Sunday, October 14, 2012

HALO 4 -DISCUSS-



original post by : IGN
Five years ago, John-117 whispered in the depths of space to reassure a lonely AI construct before once again falling into cryo-sleep. The ending of Halo 3 brought a long, legendary story to a close, the gunshots of war fading as human and Covenant shook hands and parted ways. Now we're just weeks away from continuing the story of Master Chief in 343 Industries' Halo 4. With a new campaign, new multiplayer modes, and the same ol' hero, we return to the Halo universe with Chief in the spotlight. And it's about time.

We're more excited about Halo this time around for a couple of reasons. First, the newly assembled crew at 343 Industries seems to get what a Halo campaign is. It's about sandbox encounters -- not the paint-by-numbers themed levels that Reach included -- and it's about Master Chief and Cortana. The visuals are downright amazing. In fact, it's crazy to think that Halo 3 and Halo 4 are separated by five years and yet they run on the same system with the same underlying technology. Halo 4 looks that good. Take a look at our campaign preview video.




On the multiplayer side, we've been lucky enough to spend a lot of time with War Games, and we're already in love. This is a much better multiplayer component than we got in Reach. The maps are better quality. We're doing walkthroughs of all 10 leading up to launch, by the way, so take a look at what we've got now and keep checking back every Tuesday and Thursday. The weapons, on the other hand, feel perfect -- both the old and new in design.
The DMR is back and packs a mean punch at long range -- it almost feels like the Halo 1 pistol -- and the Battle Rifle also returns in burst-fire form. Fortunately the new Promethean weapons fit right in with the rest of the time-tested arsenal. And that doesn't even touch the Spartan Ops, episodic, co-op content!
Halo 4 launches on November 6th in the United States. Stay tuned as we continue to cover Chief's assault on the unknown, including our review. Until then, grab a spare clip and check your shields. And don't forget your helmet.


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Wednesday, October 10, 2012

Crash Bandicoot -Discuss-



source : wikipedia




Publishers and Developers

The first four Crash Bandicoot games were developed by Naughty Dog. Crash Bash was developed by Eurocom. Crash Bandicoot: The Wrath of Cortex and Crash Twinsanity were developed by Traveller's Tales and its division Traveller's Tales Oxford, respectively. Crash Bandicoot: The Huge Adventure (Crash Bandicoot XS in Europe), Crash Bandicoot 2: N-Tranced, Crash Nitro Kart and Crash Bandicoot Purple: Ripto's Rampage (Crash Bandicoot Fusion in Europe) have all been developed by Vicarious Visions. Crash Tag Team Racing, Crash of the Titans and Crash: Mind Over Mutant were developed by Radical Entertainment and Crash Boom Bang! was developed by Dimps. The first five Crash titles were published by Sony Computer Entertainment as well as the games being produced by Universal Interactive Studios. Wrath of Cortex was published by Universal Interactive Studios. All of the other Crash titles were published by Universal Interactive Studios (now the defunct Vivendi Games). Konami published and distributed some Japanese-released Crash Bandicoot games for the Japanese Market and the Non-Japanese PlayStation 2 release of Crash Bandicoot: The Wrath of Cortex.


Crash Bandicoot is a series of platform video games published by Activision. The series, originally exclusive to the Sony PlayStation, was created by Andy Gavin and Jason Rubin during their tenure at Naughty Dog for Sony Computer Entertainment. Since its conception at Naughty Dog, the series has appeared on multiple platforms and gone through various developers and spans numerous genres. As of 2012, the series has a total of 18 different games.
The games are mostly set on the fictitious Wumpa Islands, an archipelago situated to the south of Australia, although other locations are common. The main games in the series are largely platformers, but several are spin-offs in different genres. The protagonist of the series is an anthropomorphic bandicoot named Crash, whose quiet life on the Wumpa Islands is often interrupted by the games' main antagonist, Doctor Neo Cortex, who created Crash and now wants nothing more than his demise. It's usually up to Crash to defeat Cortex and foil any world domination plans he might have.
The franchise, which has celebrated over 16 decorated years, is a commercial success, selling approximately 50 million units worldwide. On August 31 2012, the Crash Bandicoot franchise has celebrated 16 years and no prediction of a new game by Activision.


















