Author Archives: Joe

Dragon Ball – Season 5

images-237What?! I’m actually finishing my look back at the entire series of Dragon Ball AND two entries are being made within a week of one another?! If you’re just stumbling upon this, I started looking back at Dragon Ball back in 2011 and it’s taken me until 2018 to finish it. Not because I needed all of that time to watch the show or go into exhaustive detail, I just plain didn’t do it. Now it’s done though, and we’re upon the final volume as released by FUNimation on DVD, which they chose to refer to as Season 5.

When we left off with Season 4, King Piccolo had just been defeated by the plucky young Goku in sort of gruesome, yet satisfying, fashion. Just before Piccolo truly died though he was able to spit an egg halfway across the world. Referring to it as his son as it traveled through the air, he encouraged it to continue his work and above all, seek revenge for his death. The whole scene was unnoticed by Goku, Tien, and Yajirobe who all were there to witness Goku’s triumph. Goku was beaten up pretty badly though and was in need of some immediate attention so Yajirobe scooped him up and tossed him in his hover car presumably to take to Korin. Meanwhile, Yamcha and Bulma were arriving on the scene with their other friends in tow and were prepared to render aid to Tien, who also took a pretty good beating during the confrontation with Piccolo.

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Season 5 marks the debut of Kami, who will play an important role in the episodes (and series) to come.

The first several episodes continue to deal with the fall-out. Goku, needing to revive the Eternal Dragon in order to restore his friends to life, journeys to the tallest point of the world, beyond even Korin’s tower, to the lookout. There he meets Mr. Popo, the djinn-like attendant up there. Poor Mr. Popo would later be viewed by network broadcasters as a racial stereotype when Dragon Ball Z Kai started airing in the US and be re-colored a garish neon blue. Here he is presented in his traditional black with red lips. Honestly, I see a genie when I look at him so I don’t really know what Toriyama was going for, but if you see him as racist that’s your right too. Anyways, Goku has to prove himself before Popo in order to meet the guardian of the earth, Kami. When he does he’s stunned to see that Kami looks just like the elder version of Piccolo!

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Mr. Popo’s appearance was deemed controversial enough to edit when airing on the CW as part of Dragon Ball Z Kai.

Again, this is another moment in the series spoiled by the popularity of DBZ. Having seen that series, I know all about Kami and how he and Piccolo used to be one person. Kami, needing to prove himself worthy of being the earth’s guardian, purged himself of any and all malice. That lead to the creation of Piccolo, a collection of every bad aspect of Kami’s personality. Kami is also aware of the existence of Piccolo Jr., and rather than commit infanticide, wants Goku to train with him to face that challenge someday. In exchange for reviving the dragon, Goku agrees to train with Kami for 3 years (apparently, Kami’s race grows up fast). For Goku, the length of the commitment seems daunting, but he’s always eager to get stronger and training under Kami is viewed as a worthwhile opportunity.

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Yeah, this is going to happen.

The next half-dozen episodes or so comprise Goku’s training. He’ll enter the Spirit Room, do some fishing, and even journey back in time. Meanwhile, Tien, Yamcha, and the newly resurrected Krillin and Chiaotzu seek out Master Korin to take part in some of the training that worked out so well for Goku. These episodes seek, in some respect, to go back to the more whimsical tone of the show. Even though the main characters are largely training, they end up going on small adventures with fairly low stakes. There’s an emphasis on comedy, particularly with Goku’s time-traveling, but they do suffer from the usual training fatigue this series and the ones to come fall victim to.

At episode 133, we get a three year time jump. This was likely done to accomplish two things:  gloss over Goku’s training with Kami and age-up Piccolo Jr. This leaves us at the latest edition of The World Martial Arts Tournament which will not only showcase the world’s finest but also serve as a reunion for the majority of our cast. The reunion doesn’t just cover the usual gang, but even reaches back to older acquaintances and even some we never saw play out, like Tien and the brutal Mercenary Tao. This is also a re-debut for many of our children characters who now find themselves aged-up into young adulthood. It’s fun to see how the characters, who apparently haven’t seen much or any of each other over the years, react to seeing one another again, but it’s also a little sad for us the viewer as it means we’ve now said goodbye to kid Goku. I’m going to miss that sweet little boy.

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Piccolo Jr as a bit of an evil look to him that will soften in DBZ.

In his place, naturally, is adult Goku. I must say, it’s pretty cool for a manga and now an anime series to do something as permanent as age-up its child protagonist into an adult. It’s pretty risky, since there’s a chance the young audience that comprises the fanbase will no longer identify with Goku. And there’s also the risk that they just won’t want to see Goku as an adult and prefer he remain a boy. From the creator’s perspective, Toriyama must have felt there was nothing left for a young Goku to accomplish. After all, having adults underestimate a child over and over again gets old and his last major act as a kid was basically saving the world. It’s hard to accomplish something bigger than that. Goku, as a child, even had to deal with trauma in the form of watching his friends and mentor die as well as face the burden of taking a life himself. That’s a pretty full childhood.

Thankfully, as an adult Goku hasn’t lost what made him so endearing as a boy, only his tail (so the moon could come back). He’s still kind-hearted and trusting to a fault and pretty ignorant of the world around him. Age has brought him little wisdom, and he still approaches every challenge with the same youthful eagerness and excitement he always has. Meanwhile, Krillin has grown into a more well-rounded individual who is less devious and less assure of himself, without actually growing much physically. He was over-confident as a boy at times, but now has a more realistic outlook, though we’re still a long way from him being totally outclassed by his peers so this is a Krillin who still feels like he can hang with anyone in a fight. Also re-debuting, is Chi-Chi, who we haven’t seen in quite some time. Chi-Chi, daughter of the Ox King, took a liking to Goku once upon a time and he even agreed to marry her one day. Chi-Chi apparently has not forgotten that promise.

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Tao is back, and he’s had some enhancements.

And then there’s Junior. Piccolo Junior, that is, makes his presence known by also entering the contest. He’s not so much there to win as he is to defeat, and then kill, Goku to avenge the death of his “father.” Piccolo Jr. is more of a clone than a true son, from what I gather, though we’ll learn way, way, down the road that he’s part of a race that actually reproduces asexually so maybe it’s a bit murkier than that. Whatever he is, he knows all about the encounter between his father and Goku even though he wasn’t there and had no one to raise him. He mostly looks like his father, though he’s a bit more slight and takes to wearing a cape and turban with giant shoulder pads. He’s convincingly evil, like his dear old dad, which is a far-cry from where he’ll be when DBZ picks up.

The tournament is going to take around 15 episodes to complete, making a pretty long competition. Like most of the tournaments featured in this show, the final match-up feels pre-ordained which does suck some of the suspense out of it all. To add some spice, there’s the new and improved Mercenary Tao who’s now part machine after being nearly killed by Goku in Season 3. He gets put on a collision course with Tien, who apparently doesn’t have fond memories of the brute dating back to his time with Tao’s brother, Master Shen, who would spar with Tien. Tien and Goku also need to have a rematch following Goku’s defeat the last time the two met in competition, and a mysterious fighter named Hero enters the tournament and his identity is in question, until it’s not.

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The eventual confrontation between Goku and Piccolo is a pretty satisfying battle.

Of course, the two fighters destine to meet in the finals are none other than Goku and Piccolo Jr. It may not come as a surprise, but it wouldn’t make sense for it to be any other pairing. For Piccolo, it’s an opportunity to not only best Goku in a fight, but to also embarrass him in front of a large audience. For Goku, this is his third trip to the finals of this tournament and a chance to finally win one having fallen to Master Roshi (disguised as Jackie Chun) and Tien previously. Their battle will encompass parts of six episodes, which feels like a make-up for the relatively brief battle between Goku and King Piccolo. To heighten the stakes, Piccolo essentially promises to destroy the world after he finishes off Goku. Goku likely can’t just settle for winning this match as a ring-out or some other technicality likely won’t prevent Piccolo from going on a rampage. He needs to beat him down and make sure he can’t accomplish his goal of total annihilation for earth.

This fight is essentially the grand finale for Dragon Ball. It’s going to rely on some old staples of past fights while also attempting to up the stakes as high as possible. Think huge energy attacks and a literal huge adversary when Piccolo demonstrates his growing abilities. When all is said and done, the show feels almost as if it’s been creatively exhausted. The fighters are so beyond what they were when this show started and it feels impossible to ponder where they go from here. Of course, Toriyama and TOEI weren’t quite there yet as DBZ will prove there’s still something left in the tank, but for now, this conclusion feels complete.

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Goku and Chi-Chi are going to need some time to get reacquainted with each other.

It doesn’t end there though. The last five episodes detail Goku and Chi-Chi’s quest for marriage. They have to embark on some minor adventures for a dress and other wedding planning activities that try to recapture a bit of that old Dragon Ball magic, but sadly come up short. That’s not to say these episodes are bad, but they lack some of the whimsy of the old ones and feel like padding to draw out the season. I’m not really sure why anyone felt the show needed to be 153 episodes instead of 150, but it is what it is. In the end, Goku and Chi-Chi are married and they display as little chemistry together here as they will in DBZ. I’ve always been some-what dissatisfied with their pairing as Goku is almost too child-like to imagine getting married, let alone procreating eventually. Chi-Chi at least gets to be an interesting character, albeit briefly, before becoming a nagging shrew in DBZ. She’ll rarely be in the wrong from here on out, but she’ll often be made to feel like an adversary of sorts for Goku. That’s sort of a problem with the series as a whole though, as the women often feel more like stereotypes than anything.

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In a bit of a surprise, the series ends with a wedding.

Dragon Ball has a some-what muted end, but in a way it’s also satisfying. The World Martial Arts Tournament is a chance for Goku to shine for a final time doing what he does best:  fighting. There’s also a nice send-off for him that hints at a more stable life by having him marry Chi-Chi. The reunion feel of the tournament also allows for basically every one of the secondary characters to have some screen time to not only see what they’re up to, but say goodbye. Of course, the manga continued on after this while the anime would be rebranded as Dragon Ball Z and run for over 200 episodes by itself. I personally like that the two anime properties are separated, albeit slightly, in their naming as Dragon Ball has always had a very different feel than Dragon Ball Z. It’s the more charming of the two and the series more concerned with character creation. Watched separately, Dragon Ball Z lacks that, but it’s largely due to the characters being established by this series, although that’s no excuse for the cookie-cutter villains added in DBZ. In light of that, I suppose it goes without saying that I view Dragon Ball more favorably than I do Dragon Ball Z, even though DBZ is the series I consumed first. Dragon Ball just holds up better on repeated viewings as its humorous tone and smaller stakes are easier to digest rather than every fight being a battle to save the universe. This final volume of episodes is definitely not the best, and in some ways just feels like a lot of fan service, but it is at least fan service done well as if you’ve been along for the ride you’ll likely find yourself smiling a lot while watching these final episodes. It probably wouldn’t make sense to view it without having seen the previous 122 episodes, but for those who have it would make even less sense to skip this final batch of 31. All in all, a satisfying conclusion to a wonderful series.

