بیوگرافی علیخان صمدف بی شک یکی از بهترین موسیقی هایی که هر یک از ما در شنیدن سازهای بادی می توانیم داشته باشیم آهنگ هایی هست که از علیخان صمدف خواهیم شنید. صدای دلنشین و نوای سحر انگیز بالابان و دودوک این هنرمند آذری آرامش عجیبی ایجاد می کنه که مسلما بار ها و بارها خواهید شنید. بیوگرافی: علیخان صمدف Alihan Samedov نوازنده و آهنگساز بزرگ آذربایجانی(تولد 1964) یکی از برترین و مشهورترین چهره های موسیقی فولکلور، باستانی و عرفانی آذربایجان است. وی در نواختن 6 نوع ساز بادی مختلف به درجه استادی رسیده است. 'بالابان' ساز نخستین او و کلارینتف، دودوک، زورنا، آبوا و ساکسیفون دیگر سازهای او هستند. وی همچنین در سالیان اخیر گرایش سبک خود را به سمت موسیقی تلفیقی و حتی در مواردی به سمت استفاده از ابزارهای الکترونیک و رایانه ای روی آورده است که در نوع خود کم سابقه و بسیار شجاعانه تلقی می شود. علیخان با دریافت 3 جایزه بین المللی همچنان یکی از بزرگان و مشاهیر موسیقی آذری و عرفانی مشرق زمین به شمار میرود. ![]() YouTube - Enhanced for Musicians Use our musician-friendly way to search, save, share, and work with YouTube videos! Save Practice Videos & Loops You can save a group of videos for a song you're learning, and then save loops inside each song. The next time you have to learn that song for a gig, you can quickly open those videos and loops, and then start practicing. • Loop sections of videos • Save and share your loops • Add a delay prior to repeating loops • Video controls don't auto-hide Share Your Video Collections Save and share collections of videos that all open together, along with your notes. ![]() This is great when you're working with other musicians to learn a song. Questions, feedback? We would love to hear from you! ![]() ![]() ![]() Loop sections of Alihan Samedov - Daglar Oy with our loop control on YouTube for Musicians! Sari Gelin is a folk song of Azerbaijan.Sarı Gelin has many different lyrical interpretations in many. Alihan Samedov ve Balaban Grubu. 3,535 likes 5 talking about this. ALİHAN SAMEDOV VE BALABAN GRUBU'NUN RESMİ. Alihan Samedov & Brilliant Dadasova (Sari gelin). BERUSSA,BERUSSA MUSIC&ART,Berussa Anatolia, Berussagroup,www.facebook.com. Mix - Alihan Samedov - Sarı GelinYouTube Sami Yusuf - Sari Gelin - Duration: 3:34.
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This is a recut version of the famous Alien Cocoon Scene I put together, using footage from the original deleted scene from the collector's edition laserdisc, the 2003 director's cut, and some documentary footage. A lot of it is color corrected, and there is extensive sound work. Fox owns this and stuff. This belongs to the respective owners and stuff. I am not uploading this to infringe on anyone's rights, only to show my abilities as an editor. Please don't take this down for copyright. ![]() Fans of movies love to see alternate or longer versions of their favorite movies. There are basically two different types of extended cuts for the most part, a DIRECTOR’S CUT and a SPECIAL EDITION. What is the difference between a “Director’s Cut” and a “Special Edition”? ![]() 0:08:29: Ripley is sitting on a bench and looking at a clearing. The camera slowly makes a curve and we see that it is only a projection on a video wall. Apr 25, 2008 Aliens 1986 The Tunnel Please Comment Rate and Subscribe ^^. I remember reading the back of a Laserdisc, an album sized video disc, in 1991 of James Cameron’s Special Edition of THE ABYSS, and shortly after a laserdisc of ALIENS special edition, where Cameron clearly wrote that these are NOT “Director’s Cuts”. Contractually, James Cameron had final cut on the theatrically released films, so his cut was the one released. The concerns about running time and the impact that has on box office returns is a part of his job and duty, he went on to say. Home video affords him the opportunity to add back in scenes and for James Cameron, whole subplots back into the film and they can be seen as alternate versions, and thus “Special Edition” is the apt title for these versions.Usually a “Director’s Cut” implies that the studio or the producers made editorial decisions against the wishes of the director. In the case of James Cameron, he was fired from his first feature film, PIRANHA 2 THE SPAWNING and he did not have final cut. He vowed and has upheld that he would contractually have final cut on every movie he directs. After the debacle of what happened to Ridley Scott on BLADE RUNNER, you would think he would have similarly made sure, but even as recent as 2005, over 20 years later, he still has to release a Director’s Cut of KINGDOM OF HEAVEN because the theatrical version was not what he intended, although there have been extended Special Editions of BLACK HAWK DOWN and GLADIATOR released, that are not considered “Director’s Cuts” because in his DGA contract, he had final cut on those films.Peter Jackson got proven right when he made KING