User:MercWithMouth/Calendar-and-ideas

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MORTAL KOMBAT MYTHOLOGIES: QUESTS KWESTS FOR THE REALMS==============

SAY THE FUCK NO TO DRUGS.

---initally, only one or two adventures are playable ---with each adventure completed, additional adventures are unlocked ---alternatively, additional adventure unlocked after the secret-in-game-counter records "14hours" of gameplay
 * contains 8 games (at minimum) in one cartridge

WISDOM AND POWER
1 ---PREMISE:years after MK:A, Shujinko, now empowered with the life-span of an Edenian by Sindel as thanks, but still looking basically old, has been made into Sindel's general...he wears regal armor reminiscent of a general from the GENGHIS KAHN games...one night, while sleeping in the palace, during a stormy night, shujinko experiences a vivid dream of an ephereal goddess (extremely beautiful, practically nude, but in some ways, looking JUST like Damashi...possibly a cousin of Delia); the dream also includes visions of the Nexus, visions of the other characters during their quests, visions of stormy weather, and a small dragon statuette that looks like what the MK Dragon logo would look like if it were an actual dragon...maybe a bit like what Orin or Caro look like, but, a bit greener and probalby inspired from the cover of the MORTAL KOMBAT ANNHILATION MUSIC ALBUM cover-art; shujinko awakens in the morning and after reporting to Sindel (he doesn't talk about the dream) he finds that there was a break-in in the royal gallery; they go to investigate and find that nothing was taken, but something 'resembling' a kamidogu was left behind (it was a kamidogu) there were also reports of a damashi-like being momentarily appearing on the palace grounds; that night, shujinko has the same dream but the appearence of the small dragon statuette is fully colored and NOT gray and fuzzy; in the morning, shujinko reports to sindel; she does a mind-meld with shujinko and she sees and recognizes the statuette dragon as an edenian dragon ; Sindel recalls that a painting of the dragon is in the gallery; they both visit it the painting and while sindel doens't know what to do next, shujinko sees that the dragon is trying to claw at the very corner of hte painting as if he were trying to turn the page...ergo, he tears back the painting in a delicate manner reminiscent of turning a page; they discover a hidden parchment; sindel sees only a blank parchment but shujinko can almost see a MAP when he focuses closely; he transcribes the map onto a separate sheet of paper; sindel recognizes the map as the SOUTHLANDS region (where Taven fought scorpion's undead ninjas in MK:A knoquest); the Southlands are accessible only by boat; shujinko resolves to journey there and investigate and asks sindel to come; she declines saying that since only he can see the map, he must have been chosen for a reason; he thanks sindel and sets out to depart while bringing the "new" kamidogu with him; he spends a couple days on boat, and a couple days walking through the southlands before coming to the "x" marked on the map; there, he finds a large sized version of the statue, but the claw that had been scratching at the page is now holding its claw out as if asking for something; after some thought, shujinko places the kamidogu in its hand; the statue comes to life, roars at shujinko, grasps the kamidogu tightly, and then throws it violently to shujinko's feet before flying off into the heavens; shujinko inspects the pedastel the dragon was standing on, and sees it leads to an underground chamber; he ventures into it following the ancient stone stairs until he comes to a pathway leading to a tunnel that seems to have been sealed by a landslide; the kamidogu starts to resonate and glow as shujinko approaches the landslide; curious, he begins clearing the rocks away from teh tunnel; when he walks through he comes to a chamber with... A PORTAL! the kamidogu reacts violently and the portal COMES TO LIFE; shujinko enters and emerges in what looks like a mix between a beautiful, luminescent library, and the NEXUS...he ascends the stairs which have beautiful paintings on either side; after several flights, he comes to a promenade surrounded by what look like portals each with a pedastal RIGHT IN FRONT with a book on top; the shimmery glass cieling has a painted glass mural; featured in the mural is ZEDAVIX, the goddess Shujinko saw in his dream; shujinko activates the kamidogu and ZEDAVIX emerges from the painted glass cieling mural in ephereal form; she recognizes the kamidogu and tells shujinko it is a tailsman called the Orbil'tekcit (OR-BILL-TECH-SAI); she explains to shujinko that she is an Edenian "Muse", basically, a (goddess of knowledge, learning, education, and books); when she, like other dieties, sensed that the fabric of the realms was coming apart with armageddon impending, she had to do something to stop or delay it; speaking before the elder gods, she learned of taven's quest and the "incident" at the pyramid of argus: she learned that armageddon was aprroaching because the kombatants powers, which were causing vibrations throughout the fabric of creation, were growing too fast and too powerful; she realized that the forces of creation were out of balance: the scales were tilting too far towards power and away from wisdom; she needed a means to release wisdom into the realms to tip the scales more towards wisdom; as the custodian of the Orbil'Sexun (the place where she and shujinko were meeting and which she revealed was a cosmic respository of knowledge that intersected the many realms), she had an idea; conferring further with the elder gods, she learned of a wise, powerful mortal who had a never-ceasing destiny of being, before all things else, a "student"; she explained she summoned shujinko so that she could use him as a conduit by which to dissemnate knowledge into the realms; wielding the Orbil'tekcit, he was to stand before each portal in the Orbil'Sexun, activating it, and then, with one foot through the portal, and one still in the Orbil'Sexun, he was to open the book upon the pedestal: thereby opening&launching a MORTAL KOMBAT KWEST; he accepts the quest that ZEDAVIX offers to him. Thus, MORTAL KOMBAT continues
 * Gameplay is mostly reminiscent of say... "Silent Hill 2"
 * the "umbrella" quest...while each other quest is a quest that shujinko "vicariously experiences" by opening books in the library, thereby exposing him to new stories and experiences, shujinko's quest takes place in reality
 * the gameplay for this "quest" is reminscent of the gameplay of "SILENT HILL 2 MINI-GAME: BORN FROM A DREAM" in terms of gameplay style, amount of action&fighting, and total length of time to complete
 * when D'L'EZA discuss the stories in each book in an oprah bookclub style at the end of each quest, she informs him that the story contains some "typos" from what actually ahppened...it's possible that events did not unfold the way that shujinko experienced them...for instance, Kabal, in his quest did not actually kill Mavado or Hsu Hao

