Massively Multiplayer: Gaming In The New Millennium

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Spring 2002 (Part 11) - The Rest Of The Games
  • (Here are the other notable North American game releases from April 2002 to June 2002!)

    Ultra Nintendo:

    Metal Gear Gaiden

    Metal Gear Gaiden is a hybrid action/stealth/RPG created by Hideo Kojima and Konami. It serves as a prequel to the original Metal Gear Solid, and takes place between Metal Gear 2 and Metal Gear Solid in the series' chronology. The game plays very similarly to the game Hybrid Heaven. When Solid Snake encounters an enemy, he can choose to hide, engage stealthily, or engage head-on. If Snake engages stealthily, he'll start the battle with an advantage. Either way, once combat begins, it plays out much like a turn-based RPG, but with very quick commands, with actions taking place instantaneously after they are chosen. Snake can choose to target a variety of areas on the enemy's body, and the enemy can do the same to him. Like in Hybrid Heaven, individual limbs can be leveled up with more use, and Snake can learn a variety of combination techniques and specials. The combat is generally faster paced than in Hybrid Heaven, with more options for the player to select from.

    The plot of the game itself involves Snake being deployed on a secret mission to an island known as Shangri-La. The island is being used as a base for human experimentation, led by the scientist Dr. Elliot Craven. However, upon further exploration, Snake learns that Dr. Craven's purposes are benevolent, and that the experimental subjects are all volunteers. Indeed, the real threat on the island is an operative codenamed Demon, who volunteered for Craven's experiments as a mole working for an unnamed organization. Demon ends up killing Dr. Craven and several of the test subjects, while recruiting numerous others to him (some voluntarily, others through brainwashing). Snake has no choice but to hunt down and kill the surviving test subjects one by one, eventually battling Demon himself. Despite being a midquel, Metal Gear Gaiden occasionally refers to events taking place after Metal Gear Solid, at one point alluding to Lyra's fate during a cryptic flash-forward in which one of the drugs Demon used to subdue and brainwash one of the test subjects has also been requisitioned by a member of the mysterious Patriots organization. Though Snake never learns about Demon's employer over the course of the game, it's heavily hinted to the player (after Demon's death) that he was working for Revolver Ocelot. It will be revealed in Metal Gear War that despite being killed by Snake, Demon was able to complete his mission: stealing Craven's research in order for it to be used to transform Lyra into Vapor Snake, the Patriots' new ultimate weapon.

    Released on June 24, 2002 in North America (after a Japanese release in early May), Metal Gear Gaiden is considered to be the game that perfected the ambitious RPG/action hybrid gameplay of Hybrid Heaven, and is seen as a worthy sidestory in the Metal Gear series. Thanks to the residual hype from Metal Gear Solid, Gaiden sells quite well, though it's not as big a seller as the main series games are. Critically it's seen as one of the best Ultra Nintendo games of the first half of the year, and a competitor with Fairytale 2 for the title of one of the year's best RPGs.

    Mega Man Zero 2

    Released for the Ultra Nintendo in May 2002, Mega Man Zero 2 is a Metroidvania-style game starring X's ally Zero. In this game, Zero teams up with his love interest Sclera to hunt down a gang of robotic assassins targeting humans and former Mavericks attempting to negotiate a peace treaty. The game takes place in a massive residential/commercial/governmental complex that's sort of like a cross between the UN Building and the Mall of America, and throughout the game, it's gradually being more and more destroyed by the evil robots, blocking off certain paths and requiring Zero to complete certain objectives in order to re-open them. Eventually, Sclera is kidnapped by RogueLAN, the leader of the assassins, and Zero has to rescue her and stop RogueLAN from destroying human/robot peace forever. Though the game maintains the series' difficult gameplay and sense of exploration, it's received slightly less favorably than the previous title due to its somewhat cliched plot (and the transformation of Sclera, a highly capable and tough character, into a damsel in distress at the end of the game) and repetitive areas. All in all, it's considered a decent game, and sells well enough (especially in Japan) to justify continuing the series with a third installment.

    1080 Snowboarding 2

    Nintendo's hit snowboarding game finally returns for a sequel, with better graphics, more tricks, and more snowboarding locales. It's a bigger and more complex game than the previous title, but with White Mountain dominating the snowboarding game landscape, it's difficult for this title to find a foothold. It does have a slightly more refined trick system than White Mountain or its sequel, but it lacks the hip music and fun characters that define the current market leader. Still, it's a first-party Nintendo game and it gets a good deal of hype, so sales are strong even if critics compare it somewhat unfavorably to White Mountain. It's still a decent game, but Nintendo probably made a mistake by not developing it as a launch title for the Wave instead.

    Armored Core 3

    The continuation of the mecha action series by FromSoftware, the plot differs somewhat from OTL's game: Armored Core 3 depicts a group of joyriding mecha pirates on the run from the government, who, in the course of their flight from the authorities, come across an oppressive warlord subjugating a colony and must choose whether to help defend the colony or continue to run and hide. The game has a heavier character focus than previous titles in the series, while still featuring the same strategic mecha action of the previous titles. It's probably the most difficult game yet in the series, which the game developer says “helps to communicate to the player the against-the-odds struggle of the characters as they are caught between a powerful government and a dangerous warlord”. Despite the game's difficulty, it manages to do well as a niche title.

    WWF vs. NWO

    Though the NWO stable hasn't yet appeared in the WWF, the game depicts a fantasy scenario of what would have happened had the WWF not been invaded by WCW, but by the NWO. Other than that, the game is your typical wrestling title, updated with the new WCW wrestlers on the roster. It plays decently but is somewhat limited compared to the next-gen titles on the Katana and Xbox, particularly the Xbox's WWF Raw.

    Syrielle: Underland

    The first game in the Syrielle series to largely eschew its visual novel roots for a more action-type game, this is an action platformer with dating-sim/visual novel elements, and also has elements from creator Suzanne Collins’ real-life Underland Chronicles series, which are butterflied away here. Syrielle and her friends meet the inhabitants of a vast subterranean realm underneath her hometown, and in doing so, she comes to learn the true secret of her spiderlike powers. This game takes the series full fantasy, and is somewhat controversial among longtime fans of the franchise, which started out as a fairly non-descript high school dating sim type game. However, the game's new setting also addresses certain storyline elements such as war and prejudice that were only very mildly touched upon in previous titles, and thus begins to win new fans for the series. The game is accompanied by a book tie-in series written by Collins, though the books are only very faintly like the OTL Underland Chronicles series. By now, Syrielle has become a mainstay franchise, though it still isn't a huge seller overall. It's got its dedicated fans, and this series brings in a few more to the fold. Sales are decent, not fantastic but not disappointing, and the series maintains its cozy little niche in pop culture.

    Ultra Frederico: Quinceanera Chaos!

    Frederico returns, and this time he must battle Generalissimo Garcia’s 15-year-old daughter Paulina, who is celebrating her quinceanara by trying to take over the world with her dark magic powers. Frederico must battle Paulina's friends, who embody various school stereotypes. In order to avoid the controversy of a grown man Frederico beating up on teenagers, Paulina's friends either leap into giant robots or transform into various monsters before being fought by Frederico, and when they're defeated, they're only mildly hurt, more annoyed and angry than anything else. A bit wacky even for the Frederico series, it’s a fun game but a fairly generic action platformer, the series seems to be ripping off Commander Keen a bit by this point as well. Sales take a bit of a dip from the previous title, and Silver Sail decides to take a brief respite from the series to focus on Quixsters and other games. Frederico will return down the road in the form of a mild reboot.

    Shantae: Rise Of The Djinn

    Shantae makes its home console debut in this game, which features Shantae going head to head with a powerful but evil djinn who takes over her kingdom after being summoned by Risky Boots in an attempt to destroy her rival once and for all. The djinn uses its powerful magic to isolate the various parts of Shantae's realm from one another, and Shantae has to restore the world to its proper state by defeating the djinn's various evil creatures. At one point, she even has to team up with Risky, who's clearly bitten off more than she can chew! Though the game's not quite up to par with games like Metroid: Darkness, it's got a lot of charm, plus competent voice acting (with Shayna Fox, who played Reggie Rocket in the OTL Rocket Power, as Shantae, and Rachel Lillis, who ITTL moves to Los Angeles in 2001, as Risky Boots). Reviews are quite good and sales are better than WayForward expected (and better than those of the most recent Nightsquad game).

    Kessen

    A tactical war game developed by Koei, Kessen is for the most part similar to OTL's game, depicting various battles that took place in feudal Japan. ITTL, the game takes a long time to get here from Japan: it was released in Japan in late 2000, and doesn't reach the States until April 2002, due to heavy demand from gamers who'd seen good reviews of it in Japanese magazines and footage of the game on TV (including a preview of the game on a late episode of GameTV back in August 2000). Kessen gets okay sales upon release, due to the hype, but sales fall off quickly afterward.

    Sol Rising

    A traditional turn-based JRPG from Atlus, about a group of heroes who must protect an ancient sword from evil. It’s got a fairly complex battle system for such an otherwise traditional game, with characters able to equip two weapons in battle, and with special techniques dependant on what type of weapons characters are equipped with. Like most Atlus RPGs, it's a very difficult game, but the battle system and the plot make the effort rewarding for those willing to take on the challenge. It's reviewed well, not on the level of Fairytale 2 but well enough to be considered one of the Ultra Nintendo's better late RPGs, though sales are fairly poor.

    Sega Katana:

    Sailor Moon

    Sailor Moon is a 3-D action/beat 'em up title released for the North American Katana system on April 22, 2002, after the game appeared as a launch title for the Japanese Katana more than a year earlier. It's intended to be the franchise's “definitive game”, in that it contains battles and sections from every season of Sailor Moon, covering the initial season with Queen Beryl and going all the way up to the final battle against Chaos at the end of Sailor Stars. The controls are rather simple, with Sailor Senshi able to use melee strikes or their magical attacks (though these attacks must be charged by collecting items or defeating enemies). The game takes place over 25 “missions”, each season of the show covered by five missions a piece. For most missions, you can choose amongst up to ten different Sailor Senshi, though other missions restrict your choices based on what characters appeared up to that point in the show (in other words, no Uranus or Neptune for the first ten missions). Missions usually involve reaching a certain point on the map, collecting certain items, or simply defeating a specific enemy. Each mission ends with a boss fight against one or more foes, either some of the monsters from the series or some of the major enemies that the Sailor Senshi have faced. Though the gameplay itself is fairly simple (earning the game some harsh reviews, especially from many Western journalists), the game includes much of the series' classic music, moments, and visuals. Most of the original voice actors reprise their roles (in Japan, ALL of them do, while in America, substitutes are used when they can't get all of the Ocean actors on board). Sales in the West aren't very strong, though Sailor Moon fans do have a positive reaction to the game.

    Gundam Wing Crisis

    A combination tactical/mecha action game, Gundam Wing Crisis takes place after Endless Waltz, and depicts a rogue colony that had been secretly harboring powerful mobile suits underneath the surface of Pluto suddenly appearing on Earth and attempting to take over. Though the situation seems hopeless at first, a team of scientists had prepared for this possibility and stowed away replica Gundams for the five original pilots (Heero, Duo, Trowa, Quatre, and Wufei). The Gundam pilots are joined by several allies in their fight, including a fully recovered Mariemaia Khushrenada, who pilots an upgraded version of her father's Tallgeese in battle. The gameplay resembles a typical tactical RPG type game, but once an enemy is engaged, shifts to a Gundam battle that plays out like a 3-D fighter. Released for the Katana in Japan in 2001 and in North America in May 2002, the game is considered a hit for its genre. It's released at the same time that interest in the Gundam series in North America is building due to the impending release of Gundam Soul, and is heavily promoted on Toonami (though TOM gives it a 7/10 review, stating that the Gundam fights eventually get repetitive).

    Microsoft Xbox:

    Tom Clancy's Splinter Cell

    Developed by Ubisoft for the Microsoft Xbox, Tom Clancy's Splinter Cell is a stealth action title starring protagonist Sam Fisher. IOTL, the original Splinter Cell was released for a multitude of consoles, but ITTL, realizing the importance of securing exclusives and in an attempt to prevent a very potentially lucrative game from coming to Sega, Microsoft paid a large amount of money to secure the original Splinter Cell as an exclusive for the Xbox, precluding it from coming to the Katana or the Wave (future games in the series, including spinoffs, would be multiplatform). The game plays much like OTL, with stealth elements heavily emphasized and the use of force discouraged through the limitation of ammunition and firearms that Fisher has on his person at any one time. However, the game does have a somewhat improved melee combat system from OTL, allowing for more creative stealth takedowns or giving Fisher a limited ability to fight his way out of trouble. This comes at the expense of a slight reduction of gadgets and non-lethal weapon types afforded to Fisher, though it doesn't alter the basic gameplay.

    The game's plot is somewhat different, due to the fact that the Metal Gear Solid sequel isn't on a next-generation system ITTL. Because of this, the need for the team to create Splinter Cell to directly compete with that game is reduced, and instead, Splinter Cell focuses more on science fiction elements and computer hacking, with Fisher's hacker friend Grim playing a somewhat larger role. This has the effect of putting the game more into competition with Velvet Dark: Synthesis, though ultimately, it carves out its own niche as a stealth classic. The main plot of the game actually invokes circumstances from OTL's 2016 election, with Russian hackers attempting to plant compromising information about a presidential candidate. In tracing these hackers, Fisher stumbles on a much larger plot to infect every computer in the United States with a kill switch virus that Russia would have control of. Fisher must also deal with a female Chinese agent named Lin Taifong who has intercepted this kill switch and is attempting to return it to China (but is in fact part of a secret splinter cell in the Chinese military hoping to topple the country's Communist regime). Fisher must untangle this complex web of espionage and sabotage if he is to protect American national security and prevent World War III.

    Tom Clancy's Splinter Cell is released on June 24, 2002. Though Splinter Cell's convoluted computer hacking plot is somewhat lampooned by critics, the game's stealth action is said to be the best ever seen in a video game, even better than that featured in Metal Gear Solid. The game becomes an immediate hit for the Xbox and a borderline killer app, showing off the system's graphical potential and demonstrating that the system has become a home to a number of very attractive franchises. Splinter Cell's success drives sales of the Xbox, which by now is outselling the Ultra Nintendo in North America by a significant margin (though due to the Xbox's misfortunes in Japan, the Ultra continues to hold a slim lead worldwide).

    Wipeout: 2200

    Wipeout: 2200 is the sequel to the 1997 Ultra Nintendo racing game Wipeout. Developed by Psygnosis (which Microsoft acquired in the leadup to the Xbox release), the game takes place on a futuristic Earth where daredevil racers hop into hovering vehicles that race on tracks around the world at hundreds of miles per hour, blasting each other out of the sky with a variety of weapons while equipping defensive shields to protect themselves. Though the sequel doesn't add much to the basic gameplay formula, it's a MASSIVE step up in terms of presentation, with gorgeous tracks and vehicles rendered by the Xbox's powerful graphics. The gameplay itself, while difficult, is highly praised, and Wipeout: 2200 becomes a significantly bigger success than the previous game.