KONG. During the LORD OF THE RINGS and the huge success of the “Special Editions” (not “Director’s Cuts”), when asked why he didn’t release the extended cuts of the films, he said that the only reason people say that is because they have something to compare them to, and that the initial films were very popular. With KING KONG, the main criticisms (including my own) are that the theatrical cut (technically a “Director’s Cut”) was too long and self indulgent. He even then released a LONGER “Special Edition”. ![]() ![]() ![]() Travel down the rabbit hole and join Alice, one of literature’s most beloved heroines, in her madcap adventures. Featuring updated songs from Disney’s thrilling animated motion picture, Disney’s Alice in Wonderland JR. Is a fast-paced take on the classic tale. The ever-curious Alice’s journey begins innocently enough as she chases the White Rabbit. Dec 15, 2009 From Walt Disney Pictures and visionary director Tim Burton comes an epic fantasy adventure ALICE IN WONDERLAND, a magical and imaginative twist on. More - Production Co - Walt Disney Productions Directors - Clyde Geronimi, Wilfred. Explore the curiously wondrous world of Walt Disney's animated classic Alice in Wonderland aboard an oversized Caterpillar! The angry Queen of Hearts exclaims, Off with their heads! Don't Be Late, Your Adventure Awaits. Journey down an enchanted rabbit hole into the topsy-turvy realm of Wonderland. Her adventures become increasingly more strange as she races the Dodo Bird, gets tied up with Tweedle Dee and Tweedle Dum, raps with a bubble-blowing Caterpillar and beats the Queen of Hearts at her own game! Roles are plentiful, including three Cheshire Cats and dozens of other wonderfully wacky characters, providing plentiful opportunities to showcase students of all different musical skill levels. A chorus of kids playing in the park, rock lobsters, talking fish, royal cardsmen, unbirthday partiers, as well as a group of mean-girl flowers, allows for a highly expandable cast size. I am a Drama Club Advisor of an elementary school in NJ. I am so torn over which show to choose, so if anyone out there is willing to advise me, here is what you may need to know to form an opinion:* My Drama Club is only made up of 5th and 6th graders. Enrollment is generally between 80-90 students. Last year's production had a total of 92 kids.* The program is rapidly growing, and since our first Jr. Musical five years ago, the quality has improved, the interest has grown, and we are now very 'noticed' by administrators. The pinnacle of what we have accomplished was last year's production of The Little Mermaid, Jr. I want to live up to that pressure.* I always hated when teachers or directors chose a show with a certain person in mind for a certain role, but I can't hide the fact that I have an incoming 6th grader who is PHENOMENAL. When I say she will most likely sing on Broadway one day, I mean it sincerely. She was my Ariel last year, and I would love to feature her, as this will be her last year in my Drama Club.* Finally, my participation from the boys is always unknown. Over the past two years, I was able to do Seuss Jr. And Mermaid Jr. So successfully because of the boys I had for male leads. I may get a good number of boys this year, but I'm not quite sure about the amount of boys who will be able to carry a show or even successfully do a lead role.ANY help, advice, opinions, information you can give me would be so very much appreciated. Thank you in advance!:). This Disney feature-length cartoon combines the most entertaining elements of Lewis Carroll's Alice in Wonderland and Through the Looking Glass. Chasing after the White Rabbit, who runs into view singing 'I'm Late! I'm Late!,' Alice falls down the rabbit hole into the topsy-turvy alternate world of Wonderland. She grows and shrinks after following the instructions of a haughty caterpillar, attends a 'Very Merry Unbirthday' party in the garden of the Mad Hatter and the March Hare, stands in awe as the Cheshire Cat spouts philosophy, listens in rapt attention as Tweedledum and Tweedledee relate the story of the Walrus and the Carpenter (a sequence usually cut when Alice is shown on TV), and closes out her day with a hectic croquet game at the home of the Red Queen. The music and production design of Alice in Wonderland is marvelous, but the film is too much of a good thing, much too frantic to do full honor to the whimsical Carroll original, and far too episodic to hang together as a unified feature film. One tactical error is having Alice weep at mid-point, declaring her wish to go home: This is Alice in Wonderland, Walt, not Wizard of Oz! Its storytelling shortcomings aside, Alice in Wonderland is superior family entertainment (never mind the efforts in the 1970s to palm off the picture as a