If you’re looking to enjoy Dragon Ball on your own, your options are unfortunately rather limited. Aside from streaming options, you basically only have the five season sets put out by FUNimation. Even in Japan, the series was only released as a made-to-order set as even there DBZ is more popular than Dragon Ball. The FUNimation sets are limited to strictly DVD and no Blu Ray release is currently planned. The sets themselves are solid, if unspectacular. The transfer is about as good as you would expect of a television program from the 1980s. FUNimation wisely left the aspect ratio alone, having faced some backlash for messing with it for its DBZ box sets. The original audio is also preserved and available. FUNimation obviously re-dubbed the character voices and narration but left the music alone. Dragon Ball benefitted greatly from being dubbed by FUNimation long after it started doing in-house dubs. Their initial dubs were pretty terrible, including Dragon Ball Z, but the Dragon Ball one is pretty fantastic. There’s no “warm-up” period for the actors as they all feel comfortable with their characters from the get-go. If you prefer to hear the characters and understand them as opposed to reading, then you’ll probably be happy with the dub. The sets are short on any sort of worthwhile bonus material, but they at least contain the essentials. These sets were once really cheap, which is how I got them, but now that they’re out of print they aren’t as friendly on the wallet but still reasonable ranging from $20 to $30 per set. I think it’s worth it, and if you’re into anime Dragon Ball almost feels like required viewing. If you’re a fan of Dragon Ball Z or Dragon Ball Super and tend to like them for their large scale confrontations then maybe Dragon Ball isn’t for you, but I think it’s worth giving a try. On the other hand, if your favorite episodes of Dragon Ball Z are the early, pre-Frieza episodes then you’ll probably love Dragon Ball. If you do end up checking it out I hope you enjoy it as much as I do.


Batman: The Animated Series – “Feat of Clay – Part II”

3366172-feat+of+clay+2Episode Number:  21

Original Air Date:  September 9, 1992

Directed by:  Kevin Altieri

Written by:  Marv Wolfman and Michael Reaves

First Appearance(s):  None

Like “Two-Face” before it, “Feat of Clay” gets to benefit in its second act from a strong first act that set everything up. All of the establishing material has been taken care of. When we last saw Matt Hagen he had been mutated into a grotesque mass of clay thanks to Roland Daggett’s men and the Renuyu product. Meanwhile, Bruce Wayne found himself in an unfamiliar position:  arrested for the attempted murder of Lucius Fox.

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Meet Clayface.

“Part II” opens with Wayne making bail and heading into his car without speaking a word to the throng of reporters shouting questions at him. As Alfred drives away, Wayne is able to recount a bit of where he’s at in his investigation into who tried to knock off Fox. He knows it has something to do with Daggett (Ed Asner), that much he was able to get out of one of Daggett’s cronies, but he needs more information or else his case will hit a wall. Daggett is also sweating a bit as Fox is still out there and he knows about Daggett’s attempt at a hostile takeover of Wayne Enterprises and things could get back to him.

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Germs doesn’t want to get his suit dirty.

That’s stuff is all playing second fiddle though to what has happened with former actor turned criminal Matt Hagen (Ron Perlman). We only saw a glimpse of the monster he has become at the conclusion of “Part I,” but “Part II” wastes no time in showing Hagen in all his grotesque glory. Seated in front of a mirror in his trailer, Hagen is a massive clay-like golem with a hint of Slimer from The Real Ghostbusters in his face. He’s resigned to the fact that his career as an actor is over, as well as his life among normal people. His friend and stand-in Teddy (Dick Gautier) is trying to console him though, and the two soon realize that the Renuyu that made him this way still works as intended, meaning Hagen can mold his face to resemble others. And the ability is no longer limited to his face, Hagen can essentially re-shape his entire body to resemble anyone he can imagine, including clothing. For a brief moment, Teddy thinks Hagen can now continue on as an actor, only now better than ever. However, Hagen quickly loses concentration and reverts back to his new monstrous appearance. Frustrated, he explains that changing his form is like tensing a muscle, and maintaining that is just as hard. It’s a fun little nugget of info for the viewer and necessary information if we’re to believe that there’s no going back for Hagen.

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That’s a neat trick.

Daggett’s henchman Germs (Ed Begley Jr.) is sent to finish off Fox in his hospital room, but Batman having no real leads to pursue, is there waiting. Germs bolts, but Batman corners him in some research closet where different diseases are stored. Germs, having gained his nickname because he’s a germaphobe, is pretty freaked out and Batman places a jar of what he calls crimson fever on a shelf above the head of Germs. He interrogates him, and each time Germs doesn’t give him a suitable answer he punches the wall and the jar inches ever closer to the edge of the shelf. Germs reveals that Hagen was the one who impersonated Wayne, and Batman is dubious of Hagen’s ability to pull it off so convincingly. Before he can get anywhere further, a security guard interrupts them and we see the jar over Germ’s head was harmless sewer water.

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Hagen getting creative with his new-found abilities.

The guard though, is there for Germs as well. It’s Hagen, and he immediately attacks Batman by extending his arm into a mass of clay to slam Batman against the ceiling. He makes off with Germs and tries to escape via the rooftop, but Batman is there to meet him. They have a brief exchange, with Hagen getting creative with his shape-shifting abilities. In a scene that was often included in TV spots for the show, Hagen makes little steel tips pop-out of the ends of his fingers. They continue to extend until the clay recedes to reveal a steel hand that he then thrusts forward – the fingers extending like swords. Batman dodges, and eventually Hagen collapses under the stress of all of the shape-shifting. He escapes by diving off of the building and retreat’s to Teddy’s house.

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I guess he does kind of look like poop, but I don’t care, I think Clayface is pretty rad.

Even though Hagen failed to kill Germs, he feels empowered by his battle with the Batman. Teddy tries to talk him out of this path, but Hagen snaps at him, announces he’s to be called Clayface from now on, and leaves Teddy lying on the floor. Daggett is set to appear on a popular Gotham talk show hosted by Summer Gleeson, so we know where Clayface is heading. Batman has also made the same connection, and he’s there to set a trap. When Clayface, disguised as an audience member, confronts Daggett on television about the addictive properties of Renuyu, he reveals himself and forces Batman to spring into action. He’s able to lure Clayface into the control room, where monitors surround Clayface and display different parts Matt Hagen played in his career. Clayface loses control of his shape-shifting powers and a prolonged “death” scene occurs as Hagen smashes monitors and gets himself electrocuted. During the sequence, he even takes on the form of Wayne in full sight of the police which apparently was enough to prove Wayne’s innocence (and maybe Germs ended up cooperating with authorities, but Daggett escapes arrest so who knows?). After that, Batman is back in the bat cave with a piece of clay he recovered from Germs. He’s shocking it and it has no effect suggesting to Batman that the death of Clayface was just another performance. Cut to Teddy bidding farewell to his old friend, and a woman behind him laughs menacingly and her eyes go yellow.

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A bunch of monitors is apparently all you need to take down Clayface.

Clayface is a profoundly fun villain to watch. The animation utilized is possibly the best the show will ever have as Clayface is constantly morphing and changing, particularly in the fight scene with Batman. No shortcuts are utilized in showing how his hands turn into other objects, no puff of smoke or bright glowing lights or something to obscure the animation. He has this nice texture to his look that reminds me of earth clay as opposed to pottery. Ron Perlman’s deep and gravely voice also sounds appropriate coming out of Clayface and it’s hard to imagine another voice for the character. Animating him was probably costly, which might explain why he only appears in one more episode of Batman:  The Animated Series, and then one more in The New Batman Adventures. That’s the only thing that dampens my enthusiasm for the episode, just knowing we won’t see much more of this villain. While he doesn’t fit-in with other villains of the show, those that are mostly grounded in some basis of reality, Clayface is a purely fantastical creature. It does feel a touch out of place, but it’s handled well which makes the whole thing easier to accept at face value.

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When Clayface goes nuts the animators get to have a ton of fun with him, or maybe it was all miserable to animate. Either way, it looks awesome.

In the real world, it will be a year before we see Clayface again. For this blog, it will be less than that since it’s roughly 30 episodes away. It was pretty cool though for Clayface to disappear for some time as the ending of this episode makes you wonder what’s next for Clayface. Is he to become a recluse and hide from society? Can he learn to control his powers well enough to resume his life as Matt Hagen? We’ll find out eventually. Batman: The Animated Series only has a handful of two-parters, and it begs the question:  Which is the best? I know a lot of people love “Robin’s Reckoning” and it’s hard to argue against that one as best of the two-parters. “Two-Face” was great though the second act was a little underwhelming, at times. The others concern Batgirl, Ras Al Ghul, and a wacky computer. They’re actually all pretty good, from what I remember, but I think “Feat of Clay” is easily in the top two with “Robin’s Reckoning.” We’ll see how I feel about that two-parter when I get to it (spoiler alert:  in about 10 weeks).


Mega Man 8

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Mega Man 8 (1996/1997)

Mega Man 8 is perhaps the most divisive game in the history of the Blue Bomber. The first developed without series creator Tokuro Fujiwara, it was the only mainline Mega Man game released during the 32 bit era, and for a long time, was the last to be made with current generation technology, even though it didn’t seem like that at the time. After the release of Mega Man 8, the series essentially disappeared in favor of the many Mega Man spin-off franchises such as X, Legends, Battle Network, and others. When Capcom finally reconvened to create a Mega Man 9 it opted to pretend as if this game (and to some extent its predecessor Mega Man 7) never existed going back to a visual style akin to the original NES games and a gameplay style that went even further back. Capcom would stay with that look for Mega Man 10, but finally announced in 2017 that a new Mega Man game is coming and it won’t feature illusory 8-bit images.

It’s interesting that the game has become so maligned over the years, since at the time Mega Man 8 was supposed to be a celebration of Mega Man and the impact he had made in the world of gaming. Coinciding with the 10 year anniversary of the first game, Mega Man 8 stayed true to the series roots by sticking with 2D gameplay when the whole world was demanding 3D. Sony Computer Entertainment of America (SCEA) initially wanted nothing to do with the game because of its use of 2D visuals. Wanting to highlight the processing power of the PlayStation, SCEA nearly prevented the release of the game in North America, but eventually relented when Capcom agreed to dress-up the packaging. Since it was also to be released on the Saturn, SCEA wanted exclusive content and thus received a little booklet to be included with each copy of the game recounting the legacy of Mega Man. Maybe out of spite, Capcom would introduce better, exclusive, content on the Saturn with optional hidden bosses.

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There’s a whole bunch of new enemies for Mega Man to vanquish.

Mega Man 8 largely follows the formula of the games that came before it building off of Mega Man 7. So unlike more recent entries in the series, this one still retains the charge shot and slide maneuver as well as the bolts currency which can be used between levels to purchase upgrades for Mega Man. Dr. Wiley is the main antagonist once again and Bass and Treble return from 7 to make Mega Man’s life more difficult. The plot isn’t of much importance, suffice to say that Wiley is up to no good and has created 8 robot masters that Mega Man has to get by before he can ultimately take on the mad scientist. A new character is introduced, Duo, who’s from outer space and brings with him some kind of weird energy that Wiley wants to make use of. He starts off as an ambiguous character, but will eventually become an ally when he “senses justice” within in Mega Man, or some nonsense.

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Most of the levels have an appealing design that serves its robot master well.

What you need to know as a gamer is that Mega Man has roughly 12 new stages to topple. After a simple introductory level, four additional stages are open to Mega Man and each features a robot master to take down. Following their defeat, an intermission stage is unlocked before the final 4 robot masters are available and then eventually the multi-stage Wiley Tower. Splitting the 8 robot masters into two separate groupings of four does make it a little easier to determine an order to tackle them in. As is the case with virtually every Mega Man game, defeating a robot master earns Mega Man a new weapon and each one is a natural weakness for another robot master (Wiley should really avoid doing that when creating these things). There is an added challenge in introducing the robots this way as the player needs to figure out which robot to tackle first – twice! There’s no overlap in terms of weaknesses between the two groups of four, so the first boss you fight and the fifth will basically necessitate relying on the Mega Buster to topple. If you want my advice, I suggest starting with Grenade Man and Aqua Man, respectively. Although I did have this game before I had internet access and a boss order available to me so I have taken down more than just those two with the Mega Buster.

