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#Blitz and Hal are mentioned.
crowsworks · 5 years
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Littles Learning How to Talk More
This story is for @maiuoart and myself reguarding my starry moon dragon Littles.  Enjoy everyone. 
“CAN YOU SAY CYAN?” Cyan was sitting with Littles while Cake and Sweetness were off in the kitchen making cookies and getting dinner ready. “SAY “CY” AND THEN “AN”. SEE CYAN.” “Cyn.” Littles looked up at him curiously watching him giggle and laugh at her first attempt making her giggle and laugh and gasp. Which had him rolling. Taking her hands in his own he cooed at her happily “CY,” he said slowly for her “AN.” He finished watching her with stars in his eyes. “Cy….an.” she repeated blinking looking at up at him. “THAT’S GREAT LITTLES NOW PUT IT TOGETHER. SAY CY AN, CYAN.” Using his pointer phalanges to demonstrate smushing the letters together. “Cyan.” She blinked looking up at him waiting to see if she got it right. “YOU ARE SO SMART LITTLES, JUST LOOK AT YOU GO, GOING TO RULE THE REALM AT THIS PACE.” He smiled at her making her beam. “Cyan, Cyan, Cyan….Sneak bro, Blitz.” She gasped out and giggled and then glared at him. “WHO… TAUGHT YOU HOW TO GLARE?” Cyan laughed looking at her making her laugh and kick her legs back and forth. She had woken up and immediately had gone outside to play with the animals running around. Thankfully several of the early rises were up and keeping an eye on her. She had stayed in skeletal form all day. Fed pancakes with fruit and milk squealing and gasping the entire time as she watched her brothers lazily eat their food. Even had a good helping of lasagna for lunch and at three baths. Now she was being taught more words. Mostly names for now. Nuzzling against her head Cyan purred out loudly making her purr back in response. “NOW LET’S TRY CROW. CAN YOU SAY CR… OH?” “Crrrr OH!” she gasped out and giggled. “THAT’S GREAT, OH LITTLES YOU’RE DOING SO WELL NOW PUT THEM TOGETHER, SAY CROW.” “Crow…. Crow…. CROW…. “, she bounced around in his lap giggling and purring at the same time. Hugging her gently but firmly he kissed the top of her head “SUCH A SMART LITTLE GIRL JUST LIKE YOUR MOMMA. YOU’RE DOING SO WELL.” The entire rest of the day is Cyan just teaching Little’s everyone’s names. Playing around and video recording every moment as HS is lazily standing around recording all the words she’s spoken so far and all the playing she’s doing. Her playing with Erebus and Indigo yelling in the background that his training is not done. Or her playing with Shou and cooing baby Tei. It’s when HS is about to put up the camera that Littles looks around with a questioning look on her face “Blitz?” she askes as if he should be there. “Nah, Lil lady, Blitz ain’t here taday.” HS told her picking her up and using his magic to float the camera. She glared at the magic holding the camera and pointed at it “Sneak bro!” remember how Hal did the same thing. Looking at him she yawned a bit and nuzzled against him. HS snrked and shook his head “Ya can see ya Sneak bro n’ Blitz lata.” A chuckle coming out of him as he turned off the camera and handed it back to Cyan who took plenty of pics and then without missing a beat sent the whole video and all the pics of her playing with Erebus, Shou, and the other animals, cooing at baby Tei to Blitz. With the message “LITTLES LOVES YOU. ENJOY MAGNIFICENT BLITZ AND TELL HAL LITTLES LOVES HIM TOO!” Sending off the picture he went off with letting littles play around as he looked at the grounds. “HMM, MAYBE CROW SHOULD MAKE A PARK FOR THE CHILDREN?” Nodding his head, he went off letting Indigo watch Littles for a bit as he got her pj’s out and went to check on the nursery. They still didn’t have many child outfits for Littles and that’s why Crow had taken off to go find clothes or buy some. For the rest of the day he’d let her play and relax as he just helped get stuff ready.
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maiuoart · 3 years
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Wow, been away for months, huh?
Thats because of commission work for the Furry community and real life; But ya’ll recall when I said I wanted to rework some Skulls? 
Yeaaaaah, I’m reworking some skeletons face features to make more my own ordeal :) Kind of moving away from UT and their AU’s due to stuff. Not to mention; Want to try and figure out different and fun ways to draw Skeleton faces!
Loving how they’re still kinda Papyrus/Sans but not? 
The real challenge will be Hal and Blitz.... Since they’re not sharp or high with LV at all... All round features...
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gamex2020 · 4 years
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Cancelled N64 Games
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7 Cancelled N64 Games We Wish We Got
When it comes to cancelled games, the N64 is an unparalleled console. The hardware was difficult to develop for, and Nintendo is notoriously difficult to work with when it comes to negotiating special agreements. There were plenty of great games for the system, but there is a wealth of games that never saw the light of day.
Some got stuck in development hell, some fell through due to business negotiations, and some were completely repurposed into different projects. All of them, though, are pieces of gaming history–the ones that were successfully documented, at least.
Here are seven Cancelled N64 Games we wish we had.
Super Mario 64 2
The Nintendo 64 Disk Drive was an expansion for the N64, planned to expand its processing power and graphics capabilities. It never came to the US, and was a commercial failure in Japan. Despite this, Nintendo did a lot of work on games for the semi-system, including “Super Mario 64 2.”
