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The Linux Memory Game 0.6c
The Linux Memory Game project is a childrens (and adults) game based on the card game. more>>
The Linux Memory Game project is a childrens (and adults) game based on the card game.
The Linux Memory Game is an X11 game using GTK+ library for children ages 3 and up. It is a lot more than the card game "Memory".
It has five skill levels, the higher ones are challenging to adults as well. Additionally, one can choose from the menu to match 2 cards or 3 cards, or match different cards.
This last "different card" mode can be a very good teaching tool for teaching languages, concepts, or association.
Main features:
- Extensible - add new images yourself without having to make changes to the program.
- Five skill levels appropriate for the youngest and the ones with the best brains.
- Can play two card matching or three card matching (more challenging!)
- Can set to match different cards. This can be used with apropriately designed pictures to teach children (or adults) words, concepts, or another language.
Enhancements:
- Fixed overflow bug in pixmaps_jump.
<<lessThe Linux Memory Game is an X11 game using GTK+ library for children ages 3 and up. It is a lot more than the card game "Memory".
It has five skill levels, the higher ones are challenging to adults as well. Additionally, one can choose from the menu to match 2 cards or 3 cards, or match different cards.
This last "different card" mode can be a very good teaching tool for teaching languages, concepts, or association.
Main features:
- Extensible - add new images yourself without having to make changes to the program.
- Five skill levels appropriate for the youngest and the ones with the best brains.
- Can play two card matching or three card matching (more challenging!)
- Can set to match different cards. This can be used with apropriately designed pictures to teach children (or adults) words, concepts, or another language.
Enhancements:
- Fixed overflow bug in pixmaps_jump.
Download (0.10MB)
Added: 2006-11-15 License: GPL (GNU General Public License) Price:
1073 downloads
Guarded Memory Move 0.6
Guarded Memory Move tool is useful for studying buffer overflows and catching them together with a good stack image. more>>
Guarded Memory Move project gets handy when you have to study buffer overflows and you need to catch them together with a "good" stack image. When a stack overflow has been exploited, the back trace is already gone together with good information about parameters and local variables, that are of vital importance when trying to understand how the attacker is trying to work out the exploit. The GMM library uses dynamic function call interception to catch the most common functions that are used by attackers to exploit stack buffers.
The GMM library uses the LD_PRELOAD capability and offers two services to the user. First of all, it avoids buffer overflow to allow the attacker to execute shell-code on your machine. Second, in case where an exploit is detected, the stack content is saved and a segmentation fault is triggered. The resulting core dump will then have all the necessary information to debug the exploit and fix the software. Internally, the library insert itself between the application and the glibc library and intercept functions that might lead to buffer overflow exploits. Before calling the glibc core function, the GMM layer saves part of the stack frame above the caller to a temporary location in its frame.
It also stores the previous three return addresses in its local storage before calling the glibc core function. When the core function returns, the GMM code samples again the previously recorded return addresses and, if they differ, it restores the previously saved stack frame and issue a segmentation fault. This with a clean stack frame, so that it can be inspected with a debugger. While other solutions exist to detect buffer overflow exploits, like for example StackGuard and StackShield, those differs from GMM in many ways. They live as gcc patches and do require you to rebuild your application to use their functionalities. The good of this approach is that every single function is protected against buffer overflows.
The bad of this solution is that every single function is protected against buffer overflows. That is, performance regression on the whole application, even if this is not really a huge problem when hunting for buffer overflows. Another solution similar to GMM is LibSafe, but it does not save and restore the stack frame by making it unusable for debugging. But lets see how GMM differs from the above listed solutions. First of all, GMM works everywhere there are stack frames and the gcc and glibc duo. That means that it is not limited to i386 only. And now the real reason for the GMM existence.
Enhancements:
- GCCs __builtin_return_address and __builtin_frame_address seems to return garbage instead of NULL at the last frame. This release fixes the problem.
<<lessThe GMM library uses the LD_PRELOAD capability and offers two services to the user. First of all, it avoids buffer overflow to allow the attacker to execute shell-code on your machine. Second, in case where an exploit is detected, the stack content is saved and a segmentation fault is triggered. The resulting core dump will then have all the necessary information to debug the exploit and fix the software. Internally, the library insert itself between the application and the glibc library and intercept functions that might lead to buffer overflow exploits. Before calling the glibc core function, the GMM layer saves part of the stack frame above the caller to a temporary location in its frame.
