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AppGameKit/AppGameKit Studio Showcase / [Tier-1][WIP] BikeRunner

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MarcoBruti
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Posted: 2nd Nov 2012 01:06
I played Temple Run on an iPad3 in a shopping mall, and I find it very exciting... the game, not the iPad, that, sorry for Apple fans, has got nothing special
So I decided to write a similar game with AppGameKit, of course with some changes in story and characters, for the usual boring IP issues.
The player will drive a motorbike, instead of being a man escaping from monkeys in Temple Run.
As in original game, there will be a straight road with sudden 90 degrees turn, or even zig-zag road. I do not think if the latter is supported in the original game, I only saw straight roads, becoming tighter.
The controls shall be carried out by swiping the fingers on the screen, left or right to move left or right, or do the 90 degrees turn, and up or down to jump or tilt the motorcycle.
Screenshots and video coming soon, consider that it is at a very prototypical stage, anyware my target publishing date is before Christmas...of course.
Cliff Mellangard 3DEGS
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Posted: 2nd Nov 2012 01:09
This have already bin done in many ways

There is also a version where you drive a car over zombies as an bonus .

But it sounds cool and look forward to see your progress

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MarcoBruti
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Posted: 4th Nov 2012 01:20
yes, but it is like music, with 7 notes is difficult to be always original, unless you are Bach, Mozart or Beethoven.
As many other developers (including the AppGameKit ones), I try to add some original elements to well-established formats.
Consider that Angry Birds, the success story of apps, is the 2D version of Boom Blox Smash Party... who did copy whom?
BTW, I am posting the Youtube video, it is only prototype, graphics is preliminary, no sound, etc etc.

I had 2 kind of problems.
My Windows XP often crashes (blue screen of death), so I caught the video crossing my fingers. Maybe it is better to raise some cash to buy a new PC
Another is the rendering of 3D effect using 2D. It is not the best, maybe someone has got some idea to improve apperance?
Cliff Mellangard 3DEGS
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Posted: 4th Nov 2012 09:58
My suggestion is very simple that you try the new beta of 108 and use the new 3d commands.

You can still use 2d images and sprites and use plains from the 3d engine.

Your effect looks like the experiments i made with an mode 7 engine a while back?

And its really cpu hungry iam sad to say on android.

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MarcoBruti
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Posted: 4th Nov 2012 12:43
Unfortunately my laptop does not support OpenGL 2, so I cannot develop on it. So I should test only on my tiny Galaxy Gio or the Android simulator.
Moreover I am not so confident that the beta is really usable...I see that there are a lot of issues.
In any case your suggestion is good.
About frame rate, consider that my 3D is much more simpler that the mode 7. I use 512 (64 rows x 8) sprites for the path that are sized row-per-row. Sprites are created only once. The obstacles are created as soon as they appear and then deleted when they exit view area.
If I had to create each time the sprites, the FPS would have been halved.
So I am able to sustain about 20 FPS, that are not so bad.
I use "viewZoom" commands only when creating the 90 degrees turn, in order to draw the "L" turns.
So I think that the game shall be released using the current approach, waiting for a 1.082 working version, possibly working on my PC too (or I'll have to buy a newer one...).
MarcoBruti
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Posted: 4th Nov 2012 23:47
I added some pick-up (golden globes). They are placed at different heights, with shadows projected to the path. This simulates a 3D with only 2D. Of course the highest pick-up must be caught with accurate jumps of the bike.
Good night!

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Cliff Mellangard 3DEGS
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Posted: 5th Nov 2012 19:08 Edited at: 5th Nov 2012 19:21
I whas thinking about if you make iut an retro game like i did with my platformer game.

With this do i mean sid/chip sound/music and make the rest a bit megadrive/genesis,snes/famicom when it comes to artwork.

Everything you already have except for the trees and bushes at the side of the road would work as it is.(looks a bit like the gfx on the megadrive/genesis)



My feeling is that you would get alot of downloads with the 2d effect also .