In short, the real reason fans were excited for this game was because it promised a playable Luigi and a rideable Yoshi. Luigi in Super Mario 64 was always a rumor that never came to fruition, much like Mew under the truck in Pokemon. The rideable Yoshi was a rumor too, but at least that had some more basis; at least Yoshi was actually there, with a 3D model and everything.
In an interview with Nintendo Power, Shigeru Miyamoto said that they had a demo working with Mario and Luigi on-screen at the same time. Given that Super Mario 64 was originally intended to have multiplayer, it seems that SM64-2 would have accomplished all of the things that the original couldn’t. The addition of new features would have been welcome, given that the platform gameplay in the first installment was some of the best of the era.
It’s unknown if elements from SM64-2 were brought to future Mario games, like Sunshine and the DS port of 64. It would make sense, though, especially for the DS version. That port added multiplayer modes, extra playable characters, and graphical updates.
Cabbage
Let’s lay out a hypothetical. Try to imagine the juggernauts behind all of the best Nintendo games coming together to make a game in the late 90s. Shigeru Miyamoto created Mario and Zelda, so let’s put him on the team. Shigesato Itoi created the Mother series, known as Earthbound in the West, so let’s get him in the mix. Let’s add Tsunekazu Ishihara, too; he’s one of the producers of Pokemon.
What do you think they would make?
If you guessed “a platforming game,” you’d be wrong. If you guessed an old-school RPG, or an adventure game, you’d be wrong too. These three titans of gaming were working on a pet breeding and raising simulator for the Nintendo 64 Disk Drive. This game was named Cabbage, and that wasn’t a prototype name. It was just a silly word a developer blurted out and it happened to stick.
It was meant to use all available features of the N64DD, including the internal clock and the ability to link the game to the Game Boy and take your creature on the go. Players would have also been able to visit other players’ worlds.
They had planned for a trial of the game at SpaceWorld 2000, but the developers got busy and weren’t able to finish the project. It seems that some of the elements from the game were repurposed for other series, including Animal Crossing (on the N64DD) and later Nintendogs, Nintendo’s flagship “pet” series. It’s great for gamers everywhere that these titans of game development didn’t lose all of their ideas to a development quagmire.
Doom Absolution
Doom Absolution was intended to be a sequel to Doom 64, and it was colloquially named “Doom 64 2.” At least they had a less clunky name for it than Super Mario 64 2.
The first Doom 64 didn’t have multiplayer or any deathmatch mode. According to an interview with Aaron Seeler, the lead programmer on the project, they were deathmatch purists (based on the original PC version) and didn’t see it fit to have a multiplayer where you can look at the other players’ screen. He also lamented getting crushed by 007: GoldenEye during the N64 deathmatch craze.
It was only in development for a short period, and was actually cancelled the same year that Doom 64 came out. There isn’t a lot of information out there about what the game would have looked like, but it seems it was abandoned due to the dated nature of the Doom engine. It seems that the development team were moved to the Quake 64 port, which was a fully 3D FPS with some more features.
According to Midway designer Tim Heydelaar, they had finished a significant amount of levels that were completely playable for the multiplayer mode. What a shame for Doom fans; some still hold out hope that they can get access to those levels for PC mods.
Monster Dunk
The N64 and PS1 gen was a great era for sports games. There were plenty of serious games like Madden picking up steam and becoming all-time console staples. There were plenty of silly or cartoony games, like Mario Tennis and NFL Blitz. And, of course, we had the golden era of wrestling games with WWF No Mercy.
Let’s rewind a bit, though, from before the N64 came out — back when it was called “Project Ultra.”
Part of Nintendo’s strategy for the release of their new console would be to build a “dream team.” The Nintendo Dream Team was a collection of developers and publishers that would work closely with Nintendo to make a great lineup of exclusive games for the console’s launch. With a proper lineup, the N64 would get a great initial customer base and run away with the competition.
However, one of the companies in the dream team was Mindscape. Mindscape didn’t have any major hits, but they were going to work on a game called Monster Dunk for the N64. You can probably guess what the game was like; it was a basketball game featuring classic monster mascots playing 2-on-2 games just like NBA Jam. Magazines reporting on the game’s development also mentioned that there would be stage hazards and special moves for individual characters.
Unfortunately, this game never saw the light of day, and as far as anyone knows, there’s no prototype or design documents available. It’s unknown how far this game got into development, but it’s interesting to see what Nintendo’s “dream team” was up to. Monster Dunk, a goofy little concept, could have been a Nintendo hit that represented the N64 for years to come.
Anyone else want Frankenstein in Smash now?
Earthbound 64
Mother and Mother 2 were critically acclaimed RPGs on the NES and SNES respectively. Mother 2, which was released as Earthbound in the West, quickly became a cult classic and is widely regarded as one of Nintendo’s best RPGs ever. Its main character, Ness, is a staple of the Smash Bros. franchise as well, going as far back as the first game.
After the success of Mother 2, they set to work on Mother 3, which was to be called Earthbound 64 overseas. Development started on the N64 but was shifted to the N64DD. The game had solid 3D graphics with a cartoony style, and functionality with the Rumble Pak and other features, including the ability to draw faces for characters.
