Azn Badger's Blog

What About the Lysine Contingency…?

Remember When Kevin Nash Got Old And Started Sucking More Than Ever?

It’s funny, I’ve never been terribly attached to Kevin Nash as a wrestler.

Oddly enough, despite his presence in mainstream pop culture being almost entirely derived from his time spent as a wrestler, most of the reasons I’ve found to like the man have come from his acting career.

I liked him as The Russian in The Punisher:

Pictured: The best scene in the movie.

I found him and Eric Robert’s over-the-top performances in Dead Or Alive to be just about the only enjoyable portions of the movie, even though Nash’s character was clearly intended to be played by Hulk Hogan:

CLEARLY Bass was based off of Kevin Nash...

Hell, even though he barely did anything, I felt he did a decent job as Super Shredder in Teenage Mutant Ninja Turtles 2:

Pictured: One of the worst/dumbest moments in the movie.

Outside of these performances though, Nash was never the best wrestler, nor was he all that good on the mic.

Back in his Diesel days, it was kind of cool that they let him use the “illegal” Jacknife Powerbomb as his finisher, but outside of his stature and natural charisma, the man just never seemed to push himself as much some of the bigger names in the business.

Truth be told, I think my best memory of Kevin Nash was playing as him in the WCW vs. NWO game for the Nintendo 64:

Jesus fuck I miss that game…

Blunt force trauma inflicted KO’s were featured in that game, and using any (slow as fuck) power attack from Nash would result in an almost guaranteed instant KO.

I have many great memories of playing that game, mostly derived from playing as AKI and THQ Man; however playing as Nash ranks pretty high on my list of awesomeness.

Anyway, as the clip above indicates, Nash has clearly lost some of the (non-existent) spring in his step over the years.

Oh well, at least now his wrestling is funny to watch as opposed to boring.

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Thundercats Movie?

Let me lay this shit out for you:

The Grammy’s are on tonight, my WordPress is fuckin’ broken, and I’ve been playing Valkyria Chronicles all day.

Add all that shit up, and you get an evening scenario that involves me not wanting to write tonight.

That being said, you remember that fan-made fake trailer for a live-action Thundercats movie?

In case you don’t, here it is:

As goofy, and unintentionally hilarious as that may have been, I tip my hat to whoever made it; as I can’t imagine the time they must have put into it.

Anyway, for all intents and purposes, this clip serves as the best indication of what a potential remake of the Thundercats series could look like in this day and age.

That, and fuckin’ Avatar

Getting to the point, I was pokin’ around Twitchfilm.com earlier today, and I happened to notice a news post regarding the emergence of possible footage for a CG Thundercats movie or series:

Wow, I can’t speak to the quality of the audio, (no sound on my computer…) but that shit looks dated.

Like, CG TMNT movie dated…

Based on the quality of the animation, my guess is that this footage was indeed produced for a feature film; (albeit, a shitty one) however that’s just a guess, and an uneducated guess at that.

Thundercats was a product of it’s time.

It was a decent cartoon, with terrible animation, horribly dated character designs, and one of those gorgeous opening sequences that so many cartoons of the era used to trick kids into thinking they were getting ready to watch the coolest shit ever.

Hell, the same production company, and the same voice cast tried the same damn thing with the equally mediocre Silver Hawks:

… And then tried the same shit with the crappy, utterly doomed-from-the-start show that was Tigersharks:

The point is, Thundercats worked for us as kids, but I guarantee you that if you take a look back at it now, you’ll find that the magic has long since faded away.

Trust me, I’m speaking from experience on this one.

The question I ask in regards to a possible redo/reboot of the Thundercats franchise, is the same one I ask whenever something of a previous generation is recycled/repackaged for today’s youth:

Why?

In the interest of brevity, I’m going to leave things at that and go watch a stupid fuckin’ music awards show that involves not one artist I’m familiar with.

Man, I need a job…

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The Best MAN!!! #8

Click me, I took hours to make...

Well folks, after a week straight of nothing but Mega Man related blogging, we’ve made it to the big finale.

That’s right, today we’re gonna’ be taking a look at the 10th anniversary game of the Mega Man series, Mega Man 8 on the Sony Playstation!

As previously explained Mega Man 8 will be the final installment in The Best MAN series, as I haven’t played Mega Man 9 or 10, and thusly don’t feel qualified to elect a Best MAN for those games.

That being said, let’s dive into Mega Man 8!

