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Sunday, July 19, 2009

Quick review - Obscure 2: The aftermath

Anyone who reads this blog knows (and even if you're a new visitor it should quickly become obvious) that I rarely talk about new games. So reviewing one, even as a quick review, is an rarity but...I have a confession to make. I look far and wide for the worst video games ever made. This search started in an effort to find a game worse than the X-men game on the NES, which was one of the biggest disappointments of my young life. Surprisingly, I've actually been pretty successful and I'll eventually go into that in a later entry.

In any case, when searching for these steaming piles I usually narrow my search to the vintage systems, but occasionally something from one of the newer systems grabs my attention and if it's cheap enough I'll go for it. This is how the first Obscure was purchased. It's selling points were music by Sum 41 and a unique story line based on teen horror movies. You know when those are what a game sells itself with you're probably not in for anything good. It was less than $15 brand new and featured a Co-op mode so we decided to have some guilty pleasure gaming. Both fortunately and unfortunately what we got was actually a pretty decent game. The Co-op was pretty easy to handle and fun, the gameplay smooth and easy with some unique elements and the storyline, while by no means good, was passable and actually a bit engaging. The characters were pretty flat and the dialogue lacking, but those were my only major complaints with it. Overall it was a positive gaming experience.

When I heard Obscure 2: the aftermath was coming out I was excited. "WOO HOO! More co-op survival horror action!" I said to myself. I didn't buy it right away because we really didn't have the cash then. I don't usually mind waiting a bit anyway as our extensive game library keeps us from really needing to get new games often. The longer I waited to buy it the more terrible things I heard about the game so I decided to wait until it was at around the $10 mark before picking it. Just last week I scored us a copy for the PS2 for a whopping $6 including shipping. I thought to myself, "surely this game can't be worth such a paltry price." Then I tried actually playing it.



Obscure 2: the aftermath takes place 2 years after the incidents at Leafmore high. With two of the three returning characters attending classes at Fallcreek college, Shannon (who looks NOTHING like her original design) and Kenny. With the third returning friend, Stan , now working as a delivery driver in the area. All three sound and act almost nothing like they did in the first game, Stan is the most recognizable, but that's not saying much. We're also introduced to several new faces with their own unique talents and histories, you'll get the most familiar with Mei, Corey, Sven and Amy though you do get a few other teamates as well.

The controls are simple enough but not terribly responsive. I thought the aiming with L1 and shooting with R1 controls for the weapons was kind of annoying. I think the original aim with the shoulder button and shoot/strike with x made a lot More sense, but in time I got used to it could deal with it. The much bigger issues were the slow weapon reload time, occasional command delays, not being able to heal via the menu screen and the lack of map.

Graphically it's a mixture of good and bad. The environments are pretty nice looking and detailed, not as crisp and clean as the original, but that added an element of realism. The human character sprites during gameplay were passable, not too blocky,but not terribly clear or fluid. Though we did note all the special effort taken to ensure the girls gave an exaggerated hip sway when they walked so clearly the art team knew what sort of things were the most important. The monsters sprites fared better, being much more detailed with fluid movements. The cutscenes looked a lot worse than gameplay and featured some pretty poor sprite interactions. My major complaint though is the multiple instances of terrible clipping. In just about every area all sorts of environmental objects flicker and shine when they shouldn't and worse yet, it's very easy to get your character completely trapped on a piece of debris with little hope of recovery. For example: I once got stuck standing next to the professor, apparently his aura was holding me hostage because when I tried to move I only ran in place and turned in circles. His aura also apparently rendered me invincible, if immobile, as when Jen tried to hit me with a melee weapon in the hopes of setting me free it passed right through me*. I expect some clipping issues with any video game, but these issues got worse and worse until they became extremely distracting.

*note that you can usually hit your teammates with melee weapons knocking them around and making them spurt blood though it doesn't actually hurt them. Given how annoying they are, it's on of the few times you can truly feel fulfilled while playing this game.

Sound wise it's also a mix. Background noises, doors footsteps and things like that were nothing special, but nothing notably horrible either. Outside of a few gates that sounded like interior doors when locked I had no real complaints. Character voices on the other hand were completely awful. Some of it was just from the intentionally cheesy, but very poorly written dialogue (which mostly consists of crude jokes and innuendos), but most of it was just poor delivery. I get the concept of making a B movie video game, but at least the B queens could scream, these actors and actresses can't even master that, let alone any appropriate timing or feeling. Musically the game is actually on, it even excels in this field. Most of the score is appropriate, it's well written, beautiful and haunting . The cues could be better and you get a small dose of pop-rock crap, but overall I think the music was the best part of the game.

Game play wise the game starts off much like the first game, a cutscene followed by some short gameplay where you're just incredibly lost and confused. As things progress you add to your team and find new people with new talents that you need to use in specific situations. However unlike the last Obscure game where there were only a few instances where a specific character HAD to be used, this game is constantly forcing you to use specific characters so if you're using the wrong party you have to walk all the way back and choose the correct ones. There's no convienent "meeting point" button this time, to speed up the process for you either. However, you're often stuck with a specific pair of characters anyway, so you don't get the chance to pick incorrectly most of the time.

You progress through the game trying to figure what's happening to your friends and what it has to do with the sinister black flowers, which double as a party drug, blossoming everywhere.
Basically that translates into beating down monsters and hoping you don't die in the process, which is easier said than done. Most of the monsters in this game, even the one you see most often are tough and strong doing a lot of damage to you and not taking a lot in return. Given that you're better off saving your bullets for boss fights or the larger monsters you see later on, you'll be going at them with melee weapons. So, you're probably going to be taking a lot of damage. Though take note that ammo is only a little less common than healing items, most of which barely make a dent in your injuries. It's also worth mentioning that a change in this game from the last is that there isn't anymore innovation with tape and flashlights. In fact, light, while it's heavily implied that it will help you in the same way it did before, rarely does.

As the game progresses you see how much this new horror really relates to that hellish night at Leafmore while shallow meaningless and short lived romances blossom among your teammates. The storyline tries to stretch into the first game in a sensible way, but completely falls short of the mark. It then ends rather abruptly with no real explanations. However for a bit of a twist after you watch the credits roll the first time (and you DO have to let them go completely) you're rewarded with about 30 minutes of more gameplay and a bit more story. This culminates in an extremely annoying boss battle for which you rewarded with....another ending with even less explanation and the credits again! Exciting right? After the credits roll the second time you go back to the title screen. No "the end", no stats on how well you did, no new game+, no secret costumes, just the title screen. It's incredibly fulfilling, yet somehow fitting for this game. The whole thing was a huge disappointment, a good idea that just never made it.

