Google+

SimCity Nieuws

Kleine opmerking: Ik ben op het moment druk aan het werk aan de nieuwe site. Ik wil de site echter niet helemaal offline halen, dus je kunt alles nog gewoon bekijken. Maar de werkzaamheden kunnen er wel voor zorgen dat sommige pagina's er een beetje raar uitzien. Het zal niet heel lang meer duren. Happy
woensdag, maart 27, 2002 - 22:00

Meier's accomplishments are simply some of the greatest games ever coded

Wright made gaming history when he started to think of video games as "toys" rather than "win-or-lose" affairs

Go To GameSpy.com


Will Wright

Maxis

Will Wright

    Why is Will Wright Influential?
  • Created SimCity
  • Created The Sims
  • Pioneered "system sims"

We're not sure if it was some kind of forward-thinking vision -- or if it was simply divine inspiration -- but Will Wright made gaming history when he started to think of video games as "toys" rather than "win-or-lose" affairs. Take his 1989 opus SimCity for example (read our Hall of Fame entry). While other game developers were concentrating on jumping puzzles or exploding spaceships, he was building what he called a "system simulator." SimCity was a tiny digital city, the development of which was completely under your control. Sure, there were goal-based scenarios, but most people simply played the game in free-build mode. Did you want a spacious suburban paradise? A glistening commercial empire? A disgusting densely-trafficed nightmare of urban decay? It didn't matter, it was up to you.

SimCity was a success because it had a broad appeal (everyone knows what a city is), was easy to play, and almost never punished the player for his or her decisions. This formula is really a hallmark of one of the greatest game designers of our time, one repeated again and again in his later "Sim-" games. SimCity alone would rank Wright high on our list of achievers, but the fact is, he's always thinking up the next big toy. His most recent game, The Sims, is also a system simulator, but on a household scale. Does the magic still work? Of course! The Sims is probably the most lucrative product in PC gaming right now and shows no sign of slowing. It's fun for casual or hardcore gamers alike.

Next on his plate? A massively multiplayer version of The Sims that will give millions of casual gamers a reason to upgrade their Internet connection. Wright's straightforward themes and easy-to-understand gameplay are a model that we're sure to see in coming years.

What the Gaming Industry says:

Bill Jackson, Ensemble Studios: "I think that Will defines the term 'Thinking outside the box.' His toys have collectively eaten up more of my time than even my six-million dollar man action figures."

Raymond Padilla, Freelance Gaming Journalist: "He is somehow able to reach the hard-core gamer as well as the mass market. Nobody has been as successful in doing so on the PC side."

Rantz Hoseley, Quicksilver Software: "Forget the Sims, Sim City turned a geek hobby into a mainstream pastime. I remember working at a daily newspaper and coming in to find four or five editors playing the original SimCity, totally addicted, and missing deadlines because of it. Always the sign of a good game."

(...)

Sid Meier

Firaxis Games

Sid Meier

    Why is Sid Meier Influential?
  • Created Civilization series
  • Co-founded Microprose and Firaxis
  • Leader in the strategy game genre

It's fitting that Sid Meier is ranked just out of the top spot on this list, because Meier seems to be everyone's second-favorite game designer. Sure, there's a legion of 3D engine designers on this list, each of them a Hall of Famer. But there's Meier again, as expected, with his name attached to yet another top-quality, addictive game. Just like he's been doing since the early 80s. Meier is the Nolan Ryan of game designers.

Meier's accomplishments are simply some of the greatest games ever coded -- the Civilization series, Gettysburg -- it's even arguable that Meier's Railroad Tycoon in 1990 is the true father of real-time strategy games. Besides his influential game designs, Meier has also led the way in the business world, being the co-founder of MicroProse and Firaxis Games, two of the top game development companies in the world.

Meier's latest game, SimGolf, is already showing the same signs that have been the hallmark of his previous work -- a unique premise, multiple layers of strategy, addictive gameplay and truckloads of fun.

So, what's the secret to creating consistently great games for nearly 20 years?

"I think a lot of what makes me kind of able to keep doing games is the fact that I was there at the beginning and that I don't have to play catch-up all the time," Meier said in an interview a few years back. "It's kind of like I've been there since the start, so I've seen the evolution and have a bit of a sense of history and perspective."