8’s story was, much like 7, somewhat more involved than previous entries in the series, largely due to the unprecedented inclusion of hand-drawn anime cutscenes.

At the time of it’s release, Full Motion Video (FMV) was already old hat, however after the release of the Amiga 32CD, Sega CD, 3DO, and other such CD based consoles, many game developers saw fit to include FMV in their games, resulting in the technology being en vogue for much of the 90’s.

Mega Man 8’s FMV sequences were fairly entertaining, and decently well-animated, however the English voice acting was absolutely atrocious.

For real man, Dr. Light sounds like fuckin’ Elmer Fudd after a stroke, no joke.

He also stutters.

Like a fattie.

The end result was a series of fairly entertaining, but often times, all too tempting to skip, cutscenes.

There was 1 scene in particular though that I remember keeping an extra save file (it was a Playstation game, of course you could save!) for just so I could watch it over and over again:

It seems kind of lame now, but when I was 10, that was the coolest thing ever.  Even though my Playstation would freeze during it just about 90% of the time…

Anyway, the story of Mega Man 8 is based around a capsule of “evil energy” that falls to Earth.

EVIIIIIIIIIIIIIIIIILLLLLLLLLLLLLLL.

This energy grants it’s wielder great power, and multiplies by feeding off of it’s host’s evil intent.

Think the Venom symbiote from Spider-Man.

And now, gentleman, for your viewing pleasure: A T-Rex wearing the Venom symbiote.

Dr. Wily of course gets his hands on this evil energy and uses it to power his latest creations to tangle with Mega Man.

In the meantime however, an intrinsically “good” robot from outer space named Duo (the big dude in Dr. Light’s lab during the video) crash lands on Earth, only to awaken halfway through the game to serve as an ally to Mega Man.

That is, not before trying to kill him, of course.

On the side there’s also a very Dragonball Z-esque “Goku and Vejita” dynamic that plays out between Mega Man and Bass.

Basically, Vejita, I mean Bass; has an inferiority complex, which results in him attempting to use the evil energy to grant him the power to defeat Mega Man.

Oh Bass, we do this dance again and again, and yet you just don't seem to learn the steps, do you?

I like Bass, really, I do; but he’s a total pussy in Mega Man 8.

Haha, get it!? "Bass!"

Mega Man 8 was vastly different from any Mega Man that came before it.

From a presentation standpoint, it was easily the most graphically intense iteration of the series, well, pretty much, ever.

The animations were silky smooth, and the music was excellent all-around, with most of the tracks being quite memorable.

Although from a cosmetic standpoint Mega Man 8 was a drastic departure from the norm, and undeniably, an improvement, the gameplay was merely different, and not necessarily for the better.

One of the comments I received on my Mega Man 7 post from yesterday made note of the fact that the game was slower than the NES games in the series.

I failed to address this in my post, and for that I apologize, however it is an incontrovertible fact.

Mega Man 7 was a much slower-paced game than it’s predecessors, and Mega Man 8 followed suit by being even slower.

THIS FUCKING SLOOOOOWWWW.

The sprites in Mega Man 7 were very large, excessively so, and thankfully 8 addressed this by increasing the screen resolution, while at once one-upping their level of detail.

Despite being a sidescroller like every other Mega Man game, 8 was a much more vertically oriented game.

The screen orientation was “taller,” and Mega Man’s jump controls were changed so that he jumped higher than normal, however, due to his much slower walking speed, his horizontal jumping distance was toned down a bit.

While definitely a much slower-paced, and in-fact, much easier game than it’s predecessors, Mega Man 8 was still quite fun.

TONS OF FUN.

New gameplay features in Mega Man 8 were plentiful (for a change).

The shop from Mega Man 7 made a return, though this time around it was run by Mega Man’s sister, Roll, and the currency used there consisted of an extremely finite, and difficult to acquire, supply of bolts scattered throughout the robot master stages.

Items in the shop consisted of equipment to dampen the “knock-back” effects of getting hit, decrease the charge time for a Mega Buster shot, change the function of Mega Buster, and a variety of other things.

Part of the fun of the shop was the fact that not all of the items were all that useful, such as the one that increases your climbing speed, or the one that disables your Mega Buster!

I greatly preferred this shop system, as unlike 7, where all you had to do was “farm” for money by killing enemies, purchases in 8 felt much more strategic.

A Hummer: THE strategic purchase.

In addition to the shop items, there were also a total of 4 Rush items, all granted to the player after defeating minibosses during the robot master stages.

