SPIDER=0 ACTDHGR1.CONF=4 ACTIONAB2.CONF=2 AB2.CONF=1 SPARE.CHANGE=0 SHR17.CONF=5 # set 18 IDSI.CONF=1 BATTLEZONE=0 BALLY.CONF=1 ALIEN.MUNCHIES=0 MR.DO.CONF=2 BURGERTIME=0 DHGR3.CONF=3 ACTIONS3.CONF=2 S3.CONF=1 STARGATE=0 SHR18.CONF=5 # set 19 MNO2.CONF=1 CANNONBALL.BLTZ=0 OTHER5.CONF=1 CRIME.WAVE=0 ACTIONCD4.CONF=2 SPACE.QUARKS=0 #4 ACTIONMZR.CONF=2 OTHER6.CONF=1 GUMBALL=0 SHR19.CONF=5 # set 20 #1 BEER.RUN=0 #1 #0 ACTIONAB5.CONF=2 #0 ACTDHGR16.CONF=4 ACTIONS6.CONF=2 #1 #0 SHR20.CONF=5 # extras ACTIONAB4.CONF=2 ACTGR1.CONF=6 ACTIONEFG5.CONF=2 [eof] # # Mega-Attract-Mode configuration file # # Mega-Attract-Mode is split into modules. Each module can be a short # slideshow, a self-running demo (like a game's built-in 'attract mode'), or # even just a single screenshot. Modules are run in the order listed here, one # after the next, until interrupted by user input. The last-run module is # tracked in the global prefs file. # # The same format is used by the per-game attract mode configuration files. # # Format: # key=value # # |key| must be unique within this file # # |value| must be one of # 0 = self-running demo (|key| is an executable binary file in /DEMO/) # 1 = HGR title slideshow (|key| is a file in /SS/ containing files in /TITLE.HGR/) # 2 = HGR action slideshow (|key| is a file in /SS/ containing files in /ACTION.HGR/) # 3 = DHGR title slideshow (|key| is a file in /SS/ containing files in /TITLE.DHGR/) # 4 = DHGR action slideshow (|key| is a file in /SS/ containing files in /ACTION.DHGR/) # 5 = SHR box art slideshow (|key| is a file in /SS/ containing files in /ARTWORK.SHR/) # 6 = GR action slideshow (|key| is a file in /SS/ containing files in /ACTION.GR/) # A = single HGR file (|key| is arbitrary path from program root directory) # B = single DHGR file (|key| is arbitrary path from program root directory) # C = single SHR file (|key| is arbitrary path from program root directory) # D = single GR file (|key| is arbitrary path from program root directory) # # Blank lines and lines beginning with '#' are ignored (like this one!) # A line beginning with '[' terminates the parsing #

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@ -0,0 +1 @@
# # Attract mode for Gauntlet # ARTWORK.SHR/GAUNTLET=C ACTION.HGR/GAUNTLET2=A ACTION.HGR/GAUNTLET3=A ACTION.HGR/GAUNTLET=A [eof]

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@ -82,6 +82,7 @@ FS2=Type(04),AuxType(8000),Access(C3)
FUJI.SPEED.WAY=Type(04),AuxType(8000),Access(C3)
GALAXY.GATES=Type(04),AuxType(8000),Access(C3)
GAMMA.GOBLINS=Type(04),AuxType(8000),Access(C3)
GAUNTLET=Type(04),AuxType(8000),Access(C3)
GENETIC.DRIFT=Type(04),AuxType(8000),Access(C3)
GENIUS=Type(04),AuxType(8000),Access(C3)
GENIUS.2=Type(04),AuxType(8000),Access(C3)

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@ -1 +1 @@
# # action shots slideshow of games that begin with "E","F","G" # GAMMA.GOBLINS3=GAMMA.GOBLINS GOONIES3=GOONIES FROGGER2=FROGGER GAMMA.GOBLINS4=GAMMA.GOBLINS FALCONS.SCORE=FALCONS GENIUS.2 FIREBIRD2=FIREBIRD GUMBALL FIREBIRD FORCE.7 GOONIES4=GOONIES FLIP.OUT [eof]
# # action shots slideshow of games that begin with "E","F","G" # GAMMA.GOBLINS3=GAMMA.GOBLINS GOONIES3=GOONIES FROGGER2=FROGGER GAMMA.GOBLINS4=GAMMA.GOBLINS FALCONS.SCORE=FALCONS GENIUS.2 FIREBIRD2=FIREBIRD GUMBALL GAUNTLET3=GAUNTLET FORCE.7 [eof]

