The 10 Episodes of Mystery Science Theater 3000 You Must Buy to Remain My Friend

Joel Hodgson and Mike Nelson

Vimeo now has Mystery Science Theater 3000 episodes available for rent or purchase. That’s fantastic news in itself, but the best part is that they’d like to make more episodes available in the future…episodes that have never been legally available due to rights issues.

Their catalogue right now consists of 80 episodes…which is plenty to keep people busy, but also more than enough to overwhelm the uninitiated.

Episodes are an hour and a half long, after all. It’s an investment of time to decide whether or not you even like the show…and the fact is that they’re not all created equal. Each episode features a riff of a complete movie, which is what causes distribution rights issues, and also either boosts or restricts the comic mileage. Some films are ripe for riffing, others…not as much so.

I want people to support these videos, as this might be the only way we do get proper releases of long-missing episodes. At the same time, I want the people who support them to…y’know…WATCH THE GOOD ONES AND ENJOY THEMSELVES. So here’s a quick and dirty list of 10 legitimately brilliant episodes that are available right now. And since I haven’t seen all 80 yet, please let me know your own suggestions in the comments.

10) Eegah (1962)

(Season 5, Episode 6, Host: Joel)
EegahStarring the recently-deceased Richard Kiel, this is a perfect “gateway” riff for the uninitiated. Every aspect of terrible filmmaking is on display in Eegah, from hilariously awful ADR to incongruent musical sequences. The film itself is about a giant prehistoric man who lives on an (ostensibly) snake infested mountain, and then he goes to a swimming pool. This riff unseats Pee-Wee’s Big Adventure by featuring the single funniest usage of the song “Tequila.”

9) The Incredibly Strange Creatures Who Stopped Living and Became Mixed-Up Zombies (1964)

(Season 8, Episode 12, Host: Mike)
The Incredibly Strange Creatures Who Stopped Living and Became Mixed-Up ZombiesI’m pretty sure the folks making this movie realized what a pile of shit it was before they released it, which is why it has a title that screams parody…and nothing else about it that does. An evil sorceress and her hideous assistant Ortega do that voodoo that they do so well, I guess, even though the zombies that the film is named after are barely in the thing. There’s also an incomprehensible comic relief character, and it all adds up to one of my favorite underappreciated riffs.

8) The Final Sacrifice (1990)

(Season 9, Episode 10, Host: Mike)
The Final SacrificeA Canadian action film that reminds the world of why there aren’t more Canadian action films. One of the great joys of Mystery Science Theater 3000 is watching them pull apart a film that means so well…and yet accomplishes nothing. Good intentions and horrid execution are a perfect comic match, and those are the films that lend themselves naturally to hilarious mockery. In The Final Sacrifice, the central pairing of heroes is so bungled it becomes a film-length joke in itself, with mustached pick-up truck enthusiast Zap Rowsdower helping a gangly youth find his father’s lost Lemon Mines.

7) Soultaker (1990)

(Season 10, Episode 1, Host: Mike)
SoultakerBoth films “starring” Joe Estevez make this list, and with good reason. Soultaker is some kind of severely mishandled meditation on fate, mixed with a story of love that outlives life itself, and has Joe Estevez. Joe Estevez plays Joe Estevez to perfection, as a Joe Estevez who takes souls with a little plastic ring he found under the couch. There’s a lurking sense of menace that never actually shows up, because that menace is played by Joe Estevez.

6) Gamera vs. Gaos (1967)

(Season 3, Episode 8, Host: Joel)
Gamera vs. GaosAny of the Gamera films are good choices for download, as, for whatever reason, the giant flying space turtle lends himself well to being made light of. Go figure! I almost chose the first film, Gamera, instead, but ultimately I’d have to give Gamera vs. Gaos a slight edge, as this one sees our meat-filled hero duking it out with a ropey-looking bat monster that appears to be in constant pain. There’s also a blood fountain. Like, one that somebody built on purpose. It’s pretty great.

5) I Accuse My Parents (1944)

(Season 5, Episode 7, Host: Joel)
I Accuse My ParentsMystery Science Theater 3000 is mainly remembered for riffing awful sci-fi and monster movies, and with good reason. However I Accuse My Parents is strong evidence that any kind of film, in the right hands, can become a comic masterpiece. This one is about one young man’s helpless slide into juvenile delinquency…the tragic and direct result of winning an essay contest. (I’m not kidding.) I’m sure somebody’s going to be upset that I put this one well above The Final Sacrifice, but I don’t care. This is one I absolutely love, with its bizarre tonal shifts and bungled moralizing. No, it doesn’t feature a man in a stupid rubber suit, but the riff is brilliant all the same.

4) Mitchell (1975)

(Season 5, Episode 12, Host: Joel)
MitchellIt’s the last of Joel’s riffs, and quite possibly his best. Mitchell is about one heroic cop that doesn’t do things by the book, but he gets results, dammit. Oh, and he’s played by Joe Don Baker, which means that this thrilling, devil-may-care attitude is filtered through an obese, repulsive idiot. As a character, Mitchell embodies perfectly the disconnect between intention and reality that Mystery Science Theater 3000 exploits so well. Mitchell arranges drug deals with elderly ladies, gets in shouting matches with children, and seems to forget what case he’s working on, as the crime that opens the film gets resolved off-camera through a single line we hear on the radio. Oh, and he comes with his own theme music. This one is a must see.

3) Werewolf (1996)

(Season 9, Episode 4, Host: Mike)
WerewolfAnything in the top three is good for an hour and a half of straight laughter…but I admit I have a slight preference for the Mike years over the Joel ones, so your mileage may vary. Werewolf is the other Joe Estevez masterpiece, and it is brilliantly, perfectly, gorgeously awful. It’s also, I think, the only werewolf film that features the titular monster driving a car. The lead actors (and / or the screenwriters) have no concept of correct grammar, and the big twist at the end of the film is something you’ll see coming from the opening credits. Speaking of credits, this one closes with a great singalong that’s worth the price of admission in itself.

2) The Pumaman (1980)

(Season 9, Episode 3, Host: Mike)
The PumamanYou know when a movie like Guardians of the Galaxy comes out and people who see it say things like, “No, it’s really good. Actually good, like a good movie. For real.” That’s because of movies like The Pumaman, which gave a truly terrible name to superhero films, a stigma that lingers to this day. Fortunately, though, this episode of Mystery Science Theater 3000 justifies the staining of the genre’s legacy. It’s an unforgettable film about an Indian who throws people out of windows, a man who adopts the powers of the puma (including flight for…some reason…), and an awful lot of poorly choreographed fighting…which this movie equates, inexplicably, with jumping from one side of the room to the other. Donald Pleasance is in it, too, in the role that made him wish he’d never been born.