psychedelic 'head' film). This is how the story of Alice in wonderland SHOULD be done Tim Burton. That aside, Alice in Wonderland is probably one of Disney's most creative animated films to date just due to how crazy they could go with tis story seeing how nothing makes sense in this nonsensical animated world of Wonderland. Alice is probably one of my favorite animated film leads and the side characters are some of Disney's best, mainly the Mad Hatter and March Hare even though they aren't even in the film for fifteen minutes. My favorite character however is the Cheshire Cat, not just for how Sterling Holloway portrays him, but also how you never know what side he is on, if he's a good guy or a bad guy, and I really enjoy characters that are done like that. The music is also very good for the film, my favorite being the story of the carpenter and walrus just for how strange it is. A classic retelling of Lewis Carroll's Alice in Wonderland, this is one of the strangest films in Disney's catalogue. I remember watching this as a kid, and thought it was really creepy for some odd reason. Maybe it was the Cheshire Cat with that grin of his or the Mad Hatter. Either way, Alice in Wonderland was one of those Disney films that creeped me out, and I thought it was a good film, but it kind of made me feel uneasy. This is nonetheless a good adaptation of a classic tale. This is a great film that might make you raise an eyebrow or two, however if you love Disney films, then this is yet another one worth checking out. Alice in Wonderland sure is an eccentric, surreal cinematic experience, but it's also one that you'll never forget. The film has colorful characters and a good cast. Like I said, Alice in Wonderland is weird, but it is definitely an entertaining film, one that will definitely appeal to Disney enthusiasts. Of all the films that Disney has put out, Alice in Wonderland may be the one that stands out the most. The sheer eccentricity of the film has made its reputation secure among fans of Disney. The film is definitely out of this world and very different from others in Disney's past. For what it's worth, this is still a must see film if you want to check all the essential Disney classics, as this is one of the most memorable of them all. 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Date of birth. ![]() ![]() ![]() Original European boxart (former) (acquisition) Realtime Worlds (acquisition) Distributor(s) K2 Network (acquisition) ARCgames.com (PlayStation 4 & Xbox One) Release date(s) Microsoft Windows ‹See Tfd› •: 29 June 2010 ( 2010-06-29) •: 1 July 2010 •: 2 July 2010 Xbox One 3 June 2016 PlayStation 4 ‹See Tfd› • WW: TBA 2016, Mode(s) APB: All Points Bulletin is an for developed by Realtime Worlds and was acquired by Reloaded Productions, which is part of the GamersFirst company. Based in and featuring two factions, Enforcers and the Criminals, players can form sub-groups in either faction and carry out missions. The game design was led by, who created the original and, and was developed. It was released on June 6, 2010 in and. After Realtime Worlds was placed into on August 17, 2010, the servers for online play were shut down later that year, but were reactivated when online gaming company purchased APB for £1.5 million and relaunched it under their subsidiary company Reloaded Productions as a free-to-play game, renamed APB: Reloaded. On January 22, 2015, announced versions of the game for the and in collaboration with Reloaded Productions and The Workshop Entertainment for release in Q2 of 2015. It has since passed this deadline, with no official announcement on a new release window. Gameplay APB: All Points Bulletin takes place in the modern-day city of San Paro where there is a constant battle between Enforcers and Criminals, and the player will need to decide to which faction they want to belong. Gameplay typically consists of the two sides fighting one another in missions, where one side must complete a series of objectives with the other side attempting to stop them doing so. For example, several Criminal players may rob a convenience store within the game; the game will then seek out one or more Enforcer players of equivalent skills and other criteria and will issue an all-points bulletin for them to stop the robbery and apprehend or eliminate the Criminals. Players earn money for participating in these missions, which can then be used to upgrade weapons, vehicles, and their character appearances, all of which influence the game. The game is played in the third person perspective. Upgrades, equipment, weapons, vehicles and clothing can be purchased from various contacts around the city (or can be alternatively bought through terminals in the social district), while ammunition is bought from vending machine-like