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#Wumpa Collector
novembrrveryown · 3 years
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Ninja Gamez on a Plane.
- (ig: @modernnotoriety)
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lateuponarrival · 2 years
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👀👀 you got some hot tracks? any song recs?
oh i have SO many song recs. i could recommend music all day
#1 and MOST IMPORTANTLY is mother earth's plantasia by mort garson
https://youtu.be/SZkR3PyHTs0
plantasia is a fantastic album by a pioneer of modern synth music. its always my go-to for song recs because it's so refreshing and charming and moving. nobody does it like mort did. it was a cult classic among vinyl collectors mostly because it was only distributed as a bundle with houseplants from the plant store Mother Earth, hence the name (as well as with simmons mattresses for some reason??)
from here, in no particular order
ALBUM #2: superorganism by superorganism (electro pop/indie pop)
FAV SONG: the prawn song
https://www.youtube.com/watch?v=GQsDFh7BPAQ&list=PLhaXIeRQo7AxLTkYsbWOIp4JUZeXOwtbi
BONUS (similar style): ghosts in the shower by chong the nomad
https://youtu.be/sGokdhM4KQw
ALBUM #3: koi child by koi child (jazz hip hop)
FAV SONG: wumpa fruit
https://www.youtube.com/playlist?list=PLSx6PSVmSb3K8U_4sMxTamrdY8BkAoszw
ALBUM #4: hmayra by shubh saran (jazz fusion?)
FAV SONG: slip
https://youtube.com/playlist?list=OLAK5uy_nTZdT7mQV3Payg7LumUqpOOzCI1qwLZBg
ALBUM #5: the power and the glory by gentle giant (prog)
FAV SONG: playing the game
https://youtu.be/ZgoKwMbPSO8
ALBUM #6: mehliana: taming the dragon by brad mehldau (avant-garde jazz)
FAV SONG: taming the dragon
https://www.youtube.com/playlist?list=PLsrqH4CIIVnYmYe05xWbBSso7ZrhoMo3C
ALBUM #7: friday afternoon in the universe by medeski, martin, and wood (jazz)
FAV SONG: friday afternoon in the universe
https://www.youtube.com/playlist?list=PLeKUR30oiGxsRQw0KV3eS2-NCid60aXG8
ALBUM #8: fastfall - dustforce ost (video game)
FAV SONG: the magnetic tree
https://youtube.com/playlist?list=PLBB4108C5CB4E1DD6
ALBUM #9: yoshimi battles the pink robots by the flaming lips (neo-psychedelia? space rock? dream pop??? what the hell. ok its alt rock)
FAV SONG: ok if you havent listened to this album seriously just listen to the whole thing. its so fucking good. that being said? in the morning of the magicians
https://www.youtube.com/watch?v=eITvHa3YB2E&list=PLX68ZEYlh74uKnyNZo1AbOGlmPRSLmaPO
ALBUM #10: we are the 21st century ambassadors of peace and magic by foxygen (alt rock. its alt rock.)
FAV SONG: san francisco
https://www.youtube.com/watch?v=si8RUjEQ_p0&list=PLC80P4gsPr-bkPPansNS0q5VQ8ofAyM6U
enjoy, and if you want more recs dm me >:)
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ratemyblog556 · 3 years
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Retro Games
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DKOldies' Retro Game Store! Buy used video games, original game systems and old school gaming accessories for sale at the largest family run retro video game online store. Shop all our vintage 100% authentic products, with a free 120 day warranty and free domestic shipping on orders over $10. May 22, 2020 AllGamesAtoZ.com is your source for finding great PC, Mac, Linux and retro games for free that are free, freeware, open source or home brew free games. Retro Gaming Store. Explore our wide range of retro games, consoles and accessories from the biggest names in the industry. Our wide range of retro gaming products includes many classic manufacturers such as SEGA, Nintendo, SNK, Bandai, Atari, NEC, Microsoft and Sony. Chad and Jared Moldenhauer’s run-and-gun retro game pulls from a myriad of eras. Visually, and perhaps most obviously, everything is lovingly hand-drawn to look like a 30’s era Disney cartoon.
