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Tak and the Power of Juju was created by John Blackburn, [3] the CEO of Avalanche Software, who first conceived the idea in 1995 before pitching it in 1998. [3] The game was meant to be an organic platformer taking place in a natural world lacking the typical video game conventions with complex puzzles and obstacles that doesn't take itself too seriously at a time where other games were blocky ...
Tak: The Great Juju Challenge is a platform video game developed by Avalanche Software and published by THQ for the GameCube, Game Boy Advance, Nintendo DS, PlayStation 2 and Xbox in 2005. It is the sequel to Tak 2: The Staff of Dreams and the third installment to the Tak and the Power of Juju series.
Common Sense Media rated the show a 3 out of 5 stars, stating "Based on a popular Nickelodeon video game, Tak and the Power of Juju is an entertaining CG-animated series full of colorful characters and outlandish scenarios sure to entertain older school-age kids and young tweens. Tak's mix of good intentions and general mischief lays the ...
Tak 2: The Staff of Dreams is an action-adventure platform video game developed by Avalanche Software and published by THQ for the GameCube, Game Boy Advance, PlayStation 2 and Xbox. It is the sequel to Tak and the Power of Juju and is the second installment to the Tak and the Power of Juju series.
AWE Games [71] Tak and the Power of Juju: GameCube: October 15, 2003: Avalanche Software [72] PlayStation 2: WWE Smackdown! Here Comes the Pain: PlayStation 2: October 27, 2003: Yuke's [73] Hot Wheels: World Race: GameCube: October 2003: Climax Studios [74] PlayStation 2: Tak and the Power of Juju: Game Boy Advance: October 2003: Helixe [72]
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Articles related to Nickelodeon's Tak and the Power of Juju video game franchise and its computer-animated Nicktoon adaptation. Pages in category "Tak and the Power of Juju" The following 5 pages are in this category, out of 5 total.
The game is a linear platformer with a focus on using a series of parkour moves in order to jump over obstacles and run through walls. A good number of levels are structured around Tak having to find his way across the bodies of each of the Big Gs in a vertical fashion in order to reach their heads and engage in a boss battle.