mp_bio Bio-hazard Battle (Mega Play)

Immagine gioco: Bio-hazard Battle (Mega Play)
Immagini disponibili:

Nome romset:
Anno di produzione: 1993
Produttore: Sega

Genere del gioco: Sparatutto
Categoria: Sparatutto / Volo Orizzontale

Questo gioco ha bisogno di un file BIOS:
 • Mega Play BIOS (

Questo gioco funziona correttamente in MAME Questo gioco funziona correttamente in MAME

Stato dell'emulazione: Buono
Emulazione colore: Buono
Emulazione sonoro: Buono
Emulazione grafica: Buono
Salvataggio: Non supportato

In MAME dalla versione: .095

Il driver di questo gioco in MAME è: megaplay.c - Leggi il codice

 Dati tecnici  
Numero di giocatori: 2P Simultanei
Controllato con:
Numero di pulsanti: 4

Questo gioco utilizza un solo schermo:
  Tipo di grafica: Raster
  Orientamento schermo: Orizzontale
  Risoluzione del gioco 256 x 224 @ 59.922738 Hz

La scheda di questo gioco usa 8 CHIP
M68000cpu7670453 Hz
Z80cpu3579545 Hz
Z80cpu3579540 Hz
YM2612audio7670453 Hz
SEGA VDP PSGaudio3579545 Hz
SN76496audio3579540 Hz

Questo gioco ha 2 opzioni BIOS
ver1 Megaplay Bios (Ver. 1)
ver2 Megaplay Bios (Ver. 2)

 Dati Scheda 
Il ROMset di questo gioco si compone di 4 ROM (2 del gioco, 2 del set BIOS)
Riferito alla versione MAME: 0.161

NomeDimensioniCRC32SHA1FunzionamentoNel romset
ep15294.ic2131072aa8dc2d8 96771ad7b79dc9c83a1594243250d65052d23176 good megaplay
epr-a15294.ic2131072f97c68aa bcabc879950bca1ced11c550a484e697ec5706b2 good megaplay
mpr-15699-f.ic110485764b193229 f8629171ae9b4792f142f6957547d886e5cc6817 good mp_bio
epr-15175-06.ic2327681ef64e41 13984b714b014ea41963b70de74a5358ed223bc5 good mp_bio

:  Gioco Parent
:  Gioco Clone

Le dimensioni del file sono 579.12 Kbytes (compresso)

La scheda di questo gioco ha 4 opzioni configurabili via dipswitch

In grassetto i valori predefiniti

Coin slot 14 Coins/1 Credit
 3 Coins/1 Credit
 2 Coins/1 Credit
 2 coins/1 credit - 5 coins/3 credits - 6 coins/4 credits
 2 coins/1 credit - 4 coins/3 credits
 1 Coin/1 Credit
 2 Coins/3 Credits
 1 Coin/2 Credits
 1 Coin/3 Credits
 1 Coin/4 Credits
 1 Coin/5 Credits
 1 Coin/6 Credits
 1 coin/1 credit - 5 coins/6 credits
 1 coin/1 credit - 4 coins/5 credits
 1 coin/1 credit - 2 coins/3 credits
 Free Play
Coin slot 24 Coins/1 Credit
 3 Coins/1 Credit
 2 Coins/1 Credit
 2 coins/1 credit - 5 coins/3 credits - 6 coins/4 credits
 2 coins/1 credit - 4 coins/3 credits
 1 Coin/1 Credit
 2 Coins/3 Credits
 1 Coin/2 Credits
 1 Coin/3 Credits
 1 Coin/4 Credits
 1 Coin/5 Credits
 1 Coin/6 Credits
 1 coin/1 credit - 5 coins/6 credits
 1 coin/1 credit - 4 coins/5 credits
 1 coin/1 credit - 2 coins/3 credits
  1 coin/1 credit


Bio-hazard Battle [Mega-Play 06] (c) 1993 Sega.

Bio-Hazard Battle é uno sparatutto spaziale a scorrimento orizzontale. Puoi scegliere fra 4 navette, ognuna con i propri attacchi. Durante la partita, puoi migliorare le armi della tua navetta raccogliendo palle colorate che fluttuano per lo schermo. Puoi avere fino a 3 armi differenti contemporaneamente, eseguendo attacchi in direzioni diverse.