Development was announced in 1996, and continued strong for years with picture updates and trailers. In 1999, there was a demo available at the SpaceWorld convention. The scope was too great for the developers, though, due to their lack of familiarity with 3D graphics and N64 hardware. HAL had also told the developers to rein in their expectations for the game, in the hopes they could finalize a product for release.
After the N64DD’s commercial failure, Itoi decided to publicly announce the game’s cancellation on August 21, 2000. According to Miyamoto, the game was 60% complete; according to Itoi, its director, it was 30% complete. Many pictures still exist for fans to gawk at.
Fortunately for fans, Mother 3 found a home as a completely separate game on the Gameboy Advance. The scope was smaller, due to the tech restrictions to 2D graphics, but according to what we saw from the trailer and teasers, the developers retained plenty of the original story.
The GBA version of Mother 3 was released in 2006, but there has yet to be an official English version. Many fans opt to play it with a fanmade translation patch instead.
Glover 2
Glover was a solid game that never reached the “escape velocity” that system sellers like Smash Bros. and Mario Kart do. It came to multiple platforms, including PC, and sold decently. Glover 2 was planned for a release on the same platforms, but it never came out.
In 2010, the site NESWorld got their hands on a playable beta of the game. It’s unfinished, but it shows that Glover 2 was very far along in development. It wouldn’t have taken that much more time or money to get the game out the door and on shelves. If it was this close to being complete, why didn’t it come out?
The story behind this is a little unusual. In early 2015, one of the former employees of Interactive Studios wrote a blog post on the subject. To cut a long story short, a Hasbro executive ordered literally double the cartridges from Nintendo for Glover 1’s print run.
Normally, a game like Glover that sells decently would have a print run of around 150,000 copies. Nintendo apparently had a sale on N64 cartridges for developers at the time, so someone at Hasbro ordered 300,000 for Glover.
Fast forward after release, and Glover sold around 150,000 copies. That would be totally fine, if Hasbro didn’t have 150,000 more copies that nobody wanted. Glover had reached its market cap, and no other players wanted a copy; Hasbro started to shift the blame onto the brand (and possibly the developers) during the production of Glover 2, which eventually led to its cancellation.
Project Dream
When games get stuck in development hell, the focus shifts. Sometimes, especially when games are developed near the end of one console’s life cycle and the start of another, every part of the initial project gets changed. Graphics, genre, aesthetic, and story are all subject to massive change the longer development goes on.
That’s exactly what happened to “Project Dream,” a project developed by Rare for the SNES (and later the N64). The game was originally going to be an adventure-RPG about a boy named Edson that fought against pirates. Footage of this version of the game exists, showing an isometric perspective. It also had sprites based on pre-rendered 3D models, much like Rare’s own Donkey Kong Country. Edson also had a pet dog and parrot, named Dinger and Billy.
Rare wasn’t able to complete the game on the SNES, so when development transitioned to the N64, the game also transitioned to full 3D graphics and became a larger scale RPG. They also decided to incorporate the pirates more into the story and theme. However, the game started going through some radical changes.
Edson was replaced by a rabbit protagonist, after the development team was inspired by Conker’s Bad Fur Day. Around this time, they also decided to change the game from an adventure RPG into a 3D platformer.
Here’s the twist, though — this game isn’t technically cancelled, just so far from its original prototype (which you can find video of today) that it’s a completely different game. It eventually came out as Banjo Kazooie, the N64 classic series.
The original vision of Project Dream was halted far into development, but out of that game something beautiful was born in its place. It’s a linear 3D platformer instead of an adventure RPG with pirates (and a human protagonist), but clearly the development turned out alright. Banjo Kazooie and it’s sequel, Banjo Tooie, hold 9s and 10s across nearly every review outlet.
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tomthefanboy · 6 years
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Dream Journal
Me and a bunch of friends we invited to a big family reunion type of event at the house of an acquaintance. Like a big summer barbeque. But the whole thing is like a cross between The Addams Family and House of a Thousand Corpses. A very young Wednesday and Pugsley are pulling pranks on Uncle Hiss, a barely anthropomorphized snake with a head the size of a microwave oven and a party hat on. People are playing frisbee. Gomez is fencing with a dad in cargo shorts. Mother Firefly is drinking sweet tea and gossiping with old ladies on the porch. I hear Baby Firefly's iconic cackle drifting from around a corner of an out building.
The first day people are arriving and catching up and introducing to us and it is altogether kooky. We are laughing and playing with the kids. (We being a cast of dream youths and my half-my-age dreamself). There is a momentary implication that this is a Catholic gathering due to certain parents of high school friends being there and the person who invited us having mentioned they were part of a "big religious family". It also probably was an allusion to the importance of tradition and ritual to these dream people.
Every now and then somebody asks where we are staying and I mention we are in the attic and I am in Otis' room. At that point their faces look crestfallen as if they got bad news. But nobody says why.
I go up to the room, remembering the Otis character played by Bill Mosley. I try and find all the hidden passages and for a while it is like RE7 with no monsters. At one point a southern belle granny comes up to visit and wrings her hands at me staying in Otis' Room. We have a chat about the secret doors and which ones I know he will come through to murder me.
