Author: beverly jane

  • Save Room – Organization Puzzle: Got a collection of good things on sale, stranger.

    Save Room – Organization Puzzle: Got a collection of good things on sale, stranger.

    I like Resident Evil. Whether it’s the horror aspects of the first few games, or even the goofy action-driven pivot the series took after Resident Evil 5, it’s one of those franchises I have a soft spot for. Except for Resident Evil 6, that game is… not good.

    One of the core mechanics Resident Evil relies heavily on is the inventory system. Your character can only hold a fixed amount of items, thus there’s a bit of strategy beyond exploring a place and killing all the zombies. Knowing what items and weapons to bring, making sure you’re equipped for whatever the game throws your way, whether or not it’s worth getting the big ticket item now or coming back later once your inventory’s empty. While it can be frustrating that you can’t just hold everything, it’s a deliberate design choice that I can appreciate.

    The RE4 inventory system in action. (courtesy of r/oddlysatisfying on Reddit, likely taken from elsewhere.)

    By the time we get to Resident Evil 4 it starts being more complex, where they use a grid system, with each item taking a specific number of slots in the game’s inventory system, now depicted as a large briefcase. It feels a bit more realistic, but also a game within a game, as one has to occasionally do a bit of adjusting to fit the new weapon or the dozens of fish they caught. It’s that one thing people always mention when they talk about RE4 that isn’t complaining about Ashley Graham being annoying. In 2022, 17 years after the original game’s release, a bunch of Brazilians were inspired by this interesting inventory system and liked the concept so much that they made a game out of it.

    I assure you, in spite of the simple title screen, this is not an asset flip.

    Save Room: Organization Puzzle is a game made by Fractal Projects, an indie studio based out of Brazil. Unfortunately I couldn’t find much information on the studio itself, but it’s made a few indie games like Npc Problems: Vertex Coloring and How to Bathe Your Cat, which are mostly pixel-driven indie games that are likely enjoyable games for the sub-$5 price all of their games go for. They don’t really have a website or a broad social media presence, so I can’t really pinpoint if these folks have prior game experience outside of their own work. Funny enough, while there aren’t clear credits for who made this, they do credit the assets they used in from the Unity store, so they’re at least considerate even if they’re semi anonymous.

    If you want to progress stranger, solve my puzzle!

    There isn’t much of a story. A Merchant – likely a reference to the merchant from RE4 – asks you to solve his puzzles, which involve having a bunch of items and fitting them within a specific grid of tiles. You click and drag them into specific spaces, right click rotates the item 90 degrees, and clicking on an item without moving it gives an option to inspect, combine or use, like in Resident Evil 4. Once you’ve filled all the slots, you can move on to the next puzzle.

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  • H2H-XMAS.WAD for Doom: Santa the Doom Slayer.

    H2H-XMAS.WAD for Doom: Santa the Doom Slayer.

    Every time December rolls around, I always feel a compulsion to write about a Christmas-themed video game. There’s some pretty okay ones, but there’s one that’s always been on my mind and have thought about writing about it, but just felt there wasn’t enough material there to justify it.

    This fight is annoying, primarily because he keeps saying “HO HO HO It’s not nice to shoot Santa!” repeatedly.

    That game was Duke: Nuclear Winter, an official expansion for Duke Nukem 3D by Simply Silly Software, and while it has a decent Christmas theme to it, really feels slapdash and hastily put together. Hell, the first two levels are literally just Red Light District and Hollywood Holocaust from Duke 3D but with snow all over them. Compared to the other official expansions – Duke Caribbean: Life’s a Beach and Duke it Out in D.C., respectively – it feels like the black sheep of all the Duke expansions. Hell, Alien Armageddon, a mod I covered on this site previously, has pretty much ignored its existence yet given the other Duke expansions a complete overhaul.

    The best computer art 1994 had to offer.

    But Simply Silly Software didn’t spawn out of nowhere. Its founder and head honcho, Joe Wilcox, was making middleware for games like Doom, where stuff like DOOM/Master were his big claim to fame. Of course, he dabbled in Doom mapping as well, making one map for a small Christmas-themed mapset called “Xmas Doom,” which eventually got a bigger, badder sequel in December 1995. H2H-XMAS.WAD is that followup.