terminals. ![]() ![]() Both the contacts and the 'vending machines' are scattered throughout the main three districts of the city. Two of the districts feature their own fully persistent portions of San Paro, with their own pedestrian AI and a dynamic day/night cycle, along with certain contacts and missions. The third district acts mainly as a social component, being much smaller, having no pedestrians, restricting weapon and vehicle access, and featuring garages, auction houses, music studios, and several other (NPC) terminal shops. While in the third district, players, even if they're from opposing factions, cannot harm each other and may only interact through chat. In the other two districts, players are allowed to attack each other (so long as they are from opposing factions) during certain mission scenarios and/or if a player has a bounty on his head. When outside of these missions players can still draw and use weapons, but bullets, grenades, etc. Will not work on other players, even those from an enemy faction. This prevents and. There are also two other districts under the category of 'fight club'. These feature pure (PvP) environments for more experienced players and clans. Depending on faction, players will have either a Prestige or Notoriety level, going from 0 to 5. This level goes up as the player successfully performs actions that help their faction's cause, such as killing players of the opposing faction, completing missions successfully, or by engaging in activities unique to their faction. Such unique faction actions include mugging pedestrians for Criminals, or arresting Criminals for Enforcers. The level decreases as the player hinders their faction; for instance, team-killing, dying, and destroying city objects as Enforcers. This game is rated teen. The game houses an in-game music system similar to. It features established acts, but also emerging artists including Honey Claws, Atlas&i, Avosetta, Negative pH, and Pendulum. The game allows players to import music into the music player. If other players also have the same song imported to their music player, they will hear the music on the player's car radio. If another player does not have the same song imported, will select a similar song to play instead. You can also create your own music using the music editor options available in the social district. Development APB has been described by Realtime Worlds executive Colin MacDonald as being 'the bastard child of everything we've been striving towards over the 15–20 years' and a culmination of 'what [David Jones has] always wanted to do from and before and APB.' APB was planned as early as, initially as a and title, and intended as the flagship title for the then-newly founded studio created. Then, it was planned that the Xbox 360 release would be in. In the interim time, Realtime Worlds developed the video game, released in, which bore some resemblance to the concepts that were to be in APB. At the 2008, David Jones stated that APB would be released in. Jones noted that APB would be more like a with players interacting with up to 25 other players at the same time. He also noted that the game compared well to the typical style of fantasy or sci-fi 'multiplayer online' games such as, but did not expect to compete with those games, as the concept was different. On 14 April 2008, Realtime Worlds announced that it had raised 50 million for APB and other future projects. However, he confirmed that Realtime Worlds was now looking at a release. In this same announcement and subsequent interviews, the company stated that that game was now scheduled for release on Microsoft Windows in 2009, and with options for eventual versions on the Xbox 360. On 21 April 2008, Realtime Worlds announced that it had reacquired the global distribution rights for APB, significantly amending the arrangement made in 2005 with. An industry rumour suggested that Realtime Worlds planned to sell the game to in order to re-craft it as a, though Realtime Worlds denied these rumors. In June 2009, Andy Eddy from teamxbox.com reported, 'Not only did a spokesperson indicate to me after the announcement that the title was being developed for Xbox 360, during today's presentation [at ], Realtime's Dave Jones said that the first consideration would be the PC release, and then it'll come to the console side. So, while what follows isn't strictly for the Xbox 360, it seems that Realtime Worlds sending the game our way is a definite. If everything that I saw today actually comes to our favourite system, we should all be very, very happy.' In July 2009, EJ Moreland from Realtime Worlds made it clear that APB would be a PC release only for the first release, but they would be looking at the possibilities for a console version. A PC ran from 19 October 2009 to 4 June 2010. This was