Azn Badger's Blog

What About the Lysine Contingency…?

Remember When Kevin Nash Was A Wizard?

This isn’t the first time I’ve used this blog to riff on Kevin Nash.

It’s funny though, I honestly don’t have a problem with the guy, in fact there was a time when I liked him a lot; it’s just that, like many wrestlers who’ve worked every organization in existence, he has a lot of phases to his career that were less than flattering.

That being said, Nash’s earlier turn in WCW as the emerald robed and turbaned wizard character, Oz; is easily the most embarrassing of said career blemishes.

Articulate 7-footers with charisma are a rare commodity in wrestling, such that promoters often jump at the chance to seize one for their ranks.

Kevin Nash always had these qualities going for him, but for whatever reason, WCW completely mismanaged his early career, resulting in him portraying no less 3 different characters in as many years.

Oz, was the second of these characters.

As you can plainly see in the clip above, WCW made no bones about citing Oz’s relation to/inspiration from The Wizard of Oz, even going so far as to parade Dorothy and her friends down the ramp during his debut.

Though I know it’s supposed to be another reference to The Wizard of Oz, I can’t help but snicker at the thought of Oz being from “The Emerald City” AKA my hometown of Seattle.

While Nash’s wrestling ability and magnetic personality did a lot to sustain his standing as a legit wrestler, there’s no denying that the absolutely horrid “wizard” gimmick and silly turban were severely detrimental to his career in the early goings.

His "Crazy Eyes" on the other hand, proved wildly successful with the kids...

Basically, Nash may indeed have made some fans during his first tour with WCW, but I seriously doubt any of them were born during his turn as Oz.

In most cases, I would expect the average wrestling fans reaction to watching Oz stroll down the ramp to be somewhat in line with that of Ian Malcolm’s:

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Filed under: Movies, Uncategorized, Wrestling, , , , , , , , , ,

One Of The Worst Book Covers I’ve Ever Seen


I’ve done bad book cover posts before, but this one might just take the cake.

Many times, when a book has a truly horrendous cover, there’s ussually at least some aspect of it’s design that’s commendable/acceptable.

For instance, many fantasy novels have laughable character designs and titles; but in many cases the artistry of the cover is commendable, at least from a technical standpoint.

Other times covers are simply generic, bringing nothing unique to the table; but still doing enough to qualify as a commissioned piece of artwork.

The cover above, for the sci-fi/fantasy novel “Time Ninja,” has none of these things going for it.

The font is bland.

The title is retardedly unoriginal.

The colors are faded and washed out.

The figures on display are poorly rendered at best, coming across like poorly photoshopped drawings with a plain ‘ole smudge filter slapped onto them.

The layout has no sense of rhyme or reason, with most of the figures and details being strewn about at random.

I’ve seen bad covers before, but when I, a (mostly) humble Azn boy with a non-descript Bachelor’s degree that may or may not have something to do with “art,” can look at a book cover and honestly feel that I could do better; then you know you’re dealing with something that is… Well, I think Ian Malcolm said it best:

“For those that care to know, here is the back-of-the-book description for “Time Ninja”:
Andy Schoepp’s Definitive Sci-Fi, Action/Adventure, Ninja Epic has arrived! The year is 2101, global warming and a depleted ozone layer are destroying the Earth. The human race lies on the brink of extinction with its only hope being a planet in another galaxy. A raging civil war reigns supreme over the technology to transport people to that planet which can save the human race. It is in this future that Master Ninja Ryu Kendo must obtain a special sword that can help him save his village from annihilation. But the raging civil war may consume Ryu’s mind, body, soul and indeed his very being. Will Ryu sacrifice his village for his friends, the woman he loves and for the future of humankind? In Time Ninja, Andy Schoepp paints a vivid tapestry of an ancient, Japanese village in modern times and a future fraught with civil war, high-tech weaponry and characters fighting to stay alive with the Earth in peril of obliteration. And, when Andy Schoepp combines the ancient techniques of Ninjutsu with the high-tech weaponry of the future, it will be a battle none will soon forget! Time Ninja is a must-read epic you won’t want to miss!”

Congratulations Andy Schoep and illustrator Ron Heinsman, not only did you compose a “must-read epic,” you also gave us one of the worst covers of all time.

That being said, there’s no denying that Space Bobcat still reigns supreme:

STILL, THE BEST COVER EVER.

Filed under: Movies, Uncategorized, , , , , , , , , , , , , , ,

The Top 10 Manliest Man Moments #3: The Whitmore Speech

Independence Day is an awesome fucking movie.

I remember being carted off to the theater to see it on opening day, despite not even knowing it’s title.

You see, acronyms were kind of big back in the mid-90’s, and as such; Independence Day was marketed as “ID4,” so as to be enigmatic and therefore “cool.”

To this day I really don’t get how the whole “ID4” thing worked out, but by golly; IT FUCKING WORKED.

Sure, the plot’s kind of corny and there’s definitely 1 too many coincidences in how all ensemble cast all relate to one another; but even so, it’s hard to dispute the fact that Independence Day is an exceptional popcorn movie.

The CG effects are kind of lacking by today’s standards, but for my money the explosions and miniature effects still hold water; as does the decent script that utterly blows the ever-loving fuck out of anything Michael Bay’s done in the past… Well, ever.

Pictured: The closest Michael Bay's ever gotten to doing it right. A little Sean goes a long way...

A product of the monument smashing duo of Dean Devlin and Roland Emmerich, Independence Day is hardly the MANLIEST of MAN movies, however it certainly has it’s fair share of outstanding MANLY moments.

First off, there was about 2 hours of Jeff Goldblum being neurotic and vaguely Ian Malcolm-like:

They could make a movie about Ian Malcolm taking out the garbage for 2 hours and I'd still fucking watch it.

Then there was that one time Will Smith deployed the “universal greeting” to an alien’s face:

And I guess there was also that one time when THE ENTIRE FUCKING PLANET WORKED TOGETHER TO WAGE THE LARGEST AERIAL BATTLE IN THE HISTORY OF MANKIND:

*Spoiler*: We won.

Oh yeah, and I suppose Randy Quaid killing himself to save the planet was pretty MANLY too, though not nearly as much as THE LARGEST AERIAL BATTLE IN THE HISTORY OF MANKIND.

Anyway, despite all the flash and special effects of Independence Day, in truth the MANLIEST; and easily most inspired moment in the entire movie, came in the form of a simple speech.