While virtually all of the Rush items were nothing more than novelty items that could net you a nice item or two here and there, I always thought it was a neat idea to turn Rush into a motorcycle and ride him into battle.

PIMP.

But, that’s just me.

In addition to the changes made to the overall pace of the game, Mega Man 8 also featured some truly inspired level designs.

No longer consisting purely of platforming action, 8 contained a several vehicle segments and a few maze-like stages that couldn’t be completed linearly.

While Mega Man 5 was the first in the series to feature on-rails vehicle sequences, in the form of a jet-ski ride during Wave Man’s stage,

Mega Man 8 took this concept and greatly expanded on it.

Frost Man and Dr. Wily’s tower both featured perilous snowboarding sequences wherein the player would have to alternately jump or slide to survive the course.

JUMP.

Tengu Man’s stage featured an extensive on-rails shooting sequence in the skies.

"FUCK YOU, WHALE!"

This sequence was one of my favorites in the game, as it had you riding Rush while shooting numerous enemies, all while gradually recruiting a huge DEATH SQUAD of Mega Man’s buddies to help you out.

The Mega Man Death Squad in all their glory.

Auto, Eddie and Beat all made appearances in this sequence, with Beat finally redeeming himself as the single most powerful ally you could acquire.

I'm lettin' you off easy this time... Chump.

Sword Man and Astro Man’s stages served as the first maze levels in Mega Man history.

While Sword Man’s stage was not really a maze, but rather a series of trials that had to be completed while making use of specific robot master weapons, Astro Man’s stage was one mother of a maze.

ARRRRRGHH!!!

Seriously, I fucking hated Astro Man’s stage…

Well, I think I’ve said more than enough about Mega Man 8, it’s time we got down to deciding who’s The Best MAN, for the very last time.

The Best MAN of Mega Man 8 is…

Frost Man

FROSSSSSSSSSSSSSSSSSSST MAAAAAAAAAAAAANNNNN!!!!!!

Didn’t see that comin’ didja’?

You know why Frost Man’s The Best MAN?

‘Cause Mega Man 8 was the first game in the series to give it’s robot master voices, that’s why.

Okay, okay, that’s not the only reason I picked him, but it had a lot to do with it.

You see, Frost Man’s voice made me laugh as a kid.

His character was supposed to be that of a huge, powerful, dopey idiot, and his voice reflected this very well.

"I will love him, and kiss him, and I will call him George..."

Seriously, when the biggest fuckin’ robot master in the fuckin’ series leaps into the arena, smashing a bunch of Mega Man ice sculptures to show off his strength, only to yell out something retarded like:

“I’m gonna’, crush you! I will…… Beat, you!”

I just can’t help but smile.

Tune to 4:45 for example:

Seriously though, Frost Man has a lot going for him.

His “walking igloo” design is inspired and truly a sight to behold in-game with it’s vivid animations, his weapon, the Ice Wave is fun to use, (although much cooler looking when he uses it) and his stage is lots of fun to play with one of the better background tracks in the game:

If anyone could usurp Frost Man’s position as Best MAN, I’d say it would be Clown Man or Search Man.

Seriously, I actually had to rewrite a big portion of this post on account of me changing my mind about Search Man at the last minute.

The problem with Search Man is that, while he’s got personality up the ying-yang, and a cool weapon to boot, I didn’t care much for his stage.

You see, like Mega Man 7, 8 split up it’s robot masters into 2 groups of 4.

Because I rarely finished the game as a kid, the second group of robot masters were one’s I didn’t end up seeing all that much of.

Sorry Aqua Man, no one likes you...

On top of that, I’ve never actually fought Search Man without having the Flame Sword to pwn his ass with, so I’ve never really gotten to experience a real fight with him firsthand.

Clown Man on the other hand, while one of my favorite designs in any Mega Man game, suffered for exactly the same reason Frost Man was promoted.

His voice annoyed the piss out of me.

EXAMPLE

He had an extensive repertoire of interesting attacks, his stage was cutesy fun, and his weapon was not all that bad, but his voice was just painful to listen to.

Oh yeah, that and he was WAY too fucking easy…

Protip: Sticking your arms into the ground isn't a viable combat tactic. It just gets you shot. In the face.

Well folks, we’ve named our last Best MAN.

Hopefully everyone had fun along the way, I know I did.

See you tomorrow when I (hopefully) think of some other shit to write about…

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The Best MAN!!! #7

Afternoon everybody, and welcome back to the 7th installment of The Best MAN!

