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#i watched kirby fighters 2 and now I Understand
slitherbop · 2 years
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King Dedede & Meta Knight
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Major Updates to My Weird Idea (that includes my Nightside OCs)
Go check my previous post on this - HERE
This is mainly an update for @schizoauthoress , @the--blackdahlia , @spacelizardtrashboys , @enigmaticandunstable and @piratewithvigor and I personally think @nattinngrst might like this.
I went on a trip to the beach yesterday with my parents and my older brother (who I bored and annoyed with this idea and you'll see some of his influence in this here post)
Anything written in italics is meant to be taken as a joke as you read through this wall of text, sending good vibes as always, hope y'all are doing well.
The show is set in Canadian, Texas (real place: Wikipedia). I'm thinking of this show starting in the mid-to-late 90s (1996/1997).
I've managed to do several things with that weird sitcom idea, so, where to start, how about with the three potential titles:
1 - Neighbourhood Watch
2 - First Call
3 - First Round (Which my brother likes)
Here are some options for bar names, starting with the Cop bar:
1 - The Donut Hole
2 - The Roasted Hog (which my big bro suggested)
3 - The Sherriff's Outpost
And the Biker Bar:
1 - The Handlebar Inn
2 - The Steel Horse Saloon
3 - The Rebel Room
Next on the list of updates: Cast additions, character roles and (Finally after 2 days) Names for Everyone!!
I'll start with the Cop Bar's owner & staff:
Rosalina Asturias 'Rosa' (Played by Billie Martinez) an employee of the local cop bar. Didn't grow up in the town, moved here for work.
Violet Croft (Played by Eli Herne) an employee. Grew up in town, never left, has the hots for one of the guys in the local police.
Sunshine Crawford 'Sunny' (Played by Holly Di Antonio) an employee. Grew up in town, left for college and came back.
Roscoe Power 'Ross' (Played by Jimmy Hart) the loudmouth who owns the bar, grew up in town, used to be a car salesman.
Olesya Pavlovsky 'Olivia' (Played by Penelope Voronin) an employee who grew up in town and has immigrant parents, goes by 'Olivia' because she would rather you don't f*** up her actual name.
Winona Vance (Played by Sam Griffin Silver) an employee who moved here from New York, for unknown reasons, and doesn't really understand the small town, everyone knows everyone lifestyle.
Lavender Whittemore (Played by Victoria Lucifarian) an employee who grew up in England but moved to live in America, settled in Canadian, Texas due to her love of westerns.
Next: The Local Police Squad:
Sergeant Valentine Gautier 'Val' (Played by Bret Hart) recently promoted before the series begins but still on patrol duty, watches over his younger brother.
Corporal Buck Morris 'Buckshot' (Played by Davey Boy Smith) the gun loving corporal of the squad and the only one to have both 'work' and 'home' guns.
Captain Napoleon Cooper 'Crazy Cooper' / 'Captain Crazy' (Played by Jim Neidhart) the police captain, recently reassigned to Canadian, Texas as there were rumours abut him which interfered with his work in his previous location.
Officer Duke Gautier (Played by Owen Hart) the young, recently recruited brother of Sgt Gautier, often put on patrol alone to ensure less arguments, but always checked on by his brother.
Next: The Biker Bar's Staff:
Ozzy Rains (Played by Charles Wright) A biker and member of the staff who grew up just outside of town but loves his fellow staff members like family.
Brock Martel (Played by Henry Godwin) a biker and member of the staff who grew up on a local ranch and loves beer, football and the current Mayor's down-to-Earth style.
Vincent Gore 'Vinnie' (Played by Kane) the owner's son and a known fire loving 'freak' often protected by his surrogate family, the bar staff, Vinnie knows no better than 'ooh, cool looking fire' and must be restrained or have his hands swatted away to stop him burning himself trying to touch campfires.
Raven Knight (Played by Kirby Roussimoff) the only female staff member, but also the girl who does all the tough jobs when needed, has a side business of making and selling artwork, such as portraits to locals, has designed some of the bar staff's tattoos.
Harlow Gore (Played by Paul Bearer) the owner of the bar and a loving father to his son, took Murphy (Undertaker) under his wing when they first met and also treats him, and the rest of staff, like family.
Hunter King (Played by Phineas Godwin) Brock's cousin and a member of staff, taught Raven how to shoot a shotgun and his father owns a local tattoo parlour.
Sequoia Reed (Played by Rikishi) an employee and Frankie's (Yokozuna) cousin, also a surrogate cousin to Raven, having been best friends since childhood. Reed loves his job and his staff family and will defend both at any cost.
Lupe Zapatero (Played by Savio Vega) an employee at the bar and possibly the shortest member of staff, towered over by the tallest staff members but is not any less of a fighter because of his size, a former mechanic who loves nothing more than taking things apart and putting them back together while listening to metal / rock.
Murphy Graves (Played By The Undertaker) Manager of the biker bar and an excellent member of staff, has an outlaw rules vibe, as in he would say to the police "Your jurisdiction ends when you walk in my bar." Very protective of the staff, and the owner.
Frankie Wolf (Played by Yokozuna) the most relaxed and laid-back of the staff, Frankie would prefer to be in the kitchen making potential 'Culinary Masterpieces' as he would call them. Sequoia and Raven's (surrogate) cousin, views his staff mates as family.
Next: The Local Band (Named: Exoskeleton Samurai)/College Students
Quinn Thorn (Played by Jeff Hardy) the bassist to Ros' (Lita) vocals / lead Guitar and older brother Garth's (Matt) Drums, a face paint enthusiast and an English major in college who never seems to find time to study, but always has time to date somehow.
Roz Jerome (Played by Lita) the vocals and lead guitar for the band and an art major who actually studies, dating Garth (Matt) and met Quinn through him. Roz also studies Spanish and French.
Garth Thorn (Played by Matt Hardy) Quinn's older brother and the band's drummer, a major in psychology and a horror movie lover, Roz' boyfriend and almost totally devoted to her, even at the cost of his college work.
Next: The Local Townsfolk of Note:
Mayor Robert Sweet (Played by Jim Duggan) rarely seen, but apparently a good man with good ideas, helps out in volunteer projects and absolutely loves the town. Trying his hardest and people know this, and they love him. (did I meme correctly?)
Rusty Jarvis (Played by Mick Foley) the local hippie who has never left town, somehow managing to know both everything and nothing at the same town. (Very Dude Love with hints of Cactus Jack and Mankind) Does know how to fight when he needs to.
Redd Wayne (Played by 'Sycho' Sid Vicious/Justice) the local baseball/softball star, helps out at the local school/college teaching sports and likes Raven's artwork, he watches her draw when he can, runs the local little league & minor league baseball/softball games.
Earl Black (Played by Steve Austin) the most often seen regular at the biker bar, absolutely loves both the bar and the town, a hardworking guy who has befriended the entire staff (including Harlow and Vinnie) of the biker bar.
Lex Aston (Played by The Rock) a local struggling actor, teaching an acting class to pay the bills and an absolute ladies man, and for that reason he goes to the cop bar, to try and pick up one of the bartenders who works there, often favouring Rosa as she will jokingly flirt back.
Finally (for this section): The Degenerates and Their Benefactors:
Reign Yates (Played by Billy Gunn) Leon's (Road Dogg) best friend, often the getaway driver for the group and a scout for locations, often getting all the info on a place before telling Matty (H.H.H) and Dell (HBK). Often leaves town with Leon to get the heat off them. (and make out in secret)
Zelda Hooper (Played by Chyna) the only female degenerate but possibly the toughest, has a rap sheet as big as her arms, not to be trusted when around the other degenerates as she is usually the actual brains of the operation.
Matty Battle (Played by Hunter Hearst Helmsley) the co-leader of the degenerates, often protected by Zelda or Mark (Kevin Nash). does most of the talking but has the piss taken of him for his looks often by either other degenerates or locals who don't care for the degenerates.
Romeo Colombera (Played by Mike Rotundo/I.R.S) the right hand man of the mysterious benefactor, and often the lawyer for the degenerates as well as a taskmaster for them, telling them what the boss wants done and by what date.
Mark Rake (Played by Kevin Nash/Diesel) the tallest degenerate with a rap sheet as long as his leg, a former bouncer at a now closed nightclub, alongside best friend (and possibly boyfriend) Galo (Scott Hall) and now a bodyguard (when needed) for Matty and Dell (HBK, also boyfriends).
Leon Rose (Played by Road Dogg) best friend of Reign and a scout for the group alongside him. Has found every possible way to piss off other townsfolk and often in the most fights because of it, always on the police's radar for one thing or another and constantly leaving town because of it.
Galo Villalobos (Played by Scott Hall/Razor Ramon) the only (supposedly) Latino degenerate, raised in Canadian, Texas but his parents are from Cuba, Galo is a former nightclub bouncer (alongside Mark) Galo is known (for his ability to give minus fucks) as the most relaxed member of the group.
Dell Pain (Played by Shawn Michaels/HBK) the co-leader alongside Matty, a known flirt with people regardless of gender or sexuality, just to piss them off on some occasions. Dell grew up in town, knowing it like the back of his hand.
Giles Rennell (Played by Ted DiBiase) the mysterious benefactor of the group, bailing them out if needed, he stumbled across the group after seeing a police bulletin and decided to use them to cause enough chaos to guarantee a chance in the next mayoral election.
Zac Noel (Played by X-Pac) the shortest and youngest degenerate, Zac is often treated as the child of the group, being taught how to get away with crimes and trick the police into just letting him go by clerical error and tomfoolery.
Next on my list of updates: Season 1's episode list, episode titles, episode synopses, some spoilers, and the revolving door idea a bit further explained.
Series running order:
Biker bar episode
Cops on Patrol episode
Band/College Students episode
Cop bar episode (yes these are different)
Degenerates episode
(last episode of each season/series only) town meeting/town get-together (E.X: town hall meetings, the town getting together for a sports game or barbeque or restaurant opening)
1x01: Insert Coin to Start: The pilot episode of the series sees the local biker bar of Canadian, Texas installing two, brand new, arcade machines. After leaving for the night, the team finds the bar broken into and both machines missing with no evidence or possible suspects to the robbery. The team finds the machines relatively undamaged in an alleyway nearby. By the end of the episode there's still no suspects. B plot includes an argument between father and son, Harlow and Vincent which ends when Murphy gets involved.
1x02: Hot Pursuit: Newly instated chief of police Chief Cooper [Neidhart] makes changes to the patrol teams before tasking them with looking for any persons involved with (1x01)'s robbery and break-in, leading to a high speed chase later in the episode. B plot includes the squad coming to grips with the new, and much crazier, police chief.
1x03: Making Noise: Local band Exoskeleton Samurai [Team Extreme] are writing new music late at night while Roz [Lita] tries to study for a class the following day but, during a moment of quiet, they hear a break in a couple of doors down and attempt to see who it is. The group get a glimpse of Zac Noel [X-Pac] and Mark Rake [Nash] but not a full glimpse. Now aware of the local degenerates, the band try and forget about it and focus on their own lives until their apartment gets broken into when they're not there.
1x04: Donuts & Beer: The new cop bar opens on the other side of town, serving mainly (both savoury and sweet) bagels and donuts as well as beer (on tap and bottled), the fact it's slightly more risqué gets (both good and bad) attention on the place. Winona Vance [Sam] gets in a fight with Zac Noel [X-Pac] as she's locking up. Winona [Sam] being put in the hospital with a broken arm makes the rest of [Cop Bar]'s staff double down on getting justice for the near break-in.
1x05: Dirty Work: The first episode from the degenerates perspective. The degenerates are just causing general problems for the town without reason because it's fun' but it's quickly losing their interest as the heat on them rises. The end of the episode has Matty Battle [Triple H] receiving a call from 'Mister R' [DiBiase] offering him a deal.
1x06: Blue & Black: A brawl breaks out at [Biker Bar] following whispers that the people who broke in are in the building. The bikers who work at the bar threaten to hurt anyone who works for the rival bar if they try and mess with business while in the biker bar.
1x07: Captain Crazy: A rumour that the current captain was moved location and promoted to smooth over allegations that he may not be fully sane, Officer Duke Gautier [Owen] is determined to find the truth while Sergeant Valentine Gautier [Bret] and Corporal Buck Morris [Davey Boy] are determined to keep the peace and catch the local degenerates.
1x08: Broken Strings: following an argument with an ex girlfriend Quinn Thorn [Jeff] finds his guitar smashed and has to work odd jobs to buy another one (starting a potential series c plot). Garth Thorn [Matt] ends up in a fight with Galo Villalobos [Hall] which ends when Roz Jerome [Lita] smashes a table leg over the back of Galo's [Scott's] head, knocking him out and giving him over to the police.
1x09: Badges & Bottle Tops: Captain Cooper [Neidhart] stops by [cop bar] to talk with owner Roscoe Power [Jimmy Hart]. Meanwhile the Gautier boys [Owen & Bret] interrogate Galo Villalobos [Scott Hall] about what the degenerates are doing and why, getting no information about the mysterious benefactor over than he pays them a lot of money depending on what they do.
