Pocket Mortys
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Pocket Mortys
''Pocket Mortys'', also known as ''Rick and Morty: Pocket Mortys'', is a free-to-play role-playing video game developed by Big Pixel Studios and Tag Games, and published by Adult Swim Games. The game was released worldwide on January 13, 2016 for iOS and Android devices. The game is based on the television series ''Rick and Morty'' and the mechanics serve as a parody of the '' Pokémon'' franchise. Two comic series adaptations, '' Pocket Mortys'' (2016) and '' Pocket Like You Stole It'' (2017), written by Tini Howard, have been published by Oni Press. Description ''Pocket Mortys'' is based on the multiple timeline concept as described in episode 10 of season 1, " Close Rick-counters of the Rick Kind". The game uses a style and concept similar to the '' Pokémon'' games, with the player (Rick C-123) catching various 'wild' Mortys, battling them with a variety of 'Trainers' in the form of aliens, Ricks and several supporting characters. The game features voice acting from Justin Ro ...
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Tag Games
Tag Games is a video game developer and publisher based in Dundee, Scotland. Established in 2006, it is focused on creating games for mobile, tablet and wearable platforms and was one of the first European studios to develop titles for both the iPhone and iPad. Tag is a certified member of the United Kingdom game industry trade association ''The Independent Games Developers Association'' (TIGA). History Paul Farley, Jamie Bryan and Robert Henning founded Tag Games in 2006. Paul Farley and Jamie Bryan had previously been part of development teams at DMA Design and Vis Entertainment where they worked on titles such as ''Grand Theft Auto'', ''Space Station Silicon Valley'' and '' State of Emergency''. The studio's output consists of a mix of original IP development and commissioned work. Tag's clients include Rovio , Activision, EA, Ubisoft, Namco Bandai, Channel 4, Big Fish Games and Wooga. In June 2011, the studio released its first free-to-play mobile game, Funpark Fri ...
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Pokémon
(an abbreviation for in Japan) is a Japanese media franchise managed by The Pokémon Company, founded by Nintendo, Game Freak, and Creatures (company), Creatures, the owners of the trademark and copyright of the franchise. In terms of what each of those companies do, Game Freak develop the main games; Creatures provides support through their Pokémon CG Studio which does 3D models for the pokémon in the games, as well as developing some spin-off titles, and producing the ''Pokémon Trading Card Game''; Nintendo was the original publisher of the series and since the 2000s, helps publishing the games in their consoles in overseas markets outside of Japan and The Pokémon Company is then jointly owned by them and is set up to deal with the licensing, production, publishing, marketing and deals across the world featuring Pokémon as a media franchise. The franchise was created by Satoshi Tajiri in 1996, and is centered around fictional creatures called "List of Pokémon, P ...
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Pocket Like You Stole It
A pocket is a bag- or envelope-like receptacle either fastened to or inserted in an article of clothing to hold small items. Pockets are also attached to luggage, backpacks, and similar items. In older usage, a pocket was a separate small bag or pouch. Origins Ancient people used leather or cloth pouches to hold valuables. Ötzi (also called the "Iceman"), who lived around 3,300 BCE, had a belt with a pouch sewn to it that contained a cache of useful items: a scraper, drill, flint flake, bone awl, and a dried tinder fungus. In European clothing, fitchets, resembling modern day pockets, appeared in the 13th century. Vertical slits were cut in the super tunic, which did not have any side openings, to allow access to purse or keys slung from the girdle of the tunic. According to historian Rebecca Unsworth, it was in the late 15th century that pockets became more noticeable. During the 16th century, pockets increased in popularity and prevalence. In slightly later European cloth ...
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Pocket Mortys
''Pocket Mortys'', also known as ''Rick and Morty: Pocket Mortys'', is a free-to-play role-playing video game developed by Big Pixel Studios, Tag Games and Pocket Sized Hands and published by Adult Swim Games. The game was released worldwide on January 13, 2016 for iOS and Android devices. The game is based on the television series ''Rick and Morty'' and the mechanics serve as a parody/remake of the ''Pokémon'' franchise, being updated each episode with new playable characters based on those from the wider franchise every year since. Two comic series adaptations, ''Pocket Mortys'' (2016) and '' Pocket Like You Stole It'' (2017), written by Tini Howard, have been published by Oni Press. Description ''Pocket Mortys'' is based on the multiple timeline concept as described in episode 10 of season 1, "Close Rick-counters of the Rick Kind". The game uses a style and concept similar to the ''Pokémon'' games, with the player (Rick C-123) catching various 'wild' Mortys, battling them w ...
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Spin-off (media)
In media, a spin-off (or spinoff) is a radio program, television program, film, video game or any narrative work, derived from already existing works that focus on more details and different aspects from the original work (e.g. particular topics, characters or events). One of the earliest spin-offs of the modern media era, if not the first, happened in 1941 when the supporting character Throckmorton P. Gildersleeve from the old time radio comedy show ''Fibber McGee and Molly'' became the star of his own program ''The Great Gildersleeve'' (1941–1957). In genre fiction, the term parallels its usage in television; it is usually meant to indicate a substantial ''change in narrative viewpoint and activity'' from that (previous) storyline based on the activities of the series' principal protagonist and so is a shift to that action and overall narrative thread of some other protagonist, which now becomes the central or main thread (storyline) of the new sub-series. The ''new protagoni ...