1) Laserblast (1978)

(Season 7, Episode 6, Host: Mike)
LaserblastThis is it. The holy grail of movie riffs. Granted, “Manos”: The Hands of Fate isn’t available for download, but even if it were, I’m sorry…the Laserblast episode is the single funniest thing I’ve seen in my life. In fact, I remember watching this one when it first aired quite vividly. I didn’t know what it was called, but a few years ago I happened to see it again, and so many of the jokes came back to me. The two idiot cops, the absurd alien teleconferences, and a sex scene represented by kneaded back-fat all kept me laughing for weeks on end as a teenager. I think I only saw it once on television, but it’s stuck with me ever since, and revisiting it (which I’ve now done multiple times) never diminishes its charm or its brilliance. If I had to recommend only one, this would be it. Yet I can easily recommend all 10 on this list, and I look forward to reading your own suggestions below.

Tusk.

ALF Reviews: “Someone to Watch Over Me: Part 2″ (season 2, episode 17)

Alright…so I scheduled this post incorrectly, keeping all of you (ALL OF YOU) in suspense for another week as to how this crrrraaaaazy caper would play out. I’m sorry to have done that, because this episode doesn’t even tell you.

Last week’s cliffhanger — which saw ALF trapped in the Ochmonek living room while police were outside, or something — is resolved off camera.

Yep, “Someone to Watch Over Me: Part 2” opens with Mrs. Ochmonek angrily explaining to Willie that the burglar was in her house again, and as block captain he screwed up big by letting him get away.

We then cut to ALF, hiding upstairs with Brian, and…

…oh, okay. You caught me. That was the giveaway. God knows Brian’s not going to be involved with whatever the fuck happens here.

No, the “resolution” to the cliffhanger takes place over the course of this entire episode. I have a few things to say about that, but we’ll get to that later. The screengrab above actually comes from the recap at the start of the episode. Surprisingly, the recap is funny.

Really, it is. Playing with similar meta-comedy to last week’s “preview,” in which the footage was swapped out for black and white car crashes, this time the recap is edited deliberately poorly, with snatches of sentences from different characters, regardless of context or chronology, strung nonsensically together for a humorously uninformative “reminder” of last week’s events.

Of course, this joke was probably pretty easy to pull off since nothing really happened last week. They could have grabbed almost any lines from anywhere in the episode and they would have seemed out of context. Because, seriously, what was the context? I’d have more trouble stringing together moments that even suggested a story than I would avoiding such moments. In fact, I think I’m starting to understand how the writers (and / or editors) hit upon this gag.

What this joke does is inadvertently remind the audience that they wasted their time watching the show last week. The show can afford to jerk around with the recap, because there was literally nothing worth remembering. At one point, ALF realizes the problem and “corrects” the recap…giving us the last minute or so of Part 1, more or less unbroken.

Which means the recap is thus: ALF is in the Ochmonek house, and the police are there. Out of a 24-minute episode, that’s the only thing that mattered. I guess I feel at least a little bit vindicated by the fact that even the show agrees with me that the cliffhanger was the only salvageable part of that pile of horse shit.

So, there. That’s how Part 2 opens: with a clear acknowledgement of the fact that this shouldn’t have been a two-parter at all. Hope you like that big middle finger there, dear viewer, because it’s not going away any time soon.

ALF, "Someone to Watch Over Me: Part 2"

Now that we’ve been assured that Part 1 could have never existed and we’d all be just fine, the episode proper begins with ALF calling Willie on the phone. You can hear the police outside on both ends of the conversation, which is a nice touch. In fact, when the Tanners first hear the sirens, they assume it’s another one of ALF’s false alarms, since those have been happening constantly since he became block captain.

I’d tell you to keep that in mind, but the part that makes it seem really odd follows immediately: ALF shouts to the police that he’s armed, dangerous, and off his medication.

Now, see, the cliffhanger last week raised the question of how ALF would get out of the house. I predicted they’d botch it, but I didn’t think they’d botch it so substantially that ALF’s solution is to escalate the situation and ensure that he can’t escape from the house.

There’s nothing else ALF could mean to do by saying these things. Right? Sure, he’s from another culture, but confirming to the police that he’s in the house — and pretending to be a massive danger to them and to everybody else — only means that they’re going to try harder to capture him. No adjustment for cultural difference is going to change that.

Here’s why it’s doubly frustrating: last week, I was left with a genuine puzzle. I knew ALF had to get out of the house, but I couldn’t see any reasonable way for him to do that. What this episode did was remind me that I’d forgotten a clue: ALF’s false alarms.

See, that’s your natural, organic solution right there. ALF raised so many false alarms as block captain that this could simply be another one of them. All ALF has to do is hide long enough for the police to realize that that’s what it is, and let them quietly go away.

That’s how ALF gets out of the house, in a well-written episode. That’s why we would have just been reminded of the false alarms…in a well-written episode.

What we get instead is ALF threatening to murder a shitload of policemen and then claiming to have hostages. Why he thinks pretending innocent people are also in the house with him and in danger of getting killed is going to make the police leave him alone is beyond me. Escalating the situation in Part 2 is a perfectly reasonable thing to do from a structural standpoint, but the narrative has to justify it. Otherwise it’s just a character artificially ramping shit up for the hell of it, and that’s exactly, brainlessly, what we have here.

ALF, "Someone to Watch Over Me: Part 2"

Iola is there with the cops, which might seem a little odd on its own, but it’s actually pretty fair. She lives on the same street, was part of the Neighborhood Watch, and other anonymous townsfolk are collecting to watch the events unfold anyway. So I’m okay with her being here.

Especially since we find out she’s an actual character.

Oh yes. Stay tuned.

For now she just tells the cops to knock the door down with a battering ram. They don’t have one, so she asks where he tax dollars are going. Decent enough for a filler moment, but it actually lays the groundwork for what follows…which itself is the unexpected highlight of the episode.

ALF, "Someone to Watch Over Me: Part 2"

Officer Griswold shouts to ALF through a megaphone, inquiring about the safety of the hostages. Behind him, a man slowly strangles himself because he just realized he’s in an episode of ALF.