If this weren't a quick review there are all sorts of other detailed complaints I could make, for example: the stupid saving system, the lack of item information and the poor planning of the puzzles, poor subtitling, and well I could go on like that for another paragraph without even touching on why those things are bad. Instead, I'm going just end it like this: If you're like me and take some sort of sick joy out of awful games, I suggest you pick this up immediately as it is most definitely one of the worst games on the PS2, right up there with Pryzm: The Dark Unicorn and Dark Angel: The Vampire Apocalypse. If you're looking for an enjoyable co-op survival horror experience run as far as you can in the other direction and pick up the first obscure or RE5 instead.

~Stephanie

Thursday, July 16, 2009

Store Updates and July's Coupon code

New coupon code! I apologize for it taking me until mid-month to get this up, but due to some internet outages and other things it was a hard month. To make up for the delay, this coupon code will get you a HUGE 25% off any order over $15 :) It's JulyBlog be sure to make good use of it. It shouldn't be too hard as I've been updating lots of things lately.

This months updates are primarily consisting of Video game collectibles.

Including a very rare Promo only Dead or Alive Extreme Gashapon of Kasumi in a special XBOX costume. it was only available to those who pre-orded the game and is very rare these days.


Also of note is a set of 3 Ace combat 5 Promotional patches. These were also only given away when you preordered the game and would not only be grat for a collector, but would be amazing on a flight jacket if you're a fan of the series.

Those are just two highlights, in addition to these and the other video game collectibles we've also managed to get some new manga, DVDs and some sailor moon stuff up so far this month, so go take a peek. We also have a bunch more goodies slated to go up soon as well so keep an eye out for something to use that coupon on!

~Stephanie

Tuesday, July 14, 2009

Retro Review Tuesday: Friday the Thirteenth

Once again I have to apologize for the lack of entries I've got fun stuff it's just that we were without internet access for awhile last week.

This is another awesome classic review written by my awesome brother. Enjoy.

INTRODUCTION

Nearly thirty years ago, Paramount produced a move that would forever staple the "Summer Camp Horror" cliche into our hearts. Only a very special film company can turn a story about a vengeance-seeking homicidal mother of a dead mentally retarded boy into a never-ending series about an undead, invincible, hockey-masked super-human killing machine. It takes a very, VERY special video-game development company in LJN to turn this killing-machine into an 8-bit, blue-masked-purple-jogging-suit-wearing juggernaut squaring off against six faceless "counselors," while at the same time turning this into a zombie invasion. Can such a video game really exist? Why, yes, it does. And what can you do to be a part of the magic? Well, first you can read this ironically elaborate review.




OVERVIEW
Sarcasm aside, let's get this straight...it's an LJN game - it's terrible. That aside, it is actually one of LJN's better put-together games, and one of the first-ever survival horror games. And with the way Jason is usually presented to you, the game actually manages to "scare" you, when the masked maniac suddenly appears on screen with little to no warning, in many instances. And let's not forget the game's infamous difficulty.



Once the game is started, it goes right to a well-rendered intro sequence, which is an animated throwback to the famous cover design of the Part IV movie case, where a knife flies in from God-knows-where and sticks into the eyehole of Jason's Hockey Mask. Then the screen flashes violently. While you sit there, noting how they must have blown their entire budget for the game on that opening sequence, the title screen will appear. You push start, and after it tells you to light the fire places, you select your first character.

Your goal in this game is to destroy Jason before getting all six of the counselors killed off. Likewise with the fifteen children, whom were looking forward to an enriching summer of hiking, rowing, singing, not getting slaughtered, and fishing. You kill Jason by using six different weapons of differing strengths and uses (and by uses, I just mean strength.) When you hear the alarm, indicating to you that Jason is either attacking a fellow counselor in their cabin, or the campers, you race to the cabin, and have one of many, many battles with the Demon of Crystal Lake, until you finally put him down once and for all (or, at least until the next sequel).

Graphically the game is actually pretty well rendered. The backgrounds even change, in the distance based on your location, IE: changing to trees when you're getting near the woods, rock when you're near the cave, and water when you're approaching the lake. They are rather simplistic, but get the job done as far as clarity of the situation, except for Jason of course...nobody's every going to understand that.

Sound wise the effects are pretty crisp, although nothing resembles anything close to a realistic sound. All of the sound effects are your standard, classic electronic sound of some sort and notably missing is Jason's trademark sound (if you're familiar with the movies you know what I'm talking about.) The music is like most any other NES game, it is obnoxiously repetitive yet strangely intoxicating. The music that plays while inside of a cabin is especially notable, for its distinct sound and ambiance.

GAMEPLAY

-Characters-

I could get extra analytical about this and scout each and every character's strengths and weakness...or I could just put it like this - use Mark. Crissy and Laura are okay too, but Mark is who's going to do this for you. Avoid doing anything with Paul, Debbie, or George. Eventually it will become a necessity to use these three, but until that time comes, put them away in the closet, and take care of Mark and his girls. Okay, so maybe there's need for SOME analytical crap...




Mark - Moves fast, rows fast, jumps high, he's your guy.Take care of him so that you may make him last for the entirety of the game. Make sure he gets all the potions he wants and give him the Sweater (both of those things will be discussed, below).

Crissy - Also moves fast on land, jumps high, she's just about the female equivalent to Mark and you should also take care of her, as well.

Laura - She moves quickly, but sucks at jumping. She's still a better choice than George, Debbie, and Paul but only because of her speed.

George - is a useless cretin, he excels at absolutely nothing. Also, he's also the least attractive one, so it's a pretty standard notion than you want nothing to do with him.

Debbie - She's pretty much just female George, although when he throws a weapon, she really whips that thing. Still, with a name that even SOUNDS slow, Debbie is definitely on the reject list.

Paul - Paul's only better than Debbie and George because he's black. But even so, how black is he REALLY? His name is Paul, for crying out loud and he can't run OR jump. But you have to cut him some slack - he's the one most likely to die in this situation.

-Playing the Game-



You wander Camp Crystal Lake, wondering how a place that frequently experiences mass murders can STILL be a problem, looking out for goodies, and Jason. To keep you busy while Jason's deciding who to kill, you battle yellow and blue zombies, who even walk with the outreaching arms. They, of course, are the most annoying part of the game, however, killing them will give you the invaluable lighter (which the game refers to as a "torch" ...perhaps LJN are a bunch of bloody wankers from England?) and killing enough of them may even grant you a special weapon. Every now and again, Jason will appear, generally indicated by whatever zombies that are on screen walking off the screen and by the screen halting its scroll, as you move. When Jason appears he will throw spinning axes at you, which are rather hard to dodge. Hit him enough times with your weapon, and he will run away. The game is slightly realistic in the sense that if you follow him you will likely end up fighting with him again in a moment. Also, if Jason leaves and suddenly the alarm sounds, it will probably be very close to where you two had just battled.