It also stores the previous three return addresses in its local storage before calling the glibc core function. When the core function returns, the GMM code samples again the previously recorded return addresses and, if they differ, it restores the previously saved stack frame and issue a segmentation fault. This with a clean stack frame, so that it can be inspected with a debugger. While other solutions exist to detect buffer overflow exploits, like for example StackGuard and StackShield, those differs from GMM in many ways. They live as gcc patches and do require you to rebuild your application to use their functionalities. The good of this approach is that every single function is protected against buffer overflows.
The bad of this solution is that every single function is protected against buffer overflows. That is, performance regression on the whole application, even if this is not really a huge problem when hunting for buffer overflows. Another solution similar to GMM is LibSafe, but it does not save and restore the stack frame by making it unusable for debugging. But lets see how GMM differs from the above listed solutions. First of all, GMM works everywhere there are stack frames and the gcc and glibc duo. That means that it is not limited to i386 only. And now the real reason for the GMM existence.
Enhancements:
- GCCs __builtin_return_address and __builtin_frame_address seems to return garbage instead of NULL at the last frame. This release fixes the problem.
Download (0.41MB)
Added: 2007-04-24 License: GPL (GNU General Public License) Price:
914 downloads
Zero Memory Widget 0.2.0
Zero Memory Widget is a widget library without a single bit of storage per widget. more>>
Widget libraries have now been developed and used for years. In all these libraries, widget instances require computer memory. But this memory is not really required, We have implemented a widget library to prove that it is possible to use zero bytes of memory per widget.
In such a library, there is no widget reference, so widget programming is easier even in a low level language such as C. Programs are more robust because they do not use pointers, make no memory management and do not translate data between application and widget.
To set the attributes of a widget, it is not possible to use the widgets pointer so a current state is used as in OpenGL. Most classic widgets were integrated into the library, and it is possible to integrate widgets of all kinds without any problem.
This library license is the GNU GPL. Beware: it is alpha software. It works but the API is not yet stable.
Main features:
Base widgets:
- text, text_editable, int, int_editable,
- anchor,
- button, tearoff, button_with_accelerator,
- image, image_from_file,
- scrollbar2, scrollbar_vertical, scrollbar_horizontal,
- toggle (bit or int or char) with or without label. Same for radio button. Really easy to use.
Container widgets:
- window, window_drag, window_popup_right, window_popup_bottom
- anchor_box,
- box_horizontal, box_vertical, box,
- decorator,
- notebook,
- scrolledview (can contains billions of children)
- viewport
- table, table_with_width,
- void, if, popup : base system to make transient widgets. The menu are constructed with "popup"
Composite widgets:
- alert (container),
- message (container),
- filechooser,
Widget attributes:
- Choice of the focus group.
- Width: padding, border, focus
- Expand: vertical, horizontal
- Alignment: vertical, horizontal
- Font: family, size, weight, style
- Geometry: x, y, width, height
- Window auto resize
- Sensibility (to overide the value computed automaticaly)
- Debug level
Other features:
- a drag and drop working only inside the application.
- fully working text cut and paste (UTF8 or not).
- simple animation possible.
- the library runs a web server allowing to debug.
- accelerators. If a modifier key is pressed, a list of short-cut with this key is displayed in a bubble tip.
Enhancements:
- Complete rewrite of the kernel API, in order to have :
- The library can now be updated without recompiling external code
<<lessIn such a library, there is no widget reference, so widget programming is easier even in a low level language such as C. Programs are more robust because they do not use pointers, make no memory management and do not translate data between application and widget.
To set the attributes of a widget, it is not possible to use the widgets pointer so a current state is used as in OpenGL. Most classic widgets were integrated into the library, and it is possible to integrate widgets of all kinds without any problem.
This library license is the GNU GPL. Beware: it is alpha software. It works but the API is not yet stable.
Main features:
Base widgets:
- text, text_editable, int, int_editable,
- anchor,
- button, tearoff, button_with_accelerator,
- image, image_from_file,
- scrollbar2, scrollbar_vertical, scrollbar_horizontal,
- toggle (bit or int or char) with or without label. Same for radio button. Really easy to use.