I do like the way this episode is shot. Visually speaking, it has character. With the exception of some brief detours to the Tanner house, everything in this episode feels unique. It creates a decent, dark atmosphere, taking advantage of the facts that this is happening at night, and that ALF can’t turn on the light. The net result is something that manages to stand apart from most other episodes of ALF in terms of presentation, and that is an inherently good thing.

In fact, with the police cars and the horde of extras, not to mention the new set that is the Ochmoneks’ lawn, this is pretty likely an expensive installment…which might be why a “Part 1” exists. In order to find room in the budget for a pricier episode, they probably needed to toss off a cheapie. Story-wise, Part 1 gave us nothing. But for those balancing ALF‘s books, its interminable scenes of idiots wasting time and Willie’s musical interlude freed up an awful lot of cash to be spent elsewhere.

Iola gets another nice moment, telling the police that in America they don’t “negotiate with terrorists,” and should therefore just fucking kill ALF already. I’ve earned this boner, and I’m going to enjoy it.

The police then threaten to use teargas, and she screams, “YES!!! TEARGAS!!!!” and then whips the crowd into a chanting frenzy. It’s nice, because Iola’s dangerous insanity gets layered on gradually. In Part 1 there was an otherwise innocuous question about getting to carry weapons. Eariler in this episode, she suggests a battering ram…ostensibly, though, to be deployed in aid of the hostages.

Now, however, she’s simply relishing the potential violence, and that’s the kind of escalation that works. It escalates her right into having a character trait, which ensures that we will never see her again.

ALF, "Someone to Watch Over Me: Part 2"

Very surprisingly, ALF beats Kevin McCallister to the punch by two years when he turns on a violent movie to simulate gunfire. It doesn’t make much more logical sense than it did in Home Alone, but at least in that case it was some dumbass pizza guy who fell for it. Not…y’know…A SQUAD OF TRAINED POLICE OFFICERS IN LOS ANGELES WHO PROBABLY KNOW THAT GUNFIRE OUT OF A TV SPEAKER IS NOT EASILY MISTAKEN FOR THE REAL THING.

If you’ve ever been to a firing range, you are already aware that there’s a massive difference between a gun going off a few yards away and whatever you’re hearing in even the most realistic film. In this case, it’s ALF flipping on an old Western, which isn’t going to sound anything at all like actual, real-life gunfire.

I’d be willing to buy that the police panic simply because it’s a loud and unexpected burst of noise, but that panic wouldn’t last more than a second or two…just long enough for them to see that nothing’s actually being damaged, nobody’s getting hurt, and they’re not in any danger.

Why is ALF simulating gunfire anyway? Because that will convince the police that there’s nothing here that needs their attention I FUCKIN GUESS

ALF, "Someone to Watch Over Me: Part 2"

Officer Griswold yells at ALF to hold his fire, while Max Wright, in a gleeful crack haze, faces the wrong camera.

Willie eventually remembers, along with the writers, that he’s a social worker, and he tells Officer Griswold to let him go in so he can reason with the burglar. That…is actually a viable excuse for Willie to get into the house, but I’m kind of sad that this is only the second time ever that Willie’s profession has had anything to do with the story, and neither of those times did it involve the quelling of unwanted sexual advances being made on his wife or daughter.

Officer Griswold doesn’t let him in, however, so even though the writers realized they could connect these things, they also didn’t wanna.

It leads to a funny moment, though, when Officer Griswold responds to Willie’s assertion that he’s a social worker by saying, “What are you gonna do? Give him a welfare check?” That’s not the funny part…the funny part is Iola’s overplayed laughter, in wonderful Mrs. Doyle style, punctuated by her slapping the cop on the shoulder.

This, deliberately or not, works as a decent barb against people who would make a joke like that, and taken in conjunction with her previous words and actions, it further cements Iola as a very specific type of conservative. I’ll give you a hint: she’s not the kind you want to live next to unless you’re absolutely sure your entire family is white.

ALF, "Someone to Watch Over Me: Part 2"

We then cut to the dugout to check in on all the actors that were benched this week. They’re observing the standoff from the kitchen window, which is odd, as there’s no reason they can’t walk outside to watch it, and the kitchen window doesn’t face the front of the Ochmoneks’ house anyway.

Brian worries that ALF might go to jail, but Jake makes a joke about jail not being so bad because did you know he’s from Brooklyn? Ya, manicotti, fuggettiboutit.

Kate gets my favorite line of the episode here, simply because it reminds me that however much meandering bullshit we have to wade through with this show, she’s still Kate: “ALF’s not going to jail. Though a short sentence might do him some good.”

ALF, "Someone to Watch Over Me: Part 2"

We get a few more nice moments, with Officer Griswold observing that it’s going to be a long night, to which a fellow officer responds, “Why? Is this the night we set the clocks back?”

It’s a joke that does a pretty poor job of establishing some disposable nobody as comic relief — which you really don’t need in a sitcom anyway — but on its own it’s a pretty decent line. Or maybe I’m just glad we’re getting actual jokes instead of ALF playing Westerns on TV while cops run in circles shitting themselves.

A reporter shows up on the scene, which leads to mostly lame garbage, except for when Iola tells him, on live television, that he’s fucking terrible. But, she says, he’s also cute, and explicitly suggests a one-night stand.

“Think about it,” she tells him. “I’m a widow.” Then she strolls away in what is clearly her idea of seduction.

She is a character. Whether or not you find her antics funny — and while I largely do, I certainly don’t find all of them funny — you have to appreciate the fact that this neighbor, who has never been seen prior to the very story we’re watching, is already miles ahead of most of the series regulars in terms of characterization.

Beverly Archer — who plays this character — is almost certainly entirely deserving of the credit. Unlike the “dumb policeman” and “basic policeman” characters we’ve also been introduced to for the sake of this aimless nonsense, she takes the lines she’s given and provides her own connective tissue (which those in the industry refer to as “acting”) to flesh out the unwritten spaces in between.

The disparate elements of unintentional characterization — humorlessness, right-wing insanity, bloodthirstiness, compulsive domination, sexual creepiness — come together into one cohesive whole, simply because Archer makes the effort to connect them. We never get anywhere near a clear picture of who she’s supposed to be through the writing itself, but with somebody who understands how comedy works delivering the lines, so much of the work gets done passively, organically, and naturally.

Looking her up to learn her name revealed to me that she also appears in Project: ALF, the series-capping TV movie. I have to assume she plays a different character, but at least we know somebody will be worth watching in that travesty.