Once the alarm sounds, you look to the status bar atop the screen, and see which indicator is flashing. If it is the Counselor Indicator (The one next to the potentially changing number of unhappy-looking faces) you then press start to see which cabin it is that Jason is occupying (it will be green and flashing). A timer will appear next to the flashing indicator, giving you sixty seconds to reach the cabin. It is pertinent that you get over there as fast as you can - the longer you take, the more Health the counselor inside loses. And you may need to use this counselor at some point. If you're dawdling, indifferent, or more likely - lost in the woods, and time expires, Jason will slay the counselor inside, effectively costing you one life, and the use of that character. GOD HELP YOU if it's Mark.If the Children Indicator is flashing, then you've got slightly more of a chore to deal with, as the only way to reach them is to row your boat across the lake to their cabins, all the while getting attacked by zombies, birds, and Jason, an attack which you can do virtually nothing about except wonder how it is that he's in the water attacking you while he's supposed to be killing the campers. The more time you spend dawdling on the way to the campers the fewer of them there will be. Once Jason has wiped out a cabin full of children he will move on to the next cabin when he strikes again. If all your children are wiped out it's game over so as much as you might like to, you can't ignore them.


Once you've entered a cabin, the screen switches to a pseudo "3D" screen, with very limited movement and excruciatingly slow progression. If there is another counselor in the cabin, you can switch weapons with them by pressing select and choosing the "PASS" option. Though leaving them with a weapon, no matter how nice it is, doesn't seem to help them fend of Jason's wrath without your help. You can also switch places with each other with Select-CHANGE. If you having a potion, cure them with Select-CURE. If you find a weapon or note on the cabin floor, take it with Select-TAKE. If you're in an empty cabin and press start you can choose a new character and you'll start from their cabin, if you do this in an occupied cabin, the cabin's original counselor will move to an unoccupied cabin.

While in a cabin, you can tell if Jason is there with you because his life bar appears at the bottom of a screen. Occasionally you will enter a cabin that Jason is randomly occupying, even if there's no alarm. If you are attacked by Jason in a cabin, you square off with the purple-suited psycho while he attacks with either his fists, a machete, or what you may at first think is a hair brush, but is really most-likely an axe. You throw the weapon you have at Jason with the B button. Jumping is disabled in the Cabin Mode. By pushing down and over in any direction on the D-pad, you can dodge Jason's attacks when he steps in front of you. Sometimes Jason will attack you twice in a row without moving, so stay on your pixelated toes. Once you've hit Jason enough times, he will flash and disappear like any other NES sprite, and a message will display on the screen, reading "You win...for now." Ominous, no? However, if Jason's Health Bar is low enough, he will fight you until it depletes entirely, something that really sucks if you only have one of the first two weapons. Jason's Health Bar depletes over the elapse of several different battles with him, so depleting it entirely can take quite a while. Jason may also try and fight to the death when he attacks you on the path, but here, you cannot see his Health Bar, so you just have to keep fighting until he flickers.

Once you've depleted Jason's Health Bar, you will get a less-than-congratulatory message, and you will find yourself having to kill him again - only now everything's harder.

-Days-

The game spans three "days," each new day starting when you deplete Jason's health. Each day follows a cycle, starting off in daylight, turning to dusk and then night, the progression being completely dependent on how often you enter and leave a cabin.

Day One - Everything's standard, Jason's at normal speed, takes off normal health, zombies are at normal speed...it's normal.

Day Two - Zombies are faster, and Jason is stronger and every now and again takes a snort of crack and starts really flying, making his attacks nearly impossible to avoid, completely.

Day Three - Zombies are still fast and possibly more frequent,  and crows appear on all the roads. Making matters worse it that Jason has become a non-stop speed-demon making every encounter with him a real labored attempt.

-Areas-

Aside from the cabins, there are four different areas to scroll, each of them exhibiting their own special traits and enemies.

Road/Path - The normal screen of the game, you can use the map to navigate this and see which cabins are where (although sometimes the distance between you and other cabins can be less-than-accurate.) If you happen upon a new, alternate path leading into the horizon, or one at your feet, you can press up or down to travel them, which may lead you to the perimeter of the cave or lake, into the woods, or into the cave or lake.

Woods - Taking on Labyrinthine qualities, it's very easy to get lost in both wooded areas, traveling up and down paths that don't always lead to the same place twice. However, the Woods do hold secret cabins housing secret items and they also yield an abundance of potions.

Cave - Dark and...scary? This area has bats and holes for you to fall down and die in. It's a bit hard to tell where some of the alternate paths are (the ones in the backgrounds are almost invisible their location hinted only by the crumbled rocks on the ground in front of them, among the other rocks), but once you collect the flashlight, it's much brighter and the paths are easy to see.

Lake - Here, you row your canoe to wherever you're going (the camper's cabins being the only non-pointless destination), while trying to avoid zombies jumping out of the water, birds, and Jason. It takes a little while for your character to accelerate the canoe to max speed, and the maximum speed is dependent on the character you're using (although honestly, in this situation, wouldn't you think that they'd use a motor boat?)

-Weapons-

All weapons are projectiles. Nice that picking up just one gives you and endless supply.

Stone - Your default weapon, it takes five hits of these useless things to take off a single pellet of Jason's life...Jason having thirty-two, randomly-numbered pellets in total. (I don't mean to mention crack again...but these ARE big, white rocks...)

Knife - You get this, along with many other items, by jumping in certain areas, triggering their appearance. You are guaranteed to have at least once instance where you accidentally lose a great weapon by picking up one of these by mistake. Four hits to a pellet, it's not a whole lot better than the Stone but it's still an improvement.



Machete - You can get this either by defeating Jason's mother in the Cave, finding it in a cabin in the Woods, or killing fifty zombies. Usually when you earn this via zombie-death, you're not ready for it, and either would have to downgrade your weapon to get it, or gain nothing, having already acquired a Machete. It's too bad to see it go to waste, as it kills zombies in one hit, and takes only three to take off a pellet of Jason's life.