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Explore our wide range of retro games, consoles and accessories from the biggest names in the industry. Our wide range of retro gaming products includes many classic manufacturers such as SEGA, Nintendo, SNK, Bandai, Atari, NEC, Microsoft and Sony. Here at RetroPlayers UK we are always on the lookout for new stock that we can offer to help relive those glory days of yesteryear. From finally getting your hands on Bowser and Peach, to collecting your very first wumpa fruit, delve into the past with a classic sense of nostalgia as if those days have gone nowhere at all.
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Browse our extensive range of retro consoles today and explore consoles from PAL, NTSC-J and NTSC-U regions. We aim to stock all platforms from as early as the 80’s such as Nintendo’s Entertainment System or SEGA’s Master System up until the 2000’s with consoles such as SEGA’s Dreamcast, Nintendo’s GameCube, Sony’s PlayStation 2 and Microsoft’s Xbox. Of course we all stock everything released in between from home consoles to iconic portable consoles such as Nintendo’s GameBoy.
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ohshimaacademy · 6 years
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Crash Landed (the reboot we never got)
Following the release of Mind Over Mutant, Radical Entertainment started working on their next game. 2009 went by without a mention of Crash's next big adventure, but the near future would have been very promising... had the division behind the next game not been laid off. Kept under wraps during the entirety of its development, Crash Landed was cancelled before it had a chance to be officially revealed. Luckily, quite a few concepts, images, and videos have surfaced since then, giving us a sizable impression of how it was intended to be like.
Radical Entertainment spent a lot of time coming up with new ideas and deciding what would give Crash his old flare again. The team settled on a reboot of Crash's universe and story, featuring stunning cartoony graphics and a new visual style. Crash himself was planned to show a lot more emotions than the frozen grin he gained a few years prior. Some exaggerated features such as the bushy eyebrows and wacky facial expressions were reminiscent of the old days.
Unlike Crash of the Titans and Mind Over Mutant, development began on the Xbox 360 and PlayStation 3, and it was going to be ported to the Wii afterwards. This conversion process was being handled with unique attention to ensure that the Wii version suffered the least downgrades possible.
A DS version was also being planned, and pitches were being accepted from studios that wished to develop it. One of these studios was Renegade Kid, which produced a playable demo with 3D gameplay. WayForward was another contender, and fittingly enough, their pitch became the basis for Galactic Taz Ball after the game was cancelled.
The game went by at least 2 names during development: Crash Landed and I Am Crash Bandicoot. It is unknown which name was used last, but the second one parodies I Am Legend, which is not too surprising given Radical's penchant for having fun with movie titles.
The game was cancelled after 2 years in development. During the production of Mind Over Mutant, Activision acquired Sierra and all of its subsidiaries, which included Radical Entertainment. During a massive layoff spree in 2010, Activision shut down the Radical division in charge of Crash Landed. Activision's decision to not pass the project to a different studio suddenly halted its progress forever.
One factor that contributed to this decision was a certain lack of tangible results — despite the numerous concepts, animations, and an impressive graphics engine for its time, Radical reportedly had little to show in terms of gameplay, leading Activision to decide the project was not financially viable.
Crash Landed was an origin story, and it was going to be a fresh, new start that retold how Crash came to be the bumbling hero we all know and love. After being mutated by Cortex, he would have gotten entangled with the task of rescuing his fellow bandicoots. Unlike Crash, these bandicoots weren't evolved by scientific contraptions, so they were still small, defenseless critters. They were internally referred to as "bandicutes", and some of the concept art shows that they would sometimes get trapped in dangerous areas until Crash freed them.
Besides Cortex, Dingodile was going to be a major villain in the game, harassing the local bandicoots by shooting them out of a cannon and using his trusty flamethrower. Notably, some entirely new enemies were going to try and stop Crash on his tracks, such as a vicious Land Shark and the queen of a colossal firefly hive (neither of which was an evolved character, just like the bandicoots).