    This was made by several members of the Head 2 Head Gaming Network, a community of Doom fans where one could dial up to a network and play Doom multiplayer with others online, similar to services like DWANGO. And like DWANGO, H2H-Xmas was made as something to promote their gaming service. To commemorate Doom‘s tenth anniversary, H2H-Xmas was put on the “Top 100 WADs of All Time” on Doomworld, basically a precursor to the modern-day Cacowards.

    Wilcox was one of several folks who spearheaded this project, as well as contributing one map, which is… quite mediocre. H2H-Xmas definitely has the vibe of what would show up in Duke Nuclear Winter a few years later. Though Duke is a vastly different beast from Doom in terms of design and gameplay.

    I like how the HUD is both Christmas and Halloween themed at the same time.

    The plot is simply silly: After returning from vacation, Santa Claus finds Doomguy bruised, battered and bloody, with Martha Claus being kidnapped by the demons. Unable to finish his mission, Doomguy gives Santa Claus his trusty pistol and tells him to rip and tear those demons like unopened presents.

    If you’ve played Doom, you know what to expect. A pistol, 50 bullets, kill demons, find keys, exit, repeat. Except now there’s a lot of snow and Christmas music to get you into the holiday spirit. Weirdly, the monsters look the same as they do in Doom II, which is odd to me, considering Xmas Doom changed the sprites of the monsters to have santa hats, Cacodemons look like christmas tree bulbs, and Imps throwing snowballs instead of fireballs.

    I thought I might’ve botched something in the install – this was made in the days when you had to run batch EXE files to create the WAD to play it in Doom II, a more complex process compared to the drag-and-drop usability of today – but other videos and images I’ve seen of this WAD seem to match my experience with it, so maybe that was just how it was back then.

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  • Legendary Original Soundtrack: A high note in an otherwise average performance.

    Legendary Original Soundtrack: A high note in an otherwise average performance.

    Hey look, another post about this game! But this time, we’re focusing on one little part of it: The music. I briefly hinted at it when I wrote about Legendary, but the music is probably the game’s most shining moment. Which is me kinda lowering my standards here, since we’re talking about something as average as Legendary. Though it had been nearly a decade since I last played the game, the music is the one thing I remember from it besides the literal soul sucking and that time where I fell through the elevator at the end of the game.

    For a little context: I like film and game scores, especially when it’s stuff that is mostly forgotten. It’s become one of those things I tend to collect because it’s neat to listen to scores to mostly forgotten films like Paycheck or the TV score for the 2000s reality show The Mole. That also applies to video game scores. Since Legendary was released around the time where companies were going “Oh yeah, we can do soundtracks for our video game,” a lot of games got soundtracks. And of all the games to get a soundtrack, this was one of them.

    Okay, it looks fairly cheap, but hey, better than nothing.

    Composed by Jack Grillo (the audio director at Spark Unlimited at the time, who’s since moved on to Crystal Dynamics, working on audio for the Tomb Raider games) and Ricardo Hernandez (presumably a drummer friend of Grillo’s, his name is hard to find info on him easily), this soundtrack was released in September 2008 on most digital storefronts, and also got a physical release on Melee Sound Design Records, Hernandez’s self-published label.

    So what does it sound like? It’s mostly chugging guitars and heavy drum hits. After “Prologue,” which is mostly a monologue with occasional guitar playing throughout, “Flashpoint” is the first proper song on here, which plays while in the game’s main menu. It starts with a suspenseful guitar intro, before the drums kick in and layers of guitars are blended into this fairly intense menu music, which is probably the best way to get you pumped up to play the game.

    It’s also really interesting how there’s voice lines from the game featured. “Prologue” and “Epilogue” are literally featured from the game itself at those particular sections, which is expected, though they are truncated from the actual dialogue. featured However, the way it’s framed makes the album as trying to tell its own story, outside of the game. “It’s Just Business” is framed like Deckard just got severely wounded and about to get killed by LeFey, but in the actual game he says this line from a hijacked video line before a squad of baddies come to murder Deckard and Vivian in a subway. I’ll chalk this up to creative liberty with the material featured, but honestly I could’ve done without the random dialogue bits featured here.