followed by an which ran from 12 June 2010 to 19 June 2010. On 30 April 2010, a press release was published by official fansite APB Evolved that included pricing information and release dates: 29 June 2010 in North America, 1 July in Mainland Europe and 2 July in the United Kingdom. A -like system was used, where players purchase game time for action districts, either by purchasing hours or by opting for an unlimited playtime option for 30 days. Players were required to purchase a copy of the game which included 50 hours of initial game time. Both the game and the website were available in French, German, Spanish, Italian, Russian and English. Development costs were in excess of $100 million. APB: Reloaded is published by GamersFirst in every country except in, which is published by the Brazilian developer and publisher and, which is published by Innova Systems. Shutdown and relaunch On 17 August 2010, Realtime Worlds was placed into. The administrators intended to keep the company trading whilst they attempted to find a buyer for the firm. If a buyer could not be found then the long-term future for the game was uncertain. On 16 September 2010, Realtime Worlds announced APB servers were to be shut down 'soon' with no specific date given. On 11 November 2010, online games company purchased APB for £1.5 million. No time frame for re-release or reactivation of servers was announced. On 16 November 2010, K2 Network's subsidiary company Reloaded Productions announced that APB would be re-launched during the first half of 2011 as a game, renamed APB: Reloaded. Reception Reception to APB has been mixed, with the game holding a 58% average on as of February 2016. Initial reviews included giving the title 55/100. And giving APB a 6/10 awarded APB a grade of D and gave a 35/100. Other reviews were higher, with giving a 77/100 and granting a 7/10. The main criticism includes the game feeling unfinished and underdeveloped. Review embargo APB 's release was met with some criticism due to a review embargo, planned to last until a week after release. Whilst review embargoes are commonplace in games journalism, the length caused a large backlash in the reviewing community. John Walker from stated 'Whatever their reason is, they've crossed a very obvious, very ridiculous line. When anyone anywhere can post a review to their blog, a comments thread, or a site's reader reviews section, it's beyond daft to think that the site itself cannot.' Realtime Worlds responded by stating 'Before finalizing reviews, we want you to experience the full, rich experience of APB as it is meant to be seen. We want you to see wild customer customizations, player progression and clans making an impact on the living, breathing city of San Paro. This key code also therefore grants you, along with our pre-order customers, VIP early access before the official launch day; 26 June in North America and 28 June in Europe.' • ARCgames.com:, retrieved 2015-1009-2001. Retrieved 5 December 2010. 30 April 2010. Archived from on 10 June 2010. Retrieved 30 April 2010. • Hryb, Larry (3 June 2016)... Retrieved 3 June 2016. • McWhertor, Michael (22 January 2015)... Retrieved 14 March 2015. 16 November 2010. Retrieved 22 May 2011. 22 January 2015. Archived from on 3 April 2015. Retrieved 14 March 2015. Realtime Worlds. 16 November 2007. From the original on 26 February 2008. Retrieved 23 February 2008. 30 June 2010. From the original on 5 July 2010. Retrieved 2 July 2010. • 27 March 2010 at the. • Rossignol, Jim (5 August 2008)... From the original on 5 August 2008. Retrieved 5 August 2008. • Thorsen, Tor (25 June 2009).. Archived from on 11 December 2008. Retrieved 23 February 2008. • Magrino, Tom (21 February 2008).. Retrieved 23 February 2008. • Faylor, Chris (14 April 2008)... Retrieved 14 April 2008. • French, Michael (15 April 2008).. Retrieved 16 April 2008. 21 April 2008. Archived from on 11 December 2008. Retrieved 21 April 2008. 21 April 2008. Retrieved 21 April 2008. • Purchase, Rob (8 May 2008)... Retrieved 8 May 2008. Archived from on 22 July 2010. Retrieved 22 September 2010. 20 October 2009. Retrieved 15 June 2010. • 30 April 2010 at the. • Stuart, Keith (27 August 2010).. The Guardian. Retrieved 14 December 2011. Ten Ton Hammer. Retrieved 12 January 2013. Retrieved 12 January 2013. 26 October 2011. Retrieved 12 January 2013. 