What the Gaming Industry says:

Tim Cain, Troika: "I have enjoyed his games for decades, and what better praise than that? I fondly remember Hellcat Ace on my first computer, an Atari 800. And my first computer game addiction was Civilization. I still hum the new technology tune whenever I have an idea."

Michael Hershberg, Quicksilver Software: "The first PC game I remember getting addicted to (and I mean stay-up-till-4-homework-comes-second kind of addiction) was the original Civilization. Now I have the pleasure of shunning my friends in favor of Civilization III. If Sid deserves anything it might be a spot on the Top 50 People To Blame For Dwindling Social Life."

Rich Carlson, Digital Eel: " 'Sid games' have everything. Strategy; historicity; depth; diplomacy; conflict; tactics; and the beat goes on. The C64 version of Pirates! blew me away. How could they fit so much in there!? When friends introduced me to Civilization and Colonization years later, I realized that Sid Meier was a designer of formidable skill."

Kevin Dill, Quicksilver Software: "In his early days, Sid brought more innovation and insight to this industry than any other designer ever. He inspired my own desire to enter the field, and in my opinion is by far the greatest designer ever. Compared to him, all others can only be described as good - Sid alone was great."

woensdag, maart 27, 2002 - 22:00

Meier's accomplishments are simply some of the greatest games ever coded

Wright made gaming history when he started to think of video games as "toys" rather than "win-or-lose" affairs

Go To GameSpy.com


Will Wright

Maxis

Will Wright

    Why is Will Wright Influential?
  • Created SimCity
  • Created The Sims
  • Pioneered "system sims"

We're not sure if it was some kind of forward-thinking vision -- or if it was simply divine inspiration -- but Will Wright made gaming history when he started to think of video games as "toys" rather than "win-or-lose" affairs. Take his 1989 opus SimCity for example (read our Hall of Fame entry). While other game developers were concentrating on jumping puzzles or exploding spaceships, he was building what he called a "system simulator." SimCity was a tiny digital city, the development of which was completely under your control. Sure, there were goal-based scenarios, but most people simply played the game in free-build mode. Did you want a spacious suburban paradise? A glistening commercial empire? A disgusting densely-trafficed nightmare of urban decay? It didn't matter, it was up to you.

SimCity was a success because it had a broad appeal (everyone knows what a city is), was easy to play, and almost never punished the player for his or her decisions. This formula is really a hallmark of one of the greatest game designers of our time, one repeated again and again in his later "Sim-" games. SimCity alone would rank Wright high on our list of achievers, but the fact is, he's always thinking up the next big toy. His most recent game, The Sims, is also a system simulator, but on a household scale. Does the magic still work? Of course! The Sims is probably the most lucrative product in PC gaming right now and shows no sign of slowing. It's fun for casual or hardcore gamers alike.

Next on his plate? A massively multiplayer version of The Sims that will give millions of casual gamers a reason to upgrade their Internet connection. Wright's straightforward themes and easy-to-understand gameplay are a model that we're sure to see in coming years.

What the Gaming Industry says:

Bill Jackson, Ensemble Studios: "I think that Will defines the term 'Thinking outside the box.' His toys have collectively eaten up more of my time than even my six-million dollar man action figures."

Raymond Padilla, Freelance Gaming Journalist: "He is somehow able to reach the hard-core gamer as well as the mass market. Nobody has been as successful in doing so on the PC side."

Rantz Hoseley, Quicksilver Software: "Forget the Sims, Sim City turned a geek hobby into a mainstream pastime. I remember working at a daily newspaper and coming in to find four or five editors playing the original SimCity, totally addicted, and missing deadlines because of it. Always the sign of a good game."

(...)

Sid Meier

Firaxis Games

Sid Meier

    Why is Sid Meier Influential?
  • Created Civilization series
  • Co-founded Microprose and Firaxis
  • Leader in the strategy game genre

It's fitting that Sid Meier is ranked just out of the top spot on this list, because Meier seems to be everyone's second-favorite game designer. Sure, there's a legion of 3D engine designers on this list, each of them a Hall of Famer. But there's Meier again, as expected, with his name attached to yet another top-quality, addictive game. Just like he's been doing since the early 80s. Meier is the Nolan Ryan of game designers.

