Showing posts with label 2024. Show all posts
Showing posts with label 2024. Show all posts

Friday, January 24, 2025

SHOTGUN





Click Click BOOM!!

One of the latest games for the Atari STe is from Thomas Ilg, a bloke known for his passion and dedication over the past few years. It all began with the marvellous Laserball and has since blossomed with a string of crazy-stupid-silly games!! The latest comes from the same Froggy stable and is a Commodore 64 port of a rather unassuming shooter. Imagine yourself in an arena with a sole objective - massacre everyone!

This game is for 1-4 players, whether human or computer, and uses various control methods - keyboard, joystick, JagPad, and even the option to use the parallel port via the ST4PLAYER adapter. Shotgun offers a selection of gameplay styles, including battle/deathmatch and a treasure hunt (which I absolutely loved). There are also Marathon/Tournament modes and more to take Shotgun beyond its humble 8-bit roots.

Let's reload our shotguns and take a quick break for some sexy screenshots...



Forgetting the treasure chests, I try to shoot my daughter. Dad of the year, eh?
( Atari STe graphics )



There aren't many games I can win these days so I'll take anything I can get!
( Commodore 64 graphics )




Let's Play

Each player competes in a walled arena, similar in design to a Bomberman maze. Players begin in their specific corner of the screen and must rush to find a shotgun. Once armed, the goal is to blast your opponents into smithereens. If you die (and you will) you are respawned, unarmed, at your starting position. And that's pretty much the gist of Shotgun - running around a maze trying to take out your friends & family.

Actually, there’s more to it than meets the eye. This simple format has been expanded in several ways to add more playable and aesthetic content. You aren't restricted to Battles and Deathmatches as you can also run a Marathon of events and compete in Tournaments. There is also a Treasure Hunt which I personally adore. This takes the basic design one stage further by adding shootable chests filled with goodies.

However, for me, it's best when the co-op part is activated in normal games. That feature brings everything together very nicely. Why? Well, it's good to have backup rather than struggling alone. Especially with my reactions! (AI can still be used in the tournaments - see below)

Thomas has created a variety of unique options to alter the play length and includes the Extended C64-smashing features. The computer can take over idle players with impressive AI. They may frantically dash about like headless chickens but their reactions are sharp - I dare you to outmatch a trigger-happy ST!!

The audio is incredible with outstanding music and sound effects; you can swap between them from the menu. The graphics constantly run at 50fps which is jaw-droppingly smooth. Even better (is that possible?), the visuals can be swapped - like we saw in Frogs - for an assortment of styles. I shouldn't say this, but the C64 graphics are my favourite. Sure, they might look clunky with less detail but they suit the vibe perfectly.

Yep, Shotgun has an impressive array of configurability; I love how I can customise the look and feel so easily. Being able to change how an ST game looks is quite unique when you think about it. I dare you to dislike C64 graphics when playing the Treasure Hunt on Arena G (a gorgeous map). Whatever you modify, gather the family around your Atari and enjoy the chaotic panic of killing them. That's great family entertainment!

Okay, enough yapping. Let's take a peep at some more screenshots...



Marathon is the right title because it's certainly a marathon quest.
This game can cause conflict - my daughter stormed off in a huff during this!



No, this wasn't a real Tournament as I just wanted a playtest. Like I've that many friends!
Although it would be nice to play with Daisy Duke... sigh...





Big Tips

  • The AI opponents are annoyingly quick so why not disable that to practice?
  • Afterwards, enable the AI and practice in Battle/Deathmatch modes.
  • Just a thought... if the AI is active, you could (ahem) be a big, fat cheating camper waiting for an enemy to cross your path. Surely not?
  • The AI is good for shoots but less so when navigating a tighter maze. Something to think about?
  • Each shotgun only carries 3 bullets, so don't get caught unarmed!
  • Getting your ass handed to you on a plate - try co-op.
  • Don't double-shoot the chests in Treasure Hunt.
  • Type in "xmas" on the main menu for a Christmas mode with our Shotgun guys in Santa outfits.
  • Don't forget to use the different display modes. I'm a sucker for the C64 and Stony graphics.
  • Gamers can use all of the different ST/STe controllers but those with more friends than me should consider buying the ST4PLAYER adapter. Links below.
  • No friends for the Tournament? Create a name using this format to assist "AI <name>".
  • Great on the ST but even better for the Atari STe 🎧
  • Best played with a friend(s). Or friends you hate and wish to lose quickly!