Gameplay
One of the main innovations in the game was an invention system. By finding items and combining them together, you would be able to craft some rudimentary yet imaginative and effective tools. For example, sticking a frog inside a plastic bottle (dubbed the Frogzooka) would let you use its tongue to eat enemies and reel in objects out of reach, or launch Crash with the use of catapults. If you had a couple of extra bottles, you could fill them with fireflies and tie them together with a rope and some sticks to create a Jetpack. Also planned were a hang glider and the ability to ride a wild warthog, just like in the very first game.
Like in the more recent games in the series, Crash was going to have an upgradable health bar. This was coupled with the humorous detail of Crash losing his pants after taking too much damage (ala Ghosts 'n Goblins). Along with some of Crash's iconic moves, he would have retained the ability to climb up certain walls from Mind Over Mutant.
Levels were going to be semi-open, akin to Twinsanity, with linear paths to follow and optional areas to explore. Despite the presence of Wumpa fruits in the concept art, Crash would collect purple pick-up items (most likely Mojo, as seen in Crash of the Titans and Mind Over Mutant).
There were also going to be random weather effects (such as rain) and day/night cycles. While it's unknown if the weather had any effect on the gameplay, the concept art suggests that Crash would encounter much bigger, tougher enemies at night. Other environmental effects included Crash getting mud all over him or waddling through thick grass.
Locations
There were several islands planned for Crash to visit. The first one was Black Rock Island (referred to as Wumpa Island in an unreleased Press Kit). Though lacking ruins and monuments, it bore some resemblance to the second island from the original Crash Bandicoot, featuring a giant tree and some lava caves. Speaking of caves, there was also going to be a firefly nest, where Crash would be forced to fight the hive queen to rescue his fellow, captive bandicoots. Further ahead, Crash would meet (and presumably fight) Dingodile, and along the way, he would create the Frogzooka and the Firefly Jetpack.
The second island was a desert wasteland with a bunch of canyons and a giant oil refinery built around it. Some level geometry was built for it, but no other details have been found. A third island by the name of Crocodile Island is seen in the concept art, featuring a lush jungle ripe with swamps. The final known area was a laboratory where Cortex experimented with animals (both traditional mutations and hybrids like Dingodile). Since this was the place where Crash was created, it's presumed that he would escape Cortex before the game began and wound up on a different island, much like in the first game. Alternatively, the game could have begun in Cortex's lab for some brief moments.
Music
The music was going to be composed by Gabriel Mann and Rebecca Kneubuhl, best known by Crash fans as members of Spiralmouth, the band behind Crash Twinsanity's musical score. The main theme was different in style from other Crash games by evoking the Golden Age of US Animation:
Promotion
Despite the game's cancellation, the Ansell Creative Group, a creative agency in Canada, was working on a Press Kit. It was meant to include a Special Collector's Edition DVD in a fancy case. It would have featured a demo version of the game and a map of Wumpa Island, showing several details about its features as well as the places you could visit in the demo. Not only that, but there was also an idea for the map to include a McDonald's discount for a hypothetical tie-in McWumpa Burger, showing that a valuable effort was taking place to make Crash a relevant icon again.
Crash Bandicoot
Our dashing protagonist, redesigned for the reboot. The characters in this game had a modern approach to their designs that stayed true to their origins. Crash showed a wide variety of expressions like in his early days, and the exaggerated facial features provided an even more cartoony look than before (in fact, the entire game was cel-shaded).
Boar
A throwback to the very first game, Crash could hop on to an unsuspecting wild boar and ride it at high speed.
Nite Creatures
This concept suggests that the enemies Crash would encounter at night were going to be much larger than himself, meaning that the day/night cycle wasn't just there for show.
Thug Bot
One of Cortex's robots, this guy had a cannon inside his mouth.