A speech delivered by the pimp-ass fighter pilot/PRESIDENT OF THE FUCKING WORLD, Thomas J. Whitmore:

LONESTAR!!!!!!

Bill Pullman’s Tom Whitmore is in many way the Hot Rod of the AMERIKUHN presidency.

Like Hot Rod, he’s young, driven, and more than a little arrogant, resulting in his reception with the general public being somewhat divided.

Despite this, when it all comes down to the wire and shit gets real, his MANLY worth shines through and everyone rallies behind him.

Hot Rod had his moment in the sun as he assumed the title of Rodimus Prime, opened the Matrix of Leadership and took out Unicron… and then later became a total douche by catching a case of the “hate plague” and forcing Optimus Prime to pwn his ass.

What?

You mean you don’t remember that?

*ANYWAY* Whitmore’s moment ultimately came as he rallied THE ENTIRE FUCKING PLANET to face the aliens head on, securing his place in the annals of MAN-HISTORY by selflessly riding into battle alongside the troops.

On a side note, President Whitmore’s finest moment during the final battle in Independence Day, came when he used his MANLY PRESIDENTIAL POWERS to magically summon an extra missile during the final battle.

I can’t find any pics to back it up, but next time you watch the movie; pay attention to how many missiles President Whitmore fires during the dog fighting.

Truly, it was a feat only a MANLY FUCKING PRESIDENT could achieve.

Which brings us to Tom Whitmore’s greatest achievement of all, and our 3rd MANLIEST MAN moment in all of movies.

Today, we celebrate, The Whitmore Speech:

Special thanks need to be given to David Arnold for a composing the background music of this speech.

Seriously, if ever there was an example of music being used to enhance the power of a scene, this would have to be it.

I think the turning point in the speech, where it goes from being calming and uplifting in spirit, to a fuckin’ MANLY-ASS call to arms; is where it really grabs you by the balls and makes you realize just how awesome it is.

There’s just something about the way Bill Pullman growls that one line, “We will not go quietly into the night!” that makes this speech so fuckin’ awesome to me.

Anyway, thanks for reading, check back tomorrow for MANLY moment #2!

Filed under: Movies, Top 10 Manliest Man Moments, Uncategorized, , , , , , , , , , , , , , , , , , , , , , ,

*Sigh* Thundercats Reboot… By Way Of Japan

Ugh.

Now, I’ve already gone on record stating my disdain for the idea of remaking Thundercats, for film or television; so it should be no surprise that the preview trailer above succeeds in pushing those very same buttons.

It’s not so much the idea of a Thundercats reboot being made that bothers me, it’s the simple fact that someone felt the need to do it.

It’s like Ian Malcolm said about the dinosaurs in Jurassic Park:

“Thundercats had their shot, and nature selected them for extinction”

To me, Thundercats; along with the Ninja Turtles and other such pop-culture phenomena, were a product of their time.

I know I’m being an ass about this, but I’m a very nostalgic young man, and have a good memory to boot; so whenever I hear news of unwarranted remakes, I take it kind of personally.

I say this not in reference to “open to interpretation” properties like ancient mythology, but rather mainstream elements of pop-culture of the past 40 or 50 years.

Some people consider remaking or rebooting pop-culture characters or stories of their youth to be a sign of respect, a way of showing that something is loved enough be done justice a second time.

To me, the best way to honor or respect things such as this; is simply to remember them.

More is not always better.

Anyway, I’m done rambling.

No wait:

I suppose I could bitch about how the new character designs bother me, much in the same way that the blatantly anime-inspired designs in Superman/Batman: Apocalypse bothered me, but I feel my efforts would be wasted given that Thundercats was originally animated by a Japanese animation house, thusly making the progression fairly logical.

I just can’t help but feel bothered by the idea of anime-style visuals simply because the look is en vogue.

*Sigh* A nation of fuckin’ weeaboos and Narutards…

Regardless of the actual quality of the animation, it feels cheap, unseemly, and downright silly seeing so many American cartoons go down this route.

I’m done bitching.

Hopefully everyone feels happier about this than I do…

Filed under: Movies, Uncategorized, , , , , , , , , , , , , , , ,

New Superhero Story Idea

Every now and again I come up with ideas for stories I’d like to write.

More often than not, said stories are best suited for a visual medium like comic books or film.

I rarely, if ever; get around to actually completing these stories, but rest assured, all of them remain safely tucked away in the “vault” of my memory.

Oh yeah, and on countless barely coherent notepad docs stored on my computer…

Anyway, today I came up with a pretty decent premise for a story.

Wait, you mean someone already did a story about an island full of dinosaurs? Damn...

Being as this is a tale coming from the mind of the comic obsessed Azn Badger, the story involves a world where superheroes are pretty commonplace.

The protagonist is a superpowered young man that wishes to be a live the dream of being superhero, though his ability to do so is severely hampered by the nature of his powers.

In short, the man’s superpowers grant him the strength of “almost” one and a half men.

In other words:

He’s not very “super.”

Coincidentally, I imagined him looking kind of like Union Jack, (without the Union Jack, of course) a not-so-super superhero.

Though a formidable street level crime fighter, with excellent fighting skills and a keen mind for strategy and planning; his reputation as a superhero never really grows beyond that of a local urban legend.

In an attempt to spread his influence and make a name for himself, our hero attends a local “superhero mixer.”

By the way, the “mixer” takes place at a superhero’s dumpy apartment.

Hey, just ’cause a guy’s a superhero doesn’t mean he gets a Fortress of Solitude, just for being “super.”

Needless to say, much like Captain Amazing in Mystery Men, sponsorships, either corporate or government based, are a much sought after source of income for most big-name superheroes in this story.

Behold: An awesome actor, in an awesome role, from a shitty movie!

At the “mixer,” our hero gets a chance to rub elbows with some of the more famous (and powerful) heroes in the region, only to find that many of them write him off as a novelty and a disgrace to the “profession” of superhero-ing.

Insulted, humiliated, and more than a little down on himself after the experience, our hero turns his back of the superhero community, and decides to do something more practical (and lucrative) with his abilities:

He becomes a mercenary/hitman dealing exclusively in superhero related contracts.

While most of the details are unclear to me at this point, one of the key scenes I have in mind for the story, is one where our hero takes on the world’s most powerful superhero team; and defeats them (through non-lethal means) single-handedly in a wily Punisher/Bullseye/Spider-Man sort of way.