Words of wisdom? Well, maybe not. Let's take another break for some more screenshots...



Co-op is great and the threat of friendly fire made it feverishly exciting!!
( using the Stony theme )



Probably the hardest map of all to play any game as it's so open.
( using the "Bunker" theme )





The CryptO'pinion

When I first played, I immediately liked Battle/Deathmatch but I could tell there wasn't much longevity, especially solo. However, I thought the Treasure Hunt mode was better by a long shot (no pun). This introduces random treasure chests for points rather than merely playing a form of deathmatch. Better still, are the Marathon and Tournament events because they can use random game modes that spice it up further.

For me, the best is the slick integration of co-op into all but Tournament and Marathon. Having someone to fight alongside is an outstanding feature that won me over big time (this works with the AI if playing alone).

I hope you guys download Shotgun because it's a blast(!). I enjoyed frantically scurrying in a frenzy looking for a weapon and someone to kill. It's an exciting adrenaline rush far beyond my meagre words.


Waste no more time and get this game!

+ Game download for only $4 https://anarcholab.itch.io/shotgun-st
+ Can I tempt you with the boxed game? https://www.hd-videofilm.com/shotgun/boxed
+ Full credits and a demo download https://www.atarimania.com/shotgun.html


Even more Atari ST games by Thomas





Completing a Tournament/Marathon rewards with extra maps.
Bonus map #1



Note the doorways that can be opened, a simple but nice feature.
Bonus map #2


Of the three bonus maps, this one is my favourite.
Bonus map #3



These are photos of goodies Thomas generously sent me.
This one is going on my Atari ST wall asap!!



Unfortunately, this isn’t the boxed game I had originally hoped for.
This is like a flyer and will also be going on my ST wall.



Thank you Thomas for the ST4PLAYER adapter!!!
Whether they like it or not, my family will enjoy being beaten by me. (gameplay wise lol)

Wednesday, December 11, 2024

Tony - Montezuma's Gold





Montezuma's Gold

Many excellent productions came from this year's Silly Venture, but it was a platformer that caught my eye. Tony Montezuma's Gold is a conversion of the C64 original by Rafał Dudek, based on the explorer Tony Halik. Coded by ST legend, George Nakos (aka GGN), its gameplay is like a mash of Rick Dangerous and Pitfall Harry.

"Embark on a pixelated journey inspired by Tony Halik, the real-life Polish explorer and filmmaker whose adventures spanned continents and decades. He was exploring ancient civilisations for NBC, Tony's love of discovery knew no bounds. Now it's your turn to step into Tony's digital shoes and unravel the mysteries of Montezuma's Castle in this nostalgic 8-bit homage."

You know me. I love platformers, and this one is outstanding with superb joystick controls that feel natural and responsive. Each screen features ledges to jump, spikes to avoid, crushing pillars, and more. Look out for helpful items like keys to unlock doors and potions to help prevent death. Only four items can be carried at once, so think before blindly encumbering yourself with something you might not immediately require.

Most games are tough, and soon I'm searching for a trained version. Let me ask, are there any LAMERS here? I'm looking for a show of hands... Good, because there is an option for infinite lives in the game's settings. What a fantastic feature, albeit at the expense of labelling you a lamer. Don't care; I've no shame :D

You may have looked at the graphics and assumed they were high-resolution. No, this is in low res with a black-and-white design by Rafał Dudek. His effect works flawlessly to represent the aged theme, but can be tinted using a variety of colours. Likewise, the audio can flip between sound effects or music, but you would be insane to disable the incredible tunes by Adam Gilmore. A minor quibble, I only wish the STe hardware was used so (as an option) we might be able to hear sampled sound effects alongside the incredible music.

I've only been playing for a short while, but I'm eager to report this as a wonderful platformer. It's extremely playable, and I'm enjoying the exploration and old-school excitement of reaching new screens!! Heck, I even managed to map the first level. I hope to find time over Christmas to complete all of the levels.

Don't waste any more time reading. Download the demo before purchasing the game - enjoy!!




Settings can be changed for colour tints, sfx/music, and even a lamer mode!


The first level begins in the jungle. Loads of pitfalls and great fun.



The swamp level is a lot tougher. Go lamers!


The catacombs crank up the difficulty but remain so playable.


I mapped the ST's first level. Scroll back up for the download link!


Smile and be as happy as Tony because the ST has a brand-new platformer!