Meier's accomplishments are simply some of the greatest games ever coded -- the Civilization series, Gettysburg -- it's even arguable that Meier's Railroad Tycoon in 1990 is the true father of real-time strategy games. Besides his influential game designs, Meier has also led the way in the business world, being the co-founder of MicroProse and Firaxis Games, two of the top game development companies in the world.

Meier's latest game, SimGolf, is already showing the same signs that have been the hallmark of his previous work -- a unique premise, multiple layers of strategy, addictive gameplay and truckloads of fun.

So, what's the secret to creating consistently great games for nearly 20 years?

"I think a lot of what makes me kind of able to keep doing games is the fact that I was there at the beginning and that I don't have to play catch-up all the time," Meier said in an interview a few years back. "It's kind of like I've been there since the start, so I've seen the evolution and have a bit of a sense of history and perspective."

What the Gaming Industry says:

Tim Cain, Troika: "I have enjoyed his games for decades, and what better praise than that? I fondly remember Hellcat Ace on my first computer, an Atari 800. And my first computer game addiction was Civilization. I still hum the new technology tune whenever I have an idea."

Michael Hershberg, Quicksilver Software: "The first PC game I remember getting addicted to (and I mean stay-up-till-4-homework-comes-second kind of addiction) was the original Civilization. Now I have the pleasure of shunning my friends in favor of Civilization III. If Sid deserves anything it might be a spot on the Top 50 People To Blame For Dwindling Social Life."

Rich Carlson, Digital Eel: " 'Sid games' have everything. Strategy; historicity; depth; diplomacy; conflict; tactics; and the beat goes on. The C64 version of Pirates! blew me away. How could they fit so much in there!? When friends introduced me to Civilization and Colonization years later, I realized that Sid Meier was a designer of formidable skill."

Kevin Dill, Quicksilver Software: "In his early days, Sid brought more innovation and insight to this industry than any other designer ever. He inspired my own desire to enter the field, and in my opinion is by far the greatest designer ever. Compared to him, all others can only be described as good - Sid alone was great."

donderdag, maart 21, 2002 - 22:20

Electronic Arts today announced that they have shipped over 6.3 million copies worldwide of the computer game, The Sims™, making it the best selling PC game of all time.

Go To Press Release


The Sims™ Becomes The Best Selling PC Game of All Time

REDWOOD CITY, Calif., March 21, 2002- Electronic Arts (Nasdaq: ERTS) today announced that they have shipped over 6.3 million copies worldwide of the computer game, The Sims™, making it the best selling PC game of all time. The wildly popular game that allows players to create a neighborhood of simulated people (Sims) and control their lives, skyrocketed to the top of the charts when it began shipping to stores in February 2000 and has quickly become a universal gaming and cultural phenomenon. The Sims was the best selling PC game of both 2000 and 2001. Translated into 13 different languages, The Sims also remains a top seller worldwide.

The unparalleled success of The Sims has inspired the creation of four add-on packs; Livin' Large, which allows players to put their simulated families from The Sims into new extreme situations and settings, House Party, which gives players the chance to host outrageous parties for their Sims, Hot Date, which gets The Sims off the couch, to an all-new downtown area and into the dating game, and due out March 26, Vacation, which allows the Sims to get some rest and relaxation with their families and friends on a fun-filled vacation island. Combined sales for The Sims, The Sims Livin' Large, The Sims House Party and The Sims Hot Date have topped 13 million units life-to-date.

"Reaction to The Sims' by both customers and critics have exceeded our most ambitious expectations," said EA president John Riccitiello. "The Sims has become a cultural phenomenon. Its worldwide appeal spans hard-core gamers, casual computer users and even gaming's most elusive group of consumers, women. Over 50 percent of new Sims players are female."

The Sims has steadily insinuated itself into pop culture consciousness since its release. In September of 2000, the game inspired New York City-based band Electric Funstuff to release a Sims-inspired anthem, appropriately titled Sim-Hilarities, about a player of the hit PC game who finds odd parallels between his life and the lives of his on-screen characters. A take-off of "Simlish," the unique language of The Sims was featured in last year's season opener of ABC Television's, "Drew Carey Show," as well as game footage depicting the office antics at Winfred-Louder Department Store, Drew's place of employment, in its April Fools episode. Most recently, a take-off of The Sims was featured in an episode of "Malcolm In The Middle." Malcolm recreates his own family in a computer game called "The Virts" with disastrous results.