    Deus Ex

    A fairly straight-up port of the PC game from 2000, Deus Ex takes place decades into the future and features protagonist JC Denton as a cybernetic supersoldier who fights terrorism and comes face to face with a corrupt world government. The original PC game was considered one of the best games of the year, and was one of the Xbox's most highly anticipated PC ports. It's well received upon release (moreso than The Witcher, which was Xbox's flagship launch port) and is a critical and commercial success.

    WWF Raw

    Featuring current WWF superstars (including the new WCW and ECW wrestlers), WWF Raw is the best looking wrestling game to date, and features a robust create a wrestler mode that allows players to import their own entrance themes using the Xbox hard drive. It's a fairly successful game, compared favorably to Nintendo's last-gen WWF vs. NWO.

    Serious Sam

    Another fairly highly anticipated PC port, Serious Sam is a first person shooter that stars protagonist Sam Stone, who travels through time to defeat alien invaders. Released simultaneously with what is considered the game's second episode on the PC, the Xbox version contains both the first and second episodes of the game, and is considered one of the best PC ports to date for the Xbox. Because of competition with other FPS games on the system and the lack of an online multiplayer mode, it doesn't sell quite as well as other shooter titles on the system, but it's still a decent seller.

    Command And Conquer: M.A.D.

    Command And Conquer: M.A.D. is an Xbox exclusive installment of the Command And Conquer real time strategy series, with gameplay closest to the OTL and TTL game Command And Conquer: Red Alert 2. It incorporates events from that game and its expansion, Yuri's Revenge, but also introduces a rogue American faction led by a warmongering general, General Storm, who comprises an enemy faction in the Allied campaign and becomes the main enemy of the Soviet campaign. General Storm is a truly insane man who relishes any opportunity he gets to launch nuclear weapons, making him even more dangerous than Yuri. Nuclear weapons are a frequent motif in the game, in keeping with its subtitle: “M.A.D.: Mutually Assured Destruction”, and at several points during the plot of both campaigns, nuclear weapons are launched (it's established by the series' writers that the Xbox game represents an alternate universe and isn't canon to the main series). There's even a special mode in the game where the object is to destroy as much of the world with nukes as possible. Though the game is well reviewed and Command and Conquer fans embrace it, most Xbox players stay away, and it's considered a niche title at best.

    Flame Squad: Third Degree

    The third game in the previously Nintendo-exclusive series about a band of flame-thrower wielding soldiers goes full 3-D. It gets criticized for going slightly gritty (though it’s not full-on edgy like OTL Bomberman Zero), but it’s a decent enough game. Sales are actually a bit better than expected, and indeed, it becomes the best selling game to date in the series.

    Wreckless: The Yakuza Missions

    The Activision car racing title remains an Xbox exclusive ITTL, and plays fairly similarly to its OTL counterpart, with its main selling point being its excellent graphics. Though not a blockbuster, it sells well, and shows off the Xbox's capability to produce great looking racing games, with it and Wipeout: 2200 becoming the games most frequently cited by critics as a demonstration of this.

    Game Boy Nova:

    Final Fantasy Tactics Nova

    Final Fantasy Tactics Nova is a handheld spinoff of 1998's strategy RPG for the Game Boy Nova. Like OTL's Final Fantasy Tactics Advance, it's significantly lighter in tone than the original game, but unlike OTL's game, it no longer has a “dream/fantasy world” plotline. Instead, it takes place in a storybook that is implied to be read by people living in Ivalice. It, like Final Fantasy Tactics, involves the collection of twelve Zodiac Stones, and the primary protagonists are a team of mythic treasure hunters led by a moogle named Montblanc, a young thief boy named Letty, and a girl named Nora. The treasure hunters must collect the Zodiac Stones before the evil Queen Scathe finds them, and engage in dozens of battles along the way. Gameplay wise, the game has many similarities with OTL's Tactics Advance, though the judge system is completely gone, and there are a new race of humanoid fairies known as the Fae, inspired by the protagonists of Fairytale. Fae can be male and female and specialize in jobs emphasizing magic and speed. The storybook theme of the game allows for a number of fantastical creatures and occurrences, and the musical score is very upbeat and majestic. Though it does get criticism for being too easy and “kiddy” (like OTL's game), it's still a high quality and commercially successful tactical RPG.

    Nintendo Wars 2

    A sequel to Nintendo Wars Nova, Nintendo Wars 2 (the second in the series to be released in North America, it drops the “Nova” from its title) introduces more levels (including a customization mode to make your own maps), more units, and more cutscenes, and employs an “if it ain't broke, don't fix it” approach to the franchise that serves it well. It's considered an improvement on the already excellent original game and becomes a strong seller.

    Quixsters Nova 2

    Because of the success of Quixsters Nova, this sequel was rushed into production, and though it was made to be released quite soon after the original, it's still a high quality game, with even more levels than the original. Introducing new enemies and new characters, Quixsters Nova 2 becomes one of the year's top selling Game Boy Nova games.

    Mistlandia: The Hidden World

    Mistlandia: The Hidden World is Camelot's sequel to the 2000 Game Boy Nova RPG Mistlandia. Starring the same four protagonists as the previous game, The Hidden World takes place after the defeat of Seros, and begins when mysterious portals begin to open up all over the world. These portals lead to a parallel world where a new threat reigns, and once this new enemy becomes aware of the portals, it begins sending its forces into the original world to conquer it as well, forcing the heroes to take action. Building on the original game's motifs, The Hidden World is considered a bit of a rehash but is still an excellent game for handheld RPG lovers.

    Metal Clash Nova

    A handheld spinoff of the Ultra Nintendo robot-building series, Metal Clash Nova is a somewhat simplified take on the original game. It features a new plot but retreads many of the original game's locations and characters, and the robot building and robot combat isn't quite as robust as the original. Reviews are decent, but it doesn't sell nearly as well as the console version and is considered a disappointment.

    Moto X

    A motocross game, Moto X features more than a dozen tracks from all over the world, and a large cast of racers, with customizable motorcycles that players can improve as they win races. It's easy to learn, but quite hard to master, and even features local wireless multiplayer. It gets excellent reviews and due to word of mouth and good promotion, it becomes a commercial hit.

    Zombies Ate My Classmates

    The classic Konami run and gun game returns on the Game Boy Nova. Zeke and Julie return to fight zombies, who have invaded their school. The two must save their friends and (somewhat reluctantly) their teachers from becoming victims of the zombie horde. Features nearly identical gameplay to the original with a bit of voice acting and some improved graphics. It gets very favorable reviews, as fans who clamored for a handheld version of the game are quite pleased to get a brand new title for the Nova.

    Chains: An Inescapable Adventure!

    An anime-styled game about a hapless boy who gets chained to an ancient goddess who has lost her powers. The boy must find a way to break the chain while the goddess bosses him around. The gameplay has a top-down style, similar to Pocky and Rocky, where the boy has to fight off enemies while protecting the goddess (who occasionally helps him fight when she can). It’s a sales flop in the States but gets great reviews and becomes a cult hit.

    Picky

    A gross-out platformer about a booger who crawls up people’s noses. He must dodge various enemies, including the giant fingers that try to pick him out. It’s a pretty average platformer, but kids really enjoy it and it gets better sales than it has any right to get.

    Crash Bandicoot 2

    A somewhat downgraded port of the Ultra Nintendo game, it gets average reviews and average sales. However, it's still a possibility that Naughty Dog may develop more original Crash games for the Nova.

    Multiplatform:

    Mortal Kombat: Revenge

    The TTL analogue to OTL's Deadly Alliance, Mortal Kombat: Revenge is the fifth main game in the Mortal Kombat series. It's initially released for the Ultra Nintendo in May 2002, and would come to the Xbox in December (partly to develop an enhanced version for the next-gen system and partly to protect its sales from Divine Wrath 2, also developed by Midway). Revenge refers to the quests undergone by Liu Kang, Sub-Zero, and Kitana to get revenge on their enemies who have brutally murdered people close to them, but also refers to the revenge quest of the game's primary antagonist, the original villain Xu Gong, a resurrected Chinese general who was forced to witness his entire army being buried alive. Xu Gong blames Liu Kang for this because it was Shaolin monks who assisted in the defeat of his army (but it is later revealed that those monks were being manipulated by Quan Chi). Plotline aside, the game features the same brutal fighting of previous titles to the series, and a total of 26 playable characters (15 returning, 11 new). The Ultra Nintendo version gets decent reviews, while the Xbox version gets much more favorable reviews and sales (along with 4 guest characters from Divine Wrath 2).

    Medal Of Honor: Frontline

    Medal Of Honor: Frontline continues the hit FPS series and is released for the Ultra Nintendo, the Sega Katana, and the Microsoft Xbox on June 24, 2002. The plot is mostly identical to OTL's game, featuring a soldier who lands on D-Day and is tasked with locating a Nazi secret weapon. Like its predecessors, it features realistic combat, a stirring musical score, and outstanding production values, and in a very crowded month, it's easily the top selling game (though on the Katana it's slightly outsold by No One Lives Forever over their first month of release).

    Star Wars Heroes

    An action/beat 'em up title for the Ultra Nintendo, Sega Katana, and Microsoft Xbox, Star Wars Heroes allows players to take control of one of more than 20 characters throughout the Star Wars series. The game is in a top down style, and supports up to four player co-op, with a versus mode also available. The plot is a sort of cross-mash of all the Star Wars films (sort of like Star Wars: Grandmasters), allowing heroes and villains from across the galaxy to team up to take down a collective villain, in this case Lord Conqueror, an extra-galactic evil who seeks to eliminate all life in the galaxy. Lord Conqueror deploys his powerful army of cyborg troopers called the Death Guard, and sets out on a campaign of conquest and destruction. Though the primary protagonist is Luke Skywalker, Luke soon teams up with Han Solo, Princess Leia, and Chewbacca, and eventually comes to gain the services of characters like Young Obi-Wan Kenobi, Qui-Gon Jinn, and eventually even characters like Boba Fett and Asajj Ventress join the fray as Lord Conqueror becomes a threat to all. However, in the end, the game's final villain is Emperor Palpatine, who kills Lord Conqueror after the heroes defeat him. The heroes must then defeat Palpatine in one last epic clash. Though the game is a multiplatform title, it has significantly more features on the Katana and Xbox. It's a serviceable game on the Ultra Nintendo (and sells quite well on there), but is clearly better on the next generation systems. It's a fun game and a mild hit, though die-hard Star Wars fans somewhat balk at the game's lighthearted tone and anachronisms.

    Hitman 2: Silent Assassin

    The sequel to the original Hitman game, Hitman 2: Silent Assassin continues the story of Agent 47 as he tries to retire from the business of killing, only to be dragged back in after one of his old partners and one of the very few people Agent 47 trusted is brutally murdered by an international consortium that wants 47 dead next. The game is released originally for the Katana alongside the PC version, and is released for the Xbox a few months later with some enhancements and extra missions. Both versions sell well, though the Xbox version sells somewhat better.

    State Of Emergency

    Developed by Rockstar and released for the Xbox and Katana in April 2002, State Of Emergency is somewhat of a follow-up to Rockstar's earlier Chaos City (indeed, the game originally went under the working title State Of Emergency: Chaos City 2). Unlike OTL's game, which was considered somewhat of a disappointment, Rockstar learned its lessons from Chaos City and went out of its way to make the game's combat a lot more fun. It played like a more beat-em-up style Grand Theft Auto, with less bonus missions but an increased focus on humor and random chaos. It features six playable protagonists, with its most memorable being Mr. Chunky, an ice cream man gone completely postal who kills people by shoving ice cream down their throats (he's compared somewhat to Twisted Metal's Sweet Tooth, though Mr. Chunky doesn't have a psycho clown design and doesn't drive around in a tricked out ice cream truck). With its tighter focus than OTL's game and it's improved combat, State Of Emergency is seen as a fun open world beat-em-up and a serious improvement on Chaos City. It's not as good or as successful as Grand Theft Auto, but unlike OTL's hugely hyped game, it was never expected to be.

    Exhilaration

    A racing game featuring sexy women drivers, it’s sort of to racing titles what Dead or Alive is to fighting games. The racing itself is completely mediocre, but the game features a ton of fanservice, and the developers even paid Lyssa Fielding to use her likeness as one of the main characters (the character is named Charlotte instead of Lyssa, but it looks just like her). It's released for the Katana and the Xbox in May 2002, and while reviews are mediocre-to-poor, the game itself is a big seller due to its sexy drivers and the subsequent controversy.

    Andrekah Takes Flight!

    This game is a rail-shooter starring Andrekah and her friends. With elements of adventure titles, it’s a fairly unique rail shooter and compared almost to a sort of “cotton candy Panzer Dragoon”. While it’s a departure from the series’ normal formula, which disappoints some fans, it’s still a pretty good game. It's released for both the Ultra Nintendo and the Sega Katana, and while both games are identical in content and gameplay, the Katana version features some really nice anime style cel-shaded graphics. Even so, the Ultra Nintendo version sells slightly better.

    -

    Top Selling Console Games In North America (in terms of sales over the first four weeks of release):

    April 2002:

    1. Zodiac World 2 (Sega Katana)
    2. State Of Emergency (Microsoft Xbox)
    3. Fairytale 2 (Ultra Nintendo)
    4. 1080 Snowboarding 2 (Ultra Nintendo)
    5. World Series Baseball 2K2 (Sega Katana)

    May 2002:

    1. Turok: Evolution (Microsoft Xbox)
    2. Turok: Evolution (Sega Katana)
    3. Quake III: Arena (Microsoft Xbox)
    4. Turok Trilogy (Ultra Nintendo)
    5. Hitman 2: Silent Assassin (Sega Katana)

    June 2002:

    1. Medal Of Honor: Frontline (Microsoft Xbox)
    2. Medal Of Honor: Frontline (Ultra Nintendo)
    3. No One Lives Forever (Sega Katana)
    4. Tom Clancy's Splinter Cell (Microsoft Xbox)
    5. Medal Of Honor: Frontline (Sega Katana)
     
    Summer 2002 (Part 1) - Shooters And Stuff
  • Load 2

    Load 2 is the sequel to the hit 2001 FPS title Load. Kilroy Hearns returns, this time working for the United States government. He's not doing it of his own free will, he's been abducted by his old special forces unit and taken to the President herself, Carla Laramie. President Laramie requires Hearns' cooperation in taking down a terrorist overload who's been smuggled into the United States and who's holed up in a secret government facility in Wyoming. The government facility was being used to store a dangerous weapon and it's believed that the terrorists are trying to get to that weapon. Hearns and his unit are sent out to the abandoned government property to retrieve it, but they learn that the area has been completely militarized by the terrorists, and must fight their way through a hostile, booby-trapped landscape in order to stop the terrorists and save the day. The game plays much like the original Load, with an optional multiplayer deathmatch mode available. The game dials up the violence and campiness somewhat, cashing in on the controversy of the first game. Load 2 isn't well received by critics, who bash the somewhat uninventive gameplay and extremely derivative plot, but players still eat it up when it's released to all three current systems on July 8, 2002. Xbox owners, who have been chomping at the bit for a Load game, buy it despite the mediocre critical reception, and it performs better on the Xbox than on the Ultra Nintendo (which has gotten a somewhat lesser version of the game) and the Katana. Load 3 is already in production, and indeed, it's released less than a year after the release of Load 2.

