Azn Badger's Blog

What About the Lysine Contingency…?

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, , , , , , , , , , , , , , , , , , , , , , ,

Happy Thanksgiving From The Azn Badger!

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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.

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