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The Version Everybody Knows: A rant about music discovery in the streaming era.

A while back, I was looking for an alternate version of Tommy Tutone’s “867-5309/Jenny” that appeared in Rock Band 3, but every time I tried to look for this version, it kept giving me the original version from 1981’s Tommy Tutone 2. Even with putting in the album name (Tutone-ality) and “re-record” into my searches, it kept coming back to the original album version and not this unique re-record. That made me sad, because I genuinely want to listen to this version of the song in a way where I don’t have to hear game sounds from Rock Band 3.

This surprisingly happened a lot with songs in music games. Either the masters were lost to time, or legal issues between the band and record label have necessitated a re-record – similar to the Taylor’s Version fiasco – thus they either got the current lineup in the studio to make a similar-enough sounding version to the original, or they’d opt for a cut from a Live album instead.

One thing that really irks me about the streaming world of Spotify et al is that if you wanna find a classic rock or pop hit, they’ll just give you the most popular version. Usually that’s the version featured on the original album. Which, hey, if you’re just looking for that song to listen to, that’s great, you’ll be happy, end of story.

The thing is that it leads to a problem I’ve called The Version Everybody Knows. You hear about a song, you wanna listen to it, places like Spotify or Apple Music give you the original version. But sometimes, especially in the days before the internet, that may not have been the version that was the hit. That isn’t to say the album version wasn’t popular, but it clouds the history of the songs a little.

For me, I have a softer spot for alternate mixes and radio edits. This was incredibly common in the 1970s, where there would be a song from a hit album of which they’d speed up and edit it down for radio airplay. This continued after the age of album-oriented radio, but usually would be relegated to special remixes and 12” mixes that would be played at clubs. Most of the time they’d play the original song from the album, perhaps cut down so the radio station can get more songs and commercials in.

Here’s a few examples. Example one: Gerry Rafferty’s “Baker Street.” You search for that, you get The Version Everybody Knows from his 1978 album City to City. A smooth, catchy 6 minute jam with that famous Raphael Ravenscroft saxophone lick.

However, the version that charted in the Billboard Hot 100 was a completely different mix, featured above: It’s a little over 4 minutes, it’s moved up one key, a bridge or two taken out to immediately get to Hugh Burns’ guitar solo. This might sound weird to your ears if you’re used to the album version like I was, but for folks who were around back then when it was new, this is likely the version they remember.

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A little thing about Legacy of Rust, the new Doom level set.

They really didn’t need to do this.

In 2019, Doom got a remastered port handled by Nerve Software, and while it wasn’t perfect, it was serviceable enough. It got a few updates that fixed a few of the major problems – including requiring Bethesda.net to login – but it was fine. A perfectly playable version of the 1993 classic.

DOOM + DOOM II is a bit of an unwieldy title, tbh

Five years later, at Quakecon 2024, they remastered Doom again. This time handled by Nightdive Studios, the wizards who remastered a whole bunch of games, from Turok to Quake II. This time they added support for Boom, a Doom source port framework that added a whole bunch of new features and expanding older ones. But they weren’t done with that. Of which has become tradition with all id Software remasters by Nightdive at this point, they added a new episode called Legacy of Rust.

Mild spoilers for Legacy of Rust within.

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Forza Horizon 2 presents: Fast & Furious – It’s about family.

The Fast and the Furious franchise is one of many movie franchises I just haven’t really watched. Much like the Marvel Cinematic Universe, the various Star Wars and Star Trek spinoffs among many, many other series, I just can’t really see myself sitting down and watching these by myself. I know this is partially a fault of me treating watching things as a social experience, but some day I will watch those popcorn action flicks with Cool Cars and equally Cooler Stunts.

Naturally with a franchise that’s been around as long as it has – over two decades! – there’s been video games. Official licensed ones such as the unremarkable Fast & Furious Showdown, Cruis’n for Wii, which was a port of the Fast & Furious arcade game but without the licensing, even the TV show spinoff Fast & Furious: Spy Racers got a tie-in game: Rise of SH1FT3R. But I wanna focus on one that was a tie-in to an existing popular franchise that also involved cars and wild stunts.

Is this the car version of that Distracted Boyfriend meme?

Forza Horizon 2 presents: Fast & Furious was a tie-in game released on Xbox One and Xbox 360 as a tie-in to Furious 7, which is when the franchise started using weird names to refer to its sequels. Developed by regular Forza devs Playground Games and Turn 10 Studios, alongside Sumo Digital for the 360 port, this was a free* tie-in that was a standalone expansion to Forza Horizon 2. I put an asterisk there because it was free for the first month or so of release, eventually requiring one to pay for it for the last few months it was available. More on that later.