Today we’re of course going to be exploring the tragically flat, and only 16-bit adventure in the linear Mega Man series, Mega Man 7.

Ah, I see we've reached the mid-90's era of Capcom's American cover art...

Before we delve into the utterly vanilla experience that is Mega Man 7, I feel it important to address one simple issue surrounding the stigma that seems to have arose in regards to this game.

Case in point:

Now, I can’t claim that this video’s (clever) views on the Mega Man series are at all that of the general public, however I feel that it should be said that Mega Man 7 is far from the worst of the Mega Man series.

*Ahem!* By now it should be obvious that that honor belongs to Mega Man 5

Pictured: Mega Man 5.

Anyway, despite Mega Man 7’s apparent reputation for being a shit-fest of epic proportions, the game actually had a decent story.

Not that that counts for anything in a franchise that puts zero emphasis on story.

In short, after Dr. Wily is thrown in jail at the conclusion of Mega Man 6, exactly 6 months later, 4 robots he had hidden in an underground laboratory wake up and blow the shit out of the city to free him.

Essentially, the plot is a carbon copy of the first half of Dragonball Z movie 7.

This was the coolest shit ever when I was in middle school... I'm not even kidding.

Coincidence?  I think not!

Nah, I’m just Joshing yah’, it probably was a coincidence.

Anyway, like any Mega Man game, the changes to the gameplay made in 7 were small, but fairly impactful.

Just not as much as in most other games in the series…

Several new characters were introduced, including Auto, Mega Man’s burly mechanic buddy:

"Pull my finger."

And Bass and Treble, the series’ obligatory evil clone characters:

PIMP.

While Auto served as little more than window dressing, Bass and Treble engaged the player at several points in the game, initially pretending to be all baby-faced n’shit, only to turn heel and bash Mega Man over the head with a steel chair.

"MY GAWD, WITH THE STEEL CHAIR!!!!"

Gameplay additions to Mega Man 7 included a new equipment store run by Eddie, wherein the player could purchase new items and abilities, and a brand new Rush adapter called “Super Mega Man” that combined the flight and power functions of the adapters from Mega Man 6.

Mega Man, GATTAI!!!!

It was also the first game in the linear series to allow the player to “charge” the weapons of all of the robot masters.

In addition to this, the game also adopted the “Intro Stage before Stage Select” mechanic that had been pioneered in the Mega Man X series, as well as set it’s own precedent by introducing the “Intermission” stage, that is; an unskippable level forced on the player after defeating 4 of the 8 robot masters.

PHARAOH MAN CAMEO!!!

As you can already tell, outside of 16-bit graphics and sound, Mega Man 7 didn’t really bring much to the table in terms of innovation.

In fact, despite the larger sprites and more detailed animations, the games’ musical compositions were actually somewhat weak for the series.

Even so, there were exceptions:

Just goes to show you that technical advancements don’t always mean much in regards to gameplay.

Mega Man 7 was not a horrible game, nor was it the worst Mega Man game, however; due to the hype and expectations surrounding it, the first 16-bit Mega Man game; it ended up being a pretty big letdown.

Even so, the games’ biggest shame is the fact that it is utterly average, serving as nothing more than a mere hiccup in the vast legacy of the Mega Man franchise.

Enough dour bullshit, let’s get down to who’s The Best MAN!

Well kiddo’, that’d have to be…

Shade Man

SHAAAAAAAAAAAAAAAADE MAAAAAAAAAAAAAAAAAAAANNNNNNN!!!???

This one hurt me.

Physically.

Seriously, Mega Man 7 has a decent roster of robot masters, but I really only like 2 of them.

Turbo Man and Freeze Man, those are the only 2 MEN in the game that come close to being The Best MAN.

ALL THAT IS MAAAAAAAAAAAANNNN!!!!

So why the fuck aren’t either of them The Best MAN in Mega Man 7!?

Well, shut up and I’ll tell you.

Junk Man is the first guy I’d always kill, and c’mon; he’s fuckin’ Junk Man.

More like "Pile of Fail Man."

Cloud Man is a fattie.

Pictured: Cloud Man.

I actually had to look up Burst Man just to figure out what the fuck his gimmick was.

Note: I still don’t know what it is…

Seriously man, what the fuck is his deal?

Slash Man is cool, but uninspired, *cough!* Wolverine *cough!*

I did like the dinosaurs in his stage though...

Spring Man is lame and had one of the most frustrating stages in Mega Man history, right next Astro Man in Mega Man 8.