    You can kinda tell they had to put a different TV model in front of the original model. That’s game design hotfixes for you, baby!
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  • Legendary: Maybe we shouldn’t open Pandora’s Box.

    Legendary: Maybe we shouldn’t open Pandora’s Box.

    I kind of miss the seventh generation of shooters. Sometimes you’d find a game that while not amazing, was at least trying something interesting. Other times you could end up stuck in the sluice gate of Activision’s budget hell, with games like Soldier of Fortune: Payback, Jurassic: The Hunted or The History Channel: Battle for the Pacific. (By the way, those are all by the same developer: Cauldron, a Slovakian game studio that’s since been absorbed into Bohemia Interactive.) But regardless, I miss that B to C-tier type of game, something to waste a few hours of your time with that might’ve had promise but couldn’t deliver for whatever reason. And the game I’m talking about this time around definitely fits that criteria perfectly. Time to open up Pandora’s Box with this one.

    Not endorsed by Barney Stinson.

    Legendary – which is such a very generic title that it definitely will be hard to find info on in Google searches – is a first-person shooter that definitely fits this seventh gen C-tier mold. Developed by Spark Unlimited, a developer best known releasing Turning Point: Fall of Liberty and this game in the same calendar year, as well as working on the third game in the Lost Planet series and a Ninja Gaiden spinoff before closing up shop just as the seventh generation was coming to a close. They definitely were a C-tier developer.

    I can’t see this logo without thinking of Dan VideoGames from Gigaboots, who started the stream of this game by seeing this logo and yelling “GAMECOCK!”

    This game was also published by the rather infamous Gamecock Media Group, a publisher that was known for having fairly aggressive marketing tactics. In essence, they were basically the proof of concept of what would become Devolver Digital. (Fitting, since Mike Wilson was one of the head honchos at Gamecock, as well as Devolver.) I tend to remember them for storming the stage during the Spike Video Game Awards while Irrational Games’ Ken Levine was about to give a speech to promote Hail to the Chimp. Besides that, I couldn’t tell you any other game they published that was memorable besides these two games.

    Anyway, the story goes a little something like this: You play as Charles Deckard, a generic white dude protagonist who’s a graduate of the Gordon Freeman school of FPS character development. Deckard is given an offer from Osmond LeFey, leader of the sinister-sounding Black Order, to procure Pandora’s Box, which is conveniently hidden in The Metropolitan Museum of Art in New York City. After sneaking in and inserting a fancy key and a blood sacrifice, all hell breaks loose, as Pandora’s Box opens a portal to evil gods and beings flooding the city. With the help of Vivian Kane and his new Signet powers, Deckard must close up Pandora’s Box, while making sure LeFey doesn’t get it for evil nefarious deeds that evil nefarious villains do.

    Sewers…. why does it always have to be sewers…

    Legendary is a bog-standard FPS for the time. WASD moves, Left click to fire, right click to aim down sights, Shift sprints, E uses objects. Deckard can only hold two weapons, following the Halo/Call of Duty formula, alongside his trusty axe and two explosives that you switch between. Despite taking several pages from the 6th-7th generation FPS ethos, there are a few things it tries to do differently, such as no regenerating health, and fancy powers thanks to the Signet on his arm. Though, Deckard also has the cool ability to turn valves and “hack” keypads to open doors.

    Deckard’s abilities really boil to down to two things: A kinetic blast that helps destroy objects and stuns Pandora’s foes, and healing yourself. I ended up using the blast a lot to make certain foes easier to fight, and a few times for destroying physics objects when the game asked me to, but the heal feature was the most helpful. That is, if I could find places to heal and have enough animus energy to even heal in the first place.

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  • Some stuff I bought: Portland Retro Gaming Expo 2024 edition.

    Some stuff I bought: Portland Retro Gaming Expo 2024 edition.

    Goodness, it’s that time again, huh?