Sega Mega Play hardware

Processore Principale : 68000 (@ 7.670442 Mhz), (2x) Z80 (@ 3.57954 Mhz)

Chip Audio : YM3438 (@ 7.670442 Mhz), (2x) SN76496 (@ 3.57954 Mhz)

Orientamento dello schermo : Orizzontale

Risoluzione video : 320 x 224 pixels

Frequenza aggiornamento video : 60.00 Hz

Colori palette : 96

Giocatori : 2

Controllo : Joystick a 8 direzioni

Pulsanti : 3


Questo gioco é conosciuto in Giappone col nome di "Crying - A Seimei Sensou" (si traduce dal giapponese in "Piangendo - Una vita di guerra").

Lista ufficiale pubblicazioni per Mega Play :

[Mega-Play 01] Sonic The Hedgehog

[Mega-Play 02] Golden Axe II

[Mega-Play 03] Grand Slam - The Tennis Tournament

[Mega-Play 04] Tecmo World Cup

[Mega-Play 05] Streets Of Rage 2

[Mega-Play 06] Bio-Hazard Battle

[Mega-Play 07] Sonic The Hedgehog 2

[Mega-Play 08] ???

[Mega-Play 09] Shinobi III - Return of the Ninja Master

[Mega-Play 10] ???

[Mega-Play 11] Mazin Wars

[Mega-Play ??] Columns III - Revenge of Columns

[Mega-Play ??] Gunstar Heroes


* Console :

Nintendo Wii (2007, "Virtual Console")


Rom del gioco.

Giochi Simili

Attenzione: I dati di history.dat potrebbero essere diversi da quelli riportati nel resto della scheda (tratti da MAME), in quanto provenienti da fonti diverse.

Informazioni su mp_bio

0.95 [Guru]


- Start button doesn't work when you try to continue. LastNinja2 (ID 00535)


- 0.95u1: Changed 'Time' and 'Level' dipswitches to 'Lives' and 'Difficulty'.

- 0.95: Guru added Bio-hazard Battle (Mega Play) (Sega 1993).

- 27th March 2005: Guru - Nothing spectacular to report, I've just dumped the Sega MegaPlay carts: Bio Hazard Battle and Streets of Rage 2.

Informazioni su megaplay.c (Driver MAME)

0.100u2 [David Haywood]


- Megaplay games are specially designed Genesis games, produced for arcade use.

- The code of these games has significant modifications when compared to the Genesis releases and in many cases the games are cut-down versions of the games that were released for the home system. For example, Sonic has less zones, and no special stages, thus making it impossible to get all the chaos emeralds. Zones also have a strict timer.

- Coins buy you credits on Megaplay games, meaning if you lose all your lives the game is over, like a regular Arcade game.

- Like the Megatech the Megaplay boards have an additional Z80 and SMS VDP chip when compared to the standard Genesis hardware. In this case the additional hardware creates a layer which is displayed as an overlay to the game screen. This layer contains basic text such as Insert Coin, and the Megaplay Logo / Instructions during the attract loop.

- Communication between the various CPUs seems to be fairly complex and it is not fully understood what is shared, where, and how. One of the BIOS sets doesn't work, maybe for this reason.

- Only a handful of games were released for this system.


- [possible] Text shifted to right. Tafoid (ID 03829)


- 0.151: Oliver Stöneberg fixed VDP scanline settings in machine\megadriv.c.

- 0.150: Small VIDEO_START cleanup in machine\segamsys.c [Oliver Stöneberg].

- 0.148u3: Some Megadriv/Megaplay modernization [Miodrag Milanovic]. Fixed individual games incorrectly writing an NVRAM file [Fabio Priuli].

- 0.143u1: Angelo Salese removed deprecat.h usage in the Megaplay driver.

- 0.142u5: Lord Nightmare changed name of SN76489 variant used in Sega Master System and Megadrive/Genesis from SMSIII to the more technically accurate 'SEGA VDP PSG', as the PSG in question was not only used on the mark 3 units.

- 0.142u3: Angelo Salese removed deprecat.h dependancy and updated irqs accordingly for Megaplay driver.

- 0.141u1: Moved drivers\segamsys.c to machine\segamsys.c.

- 0.136u1: More accurate YM2612 LFO implementation and channel clipping [Eke-Eke, Nemesis, R. Belmont].

