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Jack In The Dark
Jack Nicklaus 4
Jack Nicklaus 5
Jack Nicklaus 6
Jack Orlando
Jack The Ripper
Jagged Alliance
Jagged Alliance - Deadly Games
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James Bond -The Stealth Affair
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James Bond Jr.
James Pond 2 - Operation Robocod
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Jammer-D
Jammit
Jane's F-15
Janes F/A-18 Simulator
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Jane`s USAF
Janitor Joe
Jardinains!
Jazz Jackrabbit
Jazz Jackrabbit 2
Jazz Jackrabbit 2 - The Secret Files
Jazz Jackrabbit: Christmas Edition
Jedi Knight
Jedi Knight - Dark Forces 2
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Jeff Gordon XS Racing
Jeff Wayne`s War Of The Worlds
Jeopardy
Jersy Devil
Jet Moto
Jet Strike
Jetfighter 2
Jetfighter 3
Jetfighter 3 - Platinum Edition
Jetfighter 4 - Fortress America
Jetfighter Anthology
Jetpack
Jewels Of The Oracle 2
Jezzball
Jill Of The Jungle
Jimmy White`s - Whirlwind Snooker
Jimmy White`s 2 - Cueball
Joe And Mac
John Deere - American Farmer
Johnny Bazooka Tone
Joint Operations - Typhoon Rising
Joint Strike Fighter
Jonah Lomu Rugby
Jonny Quest
Joshua And Battle Of Jericho
Journeyman Project 3 - Legacy Of Time
Journeyman Project Turbo
Jouster
Judge Dredd - Dredd Versus Death
Jugde Dredd
Juiced
Juicy Town
Jump 'n Bump
Jump Start Adventures - 5th Grade
JumpJoe
Jungle Book - Rythem N' Groove
Jungle Strike
Jurassic Park
Jurassic Park - Operation Genesis
Jurassic Park 3 - Scan Command
Jurassic War
Just Cause
Jagged Alliance
Have one of your mercs walk a longer distance than
his/her action points will allow (like 80 or so).
Watch the merc`s action points as they decrease.
When the merc`s action points get below the amount
usually needed to shoot (but _not_ to zero), right
click on their picture to spin it around and get the
three buttons.
Click on the "reserve points" button (I believe it
has to be unchecked before this little cheat is attempted).
Then right click on the picture again to spin it back around.
The merc will continue walking (as usual), but he/she will
walk _all_ the way to wherever you told him/her to go, with
absolutely no regard for action points. A nice way to get out of range of that sniper...

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