Axe - A strong weapon, but slower compared to the others, you throw these spinning, just like Jason does on the road. This can only be acquired by defeated Jason's mother under certain circumstances, or finding it in a secret cabin in the Woods. One hit for zombies, Two-per-Jason pellet.
Torch - The most useful weapon in the game, this one can even be used to hit Jason in the Lake, making it a little more fair that you can do nothing to avoid the Lake attacks. This weapon drops to the ground when you throw it, burning for a second, and killing zombies that absent-mindedly run into it. This one only takes merely one hit it take a pellet from Jason, and it is acquired by lighting certain fire places and then finding it in a cabin by the lake, or by getting it from Mrs. Voorhees. It may also be available in a secret cabin.
Pitch Fork - Possibly the hardest weapon in the game to acquire, it is only available by killing Jason's mother on Day Three. It's very fast, and passed right-through zombies, killing them instantly. This one also takes off one pellet per single hit on Jason.

-Items-

Items can only be collected by coming into contact with them while jumping. It sounds dumb, but it actually makes it a little easier to avoid collecting unwanted pick-ups. However, it frequently threatens to do the very opposite for you while you're jumping to avoid an enemy.

Lighter - Use this to light fireplaces in big cabins.
Potion - You can use these to regain a small amount of health or to heal your fellow counselors in need. If you're carrying one of these when your Health Bar depletes, it will automatically be used and save you for the time being.
Key - These are used to unlock the doors of secret cabins and the door to Jason's mother's lair. One key can open everything without seemingly disintegrating in the lock, like with so many other games, which is rather nice.
Flashlight - This is found when certain fireplaces are lit up. It appears instantly after you do this inside of a cabin so don't leave the area or it's gone. You can use this to light up the cave and reveal hidden paths, rather useless once you know what to look for.
Notes - Random notes are left for you to in larger or secret cabins. They may hint on to where you may find a special item, or they may just tell you to go into a random cabin or into the woods.

-Enemies-
Zombies - The standard enemy of the game, they basically give you something to do while Jason's inactive. Easy to deal with, but you get tired of it, real soon.
Lake Zombies - These jump out of the water while you're rowing the canoe. Rather annoying, but weaker than normal zombies.
Birds - Maybe it's a crow? Either way, it appears after about 10 zombies come and go, takes only 1 hit to kill, but it's pretty annoying to deal with. Seen both on the road and over the lake.
Wolves - Appearing in both the Woods and the Cave, (colored baby blue while in the cave for some reason) they're very hard to deal with. They're fast, they jump, and they're very tough, sustaining a lot of damage before being eliminated. It's recommended that you just run away from them.
Bats - A weak enemy that appears only in the cave. Not a huge problem.
Jason - The Hockey-Masked killer we all know and love is done less-than justice, in his sky-blue mask, skin of the same color, and purple clothing, which, as stated before, looks like a jogging-suit. However, his admittedly hilarious look is no reason to take him lightly. Very strong and very fast, as is right, if someone's gonna get ya, it's him.
Mrs. Voorhees -
Jason's beheaded mother, she floats up from her candle-lit alter and basically...headbutts you with the remains of her body. You can battle Mrs. Voorhees once on all three days, enjoying her shifting of color for each. Her location is obscured, but if you defeat her, you will be granted a special reward, depending on the day it is, and/or the weapon you are carrying:

Day One Prize - Machete. If you already have one, Axe. If you already have that, Torch. Already have that? Axe again.
Day Two Prize - Sweater...in the movie series, the sweater played a notable part in Part 2. However, it was blue then. Here, the Sweater is a neon pink and yellow...yeah. Upon getting it, your current character will sustain only half the damage he or she receives. You will also flash from your normal color to green, making you feel extra special.
Day Three - Pitchfork. As stated earlier, very strong, very nice. Beware, though...Mrs. Voorhees is a real problem this time around.


CONCLUSION

So, there you have it, poor Friday the 13th didn't get to wait long enough to have its video game spin-off made...competently. But you know, thinking back to how "competently" the films were made...this seems right, in a way. It must be doing something right...I've spent hours and hours playing and beating this game over and over. It must be stressed again that this is no small feat. This game maybe bad, but it's also insanely difficult, beating it ranks you right up there with the Gods.


Saturday, July 4, 2009

Collection Oddities: Sailor Moon Dream House

This week we're once again going to be taking a look at another hard to find and super ridiculous Sailor Moon toy from our collection of oddities, The Sailor Moon Dream house for 6" dolls. I'm never going to quite understand how exactly sailor moon accessories and items got green-lighted at Irwin. I can almost see that the sailor senshi dolls deserved their own base of operations of sorts as really there wasn't much for a small child to work with in terms of available playsets from the moon dolls. However, much like the vanity case and numerous other releases from this time frame, this bears little to no resemblance to anything appearing in the anime or manga leaving me to wonder who came up with the concept in the first place. But, enough questioning of it's existence. The fact is that it does exist and it's my sworn duty to highlight oddities like these, and so I shall! To the box!



The box is in both English and French and shows of the item in question as well as a cover model. Also like the vanity case, Irwin found one of the most frightening soul-eating little girls they could as a cover model. This one isn't grimacing, she's smiling and making and inviting gesture. However, that doesn't make it better, in fact it makes it much worse and make me much more convinced that she will steal your soul if given the chance. If her smiling wasn't enough to freak you out, there's also her unseen and cunning use of magic to consider. She's clearly keeping the dream house floating in mid air. Sure you can't see her other hand, but there's no way a little girl is steadily balancing an entire furnished house with dolls with one unseen hand. It's just not possible, her evil soul stealing magical powers are the only option.

Steering away from the evil, the box lists the features as being:
Build 2 styles of sailor moon's dream house
Deluxe furniture
Decorative wall and floor coverings (you know because you see so many non-decorative ones, they just had to be clear)
Front door opens and closes
Simple assembly!
So, that doesn't really sound very exciting does it? Apparently, Irwin felt the pretty pictures on the box would be so exciting they didn't need real descriptions. Looking at said pretty picture again, I also have to question if whomever designed the box layout knew anything about the show as Queen Beryl is just hanging out in the house as though she hasn't spent 46 episodes looking for ways to eliminate them and take over the world. I'll just ignore that for now, we have many more inaccuracies to explore so, let's get that box open and harvest it's sweet innards for our own enjoyment!

Inside the box there's a whole pile of stuff. More specifically it contains:
The instruction sheet in both English and french
1 plastic door
12 plastic pillars
1 plastic door frame
5 small plastic floor frames
3 big plastic floor frames
20 plastic wall pins
4 plastic roof caps
4 cardboard floors
3 cardboard walls
4 cardboard sidewalls
1 cardboard roof
2 cardboard roof windows
1 cardboard chimney
2 cardboard fences
1 cardboard kitchen cabinet
and 1 cardboard headboard

You can tell from that ridiculously long list that Irwin may have exaggerated the concept of "simple assembly" a bit especially when you consider that the above list doesn't include the furniture which also needs assembly. Just in case you're already panicking, relax, you've got the instruction sheet. The instruction sheet should help right? Except it doesn't. The instructions are worse than would you get with your latest piece of cheap Swedish furniture, vague at best, wrong at worst. We decided we were smart enough to figure it so we pressed on. As the box touts, there are two ways to assemble the house so we decided to be ambitious and use the L shaped "style B" layout. The "simple assembly" took 3 adults over an hour to finish completely as several sections had to be deconstructed and reconstructed due to a very unclear order of operations. I will admit that some of that can probably be attributed to choosing "Style B" which is a little less straightforward than "Style A".