Lab Grow Fist
According to the artist, this giant fist would come out of the ground and punch Crash if he came close to the platform, retracting with a thumbs-up if it hit him (a reference to Terminator 2).
Squid
Various squid designs.
Buttons
A device and some buttons with a floating platform to be used in Cortex's lab.
Lab Frogzooka Launcher
The Frogzooka, one of Crash's inventions, would let him catapult himself when latched on to certain things, such as this launcher in Cortex's lab.
Light gate / bridge
The artist explains that these gates would individually extend from a loading bay, thus creating a 'light bridge'. Most likely found in Cortex's lab.
Flak Burst
This seems to be a concept for a particle effect of some one
Islands:
Black Rock Island
The first island in the game. The proposed Press Kit that was in the works specifically labels it as Wumpa Island. It's unclear which name came later.
Most of this island's outside areas (and perhaps more) were built before the game was cancelled. The in-game representation looked extremely faithful to this concept art. The giant tree and the caves are evocative of the first Crash Bandicoot's middle island.
Crash would create his first inventions here, such as the Frogzooka, the Firefly Jetpack, and a hang-glider. Playable locations included the island's coast, the aforementioned giant tree, a subterranean firefly nest, and some lava caves.
There were at least two bosses in the island: a large Land Shark and the firefly hive queen. Dingodile was also going to make his first appearance at the far end of the island harassing the local bandicoots, but it's unknown if Crash would have battled him here, as he was also set to make an appearance in Crocodile Island.
Island #2
This unnamed island was a vast wasteland with a lot of canyons, tunnels, and Road Runner-esque rock formations. A giant oil refinery was built around it, dumping oil into the ocean (much like Cortex's power plant dumped toxic waste in the first game).
Crocodile Island
The third island contained a lush, tropical jungle with dense vegetation and a large swamp. Dingodile would make an appearance here burning the place down with his flamethrower.
Crocodile Island - Waterway
A concept for the third island's swamp.
Main Lab
The place where Cortex experimented with small animals, including Crash.
​Bandicoot in a Jar Our friend: Crash, sleeping inside a capsule. Since this game was a reboot, this was likely a scene from the beginning of the game, showing Crash after being evolved in Cortex's lab.
Cortex's Lab (Outside)
A self-explanatory diagram showing Cortex's lab and the activities in each sub-division. The lab is roughly shaped like Cortex's head, suggesting that his design would have been faithful to previous iterations.
Lab 2 (Inside)
Lab 2, where Cortex experimented with small animals. This was the place where Crash was evolved. You can spot a couple of captive, not yet evolved bandicoots, and a collection of gruesome creatures inside pods.
Machinery
Some platforms and devices to be featured in Cortex's lab.
Islands
A montage of various concepts for Wumpa Island and the surrounding islets.
Wumpa Flora
Some of the flora found in Wumpa Island, including sentient (potentially carnivorous) flowers, palm trees, and Wumpa trees.
Sea Urchins
The sea urchins were enemies half-buried in the sand. They looked like rocks and slept peacefully until Crash approached them, at which point they would open their eyes and protrude their spikes in fear.
Firefly Hive
Early in the game, Crash would go down a cave filled with fireflies to rescue his small bandicoot friends, who were being held inside the hive queen's nest. The concept art suggests that the queen was going to be a boss, and fighting her would lead to parts of the cave crumbling down.
Wumpa Island Colors
A color script for some of Wumpa Island's locations, including the firefly hive (bottom-left). The top-right images are actually from Mind Over Mutant (specifically where the Crunch fight occurs), and are in no way related to this game. Some of these images are actually screenshots.
Firefly Jetpack
One of Crash's makeshift inventions, a jetpack made out of two bottles filled with fireflies, a vine, and a couple of bars. The picture on the left is a rough 3D model, while the one on the right is an artist's rendition of the proposed final look.
Caves
Various cave concepts, including one inside a volcano. It is unknown if they're related to the firefly hive.
Badlands
Concepts for the game's desert island, whose name is still unknown.
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