The pizza that ALF demanded arrives, and Officer Griswold calls to ALF to come out and get it. He’s actually about to do it until Willie shouts at him not to, and ALF says, “Oh, yeah.”

That’s funny. It’s worth a chuckle, anyway. But, damn, what does Willie have to do to get kicked out of this crime scene? Grab their guns and start shooting them? At this point he’s actively interfering with police business, and they hardly even seem to care. I guess that makes sense, though. The LAPD is famously easygoing.

ALF, "Someone to Watch Over Me: Part 2"

The Ochmoneks return and wonder what’s going on, as well as who beheaded their lawn Santa. It’s a decent visual gag, and serves as another nice character detail. In…several ways, actually.

Can “Someone to Watch Over Me: Part 2” please end with the police gunning down ALF and the Tanners and the show being revamped to star the Ochmoneks and their horny widow neighbor?

The reporter than comes over to interview them, and Mr. Ochmonek wonders on live TV why his house keeps getting robbed when he doesn’t have anything. He then posits that the Tanner house, which is right next door, would be a better target, since they have a computer, a telescope, a Waterpik…

And this is exactly the kind of “annoying neighbor” the show should portray Mr. Ochmonek as more often. He intends no malice, but he’s putting the Tanners in needless danger, which would give Willie & Co. a reason to hate him that we can understand. Instead, Mr. Ochmonek almost always comes across as a genuinely nice man that we’re supposed to believe is a nightmare to live next to, with the show making no effort to provide us actual reasons to believe it.

Something like this — a well-intentioned, but poorly considered, speech on live TV about what a great target he’d have thought Willie’s house to be — works perfectly to provide such a reason, but I have a feeling this is more of a welcome exception than a new direction.

Whatever. The police say they’re going to blow up the house, or something, I don’t know, so Willie stands up and runs inside, where ALF hugs him.

ALF, "Someone to Watch Over Me: Part 2"

Man, these cops really should have had Willie hauled away a long time ago, or at least shot his knees out when he made a dash for the front door. It’s a sweet moment, though, and I’m almost willing to just accept it, because I like that Willie put himself in danger for ALF.

I mean, I wouldn’t have. And I don’t even believe that Willie really would have. But it happened, and that’s fine because it’s pretty damn cute.

They talk for a bit about how utterly fucked they are, but then Willie has a brainstorm: he’ll hide ALF in the hamper with a walkie talkie, and put the other walkie talkie in the window, that way the police can come in and see that there was no burglar here at all; he was broadcasting — for…some reason? — from another place entirely.

But why place the walkie talkie in the window? Why not place it next to the window, or under it, or anything else? Putting it in the window should make it pretty easy to see, so even if they don’t notice Willie’s oily mitt placing it there, surely they’ll notice that it wasn’t there before.

Speaking of which, Willie turned the lights on…shouldn’t that render he and ALF pretty clearly visible through the windows? The darkness made sense. Maybe the cops would see that whoever was inside was tiny, but beyond that he’d still be a shadow at best. Now the living room is lit up like an aquarium, so why isn’t the jig up?

And ALF was clearly pulling back the curtains to yell things at the cops, so how are they going to believe it was a walkie talkie all along?

ALF, "Someone to Watch Over Me: Part 2"

Willie opens the door and they shoot him and he’s dead and that was the last episode of ALF I hope you liked it.

…sadly, I’m lying. He calls out that there’s no burglar in there after all; it was just a walkie talkie. Well, that sure explains with no room for suspicion why Willie was fucking around in there alone for so long.

The cops come in and find the walkie talkie, which is indeed broadcasting ALFchat, but for some reason they can’t hear the alien speaking in the hamper which is right next to them.

The LAPD decides that everyone should go home and never speak of the hostage situation — which should ostensibly still be going on, since they believe the burglar to be broadcasting from elsewhere — again. The news reporters, the neighborhood, and the Ochmoneks (whose home was actually being robbed) are all okay with this for no reason whatsoever.

ALF, "Someone to Watch Over Me: Part 2"

The Ochmoneks wonder why Willie is taking their hamper home, which is a perfectly valid question that he has no answer to, and these people who were just robbed ten zillion times in the past week have no problem letting him leave with it, even though it obviously contains something conspicuously heavy.

Willie takes the hamper outside and Officer Griswold shouts, “Let’s hear it for Willie Tanner!” which is the only time in the history of the English language that those six words have been arranged in that sequence.

ALF, "Someone to Watch Over Me: Part 2"

The crowd chants its love for Willie, and in the short scene before the credits ALF makes some noise. I don’t care. I don’t want to talk about that.

What I want to talk about is this: the unspoken, unseen absurdity of what happens here.

Granted, there’s plenty of spoken and seen absurdity, but think about Part 1. What was it that set this entire plot into motion?

A robber.

A robber. Not ALF fucking around and being mistaken for a robber, but an actual robber that was actually robbing actual things from actual people. The Neighborhood Watch was formed, ALF saw the robber, and eventually set out on foot to capture him.

Fine.

At the end of the last episode, the robber escapes through the window and…

…that’s it.

Part 2 is about ALF ensuring that the robber gets away, and is free to rob another day. Where did he go? Who knows. The point is that with ALF performing an all-night standup routine for the LAPD, the criminal is able to escape easily. Had ALF just hidden or something and not threatened gun violence and invented hostages and ordered pizzas or any of the other shit he did, the cops would have figured out the truth: if there was a robber, he’s not here anymore. They could put out an APB with whatever information they had — remember, ALF saw the guy and could provide a description to Willie, who could then pass it on to the police — and be on the lookout.

Instead, by convincing the police that he was the robber, there was no need for any of the cops to be looking elsewhere. In fact, elsewhere was the last place they should be looking, since the situation was unfolding here, in one specific home, and the cops were rightfully concentrating their efforts there.

So, yeah. The episode says nothing about this. The episode doesn’t even seem to realize this. ALF aided and abetted the escape of a criminal for literally no gain of his own whatsoever. This is the magical space Jesus that “ALF’s Special Christmas” tried to convince us was making the world a better place.

Oh well. At least he’s been a true and available friend to that dying little cancer girl.

Right?

Is she dead?

ALF doesn’t care. He’s got policemen to distract from their jobs of keeping the public safe.

Fuck. You. ALF.

MELMAC FACTS: Willie’s middle name is Francis. Melmacians have green blood. ALF is claustrophobic, even though he’s hidden in suitcases and boxes and shit with no problem before.