The Bugziacs man did us proud for a wonderful conversion!!



A boxed version is available to pre-order!!!!

Sunday, June 09, 2024

Nano Cave





Deeper dungeons!

Like a lamer, I enjoy following events like Silly Venture and the latest unleashed incredible art, music, demos, and much more (for all Atari's). It's mind-blowing to think these gatherings still happen today, and for a computer older than most friends! Anyhow, it was a #roguelike game by Electric Dreams that caught my eye.

It's called Nano Cave and was programmed in GFA Basic, a product that has helped produce many ST games (Saboteur III, Mystic Realm, PouifOuf). I'm a massive fan of the genre, so news of a new "Rogue" was exciting, albeit with a pinch of apprehension about how it might compare to the games already in our library.

So, who are Electric Dreams and the guys behind the daunting task of taking on Rogue? They are an indie games developer and all coding by Shaoth, who also programmed 'Space Zot'. Pépé Peekpoke drew the graphics and is a member of one of the best demo groups ever - Hemoroids. That beautiful chip music is by DMA-SC, who certainly needs no introduction as all my readers know how much I adore his incredible musical creations. I'm getting those 1980's vibes - this is like a modern "Dream Team"!!

Nano Cave has something I never expected to see - graphical skins to change the entire game's appearance so it looks like it's running on other computers - C64, ZX81, Amstrad, etc. This is a fascinating concept and a wonderful addition, albeit cosmetic. Regardless, I loved experimenting with the different skins!

Older gamers are drooling over the prospect of this, so let's see a couple of funky screenshots...



The first dungeon defaults to the ASCII skin for an authentic touch (that the kids will hate).


Check out the super-cool Atari 2600 skin. A 5200 skin would be cool ;)




Gimme the blurb

Brace yourself for brutal originality; the story goes like this: a magical item called the Amulet of Zendor has been lost. Hang on, surely I mistyped there and meant Amulet of Yendor, right? Erm, no. Anyhow, why this keeps getting lost, I don't know. But I know this much: it's been lost inside a treacherous cave with a promise of mystery and danger. Who finds these caves? Who can resist that challenge? Meh, not me!

Upon booting, a fantastic intro plays with superb chip music. Well, it is an Atari ST game. Okay, don't sit there too long enjoying that - hit the spacebar for the main menu. Here you can choose from many different options and also play around with the various graphical skins. There are many to choose from - or you could leave the game to automatically cycle through them one by one? It's up to you.

Note - this is a work in progress. There are anomalies and missing graphics plus I also had more than my fair share of crashes in emulation. I had far better success on my real Atari STe by comparison.

Let's stop the chitter-chatter as we need to enter the dungeon! Oh yeah, let's see more pixels...



The main menu - as you can see, I've changed the skin. Which computer did I choose?



In this game, my ST thinks it's a ZX81, and the dungeon is scary in black & white.




Gameplay

Nano Cave is very similar to the original Rogue in the sense that we're plundering a dungeon looking for an amulet. Of course, the dungeon is a labyrinth crammed with nasties and lots of traps. It's not all bad, thanks to randomly discarded items we might find, everything from armour and weapons to potions and spells.

Ignoring the first level, the dungeon is randomly generated in terms of the layout and its 26 creatures lurking in the darkness. The game is viewed from an overhead perspective with locations gradually revealed - so items and monsters are only seen when close. Inside the dungeons are emus, kestrels, ice monsters, bats, etc. Later levels have zombies, aqators, crabs and some I've yet to discover: dragons, medusas, and Quaggas.

Controlling our cute protagonist is a cinch using the cursor keys for a 4-way direction. Battling nasty creatures and picking up items is simply a case of 'bumping' into them (exactly like you did in Rogue). As you get close(ish) to an enemy, a pop-up appears detailing their stats. That might help you to decide whether to fight or flee. I say fight - so just keep on bumping your foes until they are no more (I sound like a cruel poet lol!).

A "HUD" shows our current statistics and moves from top-to-bottom depending on our position (hitting "H" will hide that). From left to right, it shows the following: our current level, hit points, strength, armour, gold, XP, and hunger. These are self-explanatory, but note that HP improves as you explore, as there is no rest key. Food is a remedy for hunger/fatigue. Any pickups can help to strength/armour and XP increases after a kill. Multiple ranks are awarded, but only when you've earned enough XP, which results in extra HP for a tougher fight.