1x10: Paid off: The mysterious benefactor 'Mister R' [DiBiase] pays Galo's [Scott's] bail, getting him free for a while but side-lining him too. The benefactor remains hidden in shadow but Matty & Dell [Triple H & HBK] have a meeting with him to discuss money and the next job.
1x11: Written in Ink: the tattooed bikers on the staff encourage regular customer Earl Black [Austin] to get a skull tattoo on his back and even take him with them to the tattoo parlour they frequent, finding it to be burned to the ground with a 'freaks get lost' sign planted in the wreckage. Murphy Graves [Undertaker] dismisses the rumours that the arsonist is the fire fascinated Vincent Gore [Kane] and even gives him an alibi when the cops come looking for answers, putting blame on someone in town who knows about Vinnie's [Kane's] love of fire, which is nearly every person in town.
1x12: Sergeant Heartbreaker: Sergeant Gautier [Bret] is accused of flirting with the staff at [Cop bar] leading to a paid two day leave to get heat off of him while he's ordered to remain at home. Officer Gautier [Owen] and Corporal Morris [Davey Boy] are put on patrol together, leading to a high speed chase of Reign Yates, Leon Rose & Zelda Hooper [Gunn, Road Dogg & Chyna] after witnessing a mugging, assault and graffiti from the trio, the cops eventually lose them down a back road on private Giles Rennell's [DiBiase's] land they would need a warrant for.
1x13: Failing Grade: Quinn's [Jeff's] lack of sleep leads to him getting a fail on an test forcing him to do the semester again. Enraged by this Quinn [Jeff] considers leaving the school but is encouraged to continue following Garth [Matt] ending up in hospital following [1x12]'s assault and mugging on Garth & Roz [Matt & Lita].
1x14: Microphones & Megaphones: [cop bar]'s owner Roscoe Power [Jimmy Hart] installs a stage for local acts in the bar, leading to Violet Croft [Eli] performing later that episode (the closing of the episode into the credits) and the night before the first performance the bar is covered in graffiti, leading to a massive clean up effort from the staff and local volunteers (like Mick Foley & The Rock).
1x15: Trench Warfare: Romeo Colombera [IRS] the benefactor's [DiBiase's] right hand man and go-to lawyer gives the degenerates an list of jobs, run the police chief out of town by the end of the year, run the bikers out of town, and ensure that 'Mister R' [DiBiase] the benefactor wins the next mayoral election.
1x16: Fuelling Up: after closing up [biker bar] Raven Knight [Kirby] narrowly avoids being burned by her motorbike exploding in a ball of fire. Her boss, Harlow Gore [Bearer] tells her to take the week off, leading to her coming into the bar and sitting at the back of the bar, sketching the regular customers and having a long conversation with local sports star Redd Wayne [Sid].
1x17: Brothers in Arms: Together: the Gautier brothers [Bret & Owen] are put on patrol together leading to the arrest of Zelda, Matty & Dell [Chyna, Triple H & HBK] before the trio are bailed out, the brothers interrogate Dell Pain [HBK] (leading to a very 'basic instinct'-esque scene with Shawn in assless chaps and boxer briefs) who gives them no information on their behaviour and why they are doing the things they've done.
1x18: Night Time Fun: the band attends a college party, unknowingly with Zac Noel [X-Pac] also in attendance, leading to the trio being high and drunk and the Thorn brothers [Matt & Jeff] end up in a fight, almost being thrown out of college entirely for their actions the next morning.
1x19: Head or Hart: Violet Croft [Eli] and (officer) Duke Gautier [Owen] meet properly for the first time on a blind date, leading to them walking through the streets of Canadian, Texas at night. The date is quickly ended after Duke [Owen] spots Leon Rose [Road Dogg] spray painting [cop bar] and gives chase after handing Violet [Eli] his number.
1x20: Grunt Work: The degenerates have a group meeting about how to sabotage the town meeting, leading to Rennell [DiBiase] coming out of the shadows to lead the degenerates in a coordinated attack on the town hall. Leading to the degenerates waiting until the town meeting to begin the next day.
1x21: Town Meeting: Mayor Robert Sweet [Duggan] conducts a town meeting, leading to everyone airing their grievances with the degenerates recent spree of activity. At the end of the meeting, paint bombs hidden above the townsfolk go off all at once, covering everyone in bright, almost neon, green paint.
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A very unfortunate Marvel comic states that where Steve is, the Avengers will form. So even when he was trapped in 1587, the Avengers sort of came to being. they just appear. So Steve, 1940s time travel, changing the timeline, and the realization that the Avengers are just sort of coming into being. Natasha with the comics origin of a 1920s birth, WWII fighter, Clint the runaway carny kid, Maximoff twins the children of holocaust victims etc. Steve changes the world, and they still stay.
I fail to see how that’s an unfortunate comic because I am in love with that idea? Steve is like hopping through time because he wants privacy. He gets maybe a day before POOF there’s Tony whose naked and clearly was in a shower beside him and just as confused. It just becomes a ridiculous thing then. But let’s go with this idea that Steve doesn’t know this? This is gonna be butchered and my own interpretations and I am so sorry OP.
Steve went back to 1946. Shortly after the events of S2 where Peggy went back to the SSR in Brooklyn.
--
The question of time travel had come up quite a few times when the dust had settled. Steve couldn’t tell you how many hours he spent discussing things with Bruce. Maybe the man had known what Steve would do, but he didn’t exactly say anything when they’d embraced and the man held on for a fraction of a second too long.  
There was no explanation for this, then. Well, there was. Peggy had told Steve he was a carer, nurturer and it stemmed from the fact of growing up sick and wanting to do more. Even when he wanted to rest, he had to do something. Even when Steve was playing her househusband, he was doing something. Even when Steve pulled the mask back on for a mission here under her insistence, he was changing some events in time. In their timeline, that is. [Not that Peggy understood much of this time travel business.]
That being said, she had to admit this was quite off. She knew the name of Steve’s team. Of his family, his friends. Tony, who was Howard’s son [something she struggled to wrap her head around.] Clint, a guy who grew up in the circus and fought with a bow and arrow? Natasha, a product of the red room and being kidnapped. [She knew about that and with Steve’s help, had already started to get involved with searching.] Then there was Bruce? A man who was part...monster and part human? Thor, who was a God.  
Not that Peggy didn’t believe Steve, it was just...hard to think of all this insane stuff so many years in the future, but that was Steve. Her Steve, coming home with an insane story she had no choice but to believe.
And the evidence was right before her.
Before both of them. Natasha Romanoff. The name had crossed Peggy’s desk in some small memo, something she almost overlooked. The second she’d read it, she called Steve to come to her office, damn the SSR, and what they thought.
Steve was there, shield and all despite how he insisted he was putting it down, but he was ready to fight. Rather than was Jack or Kirby or a Hydra bastard who won’t go down.  
Side eyeing the few agents just staring at him, Steve frowned at the paper that Peggy pushed towards him. He read the sentence. A document, a birth certificate that had been recovered from what they thought used to be an old Red Room facility.  
The question was, were they meant to find it, or was it placed there on purpose?
Regardless -  
“I’m going,” Steve told her, sitting down heavily, the chair creaking as he stared at the name on the paper, unblinking. Natasha’s last words echoed in his head. He could do it. He could give her a better life.  
“Go where exactly, Steve? The SSR has accommodated the building. There’s nothing left.” Peggy was trying to be understanding of a situation she didn’t quite understand, but she also knew her Steve. He had that look that told her he wasn’t going to listen to reason.  
“I know them too. I know her. I have to try something. See something the agents won’t,” he insisted, rubbing at his temples. “Bucky, then Natasha. The Maximoff twins...” He muttered off a series of names Peggy didn’t fully understand either.
“Okay, I’m going too.” Steve wouldn’t have it any other way.
There was something. Natasha. The familiar redhead curled under a floorboard, skin, and bones, and sickly. So sickly, it made a childhood Steve look healthy. She’d heard the SSR coming and hid under the floorboards. The agents, the idiots had missed everything. Peggy quietly chewed them out while Steve and Bucky had pulled Natasha out and got her warm and boarding the plane. Least the agents had something to look sheepish about.
“She has no family,” Steve said, looking at the sleeping Natasha in the hospital bed. “Her parents were killed. If we put her in the system, they’ll find her. She has things to unlearn.”
Peggy stood beside him, holding his hand and let Steve speak. “I’m aware. I read the reports. I’ve dealt with them before.” She paused and squeezed his hand. “We’ll take her in. We have no other choice.”
That’s how Natasha came back into Steve’s life, from a scared child who refused to sleep or eat without orders, to a happy, bouncing kid within a few months time.
--
It was Peggy’s turn to wake her fiance up at 2 in the morning, whispering in his ear as she settled on the bed.
Steve had rolled over, frowning. Peggy was still dressed for work. She’d just gotten home. She looked exhausted. No, it looked like she’d been crying.
“Pegs? What’s wrong? Darling.” He sat up and turned the light on, bundling Peggy into his arms. Seeing one of the strongest people in his life breakdown like this just practically broke his heart.  
Peggy held him close, a reminder that Steve was alive, he was here, he was hers. She couldn’t risk affording to fall apart. “I got a call from Dugan right before I was leaving...” She told him about the call. How Dugan told her about their recent patrols had lead to finding kid’s footprints everywhere. How it took them weeks to find the kids. Kids, Pegs. Kids! Kids with weird powers. Speed and...telekinesis. They called themselves Wanda and Pietro.
She recognized the name almost at once, whispering their surname because Steve had told her so much. They were victims of being in a camp and forgotten about when everyone got out. The system missed them because they were kids. They’d been barely surviving these last year or so on their own. The Howling Commandos were flying in now.  
There was no question about it. They were taking them in. They were going to raise them with Natasha. They were going to do the right thing, even if it was hard.
They’d have to move, get a bigger place. And if Steve thought what was happening was going to happen, they’d damn well need a farm.  
Maybe he could get Peggy a fuzzy cow. She always laughed at those...
--
It was unnerving to watch the people you once considered family sitting across you as kids, calling you dad. Dad. He liked that name. The sediment warmed his heart. Bucky had to move in just to help with the kids: Wanda, Pietro, and Natasha. Peggy was busy full time at Shield and Steve always was there for her and how busy she was.  
They did wound up moving to a good section of land in the country side. It was a bit longer trip to the city, but it fit their lifestyle. It was perfect.
Until Howard barged into their home, one Sunday morning, Peggy was sitting on the counter, watching Steve cook breakfast and nursing her coffee in the early slumbering morning. The kids had yet to get up yet.  
“Jesus Christ,” Peggy cursed, nearly dropping her coffee when her best friend barged in, a wild look in his eyes. He looked frantic, in tears. “Howard, what’s wrong? Are you okay? Where’s Jarvis?”
She sat the man down and kneeled before him, Steve putting the omlettes aside to kneel on Howard’s other side.
The man opened and closed his mouth several times before he could speak. “I have a son.”
Steve’s eyes widened, sharing a look with Peggy. No. Tony wasn’t supposed to be born for – god a damn good while. But far as he knew Tony was Howard’s only child.
“You have a son?” Peggy whispered, running her hand through Howard’s thick hair to keep him calm. “How did you find out? Did she call?”
Howard’s head shook. “No. I-I-I...She dropped him off this morning with a note. Said she didn’t want to be a mother. I left him with Jarvis. I-I didn’t know what else to do. I-I don’t know what to do.”
“I think you know what you need to do,” Steve said gentle as possible, clapping his friend on the shoulder. Howard’s cheeks burned a bright pink. “You need to step up. You can’t let Jarvis care for this kid. We’ll help you. What’s his name?”
“Tony.”
Steve stilled, feeling Peggy’s eyes on him. Impossible. The Avengers were slowly forming together.
--
Two years.
That’s how long it took for the circus to come into town, something Steve had been waiting for, in the back of his mind. In those two years, he’d started home schooling the kids with Bucky’s help. They’d built a beautiful farm with two fluffy cows, a herd of goats under Bucky’s insistence, and a large garden that Steve shared with the neighborhood.
When he’d first saw the flyer and a flash of blonde and ginger hair running through town putting them up, Steve had his suspicions. It wasn’t until he snuck into the camp sight that he saw them. Sure enough there were the Barton Brothers. They were practically kids. He’d never met Barney beforehand, but he knew how important Barney was to Clint, even if he insisted they were bad for each other.
“So what are you going to do?” Peggy asked, sipping on a red wine when Steve told her about who he saw. “We can’t leave them there obviously. Not when it’s gonna end bad for them.”
Steve paused and considered it, sharing a look with Bucky who shrugged. He watched Natasha trade a card with Wanda, listening to Pietro pouting about losing at poker. Damn Howard for teaching them. Speaking of – Howard was somewhere in their house putting a baby Tony to bed. The man had stayed far too late again.
“I’m gonna kidnap them.”
All Peggy could do was smirk at Steve. She expected nothing less than the dramatics.