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    Dead Midnight 3

    Capcom's Dead Midnight 3 is released on August 5, 2002, on the Ultra Nintendo, Xbox, and Katana. The game is a stealth shooter, balancing its gameplay between tactical stealth and fast-paced third person shooting, giving players of all playstyles a great deal of flexibility. There have been a few upgrades to gameplay in order to accommodate the game's next-generation focus, particularly a "True Weapon" system that changes up the control scheme depending on what kind of weapon the player is using in order to allow a variety of gameplay approaches. There are also quite a few context sensitive moments and some quicktime events, though none of these lead to a fatality for the player if missed. The changes create a more fluid style of game that is more conducive to run-and-gun style gameplay than stealth, making it somewhat more difficult for players with slower reaction time. The game features a two player co-op mode, where two players can team up on any mission they choose. This co-op mode is also available for online play.

    The plot is significantly more serious than that of Dead Midnight 2. Capcom heard the complaints from players about the somewhat silly plot of Dead Midnight 2 and made a number of adjustments. To start, there are only three playable characters: Steve Sheckert, and the twins Derek and Darla Mystic. The plot of the game revolves around the Central American nation of Varezia, where a coup has taken place. Raya Mystic, serving as an enforcer for the ruling government, was taken prisoner, and her contact info traced back to Sheckert's team. Though Sheckert has been ordered to burn Raya, her two children are determined to rescue their mother and plan to go to Varezia themselves to save her. Sheckert decides to defy the burn notice and lead the rescue team, but it'll only be a three man job, and the small team faces a nation incredibly hostile to the United States. Gameplay covers a total of sixteen levels, with the initial goal being to rescue and extract Raya. However, Raya has freed herself, and the mission switches to one of liberation, to overthrow the rebel government.

    Dead Midnight 3 gets positive reviews across the board, though like Dead Midnight 2, there are complaints from hardcore series fans: in this case, some fans complain that the game takes itself too seriously and has abandoned the humor of previous titles. Regardless of the backlash from a small segment of fans, sales are about on pace with Dead Midnight 2, making it one of the best selling titles of the year. Despite the somewhat reduced quality of the Ultra Nintendo version, it's the best selling version of the three games, with the Katana version trailing close behind and the Xbox version trailing close behind that.

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    Infinity Age

    Infinity Age is an Ultra Nintendo exclusive third-person/space shooter title, created by David Jaffe (who IOTL created the God of War series, but ITTL he's recruited by Nintendo to head up a second-party development studio after his success with the Twisted Metal series). The game features a mix of third-person shooter segments and Colony Wars-style space combat, leading many to compare the series with the Star Wars franchise, both in terms of setting and plot. The shooter segments accentuate quick aiming, firing, dodging, and cover, while the space segments play much like Star Fox's all range mode. Players will get the opportunity to pilot numerous ships over the course of the game, from lightning quick fighters to massive capital ships, but the controls for all ships are basically the same and all rather simple. Combat in Infinity Age isn't as complex as it is in other action titles, the emphasis is knowing when to attack and when to take cover.

    The protagonist of Infinity Age is Aeon Archos, a 16 year old boy who works building weapons in a factory for the Grand Society, the military dictatorship who rules Aeon's planet. Aeon's father works in the factory with him, but the backbreaking labor has led Aeon's father to become very sick even in his middle age. One day, Aeon sees a beautiful cloaked girl sabotaging some of the Grand Society's robot guards. The girl's name is Ophelia, and Aeon watches in wonder as she uses her acrobatic skills to escape the pursuing soldiers. One day, Aeon's father collapses on the line, and the managers of the factory have him beaten when he is unable to stand up. Aeon attacks the factory guards but is subdued and nearly killed when Ophelia suddenly shows up to help him. Aeon and Ophelia are able to get Aeon's father out of the factory, but he is succumbing to his injures, and dies in Aeon's arms. Aeon swears revenge, but Ophelia has to pull him to safety lest he be killed by an overwhelming wave of guards. At home, Aeon's mother and siblings are being targeted in retaliation for Aeon's defiance. Aeon's mother holds off the guards while Ophelia spirits Aeon's younger siblings to safety. Aeon wants to protect his mother, but Ophelia knocks him out and takes him back to rebel HQ. From there, the remainder of the game involves Aeon joining the rebellion in order to avenge his parents and eventually to liberate the planet. The rebellion has a key ally, as not everywhere on the planet is ruled by the Grand Society: there is one remaining other nation that has managed to defend itself because of hostile terrain and because it managed to launch space colonies. The first half of Infinity Age involves reaching this other nation, the nation of Seculum, while the second part of the game involves Aeon, Ophelia, and the allies they've met along the way aiding Seculum in its war against the Grand Society. The final stages take place in space, and after the Grand Society's flagship is taken out, the final mission involves destroying the falling flagship before its impact devastates the planet, all the while fighting against an armed fighter jet piloted by the Grand Society's defiant military leader.

    Released on August 26, 2002 to universally positive reviews, Infinity Age is probably one of the most popular original titles of the year on the Ultra Nintendo. Its excellent graphics, while somewhat primitive compared to those on the Katana and Xbox, rank among the best on the Ultra Nintendo, and the game is considered to be one of the highlights of the system's twilight years. It holds its own against the other major August releases on the system (Velvet Dark: Synthesis, Dead Midnight 3, and Madden 2003) in terms of sales, and keeps David Jaffe's reputation as an outstanding game developer intact.
     
    Summer 2002 (Part 2) - A Sign Of Things To Come
  • They say "third time's a charm", but David Siller had never gotten the chance to test that old saying. He helped to create two well liked but only marginally successful platformer franchises: Aero the Acro-Bat, which had a pair of games on the Super Nintendo and Sega Genesis, and Crash Bandicoot, which found early success on the Ultra Nintendo but was ultimately overshadowed by other platformers on the console and ended after just two games. After Crash Bandicoot 2, Siller decided he'd form his own game studio. Friends in the industry encouraged him to do so, and he began recruiting talent. He was able to find two major sources of under-utilized talent to recruit to his new team. The first source consisted of several castoffs from the North American branch of Sonic Team, a branch of the company that found itself subject to layoffs during Sega's transition from the Saturn to the Katana. The second, and largest source of talent, was from the remnants of Insomniac Games, which was partially absorbed by Sony in late 2000. Even though Sony kept most of the IP, most of the talent was let go, and Siller was there to give many of them a new lease on life.

    The company Siller formed came to be known as Daybreak Interactive, named for the propensity of many of the company's workers to keep working until the first rays of daylight shined through the windows of their offices. These hard-working developers began formulating ideas, and it was Siller's decision to take another shot at the genre which he'd found marginal success in: the platformer. This time, Siller wanted to do a fully 3-D platform game, and as the company began working on its pitch, it received an infusion of money from Nintendo, which had been intrigued with the company's initial platformer pitch and its roster of talent. Daybreak Games' first game would be Avian, developed as an Ultra Nintendo exclusive on a moderate budget.

    Avian refered to the name of the game's titular character, a purple bat-like creature. Unlike Siller's earlier Aero, Avian was somewhat more docile, at least in temperament, and what he lacked in attitude he made up for in raw power: Avian could use powerful sonic energy bursts on enemies and could spin around to attack. Most of the game was spent flying through the air, attacking enemies who fired up at Avian from the ground or who flied along with him to attack from the air. Avian could spend a great deal of time flying, and only had to stop to land in order to recharge his special attacks or trigger certain events that would allow him to progress in the level. The enemies of the game were the Air Oppressors, a militaristic air force consisting of WWI-era biplanes and massive zeppelins that could shoot Avian out of the sky. Avian's ultimate goal was to protect the humans and other creatures caught in the Oppressors' wake. It was an interesting concept for a platformer, but there were games with a similar motif, including Aerio: Ride The Wind and Nights Into The Labyrinth... on the Sega Katana. This was where the Ultra Nintendo's limitations came into play: Avian was an extremely ambitious game, and there were times when it seemed that the game wanted to be too big for the console it was made for. There were huge open spaces in levels that seemed as if there could be more environments placed there, or more enemies, but for lack of space or lack of technological muscle, they were empty. This led to a lot of levels where Avian could fly around for a long time with nowhere to land and nothing to do. Though the combat and flying mechanics were considered to be fun, long stretches of doing nothing weren't, and reviews were mediocre-to-good, averaging a 69.55% at Metacritic. The game was a decent seller for Nintendo, especially in Europe, and because of this, Nintendo decided to give Daybreak a much larger budget for what would ultimately be their first big game on the Wave: 2005's The Abnormals. Despite the somewhat muted success of Avian, Daybreak had put itself firmly on the map with their first game, and things were only looking up from there.

    -from an article on Gamesovermatter.com

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    "One of the things that Nintendo and Microsoft were doing that Sega wasn't was cultivating exclusive second-party support. Nintendo had Rare, and Retro, and Argonaut, and they were bringing up companies like Daybreak for the future. And Microsoft had been snapping up companies left and right. Psygnosis was a big one for them, and they were about to pick up Epic Games as another exclusive second party. They clearly realized the importance of securing those companies to make those exclusives. But Sega....Sega had Sega. They'd never gone after second parties. For a time, Namco and Enix were de-facto second parties for the company, but the second Nintendo and Microsoft started to look too good to pass up, they jumped ship. Sega had gotten so reliant on its own first party titles that the exclusives they were putting out weren't enough to push Katana systems beyond the fanbase that the company already had. And the less money the company was making, the less money they had to purchase more companies and the less money they could use to attract exclusives. It was a vicious cycle, and one the company badly needed to break if they were to have any chance once the Wave was released."
    -John Davison, editor-in-chief, Official Saturn Magazine, in a 2011 tenth anniversary retrospective of the Sega Katana, posted on March 29, 2011 on IGN.com
     
    Summer 2002 (Part 3) - The Films Of Summer 2002
  • Summer 2002 saw the release of a number of blockbusters and surprise hits, making it one of the most eventful blockbuster summers in recent memory, with both new franchises and big budget sequels finding success over the four month period.

    May 2002

    The summer kicked off with Men In Black II, which came out on May 3rd. Despite mixed reviews for the film, the fact that the original had been such a success and that there weren't any major films released beforehand to kill off any of MiB II's buzz meant a big opening: $70 million over its first weekend, and over $200 million domestic. It couldn't match the success of the first, but it proved to be a great way to kick off the summer regardless. Of course, the biggest film of the month was Star Wars Episode II: Attack Of The Clones, and the second Star Wars prequel didn't disappoint. It opened on Thursday, May 16, and made $129 million in its first four days of release, including $96 million in its initial Friday-Saturday period. While that fell just short of Captain America's record opening back in 2001, it was still good for #2 all time up to that point and the film would take in $350 million at the domestic box office overall. Another of May's most lucrative films was My Big Fat Greek Wedding, an independent romantic comedy starring Nia Vardalos. Though it never reached #1 at the box office, it remained in the top ten for more than four months, on the way to a $230 million domestic total.

    June 2002

    While there was no huge hit released in June 2002, there were a myriad of minor hits, including The Bourne Identity, starring Adam Sandler as an amnesiac spy, and Steven Spielberg's Minority Report, starring Tom Cruise in a film taking place in a future where all crimes can be predicted by strange psychic beings. Dreamworks' CGI animated adaptation of the classic children's novel A Wrinkle In Time was the month's biggest success. It won the weekend against Minority Report, grossing $40 million in its first three days, and went on to finish with a $180 million domestic total. The film received a bit of criticism for the cartoony look of the CGI characters, with some critics stating that the film might've worked better with traditional animation, but the effects, powered by Sony computers and rivaling anything from CGI rival Pixar, won crowds over. The film is expected to be a front-runner for Best Animated Feature, though it'll have to contend with Disney's Treasure Island and Hayao Miyazaki's Spirited Away, which was Japan's biggest box office hit ever and swept every Japanese film award ceremony.

    July 2002

    The Fourth of July weekend started with a bang, as X-Men II: Children of The Atom launched to a massive $83 million three day opening. Like Men In Black II, the film was somewhat polarizing amongst critics, but audiences made it one of the biggest hits of the summer. July also saw the release of the disaster film Megatsunami, which featured the collapse of a flank of the Hawaiian volcano Mauna Loa sending an enormous tsunami into Honolulu. Mel Gibson starred in the film as a beleaguered hotel manager, while Monica Potter, Kelly Hu, Brandon Lee, and Jack Black played supporting roles. The film's special effects were highly praised, while Gibson's performance did much to salvage the film amongst critics. The end of the month saw the release of Austin Powers In Goldmember, which opened to $70 million and ultimately became the summer's biggest comedy with a final domestic gross of just over $235 million.

    August 2002

    August was when the summer's slate of films began to die down, but there were still two major films released in the month: Deranged, starring Denzel Washington as a cop trying to prevent a killing spree by a murderer played by Leonardo DiCaprio, and The Transporter, starring Vin Diesel as an underworld deliveryman who gets more than he bargained for after being hired to transport a captive assassin played by Zhang Ziyi in the trunk of his car. The Transporter was the more critically acclaimed of the two, with Zhang Ziyi's performance especially lauded (Luc Besson gave Ziyi's character a much more active role after casting her in the lead female role), but Deranged ended up the month's biggest hit, finishing with a $100 million domestic total over The Transporter's $70 million.

    -

    Box office analysts predicted that Star Wars would rule the summer, and they were largely right. Episode II towered over every film, including Men In Black II and the troubled X-Men sequel. But there were a number of pleasant surprises to be had, including the incredible run of My Big Fat Greek Wedding and the surprisingly strong Megatsunami. In addition, A Wrinkle In Time proved to be one of the year's best animated films and one of the best children's book adaptations of all time. The summer of 2002 was a fun one for moviegoers, critics, and box office analysts alike, and 2002's winter slate, featuring the second Harry Potter film, two more superhero films, and Disney's Treasure Island, looked to be equally promising.
     
    Summer 2002 (Part 4) - A New Nova
  • Game Boy Nova Gets Slimmer Redesign, Nova S To Debut This Fall

    Nintendo is debuting the Game Boy Nova S, announced at a recent press conference in Kyoto, Japan. The Nova S will boast a screen that is an inch wider, a higher resolution camera, and a smaller but longer-lasting internal battery that will make the system lighter and slimmer. The Nova S addresses the concern that many players have had about the Nova's rather bulky form factor, considered a necessity due to the system's power and the need to have a long battery life. The Nova's original battery life ranged from 4-6 hours, but Nintendo promises 5-8 hours on a single charge for the Nova S, and the system's internal camera will take pictures at double the resolution of the original model. All original Nova games will work on the Nova S, as there are no actual improvements to the system's processor, and the price has been announced in Japan as 16,800 yen, which is around the current price of the original model. The Nova S will launch in Japan this October, and in North America and Europe this November. The North American price of the system has been announced as $129.99, the current price of the original model Nova. A special Metroid: Revenant bundle for the system has also been announced, the price of that bundle is said to be $149.99 and will likely be released on the game's launch day in November.

