Angry Birds Star Wars II is a puzzle video game with similar gameplay to that from previous Angry Birds games. In the game, the player takes control of a limited group of playable characters, who can be launched anywhere by the use of a slingshot. All levels have a series of enemies the player must take down by the use of their characters. These enemies normally appear sheltered inside of structures made of wood, glass, and/or metal, in addition of some additional objects, such as chains and TNT. If the player fails to kill all the enemies in the levels, they will get a Level Failed screen, encouraging them to try again, with Darth Sidious (Emperor Palpatine) either cackling if it occurs on the Bird Side, or throwing a fit of rage (being very angry) if it occurs on the Pork Side. If they manage to do so however, they will win and pass to the next level. Upon completing each level, the player will receive one, two, or three stars depending on the score received.

LEGO Star Wars: The Video Game  11th-Hour Superpower: For the Final Boss battle, your health skyrockets from 4 hearts to 10. Makes sense, given that said boss is Fighting Your Friend taken to its logical extreme. Adaptational Heroism: Cody's Death by Adaptation results in him not being around to carry out Order 66. Adapted Out: While mentioned in the text crawls for The Phantom Menace story, Coruscant is not shown onscreen there. It does appear in the other two prequel stories. The game interestingly starts off the Attack of the Clones story with Obi-Wan going to Kamino, skipping everything involving Anakin. The GBA version at least adds in Anakin's visit back to Tatooine. The Complete Saga fills in the blanks by including the level where you chase Zam Wesell, originally intended to be in the first game before it got cut. Bonus Stage: A short prelude into A New Hope. Bragging Rights Reward: Darth Vader and the Stormtrooper, as well as the Tantive IV level in general. To unlock it, you had to achieve True Jedi status on all 17 levels, by which point you had done everything the game had to offer except maybe completed the figurine kits. Call-Forward: The final Bonus Stage calls forward to A New Hope, which was released before the prequel trilogy but chronologically takes place afterward. Death by Adaptation: Cody survives the events of the film, whereas in this game he's killed by Grievous. Disneyfication: They changed a few of Revenge of the Sith's scenes: Anakin is only shown killing a single Jedi, and doesn't Force-choke Padm. Dynamic Entry: The final cutscene of Episode One's "Escape from Theed" stage has our heroes jump into a corridor from above and break their fall with a pair of unfortunate battle droids. Then Obi-Wan stomps on one of them for good measure. Early-Installment Weirdness: This game feels notably different from all future LEGO games. The most jarring difference is the cut scenes being a more straightforward retelling of the original movies with a joke or two slipped in here and there, rather than the over-the-top cartoonish wackiness the later games would employ. A lot of features are also missing from this game as well, such as the power bricks, the golden bricks, the ability to dodge and do melee attacks, building without the Force, pulling levers, custom figures, and a number of other features. Many of these nuances were removed when The Complete Saga came around, though the cutscenes remain untouched. And even then, the Denser and Wackier direction newer games are heading towards means that Prequel Trilogy cutscenes in The Skywalker Saga will be just as over-the-top and cartoonish as cutscenes for the other two trilogies. Red Bricks are already available in the shop whereas in other Lego games, you had to find them first. The Complete Saga Adds in the Red Bricks in the Prequel trilogy levels however. Vehicle levels were story mode only and had no free play mode, locking you with whatever Vehicle/character you were playing as. Vehicle levels were also much more different in design too. When starting a new game, you are loaded into the hub world first before heading into the first level. The next two games did this too. Starting with LEGO Indiana Jones, you start the first level upon selecting a new game (though in some instances, future games do allow you to quit the level and go to the hub world, or in some rare occasions like in LEGO Dimensions, start you in the hub). Characters are much more trigger-happy in the original game. You walk outside of Dexter's bar for even a short length of time, and you will see Clones getting into a shootout with battle droids, or Jedi and Sith going at it (though no one will attack you unless you get involved). Later games would see no fighting in the hub level unless you started it. Not much in the way of collectables in levels other than Minikits and True Jedi. Later games would usually add more. There was no choice to save and quit a level here. Meaning if you were collecting Minikits or got True Jedi, you were forced to finish the level to keep