Turns out, kidnapping the Barton brothers were easier said than done. There was fights, scuffing. Steve wounded up with a broken nose from Barney’s elbow and Peggy had bite marks on her wrist from Clint. And the kids learned a new series of curse words.  
It wasn’t until Clint saw it was Captain America saving him, did he comply. Because the circus life sucked, but they were better off anywhere than here.  
“I told you he’d save us!” Clint told Barney smugly as they sat in the back of the car. Peggy and Steve’s smile were hidden in the dark as they drove without their lights on.  
“Gotta say...I didn’t think it happen. You’re still wrong. He didn’t save us. You agreed to go with him.” Barney pointed out and Clint huffed.
“You can just get out. I’m staying with them.”
“And let you have all the fun? No way.”
--
Legally, on paper, Howard and Peggy had worked so that it said that they were the adopted parents of the Maximoff Twins, Natasha, and now the Barton Brothers. A full house on a chaotic day. Unofficially, they were Tony’s godparents under the Jarvis’ of course.  
Steve was still trying to figure this out as the years melted by and his and Peggy’s work as Director [unoffical for Steve], piled on. The Avengers were together, to a point. They were coming to him. They were finding him. He got to make due with his promise of giving them a better life.  
Even if it was an insane life.  
The last he expected was to literally run into Bruce.  
That is to say a toddler Bruce Banner who had a series of bruises that looked like a handprint on his sides and wearing only a diaper.  
“What the hell?” Steve breathed, kneeling down to pick up Bruce. He couldn’t explain how, but he knew that this was Bruce Banner. Maybe it was the eyes. It was late at night, Peggy had gone home an hour ago. He’d told her he needed to finish up some report for Phillips, then he’d be home.
“Where did you come from, hm?” Steve asked the crying toddler, rubbing over his back and rocking him side to side. He wrapped the toddler in his jacket and cradled him, frowning as he came down to the labs to find a man passed out, a bottle in hand. He could smell the alcohol from here. Hearing Bruce’s whimper from under his jacket told Steve all he needed to know.
Peggy wasn’t fond of being woken up at 2 in the morning but for this, she’d give it an excuse. Howard and her met Steve at HQ, where he sat locked in her office, bouncing the sleepy Bruce. She met Steve with clothes and a bottle for Bruce, courtesy of Howard. Howard had gone straight to the labs to ‘discuss’ things with their newest scientist.
“I found her,” Peggy mused, flipping a page over to show Steve. “That’s his wife. This little one’s mother.” Her tone said all. And Steve’s heart clenched. His mother had been in the same situation.
“Pegs, its...Bruce.” Was all he whispered as the toddler guzzled the bottle down, like it was his last meal and knowing his situation, God knows when he’d eaten last.  
“Your...friend? The...?” She eyed Bruce, skeptical.
“Not now, but later he will be. Or would be. There’s an accident, attempting to recreate my serum but I-I won’t...allow it. We can’t allow him to go back. The systems messed up...”
Peggy just wore a fond smile, kissing her husband on the lips. “What’s one more, Steven? He needs our help and we’re not going to let him go into a system that will hurt him. Well, come here, Brucey.”
--
There was one more.
Just one more and Steve was on edge. Thor. How would he show up? How would they come together?  
Wanda and Pietro had been growing in their powers and gotten ahold of them. Natasha's skills from the Red Room had proved useful in many situations but she never used them for selfish needs. Clint and Barney were as siblings went, bickering, but a new love for each other was there and appreciation. Their relationship forever changed. Plus, Clint’s obvious crush on Natasha was adorable. Bruce and Tony took to one another like fish to water. Tony was obsessed with his new friend and wanted to show him everything. Often, they’d find the pair curled up in the farm house, amongst the hay, asleep.  
Howard, as Steve had seen was an amazing parent. Steve had made sure of it. He wasn’t going to abuse this Tony and ruin him. Howard had even given up alcohol. Not only given it up, but Stark Industries focused on the enviornment, not selling weapons. Steve was sure Peggy had nothing to do with that.
They were all together, another family, but in a new sense. Just the question was...where was Thor?
The avengers was incomplete without him.
The answer came one winter night. There was a storm outside, thunder and lightenign clashing across the sky. There was something odd about it. That made Steve’s hair stand on end. He’d sent the kids to bed early, his tone telling them not to question him. He refused to move away from the window, holding a coffee mug and staring at the flashing clouds.
“Is that him?” Peggy asked, layin a hand on the small of his back, rubbing in small circles. “Is his arrival always so...much?”
Steve laughed, unable to help himself. “You have no idea.” He kissed her head, stroking her newly graying hair away from her face. “And yes. That’s him. I’m sure of it. We just don’t know...how he will -”
Steve’s answer came with a lightning strike that blew out the side of the barn. Bright lightning filled the sky and he had to cover his eyes, cursing. Grabbing at his shield, he ran out to the smoldering barn, trying not to think about how he just finished painting it.
Peggy was right behind him, her nightgown fluttering in the wind. She gasped at the...teenager passed out amongst the burning hay. Clearly, something different about him was a god. The hammer that he so carried laid beside him. Steve tensed before picking it up, feeling a shiver run down his spine at the power pulsing through him.  
“Here,” he whispered to Peggy without thinking, passing it to him. “Don’t let the kids find that or Shield. We have to keep this under wraps. We don’t know how he’ll be.”  
Not hearing Peggy speak, he turned around to see Peggy holding the manner with a confused look, it only grew at Steve’s bright smile as he hoisted the God in his arms.
“What? It’s just a hammer.”
“No, no darling it’s far from just a hammer. Only those worthy can hold it. I knew it.”  
Peggy wanted to be annoyed at Steve for not telling her but instead, she laughed.
--
Steve can’t say he was surprised when a familiar figure appeared in his bedroom where Thor laid asleep. He’d just stepped out to check on the kids and Peggy [who was now asleep on the pull out couch], stopping to grab a wet cloth to dab at Thor’s skin.
“Frigga.” He whispered, pausing at the sight of her. She smiled, as if greeting a friend before hugging him tightly as one would.
“My Captain,” she breathed, cupping his face as they pulled away. “Do not look surprise. Of course, I remember you and know what you have done and will be and what you are doing now.” That didn’t surprise Steve, the blonde just shaking his head. “Thank you for looking after my son. We are...unsure of what happened, not quite yet.”
She sat on the bed and held Thor’s hand, Steve sitting beside the bed. He looked up to see a sleepy Peggy in the doorway. Standing up, he brought her inside and sat her down. “Peggy, this is Frigga. Thor’s mother.”
“I’m starting to wonder if I’m not the one that was frozen and this is all an illusion,” she murmured, still accepting the hug from Frigga.
“The great Carter. You are as great as a warrior as time as whispered about. Lady Sif has spoken of great things about you and how she was with you during the War.” At their confusion, Frigga did not elaborate. “Can I ask a favor of you Great Carter and Captain Rogers? There is...There are situations going place in Asgard. Situations I do not need my son getting involved in. He will be safe here, on Midgard for some time. He will have access to his powers, to his divinity, but he will be safe. Heimdall will watch him. But I do wish for him to be under your eye. You will protect him and he can learn lots from you.”
How could they say no to her? That was...a sin, if you asked Steve. How could he say no? Thor needed their help. They were going to help.
No matter what it took.
“Of course,” Peggy whispered. “He’ll be safe here.”
--
They were together. The Avengers. Their makeshift family was together and growing, and changing time. The circumstances were different, but Steve promised himself he’d give them a good life. He just didn’t think it be like this.
Where he was their parental figure, where he was with Peggy, the love of his life, owning a farm, helping Peggy with SHIELD, helping raise a family.
They were together. The Avengers would have the life each one deserved that didn’t mean a life of harship and recovery.
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joyandeggs · 4 years
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3, 6, 19, 33, 34, 60 for the video game ask!
3. Favorite childhood game?
Oh gosh...there are too many. A lot of them are n64 games or gamecube games, which nearly all of them I watched my older brother play. Since he was much older than me, he wouldn't let me play "his" games majority of the time. He would literally take up every save file and tell me not to mess with them. 😧 Despite that, I do have fond memories watching the games I loved like a movie. Like...Ocarina of Time, Banjo-Kazooie, and Paper Mario, off the top of my head. Paper Mario was the biggest one I always loved watching. For gamecube games, Luigi's Mansion, Super Mario Sunshine, and both Pikmin 1 and 2, off the top of my head. There are too many for me to list that were big parts of my childhood.
One of my most favorites will always be the original Animal Crossing. I have such great memories from it. My mom would it every morning when she woke up and made coffee, she absolutely loved the game. We'd both drink coffee together and I'd watch her play. Something that I miss severely. I would watch her play Wild World, and I would play New Leaf, and we'd just sit side by side in bed playing and showing each other our games, even though that was during college, so not too long ago. But I still miss that. My mom doesn't play video games at all anymore, but she still enjoys them. Even whenever I talk to her about newer or different games she hasn't heard of, she's just like "Oh, cool!" (She actually saw a picture of Iori on my phone one day and I think she fell for him. LOL She was just ahhh!!! Couldn't get over how pretty he was!!) She is so cool. ❤
If I could pick a whole series, I would go with Smash Bros. Ever since the original on the 64, the series has given me the greatest hits in my life. The series means the world to me, I love it so much. Not only has it given me joy, but helped me get to know characters I would never know and love today. Melee and Brawl were both such a big deal to me, Melee because of Marth and Roy, and Brawl because of Sonic and Meta Knight. Which is crazy to think back on. I never had internet until Brawl came out, so looking up more about Kirby and Sonic blew my mind when I was younger. Now, we have Ultimate with everyone along with new characters, and... This is a whole story by itself. Maybe another time. 💌
6. An underrated game from the last few years?
I actually need to look up what games came out in the last few years... I actually really loved Dragon Ball Fighterz! Playing it with Corin was always fun. I loved the story mode, how the characters interacted, and just...ahh, it hit a soft spot in me, but that's because I really enjoy the series. Jump Force I actually liked, even though nobody ended up liking it. I just always love how they get all these characters together to fight. Even though...there's a lot of more obscure characters missing from the newest game. Huge bummer. And of course there's Judgment and Fist of the North Star: Lost Paradise. Those two are heavily underrated. I love them both a lot, but I enjoy all of the games from RGG Studio. There I go back on anime again. wwww Whoops. Oh! And Shenmue 3, of course! I absolutely love the Shenmue series! Severely underrated. That game is so good, and so beautiful. I'll never understand why people wouldn't love it.
19. Hardest game you ever played?
Truthfully? ...The King of Fighters games. I've tried playing them, but I am so awful at them. I can't even beat a single match, nor do any input moves. Even set to level one, and the games just...kill me. When you really love video games, but you're absolute garbage at them. 💔 I love the series so much, I want to cry. Maybe I'll get better one of these days!
33. Favorite female npc?
Hm... Let me think. There's Pauline from the Mario series! She's the best in Odyssey, along with Princess Peach and Princess Daisy. Even though Peach and Daisy are both playable in most games. Technically Chuchu is playable in Kirby's Dreamland 3 as a friend, but she isn't usually. She's very obscure, but I love her so much. Ribbon and Adeline from Crystal Shards, too! So many cute girl characters from the old games. For some reason I'm having a hard time thinking of human characters! Off the top of my head...I think of Maria from Sonic Adventure 2, and Yuki from King of Fighters. Oh! There's Roll! From Mega Man Legends. There are many, many more I'm sure, my mind just blanks so bad.
34. Favorite male npc?
Well...there's Ren from the Shenmue series! I want to say someone like Bowser...or even Meta Knight, but they're playable in most games. And I still love Papyrus and Sans from Undertale, even though my love for the game isn't as strong as what it was years ago. Wow, I'm so much better at naming characters that I can play as rather than nonplayable ones, aren't I?
60. The game you are best at?
There's another game from my childhood that I can actually say I am the best at, and that's Pokemon Puzzle League. It's been years since I've played it, but I use to play it all the time. I got so good at making combos and everything that I was just super fast at it. I loved it. I really miss it. I remember just sitting in a chair in my mom's room relaxing with it. ❤ More good memories.
Smash Bros as a whole I'm quite good at! Nothing fancy or up there with people who play it competitively or anything, but I am pretty good. And Mario Party!! Ahh, I'm a master at the joystick rotating from the first one! Along with the face lift and pizza eating minigames, too. 😛
And I'm also surprisingly good at Rocket League! I played it with Corin and his cousin over the weekend, and I was great at it, without ever playing it before! It was too much fun. I'll have to play it with Corin again.
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smashmusicideas · 6 years
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June 25: How the Ultimate Trailer Works So Well
Amongst all the thoughts and discussion regarding Super Smash Bros. Ultimate, I don’t think any individual element of the game - even more than the confirmation of Ridley - warranted the level of adoration and excitement as not just the inclusion of every Smash character ever, but the short “Challenger Approaching” trailer explaining that.
So I decided I’d take some time and analyze it for how it works. Hoo boy, did that take longer than I expected.