Pictured: Spring Man.

That leaves us with Turbo Man and Freeze Man, the only 2 MEN that I actually like in Mega Man 7.

Both are my favorite designs in the game, they have pretty cool weapons, pretty fun stages, and are tough cookies when you finally get down to stompin’ a mudhole on their asses.

Despite Shade Man’s relatively crappy design, he trumps both of my boys in every other category, hands down.

He’s got a pimp-ass weapon, he’s tough to fight, and if you hold “B” before selecting his stage, you can play a through his stage with the Ghosts ‘N Gobins intro stage music playing as the stage background music!

Not only that, but his is the only robot master stage that includes a brief story sequence wherein Mega Man runs across an injured Bass and Treble just after they fought, and lost to Shade Man.

Even though it is later revealed that Bass and Treble were in fact working for Dr. Wily, it’s worth noting that Shade Man was considered powerful enough to have believably defeated them.

That’s street cred son, you can’t buy that.

While I don’t really care much for the whole vampire schtick of Shade Man, from a gameplay standpoint, he was a very creative and unique addition to the series.

He had more attacks than most bosses, including a life draining bite and Medusa-like stone gaze.

Clearasil: It's your friend.

More importantly, his weapon, the Noise Crush, was truly awesome, as it would bounce off of walls, growing more powerful as it ricocheted.

Like I said, the thought of declaring Shade Man the best, well, anything, makes me violently ill, however I feel I’d be lying to myself if I elected one of my favorites in his stead.

Just goes to show you, that which you like isn’t necessarily what’s best.

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The Mega Man Monomyth

Mega Man (and a little bit of X) Heroic Formula:

• A crisis of some sort is initiated, often times involving a heist, jailbreak, or decimation of a city.

• The Hero, initially a normal young person, is born through his commitment to or association with a wise and kindly Old Man. This Old Man possesses the capability to lend The Hero great power, however he is hesitant to do so as he has vowed to dole out this power only for the sake of all things good and decent. Impressed with the young Hero’s purity of heart, he imbues The Hero with great power to combat evil. One of these powers includes the ability to call upon the aid of enchanted animal companions, some of which have the ability to change their shape or form to assist The Hero.

• The Hero arrives on the scene and puts a stop to the ensuing mayhem, only to find that this was merely the beginning of a much bigger ordeal.
• The Hero again enlists the aid of the Old Man, this time to inform him of the nature of, and location of the forces of evil.
• It is revealed that the Old Man is somehow affiliated with the leader of the evil organization, typically in the form of a former colleague. As a result, both the Old Man and the Villain possess similar powers to imbue and/or create beings of great power, though their intent in the use of this power is where they differ most.
• With his forces spread across the land, it is revealed that the Villain has divided up his conquered lands into 6-8 geographically unique territories, each headed by a powerful guardian or chief possessing a singular magical, mechanical or elemental power. Each region is also crawling with clone armies of enemy soldiers, manifested or enlisted with the intent of hindering or overwhelming The Hero, with none possessing the strength to best The Hero alone.


• For whatever reason, the Villain’s fortress proves to be unreachable and/or located in an unknown region, forcing The Hero makes the difficult decision in choosing which chief to tackle first on his long crusade to rid the land of enemy forces.
• The Hero then embarks on his first mission, eventually reaching and slaying his first chief, whereupon it is revealed that, among the powers given to him by the Old Man, he was also given the power to absorb the powers of each of the guardians upon their defeat at his hands.


• On his next sortie into enemy territory, The Hero utilizes his newly acquired power on the next region’s chief. Going by the region chief’s name, which serves as a clear label of his elemental, mechanical or magical ability, The Hero selects his next opponent by matching his new power with the chief who’s power would fare weakest against, I.E. fire vs. ice. This formula proves largely effective, though there may be occasions when The Hero is simply stumped or confused by the logic of his opponent’s weaknesses. On occasion, The Hero may also discover items that have the power to replenish his energy in time of need. These items possess capabilities including but not limited to: instant use life-restoration, instant use power/weapon energy restoration, as well as extremely potent energy reserves of both varieties that can either be replenished indefinetly via the acquisition of surplus energy restoration items, or used as single use reserves. These extra potent items are seemingly hidden, intended to be accessible, but not without employing special efforts to acquire. In general, one can assume that all of the instant use restoration items are composed of the life force of fallen enemies, as they often emerge from fallen foes.