Since the release of The Sims, EA has been extending the value of the game by providing a series of free add-ons and on-line support through the game's official Web site located at http://www.TheSims.com. Over 1,000,000 unique users visit TheSims.com each month to download new household objects or character clothing sets. One of the most popular features allows players to post stories created with The Sims for the site's visitors to read. Over 34,000 user created stories are currently available on TheSims.com.

Just as entertaining and a true testament to the games' popularity are the hundreds of fan created web sites inspired by The Sims. Thousands of fan created objects and Sims, from fabulous home furnishings to cutting edge fashions, are available for downloading to enhance players' Sims experience.

The game's long list of honors has included being selected "Game of the Year" for 2000 by the Academy of Interactive Arts and Sciences and by numerous other publications in the United States and abroad. The creator of The Sims, Will Wright, was inducted into the Academy of Interactive Arts and Sciences Hall of Fame in February, joining such industry legends as Sid Meier and Shigeru Miyamoto.

Electronic Arts, headquartered in Redwood City, California, is the world's leading interactive entertainment software company. Founded in 1982, Electronic Arts posted revenues of more than $1.3 billion for fiscal 2001. The company develops, publishes and distributes software worldwide for personal computers and video game systems. Electronic Arts markets its products under four brand names: EA SPORTS™, EA GAMES™, EA SPORTS BIG™ and EA.COMSM. More information about EA's products and full text of press releases can be found on the Internet at http://www.info.ea.com.

Electronic Arts, EA SPORTS, EA GAMES, EA SPORTS BIG, Maxis and The Sims are trademarks or registered trademarks of Electronic Arts Inc. in the U.S. and/or other countries. EA.COM is a service mark of EA.com Inc. All other trademarks are the property of their respective owners.

dinsdag, maart 19, 2002 - 22:00

Do you have a favorite SimCity Architect? Now is your chance to get your favorite BAP'er voted into the SimCity Hall Of Fame. Nominate your favorite BAP'er in the Building Architect Plus area of the BBS today!

Go To BBS

dinsdag, maart 12, 2002 - 22:00

Now you can play this classic game on your new PocketPC, buy yours today!

Go To EA Store

woensdag, januari 30, 2002 - 22:00

Here is a quick interview with Sid Meier on EA.com where he chats about SimGolf and working with Will Wright.

Go To EA.com


Sid Meier Talks About Sid Meier's SimGolf

While almost 3 years have passed since Sid Meier and Electronic Arts first collaborated on Sid Meier's Alpha Centauri, Sid Meier's name is still synonymous with strategy. Last year, he completed the third edition to his signature turn-based strategy series, Civilization. And instead of relaxing, Mr. Meier and his team at Firaxis again partnered with Electronic Arts and Maxis to create the next game in the popular Sim series, Sid Meier's SimGolf.

On Friday, Sid Meier's SimGolf arrived at Electronic Arts and retailer's shelves nationwide as players nationwide rediscovered that Meier's formula for highly-addictive gameplay can easily make hours evaporate for anyone (whether they enjoy a day on the golf course or not).

We had a chance to ask Meier a few questions to delve a little further into how Sid Meier's SimGolf came to be.

EA GAMES: Sid, you've already had a great 2001 with the release of Civilization III and it comes as no surprise that even after finishing such a massive undertaking, you've already finished another game. How did the initial idea that became Sid Meier's SimGolf come about?

Sid: The idea for this game came last summer as I was at the library leafing through a golfing magazine. In the middle of the magazine was this cool map showing a lovely piece of land with a stream, hills, grass, trees, and wetlands. There was a contest to use this piece of land to design the three most interesting, varied, and attractive golf holes possible. Hey, (I said to myself, quietly) that might make a cool computer game. Nobody had really made a fun game out of designing and building a golf course. So I grabbed some trees and textures from Gettysburg, built a couple of golfer animations in Poser, and threw together a quick prototype and started playing.

EA GAMES: SimGolf seems to take all the best elements of The Sims and your turn-based experience and stitch them together into a really fun game that even non-golfers can enjoy. What type of player do you think would have the most fun with the game?

Sid: SimGolf has something for everyone: golf course design, building, managing, playing the course and a lot of fun player and story customization. I think this game will appeal to fans of sims games and gamers that have played and enjoyed some of my other titles like Railroad Tycoon and Civilization. You don't have to be an avid golfer or a fan of golf simulations to enjoy this game but I think if you do play those games you'll find that it can test your knowledge of golf and course design as well. There really is something for everyone here.