ZELDA ZDLEA D'L'EZA (DELL-EE-ZA)

spelled: Orbil'Sexun (OR-BILL-SEH-ZUNE) spelled: Orbil'tekcit (OR-BILL-TECH-SAI)

by the name of Zedavix (he's supposed to be a diety of and discovers a map; the map leads to the southlands


 * kollection of 88 stories is final award: a knowledge collection

SUB-ZERO
2
 * at the core is a re-make of MORTAL KOMBAT: SUB-ZERO
 * Sub-Zero no longer has a "turn around" button, but he can walk backward by holding L2
 * traps don't instantly kill sub-zero; just knock off a round-house kick's worth of energy like falling in a pit in Shaolin Monks
 * Within each level, Sub-Zero gets 5 lives on NORMAL difficulty. Lifecount goes back to 5 at beginning of level regardless of life count at end of each level.
 * EASY difficulty is unlocked after the secret-in-game-counter records "twenty-five" Sub-zero deaths
 * numerous checkpoints
 * ability to get and use weapons
 * fighting is more like MODERN MK FIGHT SYSTEM from MK5 to 7, rather than the CLASSIC MK FIGHT SYSTEM used from MK1 to 3
 * included among unlockables are LIN KUEI SHREDDER ARMOR and LIN KUEI KORAI BLADE
 * after reducing each boss's life-meter to 0, SubZero will get a chance to FINISH HIM in the same manner as in SHAOLIN MONKS (pre-indicated set of buttons specific to the boss). But, there will be 3 different ways to kill any one boss. Each time Subzero attempts a fatality and fails, or does nothing during fatality input sequence, the boss regains some life and resumes attacking but when his life goes down to zero, a different fatality input sequence will be offered which would trigger a different fatality. If the boss's life is spared altogether, it will affect game storyline.
 * more FMV sequences
 * add'l characters from MK series to do cameos and fight against
 * existence of side quests
 * player can get vitality potions for later use