16 September 2010. Retrieved 22 September 2010. • Robert Purchese.. From the original on 13 November 2010. Retrieved 11 November 2010. • Wesley Yin-Poole (16 November 2010).. Retrieved 22 May 2011. From the original on 20 August 2010. Retrieved 22 September 2010. From the original on 3 September 2010. Retrieved 22 September 2010. • Rob Fahey (2 July 2010).. From the original on 20 August 2010. Retrieved 22 September 2010. Retrieved 22 September 2010. From the original on 7 August 2010. Retrieved 22 September 2010. • Kolan, Nick (9 July 2010).. From the original on 15 September 2010. Retrieved 22 September 2010. Retrieved 22 September 2010. • Mackey, Bob (6 July 2010).. APB Review for PC from 1UP.com. Retrieved 3 February 2016. Rock, Paper, Shotgun. From the original on 19 September 2010. Retrieved 22 September 2010. External links •. TA Score for this game: Posted on 29 September 09 at 13:35, Edited on 07 April 13 at 04:54 This review has 16 positive votes and 0 negative votes. Please log in to vote. Description The first game released by the Behemoth (better known for their later hit, Castle Crashers), Alien Hominid HD is a visually touched-up version of their Gamecube/PS2/Xbox conversion of what was once a Flash game. Alien Hominid is a 2D side-scroller. The plot is straightforward: you are an awesome alien who is shot down and crashes into earth. Your ship is stolen, you must get it back, shooting, slicing, and biting your way to victory. The main game is 16 levels spread over three chapters. In addition, it comes with seven mini-games. Two players can locally play the main campaign, and some of the mini-games support up to four players via Xbox Live. Now, to the meat & taters of the review: Graphics/Sound (7/10) This is definitely the shiniest version of Alien Hominid. The game benefits from its HD make-over, and fans Dan Paladin's art style are going to have a blast with the various characters and enemies he drew. However, a lot of the background scenery is forgettable and not worth a second glance. This doesn't hurt game-play, but with so many games that even make stunning backgrounds (for those that choose to examine them), this one ends up being pretty average on that score. Audio works well for Alien Hominid. ![]() I found the music catchy without ever becoming annoying, and the sound effects for the weapons work well (in an arcade style rather than taking a realist approach). For me, audio that doesn't call attention to itself is good audio, and Alien Hominid pulls that off. Controls (6/10) I think nothing kills a 2D-scroller like bad control design. Alien Hominid HD thankfully avoids a bad control setup, but it also isn't much improved upon the average structure. Buttons for jumping and attacking are laid out well enough, though some of the moves felt a bit uncomfortable to my hands to execute. Alien Hominid: Shooting Game, Your UFO has crash landed, and the FBI is out to get you! Time to take them out! ![]() ![]() ![]() By-and-large this wasn't a huge deal.Alien Hominid is not a platformer so one doesn't need super precision. However, anything that requires a lot of repeating (or is needed during critical game spots, such as boss fights), should feel smooth and fluid. My biggest control gripes would be trying to jump while charging the weapon for a super blast, and using the crouch mechanic from an elevated position. The former can be done but felt clumsy to me, so much so that generally if I had to jump I didn't bother trying to charge my gun. As to the latter, the problem is crouching and pushing the jump button results in jumping down from your elevated position. This is fine, unless you need to stay up top and jump over something. This was mainly a minor annoyance, till the final boss fight, where a wrong jump would have fatal results. The bottom-line is a boss fight should never be hard just because the controls stink. Story (5/10) Alien-crashes-and-must-retrieve-spaceship. It's not a bad story, and it's not a good story. It's an average story that serves the game well enough without being noteworthy in its own right. Replay Value (5/10) The game is very difficult. One hit kills the Alien (except on Easy, where you get a one-hit shield so you actually die on the second glorious shot). As such, this is very traditional in its challenge rating. However, any level you clear you may start from in the future, on any difficulty setting. Given this, even the Win on X Difficulty achievements are straightforward and require very little time investment. Some of the other achievements will take a bit longer (or a lot if one has trouble completing some of the skill-based ones), but almost all of them are simplified by playing in particular levels and so little full replay need is achieved through that. I'd say collecting all the hats probably does the best job at upping the replay value. The saving grace for Alien Hominid HD comes from the PDA games (the mini games). Those do provide a replay outlet of sorts, so those bored and done with the main story but wanting to enjoy the artwork do have another venue. Overall, though, I'd say this is pretty average in the replay department (something they improved on greatly for Castle Crashers, but that's another review). 