A rudimentary inventory can be accessed by pressing any key, but, oddly, I always press "I". This menu operates intelligently using the same cursor keys: Up/Down to select, Right to choose, and Left to cancel. This is superb, but the Inventory is lite on function and features. For example, there is no way to compare stats for weapons or clothing with what you currently wield. Just don't be silly and replace your sword with a dagger...

Hacking your way through the dungeon is great and a simple affair without depth. It's a roguelike, so the gameplay is based around action and exploration. Heading further into the dungeon, the levels are more complex with extra traps, and monsters are much stronger. Yes, Nano Cave is tough; the best I've done was reaching level 10 (on the previous levels, I landed lucky with the right pickups - before being slain by a crab!).

If you ever find the Amulet of Zendor, you should retrace your path back through the dungeon. You're obviously a dungeon-crawling rockstar! However, I doubt I'll experience that as level 10 was cruel enough. This game is not easy, which is good. Oh, and Permadeath is used so - explore carefully. Hey, what did you expect?

Nano Cave offers the genre a new, modern twist, and I love it. Let's see some more screenshots...



In true permadeath, I died and restarted using the stunning Atari ST skin.



The inventory screen is rather limited but functional to a point.




Magic & stuff

After the initial level, items are randomly placed - food, gold, weaponry, clothing, or something special like a scroll or potion. Sadly, not everything appears to have a function; many weapons didn't change my stats and similarly for armour, much of the time. Food compensates for the fatigue warning that pops up regularly (a possible red herring?). Gold is purely cosmetic and something those Leprechaun fellas love to pinch!

The most interesting pickups are potions & scrolls that provide a wealth of positive and negative effects. Sadly, some are yet to be implemented, so will do nothing more than tease you with a dialogue box - it hints to wait for the next release. Argh, I hope that is real soon!! Let's take a quick look at these two types of items:

Potions - come in a variety of coloured bottles (white, blue, green, pink, burgundy, clear, red, brown, plaid, yellow, grey, beige, and black). It's best to identify these or run the risk of a cruel gamble. Some might increase health or strength whilst others can show the locations of monsters/treasure/magic. However, those gamblers with little good fortune could find themselves paralysed or teleported into a dangerous place. Worst of all is blindness - this is a killer and I got it a lot!!

Scrolls - once again, these will need identifying as their description is a bunch of jumbled lettering. I thought that might have been an alphabet puzzle to solve but no code breaking worked. So, identify first otherwise you might hear the distant cry - which means that a new monster materialises nearby!! Interestingly, level one always has a scroll to reveal where the monsters are hiding. That is far too powerful to use on any opening level(s) so deffinetly worth keeping until later.

As is always the case, this is a gamble - do you wait for an identification scroll or run the risk and take a chance? Personally, I think Nano Cave needs more identification scrolls to balance the gameplay. It's way off at the moment with too few scrolls. However, this does help to create massive stress and anticipation!

Yes, I'm so looking forward to future releases, so let's view a couple more screenshots while we wait...



Some potions/spells are helpful. Like this - it shows where all the monsters are located.



A scroll to identify any item is well-advised. Otherwise, it's quite the gamble!




Achievements

That's right, every game you play is a chance to complete some type of achievement. Everything you can imagine from the game is featured and archived in an alphabetical list. This includes all encounters you've successfully overcome, like beating a Kestrel (yikes!). Plus silly ones like filling up your inventory, starving yourself, and a chest grabber (lol - I kid you not). Whatever, this is a superb addition!

Again, it's WIP, and some of the artwork is absent. I hope this is finished for the next release. It's a great feature of the game, and the artwork is glorious, using a dark, gothic effect. Jaw-dropping pixel art.

It's time to pause the boring reading for funky screenshots of my achievements...



I always felt mean killing kestrels! But here, it's a winged bloke, so I don't mind so much!



Why are emus in a dungeon? That's weird, but let's kill as many as we can!




Aesthetics

As you can tell from my enthusiasm, I love the graphics. Thankfully, the game is also fantastic, thanks to the sheer variety of the skins. It's funny, but when I first began playing Nano Cave, I was weirdly impressed with its authentic ASCII display. I hardly use that now because I can select older computers like the Apple II, PC CGA, Amstrad CPC, and Sinclair ZX81. These are gorgeous and drastically change the game's appearance.