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For ease (and because I’m, well, lazy), I’ll be splitting this up into bullet points. I should also note that I’m avoiding a lot of stage analysis except in certain cases, largely because the emphasis on fighters is the focus. Also, this is quite long, so a “read more” tag is needed for this one.
Before the video: Sakurai adds this whole “character numbering” element, which is odd. Most viewers less familiar with this scheme (which has mostly always existed within the series) assumed this indicated the total number of characters from the start, but more than that it inherently acknowledges cut characters, something Sakurai tries to avoid as to not make their fans feel worse. No matter who is watching, it’s odd, and sets up the actual video in a way that feels odd.
00:02 - 00:15: We see Battlefield, something which since Brawl has always functioned as a focal point for the series - kind of in the way Mario does, too, which is why he appears here. Traditionally, Mario is also the character who reflects the visual direction of each game the most, so his “Brawl meets Smash For“ art style confirms it as a new game, one that will marry multiple iterations of Smash.
0015 - 00:28: Kirby, Samus, and Bowser are all Smash staples (two from the first game, one from Melee). They’re also not in numerical order, telling us to not expect things in a “normal” way. They also more clearly show a few returning stages, Castle Siege and Green Greens in particular, and Giga Bowser seems to function in a far new way.
00:28 - 00:34: Link is also one of the central Smash characters, but his drastic redesign tells us further that this will be a new iteration - one that will look to more recent games, at least in part (we also see a new Breath of the Wild stage, alongside Temple). Keep in mind that he gets a huge amount of time to emphasize this.
00:34 - 0:44: We see a lot of Donkey Kong (including a change to his Giant Punch), but it’s Falco’s appearance in 00:42 that’s surprising. He’s typically and understandably a hidden character; showing him off is kind of bizarre. For most viewers, it’ll just seem nice for a beloved character to return, but for the more attentive first-time viewers it is somewhat odd and continues the off-kilter vibe of Sakurai’s introduction.
00:44 - 00:48: Marth casually shows off the new changes to Shield Breaker, just like with DK earlier. Further indication that old fighters will have, to quote Sakurai from a decade ago, a “slightly different flavor this time around,” and that it won’t simply be an expanded port of Smash for Wii U (this emphasis will continue throughout the video and into Nintendo’s continued promotion of the game.
00:48 - 00:52: New Zelda! Not really new Sheik! Their having their default costumes implies they will remain separate fighters, and Zelda’s in particular bucks a trend of Zelda and Link’s costumes coming from the same game.
00:52 - 00:54: Our first post-Melee fighter, Villager, shows a new ability. His appearance also begins to move us from the more classic Smash fighters into a wider variety of ones new and old.
00:55 - 00:58: Meta Knight and Mewtwo. Notable for the former being the first Brawl character in general and the first one shown, and for the latter being the first Pokémon representative - before Pikachu, even. Mewtwo also looks like it did in Smash For, an indication the DLC would not be ignored.
00:59 - 01:01: And here comes Sonic - with a new version of Super Sonic and a returning Green Hill Zone in tow - as the biggest guest fighter out there, though that doesn’t confirm whether less established third party content would be joining him.
1:02 - 1:08: Peach and Pikachu, each with slight new changes in how Toad and Volt Tackle work. It’s notable how long it took to get to either of them, though their being more famous leads nicely into...
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1:09 - 1:15: the Ice Climbers! Their return is such a big moment it’s hard to notice we’ve also got a returning Summit (and Living Room), and they unsurprisingly get a whopping six seconds to show off how they look in HD.
1:16 - 1:21: And from a beloved, long lost fighter to a highly desired new one, Nana and Popo formally introduce Inkling, with both a male and female design in tow. We get a good look at how diverse their weapon selection is, alongside a new Splatoon stage.
1:22 - 1:27: Pretty much the only thing we need to see with Falcon is the Punch, while Zero Suit Samus and Wii Fit Trainer show that even the less “iconic” of the cast aren’t going to be ignored. Given Boxing Ring’s centrality to Smash For, its being so prominent here makes sense.
1:28 - 1:30: here’s where things get weirder. The Ice Climbers coming back makes sense, but the Pokémon Trainer? I don’t really think it’s vague on whether the switching mechanic will return (he’s in the back, so...), but it’s out of the blue in a way none of what we’ve seen here is. That it only lasts about two seconds makes it all the more shocking.
1:31 - 1:36: Ness and Lucas. A little surprising for the former, given his traditionally being a hidden fighter, and more so for the former, who was last in the series as DLC.
1:36 - 1:41: The DLC concern becomes even more noticeable now, with Ryu fighting yet another normally hidden fighter: Ganondorf, surprisingly sporting the classic Ocarina of Time design Melee used. It implies a far greater amount of changes than what we were initially expecting, and assures the less confident of us that even third party DLC will not be ignored.
1:41 - 1:44: And look who else is looking new, but Ike, who’s reverted to the design Brawl used...except he isn’t. While the Inklings were expected to have male and female versions, this is the first indication we’ll have more pronounced alternate costumes for specific characters.
1:45 - 1:51: Cloud’s inclusion is another important one at this point, because compared to other guest fighters, the possibility of his return seemed far more up in the air. He gets a lot of airtime, space that comfortably confirms his two outfits and Omnislash, a great flashy move to send us into the big moment.
1:52 - 1:55: If Cloud’s return wasn’t a sure thing, than Snake’s was a pipe dream for fans (myself included). Having one go to the other is smart, because after him, Ice Climbers, and Pokémon Trainer, Snake‘s chances feel so much more possible. And it works so well. We don’t see an attack, or anything, because we don’t need to. It’s Snake, on Shadow Moses Island. That’s enough for us, until...
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1:56 - 2:01: “EVERYONE IS HERE!” really just speaks for itself, but I’d also like to note the small feature of Snake running right after the words appear. It’s subtle, but it’s a flash of energy leading to the rest of the video (an energy that is supported by the music, which becomes far more intense up until the end). And it’s important to him be behind the words, because by this point a viewer is processing them, recognizing the totality of what that means.
2:02 - 2:04: And to prove how serious that claim is, Jigglypuff - the last of the original cast (minus Luigi and Yoshi) - brings back Pichu, likely the very fighter most people would think of after hearing that “everyone is here”: “even Pichu?” That the joke character of Melee has returned is proof of the claim, an example of how insane and wild this project is planning to be. But despite how notable it is, the two Pokémon are onscreen for only two seconds.
2:15 - 2:18: Truthfully, the next few reveals are less exciting. Roy is the fifth DLC character revealed to return, but Olimar, Diddy, and Lucario are all fairly normal. But it’s with Lucina that we get yet another oddity. She’s 21ε - an indication that something different was being done with the then-called “clone characters.” It’s yet another indicator that Smash is going to be different, and in rather unexpected ways.
2:26: It’s not a big detail, but Dr. Mario lacks the Epsilon, indicating that he’s different from how he used to be (given that he, Lucina, and Dark Pit are associated as the Echoes of the previous iteration of Smash, it stands to reason people might look for that on him, too).
2:30 - 2:32: And there’s Dark Pit literally one shot after Doc, with the Epsilon. It’s important to keep it all in mind more easily. I also think it’s notable that Palutena’s moveset isn’t shown at all in here; it’s one more thing about which Sakurai’s been coy.
2:39 - 2:42: It’s important, I think, to have the two versions of Link show up together; it highlights how they’ve both functioned as spinoffs of one of Nintendo’s (and Smash‘s) most important heroes. By this point, Young Link is the final character (again, other than Luigi and Yoshi) who came from a game before Brawl; he’s important as one more reminder of this game’s scope.
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2:46 - 2:49: And if there were any fighters whose fate would seem as up in the air as any third party character, it’d be the Mii Fighters. And yet, they’re all here, too. And like with Palutena, we see no customization or anything beyond some very basic attacks.
2:55 - 2:56: Despite not being a huge surprise, Pac-Man’s new Final Smash (or new version of Super Pac-Man, technically) is fast, really fast. And that’s good because it kicks up the pace right to the finish. Like, it’s weirdly intense to watch at that point.
3:00 - 3:03: Wolf! While calls for him were probably not as loud as those for Snake and the Ice Climbers, he has remained a beloved Smash character and a fighter people really wanted. Having him here is good for a bunch of reasons - he was the last newcomer in Brawl, his style works really well for this point in the video - but probably the most is that people really wanted him back especially. And holding off on that until now helps emphasize this game’s scope.
3:04 - 2:08: Mega Man needed to be the final main shot for a lot of reasons. He’s a beloved gaming and Smash character, he’s got name recognition, and especially because his Final Smash is the best way to send off us. It’s just this huge blast that keeps up the momentum right until the end.
3:11: And we have the title. “Ultimate” really is perfect word for this, a video that is pretty much just about the history and power of Super Smash Bros. 
3:16 - 3:20: ...But it also wouldn’t be Sakurai without some goofing around, so we let the air out of all this pomposity with some silliness from Luigi and Yoshi. I think it makes sense for more reason than Sakurai often using those two for mirth. The Brawl trailer had all this bombastic, dark energy...but then Wario showed up and farted. The first Smash For trailer seemed exciting and crazy...and then Wii Fit Trainer appeared; almost all the character trailers after it had stingers afterwards, mostly goofy ones. It’s a good and important statement that Smash will always be goofy and weird. And you got that in some individual shots (Dedede and Wario, for instance), but it’s a deliberate anticlimax that mocks you, but only slightly, for all the energy you’ve hopefully gotten from what is a very long trailer, all things considered.
So, what have we learned, aside from me realizing I need to come up with shorter topics for this blog? I think it’s that you could have made this announcement any way. Sakurai could’ve just shown the character selection screen, Nintendo could’ve put it out in a press release, or they could’ve just not mentioned it entirely (though that’d be insane given that “everyone is here!” is the game’s tagline). But a video was the best way to do it. And I think this way was the best video they could’ve realistically made. Every fighter gets to show off a ton of personality in a couple seconds, and by basing the whole video around being before or after Snake, it can position the ideal fighters in a way that lets viewers slowly realize how much grander this is going to be than they realized. It’s all just great design in general, and more than just a really cool trailer that showed things off.
(Link to my writings on Super Smash Bros. Ultimate)
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plusblog874 · 3 years
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Super Smash Flash 2 Mods Download Sonic
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About Game
Super Smash Flash 2 Download Mods Dark Sonic
Ssf2 Super Sonic Mod Download
Super Smash Flash 2 is a cool fighting video game, developed by Cleod9 Productions, SSF2 Developer Group and published by McLeodGaming. The game allows up to 4 players to play together on the same PC.
This game is based on many famous Nintendo video games, it offers you interesting characters from various universes, such as Mario, Yoshi (from Super Mario and Super SmashBros), Princess Zelda (from The Legend of Zelda), Goku (Dragon Ball), Donkey Kong, Wario, PAC-MAN, Kirby, Star Fox, Game & Watch, Sonic, … or from famous anime like Bleach, Metroid, Naruto, One Piece, Kid Icarus, Fire Emblem, Pokémon… The game brings you to the stages of the main characters where you will have impressive video gaming experiences.
Animekid762 here and today I am showing the Vegeta Mod for Super Smash Flash 2. The link for the file will be in the description below. Important Information. Play Super Smash Flash 2 – From ArcadePrehacks.com. Play as your favorite heroes (Mario, Link, Pikachu, Sonic, Zelda, Ichigo, Naruto, Goku.) and compete against up to.
In this game, you choose a fighter and fight many opponents in the same arena. Note that the skills of each character will be the same as the original version. Your task is to defeat your opponent and score the highest points. You have 2 modes to play: Single-Player Mode and Multiplayer Mode. With the Multiplayer Mode, you will compete with other online players around the world.
Extended clip for mac 10.7. Our new spiked muzzle brake for the Mac-10 & Master Piece Arms.45 acp is made of machined steel and finished in black oxide for durability. It has five machined, slotted ports and its' crown works great for door breach situations, self defense and adds a custom appearance to any Mac-10.45 acp Semi Auto, SMG and also MPA.45 acp short barreled guns.
In addition, this game has many other versions. If you want to have a complete experience, you can play full game or beta version (1.1.0.1 is the latest beta version). If you want to show off your abilities with other players, you can try online mode. If you are a newbie, you can play old version of this game (v0.8 a great version of this series).
How to Play:
Single-Player:
Use the WASD to control your anime fighter.
Use P to attack.
Use O to do special skill.
Use U to grab the weapon.
Use number 1 to taunt.
Use L to open shield.
Controls of Super Smash Flash 2
* Note that you need to customize the hot keys for P2, P3, P4.
Tips and Tricks:
How to unlock itel 1409 pattern downloads. In the Controls, you can customize Tap Jump, Auto-Dash, and D-Tap Dash. You can also set hot keys for actions such as Dash, Jump, C-Up, C-Down, C-Left, and C-Right.
Weapons as well as Power-ups will appear randomly in the map, try to get them as soon as possible.
Weapons of Super Smash Flash 2
You need to understand clearly about the skills of each person to get an advantage.