Container widgets:
- window, window_drag, window_popup_right, window_popup_bottom
- anchor_box,
- box_horizontal, box_vertical, box,
- decorator,
- notebook,
- scrolledview (can contains billions of children)
- viewport
- table, table_with_width,
- void, if, popup : base system to make transient widgets. The menu are constructed with "popup"
Composite widgets:
- alert (container),
- message (container),
- filechooser,
Widget attributes:
- Choice of the focus group.
- Width: padding, border, focus
- Expand: vertical, horizontal
- Alignment: vertical, horizontal
- Font: family, size, weight, style
- Geometry: x, y, width, height
- Window auto resize
- Sensibility (to overide the value computed automaticaly)
- Debug level
Other features:
- a drag and drop working only inside the application.
- fully working text cut and paste (UTF8 or not).
- simple animation possible.
- the library runs a web server allowing to debug.
- accelerators. If a modifier key is pressed, a list of short-cut with this key is displayed in a bubble tip.
Enhancements:
- Complete rewrite of the kernel API, in order to have :
- The library can now be updated without recompiling external code
Download (0.56MB)
Added: 2005-07-06 License: GPL (GNU General Public License) Price:
1573 downloads
Martian Memory 1.2
Martian Memory project consists of a simple memory game. more>>
Martian Memory project consists of a simple memory game.
Martian Memory is a simple memory game oriented to kids, featuring the Pachi el marcianos world characters.
The goal of the game is to pick up two identical chips from a board that contains 32. The game contains very nice visual effects, sounds, and very nice music composed by Jonne Valtonen.
Installing
Just do:
./configure
make
make install (as root).
Enhancements:
- Added the -f or --fullscreen switch.
- Changed some chips (removed bloody ones) the game is now "child safe".
- program exits if close window or press [F10].
- if two scores are equal they are ordered by minor time.
- time stops during a combo FX.
- the hiscores screen displays a "press right mouse button to return" sign.
<<lessMartian Memory is a simple memory game oriented to kids, featuring the Pachi el marcianos world characters.
The goal of the game is to pick up two identical chips from a board that contains 32. The game contains very nice visual effects, sounds, and very nice music composed by Jonne Valtonen.
Installing
Just do:
./configure
make
make install (as root).
Enhancements:
- Added the -f or --fullscreen switch.
- Changed some chips (removed bloody ones) the game is now "child safe".
- program exits if close window or press [F10].
- if two scores are equal they are ordered by minor time.
- time stops during a combo FX.
- the hiscores screen displays a "press right mouse button to return" sign.
Download (MB)
Added: 2006-12-26 License: GPL (GNU General Public License) Price:
1034 downloads
Exodus Arcade Game 1.5
Exodus Arcade Game project is a humorous maze-running arcade game with hot graphics. more>>
Exodus Arcade Game project is a humorous maze-running arcade game with hot graphics.
Exodus is an arcade game based on the classic C16 title, Exorcist.
You control Sparkie, a magical star who has been trapped in the Dungeon Dimensions by Wizzbang the Wizard.
Using his special powers, Sparkie can light up the walls of the maze and exorcise the monsters in each room.
Traveling through the maze will bring you to victory and a complete end sequence.
<<lessExodus is an arcade game based on the classic C16 title, Exorcist.
You control Sparkie, a magical star who has been trapped in the Dungeon Dimensions by Wizzbang the Wizard.
Using his special powers, Sparkie can light up the walls of the maze and exorcise the monsters in each room.
Traveling through the maze will bring you to victory and a complete end sequence.
Download (3.1MB)
Added: 2006-11-17 License: Freely Distributable Price:
1075 downloads
gewee game 3.6
gewee game is a Go-like board game with next generation graphics. more>>
gewee game is a Go-like board game with "next generation" graphics.
This is a game between a human ("player") and a computer ("opponent"). The players objective is to accumulate as many points as possible. When the player wins a game, a point is added to his/her score. When the player loses a game, a point is subtracted from his/her score. The competitor with the most pieces on the board at the end of the game is the winner. A game is finished when a competitor forfeits, or has no valid empty square to place a piece on. The opponent is granted additional moves at the start of a game based on the players score.