Reviewing, Reviewed

Statler and Waldorf

This past weekend, my final review for Nintendo Life went live. It’s the quiet punctuation at the end of a five-year+ tenure with the site, and, as you might imagine, the decision to quit wasn’t an easy one.

Well, actually, forget that: it was pretty easy.

Not because of the site itself. After all, I had a regular audience tuning in regularly to read my thoughts on whatever game it was (or games they were) that had been assigned to me that week. It was an audience that numbered in the tens of thousands. It was a massively visible platform, and a chance for me to write regularly about things I enjoyed.

And it wasn’t the people who made it easy to leave. On the internet, five years equals something like twenty years in terms of the number of acquaintances who come and go. For that reason, yes, there were at least a handful of team members over time that I didn’t entirely get along with. But, largely, the great ones stayed, and the great ones that didn’t at least stayed in touch. Now, as I leave, we may actually have our strongest and best team yet. So saying goodbye, in this case, is certainly not saying fuck you.

It was easy because of the readers. If you’re insulted by that, I might as well anger you some more: readers don’t understand what reviews are.

That’s daunting, and discouraging, as a reviewer. While, certainly, there are plenty of reviewers in the world who are perfectly happy to crank out whatever amount of low-effort plot summaries is necessary to keep their job, there are a large number of them — myself included — that work extraordinarily hard to provide worthwhile content to readers. To have effort like that met with an opaque misunderstanding of what the medium even is wears one down more quickly, and more severely, than you might imagine.

This was not a problem by any means unique to Nintendo Life. I’ve written reviews for many sites in the past, but with the large audience specific to that site, the problem reared its head more frequently. And because the site maintains a policy (which I still happen to endorse) of not needlessly picking fights with its readers, it wasn’t something I was ever able to address openly.

Now, certainly, I can. And will.

1) Reviews are not rigid.

Reviews are easy to misunderstand, I think, because they can take so many different forms. At least, they should. Instead what we face is an odd sort of retroactive standardization, in which one’s opinions are expected to follow some invisible, mathematical rubric. Which, in itself, is tragic.

The expectation becomes a kind of self-fulfilling prophecy. Because readers expect to find a relative balance of criticism regarding graphics, controls, sound, storyline, etc., they, in large part, abandon and ignore the reviews that give them more, or the ones that actually tailor their approach toward the game in question.

It’s an oddly archaic expectation that these things be given anywhere near equal weight. Do you need me to tell you what the graphics look like? You’re on the internet, and the odds are good that whatever page you’re looking at has screengrabs right there for your reference. Do you need me to tell you about the soundtrack? Putting aside the innate impossibility of translating one medium into another — really, now, can text ever give you more than the vaguest possible idea of what music sounds like? — there’s the fact that we live in the YouTube age. You can listen to game music (often made officially available) on your own and come to your own conclusions.

“Your own conclusions” being the operative phrase. Because if I love the graphics, and tell you in some predetermined number of words why I love the graphics, does that change your mind when the images running alongside the review look to you like steaming shit? Of course not. Nor should it. The same goes for the soundtrack, which I might find to be dull and forgettable while it moves you to tears.

Yes, that boils down to difference of opinion, which is to be expected, but it’s a difference of opinion that really didn’t benefit anybody to express in the first place. The benefit of a game review is easy to see: somebody took the time to sit down with a game, become immersed in it, and would now like to share with you what he or she thought of that experience. The benefit of a book review is to give somebody an idea of whether or not a 500 page novel is worth the weeks it would take them to read it. The benefit of a film review is to give somebody a little help deciding whether or not their night (and money) would better be spent seeing something else.

That’s what the review should focus on: the compound experience. It’s not graphics, sound, controls. It’s a piece of art. And it’s exactly why books, film, and music aren’t reviewed by dissecting them into similarly unhelpful chunks. Game reviewing, for whatever reason, has developed and sustained this fragmented, destructive approach, and when one deviates from it, readers get confused. “You didn’t even mention the story.” “You said the soundtrack was good, but what does that mean?” “Do you jump with A or with B? I’m not going to buy it if you jump with B.”

The compound experience is what matters. Details, when they stand out, warrant a special mention. But if a reader can see and hear what a game looks like without ever having to plunk down one cent, isn’t the reviewer’s time better spent explaining and exploring the things that aren’t already apparent?

At the very least, one thing that would be apparent to someone who has played a game and not apparent to somebody who has not would be the weight that these components deserve. Braid, for instance, has a storyline that outright defines (and then, arguably, redefines) the experience. Should that not be discussed heavily? VVVVVV has the barest hints of a story at all, and allows you to disregard it altogether without missing out on anything. Do we need to discuss it at all?

The Wind Waker deserves exhaustive discussion of its animation and visual style while New Super Mario Bros. certainly does not, and should probably be discussed instead in terms of its approach to level design and replayability.

A Guitar Hero game needs to have its soundtrack discussed song by song, but a review of an Elder Scrolls game can disregard that entirely and run down the types of locations and side-quests available. The Binding of Isaac, meanwhile, can be discussed entirely through the filter of its warped spiritual message and warnings. Does it really matter what button you press to shoot?

By allowing reviewers to assign appropriate weight to different aspects of the experience, we allow them to convey passively to the reader what the experience is. Write more about the narrative, and the reader should understand that that’s what’s important. Disregard the controls and the reader shouldn’t conclude that you didn’t take note of them (how could you not?), but they should rather assume that they didn’t warrant a mention over something more important to the experience of playing this particular game.

A review should conceivably be written without discussing any of the above, except where necessary. Every game is different, and if we want to think of them as works of art, we need to be prepared to discuss them as works of art. That is to say, on their own merits. We discuss how they affected us. How they challenged us. How much they stuck with us for weeks on end. And if an element of a game didn’t happen to stand out, it’s dishonest of a reviewer to pull it out and discuss it as if it did.

2) Reviews are not timeless.

One great thing about the internet is that so much of what you can find today can still be found (in some form, somewhere) tomorrow. One not so great thing about the internet is that so much of what you can find today can still be found many years down the line, when it may no longer apply. And this is, sadly, a necessary problem.

Reviews need to be timely. Why? Well, you know why. A site’s traffic is determined by how many people want to read about the thing that you’re posting about. It’s a bit reductive to say that and leave it there, but if you rely on advertising revenue to maintain your site, you need a large amount of regular traffic. If you want that regular traffic, you need to write about popular things promptly, while they’re still popular. This leads to reviews being cranked out before opinions have settled into their more permanent forms.