Once the construction is completed and you take some time to really appreciate your hard work, you really have to worry about the sailor senshi's insurance rates on a house like that. There's overnight construction by inexperienced builders, cardboard and plastic as your primary building materials, no stairs on a 2 story house and huge missing wall fragments? That has got to require some sort of special policy. Likely one that would only be available to super heroes and heroines or possibly super models. You also have to wonder about the giant Sailor Moon logo on the roof. Sure we know the dream house is nothing like anything used in the show, but if it were to be used wouldn't that kind of put a damper on the whole secret identity thing? How inept would enemies have to be not to know where to find them all the time?

Moving on, let's take a tour of the lovely furnishings on the inside of the house.




Looks like the sailor team shelled out extra for all custom furniture. Most everything is pink or purple including the toilet and sink. Looks like all the carpets and drapes must have been custom as well as I've never seen anything quite so awesome tacky in any store I've ever been in. The wall art is also pretty questionable as it consists of Usagi's wands and a giant portrait of Sailor Moon in the bedroom and something that should never survived past 1987 hanging over the TV. Speaking of the TV, apparently the sailor senshi have a penchant for vintage rock, I'm not sure what band this but it somehow doesn't seem to be what Japanese teenagers should be interested in. But hey, who am I to question their eclectic tastes?
When you get right down to it the most important part of any doll house and doll house furniture, is how well it works with your dolls. So we took a couple of shots using the Pretty Guardian Sailor Moon dolls (as they were the easiest to get to for us).


Note how we took great care to put the sailor senshi in completely natural normal poses, Mars and Jupiter sharing a chat and a very light lunch , Usagi laying in bed likely avoiding studying and day dreaming about snacks and Venus officiating a Moon Cycle street race between Eternal Sailor Moon and Mercury. (the moon cycles are an oddity I'll go into in a later post)
As you can see though one of the redeeming qualities of the dream house is that the dolls fit very well and actually interact pretty well with the furniture making a good display piece. The only caveat being that we used Japanese 6" dolls which have bendable legs, (as is obvious in the picture below of Mercury resting before her race.) US 6"dolls don't have bendy legs so they may not work quite as well.


Overall this is a completely crazy item, I can't say that I'd really recommend it for a serious collector. It's useless to a purist as there's very little that ties into any real environment in the Sailor moon universe. It squarely falls into the "what was Irwin thinking category", but at least this time you aren't subjected to any terrible demented nephew fan art style decorations. For not so serious collectors it's something I would say is worth seeking out, though it's very uncommon, I've only seen one other in a collection. It's something we had a lot of fun with and is great way to display your 6" dolls.

~Stephanie

Tuesday, June 30, 2009

Retro Review Tuesday: Earthworm Jim


Earthworm Jim is one of the most popular platform games ever made. It spawned a line of toys, a cartoon show, and bunches of rereleases, remakes and sequels. It was released in 1994 on both the Super Nintendo and Sega Genesis. Unlike most games released on both systems during this period, the Sega Genesis version of the game is widely considered to be the superior version and is the version this review covers. Besides, I proudly admit my status as a Genesis fan girl. :)



-Overview-
When you open the instruction booklet you find a well drawn mini comic which introduces you to the basic concept of the game:Jim is just a normal earthworm when fate steps in to change his life forever. One day a space suits falls from the sky, once inside this suit he finds himself able to move and act in ways no worm would ever dream of. He finds himself running, jumping and blasting his enemies (and his face occasionally) to smithereens. Unfortunately, he also pissed of PsyCrow who was in pursuit of the suit. Jim spends the rest of the game running away from PsyCrow and searching for Queen pulsating, bloated, festering, sweaty, pus-filled, malformed-slug-for-a-butt and her lovely sister, Princess What's-her-name.




You can tell just from that basic description that Earthworm Jim is a level of craziness you rarely find in modern American produced games. With the over abundance of cows (well, really one cow that gets around), the ridiculous settings of the levels and really the entire concept of an earthworm running around in a space suit, you're guaranteed raised eyebrows and fits of giggles and fits of giggles are exactly what you're going to get. Jim's silly sayings and idle animations(my personal favorite is when he drops his pants) are guaranteed to get you to crack a smile if somehow anthropomorphic brains and giant hamsters don't.


Graphically the game has held up very well over the years. The animation is bright, crisp, smooth and fluid. Character sprites are detailed without excessive pixelation and the backgrounds are big and colorful without being distracting. It also is rare instances of a "3d" graphic that was mind blowing and innovative at the time and still looks good today.

Sound wise it's pretty basic. Sounds and voices are clear and the music is memorable and quite appropriate, but nothing special compared to other classic games.

-Difficulty-

The game on every difficulty level ranges quite a bit from easy, silly, fun to rage inciting, controller throwing, impossibilities. When you start the game you can choose one of three difficulty choices: Practice, normal, and difficult. Practice mode even though it seems easy in the beginning still presents a challenge in the later levels, Buttville in particular can be ridiculous when you don't know what's coming. The harder difficulty levels render some portions neigh on impossible as you move on.

-Gameplay-

The controls are smooth and responsive. Like most older games they're pretty basic: A shoots your gun, either the normal or super plasma depending on what you've picked up recently. B whips Jim around which is good for things like killing crow and swinging across large chasms. C when standing still or running is good old fashioned jump, when falling it's used for the helicopter head move which slows Jim's fall, allows him to maneuver into different space and saves your butt more often than most of us would like to admit.


Like you'd expect for a platformer you spend the majority of your game eliminating or avoiding enemies, collecting items, and working towards hitting a continue or a boss. However, there are several levels that break from the mold and give you a bit of a different gaming experience, like riding a mini rocket, bungee jumping, piloting an airless and extremely fragile submarine and keeping an adorable little puppy out of harms way.