Each competitor has a distinct set of pieces of the same shape and color. The competitors take turns placing one piece on an empty square on the board. A piece or group of pieces that has no empty square adjacent to it is removed from the board.
<<lessThis is a game between a human ("player") and a computer ("opponent"). The players objective is to accumulate as many points as possible. When the player wins a game, a point is added to his/her score. When the player loses a game, a point is subtracted from his/her score. The competitor with the most pieces on the board at the end of the game is the winner. A game is finished when a competitor forfeits, or has no valid empty square to place a piece on. The opponent is granted additional moves at the start of a game based on the players score.
Each competitor has a distinct set of pieces of the same shape and color. The competitors take turns placing one piece on an empty square on the board. A piece or group of pieces that has no empty square adjacent to it is removed from the board.
Download (0.018MB)
Added: 2007-05-21 License: Freeware Price:
886 downloads
Epiphany Game 0.6.1
Epiphany project is a multiplatform clone of the game Boulderdash. more>>
Epiphany project is a multiplatform clone of the game Boulderdash.
It is written entirely in C++, using Clanlib as its graphic library.
The player must collect all valuable minerals scattered in levels, while avoiding being hit by a falling boulder or a bomb.
<<lessIt is written entirely in C++, using Clanlib as its graphic library.
The player must collect all valuable minerals scattered in levels, while avoiding being hit by a falling boulder or a bomb.
Download (1.4MB)
Added: 2007-06-22 License: GPL (GNU General Public License) Price:
856 downloads
Monkeys Memory 0.1.2
Monkeys Memory is an implementation of the classic game om memory. more>>
Monkeys Memory is an implementation of the classic game of memory. Classic Game of Memory written in mono where you can play against other people (on the same computer, network game is not implemented jet) or against Computer (there is 2 type of computer player).
There is more level of game from tiny level to very big one.
<<lessThere is more level of game from tiny level to very big one.
Download (0.18MB)
Added: 2007-06-28 License: GPL (GNU General Public License) Price:
854 downloads
Gnome Memory Blocks 0.2
Gnome Memory Blocks project is a concentration game for GNOME. more>>
Gnome Memory Blocks project is a concentration game for GNOME.
This is GNOMEs version of the `memory blocks game originaly come from Semantec game pack for Win-3.11
<<lessThis is GNOMEs version of the `memory blocks game originaly come from Semantec game pack for Win-3.11
Download (0.42MB)
Added: 2006-12-05 License: GPL (GNU General Public License) Price:
1062 downloads
Memory Allocation Checker 0.2.1
Memcheck provides the ability to fault on pointer overrun or freed pointer deference. more>>
Memcheck provides the ability to fault on pointer overrun (read or write) or freed pointer deference (read or write), logs double free and realloc of already freed pointers and memory not freed on exit, checks for pointer underrun on free and realloc, optionally reverses the behavior of overrun and underrun, "churns" reallocations to always return a different pointer, and logs pointer overruns instead of faulting.
It has a very small performance impact, with the tradeoff of a large memory footprint. It includes a validation test suite to verify correctness of the library. It is tested on a variety of architectures, including Alpha, ARM, HPPA, PPC, ix86, IA64, rs6000, S390, SPARC, and SPARC64.
It is tested on a variety of platforms, including OSF, FreeBSD, NetBSD, OpenBSD, Linux, HP/UX, Mac OSX, AIX, SCO, and Solaris.
Enhancements:
- Some missing backtraces were fixed.
- An atexit replacement was implemented to catch allocations that are freed by previously installed atexit handlers.
- Deeper backtraces are stored, and internal recursions are handled.
<<lessIt has a very small performance impact, with the tradeoff of a large memory footprint. It includes a validation test suite to verify correctness of the library. It is tested on a variety of architectures, including Alpha, ARM, HPPA, PPC, ix86, IA64, rs6000, S390, SPARC, and SPARC64.
It is tested on a variety of platforms, including OSF, FreeBSD, NetBSD, OpenBSD, Linux, HP/UX, Mac OSX, AIX, SCO, and Solaris.
Enhancements:
- Some missing backtraces were fixed.
- An atexit replacement was implemented to catch allocations that are freed by previously installed atexit handlers.
- Deeper backtraces are stored, and internal recursions are handled.