Enter the Training Mode to master your favorite characters.
Training Mode to to master your favorite of Super Smash Flash 2
You should learn about tier lists to select characters that possess powerful skills.
Super Smash Flash 2 Unblocked Game:
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If you are looking for a safe place to play this game at school, we suggest you our site supersmashflash2beta.com. This is the trusted site for unblocked game lovers with over 4000 different quality unblocked games. Here you can play super smash flash 2 unblocked safely with a friendly user-interface. Moreover, we do not block anything and our site opens all day to serve you.
Now, enter the game, select your favorite anime character and show off your fighting skill. Play now!
Some Frequently Asked Questions
1. How to unlock all characters?
In SSF2, each unlockable character is hidden in different stages. So the only way to unlock all the characters is to complete all the challenges in all the stages.
2. How to use a controller?
Please watch this video: https://www.youtube.com/watch?v=--eSQGmtwWc
3. How to play online?
Play online at Super Smash Flash 2
Very simple, just register an account athere. Then, you can use your account to enter the Online Mode from the main Menu Screen.
4. How to go super saiyan?
https://plusblog874.tumblr.com/post/653615019884511232/audi-mmi-2g-firmware-update-5150-download. This is the final form of Goku. And you need to control Goku smash the smash ball to turn him into super saiyan.
5. How to unlock shadow?
You need to defeat Sonic as Mario 4 times in Brawl without losing your 7 lives.
6. How to unlock sandbag?
In the Waiting Room, you need to complete the Classic Mode by using a random fighter on the Normal difficulty (or higher) without using the continues, or by playing against an online player who has defeated a developer.
Super Smash Flash 2 Download Mods Dark Sonic
7. How to unlock luigi?
Use Mario and defeat the online player without losing a life (v0.9).
8. How to unlock Vegeta?
Sorry, you can't unlock the fighter Vegeta.He isn’t a playable character!
Vegeta of Super Smash Flash 2
Wiki Page
Ssf2 Super Sonic Mod Download
Super Smash Flash 2 Walkthrough
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gamecenter199x · 6 years
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Nintendo Classic Mini: Super Famicom
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(The original article can be read HERE.)
Special thanks to Terra S. for gifting me this baby. I love you.
As with the Super NES Classic Edition, Nintendo released the Nintendo Classic Mini: Super Famicom in Japan earlier this year. Designed to look like the Super Famicom, the shell of the Super Famicom Mini is different from the North American unit (Europe retains the same shell as Japan but under the Super Nintendo branding), using a warm grey color scheme and rounded edges. Instead of purple colors on the buttons of its American sibling, the Super Famicom Mini uses four colors on its controllers (red, blue, yellow and green), making the whole package look playful and cute. Unlike last year's Famicom Mini console, the Super Famicom Mini uses actual sized controllers and can be plugged in to the console instead of them being hard-wired to the unit. It also contains restore points, backgrounds, video modes, and the Rewind feature, just like the SNES Classic.
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There are 21 games in the Super Famicom Mini, with Star Fox 2 also being released there. However, there are five different games the Super Famicom Mini has that the SNES Classic doesn't have. These titles are:
The Legend of the Mystical Ninja
Super Soccer
Fire Emblem: Mystery of the Emblem
Super Street Fighter II: The New Challengers
Panel de Pon
These titles replace Super Castlevania IV, Super Punch-Out!!, EarthBound, Street Fighter II Turbo: Hyper Fighting, and Kirby's Dream Course. Are the Japanese exclusives worth playing? And if so, are they better than their Western counterparts? Let's find out.
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Like before, I'll assign a small summary and a number grade to each game, with 5 being the best score and 1 being the worst score. I won't be grading the games I've already graded in the previous essay, since there's very little difference between the ROMs aside from localization.
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Score Key
5 ------ Play it loud! 4 ------ Good 3 ------ Decent 2 ------ Bad
1 ------ Don't play it
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LEGEND OF THE MYSTICAL NINJA (Konami, 1991)
Known as Ganbare Goemon: Yuki-hime Kyuushutsu Emaki in Japan. A fun action game that's best played with two players, unless the 2nd player is very uncoordinated. Sadly, some reading is needed to fully enjoy this game, so I'll have to split the score accordingly. 4 (2 if you can't read Japanese and dunno how to advance forward)
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SUPER SOCCER (Human, 1991)
Known as Super Formation Soccer in Japan. Easily the weakest game in this bunch. It's Mode 7 soccer, no more, no less. 2
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FIRE EMBLEM: MYSTERY OF THE EMBLEM (Nintendo, 1994)
Known as Fire Emblem: Monshou no Nazo in Japan. An epic story involving the bishounen hero lord Marth as he fights some enemy armies and some evil dragon sorcerer. It's a decent strategy game...if you can read Japanese. Otherwise, don't bother. 3 (1 if you can't read Japanese because you'll be stuck)
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SUPER STREET FIGHTER II: THE NEW CHALLENGERS (Capcom, 1994)
Known as...Super Street Fighter II: The New Challengers in Japan. I've wondered why Japan got Super SFII while the West got SFII Turbo and after playing both I can see why: Turbo is the faster game. And in the case of SFII, faster speeds make a better game, even if it has less characters. It's a shame that Super SFII Turbo wasn't in the SNES/SFC, because we would've gotten the best of both worlds and possibly have the same title in both variants of the Classic/Mini. 4
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PANEL DE PON (Nintendo, 1995)
Known as Tetris Attack in the West. It's a shame that we didn't get this game for the SNES Classic. This is the main reason why I wanted the SFC Mini. A fun, cute and competitive puzzle game that can be enjoyed by anyone. And best of all, there's no Japanese required to play once you know the rules. 5
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Now, let's stack up each game to their suitable equivalent and see which one is the better exclusive:
Super Castlevania IV vs Legend of the Mystical Ninja Both are Konami games. One is single-player and the other can be played with two players. While I personally liked Mystical Ninja better, for the sake of this collection, Castlevania is a lot easier to play for most people, so it wins that round.
WINNER: Super Castlevania IV
Super Punch-Out!! vs Super Soccer
Both are sports games. One is single-player and the other can be played with two players. However, there is no debate. Punch-Out is the better game.
WINNER: Super Punch-Out!!
EarthBound vs Fire Emblem: Mystery of the Emblem
Both are role-playing games. Both are one-player games although EarthBound is a traditional turn-based RPG while Fire Emblem is a strategic turn-based RPG. Both are good, but EarthBound is better if you have to compare the two. Also, if you can't understand Japanese, then it's hard to enjoy Fire Emblem.
WINNER: EarthBound
Street Fighter II Turbo vs Super Street Fighter II
Both are variants of Street Fighter II. Both can be played with two players. Turbo has a faster game speed, which can be adjustable, while Super has more characters and stages. I personally like Turbo better due to the speed, but they're both really fun to play so I'll award them both a tie.
WINNER: Super Street Fighter II Turbo (if only)
Kirby's Dream Course vs Panel de Pon
Both are puzzle games. Both can be played with two players. However, there is no debate. Panel de Pon is the better game. Again, I honestly wish we had this game in the Western game collection.
WINNER: Panel de Pon
Overall, the Western exclusives are slightly better than the Japanese exclusives but Japan has Panel de Pon......so the whole thing ends in a tie.
......okay. I know how to break that tie. Let's compare the weakest games from each collection together! Kirby's Dream Course vs Super Soccer
Both are the weakest games in their respective collections. Both can be played with two players. One is a strange, isometric mini-golf game with a gimmick based on Kirby's copy powers while the other game is an unremarkable soccer game released early in the console's life cycle with a Mode 7 playing field being the only gimmick it has to stand itself out on the market. I honestly wish these games would be replaced by better games, like Chrono Trigger or even ActRaiser. Whatever. The music in Kirby's Dream Course is cute, so Kirby wins.
WINNER? Kirby's Dream Course
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Is the Super Famicom Mini worth ordering? Yes and no. Yes, because it has Panel de Pon and also the controllers have colorful buttons. No, because the game list is almost similar to its Western equivalent, and if you can't read Japanese, you won't enjoy this very much. Should you decide to order one, thankfully the prices are reasonable and as of this writing, you can score one for $100 or less (including shipping!). Be forewarned, though. Unlike the SNES Classic, the SFC Mini does not include an AC wall adapter inside the box.
Happy hunting and happy holidays!
-ray n. (@themistern) 2017-12-21
Sources:
1. https://www.nintendo.co.jp/clvs/index.html 2. https://en.wikipedia.org/wiki/Super_Nintendo_Entertainment_System 3. http://www.perfectly-nintendo.com/snes-classic-edition-snes-mini-announced-september-includes-21-games/ 4. http://www.perfectly-nintendo.com/super-famicom-mini-announced-japan-october-5th-different-set-games/ 5. http://animatedscreenshots.tumblr.com/post/73755507006/panel-de-pon 6. https://www.youtube.com/watch?v=dz6-Igq9_KY
All games and images © Nintendo Co. Ltd and their respective third-party partners.
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junker-town · 4 years
Text
10 silly events that could make the Pro Bowl Skills Showdown even better
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Kirby Lee-USA TODAY Sports
Hole in the Wall! Legends of the Hidden Temple! Hot dogs!
The NFL Pro Bowl is the opposite of fun, at least for most viewers at home. I’m sure the vast majority of players enjoy the experience, especially if it’s their first time. But other than the occasional chuckle at this, this, this or that antic, it’s barely competition and therefore loses a big reason why we all watch sports to begin with.
The Pro Bowl Skills Showdown, however, is pretty dang fun. There are events like dodgeball, drones dropping footballs, and relay races. But the NFL should expand it even more. I’m not talking just making it longer or including more players or even increasing the stakes. I’m talking about some America Ninja Warrior and Legends of the Hidden Temple stuff.
I want to see Akiem Hicks battle Geno Atkins with American Gladiator-style pugil sticks on top of a narrow platform. I want to see if Saquon Barkley can conquer Ninja Warrior’s warped wall. I want a two-man sack race pitting the AFC’s punter/kicker combo against the NFC’s. The dumber, the better. Let’s make it weird.
Fortunately, the NFL did expand things a bit this year, and the events they have added seem fun — a revamped gridiron gauntlet and a “40-yard-splash,” which is the league’s version of a fire bucket brigade — but I want them to go so much further. How much further? Well, here are my suggestions.
1. HOLE IN THE WALL
This is first and is given the proper treatment of ALL CAPS because it’s GREAT. I mean, it’s not — it’s dumb and the worst. But it’s also great. Do you understand? Doesn’t matter, watch these people get owned.
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2. The Temple Run from Legends of the Hidden Temple
If you’re unfamiliar with the Temple Run, it’s basically among the scariest damn things that a child can go through. Legends of the Hidden Temple is a competitive game pitting two teams against each other, and the Temple Run includes the winning team going through a series of rooms within the temple, completing tasks.
AND THERE ARE FREAKY AS HELL TEMPLE GUARDS THAT JUST GRAB YOU AND TAKE YOU AWAY AND YOU’RE NEVER HEARD FROM AGAIN (PROBABLY).
And yes, I do want teams to be designated between the Red Jaguars, Blue Barracudas, Green Monkeys, Orange Iguanas, Purple Parrots, and Silver Snakes.
3. Street Fighter II
I play a lot of video games, and in trying to come up with a good one for this list, I tried to find one that was popular enough that the NFL players would be familiar with it. Well that, and one that was SERIOUS DAMN BUSINESS. Growing up, at the arcade nothing determined your worth as a human better than some Street Fighter II, or perhaps Mortal Kombat II.
4. 40-yard hopscotch dash
Because we’re dealing with some of the best athletes in the world, 40 yards can often feel like it’s not really that far. But, speaking as someone incredibly lazy, it’s pretty dang far. And if you’re also navigating a hopscotch course, it’s even farther. Bonus points if this game is relegated to punters, kickers, and linemen.
5. Literally anything from Ninja Warrior
As a program, Ninja Warrior is entertaining enough. There’s a lot more talking about the contestants than I’d prefer — I’d rather just watch those idiots get hit by a giant swinging log or slip off a fake rock and fall into water. Not only is Ninja Warrior an actually impressive test of strength, agility, and skill, it’s also got the gnarly “Warped Wall.” I want to see EVERYBODY at the Pro Bowl take on the Warped Wall.
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6. Offensive lineman hula hoop contest
As a big guy, I’m not here to body shame anyone. Hula hooping looks silly regardless of who is doing it. But let’s be honest, you want to see Quenton Nelson vs. Trent Williams in a hula hooping contest. You really, really do.
7. 4-on-4 Rock Band
Vocals, guitar, bass, and drums. Let’s see who can rock the best, and who has the most beautiful voice.
Suggested setlist:
Bonnie Tyler - “Total Eclipse of the Heart” Mastodon - “Blood and Thunder” Carrie Underwood - “Before He Cheats” Commodores - “Brick House” Babymetal - “Gimme Chocolate!!”
But I mean, there are literally thousands to choose from.