- 0.135u4: Lord Nightmare and DFJustin fixed megadrive emulation to use the SMSIII version of the SN76489 sound chip. Replaced SN76496 sound with SMSIII PSG.

- 0.134u3: Fabio Priuli removed some old and duplicate code for genesis/megadrive from MAME. Also, moved some megaplay/megatech constant to a struct and refactored some code (work in progress). Updated bootlegs to use latest genesis code and finally removed src\mame\drivers\genesis.c!

- 0.134u2: David Haywood removed old master system code from megaplay, megatech and segae driver. Updated the drivers to use more recent implementation (from HazeMD).

- 0.134u1: YM2612/3834 updates to track latest knowledge [Eke-Eke, Nemesis]: Moved LFO vars inside the chip struct. Changed SSG-EG to update before channel calcs.

- 0.133u3: YM2612/3834 updates [Eke-Eke, Nemesis]: Split YM2612/3834 to a separate file to avoid disturbing other OPN chips. SSG-EG, envelope, LFO and CSM behavior all improved to better match tested behavior on real YM2612 chips.

- 0.131u1: Wilbert Pol made sure that both the RESET and BUSREQ lines are honored by the Megadrive sound CPU. MooglyGuy merged memory maps in the Genesis driver.

- 0.129u3: Aaron Giles fixed a large black box obscuring in all Megaplay games.

- 0.128u2: YM2608/2612 update [Eke-Eke, Nemesis]: Applied latest fixes/discoveries.

- 0.128u1: Changed 68000 CPU1 clock speed to 7670453 Hz, Z80 CPU2 to 3579545 Hz, YM2612 sound to 7670453 Hz and SN76496 to 3579545 Hz.

- 0.127: Added 4x 'Unknown' dipswitch. R. Belmont reduced YM2612 DAC level relative to FM. This better matches real hardware.

- 0.126u4: Backported a bunch of FM OPN (YM2608/2612) fixes from Genesis Plus GX. All of this was verified on real hardware [Eke-Eke, Nemesis, Alone Coder, AamirM]: Implemented PG overflow, aka "detune bug" (Ariel, Comix Zone, Shaq Fu, Spiderman...). Fixed SSG-EG support. Modified EG rates and frequency. Fixed EG attenuation level on KEY ON (Ecco 2 splash sound). Fixed LFO phase update for CH3 special mode (Warlock, Alladin).

- 0.124u2: Couriersud fixed 1 Player Start and 2 Players Start are duplicated.

- 0.122u6: Atari Ace fixed games crash with "-bios 1".

- 0.119u1: David Haywood began moving the MegaTech/MegaPlay drivers over to the new Genesis core code. Replaced YM3438 sound with YM2612. Changed visible area to 256x224.

- 22nd September 2007: David Haywood - Started updating this to use the new Megadrive code, fixing issues with Mazin Wars + Grand Slam. However I'm still not convinced that the handling of the Megaplay side of things is correct at all, and we're still hanging off the old SMS vdp code and IO code.

- 0.113: Ruben added DIP locations to the Megaplay driver.

- 9th August 2006: David Haywood - Castlevania Bloodlines is one of the few (maybe the only) game to abuse one of the more unusal features of the Genesis VDP. The VDP has access to general purpose VRAM, in VRAM is stored tiles, tilemaps, spritelists, horizontal scroll data etc. All pointed at via a set of base registers in the VDP. However, the VDP also keeps a cache of the spritelist in its internal RAM, this is done presumably to speed up processing of the spritelist data. If a write is made to the region specified as the spritelist by the Sprite Base Address register then the same data is also cached in the Internal RAM of the VDP. The VDP then uses the Yposition, Height and Link values from the cached RAM when drawing the sprites, taking the X position, colour attributes etc. from the normal VRAM. The catch is when the Sprite Base Address changes the cached RAM is NOT invalidated. This means that the Sprite Base Address can be pointed at RAM where there is no valid Y co-ordinate, height, or link data and the VDP will continue to use the data previously written which has been cached by the chip. By filling in only the missing values at the address now pointed at by the Sprite Base Address Register a complete scene can be built. Thanks to Charles MacDonald for explaining how it works, this feature is now emulated, and the upside down effect on level 6-3 works as expected. It can be strange how you sometimes grow to like a game once you spend some time emulating it, for many years I wrote this game off as a waste of time, it seemed far too basic, not very good looking, and not much fun, however, once you actually pass the first level it gets much better. Lots of eyecandy, very atmospheric music and some very well thought out level ideas & bosses. It still lacks the fluid movement of some other platformers, and is incredibly linear, but it does still make for an enjoyable game. Seems to work from start to finish, although there is one level (4-8) where I seem to get hit by something I can't see. Might have to investigate that one a bit more to see if it's a real problem. Spent a while testing out the driver again. I've noticed a couple of additional glitches which I'll have to address, one or two probably caused by my kludged DMA timing, the others maybe by my guesswork display timing, and the rest who knows. Anyway, I made a bunch of screenshots while testing.