PlayStation Exclusive

After presenting Way of the Warrior to Mark Cerny of Universal Interactive Studios, Naughty Dog was signed on to the company for three additional games. On August 1994, Jason Rubin and Andy Gavin began their move from Boston, Massachusetts to Los Angeles, California. During the trip, Gavin and Rubin decided to create a 3D action-platform game. Because the player would be forced to constantly look at the character's rear, the game was jokingly codenamed "Sonic's Ass Game".The basic technology for the game and the Crash Bandicoot series as a whole was created somewhere near Gary, Indiana. The rough game theory was designed by Colorado. Soon afterward, Gavin and Rubin threw out their previous game design for Al O. Saurus and Dinestein, a side-scrolling video game based on time travel and scientists genetically merged with dinosaurs. After moving into the Universal Interactive Studios backlot, Gavin and Rubin met with Mark Cerny, discussed the design of the game and made an agreement to go into production. On September 1994, Gavin and Rubin decided to develop their new game for the PlayStation, after which Rubin began character design. On November 1994, Naughty Dog hired Dave Baggett, their first employee and a friend of Gavin's from the Massachusetts Institute of Technology. Together, Gavin and Baggett created the development tool "Game Oriented Object LISP" (GOOL), which would be used to create the characters and gameplay of the game. On January 1995, Rubin became concerned about the programmer-to-artist ratio and hired Bob Rafei and Taylor Kurosaki as additional artists.
Needing a lead character for the game, Naughty Dog recruited American Exitus artists Charles Zembillas and Joe Pearson and met with them weekly to create the characters and environments of the game, eventually creating a character named "Willy the Wombat". The marketing director of Universal Interactive Studios insisted that the character be named "Wez", "Wuzzles" or "Wizzy the Wombat". On creating the levels for the game, Zembillas and Pearson first sketched each environment, designing and creating additional individual elements later. They aimed for an organic, overgrown look to the game and worked to completely avoid straight lines and 90-degree corners. A Naughty Dog artist sketched every single background object in the game before it was modeled. The artists were tasked with making the best use of textures and reducing the amount of geometry. Dark and light elements were juxtaposed to create visual interest and separate geometry. The Naughty Dog artists would squint when sketching, texturing and playing the levels to make sure they could be played by light value alone. Correct use of color was an important goal for Naughty Dog's artists; for example, mutually accentuating colors were chosen as the theme for the "Lost City" and "Sunset Vista" levels. The interior of Doctor Neo Cortex's castle was designed to reflect Cortex's twisted mind.
After the main character's creation, the team went into three months of developing the game. The game first became functional on April 1995 and became playable on June 1995. The first three levels in the game were completed by August 1995. However, they were judged to be too difficult to appear so early in the game and were moved to the game's power plant area. Artist Charlotte Francis joined Naughty Dog at around this time. On September 1995, a videotape of Crash Bandicoot was shown to Sony Computer Entertainment behind closed doors. While playing the game during development, Rubin realized that there were many empty areas in the game due to the PlayStation's inability to process numerous on-screen enemy characters at the same time. Additionally, players were solving the game's puzzles too fast. Rubin soon came up with the idea of a box and putting various symbols on the sides to create puzzles. Breaking these boxes would serve to fill in the boring parts of the levels and give the player additional puzzles. The first "crate" was placed in the game on January 1996, and would become the primary gameplay element of the series. Willy the Wombat's destruction of the crates would eventually lead him to be renamed "Crash Bandicoot". On March 1996, Sony agreed to publish Crash Bandicoot, which went into the alpha stage on April 1996. Crash Bandicoot was first shown at the Electronic Entertainment Expo on May 1996 and was met with enthusiastic reactions.