• After having dispatched exactly half of the Villain’s guardians, The Hero is alerted by the Old Man to the emergence of a previously minor or unknown evil force. This evil is typically a retainer or general of the Villain’s, either that or a neutral and possibly misunderstood third party. Nevertheless, The Hero rushes to the scene, combating the evil as he would any other. As fate would have it however, the battle comes to a premature halt, in most cases with the opposition revealing that they were merely testing The Hero, inevitably leading to their declaration that the two of them will meet again. In the case of a neutral third party being the source of the disturbance, The Hero and this new character will come to an understanding of sorts, agreeing to either come to terms with, or fight alongside one another.


• Following this episode, The Hero gets back to slaying chiefs.


• Finally, with all of the chiefs defeated, The Hero is given the location of the Villain’s headquarters by the Old Man. The Hero then proceeds to raid the Villain’s fortress in stages, starting with the front gate then working his way to the interior in 2-3 successive raids.

There is a possibility that The Hero will return back home in between each raid, presumably to receive a debriefing of sorts from the Old Man. Regardless, at the conclusion of each raid, The Hero is faced with a bizarre and distinctly inhuman monstrosity that possesses great strength and no visible weaknesses. Through trial and error though, The Hero manages to discover that the creature does in fact possess a weakness in the form of one of his previously acquired powers.


• Once The Hero has reached the section of the fortress just prior to the heart, he is once again confronted by the character whom opposed him at the halfway point of his chief slaying adventure (if such a character is incorporated into the story). At the outset of, or shortly after combat, it is revealed that the fiend has either acquired new powers since their previous encounter or has chosen to reveal their true strength. In either case, the battle is hard fought, but eventually The Hero is victorious, though in some cases a comrade may intervene, sometimes resulting in their death.


• Upon reaching the heart of the fortress, The Hero is confronted with a hall lined with 7 or 9 transporters, with all but one, usually the one in the center of the room, activated. In entering any one of these transporters, The Hero finds himself transported to a room inhabited by one of the previously defeated chiefs! Using his intimate knowledge of his former foes abilities, The Hero dispatches these resurrected fiends with relative ease.

Upon re-dispatching each successive chief, The Hero is transported back to the transporter hall, with the small “reward” of his fallen foes life energy in between battles as a means of keeping himself replenished. Eventually, The Hero succeeds in clearing every transporter, leaving only the final, previously inactive transporter…
• Proceeding through the transporter, The Hero is whisked away to a great hall in which he is confronted by a gigantic war machine housing the Villain. Being frail and slight of build, as well as elderly, the Villain has used his great power to create/summon this awesome tool of destruction as a personal final option for use in combating The Hero. As the two duke it out, The Hero once again employs the logic of trial and error in regards to his arsenal against the great behemoth. Eventually, The Hero discovers the weakness of the great monstrosity, often times finding that the most esoteric and seemingly useless of weapons proved to be the only effective means of damaging his opponent. With the outer shell destroyed, the Villain deploys his final weapon, a tiny vehicle housed within his once awe-inspiring, now smoldering, ultimate weapon.

This vehicle proves to be exceedingly agile, yet severely lacking in firepower. Unfazed, The Hero grounds the flying machine before the Villain can escape. Realizing his situation, the Villain cowtows before The Hero, begging for mercy. Being the pure-hearted soul that he is, The Hero scolds the Villain for his actions, then promptly carts him off to prison.


• With that, the world is given the gift of a new champion and enjoys a period of peace and harmony. Inevitably though, the Villain will escape from prison to cause more mayhem, (occasionally under the guise of new, assumed identities) though The Hero will always be there to stop him.

Optional:
• The Old Man may exist merely as a spirit guide to The Hero, awakening powers within them progressively as a means of cultivating greatness through various trials.


• Within the various exotic regions the chiefs occupy, The Hero may discover or be given various tools or armors that serve to improve his capabilities. In some cases, some of these tools or armors may be required to bolster The Hero’s abilities as a means to defeat the Villain’s ultimate weapon.


• The Hero may have sibling(s) that lend support and/or shadow him throughout his adventure. Typically, if they have a sibling seemingly operating in opposition to them, The Hero will discover that they are merely testing them, not genuinely possessing evil qualities or motivations.


• At some point in the journey, The Hero may be inclined to revisit regions which he had presumably cleared some time earlier. His reasons for doing this vary to some extent, ranging from: collecting recovery items to hold in reserve for future battles, or searching for hidden items or tools that he may have missed.

Some of you may have read this awhile back, but oh well, hope you enjoyed it the second time around!

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