You start off the game in "New Junk City",a junkyard guarded by Chuck the fish retching overseer and Fifi his loyal worm hating canine companion. They aren't the only problems for poor Jim as he presses on in his quest, there's is also a steady stream of crows that are delighted with the sight of a giant worm and if given a chance they will grab poor Jim's head and not want to let go. Not to mention the numerous spike pits that dot the landscape.(which does beg the question as to why would a junkyard want or need spike pits...) After beating the area boss Jim pulls out his trusty pocket sized rocket ship and heads into space for a little race with PsyCrow you'll become all to familiar with as the game progresses (AKA Andy Asteroids). If Jim wins the race he heads to "What the Heck" a reimagining of hell where elevator music floats through the air and a cat named evil reigns supreme. If Jim loses the race he has to fight PsyCrow beforehand but still ends up in "heck".


The rest of the game proceeds in an equally as absurd and improbable manner culminating in an epic battle with the Queen, Queen slug-for-a-butt for short, so that Jim can finally meet with the lovely princess..and a cow.


-Conclusion-

Overall Earthworm Jim is a game that just about everyone in my generation played and remembers fondly. It's a game easily beat in one sitting but one that sticks with you whether because of it's comic genius, it's almost infinite playability, or just for nostalgia. It is easily one of most memorable games ever made and possibly the most influential game in the platformer genre. This game ranks among my top favorites and as an owner of hundreds of video games spanning a dozen systems that's no easy feat, even if I were liquidate the majority of most of our gaming collection this would be one worth keeping forever.



~ Jen


Don't forget to stop by our shop for retro gaming collectibles:

Tuesday, June 9, 2009

Retro Review Tuesday: Double Dribble

It's now 2009 and when you want play a basketball game you can just pop in NBA 2k9 when you want a realistic looking challenging game of basketball on your favorite console. But let's get in our time machine and set the dial to an era where you didn't always have the luxury of such a lush experience. Back when the Nintendo Entertainment System was the top of line in home entertainment and 8 bits were as much as anyone could handle. The year is 1987 and if you and your friends wanted to go head to head in a game of hoops, Konami had you covered with Double Dribble.





-Overview-

It's classic 5 on 5 full court basketball. You have 4 periods to score more points than the other team via 2 pointers, 3 pointers and free throws. You have the same four periods to keep them from scoring more than you and just like real basketball you can foul and have to give up free throws so you want to make sure your blocks and steals are of the legal variety. (though quite honestly it's always seemed to be to be random when the game decides that something is illegal.) For the time period it was actually pretty accurate to the sport is was portraying and was one of the first games to feature sound and cut scenes which was a real treat for those of us old enough to remember when that was not only a rarity, but the cutting edge of technology.



The gameplay graphics are pretty terrible by today's standards. Your characters and the crowd are faceless and undetailed but, to it's credit, the crowd does cheer in the background while the game is going on. However, this cheering is limited to just two frames of animation. The cut scene graphics on the other hand, are fairly detailed especially for the time period and are easily the most memorable part of the game.

The music is pretty standard Nintendo fare and is only present when something special is happening: the beginning, the half time show and the end. The remainder of the game is played to the sounds of shoe squeaks, passes and dribbling .

-Gameplay-

You start off the game by watching the crowd, which at this points seems to resemble old TV static, stream into an unnamed arena while the us national anthem plays and the Konami Blimp flies overhead majestically. After you wipe the tears from your eyes at the beauty of such a touching scene, you get to the selection screen. Here you shoot baskets to choose how long you want your periods to be, what team you'd like to be and if you're playing a one player game, if you'd like to be playing the computer at skill level one, two or three. Your teams while clearly based on existing American teams at the time, exist only in the mind of Konami's programmers.

The 4 teams available are:

The Boston Frogs: Who as you would expect have a green theme and a frog mascot.
The New York eagles: The team in white with an eagle mascot.
The Chicago Ox: The red team who has an ox mascot which is absolutely not bull in spite of what it looks like.
The LA Breakers: The blue team with a mascot that's completely indiscernible. As a child I was pretty convinced it was a blue raspberry freeze pop and my siblings thought it was a blue pickle. As I aged I decided it was a radioactive rod, but now I suspect given their name it's supposed to be a lake.(not to be confused with the Lakers)


Once you've made your decision based either on your personal affinity for the geographical location or silly mascots of these fictional teams, you start off with the jump ball. This is one of the things that supports the voice feature and actually sounds pretty much like what it supposed to be saying. (I can't say as much for some of the other Konami games that supported voice at the time - I'm looking at you, Blades of Steel) One team gets the ball and the game begins. The player you're controlling flashes to easily discern them from the AI players. Though this is an NES game with 10 playable sprites on the field and an active background so all the players flicker a bit sometimes making it seem as though your teammates are suffering from an advanced form of leprosy(this is especially apparent in some of the screenshots). If you've got the ball the active character can either shoot or pass and if you don't have the ball you can steal or block. The characters you aren't playing with work on very simple AI which basically causes them to run around the court not doing much of anything until a ball basically falls on them or you select them. When shooting in addition to your normal basics you can hit three pointers and slam dunks.

The three pointers are made from any place beyond the three point line though there are a few "sweet spots" where it's easier to hit them and they make a very gratifying sound when they sink and cause the crowd to go wild. The slam dunk is probably the part of this game everyone remembers. Whenever you get in close the basket from the front it will trigger one of three slam dunk cut scenes - two handed, one handed and behind the back. Be aware though that seeing the cut scene doesn't mean you've successfully gotten it in, all too often you'll often hear the brutal buzzing of shot bouncing off the rim.

After the first two periods your thumbs get a break as a squad of cheerleaders (which don't seem to be affiliated with any specific team) take the court and do several dance steps and formations as your chosen teams' mascots go by the crowd. Once the cheerleaders leave the court, the game resumes and you can continue trying to steal, pass, and shoot your way to victory. At the end of the 4 periods whoever has the most points is declared the winner and sees one player, always the same player in a jersey that matches your team's color, receives a trophy and the admiration of the aforementioned cheerleaders.




-Conclusion-

Double dribble may not sound like much, but It's been 22 years since it came out and most people who owned a Nintendo still fondly recall it and plenty have downloaded it to their Wii virtual consoles since Nintendo made it available again in 2007. It's not just for nostalgia either, I can almost guarantee that almost everyone who played it enjoyed it and probably spent a good number of childhood afternoons competitively playing it with their friends, family and neighbors. The game is a lot of fun and while graphically it has very poorly weathered the test of time, it's fun factor and playability are as high as ever. It's not as "epic" as many of the games I review, but it is a classic and one I heartily endorse.