Development of Crash Bandicoot 2: Cortex Strikes Back began in October 1996. For the game, Andy Gavin perfected a new engine named "Game Oriented Object LISP 2" (GOOL 2) that was three times faster than the previous game's engine, could handle ten times the animation frames and twice the polygon count. The jungle levels were originally to have featured ground fog, but this was abandoned when magazines and the public began to brutalize other developers for using fog to hide polygon count. Sunlight and depth accentuation was experimented with for these levels. Wanting to have some "dirty" locations in the game, Naughty Dog worked in the sewer levels and added color contrast to the levels to show depth and break up the repetitive monotony of the endless sewer pipes. A flat plane z-buffer was created for the game; because the water surfaces and mud in the jungle had to be a flat plane and be exactly flat on the Y-axis, there could be no waves and the subdividing plane could not be at an odd angle. The effect only worked on objects in the foreground and was only used on Crash, some enemies and a few boxes at the same time. The soundtrack of Crash Bandicoot 2: Cortex Strikes Back was provided by Mutato Muzika (consisting of Mark Mothersbaugh and Josh Mancell), while the sound effects were created by Universal Sound Studios (consisting of Mike Gollom, Ron Horwitz and Kevin Spears). The characters were designed by Charles Zembillas of American Exitus, Incorporated. Clancy Brown provided the voice of Doctor Neo Cortex, while Brendan O'Brien voiced the dual role of Doctor N. Gin and Doctor Nitrus Brio and Vicki Winters voiced Coco Bandicoot. The game was unveiled at the Electronic Entertainment Expo in Atlanta, Georgia on June 1997 to a positive response from the game industry. The game went into the alpha stage on August 1997. Around that time, Dan Arey, the lead designer of Gex: Enter the Gecko, joined Naughty Dog and streamlined the level design.
Like the first one, the second game was also critically acclaimed, green-lighting a third game. Production of Crash Bandicoot 3: Warped began on January 1998, with Naughty Dog given only 10½ months to complete the game. Programmers Andy Gavin, Stephen White and Greg Omi created three new gameplay engines for the game. Two of the three new engines were three-dimensional in nature and were created for the airplane and jet-ski levels; the third new engine was created for the motorcycle levels in the style of a driving simulator. The new engines combined make up a third of the game, while the other two-thirds of the game consist of the same engine used in the previous games. Jason Rubin explained that the "classic" engine and game style was preserved due to the success of the previous two games and went on to say that "were we to abandon that style of gameplay, that would mean that we would be abandoning a significant proportion of gamers out there." An arbitrary plane z-buffer was created for the jet-ski and flooded Egyptian hallway levels of the game. To create a completely fluid feel for the water on these levels, an environment map that reflects the sky was fitted onto the surface of the water. A real shadow was given to the Crash character at the request of the Sony Computer Entertainment America producers, who were "sick of that little discus that's following him around." To create an "arcade" experience in the airplane levels and to differentiate them from flight simulators, the enemy planes were programmed to come out in front of the player and give the player ample time to shoot them before they turn around and shoot the player rather than come up behind the player and hit them from behind. The Relic system was introduced to give players a reason to return to the game after it has been completed.
While initially Naughty Dog was only signed on to make three games, Crash Team Racing was a possible Crash 3 as it started out in production after Crash 2 and the game which was finished first in production would be released first. However, Naughty Dog had already gotten far into the project and decided to finish it and release it. David Baggett produced the game's soundtrack, with Mark Mothersbaugh and Josh Mancell of Mutato Muzika composing the music. Sound effects were created by Mike Gollum, Ron Horwitz and Kevin Spears of Universal Sound Studios. This marked the end of Naughty Dog's Crash Bandicoot games.