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Mega Man 8 is gorgeously animated, but few appreciated it in 1996 since it wasn’t 3D.

Scattered throughout the stages are bolts. There is a finite amount of them in the game and they serve as currency for Mega Man to purchase upgrades. Since you’re limited by the amount of bolts in the game, this also means you’ll be unable to purchase all of the upgrades in a single save file. Some of the upgrades available to Mega Man include a fast charge attachment, a shield that will prevent knock-backs, a laser shot, and a spread gun, among others. Basically all of them are useful to some degree, though I’d argue the most essential is probably the quick-charge. One annoyance, the ability to exit already completed stages must be purchased, so if you want to go back for bolts that you missed (and you will, since some require a weapon acquired later to access) you will have to either waste bolts on this feature or play through the entire level again.

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There’s some auto-scrolling segments to break-up the gameplay. This Rush segment works well, but don’t ask me about the snowboarding one.

The stages feature a solid mix of run and gun and platforming gameplay, as well as a couple of auto-scrolling events. The levels offer a rather average level of difficulty for a Mega Man game sitting this one squarely in the middle of the pack if arranged accordingly, though perhaps closer to the easy side. Continues are unlimited, so the game is forgiving in that regard, but the checkpoints are spread out enough that having to use a continue does hurt a bit. There are no E Tanks in this game, which might explain why it’s a touch on the easier side, but there is a Rush attachment that can be used once per stage that summons Mega Man’s trusty robotic canine who will drop power-ups as he flies back and forth. It’s not as seamless as an E Tank since Mega Man still has to chase down the power-ups and there’s no guarantee that Rush will drop exactly what you want. This makes him a bit unreliable during the chaotic boss encounters in the game and he’s also basically useless if you’re in an area where Mega Man is limited by where he can stand (auto-scrolling segments, spike pits, etc.).

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In what was apparently common for Capcom at the time, fan input was sought for boss designs. Some of the original fan-submitted works appear in the credits.

Of the main stages available, none are probably memorable enough to supplant a Quick Man or Flash Man stage, but they mostly offer plenty of variety and avoid the pitfalls of tedium. Tengu Man’s stage features a pervasive gust of wind that extends Mega Man’s jumps when moving with it, but also hinders his ability to backtrack. This stage also features one of the auto-scrolling portions where Mega Man hops aboard Rush and uses him like a jet-board as he soars through the air. During these segments Mega Man can also summon his lesser allies like Auto and Beat to assist him in taking out the various enemies he encounters. Astro Man’s stage features some maze-like portions as well as a frantic escape from a sinking tower. Sword Man’s stage is broken up into sections that can be tackled in any order, sort of like the boss gauntlet that appears towards the end of every Wiley Castle. Some levels also feature a mid boss and defeating that boss unlocks a new Rush ability (4 in total) that include the health power-up, as well as a few other things that aren’t really essential but can be useful.

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Mega Man has finally learned how to swim, but I’m not sure that’s a good thing.

Some levels, on the other hand, don’t go over as well. Frost Man’s stage features the snowboarding auto-scrolling bit and it is not enjoyable. The input feels laggy, and the developers apparently noticed this as well because they inserted audio prompts commanding the player to “Jump! Jump!” or “Slide! Slide!” These segments are mercifully short, but also short on fun and it’s a shame they recognized the need for the cues but not the need to just cut them entirely. Aqua Man’s stage also features scenarios completely submerged in water. Mega Man has apparently received a software upgrade that taught him how to swim, as he no longer just jumps around slowly in water. Swimming basically works the same way in Mega Man 8 as it does in Super Mario Bros, which is to say it’s not good. Mega Man is also a lot longer relative to Mario so it’s not easy to maneuver him around enemies. You’re better off to just plow through those segments and hope for the best.

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Mega Man’s “sister” Roll runs Dr. Light’s shop which you can visit to purchase upgrades for Mega Man after acquiring enough bolts.

The bosses themselves are all fine. They’re fully voiced, like Mega Man (more on that later), and it’s kind of funny to hear them taunt Mega Man before and during confrontations. There’s nothing particularly logical about who is weak to who, unless you know more about the robot than the game presents. For example, Sword Man does have a fire element associated with him that’s not apparent just by looking at him and Aqua Man’s Aqua Bubble is his weakness. There’s also no weapon on par with the Metal Blade that makes life easier across the board, though the multi-hit Grenade Bomb is pretty good and seems to have the most uses. Other weapons are more utilitarian. The Tornado Hold can be used to levitate Mega Man or hit enemies that are high in the air and the Thunder Claw can be utilized like Bionic Commando’s claw at certain points in the game (another benefit to splitting the bosses in groups of four means levels can be designed to utilize certain weapons because it’s guaranteed the player will have it). There’s also a 9th weapon that Mega Man receives in the opening stage:  the Mega Ball. It’s basically a soccer ball and pressing the fire button causes Mega Man to drop the ball. He can then dribble it if he likes or even jump on it for a small height boost on his subsequent jump, or press the fire button again to kick it. The ball can ricochet off walls, but it’s mostly too unwieldy to properly utilize. Only one boss requires its use. Two other very useful weapons include the Homing Sniper, which can fire up to three homing missiles, and the Astro Crush which rains down death on the entire screen. As a result, it has a very limited amount of uses.

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This is the only boss who requires the use of the Mega Ball, and as a result, he’s pretty annoying.

Where things start to fall apart with Mega Man 8 is after the eight robot masters have been vanquished. Wiley’s various stages are lackluster and downright annoying at times. The first opens with another snowboard segment, this one far more annoying and longer than the ones from Frost Man’s stage. Worse yet, it ends with the only boss fight that requires use of the Mega Ball, and as a result, it’s pretty tricky. If you have to resort to a continue you’ll be stuck playing through that snowboarding segment once again and you’ll want to snap the disc in half. After that is another Rush auto-scrolling segment that uses the scrolling gimmick to kill you if you’re not paying attention (and it’s mean enough that you probably will die at least once when you hit that part for the first time) and concludes with the worst boss fight in the game. It’s long and tedious, but as a plus it’s not particularly difficult so hopefully you take it out on the first try. The third level is better and finally presents what feels like a fair challenge plus a dual boss fight when you take on the Bass + Treble machination and then the Green Devil, or whatever it’s called. The Devil boss is probably the easiest one of them all, but if you don’t know its weakness it is considerably more difficult.

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Seriously, fuck this shit.

Finally, there’s Wiley, and unfortunately he kind of sucks too. He’s very similar to his Mega Man 2 version in which you take on his tank thing before fighting him in a floating capsule/bubble contraption. The tank is not terribly difficult, but it’s also not easy, and given the lack of E Tanks there is a bit of added challenge. The capsule part is a bit boring because he just doesn’t take much damage. He doesn’t appear to be weak to anything, so you just have to make sure you outlast him.

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The anime cut scenes by and large look great considering they’re stored on CD ROM, but the voice acting just kills it.

Since this was the 10 year celebration for Mega Man, Capcom decided to dress things up with some anime cut scenes! Xebec was contracted to do the scenes and they actually did a really nice job considering these are forever trapped on a PlayStation disc. Since the total run-time for all of the sequences put together is probably only 10-12 minutes, they could afford to take their time and put a lot of effort into making them look good. Unfortunately, the same degree of care was not put forth into the voice acting when it came time to localize the game for North America. I don’t know if the Japanese voice acting was equally terrible, but the English version is hilariously bad. It’s the most infamous part of the game and what people think of first when they think of Mega Man 8. Mega Man sounds like an adolescent high-voiced girl while apparently no one realized that the characters Bass and Treble refer to music and not fish. Dr. Light is especially bad and sounds like a bumbling old fool who refers to Dr. Wiley as “Dr. Wow-ee” while the voice actor for newcomer Duo just sounds like he would rather be anywhere than in a studio voicing this character.

The voice acting is a real shame because outside of that the production values are pretty great. While few wanted 2D games in 1996, no one could argue that Mega Man 8 wasn’t attractive to look at. It’s hand-drawn visuals have aged way better than basically anything else on the PlayStation. Mega Man is the right size in relation to the screen and is lovingly animated. Many of the generic enemies are brimming with personality and the bosses, in particular Frost Man and Sword Man, are also a lot of fun to look at. The music is solid as well, and while most are probably nostalgic for that 8 bit sound I doubt few would suggest the soundtrack is poor. And while the voice acting during the anime bits is atrocious, it does succeed in adding some personality to those bosses and its mostly welcome in that space.

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An assortment of mini bosses keeps things interesting and provide a vehicle for awarding Mega Man with even more power-ups.

Mega Man 8 performed rather well at retail when it was released, but reviewers were far more mixed. Incidentally, what it was maligned most for (its visuals) is what it’s most likely celebrated most for today. There was an undercurrent of backlash from some outlets because of its simplified look and there was also some Mega Man fatigue at the time. After all, this wasn’t just the 8th Mega Man game. It also followed three Mega Man X titles and some handheld ones as well. That’s a lot of Mega Man games in the span of 10 years so reviewers and gamers could be forgiven if they weren’t as excited for a proper Mega Man title in 1996 as maybe they would be today. Opinions are still divided on this one though. As recently as 2010, IGN considered it the worst of the mainline Mega Man titles. More recently, Retronaut’s Jeremy Parish ranked it as high as 5th among all of the Mega Man games (did you know there’s 20 total as of this writing?) which is probably the most praise I’ve ever seen given to the game. Perhaps not surprisingly, I tend to fall somewhere in between those two extremes. It certainly is not the worst of the Mega Man games, but Mega Man 2 and 3 are probably superior, at least. I definitely would rather play this one than Mega Man 7, though I’m less sure when it comes to other games. I’m not an expert Mega Man gamer and I never touched the ultra hard Mega Man 10 because it sounded like something I wouldn’t enjoy. When I picked this game up in 1997 as a birthday present I had some fun with it and returning to it in 2018 was by no means a bad experience. If you like Mega Man, but have never played this one and have only heard bad things then I’d suggest giving it a shot. It’s not hard to come by thanks to the compilations put out by Capcom nor is it prohibitively expensive if you want an original PlayStation version (if you want it for Saturn you will have to pay a lot, though) so you only have yourself to blame if you haven’t played it.


Dragon Ball: Season 4

dragon_ball_season_4_600x600_itunes_artwork_by_eddie09-d58sdkjIt sure is taking me a long time to post about the “seasons” of Dragon Ball. I place the word seasons in quotations because these aren’t actual seasons of television, but just how FUNimation chose to label them when releasing the show on DVD. As a result, Season 4 starts during the World Martial Arts Tournament as opposed to before it or at its conclusion, which is a pretty poor way to start a season (though it’s a better start for Season 4 than an ending for Season 3 which was quite abrupt). Thankfully, Season 4 will end at a better spot setting up for the fifth and final volume of Dragon Ball episodes.

Season 4 has a different feel than its predecessor. While Goku has dealt with loss before and even experienced a desire for vengeance, he’ll be pushed towards a darker path even more so in this volume, but first the tournament. When we left off, Goku and his friends were participating in yet another World Martial Arts Tournament with the plot very clearly setting up a showdown between Goku and his latest rival:  Tien Shinhan. Tien is a student of Master Crane, who is also the older brother of Mercenary Tao, who Goku dispatched in Season 3. As a result, Crane wants to see his brother avenged and is relying on his pupil to do so. In order for the two to meet though, they need to win their respective matches to meet in the finals.