This will give you the right people looking at your game at once

Maybe call the game retro bike runner?

I could try to help you with sounds and some other stuff later on maybe.

Here is a free sound tool you could try.
http://www.superflashbros.net/as3sfxr/

The orbs look great

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Van B
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Posted: 6th Nov 2012 09:45
I quite like these games, they remind me of Deathchase on the Spectrum. Also, on the iOS is Dead Runner, that's a really cool game where you run through a spooky forest, avoiding trees just by leaning left and right.

One thing that does annoy me with Temple Run and Brave, is that there just isn't enough reaction time to do double jumps, I find myself dying everytime there's a double jump, it's just unfair. I'd rather play a game that just got faster and faster, not rediculously impossible.

Anyway, perhaps it's worth looking at Deathchase and Dead Runner for some non-TempleRun inspiration.

I got a fever, and the only prescription, is more memes.
MarcoBruti
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Posted: 6th Nov 2012 11:36
wonderful suggestions! Great SFX tool! I'll try to make the game similar to Super Hang On, let's see how it will look like.
MarcoBruti
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Posted: 6th Nov 2012 23:43
Here my today's efforts. Now it resembles a little Super Hang On.
There are a lot of things to fix, one above all is the not perfect alignment of the road borders. I have to adjust the (empirical) formula. When the borders are centered, alignment is good, when they are shifted to right or left, the rotation is not good.
Next work shall be 1) angle adjustment, 2) addition of further graphical elements and playing with sounds.
Good night!
P.S. This is only an hobby, at work unfortunately I cannot work on games, because 1) it is not ethical, I am not a programmer and I do not work for Nintendo, but for a telco carrier, so I am not paid for doing games (only some scripts and utility for internal use) and 2) too many things to do, so sometimes I post some trivial thought on this forum only as a break.

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Cliff Mellangard 3DEGS
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Posted: 7th Nov 2012 18:51
Looks cool so far
Do you have any video of the last changes?

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MarcoBruti
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Posted: 7th Nov 2012 22:29
fixing other things and then I'll put out a video.
MarcoBruti
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Posted: 8th Nov 2012 23:48
the promised video, quality is not excellent, but it takes a long time to upload a video using ADSL, so I had to lower the quality and increase compression.
MarcoBruti
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Posted: 11th Nov 2012 00:19
new video:
- added sky and mountains landscape
- improved 90 degrees turning: now when the road turns 90 degrees, the rotation is more realistic, the lane is now continuous (no artificial breaks), the horizontal strips rotate too, etc.
Of course my 3D simulated with 2D is far from being perfect, but to be a "retro-game", it is acceptable.
Next steps will be improve the trees, add other obstacles, add signs, sound, etc etc.
<youtube>d9bvDavPRNM</youtube>
MarcoBruti
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Posted: 11th Nov 2012 00:21
<youtube>d9bvDavPRNM</youtube>
MarcoBruti
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Posted: 11th Nov 2012 00:22
does not work the youtube embedding.
Here is a link:
http://www.youtube.com/watch?v=d9bvDavPRNM&feature=youtu.be
Cliff Mellangard 3DEGS
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Posted: 11th Nov 2012 17:06 Edited at: 11th Nov 2012 17:08


Works for me?

Make sure you have no spaces inside the brackets.

Good progress.

Try to make the switch smoother when turning the sharp turns

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MarcoBruti
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Posted: 11th Nov 2012 18:15
Thanks for your suggestions.
Here is another video. Fixed some issues with "horizon" turning.