Download (0.32MB)
Added: 2006-07-11 License: GPL (GNU General Public License) Price:
1208 downloads
The Snake Game 1.0
The Snake Game is an adapted, improved version of the popular javacave game. more>>
This is an adapted, improved version of the popular javacave game, written in QtRuby.
Installation:
download
chmod +x snake(gl).rb
run it.
<<lessInstallation:
download
chmod +x snake(gl).rb
run it.
Download (0.015MB)
Added: 2005-05-24 License: Public Domain Price:
1622 downloads
Othello Game 0.2.1
Othello Game is a classic strategy game, also known as Reversi. more>>
Othello Game is a classic strategy game, also known as Reversi. Its objective is to finish the game with the greater amount of pieces (circles) of the same color.
This version of the Othello game supports the writing of AI plugins in C++ or Python, network games, and interface themes.
Enhancements:
- pkgconfig support was added.
- It is now easier to write AI plugins.
- An installation guide, and a tutorial for writing plugins were incuded.
- It is now possible to disable Python support from the configuration.
- New icons were provided.
<<lessThis version of the Othello game supports the writing of AI plugins in C++ or Python, network games, and interface themes.
Enhancements:
- pkgconfig support was added.
- It is now easier to write AI plugins.
- An installation guide, and a tutorial for writing plugins were incuded.
- It is now possible to disable Python support from the configuration.
- New icons were provided.
Download (0.63MB)
Added: 2007-08-16 License: GPL (GNU General Public License) Price:
805 downloads
Volity::Game 0.6.5
Volity::Game is a base class for Volity game modules. more>>
Volity::Game is a base class for Volity game modules.
SYNOPSIS
See Volity::Game::TicTacToe and its source code for a simple but full-featured example.
This class provides a framework for writing Volity game modules in Perl. A Volity game module will be a subclass of this class.
To turn your subclass into an active Volity parlor, you can pass it to the volityd program via its game_class config option (see volityd).
USAGE
To use this module, subclass it. Create your own Perl package for your game, and have it inherit from Volity::Game. Then define game logic and other behavior primarily by writing callback methods, as described in "CALLBACK METHODS".
See Volity::Game::TicTacToe for a simple but complete example of a Volity::Game subclass.
Some things to keep in mind while writing your subclass:
Its a pseudohash
The object that results from your class will be a Perl pseudohash that makes use of the fields pragma. (See fields.) As the example shows, you should declare the the instance variables you intend to use with a use fields() invocation.
Other than that, an instance if your subclass will work just like a hash-based Perl object.
Use (but dont abuse) the initialize() method
The Volity::Game base class constructor calls initialize() as a final step.
If you override this method to peform game-specific initialization on your subclass, it must have a return value of $self->SUPER::initialize(@_).
<<lessSYNOPSIS
See Volity::Game::TicTacToe and its source code for a simple but full-featured example.
This class provides a framework for writing Volity game modules in Perl. A Volity game module will be a subclass of this class.
To turn your subclass into an active Volity parlor, you can pass it to the volityd program via its game_class config option (see volityd).
USAGE
To use this module, subclass it. Create your own Perl package for your game, and have it inherit from Volity::Game. Then define game logic and other behavior primarily by writing callback methods, as described in "CALLBACK METHODS".
See Volity::Game::TicTacToe for a simple but complete example of a Volity::Game subclass.
Some things to keep in mind while writing your subclass:
Its a pseudohash
The object that results from your class will be a Perl pseudohash that makes use of the fields pragma. (See fields.) As the example shows, you should declare the the instance variables you intend to use with a use fields() invocation.
Other than that, an instance if your subclass will work just like a hash-based Perl object.
Use (but dont abuse) the initialize() method
The Volity::Game base class constructor calls initialize() as a final step.
If you override this method to peform game-specific initialization on your subclass, it must have a return value of $self->SUPER::initialize(@_).
Download (0.10MB)
Added: 2006-12-28 License: Perl Artistic License Price:
1030 downloads
Transcend Game 0.3
Transcend Game project is a retro-style, abstract, collage-building, musical, shooter game. more>>
Transcend Game project is a retro-style, abstract, collage-building, musical, shooter game.
The graphics are geometrical, and the pace is sometimes frenzied. Two features set Transcend apart from other games.