Another idea I had for the story, was that the strongest member of said team, a young woman; is actually too powerful for him defeat, thusly resulting in him hitting on her out of desperation.

Against all odds, she finds him charming, and the 2 become an unlikely couple.

..... Lesbians(?)

Now, one thing that needs to be said about this story idea, is that the central character is not meant to be sympathetic, nor heroic in any way.

In short, he’s an asshole, and one with a very nasty chip on his shoulder.

His strength as a hero/mercenary, lies within his cunning and intelligence, and besting other, far more powerful superpowered beings in this manner is his way of looking down his nose at them.

Some characters that resemble the protagonist in some way, are Marvel’s Deadpool, Taskmaster, and Bullseye.

All 3 are relatively low-powered, or in the case of the latter 2; unpowered; super-beings, with their resourcefulness and skill usually serving to make up for their meager attributes.

I wouldn’t expect my character to break the fourth wall like Deadpool, however his snarky, loudmouth attitude is something I’ll likely borrow.

Pictured: Why we keep Deadpool around.

For some reason, I’ve always found the idea of a relatively “weak” character somehow conquering a superior opponent, to be downright enthralling.

It worked for me when Cyclops took on the entire X-Men team by himself in the aftermath of the Dark Phoenix Saga.

It worked for me when The Punisher wasted the entire Marvel Universe in Punisher Kills the Marvel Universe.

Hell, it even worked for me when Spider-Man hilariously bested Firelord.

BWAHAHA! Unlikely PWNAGE!

Okay, maybe that last one was fuckin’ stupid, but the others were classics, I swear!

Anyway, I have no idea where I’m going with this story, but it’s something I think I’d like to keep working on for awhile.

Feel free to post ideas or comments!

 

 

Filed under: Comics, Movies, Uncategorized, , , , , , , , , , , , , , , , , , , , , , , , ,

The Top 10 Best Overkills in Movies, #9: The Lost World

*Sorry folks, no clip this time.  After all, it is a Spielberg…*

Let it be known, The Lost World is just about the most outright savage example of “Spielbergian Spite Killing” in practice.

For the uninitiated, “Spielbergian Spite Killing” refers to the indisputable fact that anyone who is an asshole, or is at all deserving of comeupance in any way shape or form, will; at some point in the movie, FUCKING DIE FOR IT.

You are guys are SO dead...

For instance, in The Lost World alone we have:

A man doesn’t hear his friend’s cries for help on account of him listening to a Walkman.

Carter: A man all about his music...

Guess what?

HE FUCKIN’ DIED FOR IT.

Adios Carter...

Then, we have a weasely Brit that’s guilty of… Well, being a weasely Brit.

Oh yeah, and talkin' shit to Jeff Goldblum...

Guess what?

HE FUCKIN’ DIED FOR IT.

The Lost World used Baby T-Rex! It's Super-Effective!

Which brings us to Dieter Stark, played by resident creepy-as-fuck Swede, Peter Stormare.

Pictured: The kinder, gentler Stormare...

Dieter Stark seemingly makes it a point to be a douche in every scene he’s in.

Let’s review:

The first time we see Dieter, he’s riding around in a jeep and mishears Peter Postlethwaite, thusly resulting in him asking Postlethwaite to repeat himself.

No self-respecting MAN asks Peter Postlethwaite to repeat himself.

I would NOT fuck with this man. No, sir...

That’s strike 1.

Shortly thereafter, Dieter is seen examining a Composognathus with the InGen group’s resident paleontologist.

This dude. Oh yeah, he dies too; but for ABSOLUTELY NO REASON.

After the creature is declared, quote: “not dangerous,” Dieter promptly whips out his trusty cattleprod, (never leave home without it) and zaps the little fucker seemingly just for the sake of seeing it squirm.

Hot chili!

That’s strike 2.

Finally, in one of Dieter’s last scenes in the movie, he is seen pacing around in the background while giving Vince Vaughn the goddamn stinkiest of stink-eyes.

Although, one could argue that Peter Stormare was born with a case of permanent, unintentional stink eye...

This of course results in a brief shoving match between the 2, which for all intents and purposes, Dieter loses, ’cause c’mon:

It’s fuckin’ Vince Vaughn.

No self-respecting MAN starts shit with Vince Vaughn and lives to tell the tale.

And that makes a big-fuckin’ strike 3.

Which brings us to the #9 Best Overkill in our Top 10 list of Best Overills in Movies:

Not long after his littler scuffle with Vince Vaughn, Dieter separates himself from the mercenaries/Team Goldblum in order to go relieve himself in the woods.

Upon leaving, he tells his buddy Carter to wait up for him, only for the camera angle to zoom-in and reveal, *GASP!* Carter couldn’t hear him on account of his wicked awesome Walkman!

BUM, BUM, BUMMMMMMMM!!!!!!!!!!!!

In a film where there are crazy fuckin’ dinosaurs boppin’ around in the wilderness, and your character has; up to this point, been a total prick, you can pretty much guarantee that somethin’ bad’s gonna’ happen when you wander off on your own.

Sure enough, just before ‘ole Dieter can whip it out, he hears some chirping in the bushes, which upon further investigation; reveals the source to be:

A MOTHERFUCKIN' JUMP SCARE!!!! RAWWRRRRRR!!!!

Turns out, one of those Compsognathus’ found his ass out in the woods and decided to scare the piss out of him, seemingly just for kicks.

Dieter being the kind soul that he, exchanges a bit of silly banter with the Compy, and promptly whips out his retractable cattleprod and proceeds to do what he can to introduce the little guy to the wonders of electricity.

Despite his best effort, Dieter misses the little fucker.

Now, after all this excitement, Dieter discovers that not only has he forgotten that he needed to pee, but he also doesn’t know how to get back to Team Goldblum.

Just how fuckin’ shy can this guy’s kidneys be that he needs to run 3 fuckin’ miles into the wilderness to take a piss!?

I don’t know, maybe he was one of those fat kids that had body image security issues and swam with his shirt on or some shit…

Yup, one of these.

ANYWAY, Dieter starts meandering through the woods repeatedly calling out:

Cut back to Carter, listening to 99.3 FM, La Grande:

"I'm just gonna' get stepped on by the T-Rex later, so who gives a fuck?"

After quite literally getting turned around in there, Dieter unfortunately takes a bad step in the woods and falls ass over teakettle down into a creek bed ravine.

Ow.