It did not work because I used <> instead of square brackets.
About "smoothing" the turning, each step is 5 degrees. If I reduce this step, turning becomes a little slow and, especially on Android, it could be annoying. Have you got any other idea to make the turn smoother?
In general I can confirm that using big sprites makes everything slower on my tiny Android. The "pyramids" take down FPS from 22-25 to 18-19 FPS. I should "split" them into pieces and put them aside (eventually setting a proper angle) in order 1) to improve 3D effect, and 2) to augment FPS.
For your high position of experimenter of Mode 7 and raycast models, what do you think about that?
MarcoBruti
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Posted: 17th Nov 2012 14:57
New video:

- Added horizontal scrolling of landscape and road.
- Improved 90 degrees turn.
- added arrow signs for left and right turn
- Define a simple format for level definition (via text file)
It is far from being perfect but now it is acceptable.
Next steps to refine level definition language, create some sounds and eventually the map of the road on the screen.
Cliff Mellangard 3DEGS
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Posted: 17th Nov 2012 17:46
The last video is impressive

Probably one of your coolest work so far

I could help you with some of the media if you want?
Off course free of charge and you use them royalty free

I cant promise all the art work as iam in constant projects my self.

Post the images you use for the object by the side of the track so will i see wath i can do.
And maybe the bikers sprite frames.

Cheers..

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MarcoBruti
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Posted: 17th Nov 2012 18:10
of course, you are welcome .
My graphics is not so great, as you know.
Here are attached the side objects: trees (alberi) and arrow signs. I also added some cubes to be put on the road in order to narrow the road. There is no video for it, but in few words, I put sequences of lines of 4 cubes across the lane on the right, center or left. The bike must avoid such cubes and move to the free section of the road.

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MarcoBruti
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Posted: 18th Nov 2012 14:53
New video.

Issues: my FPS went down to 12 on my tiny Galaxy Gio. I turned off sprite transparency wherever possible. Any suggestions to raise speed? Of course on more powerful tables there would be no issue.
Cliff Mellangard 3DEGS
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Posted: 19th Nov 2012 20:23 Edited at: 19th Nov 2012 20:25
Looks cool.

You could also set sprite shape 0 on sprites that dont nead any collision.

Sprite shapes uses resources.

You could also set sprite active to 0 on sprites that are not animated.

Here is the first sprite so let me know how it looks ingame?

I tryed to give it an slightly above angle.

There can be a while betwen my art for you

Iam hooked on agk gfx shaders.

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MarcoBruti
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Posted: 22nd Nov 2012 10:12
looks very cool! Thanks.
I'll try it ASAP.
MarcoBruti
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Posted: 22nd Nov 2012 23:33
Thanks Cliff
The road signs are perfect ,much better than mine
You are very good as an artist.
No problem for arts, my deadline is before I leave for Christmas Holidays (on 21st of December). For music loops and sounds, I am referring to free resources. If you could send me some other pictures, I'll be very happy.
Of course shaders seems a complex topic. As a good engineer, I should take the OpenGL Shader Language manual and study it, the problem is that have got no time, apart 1 hour in the evening/night to work on my 2D game. In general my understanding is that 3D is much more resource consuming and effort-wise than 2D (not to talk about the artistic and technical skills to create 3D models and textures), so for the hobbyst who have not a plenty of time, it is a very hard step.
Anyway I tried with a Q*Bert clone (DBPro), see the link, but it is only a bunch of cubes with some spheres and cylinders for enemies with simple textures, no shaders.
http://darkbasicgames.altervista.org/qbert.html
Cliff Mellangard 3DEGS
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Posted: 23rd Nov 2012 00:04
I will see wath i can do in the weekend with some more art?

I know wath you mean with 3d modelling as i usually use plains and sprites on them for my fun 3d projects

Cheers

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MarcoBruti
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Posted: 23rd Nov 2012 22:55
thanks. I'll accept everything.
Cliff Mellangard 3DEGS
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Posted: 1st Dec 2012 14:18 Edited at: 1st Dec 2012 14:19
Sorry for being slow
I made 4 new ones if you are intrested ?

I pasted them together with your own trees so its simpel to add them to the game.