The Atari ST skin is best - because it is. But you should still experiment and check out the others. I like them all, but the C64 graphics are my second fave - please don't shoot me. Pépé has blown me away with these skins, and the variety is great. This idea is far beyond what I imagined; a monumental feature I never expected!!

As for the audio, there are no effects - not that I expected any. Instead, we have music composed by one of my favourite musicians, Mathieu Stempell. Sometimes background music doesn't suit a game, sometimes it gets disabled, and sometimes it's rubbish. Not here. It's fantastic and perfect for a rogue's adventure.

Not only do we have a new #roguelike, but it has funky sounds & pixels!! Screenshot time...


The C64 graphics are superb, using a clear design and stark colours!



Sadly, I had lots of quirks using an emulator. Ran a zillion times better on my real ST.





CryptO'pinion

Rogue is one of my favourite Atari ST games, and I've spent hours plundering its levels - I've accepted that I'll never come close to recovering the Amulet of Yendor, but I have my fun. So, hearing about Nano Cave was a mixture of shock, worry, and considerable joy! I'm always eager to discover new ST games, but I was apprehensive about how it would compare to what we already have.

Nano Cave might be a work in progress with a few niggles, but it doesn't disappoint whatsoever. It's straightforward without much of a learning curve or pesky complications, so it's easy to play. From the start, you are exploring, using items, and killing dungeon beasts. It's more of a #roguelite, and I appreciate that.

Once again, the power & versatility of GFA Basic is proven by Shaoth & Co., who should be proud of Nano Cave. I've truly enjoyed romping through the dungeon and hope to beat level 10 one day. So, wait no more and download this wonderful game. My rating is 89%, and I eagerly await the next update.

Let me know what you think of Nano Cave in the comments below. Happy dungeon crawling!!



Each level has an information panel about your current game progress.



This green PC skin is quite peculiar, but it grew on me after a while!



The Apple II skin is probably the weakest of the lot thanks to its wacky colours.



Monster Detection has been used with the PC's CGA skin. Ugh, PCs!!



This is the NES skin. At first, I thought it was plain, but I genuinely love it.



Ironic, I own a Mac and hardly ever select this skin.



Ice Monsters often don't care much about you, along with the bats. An easy kill!


Sigh, I finally got to battle a Quagga...


Legends.

Sunday, April 14, 2024

Tenebra





Fear the darkness!

Hearing news of ST games in 2024 is always exciting so it was a nice surprise to discover a puzzler called Tenebra by Ali Pouladi (aka Haplo). It's already available for several computers and we (finally) saw a release for our beloved computer earlier this year. Interestingly. there is a sequel which isn't yet available for the Atari ST. Fingers crossed!

Tenebra may resemble an olde Dungeons & Dragons game but it's a puzzler using roguelike mechanics and aesthetics. As with a typical role-player, we're stranded in a dark place with many strange puzzles to solve, traps to endure, items to use, and even a few secrets. The main task is always simple - discover how to escape through the 31 levels.

Of course, the initial rooms are easy thanks to some brilliant trainer levels that help us master the basics. These help a bunch in learning the game's design and personality. However, it isn't long before Tenebra becomes more complex as new mechanics are revealed during your progress. Yes, this puzzler is one tough cookie so prepare thyself!

Okay, this neat concept gripped me from the start so let's look at the first level. And its solution...



As you can see, I'm standing at the top/left with the exit gate nearby.
Several braziers are lighting areas of the room making it easy to find the exit.



Walk through the lit areas and onto the gate. Job done. Dead easy, right?
When a level is finished, it's fully displayed which helps your understanding of the design.




Gameplay

The game is dead simple: start each level and figure out how to reach its exit. That's it. However, the darkness is the main problem for our adventurer who won't fumble around pitch-black places. He will only explore the areas illuminated by lamps or when carrying a burning torch. It's straightforward but these mechanics will tax your brain!

Each room features a maze-like design and uses many items and obstacles. Walls, doorways, objects, and dark places block your path. The route through often means exploring the lit areas looking for a torch that you can grab.
In fact, torches are essential. Not all are created equal and some will illuminate quite poorly. If only there was a way to increase the oil so it would burn brighter? Many levels contain multiple torches and you could find yourself leaving a trail to better explore. Take your time and think. Don't rush :-)
The mechanics for each room are constant without being overly complex. But they are crafty, for example, you cannot use a door if carrying a torch, but you can with doors that require a key. Some walls may be damaged - slip through the gap before it crumbles in. Look for braziers mounted on rails as these can be moved assuming the track isn't broken. If only we had a tool to fix that? Yes, the puzzles are simple but require completing in sequence so it pays to stop & think.