How many times have you seen a film, read a book, listened to a song, or anything along those lines, and never, ever had your opinion change? I can’t speak for you, but my opinions change constantly. The silly ending of North by Northwest reveals itself to be darker and more subversive the more I think about it. The incomprehensible labyrinth of Gravity’s Rainbow resolves into a gorgeous meditation on the helpless self-destruction of humanity between readings. The catchy little toe-tap of that “pumped up kicks” song becomes an irritation because you can’t go anywhere without hearing it.

These are the things that reviews, ideally, should reflect. However, they don’t. The fast turnaround requires insight to be shallow, and judgments to made quickly. There have been games to which I’ve awarded low ratings that, in retrospect, should have probably been higher, if only because I’ve found myself returning to them long after I ever expected to care. In other cases, a game that seemed great at first might have gotten a lower score, had I been able to spend more time in it, and probe it more exhaustively. The mad dash from Stage A to Stage Z might have been fun, but if I’d had more time to explore the side missions, perhaps I’d have discovered that the game was actually a buggy mess.

Most unfortunately, the speed with which reviews are required to be turned around reflects most poorly on the games that try hardest. A simple, mindless clone of Bejeweled might get a decent score simply because it works. There’s not much to see, so it’s relatively easy to get a “representative” idea of what’s on offer. A much more complex, interesting game, with multiple paths, multiple solutions, randomly generated items / characters / situations, various endings, and so forth wouldn’t get a fair shake anywhere that relied on prompt reviews, because there’s simply too much to see. To a gamer, that probably sounds like a great thing. To a reviewer, it’s a potentially unfair negative. After all, you won’t be able to see everything, let alone fairly assess it. You’ll take a path through a game. Maybe you’ll have time to take two. Were they the easiest paths? Hardest? Most rewarding? Least? Funniest? Scariest? Buggiest?

When your experience cannot reflect the questions of your audience, you’ve failed as a reviewer, and I will say conclusively that strict turnaround times on reviews mean necessarily that your experience cannot reflect the questions of your audience. You have failed, are failing, and will continue to fail as a reviewer as long as the deadlines are more important to your publisher than fair appraisal.

I had a friend who once suggested the idea of a tech review site that would use phones, computers, and other gadgets for one year before reviewing them, that way the reviewers would be far better able to speak to the long-term advantages and disadvantages of things…potential problems and boons that simply can’t be seen with a few hours of superficial usage.

Of course, people don’t want to wait a year to buy things. They want things now, and they want your opinions now. If readers could exercise patience, they’d find themselves rewarded with mountains of more reputable, reliable, respectful reviews.

3) Reviews are not objective.

Reviews are not objective. Reviews are not objective. Reviews are not objective. Reviews are not objective. Reviews are not objective. Reviews are not objective. Reviews are not objective. Reviews are not objective. Reviews are not objective. Reviews are not objective. Reviews are not objective.

Seriously. Reviews are not fucking objective.

This has always been pretty clear to me, but it’s easily the most common misunderstanding I’ve seen in my years of writing reviews. Readers are concerned about objectivity…in an opinion piece.

The fact that I even have to discuss this baffles me. I’ve been accused of being biased in my reviews of games. And, here’s the thing: I am. I’m going to give better scores to the things I enjoyed, and worse scores to the things I did not. Because that’s what a reviewer does.

Bias is not an inherently negative thing. If you believe it is, then that’s fine, but you should not be reading reviews, because the two concepts are inseparable.

An objective review is an oxymoron. Objectivity would result in a list of facts and features. You know, the kind of thing you’d find on the back of any given game’s box anyway. The fact that reviews exist at all is evidence that objectivity isn’t enough. People want to know what they’re getting involved with, and the reviewer can explain that….but the reviewer can’t explain it without bias.

Here’s the thing: video games are creative works. And, like all creative works, we are each going to react to them differently. While it’s obvious that something like the soundtrack, for instance, will impress or disappoint different people to varying degrees, the same is true for even technical features. Lower frame rates, for instance, might not matter to the reviewer as long as they don’t affect gameplay. They may well matter inherently to a reader. So what is a reviewer to do?

The answer is obvious: the reviewer needs to score the game based on his or her own experience with it, and not on the experience he or she expects somebody else might have. The latter option would be dishonest, and honesty is far more important in reviews than some vague and impossible avoidance of bias.

This is where readers should be taking the verb in their title more seriously. As a reviewer runs through the positives and negatives of the gaming experience, the reader needs to focus on what’s being said specifically, rather than generally. That is to say that if a reviewer didn’t like a game because the humor was sophomoric, focus less on the fact that he didn’t like it and more on the fact that the humor was sophomoric. If that kind of humor appeals to you, then the review was still helpful, even if you ended up disagreeing with it. The reviewer is not obligated to ignore bias and pretend that he or she enjoyed the humor; the reviewer is, at best, obligated to provide you with enough information to decide whether or not the things that were important to him or her would be important to you.

Bias, in fact, can be extremely helpful to readers…if they understand it. After all, there’s no shortage of game reviewers on the internet. They’re a click away, and reading their reviews almost never costs more than the time it takes you to do so. If you find a reviewer that shares your biases, you have probably found a very good guide through the release calendar. Follow that person’s reviews and put more stock in them. The more often you end up agreeing — for the same reasons, natch — the more weight that reviewer’s opinions should have when you make your purchases. On the other side, you may find a reviewer you never agree with. That’s exactly as helpful, and, actually, it’s kind of beautiful.

Objectivity in reviews would lead to a sea of reviews that all say exactly the same thing and reach exactly the same conclusion. They’d be long problems of provable algebra that take the medium of fun and attempt to reduce it to a string of inarguable equivalencies. In other words, it would be impossible, and also fucking bullshit.

When you ask for objectivity in an opinion piece, or decry the evidence of bias, all you’re doing is betraying the fact that you don’t know what you’re reading.

4) Reviews are not exhaustive resources.

In many cases, reviews are subject to wordcount restrictions. This is something you might think I’m less than thrilled about, considering my rantlette about rigidity above, but, honestly, I find wordcount to be one of the more productive restrictions. Nintendo Life helped me to hone my voice. Had I thousands of words at my disposal, we’d end up with something like we have here: a meandering kind of explorative essay that helps me explain things to myself as I attempt to explain them to others.