    -from a July 11, 2002 article on Gamespot.com

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    State: Crisis

    State: Crisis is an RPG/psychological horror game developed by Capcom. The game takes cues from such titles as Resident Evil, Parasite Eve, and Shin Megami Tensei, with Snatcher-esque visual novel elements also included. The game's protagonist is Maggie Lucene, an office worker in a large city. One day, Maggie is walking to catch a subway train when she sees a man being ripped apart before her eyes by an invisible force. As bystanders gather around the site of the murder, Maggie spots a creature with a bloody mouth and bloody hands fleeing the scene, but nobody else can see the creature, and when Maggie tries to point it out, people think she's crazy. Over the next few days, Maggie continues to see random monsters in the city, committing horrific murders, but no one else can see them. Maggie pursues one of the murderous creatures into the sewers, but is attacked and nearly killed when suddenly a secret power awakens in her that allows her to fight and destroy the creature. Maggie's power is affected by her emotions, and as she develops her powers, her awareness of monster activity around her increases as well. She must destroy the creatures, find out the reason for her gift, and possibly find others with the same gift as her.

    Maggie is the game's only playable character, but she has a great deal of power to fight the monsters the player encounters in the game. Battles are turn-based, and the player has the option of using Power, Item, Act, or Flee. Power allows Maggie to utilize one of her abilities to battle the monsters, but using any Power will alter Maggie's mental state, which potentially affects her HP or her AP, which stands for Actualization Points and affect the types of Powers Maggie can use. Item uses an item, Act allows Maggie to interact with monsters, the environment, or her own mind, which can also affect her stats, her HP, her AP, or even the types of powers available to her, and Flee gives Maggie the option to flee. Defeating monsters gives Maggie experience, which can help her level up. There is no money in the game and no equipment, all items must be found or created using Maggie's abilities. In addition, whenever Maggie enters an area, there are three possible states: State: Docile, in which no monsters are present, State: Active, in which monsters are present but under control because of Maggie's presence, and State: Crisis, where monsters are actively hunting and killing people and in which Maggie may be forced to intervene. In a State: Crisis, you don't get a game over if monsters kill too many people. However, if monsters kill too many people, Maggie will enter forced encounters with increasingly powerful enemies until either she is killed or until the crisis is resolved, so it can be dangerous to let a State: Crisis go on for too long.

    Ultimately, Maggie eventually finds another person with the same gift: a co-worker named Owen, who began experiencing visions of monsters because of his failed intervention in his fiance's suicide. Maggie, who'd been having vivid flashbacks to a girl jumping in front of a train, realizes that 10 years ago as a high school student, she committed suicide by jumping in front of a train, but in that moment created a Schrodinger's Cat paradox in which she now inhabits a world where she didn't jump in front of the train. The monsters represent the collective melancholy of suicide victims from a parallel dimension, and Owen, because of his strong connection to his fiance, had a piece of his soul ripped into that parallel world. In order to stop the incursions, Maggie not only has to help Owen stop blaming himself for his fiance's death, but she must defeat herself, her alternate high school self which has formed the core of a collective entity of woe. When Maggie defeats this entity, she finds herself pulled back 10 years to that moment when she jumped in front of the train. She no longer wishes to do so but is about to fall in front of it when another girl pulls her back and saves her...it's Owen's fiance. Maggie befriends her, and the two girls walk out of the subway station together.

    State: Crisis is seen as a strange but good RPG, one of the better RPGs released for the Game Boy Nova in 2002. Sales are quite low, especially for a Capcom game, but it's seen as an immediate cult classic and is well regarded by fans for many years to come.

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    Flipsuits

    Flipsuits is a card-based puzzle game that takes place on grids of various shapes with varying numbers of cards. There are a total of ten suits in the game, including the traditional club, spade, heart, and diamond, but also star, flame, raindrop, cup, knife, and planet. Each suit features the traditional A-K-Q-J-10-9-8-7-6-5-4-3-2 scheme, and there are also jokers. There are a large variety of items in the game that players use to clear patterns of cards, and there are several modes, including an action mode where cards move on their own, and a puzzle mode where players get predetermined card patterns to figure out. The game is a bit tricky to learn but once players get the hang of it, they're typically hooked: it's seen as one of the year's most addictive games due to the complexity of the gameplay and the fun sounds and visuals associated with clearing patterns and with the cards themselves. Flipsuits has a multiplayer mode, though the game is actually more fun in single-player mode, where it's just the player vs. the computer and the puzzles. It becomes one of the Game Boy Nova's best selling puzzle games and launches a franchise.

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    Mascoteer

    Mascoteer is a difficult game to categorize. It's intrinsically an action game, though it actually encompasses a variety of genres. It stars a glasses-wearing teenage boy named Patrick Patterson, who is badly bullied at school and who has few friends. He has a crush on a beautiful girl named Amy, but he can't get up the courage to talk to her. One day, a dimensional rift opens above the school, and out pours a bunch of evil monsters. It's total chaos and everyone is running everywhere. Patrick runs into a locker room and finds a huge supply of discarded school mascot costumes. When he puts one on, he gains the powers of that mascot and the ability to fight the monsters and protect his classmates. There are 24 different mascot costumes for Patrick to put on. The first one he puts on is the Warrior costume, which gives him the ability to swing a spear and fight in the style of a typical 2-D action platformer. Many of the costumes will involve this basic playstyle. However, some costumes, like the Knight and the Wizard, turn the game into a traditional JRPG style game. The General costume turns the game into an RTS, and the beaver costume turns the game into a pseudo-3D collectathon. At first, Patrick will be forced to use a certain costume or be given a small choice of only two costumes with the same basic playstyle. However, later levels will give Patrick a much wider choice, and this is where things get interesting, because many of these levels can be played in several different styles: players can play a space shooter version of the level, an RPG version, a 2-D platformer version, all depending on the player's preferred playstyle.

    Ultimately, Patrick uses the mascot costumes to save the school. He protects his friends and wins the respect of some of the bullies. And though he also saves Amy, in the end, Amy actually turns Patrick down after he asks her out, because while he's a great guy, he isn't really the type of guy she likes romantically. Patrick accepts Amy's decision and decides that the bravery and self-respect he's gained on his adventure is reward enough (and decides instead to date Laura, his tech nerd female friend who developed a crush on him over the course of the game). The after-credits scene shows Amy going into the locker room and finding a valkyrie costume and deciding to put it on (having developed an adventurous streak during the course of the adventure).

    Mascoteer's genre-switching playstyle is considered extremely innovative, and the game becomes one of the best reviewed Nova games to date. Sales are excellent, and a sequel would be released in 2004.

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    The Elite: Motorola's Phone/Handheld Hybrid To Rival The Game Boy

    Motorola announced today that it will be releasing a new cellular phone model this December, but this phone's other function will place it in direct competition with the Game Boy Nova: it's also a handheld game console.

    The Motorola Elite is designed as a cell phone/handheld hybrid, with game functionality that rivals the capabilities of Nintendo's Game Boy Nova. The Elite is said to contain an advanced ARM chip that will give it both 2-D and 3-D gaming functionality, and it will be capable of playing game cartridges with more memory than those of the Nova. The Elite will also have cell phone functionality and can access websites via built-in internet connectivity. It will have a camera with three times the resolution of the upcoming Nova S, and other smartphone capabilities.

    Motorola has announced that several popular game franchises will be brought to the Elite, including Tomb Raider, Tony Hawk's Pro Skater, Madden, Medal of Honor, Need For Speed, Dead Midnight, and White Mountain. Most intriguingly, Motorola is partnering with Microsoft to bring a version of the Xbox's hit game The Covenant to the Elite, and promises that game will be available at launch.

    A price for the Elite has been set at $199.99, more expensive than the Nova's $129.99 price tag, but with the added smartphone functionality the price seems to be quite competitive. It is expected to be the first competition to Nintendo in the handheld arena since SNK's Neo Geo Pocket Color, which sold just over 5 million units during its lifespan. The most successful handheld competitor to Nintendo has been Sega's Game Gear, which sold 11 million units worldwide.

    -from a July 31, 2002 article on Wired.com
     
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    Summer 2002 (Part 5) - Sonic Neon Arrives
  • *A child and his family are shown walking through a brightly lit up city. The family is about to enter a large hotel when suddenly they notice lights going out throughout the city.*

    Boy: What's happening....?

    *Everyone looks worried as they hear ominous laughter in the distance. But then a blue streak flashes by incredibly quickly. The boy points up.*

    Boy: It's Sonic!

    *Sonic the Hedgehog, Tails, Knuckles, Amy, Emerl, Espio, and Corona, along with several other heroes, are shown, CGI animated figures against the live action background, charging toward the darkness. There's an explosion of light, then the lights are restored to the city. Sonic looks back and waves, and the boy waves back at him as the people cheer. This then segues in to footage from Sonic Neon, depicting Sonic running through several of the game's massive levels.*

    Narrator: At last, Sonic the Hedgehog is back in his first Katana adventure. Enter Lumina City and battle Cardshark and the forces of darkness to win back the light.

    *More scenes are shown, depicting Sonic running in all directions in 3-D gameplay, battling enemies and collecting items, then there's another scene of Sonic running up a loop-de-loop ramp, then several of his allies doing it.*

    Narrator: Meet all new friends...

    *New characters Colosso the Monkey and Leona the Lion are shown, along with Topping the Pizza, an anthropomorphic pizza that throws his toppings at enemies.*

    Narrator: And dangerous new enemies.

    *Scenes are shown depicting Cardshark, Sting the Scorpion, and the mysterious cloaked entity from the trailer, this cloaked man unwraps his cloak, then a scene of him battling Sonic is shown.*

    Narrator: Collect the eight Chaos Emeralds and save the world, or the light will forever disappear. It's Sonic Neon, only for the Sega Katana. Coming August 5th.

    *The game's logo is shown, along with a picture of the Sonic Neon Katana bundle.*

    Narrator: Also available for a limited time, the special Sega Katana Sonic Neon bundle.

    -from one of the North American Sonic Neon commercials, which began playing in July 2002

    -

    Harold Green: And those were indeed some very lucky kids who got to meet President Gore at the Griffith Observatory today.

    Brittany Saldita: And now for a subject near and dear to my heart, a new Sonic the Hedgehog game was released today. Sonic Neon, the latest game in the series and the first to be released for Sega's Katana system came out at 12:01 AM today, and there were lines around the block at local game stores. *videos are shown of the long lines at multiple Los Angeles-area game stores for Sonic Neon, though they don't mention that a few of the people in line are there for Dead Midnight 3, which released the same day* This Toys'R'Us at Baldwin Hills didn't open until 10:00 AM, but there was already a line more than a hundred shoppers long when the doors finally opened.

    *Video of eager gamers, most of them kids, holding up copies of Sonic Neon are shown. Some have the Sonic Neon Katana bundle. One 20-something man is shown in the background with a copy of Dead Midnight 3 for the Xbox.*

    Saldita: The brand new game has Sonic and his friends taking a trip to Lumina City, a casino resort city where the lights are always shining, until one day a mysterious force begins to snuff those lights, forcing Sonic to leap into action to save the day once again. *scenes from Sonic Neon are shown* The game features stunning graphics and the classic high-speed Sonic the Hedgehog gameplay series fans have come to know and love. In a statement released last week, Sega expects the game to sell more than one million copies in its first week of release, and hopes to move over half a million Katana systems over the same period. It's positioned as the company's biggest release of the year.

    Green: *smiling* And I imagine you're going to go pick up a copy of the game?

    Saldita: I already have my copy. *smiles*

    Green: Did you go pick it up this morning?

    Saldita: I walked into the store at midnight and picked it right up. Already had it preordered.

    Green: See, I knew... *laughing*

    Saldita: That's the way to do it! *laughing* I bought it and went right home and went to bed and started playing as soon as I got up this morning.

    Green: Is it any good?

    Saldita: It's fun! I mean, it's Sonic. I've been playing Sonic for eleven years now, so...yeah. It's really... it looks beautiful.

    Green: And since it takes place in a sort of.... like Las Vegas, can you gamble?

    Saldita: No, you can't gamble. They want to keep it family friendly. There are other video games where you can gamble. Where all you do is just gamble.

    Green: Yeah, I have one of those little handheld electronic things, the video poker one.

    Saldita: Yeah, those, those are....this is Sonic, Sonic doesn't gamble. He doesn't drink, or smoke, or swear, or gamble. He's a role model! *laughing*

    -from the August 5, 2002 KABC-TV evening newscast at 5:00 PM

    -

    Sonic Neon

    Sonic Neon is the sixth mainline game in the Sonic the Hedgehog series, released on August 5, 2002 for the Sega Katana worldwide. The game is the second 3-D Sonic the Hedgehog title, after Sonic the Hedgehog 5, and plays much like that game does, with the ability to dash, spin, jump, or use homing attacks on enemies. Certain characters such as Knuckles also have the ability to strike with kicks or thrown/shot projectiles. Gameplay takes place across eight buildings connected by a cityscape overworld. In an effort to keep the gameplay like the classic Sonic titles, much of the required/mandatory content is connected by straight-forward platforming segments involving lots of jumping and dashing, while collectibles and secret areas are usually found by wandering off the beaten path and engaging in a lot of alternate-style gameplay. This gives players the choice of whether they want a more traditional-Sonic adventure or if they want a more 3-D, experimental-style game. Like in previous games, each level is divided into three acts. Once all three acts are cleared, a section of the city is won back from the darkness and the player can explore further to access the next level. Most levels have a familiar structure: In Act 1, the player controls Sonic fully. In Act 2, the player will control Sonic for a certain segment of the act and another character for another segment, and in Act 3, the player is given a choice of who to use. Depending on who the player chooses, the act might play out differently, though the boss fought at the end is the same no matter who is chosen. The following characters are playable:

    Sonic
    Tails
    Knuckles
    Amy Rose
    Emerl
    Espio
    Colosso (a monkey with big fists and a big head who's sort of an homage to the Super Monkey Ball series)
    Leona (a headstrong warrior lion who somewhat takes the place of Corona who is only an NPC in this game)
    Topping (a walking, talking pizza who is ridiculed by some after his reveal a few months before the game's release but who is actually received quite well once people begin playing the game, because he's funny without being annoying, he's fun to play with, and he actually has a decent storyline)
    Sting (a scorpion who starts out playing both sides but eventually teams up with Sonic and his friends for good, he's voiced by the wrestler Sting and is one of the most hyped up characters leading up to the game's release)

    Other NPCs who appear include Big the Cat, Cream, Rouge the Bat, Dr. Scales, and Vector, along with a few others.

    The game itself takes place in a huge city called Lumina City, a much larger version of real-life Las Vegas, with neon lights and casinos everywhere. Many of these casinos are so big that they're almost cities in their own right. Sonic and friends head to Lumina City for a much needed vacation after foiling Dr. Robotnik's latest scheme. However, as they head to check out a huge shopping mall, the lights around them begin going dark. Soon, much of the city is dark. A tall man appears on a distant rooftop: the Cardshark, an anthropomorphic shark and the leader of the city's most dangerous street gang. He challenges anyone who wants the lights back to play his game, then disappears off into the distance. This kicks off the first segment of the game, which sees Sonic and Tails dashing up buildings and leaping across rooftops to catch up with the Cardshark. Eventually, they get close enough to see him go into a large building, the game's first level: the Big Band Hotel.

