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
아직 감지된 업데이트가 없습니다. GitHub 릴리스가 나오면 여기에 보입니다.
개인 계정의 공개 저장소 소유자는 GitHub로 로그인해 운영자를 확인하고 소개를 직접 관리할 수 있습니다. 관리자 승인은 필요하지 않습니다.
로그인한 뒤 확인 파일을 만들어 이 저장소의 기본 브랜치에 30분 안에 커밋해 주세요. 다른 브랜치나 포크의 파일은 인정하지 않습니다. 파일을 올린 뒤 아래에서 확인하면 관리자 승인 없이 관리할 수 있습니다. 자격을 유지하려면 파일을 남겨 두세요.
로그인이 필요하면 로그인 화면으로 이동합니다. 로그인 후 이곳으로 돌아와 원하는 확인 버튼을 다시 눌러 주세요.
프로젝트 폴더에서 /nomorevibe verify를 실행하면 소유권을 확인하고 소개를 직접 관리할 수 있습니다.
1분 만에 확인하기README 전체를 불러오는 중입니다. 아래는 저장된 발췌입니다.
Choose one fighter, run the five-rung ladder, and find out how far they get. The
current Solo Gauntlet is a preserved authored edition with 60 matchup rulings,
declared versions, scoped limit-break choices and replayable contested branches.
It is not presented as the forthcoming lore-constrained world simulation. This
is a Jujutsu Kaisen fan project built with Next.js App Router, TypeScript and
Tailwind, deployable on Vercel.README 전문 보기 ↗JJK Gauntlet is a world-1 combat-simulation prototype. It resolves a fight as
a causal sequence of legal actions, counters and state changes instead of
choosing a winner from an aggregate power score.
The public prototype currently contains three focused encounters:
Each run is deterministic from its matchup, tactical intent and seed. The same input reproduces the same event log. Variation is limited to declared timing, positioning and execution checks; hard interaction rules are never rolled away.
The current / and /gauntlet routes present one flow:
Canon rules, matchup inferences and prototype assumptions are labeled separately. The 48-seed outcome field shows the branches this prototype can execute; it is not presented as canon probability.
Old Freestyle, Daily Draft and authored Solo screens are no longer part of the
player-facing product. Their routes redirect to /gauntlet. Their code and
replay families remain only so previously shared links can still be decoded.
lib/world/ keeps the simulator separate from the frozen replay engines:
data.ts declares exact character versions, legal abilities, domains and
matchup conditions;types.ts models body condition, cursed energy, technique state, burnout,
Simple Domain and soul damage independently;engine.ts applies hard gates and bounded seeded checks, emits causal events,
and derives both the narrative and final result from those events.Important prototype boundaries:
npm install
npm run dev # http://localhost:3000
npm test
npm run typecheck
npm run lint
npm run build
No environment variable is required to run the prototype. World-1 replay saving
is intentionally outside this prototype; the existing /api/runs route returns
501 for that ruleset instead of passing it into an older resolver.
app/ public routes and API routes
components/ World-1 simulator UI plus frozen replay components
lib/world/ World-1 declarations, state model and resolver
lib/solo*.ts preserved authored replay engines
lib/engine.ts preserved score-engine replay compatibility
tests/world.test.ts World-1 determinism and interaction invariants
Unofficial fan-made simulation. Jujutsu Kaisen belongs to its respective rights holders. Results are hypothetical, not canon events.