I know that there is gonna be a turn where all the friendly relatives come to kill us or drag us off to a ritual to be killed and it is a tense game of keeping our shit together while I try to convince my friends what is happening, get the keys to a vehicle, get the map to find our way out, and learn where we can grab weapons to fight our way to where the cars are parked.
It had gotten to around midnight and I had convinced the gang of the peril and got a bouquet of flowers with a chunk of rear hidden in it. So it wouldn't draw aggro until i used it. The group was outside near bushes on the far side of the compound from the cars. We had found the map but had to wait for someone to leave the house to grab it.
The plan was for me to get back to the house, get inside, get the map, and meet them at the cars. They would move to a toolshed and blitz the closest dad, take his keys, and fight their way to the cars where we would pile in and start the driving section of this game/nightmare.
Trouble was we didnt k ow how long before the "turn". All the children were gone so that was a bad sign. Family were strolling around the grounds in a wide pattern, only a few still bothering to chat casually. All the most sympathetic faces were out of sight. As if they didnt want to be part of the violence before the ritual (but still complicit). I started strolling across the half acre of grass and weeds to the house, roughly 5 yards behind a slow walking loner.
I figured that if they weren't coming at me then we still had time. As we walked at a painfully slow shuffle, I saw a man on the side of the lawn stop in his tracks, ROTATE, and then begin walking towards me. I paused for a moment (pretending to adjust the flower in my bouquet but really adjusting my grip on the rebar). As I took the next step the man in front of me stopped and swung his head to regard me through dirty hair.
"Sayyy..."he began as his body slowly turned to face me, raising a bony finger in my direction as his other hand stayed tucked out of sight. "Who are those flowwwwwers for...?" He gave a sly grin as he stepped towards me.
I knew that this was it. This was the turn.
It was the furthest I had played, since it was the first time I wasnt killed in my sleep or in the upstairs hallway or bathroom or while waking up the others. I knew that I would have to talk to the grandmother, move to the map room to log its location, and convince my friends sooner next play through.
Not wanting to even bother with combat outnumbered in the open field I quit the game and woke up.
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allcheatscodes · 8 years
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green lantern rise of the manhunters 3ds
http://allcheatscodes.com/green-lantern-rise-of-the-manhunters-3ds/
green lantern rise of the manhunters 3ds
Green Lantern: Rise of the Manhunters cheats & more for Nintendo 3DS (3DS)
Cheats
Unlockables
Hints
Easter Eggs
Glitches
Guides
Get the updated and latest Green Lantern: Rise of the Manhunters cheats, unlockables, codes, hints, Easter eggs, glitches, tricks, tips, hacks, downloads, guides, hints, FAQs, walkthroughs, and more for Nintendo 3DS (3DS). AllCheatsCodes.com has all the codes you need to win every game you play!
Use the links above or scroll down to see all the Nintendo 3DS cheats we have available for Green Lantern: Rise of the Manhunters.
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Genre: Adventure, Interactive Movie
Developer: Double Helix
Publisher: Warner Bros. Interactive
ESRB Rating: Everyone-10
Release Date: June 7, 2011
Hints
Currently we have no tips for Green Lantern: Rise of the Manhunters yet. If you have any unlockables please feel free to submit. We will include them in the next post update and help the fellow gamers. Remeber to mention game name while submiting new codes.
Cheats
Currently we have no cheats or codes for Green Lantern: Rise of the Manhunters yet. If you have any unlockables please feel free to submit. We will include them in the next post update and help the fellow gamers. Remeber to mention game name while submiting new codes.
Unlockables
Achievements
All in the Wrist (15) : Defeated 10 enemies with Blade Whip.
Around the World (15) : Defeated 20 enemies with Mace Storm.
Beware My Power! (20) : Used Ring Surge 10 times.
Big Beat Down (15) : Defeated 20 enemies with Mech Suit.
Big Spender (100) : Purchased all upgrades.
Biot (10) : Cleared mission 7.
Blunt Justice (15) : Defeated 10 enemies with War Hammer.
Central Battery (10) : Cleared mission 3.
Complete Control (25) : Purchased all Ring Power upgrades.
Corruption (10) : Cleared mission 6.
Demolitionist (15) : Defeated 10 enemies with Hover Mines.
Distress Call (10) : Cleared mission 4.
Diversion (10) : Cleared mission 2.
Emerald Knight (100) : Cleared all missions on Emerald Knight difficulty.
Emerald Warrior (50) : Completed the game on poozer or enforcer difficulty.
Fan Favorite (15) : Defeated 10 enemies with Rocket Punch.
Favorite Pastime (15) : Defeated 10 enemies with Baseball Bat.
Full Burn (25) : Purchased all Ring Surge upgrades.
Get Dizzy Y’all! (20) : Made Green Lantern dizzy 10 times.
Hal Knows Jets (15) : Defeated 20 enemies with Jet Fighter.
Hot Pursuit (10) : Cleared mission 8.
Invasion (10) : Cleared mission 1.
Just Getting Started (10) : Performed a 20 hit combo.
Lights Out (15) : Defeated 10 enemies with Piston Blitz.
Locked and Loaded (15) : Defeated 10 enemies with Gatling Gun.
Master Blaster (15) : Defeated 10 enemies with Ring Blaster.
Might Makes Right (25) : Purchased all Attack upgrades.
Mogo is Proud (40) : Collected all 9 Green Meteorites.