    Level One: Big Band Hotel

    The Big Band Hotel is a casino based on music and instruments, and in this hotel, Sonic will team up with Tails and battle their way through a musical labyrinth. Several times, they'll nearly miss catching Cardshark. The boss of the level, fought in Act 3, is the Violent Violin, an evil violin robot that blasts Sonic (or Tails) with music notes while battling alongside other evil instruments.

    The Cardshark gets away, but Sonic gives pursuit, and soon a new hotel opens up: a massive pyramid, the Desert Night Casino.

    Level Two: Desert Night Casino

    Based on the real-life Luxor Hotel, the Desert Night Casino has an Egyptian motif. Sonic joins up with Knuckles here, and in the final act, players can choose from Sonic, Tails, or Knuckles to battle it out with a gigantic moth monster atop the huge casino pyramid (in an allusion to the real life fact that the real Luxor beam draws billions of moths to its flame).

    Between levels two and three, Sonic meets a number of characters for the first time, including Cardshark's enforcer Sting. Sting captures Amy and takes her on board an enormous pirate ship, which is where Sonic has to go next.

    Level Three: Swashbuckler Hotel

    A pirate-themed casino based on the Treasure Island casino in real life, there are plenty of pirate tropes to go around in this place, and Sonic can count on both dashing and swinging in this enormous hotel. Once Sonic rescues Amy from Sting at the end of Act 1, he teams up with her for adventures in Act 2, and then in Act 3, Sonic will do battle with Captain Crabbe, who starts as a human-like crab and engages in a swordfight with the player before transforming into an enormous crab monster.

    Before Sonic reaches level four, more adventure ensues. Sonic has a run-in with Cardshark, who reveals more of his plan to snatch the light from the city. Sonic pursues Cardshark to the Glitzenritz Hotel, one of the tallest buildings in the city.

    Level Four: Glitzenritz Hotel

    A luxury resort filled with opulence and decadence, Sonic and friends will be smashing through this place like bulls in a china shop. Sonic teams up with Espio here, and also meets Topping for the first time, about to be carved up by the hotel's evil chef, Chef Rochet. Topping reveals that he was once a human cursed to turn into a pizza by the dark forces that Cardshark is bringing into the world. At the end of Act 3, Sonic battles Chef Rochet in a giant chef robot, then engages Cardshark. After another battle with Sting, Sonic tries to stop Cardshark from calling forth the darkness, but it's no use... Cardshark summons a hole in the sky, and out of that hole comes a cloaked figure... Catastrophia. Catastrophia, who takes the form of a cloaked humanlike figure with grey skin and dark runes all over his body, opens his cloak and absorbs the light from all the hotels in the city before presenting it to Cardshark in the form of a necklace with a large diamond-like gem. Cardshark wears the necklace like a piece of bling before using his new powers to throw Sonic and friends off the roof of the hotel. They fall to what would certainly have been their doom if not for Dr. Scales showing up with an airship to catch them.

    Between levels four and five is a short interlude where Sonic learns how to restore light to certain areas of the city. This allows him to reach the next casino, which is still lit up: the Circus Omnibus.

    Level Five: Circus Omnibus

    A circus-themed casino based on the real life Circus Circus in Las Vegas, there are enemies in clown makeup and many other hazards for Sonic and friends to face. Sonic meets Leona the Lion in here after she defeats a "lion tamer" trying to trap her. Leona wants to help stop the darkness as much as Sonic does, and helps him out in Act 2, and can then be picked whenever the player has a choice of character. The boss of Circus Omnibus is the Ringmaster, a giant monster on stilts who attacks Sonic with evil dark rings that are the negative version of his gold rings.

    Clearing out the evil in the Circus Omnibus restores much of the light to the city, weakening Cardshark. Cardshark takes up residence in a Roman-themed hotel nearby, which is where Sonic has to head to next.

    Level Six: Cardshark's Palace

    Based on the real life Caesars Palace, Cardshark's Palace shares a lot of motifs with the classic Marble Zone, including switches and platforms that must be activated. There's also gladiators and even Roman gods to contend with on Sonic's way to battle Cardshark. Sonic meets up with Colosso the Monkey here, who helps him through Act 2, which contains a secret optional Monkey Ball segment, Super Sonic Ball, that Sonic can play through to collect one of the game's eight Chaos Emeralds. Finally, Sonic confronts Cardshark in a massive gladitorial arena. It's an epic battle, but Sonic wins the day. However, after Cardshark begs for more strength, Catastrophia appears to give it to him. Cardshark becomes more powerful and defeats Sonic, only for Sting to show up and hold Cardshark off, giving Sonic and friends time to escape.

    After Sonic's escape, Catastrophia and the new dark-enhanced Cardshark can be seen spreading their darkness again. Sonic follows Cardshark to the nearest casino and heads inside to challenge him.

    Level Seven: Lumina Grand Casino

    Based on the real life MGM Grand, this is the closest to a stereotypical "casino zone" in Sonic Neon. It's full of slot machines, card motifs, and even features magicians. Sonic reunites with Sting after rescuing him from some of Cardshark's thugs, and the two work together to take on Act 2. Act 3 finishes up with a rematch between Sonic and Cardshark in the middle of a huge boxing ring, complete with an announcer played by Michael Buffer commentating the fight. Sonic defeats Cardshark again, purging him of Catastrophia's dark power. However, Catastrophia still lives, and with Cardshark's defeat, there's no longer anyone holding his leash.

    Catastrophia transforms Lumina City, absorbing all of its light and erecting a huge casino in the middle of the city. It's here where Sonic and friends go for the final showdown.

    Level Eight: Dark Carnival

    Catastrophia's casino is home to a haunted carnival and a strange, scary fantasy motif. All three acts are filled with a mixture of strange, poignantly beautiful sights and terrifying visions as Sonic and friends draw closer to Catastrophia himself. Finally, Sonic does battle with Catastrophia after battling through his monsters and illusions. The first battle takes place on a giant roulette wheel with the humanoid cloaked figure of Catastrophia. Then, Catastrophia takes control of a huge amount of dark energy and transforms into a huge monster for round two. Finally, Catastrophia absorbs the casino itself, taking the fight out into the streets of the city. Sonic must use the city lights themselves to destroy the skyscraper-sized Catastrophia before he can snuff out Lumina City's light for good.

    With Catastrophia defeated, Sonic and his new friends are ready to enjoy their vacation. Of course, there are two secret worlds to find: one accessed via collecting the secret Chaos Emerald in each world, called the Chaos Eight Casino, and one accessed via clearing the Chaos Eight Casino, called the Exosphere, an enormous tower containing the game's toughest challenges.

    -

    Sonic Neon's critical reception is quite good, in some ways exceeding the reception of Sonic the Hedgehog 5. It's a great game, with beautiful graphics and fun gameplay. Longtime Sonic fans enjoy it, though not quite as much as classic games such as Sonic 3 or Sonic 4. The overall Gamerankings score is 86.75%, indicating a very positively received game, but not a Game of the Year contender. Initial sales are incredibly strong: it sells 1.3 million copies in its first week, and more than two million in its first month. It also causes the largest spike in Katana sales to date, including the first weekly period since the Katana's release week that the system managed to beat the Ultra Nintendo. Sonic Neon crushes Dead Midnight 3 in the sales charts, and the release of Sonic Neon helps the Katana version of the game outsell the Xbox version: many grownups who were purchasing the Sonic Neon Katana bundle were buying Dead Midnight 3 to play along with it.

    However, this hardware sales spike diminishes quickly. It's indicative of the fact that many Saturn owners declined to purchase the Katana until the release of the system's first Sonic game. What Sonic Neon fails to do is what Sega desperately needed it to do: convince Nintendo and Microsoft fans to cross over and purchase the Sega Katana. But with Super Mario Ranger and the Nintendo Wave on the way for Ultra owners, and with many Xbox owners not interested in Sonic at all, the game just doesn't generate a huge number of new Sega owners. It's more of the same: a very, very, VERY fun Sonic game that isn't revolutionary enough to draw new Sega fans to the fold. Sonic Neon is one of 2002's biggest commercial hits... but it's not a system-selling killer app. Reggie Fils-Aime's marketing blitz succeeded...in getting people who already owned a Katana hyped for the awesome new Sonic game. It did not succeed in getting Nintendo or Microsoft fans to buy the Katana.

    And it didn't look like Sega had much else on the way...

    -

    August 26, 2002

    Three weeks since the release of Sonic Neon, and about ten days after the release of the initial sales figures for the game (and the first post-Neon Katana sales figures), Reggie Fils-Aime was feeling pretty good. Millions of units had been sold, and there were lots of Katanas moving into new homes as well. Stores were reporting something they hadn't reported since the Katana launched back in spring 2001: sellouts. The Katana was hot news, and even the recent releases of Velvet Dark: Synthesis on the Ultra Nintendo and Techno Angel on the Xbox hadn't done anything to quiet the Sonic hype. Though both games had achieved superior review scores to the new Sonic game and had been selling well, neither game had performed anywhere near as well as Sonic Neon in terms of sales.

    Fils-Aime then sat down at his desk and pulled out an envelope. The envelope contained the sales reports for the week of August 12-18, the second week of Sonic Neon's release. He looked at the software reports first. Though Sonic Neon's sales were down heavily, this was to be expected. In fact, the second week drop was slightly softer than anticipated. The game was holding steady. Word of mouth was strong.

    "This was the best Sonic the Hedgehog game since Sonic 4," said Fils-Aime to himself as he read the software sales report. "Of course it's doing well. In fact, we can even increase our projections based on this."

    Then, Fils-Aime looked at the hardware sales report. This time, however, the surprise was unpleasant. The drop was larger than expected. Significantly so. Fils-Aime looked at the report again to make sure he wasn't seeing things. Then, he put the sales report down and wiped some sweat from his brow.

    "What does that.... mean?" he thought, blinking. "Did we not make enough bundles for stores? Is that the reason people didn't buy as many Katanas as we expected them to...?"

    Fils-Aime had heard of the sellouts, but the sales figures here indicated that many Katana bundle units still remained in stores, and yet they weren't selling. The Katana had already dropped back behind the Xbox and the Ultra Nintendo. Sales had leveled off...almost to pre-Sonic Neon levels.

    This was the game that was supposed to turn things around.

    But then....he blinked again. He calmed himself down.

    "We won't know for sure until the holidays. This is a family game...lots of people only buy game consoles for Christmas. Come Christmas, we'll pull back ahead. We've just got to come back strong with a big holiday sales campaign. And we've got lots more big games coming out this year."

    Looking ahead to the holidays, in terms of big platformer titles, there was... Aerio 2 and Troublemakers 3. And that was it. Troublemakers 3, while expected to be a quality game, was more of a niche series. That left...Aerio 2.

    Aerio 2 and Sonic Neon were Sega's big holiday games of the year. Possibly Jet Set Radio Future, though that was more of an expansion pack sequel. And there was no way Sega was going to trot out Arbiter of Sin 3 as a big holiday game.

    Reggie Fils-Aime had to hope that families were excited about Sonic Neon, but were simply waiting until Christmas to purchase their new Katana system.

    Black Friday 2002 was three months away.
     
    Degrassi: The Next Generation, Season 1
  • With the approval of RySenkari, this is the Massively Multiplayer version of Degrassi: The Next Generation Season 1.

    Synopsis

    Degrassi: The Next Generation, the fourth incarnation of the long running Degrassi franchise, premiered on October 14, 2001 on CTV in Canada, and premiered in the US on The N channel on January 27, 2002. The main setting is the fictional Degrassi Community School on Degrassi Street in Riverdale, Toronto, Ontario, Canada. The topics that the show covers range from typical topics such as relationships, school work, friendships, issues with teachers and life outside of school to serious topics such as school bullying, drug abuse, underage drinking, sexual education and even internet safety.

    Cast
    (OOC: As I have I am using the Degrassi Wikia here, I am only going to list the main characters here with some butterflies involved, for good measure. Assume OTL supporting cast unless stated.

    Also, the earlier seasons will be mostly similar to OTL, but will diverge greatly as the Massively Multiplayer version of Degrassi goes past season 4.)

    The cast of the first season of Degrassi: The Next Generation consisted of eighteen characters in lead and starring roles, with ties back to the original Degrassi High coming in the form of Principal Raditch, who was an English teacher, Archie 'Snake' Simpson, a former alumni that is now the Media Immersions teacher at Degrassi Community School and Emma Nelson, who was born in 1989 to teenage parents and now entering middle school.

    7th Grade
    Emma Nelson (Miriam McDonald) - A social activist, idealist and enviromentalist at her young age, Emma is a very giddy and innocent girl that is planning to enter middle school, and despite the year she is entering in, she is ready to take up good causes for the betterment of society at large. Despite this, she is pretty naive, and has been chatting with a boy named 'Jordan' in the 8 months before the 2001-02 school year started.
    Manuella 'Manny' Santos (Cassie Steele) - A lifelong childhood friend of Emma since daycare, Manny is a bubbly, energetic girl that is also innocent and adorable in her own right. Although a 11 year old with heart, she is aiming for higher goals once she and her friends move up to Year 8.
    James Tiberius 'J.T' Yorke (Jake Goldsbie#) - The so-called class clown, easy going and laid back student of Degrassi's 7th Grade, he was the kid that could light up a room with one joke, and was impossible to dislike remotely without cracking up to one of his jokes. Although not very good at school work, he can do good things when he puts his head into it.
    Tobias 'Toby' Isaacs (Ryan Cooley#) - A geeky computer nerd and smart alec, he is a snarky nerd that constantly fights with his stepsister Ashley, since that they were brought in as part of their parents moving in together. He is intelligent, shrewd and pop culture savvy, and is best friends with J.T from elementary school.
    Liberty Van Zandt (Sarah Barrable-Tishauer) - A hardworking, super intelligent, academic overachiever, she is a student that strives to keep on top of the mountain no matter what, and despite her snobby, judgemental and unforgiving attitude driving off potential friends and classmates, making her somewhat of a loner, she also is very clingy towards boys she likes, especially J.T.
    Sean Cameron (Robert Clark) - A kid from a broke and poor family, he is a known juvenile delinquent in his hometown of Wasaga Beach, Ontario and has a reputation for being a hot-headed bad-boy that often gets into fights. However, he has a soft side that often gets covered up by his reputation, and had to move to Toronto to start anew at Degrassi.