Collapsed on the ground, and in a great deal of pain, Dieter once again hears that familiar chirping and finds himself  set upon by a bevy of fearsome first-person camera shots!

Thusly begins our overkill.

Composognathus’ start piling in from out of the woodwork, mounting Dieter like a little bitch and busting out some serious ground and pound.

"He's goin' for the Kimura!"

These tenacious little fuckers manage to cover every inch of poor Dieter, biting and clawing at him, and generally putting a cap on one very bad day out in the woods.

Seriously, they get on his neck:

On his arms:

And at one point they even take a chunk outta’ his lips:

As he struggles to pry free from the clutches of these little green fuckers, Dieter of course falls back on calling to his one savior, his one beacon of hope: Carter.

We all know how well that works out.

With that, the Compys randomly decide to detach themselves from Dieter, in concert; mind you, leading to a downright cruel sequence wherein the entire swarm of them line up and basically taunt poor Dieter.

Oh, you smug little fucks...

This angers the mighty Swede, thusly causing him to chase them off with a combination of manly primal screams and equally manly rock throwing.

While silly looking, these tactics prove effective enough to by Dieter enough time to do some Home Alone Joe Pesci swearing, (“Regit, frigit, midgit, son of a…”) and actually try something practical; I.E. calling for Peter Postlethwaite instead of that sack of fail Carter.

"You called ME out here to save you from some little green chickens? Fucking pussy..."

Unfortunately, Postlethwaite is off doing something badass, like killing a fuckin’ T-Rex with his bare hands or some shit, so he doesn’t exactly hear Mr. Dieter.
In his defense, whatever Peter Postlethwaite was doing, I’m pretty sure it was more important than saving the fuckin’ Swede from the Frogger episode of Seinfeld.

Anyway, we then cut back to Dieter, who is now growing desperate, and has regularly begun chucking rocks at the creepy first-person tracking shot that just won’t seem to leave him alone.

"Get that camera away from me, Spielberg! I didn't sign on for this shit!"

Of course, with all that hazardous backwards walking in the creek, Dieter eventually trips over a rock and falls flat on his face.

Then, something silly happens.

Despite his wounds, despite the horde of nasty little fuckers trying to EAT HIS FLESH, Dieter takes a moment, while laying the creek; to GET A DRINK OF FUCKIN’ WATER!


WHAT THE FUCK!!??

Seriously, man!?

Priorities, dude:  Get ’em in order…

Otherwise this happens:

"Well, hello there stranger!"

Anyway, this MASSIVE fuck up on Dieter’s part costs him dearly, in that the Compys finally catch up to him and put his ass in some sort of Steiner Recliner/Figure-4 hybrid:

Compy Recliner.

Figure-4 Compy-Lock.

Despite (literally) tearing this sad sack pile of Swedish fuck-sauce’s ass to ribbons, Dieter somehow manages to haul himself up out of the creek, and make a run for a downed tree.

That proves to be his final mistake.

As he reaches the tree, Dieter gives one final look back at his pursuers, as if to say:

"Well, I gave it a shot, but I think I'm pretty much fucked here..."

And then proceeds to weakly roll over the log, essentially sealing his fate as the Compys follow his ass all the way down:

Yup, given enough time, they'd probably kill yah'.

With that, being as this a PG-13 film, we are treated to a tasteful closing shot of our overkill involving no graphic violence, but rather a great deal of implied nastiness in the form of George Lucas backed sound editing, and a fair amount of blood streaming through the creek bed.

"What is it?" "Blood! I hope this is not Chris' blood!"

All that carnage and nastiness, resulting in the 9th best Overkill in Movies, from a tiny dinosaur that was considered, quote:

“Not dangerous…”

Filed under: Movies, Uncategorized, Wrestling, , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , ,

A Salute To Time Crisis: Part II

I said it before, I’ll say it again; Time Crisis 2 is my favorite light gun game of all time.

While Time Crisis 1 was an excellent and innovative game for it’s time, #2 managed to improve upon it in every way.

Released in arcades in 3 years after it’s successor in 1998, Time Crisis 2 featured a new visual cue to alert the player of incoming fire, an increased bullet capacity from 6 to 9, the limited inclusion of a new weapon, (a machine gun) and the option to play the game co-operatively with a friend.

Not the best example of co-op gaming, but whatever...

The new visual cue, dubbed the “Crisis Flash” system, would go on to become a staple of the series included in every subsequent sequel.

The “Crisis Flash” was a rose colored flash that would emit from from incoming bullets just a moment before striking the player.

Pictured: The "Crisis Flash"

The system was created in response to the sometimes random instances in which the player would get hit.

While enemies’ colors denote their accuracy levels in all Time Crisis games, in the original there were some instances in which the seemingly harmless blue enemies would somehow turn into deadshots.

Cheating motherfuckers...

Time Crisis 2 corrected this by affording the player with an opportunity, however brief, to avoid any instance of potential harm.

This, along with most of the other new features in the game, served to lower the difficulty of Time Crisis 2 in comparison with it’s predecessor, while at the same time making it more accessible and fun to novice and expert players alike.

Although I think the game would probably be too easy for these kids.

The increased bullet count per load in Time Crisis 2 was, in my opinion, one of the most significant improvements from Time Crisis 1.

The original Time Crisis had the player using 6 bullets per load, a number that, while standard for the time, was somewhat difficult to work with.

But, isn't six shots, more than enough to kill anything that moves?

“Time” was a huge factor in the original Time Crisis.

The player was afforded 40 seconds to deal with any one situation, with extra time awarded for killing orange enemies or reaching checkpoints.

The timer would count down at all times, even during scene transitions when the player was unable to control the game.

Similar to how even when you are safely disarming the bomb in Counter-Strike, the mistakes of other people can, in fact, still fuck you over:

Running out of time in Time Crisis would result in a game over, while in all of it’s sequels, the player merely loses 1 hit point.

While enemies rarely swarmed you, it was often difficult to effectively dispatch any one wave of enemies with a single load of 6 rounds.

This would often force the player to duck and cover repeatedly for every wave, thusly draining your precious time limit quite rapidly.

Providing ever more chances that shit like this would happen.

While the enemy count on screen was bolstered significantly from the first game, Time Crisis 2 granted the player flexibility in dealing with them by giving them 3 extra bullets to mount a more sustained offensive, and a more forgiving time limit for times when the player needed time to collect themselves.