Not a Poozer (80) : Gained experience level 10.
On a Roll (30) : Performed a 50 hit combo.
Possession (10) : Cleared mission 5.
Rank Up (30) : Gained experience level 5.
Return to Oa (10) : Cleared mission 10.
Shut Your Mouth (60) : Performed a 99 hit combo.
Synergy (20) : Cleared a mission in Co-op.
Targets Acquired (15) : Defeated 20 enemies with Missile Pack.
There is Hope (40) : Collected all 5 Blue Meteorites.
Ultimate Weapon (10) : Cleared mission 9.
What Goes Up. (20) : Launched 20 enemies.
Willpower (25) : Purchased all Construct upgrades.
Easter eggs
Currently we have no easter eggs for Green Lantern: Rise of the Manhunters yet. If you have any unlockables please feel free to submit. We will include them in the next post update and help the fellow gamers. Remeber to mention game name while submiting new codes.
Glitches
Currently we have no glitches for Green Lantern: Rise of the Manhunters yet. If you have any unlockables please feel free to submit. We will include them in the next post update and help the fellow gamers. Remeber to mention game name while submiting new codes.
Guides
Currently no guide available.
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aion-rsa · 8 years
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Digital Justice: 15 DC Comics Video Games You Forgot Existed
In 2009, the critically-acclaimed “Batman: Arkham Asylum” redefined what a superhero game could be and helped establish the definitive Batman for a new generation. Although the influence of that Rocksteady Studios game can still be felt across DC Comics today, most superhero video games aren’t so lucky. While DC has seen success with titles like “Injustice: Gods Among Us” and abysmal failure with the Nintendo 64’s infamously bad “Superman: The New Adventures,” most games only achieved momentary notoriety before becoming footnotes in the history of the DC universe.
RELATED: 17 Indie Comics Video Games You Forgot Existed
Now, CBR is taking a look back at some of DC’s most forgotten video games. In no particular order, this hardly comprehensive list will be looking at games that were officially released after 1990 and feature DC Comics’ characters in starring roles.
BATMAN: RISE OF SIN TZU
Throughout the 1990s and 2000s, “Batman: The Animated Series” spawned several video game adaptations. While the quality of these games varied, they all shared a sense of design that was based on Bruce Timm’s iconic interpretation of the Dark Knight. In the wake of 2001’s moderately successful “Batman: Vengeance,” Ubisoft’s “Batman: Rise of Sin Tzu” gave gamers one last chance to visit DC’s animated universe on the PlayStation 2, Xbox and GameCube in 2003.
In the 3D brawler, players can take control of Batman, Robin, Nightwing or Batgirl in order to save Gotham City from the Scarecrow, Clayface, Bane and the original character Sin Tzu. Created by legendary artist Jim Lee and writer Flint Dille, Sin Tzu was a strategic mastermind who was meant to become a regular member of Batman’s rogues gallery. While the game received average reviews and still has a decent reputation, Sin Tzu never appeared again outside of the game’s promotional tie-ins.
JUSTICE LEAGUE: TASK FORCE
While Capcom’s Marvel Comics-centric fighting games have been around since the 1990s, DC’s characters struggled to find a suitable fighting ground for years. In 1995, Acclaim, Sunsoft and Blizzard Entertainment gave the Justice League its first official game appearance with the 2D fighting game “Justice League: Task Force” for the Sega Genesis and Super Nintendo.
While the Task Force of that era’s comics featured more obscure characters, this game stars a small roster of traditional Justice League members like Wonder Woman, Aquaman and Green Arrow. Outside of the game’s story mode, players can also fight as the villains Cheetah, Darkseid and Despero. Despite an early chance to see Batman and Superman face off onscreen, the title earned poor reviews that criticized its controls, graphics and lackluster combat. “Task Force” would be the League’s only fighting game appearance for over a decade and Blizzard’s final licensed game before the developer shifted its exclusive focus to its own properties.
SUPERMAN: THE MAN OF STEEL
As many of the entries on this list can attest, most DC Comics-based games have been based on or released in conjunction with a film or televised adaption. In 2002, Circus Freak, Atari and Warner Bros. Interactive bucked this trend with the Xbox-exclusive “Superman: The Man of Steel.” While it shares a name with a movie that would come years later, this game’s primary influence was the 2000 comic book storyline “Superman: Y2K,” where Brainiac unleashed a technology-advancing wave across that Metropolis that literally turned it into the “City of Tomorrow.”
Like the comic, the game follows Superman as he tangles with several of his most famous villains including Mongul, Metallo and Bizarro in addition to Brainiac. In the title, players use Superman’s full power set to fight villains, rescue civilians and find bombs. While the game received slight praise for its story and depiction of a future-infected Metropolis, the title was heavily criticized for its confusing controls and timed missions.
WATCHMEN: THE END IS NIGH
As CBR just reaffirmed, “Watchmen” remains an incredibly rich text that still reveals new depths upon reexamination today. While no adaptation could ever hope to fully capture the intricate majesties of Alan Moore and Dave Gibbons’ masterpiece, Zack Snyder’s film made a valiant effort. In conjunction with the movie’s 2009 release, Deadline Games and Warner Bros. Interactive released “Watchmen: The End Is Nigh” over two installments on the PC, the PlayStation Network and Xbox Live Arcade.