~Stephanie

Don't forget to stop by our shop for vintage game collectibles:

Saturday, June 6, 2009

Wings of Redemption Spawn (series 32) and June's coupon code

One of my larger collections and one I don't think I've really discussed in this blog before is action figures. I will collect figures from any show/comic/movie/whatever if they're interesting looking. I especially love the super detailed highly articulated figures which means I end up with a lot of Mcfarlane figures, thus a lot of Spawn figures. However, If I tried to collect ALL the mcfarlane figures or even just ALL the spawn figures, I'd be completely broke all the time and have absolutely no space in the house. So, I try to keep some sort of focus, I try to only collect spawn figures with wings and repaints of The Heap. All sorts of other figures sneak in there as well, but those are what my primary McFarlane figure collection consists of and the ones I break out of the box immediately as I want to enjoy them. My latest addition is to my favorite, the wings of redemption series. The wings of redemption figures are based on the cover of issue #77 it shows spawn with a mighty pair of white feather angel wings. The first figure was released in series 21 and has had a couple of subsequent repaints and re-releases. My latest edition is the most recent one from series 34. This one feature a much more dynamic pose than the first, though it does not at all resemble the cover. The detail is the sort I've come to expect from a Mcfarlane figure, I am especially fond of the detail on each individual feather in the outstretched wings. I am however disappointed to note that this would be better called a plastic statute then an action figure. There are only 4 points of articulation none of which are particularly useful for changing the look. I realize I can't expect too much articulation as the pose isn't really intended for it,especially as he rather delicately hovers over the base(not shown in in my pictures) as is. but I really did expect to be able to do a little more with it. Also of note is that this one is much smaller than the other WOR spawns (barring the 3" trading versions). Overall this is gorgeous figure and while not as popular among collectors as the other WOR figures, it is a truly beautiful figure well worth the purchase price. One note though, this figure should be taken out of the package to be truly enjoyed. I've never been one to keep my figures in packages anyway, but I understand collectors wanting to keep everything completely mint. However this one looks like practically nothing in the package, it's well worth breaking the factory sealing for.

Next up, I set up the store coupon code for June: JuneBlog it will get you 17% off any order over $1 :) And I recently updated some fun things to use it on. The most interesting thing is probably A complete import copy of Kirby's Dreamland 2 (which has incredibly adorable box art!). I love that the gameboy and the DS are region free and use that to collect quite a few import titles that are either otherwise available in the states or when I just enjoy the import box art more. We're planning on a mid June vacation so we'll be adding loads more soon to help add to our trip funds so if you don't see something interesting now you might see something interesting next week.

Tuesday, June 2, 2009

Retro Review Tuesday: Super Punch-Out !!

As I did Mike Tyson's Punch-out!! last week, I felt Super Punch-put!! was a logical next choice. The only issue is that until very late in life I didn't own super punch out and other than when I was in college and starved for vintage goodness I've never really liked playing on an emulator. So once again I tapped my incredibly awesome brother (author of the Contra III review) to write this one as he's spent many more hours on it than I have.



-Introduction-

I can personally say that when I first heard of another Punch-Out!! game (besides Mike Tyson's Punch-Out!!), I was rather excited. My older sister (owner of this blog, of course) first introduced it to me via SNES emulator on my dad's old Windows 95. My earliest memory of playing this game is losing to the very first fighter as a result of being unable to locate the emulator's controls (I hadn't quite had the revelation that the controls the game was showing me probably didn't match the emulator). Having gotten over that obstacle, I proceeded to play this new Punch-Out!! with an obsessive passion. In spite the fact that the gameplay would bear little resemblance to the classic NES predecessor and was so ridiculous that it makes all too much sense that the word "boxing" never appears once in this game.


-Overview-

As stated above, Super Punch-Out!! is a nearly complete overhaul from its NES predecessor. The one thing that does carry over to this version, is the comic relief that is the characters. You can still count on a punch to the belly to yield the most fantastic facial expression ever and the knockdown animations don't disappoint. (although none of them are quite as lovely as counting a Bull Charge, or downing Von Kaiser with a body blow) Unlike the 3-round matches of Mike Tyson's Punch-Out!! which, if spent, would end in a decision, Super Punch-Out!! Gives you just one 3-minute round, which elapses in real-time. However, there are no decisions. If you run out of time, tough shit, you lose.

Also new to this game is profile creation, eliminating the need for passwords. Your win record, time records for the specific fighters and total score for a circuit are recorded. You are allowed to play in new Time Attack Mode, freely choosing to fight whoever you wish from a list of fighters you've already defeated in the regular Championship Mode.


-Gameplay-
Like the old game, you advance your way through the circuits (Minor, Major, World, and Special)by defeating the current circuit's Champion , the three returning fighters from Mike Tyson's Punch-Out!! who star in this sequel: Bald Bull, Mr. Sandman, and Super Macho Man, all take on the role of the Champion of their circuit.

When you initially start Championship Mode, you create your profile, choosing your own name (8 character count). You then save it, and proceed to the beginning of your journey to victory, selecting the circuit you wish to challenge.(minor circut when you start off of course) The special circuit is only available if you've got a loss record of zero in the three preceding circuits. This does not mean you cannot lose, ever. If you complete the Minor, Major, and World circuit and the Special circuit isn't available to you (its name will be displayed but you cannot select it), all you have to do is return to the circuits where you have losses and run through them, again, without losing any matches.
You will be introduced to your next challenge by an introduction screen, displaying your opponent's mug, name, record, weight, and age. Push start, and the fight begins.


The same basic layout applies here as in the old game, you and your adversary pretty much stand toe-to-toe the entire time, with a little more in-ring movement than before. Many of the fighters dance around the ring before some special maneuver. You yourself, have the ability to dodge attacks (left and right on the D-pad), duck (down), and guard your face (up) and abdomen (Default - push nothing). Some attacks can only be avoided by a specific defensive maneuver (For example, Super MachoMan's Spin Punch can only be avoided by ducking, not dodging or blocking). Your offensive moves include left and right jabs to the head, body blows, and an amped up Super Punch attack that, unlike Mike Tyson's Punch-Out!!, is not limited, but rather, is always available once the Special Meter is filled via making contact with your opponent. You can use these attacks as much as you want until you are struck, which will drain much of your Special Meter. Your Special attacks include a powerful right hook to the jaw, an equally devastating left hook to the gut, and, by tapping the Special Attack button, you can unleash a fast and furious left-right combo to the face or stomach that can range from 2 to even 10 consecutive blows. For added creativity, knocking somebody down with a Special Attack will yield a more aggressive knockdown animation. If you are pummeling your opponent hard enough and constant enough, you just might render him into a defenseless dazed state, giving you a golden opportunity to finish them off. Almost all fighters have a daze state, and every daze state has a small window of time to land a Super Punch for an instant knockdown (some of these can be distinguished from normal knockdowns by their alternate knockdown animation).