You play as a nameless protagonist who gets a call from Tej Parker, a recurring character in the previous films, with Chris “Ludacris” Bridges reprising his role. Through a semi-fictionalized version of Nice, France, the player must drive through the streets and complete races to gain enough street cred.

If you think you need to understand the Fast & Furious films to play this, you don’t. The game starts with a clip montage of some of the wildest moments from past films, and you can get a handful of cars from the film, like Dom Toretto’s 1970 Dodge Charger. Otherwise, this is easily understandable even to a person like me who only has a bit of knowledge of the Fast & Furious franchise.

For this article, I played the Xbox 360 version, as that’s the most recent console I own at the time of this writing. Yes, even in 2024, I still haven’t jumped to the 8th generation of game consoles. Which, y’know, when you got a powerful PC, it seems kinda pointless to grab a modern console unless you wanna play a game exclusive to that platform. Surely there’s no major differences between the two games besides graphical fidelity, right?

The driving line: Something that folks like me should follow, but rarely do.

Anyone who’s played the previous Forza Horizon games will be right at home here: Racing with driving lines, a rewind feature for mistakes, and a big amount of difficulty customization from racing game newbies to veteran Forza players. When not racing, you can accrue points for stylish driving, go through speedtraps to break your friends’ records if any, and even get “barn finds” for hidden cars that can help build the old collection.

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Daikatana: John Romero’s “expert FPS.”

Sometimes I think a lot about what defines “the worst video games of all time.” There’s a lot of games in that category that I question if they deserve that distinction. After all, sometimes people get swept up into the zeitgeist of it all and hate a product without really thinking if it deserves it. While I’m thinking about this topic, there’s one game that comes up in that category.

So I’m on a Discord server where a random bad game is picked every month and people play it. This time around, the game chosen was John Romero’s Daikatana, a first-person shooter developed by Ion Storm and released in 2000 for PC and oddly, Nintendo 64.

Yep, this is how the game starts: Right in the Single Player menu. No splash screen, at least on this fan patch.

I’m not gonna go too deeply about the game’s history here. There’s lots of places that have documented the history of this infamous game and Ion Storm as a studio overall, and I kinda wanna make this something shorter than my usual fare. If anything, I just want to get past talking about that one ad where they proclaim that “John Romero is about to make you his bitch.” (You can thank Mike Wilson of later Devolver Digital fame for that one.)

Everybody loves a sewer.

I’m no stranger to Daikatana. I remember watching the Something Awful Lets Play by Proteus4994 and Suspicious, which was my first experience of seeing the game beyond cultural osmosis. Stuff like “Thanks, John” is permanently burned into my lexicon thanks to this LP. (I don’t think if it’s worth watching nowadays, there’s probably a lot of offensive language that makes it age like expired cottage cheese.)

I actually got to play it myself in 2016, and I don’t remember the experience all that well. The only thing that stuck in my memory was somehow getting Superfly Johnson stuck under a stairwell. Besides that, it was just shooting enemies in various time periods.

To this day I don’t know how this happened.

For this replay, I decided to send my NPC allies to the shadow realm, and Hiro Miyamoto would fight everything singlehandedly. From advice from a supporter of Daikatana – elbryan42 on Youtube – I turned on auto-aim, which made hitting a lot of the smaller enemies a lot less painful. I also decided to kick it up to Shogun difficulty, just for the extra challenge.

This was available three days early for Patreon subscribers. Wanna be one of those? No Daikatana needed, just head to my Patreon and chip in at least a buck and you’re already there!

Don’t try fighting these folks without auto-aim. It’s complete suffering.

The first episode that takes place in the 2200s is an absolutely terrible first start for a game. Lots of small enemies that are hard to hit and hard to see. Lots of green, showing off all that pretty colored lighting that Quake II popularized.

What was with FPSes of this time and using fruit as healing items?

And of course, fruit you can interact with to heal yourself. The later levels of Episode 1 throws so many enemies and very little health that there were a lot of moments where I’d finish a combat section, then make the long backtrack to the nearest health “Hosportal” to refill. It didn’t help the game gives weapons that will do damage to you if you’re not careful: Stuff like the C4 Vitzatergo and the Shockwave Cannon will do lots of damage to foes, but it’s easy to kill yourself with them than the enemies. Even stuff like the Shotcycler seem like an interesting idea in concept but realizing you’re gonna be wasting ammo by killing an enemy with a single shotgun blast.