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Some unfinished business from Season 3.

The first 9 episodes deal with the tournament, and throughout it both Goku and Tien will be tested. By its conclusion, they’ll gain a new understanding of each other and Master Roshi will gain some new students, but he’ll also lose one. Setting up what is the main arc of the season is a murder and one that will have a lasting impact on Goku. If you want zero spoilers, then skip ahead, but the murder of Goku’s best friend and one-time rival Krillen is perhaps the darkest moment in Dragon Ball history. Perhaps the only comparable moment is the death of Dende in Dragon Ball Z at the hands of Freeza. Krillen is still basically a child when he’s murdered in Dragon Ball. It happens off-screen, but when Krillen is taking an especially long time in returning to their group’s celebratory dinner Goku runs back to the training ground to retrieve him only to find his lifeless body. It’s an affecting scene to behold as the image is held for an uncomfortably long time. This moment moves Goku to tears, naturally, but it also gives rise to an anger inside of him that is also uncomfortable to see. Up until now, Goku has been our happy-go-lucky protagonist. He’s dealt with loss mostly with sadness and to some degree a lack of comprehension. He’s learned empathy over time, he’s bore witness to how unjust the world can be, and he’s fully equipped now to experience a wide range of emotions at the sight of his best friend’s corpse.

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He doesn’t look THAT scary.

This sets the stage for the evil King Piccolo to enter our story. Piccolo is an ancient evil that not even Master Roshi could handle. He’s often referred to as a demon, and it took a technique from Roshi’s master Mutaito that cost him his life to seal him away previously:  The Evil Containment Wave. Roshi naturally preaches caution to his young pupil, but Goku is too headstrong and determined to avenge his fallen friend. He will pay for his impatience, as Piccolo isn’t alone. Since he’s rather old and feeble looking, Piccolo has surrounded himself with some powerful adversaries. They’re all named after musical instruments just like their master, and all have a sort of reptilian or demonic appearance:  Piano, Cymbal, Tambourine, and Drum. In order to defeat them, Goku will need to get stronger and he’ll be forced to seek out Master Korin once again.

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King Piccolo likes his minions scaly and green.

Meanwhile, Master Roshi together with Tien and Chiaotzu, decide they’ll need the help of the Dragon Balls in order to essentially wish away the demon king. While they’re doing that, and Goku is off training, Piccolo’s minions are seeking out the strongest fighters in the world with the goal of killing them to pave the way for King Piccolo to take control over the world (he’s a rather conventional villain, in that respect). Roshi’s plan to assemble the Dragon Balls ends up backfiring and he’s unable (or unwilling) to master the Evil Containment Wave. As a result, Piccolo seizes control of the legendary artifacts and is able to restore his youth, and power. In the process he also kills the Eternal Dragon. Suddenly, death has real consequences in this world with no dragon able to restore life to those who have fallen or will fall.

With King Piccolo fully powered-up, all eyes turn to Goku. His training with Korin puts him into confrontation with the bulbous Yajirobe. Yajirobe is essentially a punch-line in DBZ, like a lot of the main characters from Dragon Ball unfortunately, but here he is not such a push-over. Still, he’s no Goku. There’s some humor to be found in Goku’s training with Korin, but it’s largely a bit of a slog as we’re more eager than usual to see Goku face-off with the evils that stand before him. Once his training is complete, he’s forced into conflict with Piccolo’s minions and eventually the demon king himself.

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If you’re a fan of Pilaf and his crew, don’t worry, they’re still hanging around.

Some drama is created in the meantime. Tien has mastered the Evil Containment Wave, and with Goku still missing in action, he’s resolved to use it as Piccolo has begun destroying the earth city by city. Using the wave against Piccolo would mean Tien’s death, so it becomes pretty important for Goku to hurry up and get there. Goku and King Piccolo are naturally destined to meet in combat, and surprisingly, their confrontation is pretty short spanning just three episodes, but as I mentioned in the lead-in it’s at least all contained on this set without bleeding over into the next. It does mean a some-what abrupt end to the season as the immediate fall-out is left for Season 5.

Dragon Ball Season 4 marks both a new story-telling device for the show, vengeance, as well as a doubling-down on the previous format. That format is essentially Goku encountering a new foe, getting beaten down, training, and then returning to face the enemy in a rematch now powered-up. It’s a formula that Dragon Ball Z will beat into the ground, but at least here it’s not quite so worn out. Still, the training moments between Goku and Korin are slow, and they’re made even more so because the story did give us an effective motivation earlier for Goku to face Piccolo. It’s both refreshing and sad to see Goku motivated by vengeance. It would be nice if Goku could remain unaffected by the evils of the world, but it’s also unrealistic for a show with such an expansive amount of episodes. Sort of forgotten is how the season begins, with Goku turning an adversary in Tien into a new ally. It’s handled well enough, with Tien’s sense of honor ultimately being the aspect of him that is won over by Goku and his friends. Of course, if you’re like me and you experienced Dragon Ball Z before Dragon Ball then you knew Tien was destined to be an ally, but it was still entertaining to watch.

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A powered-up Goku is ready to take on the king.

At this point, the show has also improved visually. It’s success likely lead to some increased production budgets by TOEI Animation so the special effects and animation are better than they’ve ever been. The aged King Piccolo is well illustrated and he’s actually a lot more interesting to look at than the youthful version. There’s a moment where he forces an egg out of his mouth to create a new minion and it’s both gross and strangely satisfying to watch the scene play out. The original soundtrack is kept, and while it’s certainly dated, it has a whimsical quality that works really well with Dragon Ball. The benefit of FUNimation dubbing the series after DBZ means these actors have had plenty of time to get a feeling for the roles and everyone sounds mostly great. They’re all familiar if you’ve watched the other dubs, and the continuity is nice and appreciated. If you prefer Japanese audio it’s there as well. The original aspect ratio is also preserved.

Season 1 is still my favorite Dragon Ball season, mostly because it’s just a lot of fun and the ignorant Goku of Season 1 is really entertaining. Season 4 might be my second favorite though. It has some filler, but not as much as Season 3, and the stakes feel high which is also an improvement over both Seasons 2 and 3 and helps to give the confrontation more weight. It’s also satisfying when taken as a whole, and though I wouldn’t recommend it, you could conceivably just jump-in at Season 4 and enjoy it without seeing the previous material. I don’t know that I would call it peak Dragon Ball, but there is a downward slide following it with Season 5 basically feeling like an encore for the show as well as a setup for what’s to come. I promise to not take over four years to get to that one.


Batman: The Animated Series – “Feat of Clay – Part I”

Feat_of_Clay-Title_CardEpisode Number:  20

Original Air Date:  September 8, 1992

Directed by:  Dick Sebast

Written by:  Marv Wolfman and Michael Reaves

First Appearance(s):  Roland Daggett, Clayface

I don’t know what happened that caused me to miss the first few broadcast episodes of Batman: The Animated Series, but “Feat of Clay” was the first episode I ever saw. It’s possible that my memory is just fuzzy and I did see the few episodes that aired before it, but my family had also just moved from New Hampshire to Virginia so it was a pretty hectic period for us. Regardless, assuming it was my introduction to the show it’s a pretty great way to have the ice broken. Though “Feat of Clay” is a bit more procedural an episode as opposed to action packed, it’s a well constructed and satisfying viewing experience and I remember being captivated by the show’s tone which just felt so much more “adult” than what I was used to.

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Roland Daggett is a made for TV villain that proves to be a worthy addition to Batman canon.

“Feat of Clay” marks the debut of two characters we’ll see more than once over the course of the series. The first is crooked businessman Roland Daggett (Ed Asner). Rumor has it he was supposed to be Max Shreck from Batman Returns but supposedly Tim Burton wasn’t on board with that for some reason, so Daggett was created instead. He’s a businessman and slumlord who prioritizes money above human life. In this episode, he’s concerned with his chemical plant, Daggett Industries, and a certain client. Matt Hagen (Ron Perlman) is that client, a down on his luck actor once renowned for his ability to alter his appearance and mold himself for any role. Ever since an accident left his face horribly disfigured, he’s found it pretty hard to find work.

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Imposter Bruce wants that brief case.

The episode opens in confusing fashion (for an eight year old) with Bruce Wayne meeting Wayne Enterprises CEO Lucius Fox in the middle of the night at an old warehouse (Gotham is just full of these). Fox is confused, but he brought what Wayne was seeking – a briefcase containing documents which incriminate Daggett in an illegal attempt at taking over Wayne Enterprises. Wayne quickly double-crosses him and a horde of goons appear. They’re ordered to kill Fox, but lucky for him they’re a terrible shot. He’s eventually injured when one assailant is able to shoot out a rope and drop some debris on him. Apparently it’s a lot harder to shoot an adult male than it is a thin rope. Batman is also alerted to the gun fire and he shows up to clean up some of the mess, but he’s not in time to prevent Fox’s injury.

As a viewer, it was hard to believe Wayne would do anything to endanger one of his friends and the presence of Batman confirms this. Eventually we find out Wayne was none other than Matt Hagen in disguise. Hagen has found a topical cream that can cover up his scars, and more importantly, turns his face into a clay-like state which allows him to mold his own features to resemble others (no explanation given for how he alters his voice, that’s just cartoons for ya). The cream, Renuyu (pronounced Renew You), just so happens to be manufactured by Daggett Industries. As we know, Daggett wants to take over Wayne Enterprises, and the encounter with Fox was supposed to result in Fox’s death which would have been the catalyst for the takeover. With Hagen’s failure, Daggett has decided to cut-off Hagen’s supply of cream. He also orders his two primary henchman, Raymond Bell and Germs, to take Hagen out as he’s now a liability.

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Hollywood doesn’t have many roles for mugs like that one.

Unfortunately for Hagen, he needs the cream in order to keep working. It also has proven to be an addictive substance, though weather the cream is chemically addictive or just psychologically given it can erase scars is anyone’s guess and beside the point. Hagen feels like he needs it, and he is not willing to go without it.

Batman is of course trying to figure out what happened to Fox, oblivious at first that Bruce Wayne was framed for the attempted murder. Fox was able to tell the cops what happened, and naturally they want to speak with Bruce. Alfred covers for him while Bruce tries to figure out what happened back at the warehouse. Batman is able to trace Daggett back to Raymond Bell, who was there the night of Wayne’s framing. He tracks him down in the Batwing and runs Bell’s car off the road. In perhaps Batman’s finest interrogation, he uses the prongs on the front of the Batwing to impale and carry Bell’s car high above Gotham. Utilizing a mechanical arm, he extracts Bell from the car and dangles him over Gotham Harbor. He’s only able to find out that Wayne was not present the night of Fox’s attack, but Bell faints before he can fess up to who was behind it. The police show up and Batman is forced to hand over his prisoner. Now knowing that a Wayne imposter was present, he decides, against better judgement I’d say, to visit Fox in the hospital after hours which only makes Fox think he’s returned to finish the job. He’s arrested as a result.

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In order to hide his scars, Hagen is forced to rely on a cream provided by Daggett.

Not to be outdone, Hagen also decides to do some infiltrating and heads to Daggett’s lab. Using the last bit of Renuyu he possesses, Hagen is able to slip in undetected, but not for long. Daggett and his men discover him, and in a rather disturbing scene, Daggett basically drowns Hagen in the stuff by pouring it down his throat. The “murder” is only seen via shadows on the wall, but it’s effective. Hagen survives though, and his stand-in finds him later in his car where Daggett’s men had left him, but Hagen is different. We get just a brief look at him as he glances in the rear-view mirror before the episode ends with that which is oh so frustrating:  To be continued.