- 8th August 2006: David Haywood - Made some fixes to the raster effect emulation (now if the 68k writes to the VDP registers to disable an interrupt after one has already been scheduled but not yet taken the line will be cleared, likewise if an interrupt was requested, but interrupts were disabled it will now be taken once they're enabled again). Hopefully this is better behavior, it fixes up a couple of games at least, although I still have single scanline errors on a few titles (Road Rash for example). Warlock is still causing me problems by DMAing over the entire VRAM, I may have to forget about trying to fix that one for now and look at it again later. Note, the Japanese release of Outrunners has a nice little effect on the Sega logo at the start, shame about the game tho.

- 7th August 2006: David Haywood - With the Championship football season just kicked off this seems appropriate. Dino Dini's Soccer, a game I can only guess is a prototype because every tackle means a Red Card until you only have 4 players left, has problems with graphic corruption in Kega, but is fine in Gens. My MAME driver also exhibited the same problems as Kega. While seaching for a fix for Warlock (which I might add is being a right pain in the backside, doing a DMA transfer that erases all of VRAM with garbage) I may have stumbled across a fix for the graphic corruption in Dino Dini's Soccer instead. Basically it needs the Genesis DMA length registers updating after the fill is complete, by setting them to 0, which I assume is what they would be set to upon completion of a successful Vram Fill, the glitches on the title screen go away.. Now I just have to cross my fingers and hope that doesn't break anything else.

- 6th August 2006: David Haywood - Figured out why the Turrican Z80 was crashing and stopped it from doing so... Also had a play with Timekillers (it's another one with a buggy sound program, and is also rather sensitive to timing) Marvel Land is also rather fussy, the background flickers badly at the moment. I've hooked up some preliminary raster effects. It's a bit buggy for now, and I still need to figure out what it is I need to do to get lemmings and everything else working with the same code. At the moment Lemmings needs an extra IRQ on scanline 0, but doing this breaks almost everything else.

- 5th August 2006: David Haywood - I was testing a bunch of games, and I noticed that the Japanese version of James Pond 2 actually has a real title screen instead of just text. Charles also pointed out that the Star Wars scroller text in Monster World 4 is missing in both Gens and Kega. For some reason it shows up in MAME. I'm not really optimistic that it won't break once I try and improve the raster support so it works with more games, but its interesting to see neverless.

- 2nd August 2006: David Haywood - Another day of testing and bug fixing. I've fixed a bug that was preventing a couple of games booting (Double Dragon, Shadow of the Beast etc.) and fixed a slight problem with my banking code so that Gametec Funny World / Balloon Boy now has sound. Came up with a preliminary implementation of Sonic 2's 2 Player mode (I'm undecided on how to handle it, doing full hi-res would be easy, but AFAIK a true Interlace display would alternate between the odd/even scanliens each frame instead). I haven't really looked much at the rasters today, but it's on my todo list for tomorrow. For now here are some more random screenshots. Note, Hardball 95 doesn't appear to run in Gens or Kega because they don't emulate the backup RAM it requires to boot by default.. (unless I'm missing an option somewhere). If anybody knows of problematic cases for me to test then feel free to post. Split Screen: Tried a different approach to implementing the interlace / split screen mode used by 2 (maybe 3) Genesis games: Sonic 2 and Fun Car. Other than that I'm being rather frustrated by Mazin Wars, Double Dragon 2, and Fatal Rewind, all of which seem very sensitive to timing, especially when the vblank flag is set, and the interrupts.