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@ -1 +1 @@
# # action shots slideshow of games that begin with "E","F","G" # GOONIES GAMMA.GOBLINS5=GAMMA.GOBLINS FROGGER FORCE.72=FORCE.7 FREE.FALL GENIUSC=GENIUS GOONIES5=GOONIES EPOCH GAMMA.GOBLINS2=GAMMA.GOBLINS GORGON GENIUS.2B=GENIUS.2 [eof]
# # action shots slideshow of games that begin with "E","F","G" # GOONIES GAMMA.GOBLINS5=GAMMA.GOBLINS FROGGER FORCE.72=FORCE.7 FREE.FALL GENIUSC=GENIUS GOONIES5=GOONIES EPOCH GAMMA.GOBLINS2=GAMMA.GOBLINS GORGON [eof]

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@ -1 +1 @@
# # action shots slideshow of games that begin with "E","F","G" # GOONIES6=GOONIES FS2 GENIUSB=GENIUS FORMULA.1 GUARDIAN2=GUARDIAN FORCE.73=FORCE.7 GAMMA.GOBLINS FALCONS GENIUS.2C=GENIUS.2 EGGS.IT GENETIC.DRIFT [eof]
# # action shots slideshow of games that begin with "E","F","G" # GOONIES6=GOONIES FS2 GENIUSB=GENIUS FORMULA.1 GUARDIAN2=GUARDIAN FORCE.73=FORCE.7 GAMMA.GOBLINS GAUNTLET2=GAUNTLET GENIUS.2C=GENIUS.2 EGGS.IT [eof]

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res/SS/ACTIONEFG5.CONF Normal file
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@ -0,0 +1 @@
# # action shots slideshow of games that begin with "E","F","G" # GAUNTLET GOONIES4=GOONIES FLIP.OUT GENIUS.2B=GENIUS.2 GENETIC.DRIFT FALCONS FIREBIRD [eof]

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@ -1 +1 @@
# # slideshow of games that begin with "E","F","G" # FLIP.OUT FALCONS EPOCH GORGON GREMLINS GENETIC.DRIFT FS2 GOONIES GAMMA.GOBLINS [eof]
# # slideshow of games that begin with "E","F","G" # GAUNTLET FLIP.OUT FALCONS EPOCH GORGON GREMLINS GENETIC.DRIFT FS2 GOONIES GAMMA.GOBLINS [eof]

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@ -1 +1 @@
# # slideshow of titles not in other company-specific slideshows # BATTLE.CRUISER GENIUS PENETRATOR GENIUS.2 [eof]
# # slideshow of titles not in other company-specific slideshows # BATTLE.CRUISER GENIUS PENETRATOR GENIUS.2 GAUNTLET [eof]

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@ -1 +1 @@
# # super hi-res slideshow # ONE.ON.ONE SS.BASKETBALL DAVIDS.MAGIC CALI.GAMES SOKO.BAN [eof]
# # super hi-res slideshow # ONE.ON.ONE SS.BASKETBALL DAVIDS.MAGIC CALI.GAMES SOKO.BAN GAUNTLET [eof]

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@ -39,6 +39,7 @@ ACTIONEFG1.CONF=Type(04),AuxType(4000),Access(C3)
ACTIONEFG2.CONF=Type(04),AuxType(4000),Access(C3)
ACTIONEFG3.CONF=Type(04),AuxType(4000),Access(C3)
ACTIONEFG4.CONF=Type(04),AuxType(4000),Access(C3)
ACTIONEFG5.CONF=Type(04),AuxType(4000),Access(C3)
ACTIONHIJ1.CONF=Type(04),AuxType(4000),Access(C3)
ACTIONHIJ2.CONF=Type(04),AuxType(4000),Access(C3)
ACTIONHIJ3.CONF=Type(04),AuxType(4000),Access(C3)

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@ -8,6 +8,7 @@
- Congo Bongo
- Flapple Bird
- Force 7
- Gauntlet
- Genius
- Genius 2
- Ming's Challenge