    The Portland Retro Gaming Expo has arrived once again, full of cool old video games and lots of vendors willing to sell their wares to folks like me. This time around me and my partner got to peruse stuff on Saturday, while I got to see some friends from out of town. Sunday was me riding solo, but pallin’ around with another friend I don’t see much.

    Naturally I was laser focused on deals, and slowly realizing I’m getting old as now I’m seeing booths selling Xbox One, PS4 and even PS5 stuff. Mere years ago I was talking a lot about finding loads of PS2 and original Xbox stuff, but now that’s not the case anymore.

    I had three small goals during this trip: Search any discount bin for cheap common games. This paid off in a few places as I got a few fairly notable games in my collection.

    The second was to fill the gaps in my game show game library. During the seventh generation, there were a glut of game show games not seen since the days of the NES, and I wanted to add some of those to my collection. Even if some of them are not that great, as you’ll soon see.

    Finally, I’ve been trying to find peripherals for my Xbox 360, as the seventh generation of game consoles are slowly reaching “retro” status, and I wanna grab some of these peripherals before they start being sold for a ridiculous premium. I got lucky on one of these, at least.

    Note this only covers PRGE finds, I will probably have a “everything else I bought” for a future article. But enough preamble. Let’s get into the lineup, starting with Saturday’s finds:

    $2 each:

    • Get on Da Mic (PlayStation 2)
    • American Idol (PlayStation 2)

    An auspicious start. Get on Da Mic is basically Karaoke Revolution but for hip-hop. Made by Artificial Mind and Movement (A2M), the studio now known as the Dead by Daylight guys, I was curious about this because rap-based music games are kinda rare, the only other one that comes to mind is Def Jam Rapstar.

    From what I gathered from the box is that these seem to hit all the fairly notable hip-hop songs from up to 2004: “California Love,” “Baby Got Back,” “Rapper’s Delight” and even “The Humpty Dance.” I have no idea if these are the originals or covers, as there’s no song credits in the manual, and the back cover uses “As originally made famous by.” Thus it’s entirely possible that an audio production company like Wavegroup Sound did the covers, akin to Karaoke Revolution and early Guitar Hero. Guess I’ll have to find out for myself. Once I find a working USB microphone, that is.

    American Idol is a somewhat infamous game. Made by Hothouse Creations, this game is part game show sim, part rhythm game. There’s weird cartoony representations of judges Paula Abdul, Randy Jackson and Simon Cowell, presumably done because the last thing we needed was realistic PS2-quality Simon Cowell.

    I’m more familiar with the Game Boy Advance version of this game, where people have posted videos of them constantly failing to hit the notes, and funny pitch shifting being used to simulate bad singing, like in this performance for “Waiting for Tonight.” The PS2 version likely has the same features, complete with the bad singing.

    I bet it’ll have some funny moments to play through, but otherwise might be forgettable. At least it has support for a dance pad, I guess?

    Also, I realized this technically fits the first two categories like a glove: It was in the bargain bin, and technically you could consider American Idol a game show if you squinted real hard. (I treat reality competitions and game shows as separate things, but YMMV.)

    $6: Hollywood Squares (Wii)

    Ah, here we go. The first of the game show games I found.

    Published by Ubisoft and developed by Ludia, these game show games were often not great. For some games like The Price Is Right, they’re fine enough but may have little nitpicky things that diehard fans might dislike. In other cases, like Press Your Luck 2010 Edition and The $1,000,000 Pyramid, those seem to be made on a shoestring budget with little to no care or passion to the show in question, thus they end up being not fun even as a joke with friends. I fully expect this to be in the former category, where it’s a decent enough representation of the show, but has some particularly questionable design decisions.

    This one, naturally, is based off the then-recent version of the show that aired from 1998-2003 in first-run syndication. Tom Bergeron reprising his role as host, alongside clips from the show with Martin Mull, Jeffrey Tambor, Kathy Griffin and… Brad Garrett. Everybody else is generic Ludia contestants without any punny names to go by. Which makes it baffling for them to go for the celebrity endorsement as well.

    Well, at least it’s not The $1,000,000 Pyramid…

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

    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.

    YouTube player

    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.

    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.

    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.”

    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.

    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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