Multiplatform

Although Naughty Dog was no longer developing the Crash Bandicoot series, the series still continued. As Vivendi Universal's publishing deal with Sony Computer Entertainment had ended, the company took it upon itself to publish Crash as a multiplatform series. To do so, the series was given to Mark Cerny and Vicarious Visions respectively.
Crash Bandicoot: The Wrath of Cortex was originally intended to be designed by Mark Cerny (who designed all the games in the series thus far) and published by Sony Computer Entertainment. After a falling-out between Vivendi Universal and the two entities, Traveller's Tales was forced to alter the game from a free-roaming title to a standard Crash title. Traveller's Tales had to begin development of the game from scratch and were given only twelve months to complete the game. The game received mixed reviews but nevertheless made the Greatest Hits lineup due to strong sales. Despite the rights of Crash Bandicoot going to Vivendi Universal, Sony still retained the rights for the distribution and porting of the original Crash Bandicoot game series.
The following year, Vivendi would have Vicarious Visions release their first Crash Bandicoot game, a handheld exclusive called Crash Bandicoot: The Huge Adventure was developed by Vicarious Visions and released to critical acclaim and also sold critically well. The game would be noted for being extremely similar to Naughty Dog's Crash Bandicoot 3. This would warrant a sequel, Crash Bandicoot 2: N-Tranced, which would also be met to similar reception. During this time a subsidy of Traveller's Tales - Traveller's Tales Oxford Studio were developing a new Crash game for console. This game was to be Crash Nitro Kart but due to unknown circumstances Vivendi moved development of Crash Nitro Kart over to Vicarious Visions. Traveller's Tales Oxford Studio then moved on to their next project, Crash Bandicoot Evolution.
Crash Bandicoot Evolution was set to create a new form of gameplay for Crash with the game planned to be a Platformer/RPG with many different elements planned for the game; it eventually became Crash Twinsanity. Crash Twinsanity was praised by fans as being a relatively good game as it expanded more towards free-roaming than straight platforming as well as having a humorous storyline and cast of characters, and for its soundtrack by a cappella band Spiralmouth. Vicarious Visions's fourth and final game was Crash Bandicoot Purple: Ripto's Rampage for the GameBoy Advance. The game was given average reviews but managed to sell well.
After developing Crash Twinsanity, Traveller's Tales Oxford went on with two new Crash projects (believing Vivendi had left them the development rights for Crash). The first project was a direct sequel of Crash Twinsanity, based around Cortex being excluded from all the other villains in the Crash universe. The game's name had already been decided on: "Cortex Chaos." This project was cancelled, but Vivendi still has the option to continue its development. The other project was Crash Clash Racing (now Crash Tag Team Racing) which was also going to act as another sequel to Crash Twinsanity. However, when Traveller's Tales found out that Vivendi had moved development over to their in-house studio Radical Entertainment, both projects were scrapped and Traveller's Tales Oxford Studio was made defunct after releasing their one other game, Super Monkey Ball Adventure.


Redesign


After finishing Crash Twinsanity and having Cortex Chaos get cancelled, Traveller's Tales was commissioned to develop one more Crash Bandicoot game, a racing game. This game was called Crash Clash Racing; it picked up the story of Crash Twinsanity and brought back its characters, such as Evil Crash. It used a unique new idea in which two cars merged to create a "mega-car". The game would have focused on Crash's family (including Coco) traveling into Crash's brain in order to remove Cortex.
However, to save money on the project, it was indefinitely halted and given to one of Vivendi's in-house studio's, Radical Entertainment. Radical changed the project into an entirely new project, keeping two core ideas, clashing and fusion. The game marked Radical's first game in the series, the first game published under Vivendi's Sierra Entertainment brand, and the first game to use Radical's Titanium Engine. It eventually received the title Crash Tag Team Racing.
Development on Crash of the Titans, Radical's second title, began after the completion of Crash Tag Team Racing. The graphics of the Wii version of the game was one of Radical Entertainment's main focuses in the game's development, with Radical stating that the Wii has "a lot of horsepower under the hood" and expressing their desire to make full use of it. They also considered implementing a feature to connect the Wii to DS during gameplay, but stopped due to technical issues and time. The Xbox 360 version got a few extra months of development time to improve its graphics before setting a final release date.
While the game was being developed, the title's main character, Crash Bandicoot, became the new mascot of the Leukemia & Lymphoma Society's "School and Youth" programs in an effort to promote the battle against blood cancer. In a bid to further promote the game, a Hummer (with a Wii inside) was painted with imagery from the game and displayed at the Annual Balloon Fiesta in Bristol, United Kingdom. A "Monster Edition" of the game was released exclusively in Europe on October 12, 2007 for the PlayStation 2. This special edition of the game features "Making-of" videos, water-on tattoos, game hints, a cheat code list, and the game's E3 and theatrical trailers in multiple languages. Due to its "mild cartoon violence and language", the game received a PG rating from the BBFC.
Development on Crash: Mind over Mutant, Radical's third Crash title, began immediately after the completion of Crash of the Titans. The idea of preserving a Titan for later use came from the play testing sessions of Crash of the Titans, in which the testers were found to be reluctant to leave the Titans behind after an epic battle was won. Fans of the series were also a source of inspiration for Crash: Mind over Mutant, having such wishes as a free-roaming environment, Coco Bandicoot being a playable character and the return of the character Doctor Nitrus Brio. Full camera control was considered for the game, but was rejected for graphical reasons and to avoid having to insert a split-screen view in the cooperation mode. Online gameplay was also considered as a feature in the finished game, but was omitted due to the brief development schedule. Coco Bandicoot as a playable character was omitted from the PlayStation 2 version of the game due to her distinct animations taking up much of the console's memory. The Wii version of Crash: Mind over Mutant was created first, with the graphics scaled up for the Xbox 360, and scaled down for the PlayStation 2.
In 2010, rumors appeared that High Impact Games was developing a remake of Crash Team Racing for PlayStation 3, Xbox 360 and Wii, but the game was canceled by Activision before the prototype initial. Then, Radical Entertainment was developing a new Crash game would be a sequel to Crash: Mind over Mutant, but due to large layoffs in the studio, the game was canceled.