8. Any out-of-position drill
This one is pretty self-explanatory. The NFL does this partially now by having two quarterbacks and one non-quarterback in the accuracy drills, but I want more. I want to see every single player do the accuracy contest. I want to see everybody on the field try to kick a field goal. I want to see how many players try the over-the-shoulder catch drill and get nailed in the back of the head.
9. Human hamster ball race
Who is the fastest player at the Pro Bowl? Who cares?!
Who is the fastest player at the Pro Bowl when it comes to human-sized hamster balls?! I have no idea! Neither do you! Let’s find out.
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10. Hot dog eating contest
The greatest of American traditions (and also probably everywhere else because competitive eating is actually kind of a big deal), officiated by Joey Chestnut himself. Let’s see who can pack away the most dogs in a set time. Good thing Vince Wilfork is still retired.
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postgamecontent · 7 years
Text
Quintet Spotlight: Terranigma
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Original Release Date: October 20, 1995 (JPN)
Original Hardware: Nintendo Super Famicom
There are no two ways about it: Terranigma is Quintet's masterpiece. It feels like a culmination of everything they had been trying to do with their previous games both mechanically and in terms of story themes. This was the developer's final Super Famicom game, and with a major departure of staff during its development, perhaps the last game developed by Quintet to maintain the feel of its earlier games. Several months before Terranigma's Japanese release date of October 20, 1995, graphic designer Koji Yokota and a number of other Quintet staff left to form Shade Inc. Their first game, the PlayStation action-RPG Granstream Saga, felt like a spiritual successor to Quintet's 16-bit era work, but their output since then has been full-on "paying the bills" work. As for Quintet, they slowly faded into the shadows of the Japanese games industry, serving more frequently as a programming house or ghost developer. Perhaps they would have had another Terranigma in them, given more time. Perhaps they wouldn't have. The important thing, I suppose, is that they managed to get Terranigma finished and even localized before things went really bad.
Unfortunately, since it was a very late release on Nintendo's 16-bit hardware, that localized release only made it to PAL regions. Enix had already closed their overseas branch due to poor sales results, so Nintendo ended up publishing it themselves in Europe and Australia on December 19th, 1996. I can think of a number of reasons that Nintendo would have passed on a North American release. The simplest explanation is that the Nintendo 64 had already released in the United States and Canada, so they wanted to focus their marketing efforts on it. Indeed, Nintendo of America would only release a handful of titles after the Nintendo 64 came out, and all of them were from major brands. No matter how well Illusion of Gaia had performed, Terranigma was not going to be of a similar market value to games like Donkey Kong Country 3, Street Fighter Alpha 2, or Kirby's Dream Land 3. Understandable, to be sure, but also entirely aggravating. Terranigma is one of the finest RPGs on the Super NES, and the only real way for North American players to experience it is on an emulator. A sad fate.
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That's the business, though. Let's talk about the game itself. To put it simply, Terranigma carries forward all of the strengths of Quintet's earlier action-RPGs while shoring up the biggest common weak point. You can count on once again going through some interesting side-stories, hearing some excellent music, and experiencing some creative mechanics. This time, however, the action combat that makes up the bulk of the gameplay is actually really good. The main character, Ark, is the most agile and capable Quintet protagonist we've seen yet. He can run, jump, dive, and jab with his spear in a few different ways. He's got a bit of weight to him, which takes some getting used to, but once you've done that, it's an awful lot of fun just zooming around and taking out enemies. Ark's spread of moves reminds me of Adol's capabilities in later Ys games like Oath in Felghana.
The enemies also step their game up. The game throws a good variety of enemies at you, and does a nice job of mixing up the groups so that you're always having to adjust. You can't just use the same attacks again and again. Some enemies need to be hit with a diving attack, others with Ark's Stinger-like dash, while some are most effectively dealt with by simple thrusts of the spear. Enemies also have elemental strengths and weaknesses that you'll want to account for. In short, the game isn't nearly as much about exploiting a stupid AI routine and hammering the attack button repeatedly as previous Quintet action-RPGs were. Even the bosses are better than they were in previous games from this team.
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It makes a huge difference for the overall quality of the game. The dull, stupid enemies of Soul Blazer and the somewhat stiff combat in Illusion of Gaia were both things that you tolerated in order to get at the good parts of the games. In Terranigma, entering a new action area holds just as much excitement as heading into a new story segment. That lends the game a much stronger pace than previous games, making it incredibly hard to put down. The action areas themselves make use of a greater variety of puzzles and gimmicks, with some designs that wouldn't be that far out of place in a Legend of Zelda game. Of course, for every Zelda-like dungeon you come across, there is another that is completely off the wall in a very Quintet sort of way. Importantly, the game isn't afraid to make you wait if it suits the story.
Terranigma is a somewhat bigger game than its predecessors, but thanks to its scope, it feels considerably larger. The game is broken into four different chapters, and apart from the brevity of the first, each of them feels like they could have been a stand-alone game from earlier in the system's life. The story starts off generically enough with our hero, Ark, being awoken by his friend, Elle. Ark and Elle live in a small village with a number of other people. They rarely venture outside of the town, and it's indeed said to be dangerous for some to be outside of their own houses. Ark is something of a local trouble-maker, so your first job is to march yourself over to a neighbor's house to apologize for something he did before we started the game. When that's done, Ark returns home to find that his father figure, the Elder, has gone out on an errand. The others at the Elder's house have taken this opportunity to try to open a door that the Elder has forbade opening.
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By hook or by crook, that door comes open, and Ark finds himself descending into the depths. At the bottom lays a box, and when Ark opens it, a monster named Yomi is released. At the same time, all of the people in the town, including Elle, are frozen. Only Ark and the Elder remain in their normal states. The Elder admonishes Ark but tells him he must visit five towers to wake the townspeople up again. He sends you out of the safe borders of the town towards the first tower. When you leave the town, you'll be struck by the appearance of the sky, which looks heavily distorted. This is because the village is located in the underworld of the planet. The surface has been barren for a long time, we're told. As you go through each tower, Ark not only awakens some villagers but also continents on the surface world.  After you've saved everyone, the Elder advises you to travel through a hole in the ground to the surface world and try to awaken life there once more. Ark has one last meeting with Elle before diving into the unknown, ending the chapter.
The first chapter of Terranigma contrasts the familiar and the alien to great effect. The opening and the village itself could not be more plain as RPGs go, but the minute you set foot outside, it's clear that you're in a whole other world. You enter a tower, and things feel quite safe again, but you're always have to trudge back through that bizarre world map to get to your next goal. The game doesn't beat around the bush concerning which world you're meant to be in, as the continents you raise are all named after the real Earth continents. At the end of the chapter, Ark faces the tough challenge of diving into the unknown with no way back. He leaves his familiar home to save a world he's never even seen. For the player, though, this is an opportunity to leave the alien for something altogether more typical. It's easy for us to jump into that hole. But just to give us some unease, the Elder tells Ark that we will lose one gameplay crutch in the new world. Up until now, our weapon would restore lost life at a steady rate. That no longer works on the other side, so you'll have to find another means. Uncertainty. We jump anyway, because what else are we going to do? Leave a hole unexplored? Right.
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We begin the second chapter in a dead, lifeless world. Everything around is barren and dry. A little stroll around the part of the map accessible to us tells us that we are in South America. A faint voice calls out to Ark, asking for his help. We make our way into a huge tree that hides a fairly large action area. Poison and monsters are all over the place, but there isn't anything here you wouldn't be prepared for if you made it through the first chapter. After finding and defeating the root of the problem, the plants and vegetation of the world suddenly spring back to life. But even as it happens, Ark is given a caution: it's still too early for everything to be waking up. That doesn't give Ark much of a pause, as he spends the rest of the chapter reviving the rest of the world. First the birds, then the winds, then the animals, and finally, human beings. Every step of the way, the mantra is repeated: it's too early.
The second chapter feels like a souped-up Soul Blazer more than anything else. There's plenty of action, and since humanity doesn't get awakened until the end of the chapter, most of the story is centered around Ark's communications with nature itself. There are some pretty powerful moments in this part of the game. In one section, you're having to act as a bodyguard for a young lion cub who is taking a test to prove his worthiness as a potential king. He's fairly confident, but for much of the climb, you're having to watch over him very carefully. When you reach the summit of the mountain, a monster confronts Ark and the lion cub, taking pot-shots from a ledge that is out of your reach.
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The cub will provide rocks for you to throw at the monster, but just when you think it's beaten, the nasty villain pulls a trick. It knocks the ground out from under Ark, sending him falling down to a ledge below. You're unable to get back up, so all you can do is listen to what happens next. The cub, thinking you dead, attacks the monster to avenge you. This whole process takes an uncomfortably long time, and since you can't see how the fight is going, you feel tension. Is the cub Leim going to be okay? You want to take care of him, but all you can do is trust that he is strong enough to do it on his own. He overcomes the creature, finds you safely below, and heads home with his head held high.
It's an uplifting moment, but Terranigma has plenty of kidney punches, too. When you're on your way up a snowy mountain to restore humanity, you accidentally slide down a slope and crash into a wall, setting off an avalanche. Ark is swallowed up, and when he wakes up, he's inside a cave. A goat, who was also trapped, is tending to him. When you stand up and explore the cave that you're trapped in, you see another goat's dead body. The first goat matter-of-factly informs you that the body belongs to her husband, who was killed when the avalanche hit. One minute they were happy and having fun, she says, and the next, he was gone. Both Ark and the player know that they were the cause of this misery, and the goat likely suspects it as well. But it hangs in the air, unspoken.
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With no obvious way out of the cave, the goat and Ark hunker down for the night. The goat sleeps close to Ark to keep him warm. In the morning, she asks if you would like breakfast. As Ark, and perhaps the player, wonders where the goat found food, she gestures to the body of her husband. Ark wants no part of it and wonders how she can eat the meat of her husband's corpse. She tells Ark that it is because it is her husband's corpse that she must eat it, for if she dies, that is simply one less goat in the world. Ark passes anyway. The goat then gestures towards the back wall. She's found a spot that is weak and she believes she can ram through. This noble goat, whose full misfortunes are your fault, has done everything to save you. It's exciting when she finally breaks through that wall, knowing that you'll both soon be free.
Upon heading into the room she has opened up, the worst happens. The only way out is up a sheer wall that Ark can climb, but the goat cannot. She tells Ark to go on, that she will find another way out, but the goat, Ark, and the player all know that she will not. You are left to deal with the feeling of having destroyed two innocent lives all because you were romping around like a fool. Some might call it a cheap narrative trick, but this kind of thing is incredibly effective at drawing emotions from the player. Quintet's scenario writers were really good at this, perhaps too good. Virtually every victory in a Quintet game is a bittersweet one. In the scope of the game, the goat scenario happened relatively early on, but it stuck with me for the rest of the game.
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In the third chapter, humankind has returned to the world. Ark has been out of it for a while, long enough that whole civilizations have sprung up. The feel of this chapter is completely different from the last one. You'll still be delving into dungeons and beating up monsters, but your aim is less about creation and more about proliferation. The Elder has asked you to help human civilization, currently in its nascent stages, advance and grow. You need to help towns grow by promoting them to other places. Photos, local goods, and so on can help you do that. Eventually, you'll awaken a scientist named Beruga, who survived the destruction of the previous world by going into a cryogenic sleep. He turns out to be mad, and wants to wipe out all life on the planet, replacing humans with the undead. Yes, another Quintet game, another story of science gone wrong.
The game's big twist happens here, revealing that Ark was accidentally aiding the Devil by bringing the world to life so soon. With Ark's part played, the Devil means to kill him, but Ark escapes. The rest of this chapter has you hunting for five Starstones that, when placed in the right location, will call a Golden Child who has the means to defeat the Devil. Upon completing that task, the Golden Child turns out to be Ark's overworld counterpart, the seed from which the underworld Ark was created by the Devil. He informs you that you are meant to be the legendary hero, and then kills you. What? That's the end of the third chapter.
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After a somewhat mellow, if occasionally somber, second chapter, the third chapter is back to jerking you around. Sure, there are lots of signs that the proliferation of humanity might not be the best thing for the world, but it's easy to get swept up in the process of helping civilization along. Then the cards are laid on the table and all you want to do is stuff the proverbial genie back into the bottle. The end of the chapter is almost a bigger mind-screw than the twist. You've worked hard to get some help in fixing your mistake, only to be told that you are the only one who can set things right. While you're processing that, Ark is killed, leaving you wondering which end is up.
I don't want to spoil everything about the game, so I'll leave the fourth chapter as a mystery. It's more linear than the previous few chapters, and also quite short, but it packs a strong emotional punch. The ending is slightly more positive than normal for a Quintet game, but it's not exactly a happy ending, either. At the very least, it leaves you feeling somewhat reassured that your efforts were not in vain, which is more than some other Quintet games end with. All told, I think the main story in Terranigma isn't as organized as the one in Illusion of Gaia, which would be a much bigger problem if the game itself weren't so much fun to play. The side-stories are excellent, and as with my previous write-ups, I've chosen to leave most of them for you to discover. But the main plot starts and stops frequently, and the character work outside of Ark and perhaps Elle isn't quite as strong as it could be.