'Fun' Factor (7/10) Despite the replay and control issues I noted, I think this game ranks pretty high in the fun department. I was afraid this would have been too difficult for me to get into, but with the ability to start from any level you cleared, even someone like me was able to make visible progress at a reasonable pace. The Alien itself is just a fun sort of creature. You do fairly horrific kills, but the context is humorous, as if even the very destructive force of the Alien is channeled into some form of.cuteness. Even though I've beaten the game and have all the achievements, sometimes I find myself going back to the story and replaying a couple levels with some of the more interesting bosses, either to experience those particular fight gimmicks again or just to enjoy the art. Overall score average: 6.0 Score-to-Star Translation Guide: 5 stars: 9.01 to 10 (out of 10) 4.5 stars: 8.01 to 9 4 stars: 7.01 to 8 3.5 stars: 6.01 to 7 3 stars: 5.01 to 6 2.5 stars: 4.01 to 5 2 stars: 3.01 to 4 1.5 stars: 2.01 to 3 1 star: 1.01 to 2 0.5 stars: 0 to 1. November 18, 2004 • PlayStation 2 & Xbox •: November 21, 2004 (PS2) •: May 27, 2005 GameCube •: November 23, 2004 Mobile •: May 23, 2005 Gizmondo •: 2005 Game Boy Advance •: February 3, 2006 •: April 2007 Xbox Live Arcade • WW: February 28, 2007 iOS • WW: December 8, 2011 Mode(s), Alien Hominid is an video game developed. The game was developed from a originally released on in August 2002. Released the game for and in North America in 2004, whilst released the game in Europe for PlayStation 2,, and in 2005. The Xbox version is not compatible with. A port for the, co-developed by, was also released in Europe in 2006. A version titled Alien Hominid HD was released for on February 28, 2007. Contents • • • • • • • • Gameplay [ ] The game is a side-scrolling shooter in a similar vein to games like, where one hit instantly kills, and can be played simultaneously with one or two players. Players play as the titular hominid who has to fend off waves of secret agents. His main arsenal is a blaster, while players can also melee close-up enemies and use a limited number of grenades. Advanced moves include rolling under shots, jumping on and biting off enemies' heads, temporarily scaring other enemies, and digging underground and dragging enemies down with them. Players can collect a variety of power-ups which simultaneously give players extra grenades, a shield and unique ammo. Players can also drive vehicles, ride on top of a monster and pilot a UFO. Completing certain tasks will unlock hats the players can dress their Hominid in. The main game features sixteen stages spread across three areas, Urban, Russia and Area-51. Outside of the main game, there are three multiplayer modes; Challenge, Neutron Ball and Pinata Boss, a PDA game, featuring around 200 levels and a level editor, and a retro minigame, Super Soviet Missile Mastar. The PAL version contains an extra mode, All You Can Eat, while the PDA level editor is absent from the XBLA version. Differences between U.S. And European releases [ ] When the PAL version was developed for Europe in 2005, a number of new features were added. • instead of (at least on version) • 25 levels built by U.S. Fans were added to the 200 level PDA Game. • A 'replay rewind' function was added to single-player allowing play at any point in a level. • A brand new 2-4 player mini-game called 'All You Can Eat', featuring the Fat Kids, was made exclusively for the PAL version. It is a button masher where you have to eat all of the food in front of you to win. This idea was later re-used in The Behemoth's next game,, under the title 'All You Can Quaff'. • A glitch in level 3-5 that allowed a player to get massive numbers of points was removed. Development [ ] Alien Hominid began as a flash game developed by programmer Tom Fulp and animator, which was released on in August 2002. It is often referred to as the Alien Hominid 'prototype' by The Behemoth. Inspired by side-scrolling shooter games such as, the flash game features a little yellow alien who has crash landed on Earth and must fight through countless, bloodthirsty striving to capture him. The game consisted of one level containing two bosses, who would later reappear in the retail version. It became very popular among the online gaming set and has currently been played over 20 million times. Later in the year, then-co-worker John Baez approached Paladin as a fan of Alien Hominid. He suggested that Paladin and Fulp make a console version of the game, even offering to produce the game. Paladin and Fulp agreed, forming. In the course of two years, Alien Hominid became a much larger project than its online prototype. While 3D graphics were considered initially, The Behemoth decided nothing compared to the traditional 2D stylings of the prototype. The art