Future

On a Kotaku interview with Activision CEO Eric Hirshberg regarding the future of the Crash series, he said, "I don't have anything official to announce, but I can speak as an individual, I love Crash Bandicoot. Those were some of my favorite video games growing up. And I would love to find a way to bring him back, if we could." Andy Gavin, co-creator of Crash Bandicoot, has said that he’d love to see a HD version of the marsupial’s first four games, or even a full blown reboot. Jason Rubin, co-creator of Crash Bandicoot, said he is hopeful that Activision will bring Crash back to their glory days and that the character is still very dear to fans between 18-49 years.




Aggregate Review Scores


As of January 4, 2011.
Game GameRankings Metacritic
Crash Bandicoot (PS1) 80.40% -
Crash Bandicoot 2: Cortex Strikes Back (PS1) 88.54% -
Crash Bandicoot 3: Warped (PS1) 89.07% (PS1) 91
Crash Bandicoot: The Wrath of Cortex (Xbox) 70.48%
(PS2) 70.12%
(GC) 63.01% (Xbox) 70
(PS2) 66
(GC) 62
Crash Twinsanity (Xbox) 68.84%
(PS2) 66.20% (Xbox) 66
(PS2) 64
Crash of the Titans (NDS) 72.00%
(PS2) 71.86%
(Wii) 71.03%
(PSP) 70.00%
(X360) 64.68% (NDS) 73
(PS2) 70
(Wii) 69
(X360) 65
Crash: Mind over Mutant (PS2) 74.60%
(Wii) 71.79%
(X360) 61.86%
(PSP) 54.75%
(NDS) 48.55% (PS2) 73
(Wii) 70
(X360) 60
(NDS) 45




I'M SO SORRY, BUT MORE PIC ABOUT CRASH BANDICOOT ARE :









  
Crash Bandicoot
  • Name- Crash, Bandiboy, Blunder from Downunder.
  • Species- Eastern Barred Bandicoot
  • Height- 1.46m (4.79 feet)
  • Weight- 45kg (99.2 pounds)
  • Eye colour- Dark green
  • Fur colour- Orange and Beige, with Red hair
  • Evolved- 1996
  • Side- The side of good (his own)
  • Appears in- OB1, OB2, OBtp, OB3.
Character Description:
A crazy, cool and brave hero that we all must know by now... Crash was created by Dr Cortex, back in 1996. He first defeated Cortex, only to save Tawna though... because he instantly took interest in her back then. he has ruined Dr Cortex's 'take over the world' plans a few times now, and rather enjoys annoying the mad scientist! And he actually doesn't hate him.
Crash enjoys just sleeping around during day on his home island, N.Sanity Island. He also likes Wumpa fruit a lot, and has a special spinning attack that he got after going through the Cortex Vortex. he also likes to be cheeky with the Tribes folk now and then, and other various inhabitants.
Crash may seem dumb and 'not all there' to some, but he's really not all that dumb at all. He is just unable to speak.... but he's able to drive almost anything. He'll look at a car, bike, etc... and almost always will know how to drive it, even without learning. But then there's his downsides, he was never able to read though nor write.... but he can still understand what everyone says to him.
More Detailed Information:
Crash before he was Evolved:

  • Height- 0.15m (0.49 feet)
  • Weight- 0.7kg (1.5 pounds)

Teen Crash (OB1):


  • Height- 1.4m (4.59 feet)
  • Weight- 33kg (72.7 pounds)
Crash was in a Teen form after being evolved (he wasn't seen in OB1 though at this age). He was Cortex's 2nd 'independent' creation (meaning, Brio didn't help him with his evolution) Cortex believed Crash would be evolved into a psychopathic killer bandicoot, but he was really quite disappointed after evolving the bandicoot... to see a small, orange teen bandicoot smiling back at him, and wasn't even able to speak! Crash awaited his next task, and then soon he met a beautiful female bandicoot named Tawna, and becomes very fond of her.
Cortex thought maybe using him on the Cortex Vortex would make him stronger and more dangerous... so he does. But things go wrong, and Crash gets rejected! Meaning the Vortex failed on him so Crash quickly turned against Dr Cortex as he realized Cortex was an evil man. Crash was confused and tense, and spun around like crazy as he tried to escape Cortex and his Lab Assistants but then he suddenly smashed out a Castle window, and feel down into the sea...
*
He lay unconscious on a seashore, as a mask looks over him... a mask named Aku aku. Aku aku wakes Crash, and they soon team up to help thwart Dr Neo Cortex's plans, Crash agrees... mainly because he wanted to go and free his newly found love.

Unfortunately, things don't quite work out for these teenage lovers, and Tawna gets tired of Crash not giving her enough attention, so she leaves a note for Crash saying she's gone off with Pinstripe... he gets rather distraught.
But soon gets over it, and realizes he's got more better things to do. In the next few years, he helps thwart Cortex's evil plans and more...

Description (OB1):


Crash was an adult when he met Crunch for the first time. They first met in the Warp room when he saw his hologram... he was actually rather intimidated by Crunch's appearance, as he's never seen another male bandicoot before, especially a fierce burgundy bandicoot.
Though they didn't 'really' meet until the first bossfight, with Rok-ko. Since Crunch wasn't under control at that time, but Crash didn't know Crunch was under control before, thus thinking he's just yet another evil warrior of Cortex's. Crash and Aku aku end up defeating Crunch and Rok-ko, and leave the scene.
*
Later on, Crash and Aku aku have to face Crunch, Cortex and all the elementals at once! But Crunch is getting very tired from using the powers too much in too little time, and Crash notices. But he still thinks Crunch is evil during this time, until Crunch starts to act strange during the bossfight and starts to try attacking Cortex. Aku aku then tells Crash that he isn't evil and that he must help him, so he does.
Crash helps by shooting at Crunch with his Wumpa fruit bazooka, it didn't hurt Crunch but it fazed him, and made him snap out of the mind control for a moment. Crunch was struggling fighting the mind control, so he wasn't sure if he should attack Cortex of not, but he did toss him several times (would have been very hard if he was thinking straight! heh), making Neo fly and hit the floor near Crash, then Crash attacked him. Soon Crash had defeated Cortex... and then Crunch fainted from the overuse of the elemental powers... then the powers left his body, and were imprisoned again. Cortex got mad and gave up and threw the remote to the floor. Uka uka got very angry and tried to kill Cortex with a big laser beam, but he moved out of the way and the laser smashed into the wall... where a main power cable was. Everyone was in trouble.
The Space Station started the shake violently, and soon Crunch woke and was confused, then he saw Cortex and turned vicious. He was going to go and attack but then Aku aku stopped him, Crash gave gestures to Crunch to follow him and Aku aku out of the Station, Crunch didn't understand why Crash was helping him, but he decided to follow them anyway. Soon all of them head back to earth on Coco's spaceship, as they watch the station blow apart. They arrive back home on Earth, and Crunch thanks Crash and his family for saving him.
*
Crash and Coco become good friends with Crunch, he was really surprised when he found out Tawna was Crunch's half sister too. Crash thought maybe Crunch would see Tawna, and tell Tawna to come back to Crash and at least explain herself. Crunch said he will, if he can. Crash and Coco soon both meet his best friend Tani as well.
Not long after though, Crunch tells Crash of a new enemy about named Jaseo, but Crash is reluctant to face this guy, because Jaseo is with Tawna.... Crunch decides he'll take down this new enemy, as a favor to Crash so he does.
Crunch defeats him, and Crash is quite impressed. But he gets a big surprise when he sees Tawna come in. Tawna apologizes to Crash, and then they end up back together again to see if things work out. Crash is really happy to be with her again as is thankful to Crunch.
Description (OB2):