“Feat of Clay” is a slow moving episode of Batman, but necessarily so. The pacing allows us to really get inside Matt Hagen and sympathize with him. He’s driven to continue his life as it was before the accident that left him scarred and disfigured at all costs. He’s probably dealing with some depression, and the addictive Renuyu is probably the worst thing for him. His friend and stand-in Teddy is also the stand-in for the audience as he tries to talk Matt out of this path, but to no avail. He loves him too much to just abandon him, but we’re left to wonder if he’ll be pushed too far in the stories to come. Daggett, on the other hand, is a pretty conventional villain. He has no redeeming qualities and is easy to understand. He’s yet another gangster type who gives birth to a super-villain, following in the footsteps of Rupert Thorne and the role he played in creating Two-Face. Still, conventional as he may be, I always liked Daggett as a villain because there’s no compromise in him or an attempt to disguise his intentions. He’s not slimy like Thorne, just a cold, hard villain. Ed Asner is also perfectly cast in the role and my affection for him probably plays a role in my liking of Daggett.

As a result of all of the attention paid on Hagen, this ends up being an episode that’s rather light on Batman. The framing plot is engaging, when used, even if it felt rather similar to Batman Returns. He’ll get back to doing what he does best in Part II, but it is still a some-what shocking sight to see Bruce Wayne in handcuffs.

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The “murder” of Matt Hagen and the birth of Clayface.

Since “Feat of Clay” features some rather prominent voice actors, it’s not surprising this episode feels extra special. It also helps that the episode looks great. Hagen’s face is convincingly disfigured and the morphing properties of the cream he applies are fun to look at. Of course, we’re in for a far greater treat when Clayface truly debuts. The scene of his becoming Clayface though is almost incredible considering it’s taking place in a kid’s show. It was shocking to me as a kid and I watched with some disbelief. Also worth pointing out is the subtle personality quirks we get to see within Daggett’s gang. One guy apparently has a fear of germs (hence the name Germs) and Bell is always wearing headphones tuned to police scanners. It’s a small touch, but so often the hired muscle in these episodes are nameless, faceless, men with guns.

As the introduction for a new villain, and one that wasn’t well known outside of the comics, “Feat of Clay” is probably second only to “Two-Face.” It works in tandem with its follow-up, and I might argue it’s a more satisfying set of episodes than its predecessor. I suppose I’ll wait until I do a write-up on Part II before I make up my mind, but it should go without saying that these two episodes are among the best the show produced.


Walt Disney’s Snow White and the Seven Dwarfs

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Snow White and the Seven Dwarfs (1937)

This past December, Walt Disney’s Snow White and the Seven Dwarfs turned 80. On December 21, 1937 the world was introduced to feature-length animation. Well, maybe not the world since that date was just the premiere. It wasn’t until February 4, 1938 that the rest of the United States was introduced to the picture. The film was behest by production delays and budgeting concerns and the mood was that this would be Disney’s greatest failure before it arrived. That wasn’t the case, and it’s a good thing because had Snow White failed we likely would not have the many subsequent pictures, or maybe even a Disney. This post should have ran in December, but since I was elbow-deep in Christmas I sat on it until now, timing it with the picture’s wide release. Snow White and the Seven Dwarfs is a remarkable achievement and a film worth celebrating any day, but especially so when it turns 80.

Snow White and the Seven Dwarfs had to be a special film in order to justify the need for an extended running time. Prior to its release, cartoons were relegated to the pre-show, if you will. Theaters would run a Mickey Mouse or Betty Boop or some other toon before a picture along with news reels and other pieces of film. Since there was less competition from other past times, a trip to the movie theater was practically an all day affair as opposed to modern times when movie-goers are left griping that a cartoon short is too long. In order to make Snow White and the Seven Dwarfs stand out, Disney naturally injected a huge amount of cash into the production. Live footage was recorded to animate over, numerous backgrounds were painted in lovingly detail, and a new camera technique even had to be invented. The Multiplane camera is a massive structure that basically separates three backgrounds at three different distances from the camera. This creates a literal foreground, middle-ground, and background for a given scene and the camera can zoom or pan on the image creating an illusion of depth. It’s on display right at the beginning of the film and it’s a fun little trick that would be utilized for basically all of Disney’s animated films to come.

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The Queen approaches her magic mirror.

Originally, Walt Disney thought he could produce the film for around $250,000. That’s a tiny sum by today’s standards, but in the 1930’s a typical Silly Symphony cartoon cost about $25,000 to produce. Disney must have assumed the feature would be ten times as long and cost ten times as much money as a result. If that was his reasoning, he failed to account for all of improvements he wanted to make to the process as the picture ended up costing around 1.5 million dollars. That was a rather colossal sum at the time, especially for a cartoon few thought would be a success, including brother Roy and wife Lillian. Disney had to mortgage his own home and most likely put up every piece of collateral he could to get the picture made. It was a gamble, but it paid off since what makes the film so special is the production values which help to cover a fairly pedestrian story.

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Young Snow White will spend quite a bit of time socializing with the various animals of the forest.


Snow White and the Seven Dwarfs
basically establishes the template for the Disney “Princess Movie.” A kind and good-natured young woman is made the target of a ruthless villainess through no fault of her own. This young woman, either a princess or soon to be, then just sort of lets everything happen around her hoping against hope that a prince will come to her rescue and take her away to live happily ever after. It’s a common setup for fairy tales and it’s a pattern that will be reused in both Cinderella and Sleeping Beauty years down the road. Of the three, Snow White is the one that follows it most closely. When the film begins, we find out that Snow White has lost her parents and is left with only her cruel step-mother, the Queen Grimhilde (Lucille La Verne). Despite being a princess, she’s forced to tend to the castle like a commoner while her jealous step-mother looks on concerned that Snow White’s beauty will soon surpass her own. When her magic mirror on the wall confirms this, the Queen responds with violence and commands her huntsman to lead Snow White into the forest where he is to kill her and return to his queen with the maiden’s heart in a box.

Snow White (Adriana Caselotti) is a happy and contented young woman despite her station in life. I suppose being a servant in a castle is probably better than a peasant, but we are introduced to her washing the castle steps in a tattered dress while she sings a happy song (“I’m Wishing”) to the birds that swarm around her. A dashing prince (Harry Stockwell) hears her song from outside the castle walls, scales them, and surprises her by sneaking up alongside her and joining in her song. Frightened, Snow White retreats into the castle proper disappointing the prince, but a little peak his way lets us know she’s more than a little curious.

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The box intended to hold Snow White’s heart.

Love will have to wait, as the Huntsman (Stuart Buchanan) leads Snow White off to pick wild flowers where he is to do as his queen commands and end her life. When first confronted by the Queen, he is alarmed at the request and once the moment is upon him he finds he is unable to go through with it. Sobbing, he begs Snow White to flee from the evil woman sending her into a panic. She runs through the forest which takes on a supernatural quality. Trees reach out to her with thorny fingers and hideous visages as she screams and runs this way and that. Her dress gets caught multiple times, she stumbles into a bog, and bats and owls frighten her further. When the animals of the forest come to her aid she reacts with fear once more causing them to flee. Seeing their fear seems to snap her back into reality, and Snow White is soon apologetic and gradually calms down.

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The cautious dwarfs return home to find an intruder in their house.

She walks through the forest which leads her to a little cottage. Inside she finds the place a mess with dust everywhere and dishes piled high in a wash basin. She notices the tiny furniture and the many beds upstairs adorned with silly names like Sneezy and Bashful and deduces this must be the home of some children. She happily cleans and prepares a meal while the many critters assist her. Of course, this home does not belong to children but to the seven dwarfs who are hard at work in a nearby mine harvesting various wonderful gems. They sing their little song as they work, which leads into perhaps the film’s most famous tune, “Heigh-Ho,” as their work day concludes and they set off for home.

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Snow White meets the seven dwarfs.

Upon arrival, they find the house is occupied and they immediately suspect the worst. Doc, the dwarf with glasses, is apparently the leader of the troop but Grumpy is the one with the loudest opinions. Little, beardless Dopey, is apparently the one lacking in wits and he’s encouraged to venture upstairs and see who is sleeping in their beds. He sees Snow White and mistakes her for some kind of monster and the other six dwarfs need little convincing that he did not as they all scamper away in fright. Eventually, they return to the second level and see that the individual resting in their beds is not a monster, but a beautiful young maiden. She awakes to her own surprise that the inhabitants of the castle are not children, but seven dwarfs. The ice is broken almost immediately, and the new friends set in for a night of feasting, laughter, and dance.

Meanwhile, the evil queen knows her huntsman has betrayed her, and utilizing her magic mirror once more, she finds where Snow White is hiding. Turning to her book of spells, she concocts a potion that will disguise her as a hideous old hag and another that will coat an apple in poison. Any who consume a portion of the apple will fall into an eternal slumber. Only love’s first kiss can break the spell, and the Queen dismisses the possibility as soon as she reads it.

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Lots of singing, lots of dancing. This particular sequence will be re-animated numerous times in other productions, most notably in Sleeping Beauty when Aurora dances with the owl.

The rest of the story is likely not foreign to anyone reading this. The dwarfs head off to work the next morning while the Queen finds the cottage and is able to trick Snow White into taking a bite of the poisoned apple. The dwarfs, alerted by the forest critters wise to the Queen’s plan, are too late, but they do successfully chase off the Queen indirectly causing her to meet an untimely end. Unable to bring themselves to bury Snow White, they instead incase her in a glass coffin and stand vigil for many months until her prince eventually finds her and wakens her with a kiss. What convinced a prince to kiss a long-dead maiden is beyond me, but I suppose you can’t argue with results.

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The story is capable of charm especially when the dwarfs all line up for a goodbye kiss before work.

Snow White and the Seven Dwarfs is an achievement not because of its story, but because of its production. The plot is well-paced leading up to and including the introduction of the dwarfs to Snow White. The whole sequence of a frightened group of men tip-toeing through their cottage is a delight and genuinely amusing. Their warming period to Snow White is needed to make their reactions to her eventual “death” convincing, though it’s hard to argue that there isn’t a significant amount of padding at this point of the picture. Not accustomed to creating features, Snow White and the Seven Dwarfs falls victim to long stretches of time where nothing really happens. Just seeing characters dance and be merry might have been enough entertainment for a crowd in 1937, but to a modern audience it starts to feel long. Watching the film with young ones at home and this becomes even more obvious as their attention wanders. And yet, the film ends in a some-what rushed fashion reducing the emotional payoff of the moment when Snow White awakens. Despite that though, the dwarfs feel genuine in their remorse when they find Snow White apparently dead. From an emotional standpoint, it’s the film’s highest point as the little men, especially Grumpy, are reduced to tears at the horrible sight.

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The Queen in her witch guise will probably put a little chill in the hearts of viewers even today.

Even 80 years after the fact, the animation of Snow White and the Seven Dwarfs is still remarkable to behold. Because live-action actors were utilized to map out the movement of the characters, everything has an elegant flow to it. It’s eerily realistic and the Queen looks especially splendid with her large flowing robes and dramatic movements. As an old hag she creeps along convincingly. If not for her cartoonish nose you’d think it was live footage and not animation. The only limitation of this approach, essentially tracing live footage onto animation cels, is in the facial animations. The small details and realistic proportions for Snow White are difficult to translate to a drawing (hence why so many animated characters have over-sized eyes and mouths) so her mouth kind of “floats” on her face and her eyes sometimes lack any semblance of life to them. The dwarfs, by comparison, have a more cartoonish appearance so they don’t have the same limitations. They mostly have large, bulbous noses and simple, but expressive, eyes. Live footage was tracked for them as well so their movements are not out of place when compared with the more human characters. All of this adds up to create one spectacularly animated film.