- 1st August 2006: David Haywood - I've spent today doing some compatibility testing and attempting to add support for Raster Effects. Thus far the rasters have been giving me some trouble (as I'm still not sure of the exact timing of various events and Charles' documents are inaccurate in this area). Anyway, I've managed to fix a couple of bugs today and made some screenshots from the testing. Apart from games using raster effects 99% of the tested titles appeared to work fine. If I can fix the raster effects up I think the compatibility will be very good. Again, nothing that doesn't run fine on other emulators.. but then again there aren't many games that don't.

- 31st July 2006: David Haywood - It's getting to the point where I'm satisfied with the rendering in the Genesis rewrite. Compatibility on the non-raster interrupt games is good and I feel the framework I have is flexible enough to implement the raster effects given enough tweaking. Here are a selection of screenshots from some of the more enjoyable games that currently run. Nothing that doesn't run fine in the current batch of Genesis emulators, but just a demonstration of the current status of the rewrite.

- 30th July 2006: David Haywood - Genesis Realtek Banking hardware: I've emulated the banking hardware for the 'Realtek mapper', used by some pretty awful unlicensed games. I've tested this with The Earth Defend, Whac-a-Critter and Funny World/Balloon Boy. It appears to work although Funny World / Balloon Boy has no sound (and actually crashes MAME) it appears (I could be wrong) to be trying to do something evil like run code through the Z80's Window to the 68K, and MAME doesn't let you run code on Read Handlers. Mapper details were found at;act=ST;f=6;t=237;st=15. Thanks to Spinel for letting me know.

- 29th July 2006: David Haywood - The Genesis relies on a series of mirrored ports to access the Video RAM, due to this a bug in the current 68k core was found which causes Jim Power to have the background columns swapped. The reason the columns get swapped is because the Genesis writes data to the VDP 16 bits at a time. Due to the port mirroring it is also possible to write 32-bits of data at a time. The bug was, to quote Charles MacDonald who provided the fix "the predecrement addressing mode for a 32-bit write needs to write the words in the opposite order". In other words, for a certain group of opcodes MAME writes the 2 16-bit halves of the 32-bit word in the wrong order (the end result of such an operation on normal memory is however the same, the words aren't swapped, just the order they're written in). In 99% of cases this doesn't matter, but due to the mirrored ports on the Genesis hardware writing the 2 16-bit values in the wrong order causes data to be put in VRAM in the wrong order, and thus the columns to be swapped. As Charles provided a fix for the bug, so Jim Power now looks correct. Apparently this may not be the case with the 68020, so some further tests will be needed to make sure this change doesn't break any 68020 games. The Genesis game Gargoyles also relies on some strange 68k behavior, under certain circumstances the TAS opcode's writeback can fail, always on a standard Genesis, and I'm told sometimes (but not always) on an Amiga. I'm not sure how best to handle this in MAME yet, just disabling the opcode breaks other games which rely on it working (Battle Bakraid for example), and if its functionality really is conditional on the Amiga that presents a whole new challenge. There aren't many games on the Genesis which make use of the hardware sprite collision, in fact I only actually know of one, the rather awful (to say the least) Strider II / Strider Returns. I've implemented hardware collision detection in the updated driver, so you can now kill and be killed in this wasted opportunity to make a good sequel. If anybody knows of another game which uses the Hardware collision detection please tell me so I can test against it. The implementation in MAME is immune to the effects of frameskipping as the entire video is processed and rendered every frame and the VIDEO_UPDATE function is simply used to copy a bitmap to the screen. I'm still trying to figure out how to get Dino Dini's Soccer working properly. It works in Gens Plus, but not in Kega Fusion (bad tiles on the screen). I'm getting the same bad tiles in MAME, caused by a rouge DMA operation which is called every frame erasing the good ones. Again, if anybody knows exactly why it works in Gens Plus, but not in Kega then please let me know, it could help. Other news, I got the unlicensed 'Rockman X3' to boot, although the sprites flicker quite badly (maybe because its a bad game, maybe because of emulation bugs) I also looked at 'Lion King 3' but was unable to figure out the values it wants to boot.