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Levels Up
An experience point (often abbreviated as exp or XP) is a unit of measurement used in some tabletop role-playing games (RPGs) and role-playing video games to quantify a player character's life experience and progression through the game. Experience points are generally awarded for the completion of missions, overcoming obstacles and opponents, and successful role-playing. In many RPGs, characters start as fairly weak and untrained. When a sufficient amount of experience is obtained, the character "levels up", achieving the next stage of character development. Such an event usually increases the character's statistics, such as maximum health, magic and strength, and may permit the character to acquire new abilities or improve existing ones. Levelling up may also give the character access to more challenging areas or items. In some role-playing games, particularly those derived from ''Dungeons & Dragons'', experience points are used to improve characters in discrete experience lev ...
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Experience Point
An experience point (often abbreviated as exp or XP) is a unit of measurement used in some tabletop role-playing games (RPGs) and role-playing video games to quantify a player character's life experience and progression through the game. Experience points are generally awarded for the completion of missions, overcoming obstacles and opponents, and successful role-playing. In many RPGs, characters start as fairly weak and untrained. When a sufficient amount of experience is obtained, the character "levels up", achieving the next stage of character development. Such an event usually increases the character's statistics, such as maximum health, magic and strength, and may permit the character to acquire new abilities or improve existing ones. Levelling up may also give the character access to more challenging areas or items. In some role-playing games, particularly those derived from ''Dungeons & Dragons'', experience points are used to improve characters in discrete experience l ...
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Health (gaming)
Health is an attribute in a video game or tabletop game that determines the maximum amount of damage or loss of stamina that a character or object can take before dying or losing consciousness. In role-playing games, this typically takes the form of hit points (HP), a numerical attribute representing the health of a character or object. The game character can be a player character, a boss, or a mob. Health can also be attributed to destructible elements of the game environment or inanimate objects such as vehicles and their individual parts. In video games, health is often represented by visual elements such as a numerical fraction, a health bar or a series of small icons, though it may also be represented acoustically, such as through a character's heartbeat. Mechanics In video games, as in tabletop role-playing games, an object usually loses health as a result of being attacked. Protection points or armor help them to reduce the damage taken. Characters acting as tanks usually ...
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Turn-based
In video and other games, the passage of time must be handled in a way that players find fair and easy to understand. This is usually done in one of the two ways: real-time and turn-based. Real-time Real-time games have game time progress continuously according to the game clock. One example of such a game is the sandbox game ''Terraria'', where one day-night cycle of 24 hours is equal to 24 minutes in real time. Players perform actions simultaneously as opposed to in sequential units or turns. Players must perform actions with the consideration that their opponents are actively working against them in real time, and may act at any moment. This introduces time management considerations and additional challenges (such as physical coordination in the case of video games). Real-time gameplay is the dominant form of time-keeping found in simulation video games, and has to a large degree supplanted turn-based systems in other video game genres as well (for instance real-time strateg ...
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Overworld
An overworld (sometimes referred to as a hub world) is, in a broad sense, commonly an area within a video game that interconnects all its levels or locations. They are mostly common in role-playing games, though this does not exclude other video game genres, such as some platformers and strategy games. Description Overworlds generally feature a top-down view or a third-person perspective of the fictional world within the game. It often contains varied terrain (including caves, mountains, forests, and bodies of water) and a collection of towns and other locations (most commonly dungeons or levels). When the party enters one of these locations the world map display may remain on the screen, be replaced by the local geography, or be hidden until the party exits the location. In many games, the player is able to travel on the world map; in other games, the player uses the world map to select their next location. Typically, a dungeon houses a host of enemies, while a town usually is ...
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Overhead Perspective
A variety of computer graphic techniques have been used to display video game content throughout the history of video games. The predominance of individual techniques have evolved over time, primarily due to hardware advances and restrictions such as the processing power of central or graphics processing units. Text-based Some of the earliest video games were text games or text-based games that used text characters instead of bitmapped or vector graphics. Examples include MUDs (''multi-user dungeons''), where players could read or view depictions of rooms, objects, other players, and actions performed in the virtual world; and roguelikes, a subgenre of role-playing video games featuring many monsters, items, and environmental effects, as well as an emphasis on randomization, replayability and permanent death. Some of the earliest text games were developed for computer systems which had no video display at all. Text games are typically easier to write and require less proc ...
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Third-person View
In 3D video games, a virtual camera system aims at controlling a camera or a set of cameras to display a view of a 3D virtual world. Camera systems are used in video games where their purpose is to show the action at the best possible angle; more generally, they are used in 3D virtual worlds when a third-person view is required. As opposed to filmmakers, virtual camera system creators have to deal with a world that is interactive and unpredictable. It is not possible to know where the player character is going to be in the next few seconds; therefore, it is not possible to plan the shots as a film maker would do. To solve this issue, the system relies on certain rules or artificial intelligence to select the most appropriate shots. There are mainly three types of camera systems. In ''fixed camera systems'', the camera does not move at all and the system displays the player's character in a succession of still shots. ''Tracking cameras'', on the other hand, follow the characte ...
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