Could you post an video of my sprites ingame so its easier to figure out wath to draw next?

Its supposed to be 3 various car tires stacked and a road cone



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MarcoBruti
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Posted: 2nd Dec 2012 01:10
thanks a lot. Can you read in my brain??? I have replaced the "cubes" with cones image found on Google Image Search.
I will asap try your cones too, together to the stacked tires.
You are not slow at all, I see you are involved in a lot of things both in the forum and development of your games, I can easily imagine who will be the next to be hired by TGC.
As soon as I post the video, I'll let you know.
Good night, today I have been out all the day long for 4-5 different real life things, and I am VEEEEERY TIRED.
MarcoBruti
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Posted: 2nd Dec 2012 14:28
Here is the new video.

Comments are always welcomed.
I also added car opponents.
Cliff Mellangard 3DEGS
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Posted: 2nd Dec 2012 16:27
Looks nice
But its faster now so i do hardly see my sprites
But i belive they are clearer on screen while playing?
I know youtube squashes and compresses things sometimes.

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MarcoBruti
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Posted: 2nd Dec 2012 16:55
Try to pause youtube playing (and do not magnify the screen). Your sprites appear in the middle of the road. I have to keep the video compressed because the video, as is, is 45MB and my ADSL connection takes about 20 minutes to upload it. You know for sure that ADSL is asymmetrical, so upstream bandwidth is much less than downstream. I'll try to post a less compressed video afterwards...
Phaelax
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Posted: 3rd Dec 2012 11:17
I have to say please lose the striped terrain. A few trees/bushes on an otherwise solid color would be enough to show the movement. Watching those stripes for even a few seconds gave me a headache.

"You're not going crazy. You're going sane in a crazy world!" ~Tick
MarcoBruti
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Posted: 4th Dec 2012 20:50
@Phaelax: I do not agree completely with you. Super Hang-On uses a striped background. Moreover have a look at Moonsweeper from Imagic (Colecovision version, I owns the version for TI99/4A):
.
I ensure you that it is not so disturbing, at least for me on Windows, and on my tiny Android too.
Cliff Mellangard 3DEGS
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Posted: 4th Dec 2012 21:48
Marco i think phaelax have a point

If you look at the road so is the differrence in the grey stripes brightnes a bit to much.

Test by simply lower the brightness a bit on the brightest grey.

And you would get a cooler 3d effect if the stripes in the horizon is slightly darker and gradually gets brighter towards the bottom of the screen

You could test this effect by simply make an large sprite that covers the terrain with an grey gradient pattern.
And then make it almost transparent to see how it looks.

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MarcoBruti
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Posted: 4th Dec 2012 22:59
I tried to apply your suggestion reducing the difference between the 2 colors both in the road and in the terrain. I do not think to eliminate completely the stripes, but now it should look better. Is there a way to make dynamically darker the highest stripes? I did some experiment with setSpriteColor...(), but without success.
In the meantime I worked on the Internet scoreboard (based on PHP+MySQL):
http://agkappmarket.altervista.org/retrobikerunner/retrobikehi.php
And now I have got to create the levels. At the moment I have created only 3 levels. It is not so difficult as the creation of platform game levels (or the pinball tables), but it takes time anyway.
MarcoBruti
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Posted: 5th Dec 2012 00:11
Done level 4. I have done a new video, I'll try to post it tomorrow, so you could check the appearance...Good night.
MarcoBruti
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Posted: 5th Dec 2012 17:06
Here is the new video.
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Posted: 5th Dec 2012 19:54
thats much better