In the 3D brawlers, players can control either Nite Owl or Rorschach in a pre-“Watchmen” adventure that depicts their final days as crime-fighting partners in the early 1970s. While “Watchmen” purists might scoff at the idea of any ancillary adventures, “Watchmen” editor and comics legend Len Wein wrote the game’s story, which expanded on a few details mentioned in the original miniseries. Despite Gibbons’ blessing and some praise for the game’s graphics, both portions of the title received mixed reviews that criticized its repetitive gameplay and short running time.
BATMAN: GOTHAM CITY RACER
In almost every interpretation of Batman, one of the character’s signature gadgets is the Batmobile. In the era when themed racing games like “Diddy Kong Racing” and “Mario Kart 64” were commercial hits, a Batman-themed racing game seemed destined for success. In 2001, Sinister Games and Ubisoft put the Batmobile on center stage with “Batman: Gotham City Racer” for the PlayStation.
Based on “The New Batman Adventures,” the game lets players control the Batmobile as well as Nightwing and Batgirl’s Batcycles in order to round up Batman’s rogues gallery after a breakout at Arkham Asylum. All of this action takes place exclusively on the road as players try to disable the villains’ vehicles in a sparsely populated Gotham City. While the game received a modicum of praise for including clips from the Batman cartoon as cut scenes, it was largely panned for abysmal controls and baffling gameplay decisions focus on time trials rather than any kind of actual racing modes.
GREEN LANTERN: RISE OF THE MANHUNTERS
While Ryan Reynolds fulfilled his destiny as an onscreen superhero with 2016’s “Deadpool,” his turn as Hal Jordan in 2011’s “Green Lantern” received an all-out promotional blitz. Like many superhero movie tie-in games, Double Helix and Warner Bros. Interactive’s “Green Lantern: Rise of the Manhunters” saw Reynolds reprise his role across platforms including the PlayStation 3 and Xbox 360 in 2011.
Serving as a sequel to the film, the game follows Hal Jordan and the Green Lantern Corps as they take on the robotic alien Manhunters in a story penned by veteran comics scribe Marv Wolfman. While the game mirrors the film’s look, some of its features had originally been developed for an unreleased Justice League game that would’ve prominently featured Green Lantern. While the Green Lantern movie was largely panned, the game received mixed reviews that leaned fairly positive. Although reviewers found the gameplay too simple and somewhat derivative of “God of War,” several said that it was a relatively fun, decent experience.
MORTAL KOMBAT VS. DC UNIVERSE
After Capcom stumbled upon an unlikely but ingenious pairing with 1996’s “X-Men vs. Street Fighter,” a meeting between some of DC’s heroes and “Mortal Kombat’s” fighters seemed inevitable. The idea of brawls between Superman and Scorpion or Batman and Baraka remained purely theoretical for a decade, until Midway Games and Warner Bros. Interactive unleashed “Mortal Kombat vs. DC Universe” across platforms in 2008.
In the game, players can chose from a roster of over 20 characters pulled from the two universes. While the Mortal Kombat games are famous for their gory brutality, this title features toned-down finishing moves with only mild dismemberment. While that lighter tone received some criticism, the game sold well and garnered mostly positive reviews that were impressed by its outlandish but cohesive story. After a few years, this title was largely eclipsed by well-received subsequent fighting game released from both franchises. Mortal Kombat ant Scorpion faced off with DC’s characters again in NetherRealm Studios’s 2013 hit “Injustice: Gods Among Us,” and could feasibly show up later this year in “Injustice 2.”
SWAMP THING
After a few low-budget movies in the 1980s, Swamp Thing was all over television screens in the early 1990s. While the character’s live-action cable show lasted for three seasons, his vaguely environmentalist Saturday morning cartoon only lasted for a few episodes. While that show didn’t last for long, it still spawned a line of action figures, and Imagineering and THQ’s “Swamp Thing” for the NES and Game Boy in 1992.
In the 2D action platformer, players can take control of the plant elemental in order to defeat the evil Anton Arcane and his Un-Men. While it doesn’t really invoke the spirit of its Vertigo roots, the game carries over the cartoon’s environmentalist message by rewarding players for collecting and recycling garbage. While a planned Sega-exclusive version of the game would’ve greatly expanded the character’s in-game power set, this title received mediocre reviews that criticized its difficulty, poor controls and lackluster graphics.
BATMAN: DARK TOMORROW
Like “Superman: Man of Steel,” “Batman: Dark Tomorrow” gave players a chance to play as Batman in a comic-inspired adventure years before “Batman: Arkham Asylum.” Developed and released by HotGen and Kemco, this title was originally meant to be an open-world adventure exclusive to the GameCube. After four years in development, the game was released as a more linear 3D action game on the GameCube and Xbox in 2003.
In the game, players control Batman as he tries to stop a gang war between the Ventriloquist and Black Mask, rescue Commissioner Gordon from the Joker and keep Ra’s al Ghul from taking over the world. Despite a nice roster of both major and obscure villains, as well as a well-received story, the game was torn apart by critics for its controls and bug-filled gameplay. Reviewers also took issue with the game’s ending and a hidden ultimate objective that was only explicitly revealed in supplementary real-world materials.