of Paladin, who drew all visual aspects of the game by hand, became much more refined (though still cartoon-like and inviting). The project was entirely re-coded for consoles, and many new gameplay features were created. Matt Harwood of Petrified Productions, who had previously worked with Paladin, created all of the music for the game. DJH has been credited with extensive play-testing, citing Alien Hominid as 'the pinnacle of arcade entertainment'. Press [ ] Even before its release, Alien Hominid received notice in gaming magazines such as Play,,,, and even popular non-gaming magazines such as. In reviews for the game, it was critically acclaimed for its old-school style gameplay, tough level of difficulty, and quirky humor. The game also won many small awards, most notably at the (for Innovation In Visual Arts, Technical Excellence and the Audience Award). Copies of the game are sold primarily through its online website,, for ten dollars (American). The website also offers merchandise such as skate decks, T-shirts and action figures. The website was developed by Tom Fulp. Alien Hominid became one of the games spoofed by on June 3, 2008. Legacy [ ] Hominid appears during one of the levels in The Behemoth's 2nd game,, using a lance weapon based on his ray gun. He is playable to anyone who has also downloaded Alien Hominid HD on the XBLA version, while he is unlocked by completing said level on the PlayStation Network and Steam versions of the game. The green eyeball from an early boss fight also appears as an Animal Orb, firing lasers at enemies. Hominid appears as a playable character in Team Meat's, another game that originated as a flash game on Newgrounds. [ ] The Super Soviet Missile Mastar minigame from Alien Hominid was released as a free app for on February 7, 2011. An improved version of the PDA Games minigame was released for iOS on December 9, 2011. Developer Tom Fulp has cited the PDA Games as being the inspiration for The Behemoth's third game,, which features unlockable Hominid character heads for those who own Alien Hominid HD. Reception [ ] Reception Review scores Publication Score 6/10 8/10 B− B− 8.4/10 7.4/10 8.4/10 8.5/10 8.1/10 8.1/10 8.5/10 3.5/5 7.5/10 Aggregate scores 88% 82% 79% 81% 76% 78% 95/100 78/100 78/100 76/100 79/100 The game received 'generally favorable reviews' on all platforms except the Game Boy Advance version, which received universal acclaim, according to the website. • • Webber, Scott (July 20, 2006).. Console Monster. Archived from on July 22, 2012. Retrieved July 15, 2016. • Dunham, Jeremy (February 18, 2005)... Retrieved July 15, 2016. • Mega64 (June 3, 2008)... Retrieved July 15, 2016. • Revak, Kelly (January 11, 2011).. The Behemoth. Retrieved July 15, 2016. • Revak, Kelly (February 7, 2011).. The Behemoth. Retrieved July 15, 2016. • ^ Fulp, Tom (December 9, 2011).. • The Behemoth (April 2, 2013).. • Gillen, Kieron (June 14, 2005)... Retrieved July 16, 2016. • Reed, Kristan (February 28, 2007).. Retrieved July 16, 2016. • ^ Liu, Johnny (December 28, 2004)... Retrieved July 16, 2016. • Davis, Ryan (November 18, 2004)... Retrieved July 16, 2016. • Stuart, Keith (June 15, 2005).. Retrieved July 16, 2016. • Davis, Ryan (November 18, 2004).. Retrieved July 16, 2016. • Gerstmann, Jeff (March 1, 2007).. Retrieved July 16, 2016. • Schiaparelli, Frank (November 19, 2004)... Retrieved July 16, 2016. • ^ Sulic, Ivan (November 9, 2004).. Retrieved July 16, 2016. • Brudvig, Erik (March 1, 2007).. Retrieved July 16, 2016. • 'Alien Hominid (GC)'.. January 2005. • Davison, John (January 2005)... Retrieved July 15, 2016. • 'Alien Hominid HD'.: 74. February 2007. Retrieved July 15, 2016. Retrieved July 15, 2016. Retrieved July 15, 2016. Retrieved July 15, 2016. Retrieved July 15, 2016. Retrieved July 15, 2016. Archived from on September 13, 2008. Retrieved July 15, 2016. Retrieved July 15, 2016. Retrieved July 15, 2016. Archived from on September 13, 2008. Retrieved July 15, 2016. Retrieved July 15, 2016. External links [ ] • • • • • at • at •. Books.google.com.tr - The go-to reference for the new Office Home & Student 2013 The Home & Student version of Microsoft Office targets the home and education markets, covering the four applications most used outside the workplace: Word, Excel, PowerPoint, and OneNote. The minibooks in this essential All-in-One guide include. Microsoft Office Home and Student Edition 2013 All-in-One For Dummies. ![]() ![]() Looking for the best free programs to run on your desktop with Windows, MacOS, or even over the Web in your browser? Make this your first stop. Dear Internet Archive Supporter: Time is Running Out! This collection contains selected historically important software packages from the Internet Archive's software archives. 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