In case, you know, you just happen to be one of those assholes that decides to do this during a gun fight.

Time Crisis 2 marked the first time in franchise history that the player could acquire new weapons during the game.

The only other weapon available in Time Crisis 2 besides the default infinite ammo pistol, was a machine gun given to the player for very specific situations.

The “situations” in question were a few instances in which the player was faced with the challenge of taking on heavily armed APC’s.

HOW you manage to take down one of these with a machine gun, is beyond me.

When using the machine gun, the player would be treated to the advantages of automatic fire, and unlimited ammo.

Unfortunately, the game’s player characters, Keith and Robert would always see fit to discard these wonderful guns upon taking out the APC’s, after all, “No One Can Beat Them.”

"No One Can Beat Them"

Doesn’t make a lick of sense, but hey, the game would probably be too easy if they let you keep the machine guns.

Just ask Time Crisis 3

Better not blink, you might miss them beat the game...

Despite all of the neat little improvements that Time Crisis 2 made over it’s predecessor, by far the most significant of these was the addition of two player co-op gameplay.

Light gun games and co-op go together like spaghetti and meatballs.

Despite this, it’s easy to understand why the original Time Crisis didn’t include the feature.

Namco already broke the mold by introducing the “Hide and Shoot” pedal mechanic, and the creative fatigue associated with this, coupled with the technical limitations of 1995, probably resulted in them being unable to incorporate the feature.

1995: When the peak of technology allowed for Jim Carrey to be unfunny, and Batman's costume to have nipples.

At least that’s my guess.

Co-op in Time Crisis 2 was executed in a unique and brilliant fashion.

While virtually every light gun game before had the player characters occupying the same field of vision, on the same screen, the Time Crisis 2 arcade cabinet was split into 2 separate screens, allowing for instances in which the two players would split up, viewing the same scene from different angles.

FUCK YEAH.

This, combined with the nifty recoiling light guns, made for an exciting and colorful experience, wherein the two players would often times be caught up in cross fires while trying to cover one another.

It also made it possible for the two players to mess around and shoot one another if they so desired.

This, boys and girls, is what you call "team killing."

Fortunately, the game only penalizes the players for doing so by removing points, not by damaging the player.

Whatever man, you’d have done it too…

That's right, YOU.

I played Time Crisis 2 like a mad man in the arcade, but it wasn’t until I bought it on the Playstation 2 that I truly began to love it.

The PS2 port of Time Crisis 2 came out in 2001, and, like it’s predecessor, it featured a lot of bonus content.

The game featured remixed music, a massive graphical face lift, optional permanent weapon enhancements, the option to play the game “mirrored” with enemies appearing in new places, and a number of scenario missions called “Crisis Missions.”

All of these features, as well as a few others, resulted in a console light gun game that was hard to get tired of.

Unlike this quarter munching pile of ass.

Done with the single player game?

Play it “mirrored” and you’ve got basically a whole new game on your hands.

Done with “mirror” mode?

Try playing through the game with a shotgun, see how it feels.

Tired? Sleepy?

Try 5-Hour Energy.

*Ahem!* Sorry about that, WAY too many Hulu ads.

*Cocks Head To Side* "My delivery isn't condescending. Not at all..." *Cocks Head To Side*

The “Crisis Missions” were essentially training missions designed to challenge your skills and help you become a better player.

Either that or they were just cruel jokes meant to make you feel dumb for being unable to complete them.

In short, the “Crisis Missions” were very hard, much harder than the story mode of the game, even on the hard settings.

Most of my memories of “Crisis Mode” are ones of contempt and frustration.

Let’s just say it’s a good thing I wasn’t one of those guys that break things when they get mad, otherwise I’d have a lot of broken GunCons.

...And a lot of dead cats.

The story of Time Crisis 2 is standard action movie fare, however it’s progression is a little bit muddled and detached, resulting in an experience that isn’t nearly as memorable or dear to me as the the first game’s.

Basically, there’s this company called Neodyne Industries, whose CEO just happens to be a megalomaniacal asshole named Ernesto Diaz.

With a scar like that, you KNOW he's legit.

Using his company as a front, Diaz intends to launch a nuclear satellite into space so he can… Well, it’s never really explained as to what he intends to do, but whatever, you end up killing him anyway so it’s all good.

As members of VSSE, Keith and Robert, it’s your job to take on Diaz and his thugs, destroy the satellite, and rescue Christy, an agent assigned to infiltrate Neodyne.

Hmm, I guess she's worth it... I GUESS.

It’s a good thing that “No One Can Beat Them,” otherwise that’d be a tall order.

Skip to 2:10 or risk losing your sanity:

On the way, you encounter a series of strange and colorful bosses.

The first is a man named Jakov Kinisky, a weasly and effeminite man in a pink shirt and black suit that carries a suitcase.

Oh yeah, and a machine pistol.

No Comment.

You spend the entirety of the first stage chasing Jakov through the streets of a picturesque town and port, literally knocking him on his ass everytime he makes the mistake of trying to shoot back at you.

Eventually, you chase Jakov onto a heavily armed and armored speed boat, which leads to a crazy boat chase complete with attack divers that try to shank you at every corner.

After disposing of the boats defenses, you then cap Jakov in his face, thusly causing the boat to crash, and yes, explode.

Using the intel gathered from Jakov’s precious suitcase, Keith and Robert drive off to intercept a train that is carrying the nuclear satellite.

And yes, “No One Can Beat Them.”

After a hard fought battle, our heroes are faced with the challenge of taking on a black man so tough, they saw fit to give him a Russian accent: BUFF Bryant.

You better believe that that radio in his hand is about to get smashed...

Seriously, BUFF Bryant.

The only other Buff I’ve ever heard of was Buff Bagwell, and he wasn’t nothin’ compared to Mr. Bryant.

...Although that doesn't mean he wasn't awesome in his own right.

As BUFF makes his entrance, a helicopter shows up, airlifting the nuclear satellite off the train and out carrying it far off into the distance.

None of that matters though ’cause BUFF sees fit to distract our heroes by spraying fire at them with a train mounted minigun.

A Minigun: The Only Weapon Suitable For A Man Named "Buff."

When that proves ineffectual, BUFF casually hops out of his seat, strolls over to a surface-to-air missile stowed on the train car, and proceeds to pick it up to club you over the head with.

Naw, he's not on the 'roids. No way...

What the fuck Namco, did I miss something?