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MarcoBruti
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Posted: 9th Dec 2012 00:33
Thanks a lot.
Sorry for the late response, but problems with the car and some overload in the job (I have got some problems too, you are not alone, our managers think too much of reorganizations and restructuring, that affect their cash flow, less about the real business and product/service development, so people are becoming really demotivated) and family arena made me walk away from this forum. I improved the rendering of moving cars and also added a new obstable: a wall going up and down. 8 levels created, some improvement on scoreboard (added level indicator), I hope before Christmas to put on sale the first version.
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Posted: 14th Dec 2012 23:40
ok, back from real life to virtual one, the game is almost ready to be published. I have created 20 levels, to start with.
As an appetizer, I am posting a screenshot with a new obstacle, a block going up and down with its shadow.
The game features the following:
- 3D scenario simulated by 2D (AGK 1.76 used, so no 3D commands). Very effective look!
- All controls using touch screen, no button or joystick, only swiping and touching the screen, in given patterns.
- Help screens included.
- Simple but nice graphics
- Ever changing road with curves of different difficulty, and straight segments.
- Many enemies and obstacles, including moving and fixed cars, walls, pyramid, row of cones, up&down moving blocks, tires (thanks to Cliff) and others.
- Bonuses (jumping over obstacles), score multipliers, checkpoints and pickups (light globes) set at different heights.
- Sudden 90 degrees turning with impressive effects.
- Nice music loops and real motorbike sounds.
- 20 levels...and many more to come.
- Internet and device-local scoreboard. Name, score and reached levels are saved both to Internet and locally.
If you like Temple Run, you will love it!
I'll put on sale at only 0.5€ (minimum price) for Christmas time. As a gift during this critical period (at least for us living in South Europe), it is really a bargain. I am joking, of course

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DVader
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Posted: 16th Dec 2012 00:39
The only thing I would say is the sharp corners are a little jarring, it almost looks as if it changes to overhead when you corner. You may be doing that, but the transition is a little abrupt. The sweeping corners are great. I am unsure if this is 2D or 3D as I haven't read anything yet, just watched the vid. Still nice work so far!

MarcoBruti
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Posted: 16th Dec 2012 01:22
Thanks. This app has been a good challenge for me, it is the first time I program a racing game with a 3D retro-look. Results are encouraging, performance is good, and the game is really exciting.
I used only native 2D of AppGameKit 1.076, because 1.08 does not work on good (old? 2009) XP laptop with graphic card not support OpenGL 2.
I know that I have not been able to align perfectly the pieces that make the border of the road when turning or, to say that better, sometimes are perfectly aligned, sometimes not. I am using simple trigonometry to turn the pieces. I tried with different formulas and offsets, but with no improvements.
Anyway, I could be moderately happy with that, and I published the app on Google play at the minimum price. I hope that it will be appreciated a little more that previous games that (globally) sell an average of 3€/month (top: 5€, minimum: 1.5€). I become more and more convinced that it is not the right way to become rich...honestly Of course I refuse totally the dishonest way
Cliff Mellangard 3DEGS
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Posted: 16th Dec 2012 14:14
Have you published it ?

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MarcoBruti
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Posted: 16th Dec 2012 14:54
Yes, last night.
Here is the link:
https://play.google.com/store/apps/details?id=com.texasoftreloaded.RetroBikeRunner
Now I am uploading the official video to youtube, but it is taking a very long time. The video is 590MB, so the expected time is...hours.
After the video will be available in youtube, I'll publish it in Google Play, this forum, and appgamekit web site.
MarcoBruti
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Posted: 17th Dec 2012 10:20
Here is the video:

Next steps:
- video to be published on Google Play
- add the game to the gallery of appgamekit
Thanks to Cliff and Darth for the support and comments.
MarcoBruti
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Posted: 20th Jan 2013 09:22
I released free version of RetroBikeRunner, called very originally ...RetroBikeRunnerFree
There are only the first 5 levels (out of the 20 available in the full version), and Inneractive ads (placed on the top of the screen).
All the game modes (racing-start from 1st level and training-choose the level) are available, and you can publish the records to the Internet.
Of course if you complete level 5, the game ends.
https://play.google.com/store/apps/details?id=com.texasoftreloaded.RetroBikeRunnerFree

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