I couldn't end without mentioning the timer - there isn't one!! So many puzzlers have an annoying timer which I've never been able to understand. After all, you must stop/think/play carefully, so why rush? I'm relieved there is no time restraint. Heck, even the torches last forever. What a fantastic design and kudos to Haplo for thinking outside the box.

Okay, I'm usually terrible at these kinds of puzzlers but it's a blast playing Tenebra. Hey, it's screenshot time...



Things are getting tough by level 7 and the game throws multiple puzzles at you.
Note how I lit the square sensor (top-left) with a torch? That opens up the exit (mid-right).



Level 10 onwards and this game is a stonker!! Well, it was for me I'm embarrassed to admit!
On the 11th level, dodgy walls will collapse after passing through. There's one to my right...




Aesthetics

Tenebra supports colour and mono systems: low-res is my personal choice because it's authentic and transports me back to the 80s, a feeling we oldies love. The graphics are of a basic design, something you would expect a ZX81 to knock out. However, don't let that disappoint because this is perfect for its unmistakable 'roguelike' style. A cool flicker effect can be used for a tad more atmosphere (it's optional and can be toggled on/off anytime by hitting the 'F' key).

As for mono users, the 640x400 display is gorgeous using sharp visuals you expect to see on an SM124/5. Decals and items have been improved with better detail. For example, you can tell that a torch is a torch - yes, I know that sounds silly but it works! There is no flicker effect due to how the monitor works, which is a shame, but understandable.
Yes, I'm a sucker for lower resolution graphics but that's my preference because I'm dead old (as my daughter constantly reminds me). Hey, try both and let know in the comments below which type you prefer.
Audio isn't needed for a puzzler but, there are nominal effects which don't spoil or override your concentration. Best of all is the title screen music. Wow, it's so modern and zesty with a twist of ZX Spectrum (48K-style) thrown in beautifully I thought. Absolutely stunning, so leave it playing in the background while you read through this website!

Hey, should we look at the differences between the low & hi-res games? Good idea so here ya go...



Low resolution looks perfect for an authentic experience that this old rogue appreciates.
Items like the torch are a bit bland but the overall style is something I adore.



As you can see, monochrome is superb. Look at that torch and the fine details for everything.
Weirdly, I don't like the stickman, which looks like something I would have drawn!




CryptO'pinion

When I first heard of Tenebra I expected something of a romp through the Land of Eriador (ala DDST - The Adventure Game by William Miller). Alas, those screenshots had deceived me and Tenebra turned out to be very different. Okay, I admit to being disappointed by ... yet another puzzle game as I'm not often a fan and there are loads already.

Anyhow, I think I've been converted because this is such a captivating and unique release. Figuring out a route through the darkness - just to reach the exit - may sound boring. But it most certainly isn't. It's anything but. The difficulty is challenging without being over the top with impossibly complex puzzles. Every room presents the same predictable problem that can only be solved using careful thought. And, best of all, there is no timer to spoil the enjoyment :-)

Weirdly, the rogue-like appearance isn't merely cosmetic because this familiar dungeon style integrates perfectly with the puzzles. Using light and darkness in such a way adds an alternative and interesting depth I didn't expect. Additionally, level codes are an obvious feature often neglected by developers - a simple idea & much needed. Genius!

Tenebra is excellent and I recommend it with great enthusiasm. My overall rating is a mind-boggling 85%

Isn't it good having new games developed for old computers? You can download Tenebra by clicking here. However, consider spending a few quid to show developers that the Atari ST is alive!! Here are the level codes from my game. Here if you want 'em albeit with a spoiler warning...

- LEVEL ACCESS CODES -

1  - 2357
2  - F4D0
3  - D9D3
4  - E45C
5  - F55F
6  - B9D8
7  - 6D5B
8  - B745
9  - A746
10 - DF41
11 - 9742
12 - C6CD
13 - 964F
14 - 8949
15 - C8CB
16 - 0D75
17 - 1FF7
18 - E0F1
19 - C0F2
20 - 2CFD
21 - 75FF
22 - 31F8
23 - 58FA
24 - 78E5
25 - 7D67
26 - DD60
27 - AD62
28 - 4C6C
29 - 8E6E
30 - 8569
31 - 8E6A

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