I can understand if the man’s supposed to be bulletproof, ’cause he’s wearing nothin’ but a dress shirt and suspenders and somehow it takes like 50 rounds to make him flinch, but when the guy starts picking up 30 foot long missiles, then I just get confused.

It must be the pimp-ass suspenders, after all, Wild Dog’s got ’em and you saw all the crazy shit he was doing in Time Crisis 1…

I swear man, it's gotta' be the suspenders...

Anyway, BUFF drops the missile eventually, whereupon he decides to pick up his minigun and hop onto a nearby helicopter with it.

Man, I didn't need to know this mothefucker could FLY.

After doing a few passes on you, eventually BUFF takes one too many bullets to the face and he rears back in his seat, shooting out the Jesus bolt in his helicopter in the process, thusly causing, you guessed, an explosion.

Yeah, somehow I don't think this would be enough to kill 'ole BUFF...

For whatever reason, the train starts to fall off a cliff after this, thusly forcing Keith and Robert to flee the ensuing destruction and explosions.

Fortunately, “No One Can Beat Them,” and after a bunch of stupid bullshit involving Last Crusade nonsense and inept guards, our heroes manage to commandeer a nearby helicopter that just happens to have a pre-programmed flight pattern for Ernesto Diaz’s island hideout.

With that, our heroes head over to the island and start killin’ bitches.

Pictured: Keith and Robert killing bitches... Or a cat yawning. I really don't care either way.

Just as things seem to have escalated as far as they can however, our old buddy, the pimpest man in existence AKA Wild Dog decides to show up and make things complicated all over again.

I came.

Armed with a brand new robotic gatling gun arm and a fatty new facial scar to boot, Wild Dog puts the hurt on our heroes while Diaz hangs back and shoots rockets at them every now and again, you know, like you do.

Pictured: Steve Jobs during Corporate War III.

Despite looking, unbelievably; even more pimp than ever before, Wild Dog is nothing more than a minor obstacle in Time Crisis 2.

“Obstacle” being the operative word in that sentence.

In Time Crisis 1, Wild Dog was the big boss, the guy you had to kill to get to the end, while in the sequel he comes across more as an element of the level design than a concrete “presence” or character in the game.

In either case, being as “No One Can Beat” Keith and Robert, (Note: “No One Can Beat Them”) Wild Dog ends up gettin’ capped somethin’ fierce, only this time he makes the conscious decision to click his “Magic Button of Explosiveness” on himself, thusly setting off a charge in his robotic arm and causing him to explode.

Again.

BAD. ASS.

Anyway, upon seeing the pimpest man in existence extinguish his own life in a blaze of B ADASS glory, Diaz rabbits like a little bitch and takes Christy with him.

Chasing Diaz through the installation, Keith and Robert manages to cap Diaz in the face enough times to make him let go of Christy, though in an act of douchebaggery he actually has the nerve to try and toss her ass into a fuckin’ hole.

I’m amazed he even tried to put up a fight, after all, “No One Can Beat Them.”

Fortunately, Christy is saved just in time by our heroes, thusly leading to the final battle.

With the shuttle carrying the nuclear satellite beginning it’s launch sequence, Diaz confronts our heroes at the top of the launch platform while straddling a dummy satellite mounted on a complex armature.

Satellite or not, shoot it in the face. That usually does the trick.

Despite being a dummy model for a nuclear satellite, the machine proves to be heavily armed with conventional weapons like laser beams and rockets.

Once again, I don’t get it, but whatever, it’s hella’ fun to shoot to shit.

Taking potshots at you while hiding behind his mechanical monstrosity, Diaz proves to be a decent, if not colorful challenge, however he doesn’t even come close to approaching the level of difficulty that Sherudo or Wild Dog achieved in Time Crisis 1.

Still, BAAAAADDDDD ASSSSSSSSSSSSSSSSSSSSS

It isn’t long before Diaz and his satellite, quite literally, fall before the power of Keith and Robert’s infinite ammo pistols.

Oh yeah, and “No One Can Beat Them.”

Diaz and the dummy satellite fall onto the launching shuttle, thusly damaging it enough to stop it’s ascent and destroy the installation in the process.

Explosions ensue.

Yup, pretty sure he's dead. Had it been BUFF in there though, I don't know...

With that, our heroes are blown out to sea, whereupon they are greeted by the sight of Christy driving over to them in an inflatable raft.

Cue BLATANT rip-off of music from The Rock, roll credits, everyone fucks, the end.

"What the fuck do you mean they STOLE the fuckin' music!?"

Time Crisis 2’s soundtrack, both in the arcade, and remixed on the console, was nothing to write home about.

The Time Crisis theme is evident throughout the game, however the intensity level of everything is significantly taken down a notch.

I mentioned that the ending theme of the game is, in my opinion, a rip-off of the theme from the movie The Rock.

In case you’re curious, here’s the evidence of my claim:

Skip to 9:05 for the source material:

Now skip to :40 of this one, and tell me they aren’t nearly identical:

In the console version of the game, this theme, ripped-off or not, is repeated throughout the game at several points, most notably during stage 2.

Rip-off or not, this theme can’t hold a candle to the original Time Crisis theme.

Wild Dog’s theme is thankfully reused for his appearance in the game, though once again, the intensity level just isn’t there.

Time Crisis 2 stands as my favorite light gun game of all time.

It may not have connected with me on as personal a level as the first in the series, but sometimes that’s not important.

I’ve seen The Shawshank Redemption only once, but I’ve seen Bloodsport about a billion times.

Why?

Because Bloodsport is a fucking fun-ass movie and Shawshank requires a bit more investment than I prefer to give in most cases.

Time Crisis 2 was just plain fun, end of story.

Filed under: Games, Uncategorized, , , , , , , , , , , , , , , , , , , , , , , , , , , , , ,

The Best Track in the Game #4: Jurassic Park Part 2: The Chaos Continues

Yes, I was balancing the cartridge on my fucking foot. I tell yah', it's not easy being unemployed...

Jurassic Park Part 2: The Chaos Continues is a “Contra Clone.”

More specifically, it’s a fairly decent “Contra Clone” that attempts to inject a little depth into the run-n’-gun genre.

Note that I referred to the game as being “fairly decent,” and not FUCKING AWESOME like Contra III: Alien Wars.

No game in the history of Man-Games has "attacked" as "aggressively" as Contra III.

My experience in playing Jurassic Park 2 on the SNES came in the form of a single weekend rental.

