Underground 2 Revived
Play Need for Speed: Underground 2 (2004) in Chrome and Firefox with WebGPU graphics, Web Audio, up to 120 fps widescreen, controller support, free roam and Online races with friends. Fan project, not
Illustrated paper cutouts. Automatic backyard sports. Pick your cards and settle it on the court.
GamesTypeScript · JavaScriptGitHub @DougZeThugOnlineOwner unconfirmed
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Will You Be My Hero? — Paper Cutout Arena
A complete art-direction overhaul based on the supplied Dan, Doug and Danielo sports cards: printed adult-proportioned figures, cream paper edges, worn ink, orange/yellow/teal graphics and an illustrated backyard court.
The built-in roster features Dan and Doug Weidensaul. The original collectible cards remain intact and separate from the animation assets. Additional human characters can be installed from complete character packs without editing source code.Read the full README ↗A complete art-direction overhaul based on the supplied Dan, Doug and Danielo sports cards: printed adult-proportioned figures, cream paper edges, worn ink, orange/yellow/teal graphics and an illustrated backyard court.
The built-in roster features Dan and Doug Weidensaul. The original collectible cards remain intact and separate from the animation assets. Additional human characters can be installed from complete character packs without editing source code.
The equipment refinement adds illustrated plywood boards, complete portable hoops, target stands, pong tables and cups. Balls and bags are roughly twice their earlier size, with seams, laces and printed-paper contours. Registered playing surfaces keep the larger projectiles aligned with the hands, holes, rims and scoring rings.
The competition runs in Phaser 3.90 with connected paper meshes and semantic animation markers. React owns the collection and surrounding UI; GSAP does not drive game motion. The shared playable framework now supports keyboard, browser gamepads, on-screen controls and AI through the same action maps and controller path.
Open Play, choose cards and devices, then start Cornhole, Clubhouse Dash or Backyard Brawl. These are three mechanically different interactive practice references: precision release, continuous obstacle movement, and direct combat. Practice awards no club points. See Playable engine and controls.
Open Watch for the existing automatic cornhole, football, beer pong and basketball exhibitions. Pause, speed, skip and replay are viewing controls. Sound starts muted. Historical results and the demo points ledger are preserved. All saved contests and points belong to this browser; a shared backend is not connected.
Upload the card in Codex and say “Make this card an arena character.” The saved arena-card-to-character workflow creates the articulated parts, custom motion tracks, six compatibility poses and one portable .arena-character.json pack. In the game, choose The collection → Install character → Install & preview. The installer creates the roster entry and saves the artwork in this browser. Keep the pack as a portable backup. See docs/ADDING-CHARACTERS.md.
Requires Node.js 24.x and pnpm 11.19.0 (pinned in package.json). Verified with Node 24.19 on Windows.
pnpm install --frozen-lockfile
pnpm dev
For the production export:
pnpm build
pnpm start
The production server defaults to http://localhost:3000. Set PORT to change it. Serve dist/client over HTTP; do not open index.html as a file. The build script uses Vinext's build/export APIs and allows native workers to shut down naturally on Windows.
Import the repository root with the Other framework preset. vercel.json
selects the existing static build and dist/client output. See
Vercel deployment settings and verification, including
the Corepack build setting needed for the pinned pnpm version. No game backend is required.
pnpm typecheck
pnpm test
The suite passes well over 100,000 checks (the exact count is in docs/test-results.json and is rewritten by each run) across 2,000 deterministic contests: equal attempt budgets, scoring and contact paths, immutable recordings, ownership, journal recovery, ledger idempotency, historical policies, exhibitions, prepared asset snapshots, hand/release geometry artwork/contact registration, portable character-pack validation, dynamic ownership and recorded play with installed characters. Exact counts are in docs/test-results.json.
docs/ADDING-CHARACTERS.md: the complete card-in-Codex → character-pack → install workflow and its current boundaries.docs/CHARACTER-PIPELINE.md: six authored poses per person, alpha preparation, ground origins and palm sockets.docs/import-examples/dan.json and doug.json: prepared manifest examples for The collection → Asset mapping.docs/INTEGRATION.md: connecting identity, catalog, owned copies and an authoritative results service.docs/DESIGN.md: implemented art direction and critique.docs/REVIEW-STATUS.md: observed verification and remaining scope.Dan and Doug are animated on side-view LoongBones bone rigs for cornhole (Watch and Play) and for Play running and fighting, and on a front-view articulated cut-out puppet for the other Watch sports and camera-facing moments; each character is drawn from the angle that faces the camera, with a quick paper-flip turn between views. Motion is fixed-step interpolated with continuous curves, overlap and squash-and-stretch in a cartoon style over real sport mechanics. No paid animation runtime is required. See docs/ANIMATION-HANDOFF.md for the current runtime, docs/ANIMATION-ROADMAP.md for what is next and docs/ANIMATION-TIMELINE.md for match timing. Generated assets and original card references are included.
Dan is the quiet operator; Doug is the lock-in showman. Each has a distinct portal entrance, idle, wind-up, celebration, frustration and victory treatment. The collection previews these motions, and future character packs can carry their own profile. See docs/CHARACTER-PERSONALITIES.md.
Characters can mix eight entrances, eight idles, eight throw styles, eight celebrations and eight miss reactions, starting from 24 profiles. The Collection → Explore motion styles auditions combinations without changing installed cards. The saved Codex workflow packages the chosen mix for future uploads. See docs/CHARACTER-PERSONALITIES.md. Contact shadows are derived from each pose’s soles; warm tint, consistent card anchors and equipment depth tie the cutouts to the court.