them. Later Lego games that were based on at least two or more movies at a time balanced out the amount of levels they had (E.G. LEGO Indiana Jones and LEGO Harry Potter had six levels for each movie and Lego The Hobbit has Eight for it's two movies). In this game however, The Phantom Menace and Revenge of the Sith have six levels, but Attack of the Clones has five (granted, there was a level cut from this game that was restored in Complete Saga). The first GBA port of the game was nothing like any other later game: It had nearly twice the health and it could be temporarily extended in certain levels. There was a regenerating bar to control the usage of the different special abilities. Characters didn't have unique versions of themselves that are playable in certain levels (I.E. Anakin (Padawan)), making it very bizarre to see a younger Obi-Wan kill a Padawan Anakin in Episode III. Dying was not so trivial; instead of merely dropping some studs and immediately respawning, the player would be forced to restart at the last checkpoint. The L and R buttons had their respective functions in the different games switched. Enemy Mine: In "Defense of Kashyyyk", which has you survive through Order 66, the clones and droids team up against you. Enemy Summoner: The Battle Droid Commander is a normal battle droid with one more hit's worth of health and the ability to call other Battle Droids to help it fight you. Evil Is One Big, Happy Family: In "Defense Of Kashyyyk", both the clones and battle droids, the sworn enemies in the Clone Wars, abandon fighting each other in order to kill you. "Get Back Here!" Boss: Darth Maul spends most of the level running away from Obi-Wan and Qui-Gon, forcing them to chase him down. Jango Fett stays out of the Jedi's melee range when down to his last heart... unless you're on Free Play and have a blaster, then you can just shoot him. Giant Space Flea from Nowhere: As not all of the story is covered, some of the bosses have this effect, notably Darth Maul. Guns Akimbo: Jango Fett is notably the only blaster user to carry two of them, and he fires both of them in rapid succession. Mle  Trois: Subverted in "Defense of Kashyyyk", which takes place during Order 66. You'd expect the clones and droids to continue fighting each other as much as they go after you, but instead, they pull an Enemy Mine. Missing Secret: Episode II only has five levels, compared to the other two Episodes having six each. The "Bounty Hunter Pursuit" level was scrapped during development, but put back in for The Complete Saga, bringing its level count up to line with the others. Mythology Gag: Some random Jedi in the "Jedi Battle" level have yellow skin. Long story short, minifigs in licensed sets like Star Wars used to have yellow skin just like normal minifigs, but around 2004-2005 they were replaced with realistic skin tones. Percussive Maintenance: Following the installation of the new hyperdrive after the Mos Espa Pod Race, Obi-Wan hits it to start it up. Rail Shooter: The podracer level (minus the shooter part) where your objective is to hit the booster paths on the ground but otherwise you have no control over where you go, and the Episode III starfighter level which is something straight out of Star Fox. The added-in Coruscant level for Episode II would use the later free-roam setup. Sequel Hook: A bonus level based off of the opening of A New Hope is unlockable, along with Princess Leia, Darth Vader, an Imperial Stormtrooper and a Rebel trooper. Completing said level indeed leads to a "To be continued..." screen. Silly Walk: The final cutscene in Episode One's "Escape from Naboo" stage has two battle droids on guard duty. One of them starts goose-stepping. Soundtrack Dissonance: The Revenge of the Sith soundtrack was apparently not yet available to the game developers, so they instead used music from the original trilogy for the Revenge of the Sith levels. Much of the substituted music fits well enough, but one noticeable outlier would be the odd choice of the Return of the Jedi song "Into the Trap" for the final level on Mustafar. It's a rather bouncy and suspenseful song which doesn't feel dramatic or epic enough to fit a final battle in a volcanic hellscape. This is rectified by The Complete Saga, which finally uses the Revenge of the Sith soundtrack and appropriately plays a medley of "Anakin vs. Obi-Wan" and "Battle of the Heroes" during this level. Teeth-Clenched Teamwork: In the final level of Episode III, Obi-Wan and Anakin spend a significant amount of time fighting in the cutscenes instead of in the level itself, but they continue to put their actual fight on hold and form temporary truces in order to keep themselves from getting killed by Mustafar's lava. It isn't until the very end where all bets are off. Title: The Adaptation: It's called LEGO Star Wars: The Video Game. Wings Do Nothing: You can play as Watto, the Toydarian junk dealer. His normal mode of travel is flying, but don't try it over a chasm...


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