I was spending the night at a not-so-close friend’s house.

Yeah, this was back when my mom was still sending me off on “play dates” with kids I didn’t really know too well.

I remember his mom helped us make some Nickelodeon Gak.

Yup, this shit.

I remember feeling bad about making such a crazy big mess of their kitchen.

That and I remember accidentally over-starching my baby blue Gak, rendering it nothing more than a rock hard, plasticky, smelly-ass paperweight.

Oh well, I could still make fart noises with it.  Well, until I accidentally left it out of it’s jar for too long…

Anyway, later that night my friend’s mom took us out to rent a videogame for the night.

Naturally, seeing as Jurassic Park the movie had come out just the year before, and dinosaurs were still the coolest thing going for 7 year old boys, my friend and I couldn’t resist getting our hands on Jurassic Park 2 for a night.

Oh yeah, and keep in mind that neither of us had been allowed to see Jurassic Park in the theater.

This would be our chance to live the movie!

Upon popping the cart in, we were treated to a vividly animated opening cut-scene, complete with VOICE ACTING.

This sequence was pretty impressive when I was a kid, but to look back at it now, as an older and wiser Azn Badger, it’s a pretty impressive technical feat to see high quality voice clips crammed into a tiny SNES cart.

It’s kind of funny, I have a sneaking suspicion that the dude yelling “Go!  Go! Go!!!” is the same voice actor that played Duo Maxwell in the dub of Gundam Wing… and pretty much every animated character from the early 90’s and on.

The voice of a generation... Damn, he's hella' rockin' the "Bret Michaels" look.

Anyway, as I said before, JP 2 was a “Contra Clone” through and through.

It was a co-op, side-scrolling run-n’-gun game wherein player one controlled some white dude in a gray shirt, and player two took control of a brutha’ in a red shirt.

I found out years later that the white dude was supposed to be Dr. Alan Grant.  The brutha’ was just some brutha’ Ocean snuck in there to cover their asses from Affirmative Action and what not.

I guess Dr. Grant spent his time away from Isla Nublar doing some hardcore military training or something, ’cause I was less than impressed by his proficiency in handling the SPAS 12 in Jurassic Park the movie.

That's right, Dr. Grant can't aim worth shit...

Innovations in the gameplay came in the form of a mission select system, a health bar in place of one-hit deaths, objective based levels, maze-like level designs, and a lethal/non-lethal weapon system.

That’s right, the game expected you to tranquilize the dinosaurs so as to preserve that bloody Scot, John Hammond’s, investment.

Oh well, the Mega Buster style Stun Gun was the shit.

That's right Mr. Raptor, you 'bouts tuh' get tazed.

Despite most of these deviations from standard Contra game mechanics being fairly minor, I remember them greatly affecting my experience with the game over the one evening I got to play it as a youngster.

The health bar was a clever innovation in that it gave my not-friend and I the illusion of playing an easier game, one that didn’t punish you for every little mistake I.E. FUCKING CONTRA.

Instead of getting shot dead every time you slipped up, the game would give you some leeway in the form of respawning you at the edge of a pit if you missed a platform, or better yet, giving you some Megaman style invincibility frames immediately after getting hit.

In truth, the health bar served to give us a false sense of security.

Kind of like these.

There were far more opportunities to get damaged in JP 2 than in any of the Contra games released up to that point, resulting in ones’ health bar draining quite rapidly.

On the plus side though, on two-player mode you could transfer health between players to even out both health bars.

Yeah, my not-friend and I had to rely on this trick to get us past, well, pretty much everything, ’cause we sucked pretty fuckin’ hard.

To make matter worse, we found out pretty quickly that you only got one health bar per level.

Good job finding the health kit Dr. Grant. Though I don't think brutha' red-shirt is gonna' make it...

JP 2 differed from the Contra series in that Contra games are about precision, about the memorization and mastery of a series of small scenarios.

JP 2 was more of a reflex game, and a cheap one at that.

Enemies (I’m lookin’ at YOU, yah’ Raptor fucks…) would often run in from either side of the screen at absurd speeds, often times respawning in greater numbers if you were foolish enough to try and run away.

In addition to the dinosaur enemies, there were also a multitude of human enemies armed with a variety of weapons ranging from pistols to flamethrowers.

Oh yeah, and helicopters.

While most of the dinosaurs were manageable for the most part, the humans were truly a pain in the ass.

Many took several hits to take down, and the ones that fired their weapons (yeah, not all of them were smart enough to do that) did so often, and with great accuracy.

Left: An example of normal and competent enemy. Right: An example of a pair of retarded, hoodie wearing joggers that don't know how to shoot.

This is what I meant when I said Contra was about “precision.”

In Contra games, enemy fire was accurate, but largely infrequent, and often pattern-based.

JP 2 puts you up against endless walls of broken-ass fuckers that pepper you to death with fast moving orange bullets.

Either that, or THIS FUCKER throws a grenade in your face when you try to jump over him.

As you can probably tell, Azn Badger wasn’t too good at JP 2 when he was little.

Thank God for the mission select system, otherwise my not-friend and I would never have gotten past the Raptors in the first level.

Seriously, who the fuck thinks to jump over a fuckin’ Velociraptor?

That's right, you can jump over not one, but TWO Raptors!

“T-Rex Carnage” was the first stage I remember my not-friend and I playing.

How the fuck could we not?

Of all the stage titles, it was the only one that promised the appearance of the fucking T-Rex* they slapped on the back of the box.

There was no way we could go to bed without at least getting to see the T-Rex.

It took us a good solid hour of Raptor-Rape before we finally got to see the lizard king himself.

It was fucking crazy.

Well, maybe not as crazy as Mr. Nolte here, but still...

It all starts when you wander off into the jungle, when out of nowhere the game fades up from black and a jeep pulls up alongside you.

Oh yeah, and did I mention there’s a fuckin’ T-Rex bellowing into the air about 10 feet behind you?

Well, there is.

Yeah, if you don’t hop on that jeep you are fuckin’ slow.  Like, Little Bear slow.

SLOOOOOOOOOOOOOOOOOWWWW.....

As soon as you’re on the jeep, the T-Rex gives chase, gaining on you the whole way.

Putting buckshot and 9mm fire into his giant-ass skull slows him down, but as expected, does little to deter his advance.

In the meantime, as this rampaging beast is charging at you full-bore, there’s a bunch of dudes hanging from the trees above you that just happen to be SHOOTING AT YOU.