The backgrounds in the film are also lovingly crafted. Disney would perhaps learn eventually that not so much detail was required, but considering this was the first feature it’s not surprising they went a little overboard here. Every dusty little nook and cranny of the cottage is created. Wood grain appears on every wooden object and you can even see little hinges and bolts where appropriate. There’s also a nice water effect early in the film from the perspective of the wishing well that Snow White looks into. Such an animation trick is hard to pull off and I can only imagine how breath-taking it was in 1937. The scary forest and the Queen’s laboratory are also exquisitely drawn. In the case of the lab, it’s convincing to believe the Queen has been inhabiting this place for a long time. Her transformation into the old hag is perhaps not as ambitiously animated as it would be if done today, but is still effective and even a bit frightening. I also really enjoyed the little touches, such as a pair of buzzards stalking the old woman seemingly foretelling of her demise. And when she actually convinces Snow White to taste the poisoned apple we experience it through her eyes as she eagerly rubs her hands together and looks upon the girl with hungry eyes. When Snow White collapses, we just see her hand hit the ground by the witch’s feet as the apple rolls away. I don’t know if this was an artistic call or a bit of self-censorship on their part not wanting to show Snow White’s death onscreen, but it’s effective nonetheless.

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The most iconic scene and song from the picture probably belongs to the “Heigh-Ho” sequence.

Snow White and the Seven Dwarfs is as much remembered for it’s stellar look as it is for its music. Music and Disney are intertwined and many of the studio’s animated productions are synonymous with their musical numbers. That is certainly the case for Snow White as many tracks have gone on to become celebrated and often associated with the Disney brand:  “Heigh-Ho,” “I’m Wishing,” “Whistle While You Work,” and “Someday My Prince Will Come.” These songs are all often referenced and sung today by children and adults alike. Though societal attitudes have somewhat tarnished “Someday My Prince Will Come” as this is an easy point of reference when deriding the trope of a young woman simply waiting for a man to come and better her life. A song that has aged just fine though has got to be “Heigh-Ho,” as who hasn’t left work on occasion singing that one to themselves?

Certainly the notion that a “Princess Movie” should seek to empower young women is perhaps the biggest obstacle for an old picture like Snow White and the Seven Dwarfs to be enjoyed by a modern audience. As an amateur animation historian, I enjoy this picture for the story behind the scenes, the real-world struggle to get it made and the fantastic artistic results. As for the actual story within the film, I do recognize the short-comings of the Snow White character. While it’s not a bad message to encourage unfailing optimism, like a character hoping against hope that their life will improve if they stay the course and be a good person, it is a bit unfortunate to see a young woman simply rely on a prince to carry them off to the happily ever after. I suppose it would have been nice to see more resolve from the title character. Instead of running off like a frightened child she could have shown some determination or maybe even fought off her attacker. The short run time necessitates a hastening of the romance in basically all of these films, so that part I can forgive. As a “Princess Move” though, Snow White is guilty of many of that genre’s sins. When compared with Disney’s other films, I’d probably slide the character ahead of the rather boring Aurora, but behind Cinderella who is at least more sympathetic given her relationship with her step-mother is explored in greater depth than what we have here.

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Given the film’s historical significance, it hardly comes as a surprise that the characters can still be found at the various Disney parks around the world.

Given that there are numerous “Princess Movies” to show your sons and daughters, I don’t think the message contained within Snow White and the Seven Dwarfs is particularly damaging or anything. Today’s kids can find better role models in modern pictures, but I also personally doubt many would seek to truly emulate the characters here because they’re fairly shallow. The dwarfs are the real stars are they’re consistently funny and charming and the Queen is memorable for being scary and cruel sure to leave a mark on a young child. Snow White, by comparison, is a bit boring and her look and even singing are some-what dated and not likely as captivating as modern characters. If your child prefers her to Elsa then consider me surprised. Because the film is a bit slow for children, Snow White and the Seven Dwarfs feels more like a picture that will entertain adults more than children, especially if the audience is just looking to drink-in the glorious animation. As the first feature-length animated production in the US, Snow White and the Seven Dwarfs is definitely worthy. Even with a pedestrian story, it looks fantastic and stands the test of time as a result. I imagine that when production began way back in 1934, that’s exactly what Walt Disney hoped to accomplish. Well done, Mr. Disney.


Batman: The Animated Series – Prophecy of Doom

Prophecy_of_Doom-Title_CardEpisode Number:  19

Original Air Date:  October 6, 1992

Directed by:  Frank Paur

Written by:  Dennis Marks, Seath Catherine Derek

First Appearance(s):  Nostromos, Frank Clark, Lisa Clark

Happy Ground Hog Day, or as I like to call it, Bill Murray Day!

With a show like Batman:  The Animated Series, it can sometimes be tempting to look ahead. The show had so many great episodes and there are certain ones I am eager to revisit. The show also has a tendency to have three or four great episodes all in a row, then a low point, before resetting itself. Today’s episode is one of those low points. “Prophecy of Doom” is another episode that does not feature a prominent villain for Batman to do battle with. This isn’t a death sentence as plenty of episodes are able to tell compelling stories without a popular villain. Last week’s episode, “Beware the Gray Ghost,” is a perfect example of such an episode. Usually these episodes need to entertain in a different manner. One way is they simply create a new villain that proves to be compelling without the name recognition. Other times they just tell a good story or explore the Batman character in a new fashion.

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Ethan is telling Bruce all about his new psychic pal while daughter Lisa looks bored.

“Prophecy of Doom” unfortunately does not really do any of those things. It’s a story about a con artist suckering some of Gotham’s super elite. Nostromos (Michael Des Barres) is a fortune teller of sorts who seems to only see the bad things that are about to happen. He’s able to convince his followers that he does indeed possess special gifts by making sure those misfortunes actually take place. He’s going to sucker some people close to Bruce Wayne, forcing him to “go undercover” in a way as a believer himself in order to find the truth in all of it.

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Now there’s a guy I’d entrust my fortune to.

The episode opens on a casino ship listing in the ocean waters at night. It’s a rare example of Batman’s art looking rather cruddy as the black paper effect just makes the ship look flat. The camera pans throughout the ship’s interior giving us a look at the fun being had before resting on a wad of dynamite in the ship’s bowels that soon detonates. The rescue boats soon fill with screaming patrons and the ship eventually sinks, if anyone actually died we’re not told, but the show also doesn’t go out of its way to tell us no one was hurt which is rare for a children’s program. This whole scenario is a lead-in to a dinner date Bruce Wayne is having with Ethan Clark (William Windom) and his adult daughter Lisa (Heather Locklear). I’m assuming Ethan’s connection to Bruce, being that he’s an older gentleman, is that he was likely a friend to Bruce’s parents and he maintains a friendship with him. Ethan was apparently supposed to be on that casino ship, but he was warned not to board by Nostromos. Lisa is an apparent skeptic, but Ethan believes in Nostromos and encourages Bruce to seek him out. Bruce walks Lisa to her car after the dinner during which she reveals her dad has joined some secret brotherhood and expresses concern for him. She also even makes the observation that she thinks all of Nostromos’s predictions come true because he makes them.

Naturally, Bruce is intrigued and attends one of the demonstrations. He draws attention to himself, in a rather clever piece of story-telling, by acting sort of childishly skeptic of everything. Nostromos takes notice and singles out Bruce to make a prediction that something dire will happen! And sure enough, the very next day Bruce’s private elevator at Wayne Towers malfunctions. The accident is supposed to kill Wayne, but being Batman and all, he escapes and even finds his would-be assassin on the roof. The episode will brush this whole thing aside by simply saying Bruce stepped off the elevator, but I always found it preposterous no one makes the obvious Batman connection as a result.

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Nostromos can really work a crowd.

Anyways, Bruce did get Nostromos’s fingerprints at that meeting and looks him up in his crime lab. Amusingly, the mug shot for Nostromos, real name Carl Fowler, features him in his costume which feels kind of lazy. Or someone thought their audience wouldn’t be smart enough to know it’s the same guy if he looked different, even if Batman is there to tell us. Batman also discovers his partner, Lucas (Aron Kincaid). The two were busted for larceny years back, so all of the pieces are starting to fit. The audience even gets a glimpse of Nostromos and Lucas fretting over Wayne’s non-demise. Wayne bails him out though by having a change of heart. Now feigning that he’s a believer, Wayne is invited to join the brotherhood where he learns of Nostromos’s ultimate plan:  foretell a great economic collapse and get everyone to pool their money into a fund that he will eventually be able to control. He does a grand demonstration which includes the use of a wire to fly to sucker them all in. Lisa gets snoopy though and Lucas kidnaps her, which I suppose I should have seen coming.

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This is more dangerous than it looks.

Nostromos uses Lisa to get Ethan to sign over control of the fund the other “brothers” have invested in. He and Lucas then attempt to kill them off, but Batman has other ideas. The climax looks like it’s going to be a reward, of sorts, for the viewers as Batman schools these chumps, but instead Lucas gives him a fight. It looks awkward and clumsy, but the coloring is flashy as it’s all in black and white to make it look like they’re fighting in a dark room. Lisa is strapped to a ceiling model of what appears to be Mars while other planets revolve around her. Nostromos smashes the machine that controls it which is apparently enough to make the planets come out of alignment and collide with one another. Our only real suspense for the scene is will Batman stop the bad guys and save the girl in time? It’s been done.

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I did enjoy how this fight scene was colored, so the episode isn’t a total loss. Though Batman really didn’t need to sell for this chump.

You know how it ends so I’ll spare you the details. This episode is not only a bit on the boring side, but it also doesn’t look great. There’s an animation spot where Batman walks to the Batmobile and he looks real awkward and unnatural. The additional characters added also look cheap and drab with Lucas especially seeming incapable of making a facial expression. The few times a character tries to make a joke it falls flat. There is one neat bit of violence where Batman throws a bat-a-rang at Lucas and it lodges in the back of his knee. I don’t think we’ll see anything similar in another episode. That’s part of Batman’s first encounter with him following the failed elevator spot and it’s just not at all believable that he could escape Batman, especially after the knee injury (which is apparently fine by the time the two tangle again). Perhaps an inordinate amount of the budget of this episode was spent securing Heather Locklear for the role of Lisa, a character that you think Bruce might have some romantic interest in, but is ultimately shelved following this episode. “Prophecy of Doom” is just a dud, not unwatchable, but not an episode you’re likely to return to after seeing it once. Next week’s though? One of the best – see you then!


Batman: The Animated Series – “Beware the Gray Ghost”

Beware-the-gray-ghostEpisode Number:  18

Original Air Date:  November 4, 1992

Directed by:  Boyd Kirkland

Written by:  Dennis O’Flaherty, Tom Ruegger

First Appearance(s):  The Gray Ghost, The Mad Bomber

I’m on record as saying “Heart of Ice” is the best episode of Batman: The Animated Series, but “Beware the Gray Ghost” is its most charming. It was presumably a lot of fun to write and produce this one and it’s definitely a ton of fun to watch. Before Tim Burton and before this series, most people knew Batman through syndicated runs of the 1960s television series, Batman. That show, and it’s accompanying movie, is how many fans fell in love with the character and presumably how a lot of the folks who worked on this show fell in love with Batman. This episode is all about meeting your caped crusader idol, and for most people watching in 1992 that was Adam West who returns to the Batman franchise for this episode as the voice of Simon Trent, better known as the Gray Ghost.