Reviews, however, should be a bit more concise and to the point. And I like that. I think we owe it to the readers and developers to focus ourselves. That’s not to say that a review can’t be 20,000 words long if that’s what it takes to truly discuss it…it’s only to say that if it takes 20,000 words to truly discuss it, don’t use 50,000.

Due to these restrictions, however, not everything can be covered. Again, I’d argue this is A Good Thing. By keeping limitations on length in mind, we gravitate toward covering the most important aspects of the game. In some cases this might be its pacing, in others it might be its stellar narrative. You know…something that defines the individual piece in a way that other pieces are not defined. Something specific to the game, and the experience of playing it…which you’d think might be a good thing to focus on.

However, people get upset when features aren’t covered. In perhaps the silliest example of this, one game that I reviewed was ported to the 3DS, and a commenter complained that I didn’t mention that the title screen had been changed.

Could I have mentioned it? Of course. Do I think mentioning it would warrant distraction from the things far more deserving of mention? Absolutely not.

Other times commenters were concerned that I didn’t mention how long it took to finish a game, or how many levels it had. To be honest, these are things that are nearly always pointless to me. Sure, a 50 hour game sounds nice, but if it’s 50 hours of boredom, wouldn’t I rather spend my money on an exciting and fun game that only lasts for 30 minutes? Does it matter how many levels are in the game when I’d rather talk about how well (or poorly) they are designed? The impulse to artificially pad out games is destructive, and the more we demand longer games and more content for the sake of longer games and more content, the less we’re actually getting for our money. Sure, it might be bigger in a mathematical sense, but if the experience is shallower, isn’t that more important to note? That’s the kind of thing I’d prefer to discuss: how deep or shallow the experience is. What do you learn from hearing that a game has 12 levels? If you’re anything like me, you learn exactly jack squat.

What’s more, there’s a kind of “best-practice” that discourages giving away too much information. While I go back and forth on the whole spoiler debate, the fact is that people don’t open a game review and expect to read about the ending. They also probably don’t want all of the surprises along the way ruined. Secret weapons, hidden worlds, Easter eggs…these are all things that exist in order to reward the impulse to discover. To make these things explicit to somebody who hasn’t yet played the game is to rob them of that part of the experience, and I’m not comfortable doing that. Yet reviews tend to be “wrong” or “incomplete” (or “half-assed,” if you’re on a site that allows such language) if any stone is left unturned.

Again, why would you come to a review for that information? If you want a list of all the hidden items, there are resources for that. A review isn’t one of them. A review isn’t meant to be exhaustive, and things that you might feel are important will be left out on the grounds that the reviewer did not find them to be important. Remember, it’s ultimately the reviewer’s opinion that needs to be honestly and accurately expressed…not yours.

5) Reviews are not reliably factual.

Or, at least, they don’t have to be. Ideally, all of the information contained in a review would be correct. However, reviewers are human beings. They make mistakes. They have deadlines to respect. They have played so many games it’s impossible to keep everything straight. Sometimes well-meaning copy-editors will even create errors where there had been none.

And it’s okay, because that’s not what you’re coming to a review for.

If the reviewer doesn’t know everything about the Zelda timeline and speaks incorrectly about a game’s place in the overall series chronology, that doesn’t render his opinion on the game any less valid. If he thinks the game is lousy, it doesn’t matter where in the timeline it falls.

It doesn’t matter if they incorrectly credit a voice actor, or if they don’t realize that the character you play in this game is the vague relative of some other character in a different game.

It doesn’t matter if they get a year of release wrong. It doesn’t matter if they think Koji Kondo wrote the music when he really only supervised it. It doesn’t matter if they say there are 11 villages to explore in the game when there are actually 12.

Why not? Because none of that changes the main point of the review: this was / was not worth playing, and I’d like to tell you why.

Roger Ebert a few years ago got in trouble with readers because he walked out of a film he wasn’t enjoying. He was honest about that in his review. That honesty is what got him in trouble; otherwise, nobody would have known that he didn’t finish watching it.

He caved to pressure and went back to watch the entire film, appending his review to reflect that fact. Lo and behold, his opinion didn’t change. It went from being a film he walked out of to a film he only wished he could walk out of. And I’m sorry that he did not stand his ground. The fact that he walked out of a film — Roger Ebert, who has seen more films in their entirety than possibly any other human being, from masterpieces to the cheapest, laziest cash-ins — saw a film that finally made him say, “No. This is not worth my time.”

That is a review. That is all we need to know. If we’re reading an Ebert review, it should be because we want to know what Ebert thinks. If Ebert thinks it’s not worth two hours of sitting in a chair, that is a review, and he should not have let himself be browbeaten into producing something more traditional.

I’ve seen film critics — Ebert included — miscredit actors. I’ve seen them report incorrect running times. I’ve seen them repeat lines that were clearly only half-remembered. But none of that matters. None of it. Because the main thrust of their review — whether or not they enjoyed it — is unaffected by these mistakes, or oversights.

Again, ideally, these facts would be correct. But we don’t live in an ideal world with ideal writers and ideal editors. In fact, you’re on the fucking internet, so…y’know. You’re about as far from an ideal world as possible. The fact is, though, that these mistakes ultimately don’t matter. Point them out, certainly, but don’t attempt to call the review’s validity into question, because, I assure you, correcting the error won’t change somebody’s opinion.

So, that’s an awful lot of aimless talk about what reviews aren’t. What are reviews?

Reviews are a writer’s best attempt to put into words that which can never be adequately expressed.

…and that’s something so many fail to grasp. And it takes its toll. As much work and effort as I’d put into my reviews, it was disheartening to see comments appearing more quickly than it could have possibly been read, with concerns about the score being too high or too low, and the effort dismissed as a result. It’s futile enough just trying to express through one medium the merits of an entirely different one…why lump complaints on top of it just because it didn’t achieve irrelevant goals as well?

Cries for objectivity, dismay that certain things were or were not mentioned, and the preposterous idea that a piece of art can be ranked in the first place all speak to a fundamental misunderstanding of the actual value of reviews. They exist for a purpose, but everybody seems to want them to exist for a different one. An impossible one. And in doing so, they miss out on the discussion and debate and inward reflection that an actual review — a real review, doing what real reviews do — can provide.

I’d much rather have you — specifically you, reading this right now — than ten thousand readers who don’t understand what they’re looking at. I’d be lying if I said that the above reflects the readership at large that I dealt with at Nintendo Life, but I’d also by lying if I said it didn’t often feel like it did.