THE FLASH
While the Flash is zooming across screens on his ongoing CW show, the Flash’s first live-action TV series came out in the early 1990s. While that show only lasted one season, it spawned two video game tie-ins. The first game was a fairly standard platformer that was released on the Game Boy during the show’s run in 1991. Two years after show’s cancellation, Sega and Probe Entertainment’s “The Flash” was released exclusively in Europe for the Sega Master System, which had become an afterthought in the American and Japanese markets
In the 2D action platformer, players control the Flash as he tries to free Central City from the control of the villainous Trachmann and the Trickster. With gameplay that’s not too different from Sega’s “Sonic The Hedgehog,” the Flash must collect tokens and activate switches as he races through timed levels. Although the game only received average reviews when it was released, it’s somewhat collectible today.
CONSTANTINE
With so many supernatural games about demon hunters and the like on the market, it’s a little surprising that more magic-based heroes haven’t headlined their own titles. With “Constantine,” Bits Studios, Sci Games and THQ gave DC’s master magician John Constantine his own interactive adventure in 2005. Like the Keanu Reeves-starring film that it’s based on, the game was loosely inspired by the character’s long-running Vertigo series “Hellblazer.”
Released for the PC, PlayStation 2 and Xbox, the game follows Constantine as he fights various demonic opponents under Los Angeles in a third-person adventure filled with horror and action. The title received some praise for an RPG-esque management system and combat that allows players to manage and combine magic powers, gunplay, and melee attacks. While the game has its defenders, most reviews said that the release was a fairly standard movie tie-in that didn’t innovate on the usual movie game tie-in formula.
SUPERMAN: SHADOW OF APOKOLIPS
After the absolute failure of “Superman: The New Adventures,” more commonly known as “Superman 64,” another game based on “Superman: The Animated Series” seemed like a questionable idea at best. With 2002’s “Superman: Shadow of Apokolips,” Infogrames and Atari created a Bruce Timm-inspired adventure that still ranks among Superman’s better video game appearances today. Released on the PlayStation 2 and GameCube, this title accurately captured the style and tone of the DC Animated Universe.
In the 3D action game, players control Superman as he tries to stop Lex Luthor and Darkseid from reviving the intergalactic criminal organization known as Intergang. With much of the cartoon’s cast reprising their roles for the title, the Man of Steel uses his full array of powers to battle with villains like Parasite, Volcana and Livewire. While the game’s existence was initially met with skepticism by critics, it received moderately positive reviews that highlighted its cel-shaded graphics.
AQUAMAN: BATTLE FOR ATLANTIS
Despite years of valiant efforts, Aquaman is still a punchline to most of the general public. While Jason Momoa might still change that in the upcoming films, “Aquaman: Battle for Atlantis” certainly didn’t help the cause. Released for the Xbox and GameCube in 2003, the Lucky Chicken Studios and TDK production is generally considered one of the worst games of the early 2000s.
In the 3D action game, players control the King of the Seven Seas as he tries to defend his kingdom Atlantis from the attacks of Black Manta and Ocean Master. Instead of the character’s traditional orange outfit, this title features the hook-handed, bearded and bare-chested Aquaman that dominated the 1990s. While that era’s other superhero games feature fully-animated cut scenes, “Aquaman” featured silent screen shots that were turned into faux comic panels with word balloons. Contemporary reviews savaged the game for dull graphics, lackluster action, and needlessly complicated controls. After the commercial and critical failure of the title, ports for the PlayStation 2 and Game Boy Advance were canceled.
BATMAN FOREVER: THE ARCADE GAME
In 1995, Acclaim and Probe Entertainment’s “Batman Forever” brought a darker version of Joel Schumacher’s Batman to Sega Genesis and Super Nintendo. With a move set and photo-based character sprites that owed more than a little to “Mortal Kombat,” the game was poorly received and deemed largely unremarkable. The same can hardly be said for Acclaim and Iguana Entertainment’s “Batman Forever: The Arcade Game.”
Released in arcades in 1995 and on PC, PlayStation and the Sega Saturn in 1996, the 2D side-scroller follows Batman and Robin as they battle endless waves of criminals. While “Batman Forever” was criticized for its plain combat, this title’s frantic action was defined by 100+ move combos, grappling hook attacks, exploding items and Super Saiyan-esque special moves. While the game is rather collectible today, it accurately captures the gaudy tone that the Schumacher’s Bat-movies embraced. With bizarre character designs, endless token-collecting and constant onscreen text bursts, the title is a blinding assault on the senses that’s difficult to forget.
THE ADVENTURES OF BATMAN AND ROBIN (SEGA CD)
“The Adventures of Batman and Robin” was probably the best Batman game of the 1990s. While Konami’s Super Nintendo version and Clockwork Tortoise’s Sega Genesis version have different plots, both titles feature impressive side-scrolling action modeled after Bruce Timm’s designs. While those two are fairly similar, they bear no resemblance to Clockwork Tortoise’s “The Adventures of Batman and Robin” for the Sega CD. Despite the game’s title, players never actually control Batman or Robin in this fascinating 1995 release. Instead, this title lets players operate the Batmobile and the Batwing in order to capture various members of Batman’s rogues gallery.