DAUGHTERS OF KAHN
3
 * basics of gameplay is not terribly different from SUBZERO remake
 * but gameplay features many elements of THE LOST VIKINGS gameplay
 * player uses MILEENA, KITANA, and JADE simaeltanesouly and can switch between. in addition to fighting in kombat, they solve puzzles to bring them closer to the level where they must place 3 STATUES to open the way forward. each character can pass certain obstacles that the other two can't (like in Lost Vikings); they can combine abilities; and they must use their abilities to help the others reach the end of the level
 * all 3 characters must reach the end of the level; if even one of them is dead, then the level can not be completed
 * player begins each stage with 3 checkpoint-tokens...when dropped, it creates a checkpoint (like an emulator "savestate") at the exact spot with the player's current status in its current state. tokens cannot be picked back up. a token, once dropped, can be accessed by a player any time afterward during that session of gaming so long as they don't resign from level (exactly like how emulator "savestates" work)
 * player can acquire add'l checkpoint tokens at different points in level
 * player can get vitality potions for later use
 * storyling: 100s of years ago, the 3 ladies, all absolutely loyal to shao kahn, and two of them convinced that they're his daughters and the third his 'like a daughter to me, Jade'; are dispatched to the realm of KREEYA, a realm where men, upon entering, start feeling their powers drain from them in the same manner that sorecerers feel their powers slip away the further they venture into the netherrealm

THE AWAKENING OF DAEGON
4
 * he awakens insane and with megalomania, much like how Kahn Noonien Singh became one
 * game plays a bit like Zelda2...travel on overworld, access dungeons which are totally 2d and combat zones...but each stage is composed of "rooms" like in Zelda3...go through door on left/right-->gamescreen pans to left/right and daegon emerges from right/left; go through door in foreground/background-->gamescreen pans up/down and daegon emerges from background/foreground
 * ergo, stage layout is queued from Zelda1 or Zelda3
 * player gets 3lives per try just like in Zelda3
 * player has Zelda2-like save-feature
 * each LEVEL is composed of a miniture Zelda2 adventure; each LEVEL takes place hundreds of years after the last LEVEL

NIGHTWOLF IN NETHER REALM
5
 * castlevania: symphoiny of night reMake
 * this game chronicles Nightwolf's quest into the netherrealm to imprison the dragon king's spirit in the 4TH PLANE OF THE NETHERREALM, a region of the netherrealm which tends to prevent souls from leaving almost like a magnet...it is littered with things related to "staying put" like chains, cages, padlocks, upside staircases, etc.
 * nightwolf has reached the distant netherrealm planes of NARJARO where he comes across the FORTRESS OF CHAINS
 * in the catacombs of the fortress are the CURSE DUNGEONS, where the surroundings practically have magnetic properties on all those who venture past them; the "intensity" of the "magnetism" varies depending on how much "curse aura" the person walking by has-->ergo, if Nightwolf can make it to the lower dpeths of the catacombs, work his way into the heart of the CURSE DUNGEONS, he can perform the SOUL-IMPRISONMENT ritual on Onaga as portrayed in his MORTAL KOMBAT DECEPTION game ending
 * the end boss is, of course, Onaga (instead of dracula)
 * Nightwolf has a CURSE-METER at his disposal that will allow him to dark-magic tricks like freeze-time or steal-life energy or become temporarily invincible--->however, if he abuses his dark-magic tricks too much, he gets a lousy game ending after defeating onaga...(i.e., instead of onaga being locked in the netherrealm forever, nightwolf's plan backfires and he is locked in there forever...onaga thus ascends from the netherrealm and into earthrealm using the tailsman that nightwolf used to enter the realm, and was going to use to exit it...kinda like how in CASTLEVANIA 2 you will get a bad game ending if you screw up)
 * Nightwolf's normal game ending DOES result in Onaga becoming imprisoned, but NIGHTWOLF, having drained all sin from his person, is ejected from the netherealm so violently, he emerges in limo/purgatory, not earthrealm
 * there are 7 side-quests...in each one, he helps an imprisoned sinner (there are 7 sinners who are brothers and who committed their sins during something treacherous in feudal japan) repent their sins and ascend from the netherrealm; if he frees all 7 brothers, when he defeats Onaga, instead of being trapped in purgatory, he is whisked out of purgatory and to a temple in japan where Kenshi is performing a ritual; he explains that the 7 brothers were the guardsmen for the grand-shogun whom kenshi is descended from; with their honor restored, they were able to ascend from the netherrealms, but instead of going to the heavens, they were drawn to kenshi's sword -- the one forged by the Grand-Shogun -- as the spirit of the Grand-shogun (which resided in the sword) made them honorary members of the shogun's household for redeeming themselves; when all 7 were drawn to Kenshi's sword, they were able to communicate with him; Kenshi (who had recently returned from Outworld with his role in MORTAL KOMBAT DECEPTION being complete) thus devised a means (Kenshi had learned much from Ermac and Liu KAng allowing him to grapple a rising soul such as Nightwolf) by which to grapple onto Nightwolf's soul and restore him to corporeal form right there in Kenshi's temple in Japan
 * nightwolf's primary weapons are a totem staff and his tomahawks
 * he gets lots of stereotypical native american (as well as powers from indigenous people from other parts of the Earth) powers like lightning, the ability to levitate when sitting cross-legged, the ability to invoke the spirits of animals like bears and wolves and eagles, the ability to make rope slinky upward, etc.; this is the analogue of alucard gaining new powers by discovering relics like the RELIC FOR CHANGING INTO A VAMPIRE BAT
 * Nightwolf enjoys an arsenal of primary weapons as diverse as Alucard's
 * Nightwolf can use shamanic powers by collecting enough totems; just like how Alucard can use secondary weapons by collecting hearts
 * whereas Alucard uses magic, Nightwolf can use CURSE-METER spells; they are easier to cast than Alucard's spells, but they drain from Nightwolf's CURSE-METER; the CURSE-METER increases with damage taken