First, its dynamic graphical engine, which can smoothly morph from one complex shape to another in realtime, produces striking displays.
Combining these dynamic shapes with subtle randomizations ensures that each new play through a level is visually different from the last.
The second novel feature is the musical power-up system.
As you play through a level, you are simultaneously assembling an abstract visual collage and arranging a unique piece of music.
Enhancements:
- Fixed bugs that caused post-explosion fade factors to become negative, which in turn caused boss explosions to linger on some platforms.
- Fixed zoom behavior when strafing.
- Added fade-in when enemies are created to avoid a visual pop-in.
- Added smooth turning when enemies switch targets.
- Changed so that pieces can be picked up while they are moving as a result of enemy fire. This makes pick up less confusing and frustrating.
- Made bullet fade-out smoothly at end of range to avoid visual pop.
- Doubled piece pick-up radius to make picking up pieces easier.
- Fixed jerky piece pick-up and drop.
- Added mini-explosion graphics to indicate when damage is being done to boss. These graphics also change color to indicate the boss health.
<<lessThe graphics are geometrical, and the pace is sometimes frenzied. Two features set Transcend apart from other games.
First, its dynamic graphical engine, which can smoothly morph from one complex shape to another in realtime, produces striking displays.
Combining these dynamic shapes with subtle randomizations ensures that each new play through a level is visually different from the last.
The second novel feature is the musical power-up system.
As you play through a level, you are simultaneously assembling an abstract visual collage and arranging a unique piece of music.
Enhancements:
- Fixed bugs that caused post-explosion fade factors to become negative, which in turn caused boss explosions to linger on some platforms.
- Fixed zoom behavior when strafing.
- Added fade-in when enemies are created to avoid a visual pop-in.
- Added smooth turning when enemies switch targets.
- Changed so that pieces can be picked up while they are moving as a result of enemy fire. This makes pick up less confusing and frustrating.
- Made bullet fade-out smoothly at end of range to avoid visual pop.
- Doubled piece pick-up radius to make picking up pieces easier.
- Fixed jerky piece pick-up and drop.
- Added mini-explosion graphics to indicate when damage is being done to boss. These graphics also change color to indicate the boss health.
Download (1.8MB)
Added: 2006-12-06 License: GPL (GNU General Public License) Price:
1052 downloads
Running Unix Memory Test 0.2
Running Unix Memory Test is a tool to check the memory without interrupting the service. more>>
The goal of RUMT is to check the memory of a computer over a long period of time and almost-real load conditions without having to interrupt the services.
RUMT exploits the possibility of some Unix kernels to selectivly disable some memory areas while still accessing them through the /dev/mem device. The principle of RUMT is to write pseudo-random data in these disabled memory areas, and later check them. This principle and the original code for the deterministic pseudo-random generator are from David Madore.
This distribution contains another variant on the same theme: URUMT allocates a large chunk of memory, locks it in memory using the mlock(2) system call, and scans /dev/mem to find where in physical memory the allocated area is. Then it continuously runs the same tests in that memory.
URUMT can not be used to test a particular area of memory: the kernel will give it whatever physical memory it feels like. But URUMT can be restarted now and then, hopefully getting different physical memory each time.
This is perfect if you suspect you have bad bits, but do not know at all where they are. Once you have sighted the bad bits, you can use a plain RUMT to test more extensively the neighborhood.
<<lessRUMT exploits the possibility of some Unix kernels to selectivly disable some memory areas while still accessing them through the /dev/mem device. The principle of RUMT is to write pseudo-random data in these disabled memory areas, and later check them. This principle and the original code for the deterministic pseudo-random generator are from David Madore.
This distribution contains another variant on the same theme: URUMT allocates a large chunk of memory, locks it in memory using the mlock(2) system call, and scans /dev/mem to find where in physical memory the allocated area is. Then it continuously runs the same tests in that memory.
URUMT can not be used to test a particular area of memory: the kernel will give it whatever physical memory it feels like. But URUMT can be restarted now and then, hopefully getting different physical memory each time.
This is perfect if you suspect you have bad bits, but do not know at all where they are. Once you have sighted the bad bits, you can use a plain RUMT to test more extensively the neighborhood.
Download (0.015MB)
Added: 2005-04-11 License: GPL (GNU General Public License) Price:
1663 downloads
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