    8th Grade
    James 'Jimmy' Brooks (Aubrey Graham) - A wealthy athlete with a cocky attitude, he is asipiring to be a basketball player, and he seems to be on top of the world at Degrassi as the big man on the school grounds, especially since his girlfriend Ashley is the Student Council President.
    Zachary 'Zach' Friesen* (Michael Seater) - A self-induced studious, lonely and straight laced student, he is struggling with the pressures of keeping his grades up by his parents, and also trying to get some new friends in the process, despite his below average social skills and sheltered home life. He studies a lot, but not to the point of overachieving, just to the point of trying to pass the grade.
    Gavin 'Spinner' Mason (Shane Kippel) - The student who seems to only scrape past his tests by the seat of his pants and/or by pure lucky stars, he is part of the posse of friends that hangs out with Jimmy, athough he is not good at sports at all and picks on the younger students for laughs and kicks.
    Ashley Kerwin (Melissa McIntyre) - A popular girl that is the student council president, she seems to be really uptight and cold, and a perfect role model to her mom and her step dad. However, in secret, she is cracking under the intense vice and is seeking for something to relax it with, even if it is illegal.
    Theresa 'Terri' MacGregor (Christina Schmidt) - Insecure about her weight, social life and general high school experiences, Terri desires to climb the social food chain and become one of the popular kids, despite her issues with her weight, crippling anxiety and general nervousness. She is a very close friend of Ashley.
    Paige Michalchuk (Lauren Collins) - The self-proclaimed, self-centered, Queen Bee of Degrassi, she is friendly towards her immediate friends, but can become extremely manipulative, jealous and go to extreme lengths to crash somebody down if they get on her bad side. She also runs the Spirit Squad, the Cheerleaders of Degrassi.
    Jessica 'Jess' O'Reilly* (Ashley Leggat) - A girl that also from that popular group, Jess is also part of the girl posse that Ashley leads, and although seen as many as a backup for the girl posse, she is also a nice and friendly person, but hides that in order to keep up the appearance. She also does the video annoucements and is part of the Spirit Squad.
    Adelaide Corcoran* (Marieve Herington) - A quiet girl at heart, she is a girl that had a quiet but strict home life and she is perfectly fine seeing the school from the sidelines and doing a routine, like complete her work, go to lunch, see the basketball game and go home, rinse and repeat. However, she soon learns that she can't really do that, and starts to hang out with Spinner and Jimmy due to their love for basketball.

    Degrassi Staff
    Archie 'Snake' Simpson (Stefan Brogren) - A former Alumnus of the original Degrassi High School in 1991, he is the school's new Media Immersion Teacher.
    Daniel Raditch (Dan Woods) - A former English teacher at Degrassi High, he is the current Principal of Degrassi Community School.
    Darryl Armstrong^ (Michael Kinney) - The newly hired Math and Gym teacher at Degrassi Community School, he teaches in a loose but firm way, but isn't afraid to get in between a fight situation with force to calm things down.
    Lennox 'Lenny' Jacobs* (Kris-Holden Ried) - The school's history and social studies teacher that recently gotten out of teacher college, he is a very knowledgeable teacher when it comes to his subjects, but not a snob and tries to understand teenager's issues as best he could.

    * - Fictional Degrassi character
    ^ - Upgraded to lead role ATL
    # - Alternate casting choices based on avaliable info

    Intro

    The show's title card introduction to each first season episode of Degrassi: The Next Generation IATL is similar to OTL's D:TNG first season intro, but with several key differences, due to the addition of 5 additional characters to the main cast.

    The intro starts off as like the OTL one, where it starts of with Emma (Miriam) at her computer, who is finishing a email and sends it. Then the email is visualised going through the school and enters the gym, where Jimmy (Aubrey) is playing a test basketball game against some other members of the Degrassi basketball team, and shoots the basketball into the hoop. Then it leads to Terri and Ashley (Christina and Melissa) who are singing the theme song with the school choir, then the email goes out of the gym, heading towards the Media Immersion room.

    Here is where the first major change occurs from the OTL introduction, as after the email goes through the door that Liberty (Sarah) opened and was looking at her watch, immediately jumps to Zach (Michael S.) who is sitting on one of the blue chairs just waiting for something, and then it switches to Lenny (Kris) searching for some books. Then it goes back to the OTL intro, where it jumps to Manny (Cassie) talking to some girls, then to Snake (Stefan) dropping his work papers and books accidentally, then jumps to Toby (Ryan) in the Media Immersion room messing around on one of the computers.

    The second major change comes along when the email enters the hallways, first it jumps to Adelaide (Marieve) standing by her locker, then to Spinner (Shane) whacking water onto J.T's (Jake) face, where the former is laughing about it. It then goes to the otherside of the hallway, where Paige (Lauren) and Jess (Ashley) are putting up a poster for the school dance, giving off alpha poses (Paige putting her glasses down and Jess just putting her hands on her hips like she was not impressed). Darryl (Michael K.) then appears helping a student with his locker, then finally Sean (Robert) and Raditch (Dan) appear together, talking about something before the email hits one of the student's phones, she picks it up then the title appears.

    Episodes

    The Season 1 episode list is mostly similar to the OTL Season 1 (all episodes that aired in OTL airs as usual IATL), but with 5 additional episodes added, bringing the episode count for the season to 20, instead of 15 like OTL.

    Minor changes to the already existing episodes include the addition of Adelaide, Zach and Jess into scenes that involve their friends, like for example Jess is normally seen around Paige, Zach is mostly studying in the cafeteria and gets a few taunts thrown at him by the popular kids and Adelaide is normally seen with Spinner and Jimmy after she opens up. Lenny, the history and social studies teacher, also takes some of the main characters classes during the main season, and acts as an bridge between the staff and the students, while Darryl is mostly involved with the sports side of things, but gets involved with issues.

    The five additional episodes (OOC: Jagged Little Pill is S01E20 and at this time, all episode titles are named after songs, books or movies) are listed here:

    Don't You Forget About Me (S01E09) - Adelaide has been keeping herself quiet since the school year started, and has been keeping to the same routine of just going to school and coming home. However, once she converses with Jimmy and realises her love of basketball, will she open up, or go back to the way she was? Meanwhile, Zach is having trouble with a test that he has to do to keep his grade up in history, and is offered, by Mr. Jacobs, to be tutored by Ashley, but at a price to either his marks or his nerd status.
    Shape of My Heart (S01E11) - Zach, as a so-called uptight nerd, is having trouble making friends due to his limited social skills, and this is not helped by his first taste in bullying by Spinner who called him a multitude of names, which included a dork and smartie in the cafeteria. He eventually finds someone to talk to in Terri, but will her friends accept him into their group or blow him off back into the lonely cafeteria?
    Island in the Sun (S01E13) - In a dare orchestrated by Hazel and Paige, they dared Jess to steal a bottle of vodka from the liquor store down the street and bring it back to their house in order for Jess to get a date with Spinner and $200 dollars as an additional bonus bet. However, she messes up badly when she accidentally drinks some of it and she ends up in handcuffs and in the back of a Toronto Police cruiser.
    Into Thin Air (S01E14) - Adelaide has been enjoying the company of Spinner and Jimmy at school, but her parents come knocking and consider Spinner and Jimmy to be a bad influence on her, and ask her to stop seeing them for the sake of protecting Adelaide from bad influences, but Adelaide is really conflicted about this choice. Will she do what her parents ask of her, or will she defy them for the first time?
    Good Omens (S01E16) - Zach and Jess hasn't had the most cordial of relationships, primarily due to them being in two different soical groups. After Hazel pays Jess $50 to take out Zach on a date, Jess saw it as another challenge. However, things began to go wrong.... in the right sense of a date when Jess inadvertenly makes the date succeed and Zach wants to go on another. How can Jess explain this mess up to Hazel?
     
    Summer 2002 (Part 6) - Black Velvet
  • *The bass line from Alannah Myles' "Black Velvet" plays over the first few seconds of the commercial, which show a cutscene of Joanna Dark walking, cocking her gun, and then approaching a group of enemies. The camera pans over a large skyscraper with the logo for a company called "Lotus Technologies", then we see a zoom-in on an eyeball, presumed to be Joanna's, with lines of data and technological symbols appearing over it. The song's chorus then kicks in, it's the last part of the song where there's a full guitar riff and the chorus repeats itself.*

    Black Velvet and that little boy's smile

    *Gameplay footage of Joanna shooting several mercenaries is shown, followed by a scene where Joanna throws an elbow into a guard's gut after a button press.*

    Black Velvet, with that slow southern style

    *An explosion throws several enemies skyward, then Joanna points using the Farsight, zooming through several walls to snipe an enemy in the head.*

    A new religion that'll bring ya to your knees

    *A pair of cutscenes are shown: Joanna doing some hasty computer hacking while looking behind her to check for enemies, then Joanna finding her unconscious sister Velvet tied to a chair, she pulls a strip of tape off Velvet's mouth only to realize it's a trap and an explosion engulfs them*

    Black Velvet, if you please...

    *More FPS gameplay, this time showing off the four person multiplayer mode, including a mode where each player chooses their own perks before going into battle. The chorus starts up again.*

    Black Velvet and that little boy's smile

    Joanna: When I find the people who did this to my sister, I'm going to kill them. All of them. *Another cutscene plays, showing Joanna bashing heads and brutally interrogating a Lotus Corporation executive*

    Black Velvet, with that slow southern style

    *Gameplay footage showing off the game's extensive perk and buff system is shown, followed by more FPS footage of Joanna using a pistol in battle.*

    A new religion that'll bring ya to your knees

    *A rapid-fire gameplay/cutscene montage is here, showing off Joanna leaping from a building, Joanna firing at an enemy on a helicopter, Joanna downloading some data into her body, and Joanna slamming a black-clad agent who looks fleetingly like Velvet down on a table*

    Joanna: Initiate Velvet Synthesis.

    *Joanna disappears into a sea of data.*

    Black Velvet, if you please...

    *The game's logo appears.*

    VELVET DARK: SYNTHESIS

    August 19th, 2002

    Only On The Ultra Nintendo

    The Game Is Everything
    (Nintendo's final pre-Wave slogan, which appeared in commercials from late 2001 to early 2003)

    -the North American commercial for Velvet Dark: Synthesis, which aired in August 2002

    -

    Velvet Dark: Synthesis

    Velvet Dark: Synthesis is Rare's sequel to their hit 2000 FPS title Velvet Dark. After the commercial and critical success of the first game and realizing that the Ultra Nintendo had at least three years of life left in it, Rare immediately set to work on a sequel to Velvet Dark which would both expand the story of the original game and enhance the gameplay and graphics as much as could be done on the Ultra Nintendo. The game's production was a massive undertaking, people even had to be pulled from the production of Dick in order to complete the game on time (which necessitated moving Dick from a spring 2002 release to a holiday 2002 one). Velvet Dark: Synthesis has much of the same sci-fi FPS gameplay of the original game, with a few added weapons and gadgets. Its gameplay continues on a lineal path from the 1998 Goldeneye 007 game, meaning that people familiar with Velvet Dark will largely be familiar with Synthesis. However, there are several gameplay enhancements to Synthesis that change its gameplay essentially, transforming the series from a strict FPS focus to an FPS with numerous RPG elements, similar to games such as Deus Ex (which the original Velvet Dark was compared to thematically). While Velvet Dark: Synthesis lacks the role-playing and interactivity of Deus Ex in lieu of a focus on gameplay, its character progression is quite similar, allowing Joanna to grow throughout the game and become more able to face the challenges in front of her. Early on in the game, Joanna's AI twin sister Velvet is separated from her body and once again becomes part of the computer grid. However, in this capacity, she is able to synthesize with her sister Joanna, allowing Joanna to gain combat enhancements that improve her mental and physical capabilities. Joanna can begin to acquire computer parts and equipment that she can use to augment her physical body. In addition, she can access the computer grid in certain places, unlocking Velvet's capacity to aid Joanna in battle and further strengthening her skills. Joanna can improve her health, her armor, her aim, her ability to sneak, her ability to view enemies and obstacles on the mini-map, and more. In addition, for most of the game after Velvet becomes an AI, she will be a constant companion who will advise Joanna on her mission, asking for advice or sometimes just joking around with her. This "AI Companion" function of Velvet becomes one of the game's most highly praised aspects. It's clear that between the original game and the sequel that Velvet has developed a personality somewhat different from Joanna's. In contrast with Joanna's at times dry wit and stern demeanor, Velvet is a bit softer and more light-hearted, though not to the point of being overly silly. Both Joanna and Velvet are still highly serious and capable agents who both desire to see their missions through to completion, and Velvet's input provides a good contrast to Joanna's more humorless nature. That being said, Joanna definitely has a cheeky side, which Velvet loves to bring out. There are even times during the course of the game that the two sisters share honest laughter together, and the bond between them is described by most commentators as one of the most touching sibling bonds ever depicted in a video game. In addition to the AI Velvet functions, there's also a melee element added to the game in the form of quick time events that Joanna can use to take out guards up close if she so chooses. She can use a variety of melee moves including punches and kicks, or she can use one of various gadgets such as batons and stun guns, or even garrotes if she prefers a lethal option. The game has a multiplayer mode, though there's not much extra from the original except for a few gameplay modes, including one that lets players choose their own perks before going into battle. There IS a really well received co-op mode in which one player is Joanna and the other is AI Velvet, with the ability to hack into various computers and lights throughout the level, along with enhancing Joanna's abilities at certain times. There's also a Counter-Operative mode called Black Velvet in which players can play an AI attempting to impede Joanna's progress. The game's graphics are considered top notch for the time, pushing the Ultra Nintendo pretty much to their limit, with the cutscenes especially impressive, rivaling early Katana games in terms of graphical fidelity. Like the original Velvet Dark, Velvet Dark: Synthesis is two discs.