-Characters-

Your Character: Often said to be little Mac, but throughout the game he remains nameless, his only resemblance to Little Mac being his green boxing gloves.
Signature Move: Super Punch/KO Punch(star punches in the NES version) - Whatever you want to call this, it's the weapon of mass hurt

Gabby Jay: A 56-year-old Frenchmen, this Glass Joe clone mirrors the win-loss record of his NES counterpart at 1-99. Getting beat by him is pretty much only excusable by not knowing the controls...and even then...(hangs head in shame).
Signature Move: Gabby's Rage - Decades of humiliation and defeat in the ring will occasionally get Jay's blood boiling, prompting trash-talk and a mean punch to the gut.

Bear Hugger: A huge but certainly not jolly Canadian, this behemoth will often goad you into taking a shot at his seemingly invincible and enormous belly.
Signature Move: Face Bash - Generally used as a counter attack after blocking a potention punch to the face, this manuver entails Bear Hugger spreading out his arms not unlike a bear about to pull you into its maw, and slams his gloves together, squishing your face like a berry.

Piston Hurricane: A throwback to the Arcade version of Punch-Out!! (Or so I am told), Piston Hurricane specializes in fancy footwork, and quick fists (relative to his early appearance in the game).
Signature Move: Hurricane Rush: A flurry of blows alternating to the face and body.

Bald Bull: The turkish brute is back, now hailing as the Minor Circuit Champ.
Signature Move: Bull Charge - Just like the classic game, Bald Bull will back up, get onto his haunches, and bounce (charge) at you, delivering a devastating uppercut once he reaches you that puts you on the mat without question.

Bob Charlie: Obviously not a Bob Marley clone, this dreadlocked ring-dancer will keep you off balance as he "shucks and jives."
Signature Move: Feel the Rhythm - Bob initiated this maneuver with a soulful dance, and will then decide whether to just jump back into the fight, or close his dance number with a heavy, spinning uppercut.

Dragon Chan: Everybody knows that every Asian is a martial arts expert, sportsthe last name "Chan." Beware of this one. As far as he's concerned, fists are but one weapon of the human arsenal.
Signature Move: Flying Kick - A maneuver which is completed with an instant knockdown, Chan will jump onto the ropes to the right, bounce to the ropes on the left, and fire himself back to you, nearly taking your head off with his mighty, silk-slippered foot.

Masked Muscle - Mexicans cheat. That's just what they do, right? This fighter (whom is a Soda Popinski clone) will use any trick necessary to win the match, so stay on your toes.
Signature Move: Spit-In-Your-Eye - This shameless brawler frequently attempt to spit in your eye, temporarily rendering you partially blind, and unable to attack.

Mr. Sandman: The heavy-fisted Sandman returns as the Major Circuit Champion to put you to sleep, once and for all.
Signature Move: Sandman's Uppercut Rush - Homage to his old self in the NES game, Sandman once again calls upon this now much easier to avoid maneuver, throwing three big uppercuts in a row.

Aran Ryan: This big-nosed Irishman boasts a tolerance to pain, and angers if struck hard enough.
Signature Move: Grab Him It looks as dirty as it sounds.

Heike Kagero: A very young and profoundly effeminate Japanese man, donning small bits of pink face paint (or makeup...), 19-year-old Heike utilizes many unorthodox maneuvers and dances to keep you guessing his next move.
Signature Move: Hair Whip - Putting his long, luxurious hair to good (further) use, Heike Kegaro violently swings his deadly locks in a two-hit combo, rather difficult to evade the first one or two (or ten) times you see it.

Mad Clown - Basically a more difficult Bear Hugger in a Clown Get-up, Mad Clown is a mean Italian entertainer , seeming to want his opponents to see the humor in their beating.
Signature Move: Juggling Juggernaut - Out of nowhere, this near-400 pounder surprises you with a backflip, and then proceed to juggle some red balls, which are then hurled at you from different directions. After this, another astonishing flip, into a devastating face-smashing, abruptly taking your down to the canvas.

Super Machoman - Once again the Champ of the World Circuit, the self-obsessed Super Macho Man flexes before your match, and flexes some more, as he waits for you to get up.
Signature Move: Super Spin Punch - Unlike the less (although certainly not low) damaging, single version of this move, Macho Man will give a big windup, and then throw as many consecutive spin-punches as he pleases, all with the ability to put you down in one.

Narcis Prince - Your initial bout in the punishing Special Circuit is with this self-centered little pillock. Obsessed with his own looks, striking Prince in his face will send him into a blind rage.
Signature Move: Rage of the Prince - During this state, Narcis Prince his very fast and aggressive, in contrast to his pre-rage style which consists mainly of showboating and playing.

Hoy Quarlow: --Right at about this point is where you begin to realize there never really was a referee. The counting and declarations of knockouts were mostly likely the services of an over-involved spectator, trying to salvage some order in the ridiculous sports federation known as the WVBA.---The 92-year-old Hoy Quarlow has two moves that resemble anything close to a legal punch. The rest of the time, he's smacking your around with a big stick. Let's not play around with a fancy term like "Cane" or Staff," it's a big stick. The only alternate to the two punches and endless Stick maneuvers would be the occasional kick to the face. So with all of this in mind, pay no mind to this old bastard's introductory commentary of "Please, take it easy on a poor old man...." In no strained about of time, you'll be ready to pound this prune-face right through the canvas.
Signature Move: None- What F***ing Signature Move does he need, he's got a big stick.

Rick Bruiser: An enigmatic, heavy hitting giant featuring no known age or place of origin, he is the brother of the Special Circuit Champ. And he is determined to convince everybody, especially his opponents that he is truly the best, despite his brother's Championship Title, using a variety of special maneuvers, including 3-hit combos, pounding elbows, and paralysis of your fists.
Signature Move: Earthquake - Rick jumps into the air, and smashes back to the mat, temporarily immobilizing you.

Nick Bruiser: The Special Circuit Champion. Nick Bruiser is the most enigmatic, silent, heaviest-fisted opponent you've met yet, and every knockdown you suffer by his golden glove will send you into a body-spin before you inevitably hit the ground. Every punch from him equates to the strongest attack of many past adversaries. Bruiser's expressionless visage will remain unchanged as he stares at your beaten and lifeless body for the undoubtedly dozens of matches to follow.
Signature Move: I-Don't-Know-What-This-Is-But-It-Knocks-You-Down-Right-Away-So-Don't-Get-Hit-By-It I don't know what this is, but it knocks you down right away so don't get hit by it.





-Conclusion-

Even if you're not a boxing fan, or a follower of any sport, the silly cartoonish nature of Super Punch-Out is sure to have you determined to see all there is to see within. Classic Punch-Out!! players will thoroughly enjoy it just as much as players new to the series. If you get the chance,as it is a rare game, give Super Punch-Out a try. It's a fun one.

~RM

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