EA GAMES: The game takes place on 16 fictional courses worldwide. Are any of them directly inspired by courses that you've played on?

Sid: Players may develop property in 16 different locations around the world and can choose from 4 different environments from which to play. Many of the elements in the four environments are inspired by real courses around the world. You may build an Eastern Woodlands course (grass, trees, lakes, ducks) or an English links course (heather, sheep and pot bunkers). They'll also be a Southwest Desert course (sand, cactus, and target golf) and a lush Tropical course (beaches, palm trees, and crocodiles). In addition, you can customize your courses with landmarks reminiscent of some of the most famous courses.

EA GAMES: In the past you've stated that the SimCity series inspired you to create Civilization. How does it feel to finally have a chance to collaborate on a game with SimCity's creator, Will Wright?

Sid: I've always been a big fan of Will's games and have spent countless hours playing Simcity and the Sims. Of course, being a game designer, I soon came to the conclusion that I'd like to write a game like this - to borrow some of the ideas that Will has pioneered and combine them with my own. Once we (Firaxis) began design on SimGolf we presented it to Will and his group at Maxis. While all the coding and design was completed at Firaxis, Maxis has been very supportive and has given us some great design feedback. The game has been a lot of fun to work on and I think once you play SimGolf you'll find it's a totally unique experience.

EA GAMES: Who's the better golfer?

Sid: That's yet to be determined Happy

EA GAMES: Considering that you and Wright are considered household names in the gaming industry, was it challenging to get all of your ideas into SimGolf?

Sid: Actually, I'm amazed at the number and variety of features we were able to put in the game. Not only can you build an endless variety of courses, you can then customize your golfers, get to know their different personalities, create your own stories for the golfers, customize a world class golf pro, play your courses, hold sanctioned championship tournaments at your resort, entice the rich and famous to build homes on your courses…the fun goes on and on…

EA GAMES: Golf really is a lot like turn-based strategy. You have to figure out how one move will affect your next move. How closely does SimGolf's strategy elements simulate the intricate balance that you've achieved in your other games?

Sid: The design and gameplay philosophy of SimGolf is very similar to some of my other games. A golf course is really just a big playground for grown-ups - whether you're a golfer or not, I think player's will find lots of different ways to play and explore this world. We've come a long way from the earliest prototype - but always with the idea of leaving players free to choose their own path. You can create the world's most beautiful, most challenging, or most outrageous course -- the choice is yours. You can pamper your players with lovely gardens, comfy benches, and a luxury hotel or torment them with monstrous sand traps, tacky vacation homes, and spine-chilling golf shots -- the possibilities are endless.

EA GAMES: Now that SimGolf is done, what next? Maybe play a little real golf?

Sid: We've got a lot exciting ideas in the pipeline but we're not ready to talk about them yet. As always, we'll let you know as soon as we can.

dinsdag, januari 29, 2002 - 22:10

We hope you enjoy the new look and feel of the SimGolf.EA.com website. The Story Exchange and the Course Exchange will open on very soon, so get your stories and courses ready to upload so you can share them with the world! You can also register your copy of Sid Meier's SimGolf in the Registration area, which will give you access to chat, the BBS, and all downloads. So please take a moment to register and when you're done, you can enjoy all of the features our new site has to offer.

Go To SimGolf.EA.com

dinsdag, januari 29, 2002 - 22:00

We would like to find out what is your favorite part of SimCity? Do you like building your cities or tearing them down? Do you like creating your own buildings or would you rather make maps? Take a minute to post your thoughts on the BBS!

Go To BBS

donderdag, januari 24, 2002 - 22:10

We would like to announce that we are getting many reports that the patch is causing problems for some of our users. We thoroughly tested the patch before we released this to the community and found it to solve many previously reported issues. We are looking into the problems posted and are listening to your concerns. We will let you know within a few days if we think this is something we can help you fix either with an update to the patch or directions on how to avoid the problems you are experiencing.

donderdag, januari 24, 2002 - 22:00

The new PC title from legendary game designer Sid Meier and Maxis lets players build their very own golf resort empire.