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Still, there are enough dynamite storytelling moments of emotional punch and introspection to feed your brain over the course of the game's 20 or so hours. While the game isn't as pretty as some other late-generation 16-bit games, there's an awful lot of candy for the senses, too. The game forces quiet, reflective pauses on you now and then, soothing you with imagery of nature and some of the lovely music from the game's soundtrack. If there's one thing that Quintet proved to be good at above all else, it was in using a variety of moods, speeds, and emotion-tugging to keep the player transfixed. Terranigma is perhaps their ultimate accomplishment in that regard. You will feel like you've been through the wringer by the time you finish this game.  
This write-up is already hideously long, but I think I could write twice as much if I thought anyone would read it. Maybe one day I will. Let's wrap this one up for now, though. If you only make room in your schedule to play one Quintet game, make sure it's Terranigma. Their whole library is weird and worth experiencing, but this game is a pure classic. It's an utter shame that it is not canonized on the level of games like Chrono Trigger, Final Fantasy 6, and Earthbound, because it is very much punching in the same league. This playthrough was my first experience with the game, and not only do I consider it one of the better games I've played in recent memory, I'm finding myself mulling exactly where in my top 10 Super NES games I'm going to fit it in. It's that good.
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Previous: Illusion of Gaia
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m2009u · 7 years
Text
Chapter 3: Ravage 2099 #1
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Stan Lee have created many memorable characters.  I mean why do you think the Marvel Cinematic Universe exist in the first place.  He made all of them (as well as Steve Ditko and Jack Kirby).  He made SpiderMan, The Fantastic Four, XMen, Iron Man, The Incredible Hulk, Ant Man, Wasp, Thor, Doctor Doom, Loki, The Sinister Six, Doctor Strange, Silver Surfer, etc.  The last Marvel Hero he made before retiring from writing for Marvel for a period of time was She Hulk, IIRC.
That is until Marvel 2099, where he decided to throw his hat in the pool and use his magic to create an original hero for the line of comics: Ravage 2099.  Will this character win over the audience like many of the past Stan Lee heroes he made during his hey day?
¯\_(ツ)_/¯
The story opens up with a guy being chased by a police state version of the EPA called Eco Patrol for the crime of polluting.
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Yep, in the future society takes “Going Green” way too seriously.  How seriously?  Well apparently crimes for polluting is punishible by death.
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Makes you want to think twice about littering, doesn’t it?
No, this isn’t typical Eco Patrol protocols as evidenced with CEO of Eco Patrol Paul Phillip (yep, Paul Phillip cause Stan Lee can’t get enough of that alliterative names) voice displeasure in his squad killing another polluter.
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Y’know I hate to rip off a criticism from Linkara’s review of this comic, but fuck it the dialogue sucks.  Having Stan Lee, a writer prominent during the Silver Age, write a 90s comic was not good idea seeing how the dialogue characters are completely out of place.  I mean just read the next panel.  
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See what I mean?  Its not out of place for a 60s comic book character to spout out some form of exposition.  But one from the 90s, who is from the shocking future of 2099?  Consider my immersion dead.
Anyway, Tiana tell Paul the story of how her father once tried to investigate Alchemax and ended up deported to Hellrock, which is a toxic wasteland of an island where no human life can survive.
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Originally I was going to make fun of Tiana for telling this story to showcase how corrupt Alchmax is.  But considering how ridiculously naive Paul is, I think she should of just made a graphical chart illustrating why the company is bad.
After ignoring Tiana’s warning, Paul heads to Alchemax only to be mugged by a punch of street punks.
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And no the dialogue did not improve at all.  So much so that as he fights them he exposits as he fights.
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After kicking the gang’s ass through the power of 
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 Really?  You called bullshit on your hot, loyal secretary’s story about how the corruption in Alchemax led to her father’s disappearance, but when some random street punk tells you that his gunned down father “Dindu Nuffin” you believe him?  You know nothing, Paul Phillip! 
So the two head to Alchemax Headquarters to meet with Director General Anderthorp Henton on the matters of corruption in the company.
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Something tells he is going to fuck a bunch of holograms later on.  Anyway Henton welcomes Paul Phillip by addressing him by his last name Ravage . . . yeah I can see why he doesn’t want to be called that as its a stupid surname.  So Dack, the kid Paul bring, tells Henton the story and being an understanding company figure head he
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I think we all know where this is obviously going.
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Yep, bad guy.  And of the Bond villain variety.
So Henton called on a private conference call with the directors of the company to discuss what they must do with Ravage who grows suspicious of the company (but not really since Ravage is too much of a loyalist to Alchemax to notice their obvious corruption).
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Unbeknownts to him, Tiana heard the entire conversation which proves how much of a Bond villain to not check and make sure no one else is on the line in the call. 
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But seriously, I know she is the one who established the call but Henton could of checked to make sure none of his employees are a part of the private conference call through caller ID.  This is the future for God’s sake.  If they can have holophones as seen in Spider-Man 1099 #1 and 2, surely they would have some sort of tab that shows who is in the call just like any work meeting tool like Web EX.
Ravage meanwhile walks Dack out after blindly accepting what Henton said.
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Clearly this is not a comic written by an old man behind times.  I can totally relate with the main character in his rule abiding ways and civil minded attitude.
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As he got back to his office, Tiana tries (and fail) to warn Paul of the impending danger.
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But just as they are about to walk out, a Metroid crash into the bui
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Writer’s Note: Yes, this totally did happen!  Anderthrop sends a Metroid at Paul!  I did not Photoshop’d this panel whatsoever! Seriously, I didn’t!  I am super cereal!
The Metroid is a part of these “Mutroids” from Hellrock.  They are pretty much a whole army of Duke Nukems (the villain from Captain Planet, not the 3D Realms character) in that they want to pollute the world.  The Metroid believes that Ravage is the secret benefactor from the humans who called him to help in their cause.
After hearing that, members of the Eco Patrol now believes that Ravage is a traitor.
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Oh Ravage.  Did you forget that your whole department is a far left authoritarian group who refuse to listen to logic and reason, especially those that are too the contrary.  Plus this is America: anything that is different must die as evidenced with Aaron’s reaction to Spider-Vamp.
What happens next is that Ravage fights Eco Patrol.  But instead of posting pictures, I’ll just give you only the dialogue from the fight itself just to show you how ridiculous they are.
“All right, you two-bit cretins!  If it’s a fight you want -- COME AND GET IT!” Ravage shouts as he throws a chair.
“It’s easy to hit someone who’s standing still! How come your shots are wild now?  My fault!  I should’a trained you better!” he exposited as he clothesline two of the members of Eco Patrol.
“Hey, if it’s a clear shot you want -- How’s this?” Ravage quipped as he picks up a gun and shoots his attacker.
“You think that’ll save you?” said the Eco Patrol after dodging a vase thrown by Ravage.  “It might -- considering who you back into!” Ravage retorted as the guard is absorbed by the Metroid.
God the dialogue is so Silver Age-y.  Though I find it funny that the whole fight actually starts the moment Ravage throws a chair.
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In his office getting a message and a possible “Happy Ending”, Anderthrop watches the fight cementing his status as a Bond villain.
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And I mean REALLY cementing that status.  He’s going to pull that Bond Villain Stupidity of not witnessing his victim’s demise.  Don’t he know that just by missing every second of what happens increase the hero’s chance of escape?
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Well an explosion would of certainly do the job . . . if he pressed it a couple of seconds earlier before Ravage smashed open the window to allow for himself and Tiana to evade the explosion in time!
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If he kept watching the video, he could of either detonate the bomb before they got out in time or contact more Eco Patrol guys to scout the area for the surviving Paul Phillip.  Way to Bond Villain that up, Anderthrop!
The two were then seen hiding out in who I assumed Dack’s apartment.
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You do realize Ravage is your surname, right?
Ravage then goes to a junkyard to gear himself up with trash.
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And then he finds and steals a garbage truck to use as his mode of transportation.
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First off, I am now noticing how his dialogue have shifted from being a stick up his ass law abiding executive and now he sounds like a Casey Jones style New Yorker from the Bronx.  Second off, why did he just go to the black market to arm himself actual useful weapons instead of garbage?  Third, Ravage isn’t a fitting name to his character now.  Sure it means “beating up somebody violently”, but with that name that could apply to any hero who is a brutal fighter.  No, from now on, he shall hence forth be known as: The Garbage Avenger!
Meanwhile on Hellrock, we get a glimpse of the Big Bad of this series.  Dethstryk: Discount Doctor Doom.
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And that’s Ravage 2099 #1; boy that’s a step down from the last comic. The comic suffers from it dialogue of the characters which would of worked if they were made during the Silver Age or early Bronze Age, but feels out of place during this period in comic books.  The protagonist and antagonist are stupid as the former blindly follows the corrupt company he was working for and the latter is pretty much a cliche Bond villain.  And upon reading this story, it feels out of place in this universe besides the fact Alchemax is involved in the story.  But positives I would give is that unlike all the other comics in this line it’s not a future version of an established hero in the Marvel Universe and I have some fun reading it’s out of place dialogue.
But let this comic be a lesson to us all to never allow Stan Lee come up with new ideas for super heroes!
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Besides this whore.
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And these F.A.G.s (I’m assuming they’re aliens, have not watch nor read this team).
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And this Ahnuld.
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And this alternate DC Universe.  Seriously, how the hell this guy still writing even though he is way past his prime?
Next time: Spider-Man 2099 #3.  The thrilling conclusion of the origin story that in hindsight I should have covered first before Ravage 2099 #1.  DAMN YOU CONTINUITY ORDER!
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dubsism · 4 years
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Today’s Movie:  The Green Berets
Year of Release: 1968
Stars: John Wayne, David Janssen, Jim Hutton
Directors: Ray Kellogg, John Wayne
This movie is not on my list of essential films.
NOTE: This installment of Sports Analogies Hidden In Classic Movies is being done as part of something called The Leap Year Blog-a-Thon being hosted by Taking Up Room. The concept here is to celebrate Leap Day 2020 with a blog-a-thon on February 29th.  To do so, this event features three categories:
1) Movies or TV shows starring celebrities born on February 29th
2) Movies or TV shows that play with time (e.g., Interstellar, Outer Limits, Back To the Future, et cetera…)
3) Wild Card: Any movie or TV show you’ve always wanted to review but never had the chance to.
I’ve never has a chance yet to write about John Wayne’s 1968 film “The Green Berets.” But it also features a face familiar to many Wayne productions, that of character actor Edward Faulkner, who was born on February 29th, 1932 in Louisville, Kentucky.
The Story:
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Made in 1968 and set during the height of the Vietnam War, this John Wayne produced and directed film wastes no time getting to it’s stark anti-communist message.  “The Green Berets” begins with a Special Forces briefing about American military involvement in the war in Vietnam.  In no time, this briefing escalates into what might as well have been a tête-à-tête between a cynical newspaper reporter George Beckworth (played by David Janssen) and Green Beret Sergeant Muldoon (played by Aldo Ray)…despite the presence of at least two hundred other people.
Muldoon launches into a lecture rivaling the best of Sergeant Joe Friday of “Dragnet” fame, the subject of which being a detailed dissertation of the presence of international communism in Vietnam.  This is prompted by Beckworth’s skepticism over what he believes to be nothing more than American intervention in a Vietnamese civil war of no concern to the outside world.  Muldoon then almost literally buries Beckworth in evidence; weapons and equipment captured from North Vietnamese (NVA) soldiers and Viet Cong (VC) guerrillas which was all manufactured in the Soviet Union, Communist Czechoslovakia, and Communist China, to name a few. At this point, Green Beret Colonel Mike Kirby (played by John Wayne) asks Beckworth if he has ever been to Southeast Asia,  When Beckworth replies that he has not, it’s obvious that Kirby is immediately dismissive of any opinion Beckworth has. Kirby’s response gives Beckwortth a sense of needing to see for himself;  he accepts Kirby’s invitation/challenge to go to South Vietnam.
Beckworth doesn’t waste any time getting into the thick of things.  He finds Colonel Kirby with two hand-picked special forces detachments; one team is commanded by Captain MacDaniel (played Edward Faulkner) intended to replace a team at a fire-base nicknamed “Dodge City;” the other forming a counter-guerrilla force alongside South Vietnamese and Montagnard fighters. At “Dodge City,” Beckworth first notices the humanitarian aspect of the Special Forces mission; the digging of irrigation ditches, provision of medical care for the locals, giving candy to children, et cetera… Despite this, Beckworth remains unconvinced of America’s need to be in Vietnam.
Another eye-opening moment for Beckworth is his introduction to Army of the Republic of Vietnam (ARVN) Captain Nghiem (played by George Takei).  Nghiem was a Việt Minh officer from Hanoi during the previous war of liberation from the French colonists, and is now a fanatic anti-communist.  He wants to “kill all the stinking Viet Cong” to win this war, and Beckworth can’t believe his claims there is a spy network within “Dodge City” and the ARVN strike force.