And that’s why I’m staying here. This group of regular readers and commenters will never be as large, but it will always be more fulfilling. Because as many times as you call me out on my rightful bullshit, you understand what you’re reading.

Which is ultimately what things boil down to. Respect.

You don’t have to respect every piece of writing that you find. You certainly don’t have to respect anything I’ve ever posted here. But if you don’t, you can move along to something you do respect. And if you do, you can disagree with everything on the page, because you’ll be engaging with it rather than dismissing it.

Reviewing could be a wonderful thing, if only anyone knew what the fuck it was.

Technicalf Diffalfcultalfs

ALF, "Try to Remember"

Well, I knew I’d be away so I set up the ALF review to post in my absence…but set it for the wrong date, which is why you didn’t see it. At this point I’ll just wait until next Thursday, but that’s what happened. Who would have thought that I’d be the one to bungle the cliffhanger?!

So, yes. That’s all. I just wanted to let you know I didn’t die THANKS FOR ASKING.

Lost Worlds of Power Author Spotlight: Theodore Geise

Prior to the release of The Lost Worlds of Power, each author selected for inclusion will be given the floor. I’ve asked them to talk about themselves, their approach to the project, and anything else they’d like to say up front. I’ve also asked them to avoid spoilers, so have no fear of those. Anyway, week eight: Theodore Geise, author of “Double Dragon Warrior.”

Theodore GeiseHello! I’m T. J., the dweeb who wrote “Double Dragon Warrior.” Having been a Nintendo nerd for most of my life, The Lost Worlds of Power is like a dream project for me. Being able to pay homage to the classic NES games that we cut our teeth on while doing it in the silliest way possible sounded like heaven! I’m very honored to be chosen for this compilation of awesome!

Now the reason why people are reading this: is “Double Dragon Warrior” just like it sounds – a mash-up of Double Dragon and Dragon Warrior? The answer is yes, yes it is.

While I was driving home from work and thinking about what to do for The Lost Worlds of Power, the title of “Double Dragon Warrior” suddenly popped into my head. I had no plot outline or anything, just a single scene that I won’t spoil for you all because it still cracks me up to think about it.

The idea popped into my head because I really wanted to write something about the criminally unappreciated Dragon Warrior, but I couldn’t think of a way to turn it into something goofy enough to become a successful novelty novel. That and I couldn’t stand the thought of tearing that game apart for the sake of comedy. I just love that game too much.

"Double Dragon Warrior"Like many kids in the late ’80s, I found out about Dragon Warrior through Nintendo Power. I wasn’t lucky enough to get a copy of the game free, but I still had the magazine with full-page spreads of how cool Dragon Warrior was, along with a player’s guide chock full of artistic interpretations. I still remember the cover of the guide with the Dragon Lord looking eighteen times more menacing than he did in the game. I would read and re-read the guide and the magazine just to soak up the lore, imagining the weapons in action, and fantasizing about fighting the monsters.

I finally got to play the game after renting it from the video store. I was used to platformers, so this slow-paced game where I had to talk to people and plan out my fights was refreshingly weird. Plus, it was amazing the way the game saved your progress without having to input a ridiculous password like you did with Mega Man or Castlevania.

Looking back, I don’t know how I had the patience to play that game. Holy crap was it ever brutally hard! I’d spend hours grinding and fighting just to be able to afford an actual sword. And heaven forbid you forget to hold the reset button in before you power the game off, lest you hear the literal death rattle of your save file being obliterated by the forces of evil.

Despite its harshness, there was always just enough of a reward to make the frustration and grinding worth it – even if that reward was getting to fight a new and colorful monster. The monster design still stands out for its unique takes on classic baddies thanks to Akira Toriyama’s talent.

"Double Dragon Warrior"Dragon Warrior lit the fuse of my obsession with RPGs that continues to this day. Back then, I rented any game that even remotely looked like an RPG. This lead me to playing games as great as Final Fantasy and Crystalis, as well as lukewarm titles like Hydlide and Ultima: Exodus. When the RPG Golden Era was ushered in by the Super NES, I was over the moon all thanks to Dragon Warrior.

On the flipside, Double Dragon was the action game back in the day. Sure, it isn’t as good as its contemporaries and the sequel is vastly superior if only based on getting to kick guys out of a helicopter. Even so, this game holds a special place in my heart as the quintessential side scrolling beat-’em-up. Playing the game would get me all wound up and sweaty from doing little kid karate all over the house and gave me the foresight to know that throwing an oil drum at someone is a totally viable way to knock them over.

For nostalgia’s sake, I thought about maybe writing something about the adventures of Billy and Jimmy Lee. They had the whole “brothers fighting over the same girl” thing going on, but that doesn’t seem ripe for shenanigans.

When the sudden idea hit to combine these two, it seemed like peanut butter and chocolate. Not only could I still play the Dragon Warrior story straight, but I could shenaniganize it by slapping in Billy Lee as a fish-out-of-water protagonist. Sure, that type of story has been done to death, but I could maintain the integrity of Dragon Warrior and use Billy Lee and his ’80s street smarts for situational hilarity. Thus, “Double Dragon Warrior” was born.

"Double Dragon Warrior"The more I started to write this, the more the mash-up started to make sense. In Dragon Warrior, you play a nameless protagonist from another land who has no belongings and can barely hold his own against the cute little squish-pile slimes roaming around. I mean, how did that guy even get there, let alone become the hero? It actually makes more sense to think that the protagonist is from another world instead of being the great-grandson of a legendary champion of good.

While I intended to write “Double Dragon Warrior” without putting too much thought into it, I became engrossed in it. It was all I could think of during the week, and I spent most of my time after work and on the weekend writing and thinking and revising. By the time I was done, I’d written a damn novella. A novella about a kung-fu bro fighting monsters in a medieval fantasy land. Awesome.

"Double Dragon Warrior"Aside from the obvious deviations from the Dragon Warrior story, I kept the story mostly faithful to the original with only a few tweaks. I also wanted to be faithful to the time time where Double Dragon came out in order to avoid anachronisms. Since Double Dragon came out in the summer of 1988, Billy Lee’s pop culture references needed to be from around that time or sooner. While this gave me a hilarious Google search history, it prevented Billy Lee from falling into the Bill and Ted’s Excellent Adventure rabbit hole of allusions.

So that’s the blabbery tale of why I chose to make “Double Dragon Warrior” a thing. I hope that everyone enjoys reading it as much as I enjoyed writing it.

–Theodore Geise