Nope, still retarded.

Seriously?

There’s a fucking T-Rex on the loose and these guys can think of nothing better to do than hang from vines, directly in harms way, and put rounds in Dr. Alan-fucking-Grant and his brutha’ from another mutha’?

Priorities dudes, get it together.

Just as the T-Rex is within inches of getting his unforgiving jaws on you, the jeep suddenly launches off a ledge and into a pit.

Yeah, that guy in the jeep is fucked.

Yeah, my not-friend and I were just a little preoccupied with getting shot to bits by tree-faggots and, you know, BEING CHASED BY A MOTHER FUCKING T-REX to notice the ledge.

Needless to say, on our first time through, we went down the fuckin’ hole.

On our second time, the T-Rex inexplicably caught up to us and chomped us good.

Kind of like Dagobah Luke Skywalker here.

Yeah, turns out he does in fact catch up to you if you decide to prioritize shooting the fuckers in the trees over the giant fucking lizard.

Finally, on our third time through, we got our shit together and made the epic leap off the plummeting jeep and onto the vines hanging over the pit.

After shimmying across the vine and to the ground just past the pit, we got to see Alan Grant and brutha’ red-shirt whip out their PDA thingies to view this message:


“Unable to stop the T-Rex?”

The fuck kinda’ bullshit is that?

We put EVERY FUCKING ROUND WE HAD into that beast, and it didn’t so much as make him wince!

Are you telling me we were expected to stop that thing?

Well, needless to say, my not-friend and I were none to happy about this, and we promptly reset the game.

Of course, we had no idea that that was exactly how the game was supposed to go, (you don’t fight the T-Rex proper until the latter stages of the game) and because of that, we were determined to play the stage over to see if there was a way to defeat the T-Rex.

Well, naturally we never found a way to beat the T-Rex, but we did find out something silly in the programming of the game.

First glitch I ever knew besides the Double Dragon II helicopter trick.

After you jump off the jeep and onto the vines above, you can still hear the T-Rex roaring after you periodically.

Because we were both upset at our perceived failure, we sat still for a moment, bitching back and forth over what we could have done wrong.

During this time, we let the game sit, unpaused.

After a minute or two, we noticed that the T-Rex’s snout started to appear from the left side of the screen.

Every time it roared, it would inch a pixel or two further into view.

Eventually, a large portion of the T-Rex’s form became visible, and we watched it repeatedly stand and bellow into the sky.

Finally, after several minutes, the T-Rex inched forward so far that it slipped off the ledge and fell straight into the pit below, completely submerging it in darkness**.

Despite this, the roaring persisted.

After seeing that, my not-friend and I burst out laughing.

We proceeded to the end of the stage and got the same bullshit message as before, but in our eyes, in our own special way, we knew we had beaten the T-Rex.

That was the only stage in the game we beat that night.

That being said, The Best Track in the Game is…

Protect the Gallimimus Stage Theme

Why?:

Did you notice how earlier in this post I made no mention whatsoever as to the quality of the music in this game?

Well, I did so for a reason.

Jurassic Park 2 was very much an average quality game, and as such, the soundtrack was nothing to really write home about.

Truth be told, there was nothing really wrong with the quality of the music, it’s just that the soundtrack is comprised of very few tracks, and most of them are very low key and best heard as ambient noise.

JP 2’s soundtrack is not one I would picture myself listening to outside of the context of playing the actual game.

Despite this, Protecting the Gallimimus is a good solid action track, with a surprising amount of dignity and pathos to it.

... Unlike this guy.

The bongo sounding drum beat is energetic and bouncy, while at the same time very organic and very much in line with John Williams’ work on the movie soundtracks, particularly The Lost World.

No, not this piece of shit. Dumb ass...

The music goes very well with the setting and flow of the stage that it occupies, which consequently, just happens to be my favorite stage in the game.

In fact, once my not-friend and I tried it, I’m pretty sure we kept playing it over and over until we passed out.

Basically, the level is a balls-out run through a massive field of death.

Other than the occasional family of Gallimimus running past you, every enemy in the level is a human, making the Uzi and Shotgun your best friends for the duration.

I remember my not-friend and I bursting out laughing every time one of us got trampled by one of the hoodie wearing dudes.

Even more so when one of us got beaned in the face with a gas grenade.

The boss of the level was the big-ass helicopter pictured somewhere above, and just below.

Cuttin' it pretty close there Dr. Grant...

Initially it starts out with a huge cage hanging down from it’s body that it likes to slam into you.

If you somehow manage to knock off the cage, the chopper starts sweeping the area with gunfire and bombs.

Lucky you.

As mentioned previously, my not-friend and I never finished any level other than the T-Rex stage, though we did get to the chopper boss many, many times.

Runner-Up:

Jungle Theme:

Why?:

This is the track heard most frequently in the Jurassic Park 2 soundtrack.

Basically, every time you are in the jungle, (ALL THE FUCKING TIME) this is the music that accompanies you.

Thankfully, it’s a pretty decent piece of music.

In fact, the Jungle Theme is good enough that in some ways I hesitate to call it a runner-up to the Gallimimus theme.

They both use a similar instrumentation, and both have that really slick, almost haunting quality to them.

Both track also share a similar length, with both adopting a number of subtle variations throughout their loops, resulting in extremely long tracks for an SNES game.

I think I hold the Gallimimus theme in slightly higher regard, not only because it belongs to my favorite stage in the game, but because it has a more thematic quality to it.

It is only played at one point in the game, and it’s composition reflects this.

The Jungle theme on the other hand, is what I would regard as sort of a “hub theme.”

There are stages where it is played only for a few seconds, simply because, well, you were in the jungle for a bit, and that’s the music that they play when you’re in the jungle.

Sorry, “Miscellaneous Jungle Music,” guess you lose to Protect the Gallimimus this time.

*SIDENOTE: Personally, I don’t remember ever referring to a Tyrannosaurus Rex as a T-Rex until after the Jurassic Park movie came out, was this an established thing by 1993, or was I just too young and uncool to :

**BONUS: I was lucky enough to find a clip that shows the T-Rex glitch!  When it happened to my not-friend and I it wasn’t quite so dramatic (the T-Rex only fell once), but hey, either way it’s pretty crazy!

Filed under: Games, Movies, The Best Track in the Game, Uncategorized, , , , , , , , , , , , , , , , , , , , , , ,

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