Sergeant Muldoon, Colonel Kirby, and Captains MacDaniel and Nghiem
That night, “Dodge City” comes under a VC mortar attack, the precision of which leads to heavy casualties.  The next day, Sergeant Muldoon discovers the source of the precision of the previous night’s mortar barrage when he spots an ARVN soldier pacing out distances in the camp.  Muldoon flattens him and drags him up in front of Kirby and Nghiem.  During their interrogation, a silver Zippo lighter is discovered in the ARVN soldier’s possession. The lighter belonged to a friend of Kirby’s who was a Green Beret medical specialist recently murdered by the VC.  Needless to say, things don’t go well for the ARVN soldier after this; it’s pretty obvious he is getting a date with a firing squad although that is never shown.
However, after Beckworth watches Nghiem torture the ARVN soldier/VC spy, he confronts Kirby about it.  Beckworth is starting a rant about “that man’s rights”  and “due process,” when Kirby interrupts with a stern admonition about “out here, due process is a bullet.” Kirby then backs that up with  the story of the cigarette lighter, the man who it belonged to, and how the spy came to be in possession of it.
Beckworth doesn’t know it yet, but this is the moment where his view of the war changes. The confirmation comes a few days later when Beckworth accompanies Kirby and his team on a patrol in the nearby mountains.  Before that patrol, the people of a Montagnard village had come to “Dodge City” to get medical attention for the chief’s grand-daughter who had stepped on a Punji stick.  While she is being treated by Kirby’s medical specialist, Beckworth befriends the little girl.  But when Kirby’s patrol and Beckworth’s arrive at that village, they discover the chief and most of the male villagers have been tortured and executed by the VC for cooperating with the Americans, and the women including the chief’s grand-daughter had been gang-raped and murdered.
Even Beckworth himself realizes his view has changed completely; even he now knows the Viet Cong are ruthless killers who must be stopped.  What he doesn’t know is for him, the worst is yet to come. The next night, “Dodge City” comes under a “human wave” attack by thousands of Viet Cong and North Vietnamese troops.  The attack is so ferocious that Beckworth is forced to take up a rifle plucked from a dead ARVN sergeant and fight alongside the Green Berets, and assists moving villagers into “Dodge City” to protect them from the NVA and VC.
Eventually, the wire is breached and the North Vietnamese flood into “Dodge City,” forcing the Green Berets and ARVN soldiers to retreat to the inner perimeter. Both sides suffer heavy casualties, but ultimately the VC and the NVA take control of the base.  The Green Berets and the ARVN soldiers who survived the attack escape through the wire, and Kirby orders an airstrike by “Puff the Magic Dragon” (a Douglas AC-47 “Spooky” armed with three M61 Vulcan cannons), which obliterates the occupying VC and NVA troops.  Once all the VC and NVA in the camp have been killed,  Kirby and his team re-occupy it.
Kirby and Beckworth
After the battle, Kirby and Beckworth have a moment in which the reporter tells the colonel that he’s going to write a story fully supporting the United States involvement in the war knowing he’s going to be fired for doing so, then thanks Kirby for giving him the experience.
Now for purposes of full disclosure…
SPC4 Petersen (later Sergeant)
For my money, this is where this movie should end.  After this point, there’s a couple of side-plots that carry the rest of this movie, and they feel clumsy and unnecessary. The kidnapping of the NVA general adds nothing to the plot of the movie other than to shoe-horn in some action sequences.  Even more over- the- top is the relationship between Sergeant Petersen (played by Jim Hutton) and the Vietnamese orphan known as “Ham Chuck” (played by Craig Jue). Anybody with even the most passing knowledge of the Vietnam War knows this movie is not going to have a happy ending.
“Ham Chuck”
Understand that I’m saying this as both a massive John Wayne fan and as somebody who served in the U.S. Marines, so I’ve seen first-hand what totalitarian regimes do to people, so selling me an anti-communist message is about as hard as telling me pizza is delicious.
“Ham Chuck” only exists to sell me the idea that war is full of innocent victims; often times they are children.  Not only was that already handled by the Montagnard chief’s grand-daughter, but the comic relief provided by “Ham Chuck” feels completely out-of-place and totally telegraphs the punch Wayne is trying to throw with his message.
There’s two reasons why I point that out.  First of all, when it was released “The Green Berets” was savaged by critics largely for it’s not-so-subtle political overtones.  Frankly, I’ve always thought that was the intellectually lazy way to approach this movie given the structural flaws I’ve just discussed.  Secondly, that approach also completely ignores the fact it took huge guts to make and release this movie knowing full well how polarizing it would be. It took a figure as large as John Wayne to do it, and to able to withstand the slings and arrows because he didn’t have to care what the traditional “Hollywood” establishment thought of it.  Like it or not, you have to respect somebody who believes in something so strongly he takes action knowing full well he’s going to take heavy fire.
To me, that hints at the real value of this film. By no means is “The Green Berets” Wayne’s best movie, but it is one of his most important.  Fifty years after the fact, for a multitude of reasons, America still has a crisis of conscience over the Vietnam War, and while “The Green Berets” is clumsy and terribly dated, the issues it tackles are as current as they could be.  If you doubt that, think about how easy it would be to re-make that movie today by simply replacing Vietnam with Afghanistan.
From there, feel free to draw your own conclusions.  That’s what freedom is all about, unless you live under a totalitarian regime which does not tolerate that.
The Hidden Sports Analogy:
Regardless of your political stripe, one thing we can all agree on from “The Green Berets” is it is a terrific example of a Special Forces detachment being a “team within a team.” Not only are they a select group within a larger force, their expertise and cross-training makes them very effective even in small numbers. Despite that, they still must work together, and it takes even more time and training for them to function as one cohesive unit.
This description also could be used to describe the offensive line for a football team.  Those five “big eaters” up front are the heart and soul of any winning football team; if you doubt that, tell me a Super Bowl winning team that didn’t have a great line.  I’ll wait…cue “Jeopardy!” music here…
This isn’t just reserved for the winners.  The Buffalo Bills of the early 1990s were one of the greatest teams in the history of the National Football League, having played in four consecutive Super Bowls.  But most fans know the Buffalo Bills as the team that lost four consecutive Super Bowls.
It just came down to some bad luck at the absolutely worst time for the Buffalo Bills.  For the two losses to the Dallas Cowboys, it was just a matter of running into the one team in the NFL that was better than they were. For the one loss to the Washington Redskins, they ran into Mark Rypien for the 49 minutes he was a great quarterback. But for the Bills, the first loss had to be the one that hurt the most.
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The 1990 Buffalo Bills were the best team in football, and as such they had the best offensive line in the game.  Everybody remembers the missed Scott Norwood field which cost them the game, but it needs to be noted how well the Bills’ offensive line played in that final drive to set up that field goal opportunity.  The big five up front opened holes that running back Thruman Thomas could have driven a school bus through, and quarterback Jim Kelly had enough time in the pocket to cook an entire Thanksgiving dinner.
But like how the Green Berets won many battles in a war in Vietnam which was ultimately lost, the Buffalo Bills’ failure to capture the Lombardi Trophy was no reflection on the efforts of left tackle Will Wolford, left guard Jim Ritcher, center Kent Hull, right guard John Davis, and right tackle Howard “House” Ballard.
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Together, those five men led the legendary Buffalo Bills “K-Gun” offense to the top of the NFL, and provided the foundation upon which quarterback Jim Kelly, running back Thurman Thomas, wide receiver Andre Reed, and head coach Marv Levy built their Hall of Fame careers.
But on that Super Sunday in 1991, the Buffalo Bills offensive line played exceptionally well, but still came up on the losing, side, just like the Green Berets did so that General William Westmoreland could miss the field goal in Vietnam.
The Moral of The Story:
Be it a green beret or a shiny football helmet…never underestimate the value of brute force.
P.S. In case you were wondering, there is a reason why I might be partial to the big guys wearing the big numbers… And yes, that picture was taken at the dawn of color photography.
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Sports Analogies Hidden In Classic Movies – Volume 70: “The Green Berets” Today's Movie:  The Green Berets Year of Release: 1968 Stars: John Wayne, David Janssen, Jim Hutton…
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junker-town · 4 years
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10 silly events that could make the Pro Bowl Skills Showdown even better
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Kirby Lee-USA TODAY Sports
Hole in the Wall! Legends of the Hidden Temple! Hot dogs!
The NFL Pro Bowl is the opposite of fun, at least for most viewers at home. I’m sure the vast majority of players enjoy the experience, especially if it’s their first time. But other than the occasional chuckle at this, this, this or that antic, it’s barely competition and therefore loses a big reason why we all watch sports to begin with.
The Pro Bowl Skills Showdown, however, is pretty dang fun. There are events like dodgeball, drones dropping footballs, and relay races. But the NFL should expand it even more. I’m not talking just making it longer or including more players or even increasing the stakes. I’m talking about some America Ninja Warrior and Legends of the Hidden Temple stuff.
I want to see Akiem Hicks battle Geno Atkins with American Gladiator-style pugil sticks on top of a narrow platform. I want to see if Saquon Barkley can conquer Ninja Warrior’s warped wall. I want a two-man sack race pitting the AFC’s punter/kicker combo against the NFC’s. The dumber, the better. Let’s make it weird.
Fortunately, the NFL did expand things a bit this year, and the events they have added seem fun — a revamped gridiron gauntlet and a “40-yard-splash,” which is the league’s version of a fire bucket brigade — but I want them to go so much further. How much further? Well, here are my suggestions.
1. HOLE IN THE WALL
This is first and is given the proper treatment of ALL CAPS because it’s GREAT. I mean, it’s not — it’s dumb and the worst. But it’s also great. Do you understand? Doesn’t matter, watch these people get owned.
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2. The Temple Run from Legends of the Hidden Temple
If you’re unfamiliar with the Temple Run, it’s basically among the scariest damn things that a child can go through. Legends of the Hidden Temple is a competitive game pitting two teams against each other, and the Temple Run includes the winning team going through a series of rooms within the temple, completing tasks.
AND THERE ARE FREAKY AS HELL TEMPLE GUARDS THAT JUST GRAB YOU AND TAKE YOU AWAY AND YOU’RE NEVER HEARD FROM AGAIN (PROBABLY).
And yes, I do want teams to be designated between the Red Jaguars, Blue Barracudas, Green Monkeys, Orange Iguanas, Purple Parrots, and Silver Snakes.
3. Street Fighter II
I play a lot of video games, and in trying to come up with a good one for this list, I tried to find one that was popular enough that the NFL players would be familiar with it. Well that, and one that was SERIOUS DAMN BUSINESS. Growing up, at the arcade nothing determined your worth as a human better than some Street Fighter II, or perhaps Mortal Kombat II.
4. 40-yard hopscotch dash
Because we’re dealing with some of the best athletes in the world, 40 yards can often feel like it’s not really that far. But, speaking as someone incredibly lazy, it’s pretty dang far. And if you’re also navigating a hopscotch course, it’s even farther. Bonus points if this game is relegated to punters, kickers, and linemen.
5. Literally anything from Ninja Warrior
As a program, Ninja Warrior is entertaining enough. There’s a lot more talking about the contestants than I’d prefer — I’d rather just watch those idiots get hit by a giant swinging log or slip off a fake rock and fall into water. Not only is Ninja Warrior an actually impressive test of strength, agility, and skill, it’s also got the gnarly “Warped Wall.” I want to see EVERYBODY at the Pro Bowl take on the Warped Wall.
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6. Offensive lineman hula hoop contest
As a big guy, I’m not here to body shame anyone. Hula hooping looks silly regardless of who is doing it. But let’s be honest, you want to see Quenton Nelson vs. Trent Williams in a hula hooping contest. You really, really do.
7. 4-on-4 Rock Band
Vocals, guitar, bass, and drums. Let’s see who can rock the best, and who has the most beautiful voice.
Suggested setlist:
Bonnie Tyler - “Total Eclipse of the Heart” Mastodon - “Blood and Thunder” Carrie Underwood - “Before He Cheats” Commodores - “Brick House” Babymetal - “Gimme Chocolate!!”
But I mean, there are literally thousands to choose from.
8. Any out-of-position drill
This one is pretty self-explanatory. The NFL does this partially now by having two quarterbacks and one non-quarterback in the accuracy drills, but I want more. I want to see every single player do the accuracy contest. I want to see everybody on the field try to kick a field goal. I want to see how many players try the over-the-shoulder catch drill and get nailed in the back of the head.
9. Human hamster ball race
Who is the fastest player at the Pro Bowl? Who cares?!
Who is the fastest player at the Pro Bowl when it comes to human-sized hamster balls?! I have no idea! Neither do you! Let’s find out.
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10. Hot dog eating contest
The greatest of American traditions (and also probably everywhere else because competitive eating is actually kind of a big deal), officiated by Joey Chestnut himself. Let’s see who can pack away the most dogs in a set time. Good thing Vince Wilfork is still retired.
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