RAIDEN RALLIES THE GODS
6
 * remake of megaman 2

KABAL, HAVOC, KIRA, KOBRA...KWEST OF KHAOS
7
 * exactly like Alien Versus Predator-arcade...multiplayer possible as well...after each death, player can choose from any of the unlocked characters (kabal always, later havoc, later kira, finally kobra)...2nd-Player can be same character as 1st-Player with a different kostume

CAGE'S QUEST: TROPIC THUNDER
8
 * cage rescues boyd from amazon jungle machete gang
 * proves he's not coward
 * proves that sometimes creativity, a big-mouth, and resourcefulness are better than being stolid and disciplined
 * plays a lot like METAL GEAR SOLID3: RE-MAKE EDITION (this way, Cage can do super-agent stuff like Solid Snake in normal METAL GEAR SOLID 3, but now Cage can do hand-to-hand fighting comfortably because of the additional camera mode)

MK SPECIAL FORCES REMAKE
9
 * a remake of MK:Special Forces that is essentiually an actual remake of MK:Special Forces but uses SHAOLIN MONKS gameplay style almost to the tee
 * players can use Jax or Sonya...and can also unlock Cyrax and Kenshi
 * will feature fights against all members of Black Dragon clan and Red Dragon clan
 * will also expand upon original MK SPECIAL FORCES game design by including such things as travel to Outworld

DARRIUS: URSURPER OF THE SEIDO SENATE
2-
 * remember how SOLIDERS OF FORTUNE was essentially a remake of SMASH-TV if you let yourself buy into that sort of viewpoint? well, that's the modus off of which this kwest is modeled; except, the gameplay isn't as frustrating/hard/bizarre, there's a storyline, and chronicles Darrius's revolutionary undertaking including his theft of the DECLARATION OF ORDER, as portrayed in the game-ending for Darrius in MORTAL KOMBAT DECEPTION


 * ostensibly, Darrius is partnered with Dairou and they're working to defeat Hotaru

BORAI CHO: OUTWORLD MICRO BREWERY
11
 * remake of Diner Dash with Mortal Kombat motifs assorted throughout...4armed shokans, metal-toothed Tarkatans, you get the idea. And the absurdity.