Crash was still his usual self, but was enjoying like a lot more now that he was back with Tawna. But soon trouble starts, but it's not someone trying to take over the world, nope. It's Dr Brio and one of his crazy experiments that went out of hand and caused chaos around the world, turning almost all humans into anthros! With the use of Magic and Science.
Crash, Coco and Crunch soon go on another adventure, to help reverse this effect by finding the Futurium Topaz, which will help reverse the effect.
Everyone heads to a city in Australia, as Coco has just found out that the Futurium Topaz is in one of the museums there! Crash, Crunch and Coco go on a mission to retrieve it, but they had to break in because the museum was closed.
(still writing this)

Description (OB3):


Sadly after OB2 though, Crash and Tawna broke up yet again because Crash had discovered Tawna was working at the Moulin Cortex... again. And he didn't like it. Crash wasn't too distraught however, he found that he was single yet again! He felt he didn't need a new partner anytime soon, since his job of stopping evil would be slowed down if he was still taken.
Crash and his sister Coco help out Crunch on this big adventure, as Crunch goes to find the elementals to help fight against Crimzon with them. Crash isn't very fond of the elementals.... and actually was spooked when Crunch mentioned them.
Along the way he helped with getting information about Crimzon at the Academy of Evil, by sneaking into the school. He had to fight against someone though while there, someone by the name of Midelene Swan. He defeated her though, of course (like most enemies).
*
Crash started to change in the OB3 adventure though as it dragged on, he was exposed to more serious threats than ever before! He even learned more about how Crunch really is when he's on his adventures. Crash disliked extreme violence, a lot. And didn't like it at all... he also disliked it how Crunch killed the Bearminator, though Crunch saved both Crash and Coco by doing so... so he got over it quickly. Crash also suffered a painful slash from the Demoness, he almost passes out from the shock of it (he's never been slashed before) but Crunch made him stand up and fight back, and he did. Helping destroy Crimzon's power source.
So after that adventure, Crash became more tougher and serious, he no longer freaks out over blood and violence anymore... but he still doesn't believe it's the way to settle things with his enemies.
Description (OB4):

Crash is (c) to Activision but made by Naughtydog.
Source : outcastbandicoot.lurking-leanne.
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Saturday, October 6, 2012