When Bruce Wayne was a kid, his favorite show was The Gray Ghost. The Gray Ghost was a vigilante character who resembled The Shadow, and naturally Batman shares a lot in common with him as well. We see young Bruce watching an episode unfold on television while his father looks on. Quick cuts jump us to the present where Batman is watching a bombing take place, the action and setup for each shot mirroring that of the episode of The Gray Ghost taking place in the past. It’s a fun piece of editing and the setup for the episode.

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Young Bruce and his dad taking in an episode of The Gray Ghost.

Several bombings have taken place in and around Gotham lately, and before each one a tell-tale buzzing noise can be heard. Batman recognizes it, but he’s not sure where from. Eventually he realizes it’s from an episode of his beloved Gray Ghost program, and it just so happens the actor who used to play that role, Simon Trent, lives in Gotham. Unfortunately for Trent, playing the Gray Ghost lead to decades of type-casting following the show’s cancellation. He’s broke and can’t find work as a result and has resorted to selling off anything related to the show he once owned to a local toy and collectible shop run by a fellow named Ted Dymer (voiced by and drawn to resemble Bruce Timm). As Bruce Wayne, Batman is unable to locate any old tapes of The Gray Ghost and turns to Trent for help. He visits Trent as Batman, which naturally freaks him out. He wants nothing to do with the character or Batman, but he gives him a film reel of the episode in question which Batman happily takes home and enjoys.

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Simon Trent is a bit down on his luck following his typecasting after Gray Ghost ended production years earlier.

Batman is able to see how the bombings are being carried out by watching the show:  tiny RC cars armed with explosives drive into the target and detonate. Trent, having sold all of his merchandise, doesn’t want to help further, but Batman is seemingly reluctant to let his image of the Gray Ghost as a hero vanish completely and he goes so far as to re-purchase the old costume (among other things he sold off) and gift it to Trent. It’s enough to inspire him to put the old costume back on and he joins Batman on a stake-out of the next bombing target, which The Mad Bomber was happy to share with both Batman and the Gotham PD.

Through the Batman and Gray Ghost team-up, we learn almost everything associated with Batman was inspired by the Gray Ghost. Even the layout of the Batcave is supposedly the same as the lair of the Gray Ghost that was depicted on television. Trent is amazed to see it all, and Batman is more than willing to show it off like a proud child bringing home an A+ report card to his father. They’re also able to foil the bombing and even capture one of the cars. Batman analyzes it for prints and finds the only ones on it belong to Simon Trent. When it looks like Batman is going to have to arrest his hero, Trent realizes who the real bomber must be.

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Batman seems to delight in showing off all of the Gray Ghost-inspired gadgets in his inventory.

The episode wraps rather predictably with Batman and the Gray Ghost saving the day. The mystery of the bomber is not at all hard to figure out, but I’ll withhold it nonetheless for anyone who has yet to see this episode. The final scene of the episode is also great and even a little touching. Trent is seemingly back on his feet after the real-life exploits of the Gray Ghost made the character popular once more and is signing copies of his new autobiography in costume. Bruce attends the signing and tells Trent how the Gray Ghost was his hero and that he used to watch it with his dad all of the time. The words he uses are the exact same he used as Batman when he told the same story to the Gray Ghost. Trent gives a little knowing smile, and the episode comes to a close.

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Toy collector and enthusiast Ted Dymer is essentially Bruce Timm, and is voiced by him too.

Having Adam West gust star on Batman: The Animated Series is a true delight. It was a lot of fun for me as a child because I actually picked up on who the guest star was. I would often hear my parents remark that a character sounded like a certain actor, always noticing before I ever made the connection. To me, the voice simply belonged to the character onscreen. Not so with Simon Trent though as Adam West was a big part of my childhood as Batman and his voice was unmistakable. His little arc through-out the episode is fun, and even a bit emotional. It in some way mirrored the real-life struggles of West and other actors typecast following a big role like Batman and I wonder if it was cathartic in a way for West to play the part. He’s great as Trent, so he’s not just a novelty here, and brings a lot to the character. As a kid I always wanted to see more of the Gray Ghost in a future episode, but I think as an adult I’m happy he was a one and done thing. This episode is a love letter to the old Batman show and a big “thank you” to West and the other actors, writers, and directors who made that show so memorable. In a time when people were starting to thumb their nose at the old, campy show it was nice to be gifted an episode like this one. Batman can be a lot of things to a lot of people, but throughout every age he’s always a hero.

R.I.P. Adam West (1928-2017)

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Super Dragon Ball Z

Super_Dragon_Ball_Z_CoverartRecently, Bandai-Namco conducted an open beta for its latest game based on the venerable Dragon Ball franchise:  Dragon Ball FighterZ. The game is a 3 on 3 tag-fighter that exists on a 2D plane but contains three-dimensional characters. The art style is done in such a way that it more closely resembles the 2D anime that’s recognized around the world. It’s a fast and beautiful looking fighter and yours truly did check out the beta. Like most open betas where an upcoming game is essentially free to play briefly, it was a bit of a challenge actually getting logged into the servers and paired up with a match. I mostly spent my time in the training area just checking out how the game handles and plays. It’s very similar to the old Budokai games in some respects, mostly the speed and the fact that all of the characters seem to have the same move-list, only the animations for each move are unique from character to character. For example, a traditional Ryu fireball motion for Goku results in his kamehameha wave while the same for Krillin is the destructo disc maneuver.

FighterZ seems like it will be a pretty entertaining game, but it’s not what I wanted or expected. The developer, Arc System Works, is best known for Blaz Blue so I expected a more traditional 2D fighting experience with some Dragon Ball styling. Instead, FighterZ is apparently courting a more casual crowd that grew up on those old DBZ games and Super Smash Bros. as opposed to Street Fighter. This naturally lead me back to an old favorite of mine:  Super Dragon Ball Z.

Not to be confused with the currently airing anime Dragon Ball Super, Super Dragon Ball Z is a 3D fighter that plays like a 2D fighter. It was developed by Arika, the company headed by Akira Nishitani who is best known as the brain behind Street Fighter 2. The company is known for its work Capcom on the Street Fighter EX series, a 2.5D fighting game that was relatively popular in the late 90s and early 2000s. As you would expect, a DBZ fighting game developed by the father of Street Fighter plays a lot more like a Street Fighter game than the casual arena brawlers that had become the norm for DBZ. It was released to arcades at the tail end of 2005 in Japan and Europe only before arriving on PS2 in 2006 worldwide. Because it’s not what people were used to out of a DBZ game, it went somewhat overlooked. While I would not consider it on par with the best the Street Fighter series has produced, Super Dragon Ball Z is a pretty damn fine game on its own.

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End a battle with a super move and you’ll be treated to some manga-inspired word art.

Super Dragon Ball Z has the typical fighting game maneuvers you would expect of a Street Fighter clone. Think hadokens, shoryukens, and so on. Not every character has the same standard set of moves, but they do share some similarities so it’s not as streamlined as simpler games, nor as complex as the most hardcore fighters. The characters are presented in 3D with a cell-shading effect and the default colorization is meant to resemble the original Dragon Ball manga as opposed to the anime. The stages are arena types and characters can move into the foreground and background with relative ease. An action bar at the bottom of the screen controls movement within the foreground and background as well as dashing. Deplete that and you will find your movement severely hindered until it replenishes. It does refill rather quickly, but the gauge prevents characters from endlessly dodging to prolong a match or from spamming dash attacks.

The game’s button layout is a bit unique. The square and triangle buttons are your weak and strong melee attacks while circle is the jump/fly button and X is guard. The shoulder buttons contain both dash attacks and a dedicated throw button. Any fighter that utilizes a dedicated block button takes some getting used to, and the jump/fly dynamic is a bit wonky in execution. It’s mostly used to go after your opponent, as opposed to setting up an attack. The dash buttons are useful for closing the gap quickly with your opponent or just to get you on the same plane as your opponent.

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It may not be the flashiest DBZ game, but your favorite characters will still have their most recognizable moves.

The fighting mechanics are a mix of traditional fighters and DBZ fighters. Projectiles play a large role, but up close combos are also present and a major part of combat. Certain characters function better as ranged attackers versus up close ones and the AI for each character feels rather true to the source material in terms of how they attack the player. There’s a simple health gauge that needs to be depleted to end a round and there’s also an ultimate gauge that gradually fills up during a match. This gauge is expensed when using a character’s best attacks, but unlike other DBZ fighters, there is no charge button to build up ki forcing you to better manage the resources you have. The big moves are also less destructive than in other games. There’s more of an emphasis on dealing out damage gradually as opposed to in big chunks. Being able to dodge properly is the best way of avoiding damage as opposed to blocking and countering and canceling are certainly effective ways to victory.

The game is overall a lot slower and less manic than other DBZ fighters. Characters do not move at crazy speeds and only Frieza can do the popular teleport move in battle. Battles feel a bit more strategic as there’s still an environment to navigate with obstacles to hide behind or toss foes into. Combos are present and they’re more similar to Tekken style combos than Street Fighter ones requiring a series of well-timed button presses. With only two dedicated attack buttons, they’re fairly similar but the timing for each character is a little different and requires some practice. It may be different, and to someone just watching the game it will likely seem less authentic when compared with the anime, but it feels more strategic and ultimately it has its own rewards.

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Even after unlocking the hidden characters the roster is still on the small side when compared with its contemporaries.

The character roster is much smaller than what fans are used to. At the onset, the characters available are:  Goku, Gohan, Vegeta, Trunks, Piccolo, Krillen, Chi Chi, Androids 16, 17, and 18, Frieza, and Cell. Additional characters can be unlocked and most are just variants of existing characters. The saiyan characters have the ability to go super in battle, and it’s an ability that rapidly depletes stamina so it’s not meant to be a permanent state. Only Super Saiyan level 1 is available, so there’s no going 2, but it does make those characters a bit more interesting than the non saiyans. Of course, every character has pluses and minuses. Piccolo, by virtue of his stretchy limbs, has incredible range and Krillen’s destructo disc can carve through every move in the game. It’s a roster a bit on the small side, but each character feels relevant and the secret characters are also fun too (and some of my favorites).

The game has a standard set of modes including Arcade and training as well as a survivor mode dubbed Z-Survivor. Arcade is a series of seven battles with five of them being random. Each subsequent opponent gets stronger and their strength is represented by a scouter reading before battle, which is kind of neat. The mode always ends with a battle against Frieza followed by a fight with Cell. There are no custom endings for each character, which is a bit disappointing, nor is there really much of an ending at all, but if you’ve seen the anime and played almost every DBZ fighter released then you’ve seen how the story ends more times than you can count. What is interesting is that after each victory you get one of the titular dragon balls. By collecting all seven, you can summon Shenron and make a wish. This is how you get additional characters, and also how you improve your existing ones.

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Spend enough time collecting dragon balls and eventually you’ll unlock additional characters like cyborg Frieza.

By far, the most interesting aspect of Super Dragon Ball Z is the custom character process. Other games have dabbled with this, but Super Dragon Ball Z really seems to go for it. As you fight with a custom character, your character naturally gets stronger. Once you fill an experience bar, and completing arcade once is more than enough for the first go around, you can learn a new skill. The skills range from increased health to faster action regeneration time as well as to new and better moves. The most powerful attacks are reserved for custom characters, and some of them have to be wished for. This encourages you to pick a character and stick with it. As a bonus, if you max out a character you can then take another character and inherit moves from the previously maxed out character. For those who really want to craft the ultimate character, doing this is necessary since only some characters have the worthwhile Super Cancel ability.