    Velvet Dark: Synthesis takes place three years after the original game. Joanna Dark is still a secret agent, working for the United States government to stop terrorists and rogue nations throughout the world. Velvet Dark works for the Genesis Institute, demonstrating the benefits of benevolent AI while occasionally helping Joanna on her missions. The two sisters remain close, but their different jobs frequently pull them apart, and Joanna ponders retiring so that she can take a job as a security chief for Genesis. There's also the Lotus Institute, the world's largest corporate consumer of AI, which has expanded greatly since Genesis came to the forefront of research into the subject. Genesis has done much to restore the public's trust in AI since the Scintilla Incident, with Velvet in particular becoming a sort of worldwide hero. But Velvet feels a great burden, constantly having to justify her existence and dealing with people who believe that, as an AI, she can never be properly human. On the game's first couple of missions, Joanna has to deal with a group of terrorists who have gotten hold of some powerful military AI. She is successful in preventing the terrorists' main attack from taking place, but after she has seemingly completed her mission, a machine goes rogue and takes out several emergency workers, forcing Joanna to put it down. The incident shakes the public's faith in AI greatly, and Joanna is commissioned by the Lotus Corporation to check their systems for any possible glitches. In the third mission, Joanna ends up trapped after a glitch at the Lotus research facility causes her to be trapped with another powerful military AI inside a robot killing machine. Joanna defeats the machine, but is then attacked by several skilled human mercenaries and barely makes it out alive. Believing that the mercenaries were there to steal Lotus' secrets, Joanna notifies the CEO of Lotus, Adrien Skarpe, that his life is potentially in danger. Skarpe tells Joanna that Lotus and Genesis may have to collaborate to protect themselves during this time. The fourth mission has Joanna running security at Lotus' meeting with Velvet, but once again, it's attacked by the same type of mercenaries. Joanna fights them off and protects Skarpe, but realizes too late that their real mission was to take Velvet. In mission five, Joanna goes to rescue Velvet and eventually finds her tied up inside a room...but as Joanna frees her, she realizes to her horror that Velvet's body is an empty shell...rigged with a massive bomb. Joanna barely escapes with her life, but is badly injured. Velvet is gone, her AI presumably in the hands of her captors. However, Joanna discovers evidence that connects the mercenaries with Lotus, and realizes that Lotus is responsible for everything: the self-sabotage, the attacks on Joanna...all of it was a setup to get to Velvet and take her AI. The sixth mission has Joanna attacking a Lotus facility, both for revenge and to get her sister back. She manages to retrieve a copy of Velvet's AI, but is unable to download it to a body because it's partial and corrupted: it has Velvet's "soul" on it, i.e. her memories and knowledge, but the elements that allow Velvet to be transferred into physical form are missing. However, Joanna is able to download her sister onto an implant within her own body, and the two are able to communicate once more. In addition, Velvet can now assist Joanna in her missions. The two sisters begin working together, compiling evidence on Lotus' activities and interfering in their operations. It becomes clear that Lotus is seeking to use the Velvet AI to gain control of the world. Joanna and Velvet eventually discover that Lotus is also constructing a new cybernetic shell to place their copy of the Velvet AI in: a synthetic super-agent that comes to be known as Black Velvet. Joanna raids the facility in which Black Velvet is being constructed, but is unable to stop the process: Black Velvet awakens and Disc 1 ends. Disc 2 sees Skarpe and Lotus completely unimpeded on their quest to take over the world: Black Velvet begins assassinating world leaders, while the Velvet AI infiltrates the world's financial and weapons systems, giving Lotus full control. Skarpe issues an ultimatum to the world: turn in Joanna Dark, or he'll launch one nuclear bomb a day at the world's great cities. Joanna now has to flee from the authorities as well as from Black Velvet, who's been sent to kill her. Skarpe does manage to launch one nuclear bomb, which destroys Chicago, but Joanna and Velvet stop the second, which is aimed at London. Joanna, with Velvet's help, is eventually able to infiltrate the Lotus Institute, and in one final epic mission, Joanna saves the world. She fights her way through a massive AI-powered military defense grid on her way up the building and in a fierce multi-stage showdown involving a spy hunt, a fist fight, and a gun battle, defeats Black Velvet. Finally, Joanna reaches Skarpe's office and in a very satisfying cutscene, tosses him out the window to the ground below. However, Black Velvet has managed to reconstruct itself, and attacks Joanna on one last deadman switch order from Skarpe. But this time, Velvet saves the day by overwriting Black Velvet's programming and taking control of her body. The first thing Velvet does upon realizing that she has a human body again is hug Joanna tightly, their ordeal finally over. In the aftermath of Lotus' activities, AI becomes strictly regulated by all world governments. Research on the subject must now be approved by an overwhelming majority of the world's nations. However, thanks to Velvet's tireless work, the Genesis Institute is allowed to continue its research on AI, on the condition that Joanna serve as the head of security to prevent any possible breaches. Joanna, knowing this will allow her to work with her sister, accepts, and resolves to help create a bright future for humanity with the help of AI.

    Velvet Dark: Synthesis continued with the series' themes of exploring mankind's relationship with artificial intelligence. Where the first game explored the possibilities of rogue AI, Synthesis explored what could happen if evil humans got their hands on powerful AI technology. The game is a massive critical success, though the overall reception is slightly less than the original game, simply due to the fact that the game's graphics are no longer cutting-edge (even if they are amazing for the fifth generation). It's still considered one of the year's best games, and even in a crowded field that includes Super Mario Ranger and Metal Gear War, Velvet Dark: Synthesis is considered by many critics to be the best Ultra Nintendo game of the year. It's released in North America and Europe on August 19, 2002, and in Japan on September 14th. Its sales are excellent in all territories, though they do fall short of the game's predecessor due to increased competition.
     
    Summer 2002 (Part 7) - An Angel From The Skies
  • *The "ONLY ON XBOX" logo appears on screen before a cutscene is shown of a woman named Adriana being fitted for a cybernetic exoskeleton.*

    Narrator (Keith David): She is the soldier of the future, capable of taking the place of a thousand men.

    *A gameplay scene is shown, depicting Adriana firing upon enemies in a first person perspective and showing off the game's complex HUD. Several quick scenes are shown in various environments, showing off both the combat gameplay and the HUD functionality.*

    Narrator: Her exoskeleton gives her the ability to see into the heart of her enemies, to pinpoint their every weakness, and to take them down with ruthless efficiency.

    *More gameplay footage is shown as the HUD displays the pulse rate of individual enemies.*

    Narrator: It learns with her, giving her the freedom to engage the enemy any way she sees fit.

    *More gameplay footage shows off the HUD's adaptive capabilities, shifting its focus according to the player's gameplay.*

    Narrator: The war of the future will not only be fought with guns and bombs, but with the human mind.

    *A cutscene is shown, depicting Adriana lifting into the air to survey the battlefield.*

    Adriana: Combat readiness at 94%. Calibrating tactical assist. Switching weapons for maximum effectiveness.

    *Adriana races across the battlefield, leaping into the air with superhuman ability to fire down at a group of enemy soldiers.*

    Adriana: That was good but we can do better...

    *More gameplay footage is shown, the HUD adjusting in real time to combat conditions. Then another cutscene.*

    Adriana: Is it really this suit, or is it me?

    *An unnamed male character looks at her, concerned.*

    Soldier: What do you think?

    Adriana: I think I'm ready.

    *Another scene of gameplay, depicting a massive firefight between two groups of soldiers, with Adriana leading her side. Numerous warnings are displayed on the screen.*

    Adriana: Adjust...adjust....we're at 61 percent and fading...adjust! *screams as a bullet hits her in the shoulder* Dammit! *she points a gun at a group of enemies and fires, causing a massive explosion at their position, then dives away and fires several more times*

    Narrator: Suit up, and become...

    *Adriana is seen flying into the air again, pointing her gun at the screen.*

    Narrator: The Techno Angel.

    TECHNO ANGEL

    Narrator: Step into a new age of warfare with the power of X.

    *The Xbox logo is shown.*

    -from the commercial for Techno Angel, which aired throughout August and September 2002

    -

    Techno Angel

    Developed by Microsoft exclusively for the Xbox, Techno Angel is a futuristic first-person shooter title which takes its gameplay from such titles as Medal of Honor, but with a major twist: the game features a complex, ubiquitous heads-up display that plays an integral role in gameplay. Taking place in 2047, Techno Angel is a game about a futuristic war where technology has become just as important as weaponry in determining victory on the battlefield. The United States, depleted heavily of natural resources and facing crisis, has become a quasi-military dictatorship and has initiated wars with a number of small countries around the world. These wars have begun killing countless soldiers, and so the military seeks a way to prevent death on the battlefield with the use of technology to create a more efficient soldier. Their solution is the Omniscient, an experimental exosuit that gives its wearer enough combat knowledge and physical enhancement to become a truly lethal force on the battlefield. In order to prove the Omniscient is a viable combat solution, they decide to have a non-combatant scientist, Adriana Odessa, become the first person to wield it on the battlefield. Though Adriana is a reluctant soldier, she is initially assigned to missions that have her going after the worst of the worst: evil dictators and brutal terrorists who Adriana is fine with killing since it will protect innocent people. Via the use of the Omniscient, Adriana becomes an exceptional soldier, racking up thousands of confirmed kills due to the wealth of information it provides her. The Omniscient provides Adriana, and thus, the player, with an incredible amount of information: it gives details about the enemy's physical condition, their potential troop movements, the type of weapon that will be most effective against them, etc. The information provided by the Omniscient's HUD allows the player to have an unprecedented level of strategic choice when conducting their missions in the game. Players can even use the information provided by the HUD to take on alternate missions: for example, a mission that starts with a simple directive to take out some enemy soldiers could potentially lead to the liberation of hostages if the player picks up on biological cues that an enemy is hiding something. The game also adapts to the player's style of play, using the Xbox hard drive to constantly save combat information: for players who have good aim, the game will recommend headshots, while players who can't aim so well will be given larger targets to shoot at: explosive barrels, the center of an enemy's mass, etc. The Omniscient also has physical capabilities: it can hover and fly short distances, allowing Adriana to climb obstacles or to access a higher vantage point, and it also has a powerful melee strike, so that Adriana can engage enemies from short range. The game's graphics are among the best seen in an Xbox game to date (though the game isn't the most highly detailed because of the complex HUD), and developers spared no expense on the voice acting: the game's cast is full of big names. Ron Perlman voices Colonel Haynes, while Samuel McClane is voiced by Nathan Fillion. Adriana herself is voiced by a slightly less known actress, Jennie Kwan (best known IOTL as Suki in Avatar: The Last Airbender), who is highly praised in her first major video game voice role.

    The game's main campaign consists of eighteen main levels. Some of these levels are fairly straight forward, though others have hidden objectives that allow Adriana to go off the beaten path. These objectives can potentially upgrade the Omniscient's combat capabilities, and also affect the ending: the game has three endings in all. The game starts with Adriana performing missions for the US military, but after several levels, we see Adriana having doubts, both from a humanitarian perspective and from a scientific perspective. The Omniscient seems capable of helping so many people, but it's being used as a weapon by a military that Adriana knows is becoming increasingly oppressive. Adriana has a few friends within her combat unit and among her old scientist buddies. One of her combat friends is a soldier named Samuel McClane, a highly decorated sergeant who notices that Adriana seems to be doubting her mission and her purpose. Adriana repeatedly tells McClane that he should be the one who gets to use the Omniscient, not her, but McClane tells Adriana that she's the right person for the job and always has been. Adriana's commanding officer is Colonel Arthur Haynes, a stern and jingoistic career soldier who's always trying to get Adriana to take more brutal and decisive steps in combat. About midway through level seven, a mission that involves a push into a large city to take out a warlord, Adriana realizes that if she completes her mission, a massive convoy of medical personnel, including one of her friends, will be slaughtered. Adriana abandons the mission to save the medical convoy, blowing the chance to take out the warlord and infuriating McClane. After level eight, Adriana goes AWOL with the Omniscient suit, and immediately becomes public enemy number one. Over the course of the next few missions, Adriana helps numerous people while trying to find help from what few allies she still has and while evading Haynes. However, before level fourteen, Haynes forces Adriana's friend Lizzy to help him hijack the Omniscient, with her inside of it. Level fourteen involves Adriana being forced by Haynes to complete a mission where she slaughters a massive amount of civilians. The last part of the mission has Haynes trying to force Adriana to blow up a school, but with McClane's help, she manages to extricate herself from the suit and evacuates the school, leaving the Omniscient behind. Level fifteen sees Adriana, sans Omniscient, starting out as McClane's combat medic but eventually picking up a gun and helping him in battle, ultimately saving his life after he's wounded and taking out the warlord she was initially assigned to kill. Eventually, Adriana retrieves the Omniscient and retakes control of it. She meets up with a group of disgruntled soldiers who want to use it to start a coup against the government, but Adriana just wants to use it to help people, starting with her friend Lizzy who is being held captive by Haynes. She goes back to Haynes' base but is too late to save Lizzy from being killed. The rest of the game has Adriana escaping in Omniscient from the pursuing military, engaging Haynes (in an experimental exoskeleton of his own) in a final battle, and preventing a potential nuclear armageddon by disabling a pair of nukes launched at each other by the American military and an enemy nation. Then the game ends one of three ways: in the normal ending, Adriana escapes with the Omniscient to start a new life of protecting people around the world, but McClane succumbs to his injuries. In the good ending, McClane lives, but decides to stay with the military even as Adriana asks him to come with her and help her protect people. And in the best ending, McClane lives and he decides to come with Adriana, who resolves to build a new exoskeleton for him to use. The canon ending, which leads into Techno Angel 2, is the "good" ending: McClane lives, but remains with the military, while Adriana carries out her mission alone. In addition to the campaign mode, Techno Angel features multiplayer, and though it shows some promise, with each player given their own special exosuit with complex HUD, it's fairly bare bones in terms of options, and isn't as popular as some of the other multiplayer FPS titles on the system such as Quake III Arena and Unreal Tournament. It's clear that Microsoft chose to focus on the game's campaign mode at the expense of the multiplayer, but this does cost the game some sales.

    Techno Angel is released for the Microsoft Xbox in North America on August 26, 2002, with an October release date for Europe and Japan. Its fast-paced and dynamic gameplay, along with the revolutionary HUD, win the game excellent critical reviews, and the game's critical reception even slightly surpasses that of Velvet Dark: Synthesis, a game to which it is compared to in many ways. Saleswise, the game is a major hit: it's hyped up for months prior to its release, and it's one of the top selling games of August 2002, one of the most heavily crowded months for video games ever. However, initial sales are slightly less than expected, due to the game's female protagonist and lackluster multiplayer mode driving some Xbox players away. Good word of mouth would ultimately help the game reach its total sales goals, and it would sell several million copies overall.
     
    The Summer 2002 GameFAQs Character Battle
  • The Summer 2002 GameFAQs Contest began on July 1, 2002, and was a single-elimination, 64 character bracket to determine the best video game character of all time. Every day, a new poll would go up on the website, pitting two characters against one another. People could predict the results of the matches, and the most accurate brackets could win several hundred dollars worth of gaming-related prizes. The contest generated lots of traffic for the website and plenty of controversy on the site's message boards and throughout the internet. Here is a recap of how the matches went down.

    -

    Round 1 - North Division Top Half

    (1) Mario- 40,274

    (16) Commander Keen- 19,635

    (8) Miles "Tails" Prower- 42,171
    (9) Terry Bogard- 16,550

    (5) Alucard- 45,813
    (12) Akira Yuki- 15,724

    (4) Crono- 42,681
    (13) Kirby- 26,033

    Perhaps the most interesting matchup of this segment of the bracket was the very first match: Mario vs. Commander Keen. Commander Keen, while not nearly on the level of Sonic, had become one of Sega's top exclusive characters, and this was thus considered a potential test match for Sega's strength vs. Nintendo. Keen put up a surprisingly strong fight, especially considering Mario's later performance. He almost managed to avoid being doubled up by the iconic plumber, an impressive performance despite losing by a large margin. Crono vs. Kirby was also somewhat notable, Kirby (who was admittedly underseeded) did quite well for himself, though Crono won easily, as expected.

    Round 1 - North Division Bottom Half

    (6) Nights- 31,724
    (11) Ryo Hazuki- 34,618

    (3) Duke Nukem- 39,668
    (14) Jin Kazama- 28,405

    (7) Ken Masters- 34,077
    (10) Aya Brea- 37,850

    (2) Donkey Kong- 38,334
    (15) Geralt of Rivia- 23,671

    There were a couple of mild upsets in this part of the bracket, which saw Ryo take down Nights in a battle of Sega icons, and Aya Brea knock off Ken Masters in the first of several appearances of what the contest board would come to call "The Jug Factor": i.e., the opinion that female characters were overperforming because of their physical attractiveness. Ryo's win over Nights, in which he held off a late morning comeback that saw Nights pull to within a few hundred votes before he would eventually pull away, was also the first appearance of another common contest phrase: "Wait till the kiddies wake up!" Donkey Kong, despite being the #2 seed, would underperform against the somewhat obscure Witcher protagonist Geralt of Rivia, which ended up being a sign of things to come for the big ape.