Unlike “Batman: Gotham City Racer,” the graphics are genuinely impressive for the era and effectively evoke the neon noir of the DC Animated Universe. The game also features 17 minutes worth of exclusive fully-animated cut scenes that are sometimes called a lost episode of “Batman: The Animated Series.” Although the system’s graphical limitations kept the animation from looking totally crisp, Kevin Conroy, Mark Hamill and the rest of the show’s cast reprised their roles in these segments. Since this was the second-to-last game released on the Sega CD, these clips remain largely unseen and unknown to generations of Batman fans.
Stay tuned to CBR for all the latest on “Injustice 2” and all of DC’s upcoming video games. Let us know what your favorite DC game is in the comments below!
The post Digital Justice: 15 DC Comics Video Games You Forgot Existed appeared first on CBR.com.
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allcheatscodes · 8 years
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green lantern rise of the manhunters xbox 360
http://allcheatscodes.com/green-lantern-rise-of-the-manhunters-xbox-360/
green lantern rise of the manhunters xbox 360
Green Lantern: Rise of the Manhunters cheats & more for Xbox 360 (X360)
Cheats
Unlockables
Hints
Easter Eggs
Glitches
Guides
Achievements
Get the updated and latest Green Lantern: Rise of the Manhunters cheats, unlockables, codes, hints, Easter eggs, glitches, tricks, tips, hacks, downloads, achievements, guides, FAQs, walkthroughs, and more for Xbox 360 (X360). AllCheatsCodes.com has all the codes you need to win every game you play!
Use the links above or scroll down to see all the Xbox 360 cheats we have available for Green Lantern: Rise of the Manhunters.
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Genre: Adventure, Interactive Movie
Developer: Double Helix
Publisher: Warner Bros. Interactive
ESRB Rating: Everyone
Release Date: June 7, 2011
Hints
Currently we have no tips for Green Lantern: Rise of the Manhunters yet. If you have any unlockables please feel free to submit. We will include them in the next post update and help the fellow gamers. Remeber to mention game name while submiting new codes.
Cheats
Currently we have no cheats or codes for Green Lantern: Rise of the Manhunters yet. If you have any unlockables please feel free to submit. We will include them in the next post update and help the fellow gamers. Remeber to mention game name while submiting new codes.
Unlockables
Currently we have no unlockables for Green Lantern: Rise of the Manhunters yet. If you have any unlockables please feel free to submit. We will include them in the next post update and help the fellow gamers. Remeber to mention game name while submiting new codes.
Easter eggs
Currently we have no easter eggs for Green Lantern: Rise of the Manhunters yet. If you have any unlockables please feel free to submit. We will include them in the next post update and help the fellow gamers. Remeber to mention game name while submiting new codes.
Glitches
Currently we have no glitches for Green Lantern: Rise of the Manhunters yet. If you have any unlockables please feel free to submit. We will include them in the next post update and help the fellow gamers. Remeber to mention game name while submiting new codes.
Guides
Currently no guide available.
Achievements
Achievement List
All in the Wrist (15)Defeated 10 enemies with Blade Whip.
Around the World (15)Defeated 20 enemies with Mace Storm.
Beware My Power! (20)Used Ring Surge 10 times.
Big Beat Down (15)Defeated 20 enemies with Mech Suit.
Big Spender (100)Purchased all upgrades.
Biot (10)Cleared mission 7.
Blunt Justice (15)Defeated 10 enemies with War Hammer.
Central Battery (10)Cleared mission 3.
Complete Control (25)Purchased all Ring Power upgrades.
Corruption (10)Cleared mission 6.
Demolitionist (15)Defeated 10 enemies with Hover Mines.
Distress Call (10)Cleared mission 4.
Diversion (10)Cleared mission 2.
Emerald Knight (100)Cleared all missions on Emerald Knight difficulty.
Emerald Warrior (50)Completed the game on poozer or enforcer difficulty.
Fan Favorite (15)Defeated 10 enemies with Rocket Punch.
Favorite Pastime (15)Defeated 10 enemies with Baseball Bat.
Full Burn (25)Purchased all Ring Surge upgrades.
Get Dizzy Y’all! (20)Made Green Lantern dizzy 10 times.
Hal Knows Jets (15)Defeated 20 enemies with Jet Fighter.
Hot Pursuit (10)Cleared mission 8.
Invasion (10)Cleared mission 1.
Just Getting Started (10)Performed a 20 hit combo.
Lights Out (15)Defeated 10 enemies with Piston Blitz.
Locked and Loaded (15)Defeated 10 enemies with Gatling Gun.
Master Blaster (15)Defeated 10 enemies with Ring Blaster.
Might Makes Right (25)Purchased all Attack upgrades.
Mogo is Proud (40)Collected all 9 Green Meteorites.
Not a Poozer (80)Gained experience level 10.
On a Roll (30)Performed a 50 hit combo.
Possession (10)Cleared mission 5.
Rank Up (30)Gained experience level 5.
Return to Oa (10)Cleared mission 10.
Shut Your Mouth (60)Performed a 99 hit combo.
Synergy (20)Cleared a mission in Co-op.
Targets Acquired (15)Defeated 20 enemies with Missile Pack.
There is Hope (40)Collected all 5 Blue Meteorites.
Ultimate Weapon (10)Cleared mission 9.
What Goes Up. (20)Launched 20 enemies.
Willpower (25)Purchased all Construct upgrades.
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