Read press release


EA ships Sid Meier's SimGolf

The new PC title from legendary game designer Sid Meier and Maxis lets players build their very own golf resort empire

REDWOOD CITY, Calif., January 23, 2002 - Electronic Arts (Nasdaq: ERTS) today announced the release of Sid Meier's SimGolf™. From legendary game designer Sid Meier, and his team at Firaxis Games, and Maxis™, the creators of the hit PC games The Sims™ and SimCity™, Sid Meier's SimGolf puts players in charge of their very own golf resorts. As course designer, CEO and resident pro, players are challenged to grow a business from a small, public pitch-and-putt to a global network of five-star resorts.

"I'm thrilled with SimGolf. In all my years of making games, SimGolf has been the most fun to create," said Sid Meier, Chairman and Director of Creative Development at Firaxis Games and creator of such PC hits as Railroad Tycoon, Sid Meier's Civilization and Sid Meier's Gettysburg! "In SimGolf we allow players to create their own paths and to choose their own style of play. You can build an endless variety of courses, customize your golfers, create a world class pro, play your course and hold tournaments at your resort. The fun goes on and on! We hope gamers around the world will have as much fun playing SimGolf as we did making it."

Create the world's most beautiful, challenging and outrageous golf courses in environments that include sunny desert, lush tropics, scenic woodlands, and historic Scottish links. Players can build the course of their dreams by constructing rolling fairways, challenging greens, strategically placed water hazards and annoying sand traps.

Everything from ball washers and pro shops to luxury hotels and casinos are available for resort development. Players can choose from over a dozen different landmarks to further personalize the grounds. As the resort facilities are upgraded and enhanced, guests are happier on the course and celebrities are enticed to buy homes at the resort.

Once the course is designed, players can create their own SimGolf pro and play a round. All SimGolfers are fully customizable, with an array of outfits and a variety of personality types to choose from. Players also have the ability to dabble in the personal lives of their members with fully customizable dialogue. Listen to their sagas unfold as they birdie, par and bogey over eighteen holes. The outcome of the guests' individual stories depends greatly on the success of the individual hole and course.

Play the course and fine-tune the skills of the golf professional to help him or her become the leader of the SimGolf Association (SGA). Players can then host and play in major tournaments for big cash prizes that can be used to upgrade their resort conglomerate.

The ability to share courses and stories with other SimGolf players from around the world is available at http://simgolf.ea.com. From ground breaking to par breaking, the ultimate golf fantasies are in your hands with Sid Meier's SimGolf.

Sid Meier's SimGolf requires Windows® 95 or greater and a 300 MHz Intel Pentium II or an AMD K6-2 processor or greater, a 8 MB video card with DirectX 8.0 compatible driver and a DirectX 8.0 compatible sound card. Sid Meier's SimGolf is available in stores now for a suggested retail price of US $39.99 or by direct order from the EA StoreSM at http://www.ea.com or by calling 877-EA GAMES (1- 877- 324-2637). It carries an ESRB rating of "E" for everyone.

Firaxis Games is headquartered in Hunt Valley, Maryland. As Firaxis' Chairman and Director of Creative Development, Sid Meier has been honored with virtually every major award in the gaming industry and in 1999 and was the second person ever to be inducted into the Academy of Interactive Arts and Science's Hall of Fame. For more information about Firaxis visit http://www.firaxis.com.

Maxis, based in Walnut Creek, California, is EA's game development studio best known for The Sims and SimCity line of games. The Sims has sold over 5 million copies worldwide and was North America's top selling PC game of 2000 and 2001.

Electronic Arts, headquartered in Redwood City, California, is the world's leading interactive entertainment software company. Founded in 1982, Electronic Arts posted revenues of more than $1.3 billion for fiscal 2001. The company develops, publishes and distributes software worldwide for personal computers and video game systems. Electronic Arts markets its products under four brand names: EA SPORTS™, EA SPORTS BIG™, EA GAMES™ and EA.COMSM. More information about EA's products and full text of press releases can be found on the Internet at http://www.info.ea.com.

Electronic Arts, EA SPORTS, EA SPORTS BIG, EA GAMES, The Sims, SimCity, SimGolf, and Maxis are trademarks or registered trademarks of Electronic Arts Inc. in the U.S. and/or other countries. EA.COM is a service mark of EA.com Inc. All other trademarks are the property of their respective owners.

Pagina's

Nieuwsarchief

Discord