- 28th July 2006: David Haywood - One of the most entertaining parts of emulating an already emulated platform is trying to find out why certain games that run on the said platform don't work in the most popular emulators. One such game is the Genesis game Squirrel King, It's an unlicensed game, and in both Kega and Gens you simply fall through the floor as soon as the level begins. The graphics on the player select screen are also corrupt in both emulators. The falling through the floor problem actually appears to be some kind of additional protection device in the cart. The game writes a value to 0x400002 (just above the normal ROM space) and expects to read a value back from 0x400000. Returning the value just written is enough to prevent the character from falling through the floor, making the game playable. The corruption on the select screen remains a mystery. The game doesn't appear to do any fancy DMA tricks so a closer look at what is in Video RAM may be needed. (Note, this isn't MAME WIP as such, Squirrel King is a Console game, not an Arcade game, although the Genesis rewrite is being done in the hope of giving MAME an accurate Genesis driver with good timings for Megatech / Megaplay). Sprite Limits... While nothing new in the world of standalone Genesis emulators I've finally got around to implementing the sprite draw limits in the new Genesis VDP emulation for MAME. The Genesis VDP has strict limits on how many sprites and sprite pixels it can draw per scanline. For a game running at the 320 wide resolution there is a limit of 80 sprites, or 320 pixels of data. Those 320 pixels include both transparent pixels, and off-screen pixels. Once the limit is hit no mroe sprite data is drawn on the current scanline. Sonic the Hedgehog uses these limits (the 320 pixel limit) to mask the bottom of the Sonic sprite on the title screen (making Sonic appear below the banner, not above it as seen in MAME now). Adding emulation of the sprite limits also causes missing graphics in places when too many sprites are being processed, this is very noticable in Sonic when you have the invulnerable stars and stand on a bridge.

- 0.100u3: More Genesis-based games cleanup [Aaron Giles]. Fixed crashes introduced in last version. Centralized interrupt generation for all Genesis-based games. Changed palettesize to 96 colors.

- 0.100u2: Added megaplay.c driver. David Haywood separated the Sega C2 driver into several other pieces. Aaron Giles fixed column scroll with a line scroll of 8, cleaned up input ports and filled out memory map according to cgfm's documentation.

- 29th August 2005: f205v dumped Mega Play BIOS, Part number: 837-8991-01.

- 0.95u1: Megaplay DIP fixes [Barry Rodewald].

- 0.88u2: Aaron Giles moved gamename prefixes to end in Mega Play games.

- 27th April 2004: Guru - Received about 15 Sega Megaplay carts from B. Simpson.

- 0.81u7: Megaplay improvements [Barry Rodewald, GreyRogue]. Megaplay still has a few issues, continue without extra coins etc. Changed number of buttons to 3.

- 20th April 2004: Barry Rodewald - Fixed SMS VDP Y-Flip (thanks Haze). Golden Axe II now starts and is playable. The Megatech version of Golden Axe II should be startable now too, I have no idea where that fix went, but it's in there now. I'll fix it up to be the same as for Megaplay eventually, but this will do for now. Current issues: How the BIOS tells the 68000 to reset has yet to determined. Games can go quite nutty after exiting from test mode, especially after the memory test. Continuing without any credits in Sonic and Golden Axe II. Tecmo World Cup is fine here as for this game, the BIOS controls the continue functions. Golden Axe II reads the amount of credits from 0xa02001 - just how that gets there is something to still figure out...

- 19th April 2004: Barry Rodewald - In-game dipswitches now work in Golden Axe 2. Instructions appear. One more test passes. Only one more to figure out (IC-3 is only marked bad because of the startup kludge). Still many things to do. Like cleaning up the driver, and splitting Megatech/Megaplay from the C2 driver. Sounds like work.

- 18th April 2004: Barry Rodewald - Sonic and Tecmo World Cup now coin up and run demos at the right time. You can start them also.

- 0.81u5: MegaPlay improvements allowing it to pass more checks [Barry Rodewald]. Added 2nd SN76496 to the MegaTech and MegaPlay games.

- 7th April 2004: Barry Rodewald - Memory test now is completed. IC-3, IC-37, and IC-36 come up bad still. Must investigate this further. Added 2nd SN76489 (part of the SMS VDP). Now you get a sound when you insert a credit.

- 0.73: Continued MegaPlay improvements (still none fully working yet but more of the BIOS menu tests pass now) [Barry Rodewald].

- 0.72u2: Barry Rodewald improved Megaplay a bit, the BIOS screens now show however the games still don't work.

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