
| Dribble Worldcup Another kickup game |

| QB Challenge How many yards can you throw? |

| MiniPool Try to sink all the balls before running out of time. |

| Purple Passion Kick the pig skin as far as you can |

| Ice Mania Ice Hockey. |

| Slime Ball Whos round, green and slimy? You are. Grannies, skateboarders, slime and cherriesMmmm yum. Dodge the ice-cream carts and bombs and see how far you can grow. |

| Darts - 301 Start with a point value of 301 and each number you hit will subtract that value from your starting points. Use the spacebar to aim and throw darts. Watch the status board for important rules and score information. |

| Mep Ball Mep Ball is a fun cross between Kick-Ups and Basketball. |

| Speed Biker 3D Flash racing at its very best. Speed Biker requires fast reactions and skill as you race to beat the traffic and pick up the green bonus points. |

| Skate Thug Kill all the rollerbladers and anybody else you see |

| Bogan Surf Surf the waves |

| Tricky Duck Volleyball Gain Tricky Moves by using your volleyball skills and help Daffy beat Stonecold in match. |

| Zidane - Head Butt Game You've seen the head butt, now you can do it. Show 'em your best header. |

| Super Headers You need to use your head here. As the balls fall, place Stan underneath to head them up again. Head as many balls into the goal as possible. Miss three balls and it's game over. |

| Fairy Fishing Fairy Fishing - Catch as many as you can |

| Little Johns Archery 2 Use arrow to aim the target. |

| Bike Stunts Get points for each stunt you do. See if you really are the best! |

| Skiing 2006 Ski through the gates as fast as you can. |

| Moto X Risk your life to perform risky stunts on your bike, speed, jump over ramps, get air and earn points... |

| Moment Zero The game displays a dynamic crosshair, positioned with mouse movement, with which to aim. Move the point of intersection onto an enemy to establish target locks. Locks are indicated by semi-circular lines that close in around the enemy being targeted, and the number of locks established is indicated by small gray triangles above the lock. Locks accrue one-by-one until the maximum number of eight (8) per enemy is attained, or until the number of locks required to destroy the enemy have been accumulated. The lock around an enemy turns red when the number of locks required to destroy the enemy have been established. |