The Fancy Pants Adventure -Detailed-



Fancy Pants Adventures features Fancy Pants Man as the playable character of the series. He is a two dimensional stick figure with spiky, choppy hair, wearing only a pair of colored triangular-shaped pants. Fancy Pants Man's home is Squiggleville, a small country town run by the Mayor (first introduced in World 2).The mayor is introduced more in World 3. Players guide Fancy Pants Man through open levels which feature obstacles to overcome and enemies to avoid or defeat. These enemies include spiders, snails, and mice armed with guns. Enemies can be defeated by being jumped upon and crushed by Fancy Pants Man, who can also launch off them to perform an augmented leap. World 2 introduced the snail enemy, which retracts into its shell when jumped on, after which it can be kicked to stun other enemies. Originally the snail shell was merely a novelty feature in the World 2 demo, however during development, BETA testers made a game out of getting the snail shell to hard-to-reach spots. Brad, the game designer, used this as inspiration to incorporate "Snail Shell Golf" which adds replayability to World 2 by allowing the player to gain access to different colored pants for the playable character. It is possible to earn a combo by keeping the snail shell in the air. As Fancy Pants Man runs through the different levels, there are many "squiggles" floating in mid-air. They serve two important functions. Firstly, they refill Fancy Pants Man's life meter by 5% if he has been damaged, and they also give the player an extra life for every hundred collected. In the source code, these "squiggles" are referred to as "coins"; possibly as a reference to Nintendo's Mario video game series. Another possible reference to the Mario franchise comes in the form of a box which can be jumped at from beneath to release several squiggles, like the coin boxes in many Mario games. Both worlds of Fancy Pants Adventures contain different kinds of small trophies that can be collected while playing the game. At the end of each world of Fancy Pants Adventures players fight a boss. In World 1 the boss is an angry penguin, who Fancy Pants Man accidentally falls upon and wakes from sleeping. This is the extent of the story in World 1, while World 2 has a more significant plotline. In World 2 an angry rabbit steals Fancy Pants Man's ice cream. Players must pursue and ultimately defeat the rabbit in a confrontation at the end of the game in order to reclaim the ice cream. In World 3, his sister, Cutie Pants, is kidnapped by pirates because she defeats their captain, and want to make her captain. The first time Fancy Pants tries to bring her back, she doesn't want to leave, and has assumed the role of "Princess Pirate". The second time, though, she agrees to come home. 
A secret move, the wall jump, was obtainable in World 1, level 1 as a secret power-up from a pit that you travel to through a cardboard box and was noted by Borne that it was still work in progress. Soon after obtaining the wall jump, you had to employ the uses of it straight away to avoid an inevitable death from the slowly filling pit of ink. The wall jump became an official move available in World 2's increasing repertoire of moves. This was first shown in a demo that was made available by its creator, Brad Borne, on Newgrounds on March 13, 2007. In "World 3", he also gains a pencil which he uses like a sword.
In The Fancy Pants Adventures for consoles, there are a few new additions to the gameplay. These include the ability to swim, which includes being able to kick off flat surfaces whilst underwater, and the ability to use a weapon later on in the game, which features a chargeable attack. The game features a main story mode, in which the player must save his sister, Cutie Pants Girl, who has been kidnapped by a band of pirates who make her their captain. Each level contains two bonus rooms, a 'Micro-Trial', in which players must quickly chase a line of yellow squiggles, and stars which unlock extra content, including remakes of the first two worlds. The game also features local and online multiplayer for up to four players, as well as various challenges. Playing through the game allows the player to unlock hats, pants and weapons to customize their character's appearance.





Menus

The menus for each game are interactive. That is, you control Fancy Pants Man through them exactly like in-game levels. The menus contain boxes of which jumped on from beneath to change the pants colors, or to view collected trophies, as well as links to Brad Borne's site and Armor Games's site. They also serve as level selectors for the game.
The player starts World 1 in a dark corridor, then enters the menu through a door. In World 2, before the menu appears, the opening credits and the Armor Games logo scrolls up, with the option to skip the credits. The menu opens with instructions at the top-left hand corner of the screen.In World 3 , it starts with Fancy Pants man in his bed when suddenly the mayor comes and talks to him. Then Fancy Pants Man jumps out of bed and training starts.






Fancy Pants Adventure

Fancy Pants Man, the protagonist.
Developer(s) Brad Borne
Over the Top Games(Console)
Publisher(s) Armor Games (Flash games)
EA 2D (Console)
Chillingo (iOS)
Designer(s) Brad Borne
Platform(s) Browser game,Xbox Live Arcade,PlayStation Network, IOS
Release date(s) Browser
March 14, 2006 (World 1)
January 9, 2008 (World 2)
April 7, 2012 (World 3)
PlayStation 3
April 19, 2011
Xbox 360
April 20, 2011
iOS
March 4, 2012
Genre(s) Platformer
Mode(s) Single-player,Multiplayer(Consoles only)
System requirements



 Adobe Flash Player, Keyboard
SOURCE : wikipedia.org
SOURCE PICTURE : Master Google






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