The only real issue with the character customization is that there is little you can actually do while leveling-up your character. It’s only so amusing to beat the arcade mode over and over so if you don’t have a friend to play it can get a little old. The Z-Survivor mode helps out as this is a mode where you’re given one health bar to vanquish 10 foes in succession. After each conquest, a roulette wheel is spun to get a little power-up for the next fight and it’s not hard to stop the wheel on what you want. However, you can’t just repeatedly select the health restore option as it gets worse each time you land on it. It starts off with a 50% health recovery, but after the next round it will drop to 40% and so on. You have to be strategic with the best rewards if you want to survive to the end. If you do manage to defeat all challengers you’ll be confronted with one more and the fun part about that is you’re allowed to wager basically all of the experience you’ve gained throughout the mode in a bid to double it, if you win, of course. It’s definitely more challenging than Arcade mode and it might end up being the mode you spend the most time in.

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Few DBZ games let you play as Chi-Chi giving fans of that character some added incentive.

Visually the game holds up pretty well. The cel-shading approach helps give it a timeless look, though some characters come off better than others. Goku, for example, has always had a some-what tough time making the jump from flat 2D image to 3D polygon. The stages are, as a whole, more interesting to look at than other DBZ games and the manga approach to its styling helps to add a little extra charm to everything. Sadly for anime purists over here, the soundtrack for the US version is a mix of industrial music that’s designed to resemble the score to the Funimation dub of the show, though it’s an original score and not authentic so even Funimation purists have a reason to be irritated. Other versions utilized some of the actual music from the Japanese anime and I’m sure a lot of US fans would have preferred that. If you hate the manga look though, know that anime colorings do exist in the game so if you want your Future Trunks to sport a royal blue coat instead of teal you can certainly make it happen. Overall, the presentation is solid, though like the gameplay, you won’t get much in the way of flashy big graphical spectacles in the form of massive super moves. At least not on the level of other DBZ fighters.

Since this is a PS2 game, there’s no online mode to easily find other challengers. And even if there were, the servers would undoubtedly be shutdown by now anyway. Having a group of friends who all enjoy the game helps increase the amount of enjoyment you’ll get out of it, but that’s also true of basically every fighting game ever created. It would have been nice if each character had a story and an ending to uncover, but then again, that would work against the drive to just use the same character over and over to make them more powerful. How eager you are to see the secret attacks and unlock the hidden characters will be your primary motivation to revisit this one. If you’ve ever played a DBZ fighting game and wanted it to be more like a traditional fighter, then check out Super Dragon Ball Z. It’s very easy to find a copy for a relative pittance these days so you won’t be risking much by doing so.


The Simpsons: Hit & Run

151790-the-simpsons-hit-run-windows-otherAfter a long stretch of posting about Christmas and Batman exclusively, it’s time to get things back on track here at The Nostalgia Spot. Here’s a subject I’ve been sitting on for quite some time. I love The Simpsons, and I also love video games, so it stands to reason I should love Simpsons video games! In a perfect world that would be true, but alas, we do not live in such a world.

The fact that Simpsons video games exist in the first place is kind of funny when you stop and think about it. After all, The Simpsons is essentially a family sitcom like Full House, except it’s actually good. I’ve never heard anyone sincerely bemoan the fact that there are no video games based on Full House, and yet we have around a dozen games based on The Simpsons. The most obvious difference between the two is that Full House is live action and The Simpsons is animated. Is that the criteria needed to enter into the world of video games?

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The main stars of the game. Sorry, Maggie.

Not exactly, but we’re getting there. The wonderful folks over at Talking Simpsons, a podcast that is a chronological exploration of the series, spoke with writer and show-runner Bill Oakley about his time on the show and he revealed an interesting tidbit about The Simpsons that I wasn’t aware of:  the audience was predominantly children. It’s not a total surprise to hear that, but as someone who watched the show regularly growing up with his entire family it did surprise me some. Because the art form is most frequently used to create children’s content in the US, animation inherently appeals to kids. And Bart Simpson was a character most kids looked up to, rightly or wrongly. So given that, it’s not at all surprising why The Simpsons received so many video games in the early days because, back then, no one really associated video games with any demographic other than children.

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Your first car is the (surprise!) famous Simpsons pink sedan which has inexplicably been turned into a convertible for this game.

Sadly, when the aim of a piece of media is to just appeal to children the end product is often pretty lackluster. The Simpsons were unremarkable in that respect as pretty much every licensed game from the 8-bit era was pretty terrible. The inaugural Bart vs The Space Mutants at least had an interesting They Live! inspired plot, but playing it was about as much fun as a trip to the dentist. The games that followed were the same, but without the quirky plot. Following the NES era the games became mini-game compilations on the GameBoy and SNES and the results were just as bad. The Playstation gave us Simpsons Wrestling, which the less said about that one the better. It wasn’t until we hit the PS2/Gamecube/Xbox generation where we actually received a home console game based on The Simpsons that was any good. Up first, was Road Rage, a Crazy Taxi parody that was decent, followed by Simpsons Skateboarding which was bad. The best though? A Grand Theft Auto parody called The Simpsons:  Hit & Run.

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Basically every major Springfield landmark is in this game, some of which you can even enter.

Hit & Run took a lot of the assets created for Road Rage and made them more interesting. Road Rage was okay because the taxi setup leaves a lot of room for the characters to just be funny, but the gameplay gets a little old a little fast. Hit & Run slows things down and lets the player exit the vehicle. Even though it’s a GTA clone of sorts, the game plays more like a generic 3D platformer when not in a car. Characters can run, jump, double-jump, attack, and butt stomp just like Ratchet from the Ratchet & Clank series but without the awesome gadgets. Generic characters litter the virtual Springfield driving generic vehicles you’re free to commandeer at your leisure, though the best vehicles are the ones you actually have to purchase.

Hit & Run contains a fairly large version of Springfield that’s broken up into three main stages, so they’re not interconnected unfortunately. There’s a suburban setting that contains Evergreen Terrace as well as the projects and upscale neighborhoods. There’s a downtown setting where you can find Moe’s, the remnants of the monorail, and infamous Matlock Expressway. There’s also a waterfront setting that inexplicably contains The Android’s Dungeon but also features Duff Gardens and the Channel 6 lots home to fine programming such as Krusty the Clown. Just about every major landmark from the show is featured, though the layout of Springfield is definitely not canon.  There’s a sense that in creating the three main stages the game designers just wanted to make sure they had some important landmark reserved for each one. It’s not a big deal, but Springfield isn’t as cozy as it could have been. It’s also very limited by the technology of the time since no section is nearly as large as an open world from today (even GTA: San Andreas featured a much bigger setting).

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In a surprising move, Apu gets to take center stage for a level.

Springfield is the star of this game, but lets not forget about the playable characters. As you probably guessed, they include the main cast from the show:  Homer, Bart, Lisa and Marge. As you probably did not guess, there’s also a level for Apu. Why Apu? No idea, but it’s nice to play as someone who isn’t a member of the main family and Apu is better than Milhouse. Nobody wants to play as Milhouse. Each level stars one playable character and takes place in a different section of Springfield. Levels get recycled eventually, but with a slightly different take such as night vs day. The last level does something different that I don’t want to spoil, but I’ll say it’s pretty cool. At the start of each stage, your character has access to their default car plus any car that’s been acquired along the way. Naturally, the further into the game you go the better the cars get so you probably won’t use most of the earlier ones. Just about every car is taken from the series too so you’ll get to drive famous cars like Homer’s Mr. Plow truck and Martin’s Honor Roller.

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Do it, Bart, take his head!

The setup of the game is pretty straight-forward. You’re given a task, and you need to drive over to a certain character to begin the mission. Just about every mission can be distilled into you driving to a checkpoint in a set amount of time. A timer counts down and often another character has hopped into the car with you to make fun of you while you drive. Complicating things is the hit & run meter. As you run over pedestrians and cause mayhem the meter fills. If it fills all the way you attract the attention of Springfield’s finest. Chief Wiggum and company are surprisingly capable of catching you, and unlike GTA they don’t have to yank you out of the car, just stop you. In the early stages you probably won’t have too much trouble, but as the game moves along things get harder and you’ll probably need to make sure you have the best vehicles available to complete the missions.

The plot of the game is unimportant and pretty weird, even for The Simpsons. Buzz Cola is spreading some new cola that turns people into zombies. It’s sort of a New Coke parody and for some reason there’s giant robot wasps. I mostly ignored it, but the plot pushes you along and into contact with basically every major character from the show. Since the game was released in 2003, it includes characters and references up to around season 13 of the show, so all of the best stuff was available and not as much of the not so great stuff. If you only like the old stuff, you shouldn’t feel too lost here. All of the voice actors contributed to the game and the dialogue is really funny. It’s easily the game’s best aspect.

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Say it with me now, “I am evil Homer! I am evil Homer!”

If Hit & Run did not possess The Simpsons license, it probably wouldn’t be remembered at all. The game probably runs about 8-10 hours depending on how thorough you are and towards the end the game’s structure does get a bit tiresome. There’s basically no mission variety to speak of, and while the game isn’t really hard some of the end stages will feature a mission or two that will likely get frustrating. I would often find myself getting bored and sloppy and that’s when my play quality would diminish leading to some angry moments. Usually putting the game away for a bit and returning another day remedied this and thankfully the game’s humor and charm were enough to keep me coming back. Once you’ve seen the three main hubs though the game does lose some luster since most of the Easter eggs have been explored by then.

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Of course the Monorail makes a cameo.

Hit & Run is at its best when you’re just exploring Springfield. Seeking out the special missions and homages throughout is definitely the most satisfying aspect of the game. The game keeps track of them too so you know if you’ve found them all or if there’s more out there. There’s some optional races too, but they’re sort of just padding. If that last level wasn’t so good I’d say you’ve probably seen enough after just level three. There’s also optional costumes to purchase in the game if you want to dress-up your character as Bartman or Evil Homer. Once you complete a stage too you’re free to jump back into it if you want in case there was something you failed to complete.

It’s debatable if Hit & Run is the best Simpsons game ever made. Virtual Springfield is much beloved by the community for its authenticity, though it isn’t really much of a game. Most people probably pick Konami’s arcade brawler, simply titled The Simpsons, as their favorite. It was available for a time on Xbox Live but I believe that is no longer the case. It is a fun game, though it’s also a traditional arcade game that exists mostly to devour quarters. It also was created during production of season 2 so it only contains references to the show’s first season, which is a bit disappointing. Hit & Run is definitely worth a look if you love The Simpsons. It was released across all three major consoles at the time, so it’s really easy to find a copy at a reasonable price. And if you like podcasts, definitely check out Talking Simpsons as, short of just watching the episodes, that’s the best way to enjoy the classic era of The Simpsons. The main podcast is free and is part of the Laser Time family of podcasts. There’s also a Patreon that has additional content (including the Bill Oakley interview I mentioned) most of which is available for just five bucks a month. I heartily recommend it (and no, I am not affiliated in any way with that show, I just enjoy it). However you go about, treasure The Simpsons since it won’t be around forever, as incredible as that may seem. Maybe we can even get one more game out of it. The Simpsons Game followed Hit & Run, and while the production values on that one blow away the other Simpsons games, the actual gameplay is atrocious and ruins the experience. A game that expands upon the basic formula of Hit & Run would probably work quite well, if enough time was sunk into it. I doubt we’ll receive another major Simpsons game, but it doesn’t hurt to wish.