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Wild West Showdown: American Gladiators meets Mad Dog McCree.

Around 1989, a plucky little sports competition show debuted that captured the hearts and minds of Millennials everywhere: American Gladiators, a show where contenders fought against “gladiators,” men and women who had background in stunts, sports or otherwise. Its campy stadium-like presentation combined with the play-by-play commentary of hosts Mike Adamle and Larry Csonka – with a few other folks before and after – it seemed like peak weekend viewing, after the Saturday morning cartoons have ended and you want something else to watch in a pre-internet world. (As a funny coincidence, there’s been rumblings of a new version of AG casting as of this writing, which has me mildly optimistic. Can’t be any worse than the 2008 version where they thought letting Hulk Hogan host was a good idea.)

You can’t tell me kids weren’t trying to imitate this stuff.

The original American Gladiators went off the air in 1997, which lead to a slew of imitators like Battle Dome to take the space. But even during AG’s peak, there were shows taking the formula and putting it in different environments. Stuff like Knights and Warriors leaned more into American Gladiators original intent of being a competition with a bit of a Medieval Times-like theme to it. There was a kid-focused spinoff called Gladiators 2000 featuring a then-unknown Ryan Seacrest. Even Nickelodeon GUTS likely took inspiration from American Gladiators. But there was one of these shows that captivated not just the game show nut in me, but also my friends who weren’t even that big into game shows. That show was Wild West Showdown. Grab your cowboy hat and boots, y’all, we’re heading into the old wild west for this one.

Okay, this isn’t an amazing logo, but hear me out, it gets better.

Wild West Showdown was a short-lived, mostly forgotten American Gladiators clone that aired for one season in 1994. Produced by The Samuel Goldwyn Company and Four Point Entertainment – the same companies that produced American Gladiators – their approach was to take their formula and give it a new twist. While it might seem gauche to rip off your own show, it’s not uncommon: When Allan Sherman and Howard Merrill was pitching a show to Mark Goodson/Bill Todman Productions, I’ve Got a Secret, they pointed out it was basically a ripoff of their existing show What’s My Line?. To which Sherman reportedly said, “You might as well, because if you don’t start copying your shows, someone else will.” (This comes from a memoir from former Goodson/Todman staffer Gil Fates about the history of What’s My Line? and may not be 100% accurate.)

Taking place in the fictitious town of Broken Neck, the town is constantly harassed by outlaws – this show’s versions of the gladiators – and it’s up to three cowpokes to try to stop the outlaws and hopefully make off with a bit of money in the bank.

Wonder if he loved getting back into the saddle again.

Our host is “West,” played by the late, great Alex Cord, a veteran character actor. Most people will probably know him best as Archangel in Airwolf, a TV series I’ve never seen but cannot deny has quite the banging theme song. While I initially thought this was strange casting at first, it made more sense when I found out he’s been in a handful of western films, as well as bit parts of some notable western TV shows like Gunsmoke. So in essence, this was perfect casting. Cord gives off a storyteller style to the proceedings, talking about the town, its outlaws, and the game outcomes.

Dang, having a lady co-host years before AG did. Inclusivity!

Alongside West, the contestants are interviewed by the local town reporter, K.C. Clark, played by Lisa Coles. She tends to fill the co-host role like in American Gladiators, where she interviews contestants after the game, getting their thoughts on how they did, and telling them if they won or not. So even though the show leans a lot into the wild west theme, there’s still a tinge of the show’s inspiration there.

Partway through the run, they introduced a play-by-play announcer, Joe Fowler, who replaces Cord’s play-by-play while trying to be a part of the proceedings off-camera. This honestly was a grave mistake. While Wild West Showdown is inspired by American Gladiators, Fowler’s commentary feels incongruous to the rest of the show’s overall theme, and completely kills the style the show is going for.

The rules go a little something like this: Three cowpokes – usually two guys and one gal – compete.

This looks like something straight out of Most Extreme Elimination Challenge.

Each of the games varied from show to show, usually with one cowpoke against one of the outlaws in various events, such as climbing a water tower to grab the fuse out of a stick of dynamite, “Rawhide Drag,” where the cowpoke has to grab the harness off a lasso while being dragged by an outlaw in the fastest time, or “Runaway Stagecoach,” where they catch a runaway stagecoach the fastest. Each game is for $100 cash, with the last game being for $200.

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