    Round 1 - East Division Top Half

    (1) Lara Croft - 45,670

    (16) Claris - 23,114

    (8) Claire Redfield - 38,601
    (9) Kyo Kusanagi - 27,554

    (5) Ash Beckland - 39,552

    (12) Cless Alvein - 28,075

    (4) Ryu - 48,462

    (13) Kain - 17,564

    This division was fairly boring, though the somewhat strong performances of Claris and Cless proved that RPG protagonists could be significantly boosted by the popularity of their games, something that would show up in a stronger form for characters like Crono and Randi later on (Cless' loss to Ash Beckland also proved that Chrono Trigger's popularity had far surpassed that of Tale Phantasia's on GameFAQs, as the consensus is that Crono would have beaten Ash easily). The most impressive victory was had by Ryu, who smashed the vampire lord Kain in an impressive victory that left many contest followers wondering if a trip to the elite eight and beyond could be in the Street Fighter star's future.

    Round 1 - East Division Bottom Half

    (6) Bomberman - 24,667
    (11) Joanna Dark - 44,810

    (3) Samus Aran - 49,623

    (14) Gaddis - 14,074

    (7) Fox McCloud - 34,978
    (10) Randi - 35,213

    (2) Pac-Man - 40,706

    (15) Erick - 19,108

    The most impressive win was probably Joanna Dark nearly doubling up Bomberman. This match was expected to be a lot closer, but the hype for the upcoming Velvet Dark: Synthesis, which was only about a month away as of Joanna's match, gave her a significant boost (the contest board also pointed to TJF, but there's no way that could've accounted for such a strong victory). Joanna's big win even gave some Velvet Dark fans hope that she stood a small chance against Samus, despite Samus' crushing of Gaddis (which left contest board fans lamenting that CJayC somehow picked Gaddis over Ganondorf, one of the numerous baffling choices he made in setting up the bracket). The closest match of the tournament thus far was Secret of Mana protagonist Randi's narrow win over Fox McCloud, considered to be somewhat of an upset, and proving that once again, a game could propel someone's contest strength in a major way.

    Round 1 - South Division Top Half

    (1) Link - 62,304

    (16) Q-Bert - 8,847

    (8) Max Payne - 30,570
    (9) Fulgore - 39,863

    (5) Mega Man - 45,786
    (12) Tifa - 32,714

    (4) Turok - 41,225

    (13) Strider Hiryu - 21,364

    Link absolutely crushed Q-Bert in one of the first round's most impressive beatdowns. Max Payne was expected to perform well by many, but he was taken out by the much cooler looking Fulgore (the recent release of Killer Instinct 3 to arcades surely helped). Mega Man handily dispatched Tifa (after many predicted that TJF would lead Tifa to victory), while Turok made short work of the classic ninja Strider.

    Round 1 - South Division Bottom Half

    (6) Sephiroth - 67,681

    (11) Mitch Atwater - 7,314

    (3) Jill Valentine - 45,305
    (14) Jacky Bryant - 20,683

    (7) Ariel - 51,336
    (10) Guybrush Threepwood - 15,704

    (2) Solid Snake - 53,274
    (15) Scav - 19,608

    Sephiroth had absolutely no business getting only a 6 seed, and he took out his aggression on the protagonist of Arbiter of Sin in the biggest ROFLstomp of the entire tournament. In fact, this entire half of the bracket was pretty much ho-hum, with four rather impressive asskickings. Ariel from Shadows of the Moon (with what is universally considered to be the hottest match pic of the first round) took poor Guybrush to the woodshed, but she'll definitely have a lot more difficult of a matchup against Solid Snake, who utterly crushed the protagonist of last year's Final Fantasy IX.

    Round 1- West Division Top Half

    (1) Sonic the Hedgehog - 56,700

    (16) Woofle - 14,863

    (8) Morrigan - 37,814

    (9) Pikachu - 37,752

    (5) Gordon Freeman - 20,760
    (12) Sadira Blackheart - 37,658

    (4) Luigi - 45,001
    (13) Simon Belmont - 18,204

    Morrigan vs. Pikachu had to be the most controversial match of the first round, by far. It set the contest board aflame, with fans on both sides spitting incredible amounts of venom at one another. While Pokemon would be a major contest force in later tournaments, in 2002 it was sort of at its popularity nadir: not old enough to really be "nostalgic", but old enough that the novelty of the series had somewhat wound down, at least on the contest board. The games were popular, but the fad was wearing thin, and Pokemon had a lot of hate on GameFAQs around this time. The match pic, of course, showed Morrigan at her hottest, while Pikachu was...well, Pikachu. Morrigan fans accused Pikachu voters of being little kids, Pikachu fans accused Morrigan voters of "only voting for her because she haz teh boobezz!!!" When the results were finalized and Morrigan was declared the winner, the fallout shook the contest board to its core...but that would be dwarfed by the controversy of later matches. The backlash sort of carried over into Gordon Freeman vs. Sadira Blackheart immediately afterword: Sadira got a lot of anti-votes among the board faithful, and the match was fairly close for the first five minutes before Sadira pulled away, starting another contest board fad: "Gordon Freeman Never Wins". Sadira's strong performance in that match gave Blackheart fans hope that she could take down Luigi, and their second round showdown became another one to remember.

    Round 1 - West Division Bottom Half

    (6) Knuckles - 36,004
    (11) Rebecca Maris - 37,182

    (3) Sub-Zero - 48,440
    (14) Raziel - 18,632

    (7) Shad Sidewinder - 29,462
    (10) Squall Leonhart - 37,157

    (2) Cloud Strife - 60,742

    (15) Edison - 10,328

    Squad Four was fairly popular on GameFAQs, especially since the release of Rebellion in 1999, and so Shad and Rebecca were fairly hyped characters going into the 2002 tournament. However, Rebecca was still seen as the underdog in her match against Knuckles, which was sort of seen as yet another Nintendo vs. Sega showdown. It proved to be one of the closest and most controversial matches of the round, with Rebecca ultimately coming out on top despite a fierce push by Sega fans toward the end. However, despite Squad Four's popularity, Shad couldn't overcome Squall, one of the more popular Final Fantasy protagonists, who beat him fairly handily. Squad Four characters would prove to be middle of the road in contest popularity over the years, with Shad, Rebecca, and Marcus all occasionally pushing upper-midcard status around the releases of new Squad Four or Smash Bros. titles. Rebecca's match with Sub-Zero in round two would be a tough one to predict.

    Round 2 - North Division

    (1) Mario - 44,516

    (8) Miles "Tails" Prower - 25,812

    (5) Alucard - 19,627
    (4) Crono - 47,108

    (11) Ryo Hazuki - 31,406
    (3) Duke Nukem - 32,171

    (10) Aya Brea - 33,284
    (2) Donkey Kong - 32,907

    Clearly, the biggest upset and most controversial match of this part of the bracket was Aya Brea's astonishing victory over Donkey Kong. This whole division was essentially set up to finish with Mario vs. Donkey Kong, but Aya threw a massive wrench in those plans, winning a hard fought match despite a furious Donkey Kong rally toward the end. Duke Nukem vs. Ryo Hazuki was also an extremely close match, with the result giving rise to yet another contest board fad: "Always Bet On Duke", borrowing one of Duke's phrases from the classic game series. Mario and Crono won handily, setting up a sweet sixteen showdown that Mario was expected to win rather easily.

    Round 2 - East Division

    (1) Lara Croft - 37,215

    (8) Claire Redfield - 31,874

    (5) Ash Beckland - 35,682
    (4) Ryu - 35,147

    (11) Joanna Dark - 18,279
    (3) Samus Aran - 57,408

    (10) Randi - 38,220
    (2) Pac-Man - 32,913

    Lara Croft had a hard time keeping Claire Redfield down in their match, showing potential signs of trouble for the #1 seed. Combined with Samus' absolute slaughter of fellow tough girl Joanna Dark, it made the Metroid protagonist the odds-on favorite to reach the final four. We knew Ash Beckland was pretty popular, but him beating Ryu in the second round was still a bit of an upset that the majority of contest entries failed to predict (Ash's sweet round two match pic probably helped him get the win). And Pac-Man was the second #2 seed to go down, losing to Randi, though Randi isn't expected to have much of a chance against Samus.

    Round 2 - South Division

    (1) Link - 58,514

    (9) Fulgore - 14,736

    (5) Mega Man - 47,289
    (4) Turok - 21,416

    (6) Sephiroth - 59,521
    (3) Jill Valentine - 16,284

    (7) Ariel - 24,970
    (2) Solid Snake - 44,627

    There wasn't much going on in this division. No close matches, no real controversies. Mega Man's crushing defeat of Turok (who was expected to put up much more of a fight), led some to give the Blue Bomber a puncher's chance of beating Link in the sweet sixteen. Ariel was also expected to do a bit better than she did against Solid Snake, but it took everything she had just to avoid a doubling. The South Division was the tournament's clear Group of Death: two monumental matches have been locked in for round three.

    Round 2 - West Division

    (1) Sonic - 48,679

    (8) Morrigan - 18,616

    (12) Sadira Blackheart - 36,873
    (4) Luigi - 37,019

    (11) Rebecca Maris - 34,902

    (3) Sub-Zero - 34,715

    (10) Squall Leonhart - 10,583
    (2) Cloud Strife - 64,827

    Sadira vs. Luigi was Morrigan vs. Pikachu round two: a really hot femme fatale vs. a beloved Nintendo character. And Sadira damn near pulled off the upset. Sadira is significantly more popular than Morrigan, her games are much more well known, and she's considered by many on the contest board to be possibly the hottest video game character alive. But Luigi didn't have the Pokemon hate factor behind him: he was Mario's twin brother, sometimes neglected but always entertaining. Sadira had the lead for a good portion of the match, prompting an enormous outcry of: "SAVE LUIGI!!!", while Sadira fans delighted in trolling the Nintendo faithful (with one fan posting up an explicit fanart of Sadira domming Luigi, it was too kinky for GameFAQs and he received a karma loss moderation for it). In the end, Luigi prevailed, setting up Sonic vs. Luigi for the sweet sixteen (in fact, the intriguing potential of a Sonic/Luigi matchup probably gave Luigi the edge). However, the very next match saw a beautiful gaming lady prevail: Rebecca beat Sub-Zero in a squeaker and would move on to face Cloud Strife, who crushed Squall Leonhart in the first instance of SFF (Same Fanbase Factor) in the contests.

    Round 3 - North Division

    (1) Mario - 48,681

    (4) Crono - 41,213

    (3) Duke Nukem - 34,684
    (10) Aya Brea - 33,958

    Crono certainly put up a valiant effort in his match against Mario. But the plucky plumber was gaming's most legendary character, and despite Chrono Trigger's immense popularity, Mario had a fantastic reputation and it absolutely preceded him here. Plus, there was the intriguing possibility of Mario vs. Sonic in the finals, providing Sonic could get past Link. Mario held tough and won his match. The more entertaining match was Duke Nukem vs. Aya Brea. Aya had the bigger "upset" following, her win over Donkey Kong had given her some momentum. But by now, Duke Nukem's backing had grown significantly thanks to his two previous wins. He had momentum, and plenty of fans spamming his catchphrases all over the board. Duke had the closest thing to an outside vote rally that the 2002 contest had seen, and it pushed him to the win, enabling him to come back from an 1,800 vote deficit with just four hours to go.

    Round 3 - East Division

    (1) Lara Croft - 39,452
    (5) Ash Beckland - 41,673

    (3) Samus Aran - 47,333

    (10) Randi - 22,684

    Lara vs. Ash was an intriguing matchup, and it had a lot of parallels with Aya vs. Duke, on a potentially larger scale. The winner would have somewhat more of a chance against Samus than the winner of Aya/Duke had against Mario, so this match drew somewhat more interest. Ultimately, though, fans chose Ash, who had the slightly more popular games, over Lara, who had more cultural recognition. GameFAQs was GameFAQs, and the Ballistic Limit games were really popular. Ash would move on to challenge Samus, who had little trouble putting Randi in the ground.

    Round 3 - South Division

    (1) Link - 56,841

    (5) Mega Man - 39,600

    (6) Sephiroth - 51,224
    (2) Solid Snake - 46,583

    In the end, was it really surprising that Link beat Mega Man so badly? There was the SFF in play: even though Mega Man games have appeared on Sega's systems, he got his start on the NES, and Nintendo fans ultimately broke for the much more iconic Link. Link was just the stronger character, and his easy victory proved that he might just have what it takes to win the whole tournament. Sephiroth managed to beat Snake despite the recent release of Metal Gear Gaiden (a somewhat underplayed game) and the impending release of Metal Gear War. This surprised some, though Sephiroth was predicted to win this matchup by slightly more entrants. Final Fantasy VII just had a huge impact on people, and as beloved as Solid Snake was, that fandom was hard to overcome.

    Round 3 - West Division

    (1) Sonic the Hedgehog - 53,784

    (4) Luigi - 35,819

    (11) Rebecca Maris - 24,874
    (2) Cloud Strife - 50,772

    Sonic and Cloud won fairly easily to set up their division finals showdown, though Sonic's win wasn't quite as easy as one might expect. Luigi held tough throughout, never letting Sonic completely humiliate him, though it ultimately was no substitute for an actual Sonic/Mario match. As for Rebecca....she did all right, though she didn't avoid being doubled up by Cloud. She was never in it and never expected to be, so a sweet sixteen finish was considered just fine, with everything else just gravy.

    Round 4 - North Division Finals

    (1) Mario - 68,702

    (3) Duke Nukem - 24,854

    Was there ever really any doubt? The expected Duke Nukem rally just never materialized, and for all the Duke fads and memes and quoting, he had no real chance to beat Mario. There was a popular Duke Nukem fansite that rallied for Duke, but it drew a few hundred votes at best, nowhere near what would be needed to put even a dent in Mario. Mario continued to roll on and was the odds-on favorite to make the finals.

    Round 4 - East Division Finals

    (5) Ash Beckland - 42,674
    (3) Samus Aran - 57,228

    A slightly less foregone conclusion, one has to give Ash credit just for breaking 42 percent on Samus here. He was never going to win, and didn't even make it interesting. Still, a quarterfinals appearance for Ash is something, proving the staying power of Ballistic Limit here on the site.

    Round 4 - South Division Finals

    (1) Link - 60,472

    (6) Sephiroth - 41,465

    While the mouthwatering possibility of Cloud vs. Sephiroth could've made this match a bit closer, Link once again just proved to be too strong, and put an unholy beatdown on Sephiroth in this anticlimactic match. Link came through the Group of Death with nary a scratch, and after this match, seemed to be the overwhelming favorite to win the whole thing.

    Round 4 - West Division Finals

    (1) Sonic the Hedgehog - 68,261

    (2) Cloud Strife - 68,194

    After the last three matches were all blowouts, the board was clamoring for a close one, and boy, did they get it. This was easily the most controversial match of the tournament thus far. Cloud started out with somewhat of a lead, and stretched it out through the early morning hours...but then, lo and behold, Sonic began to rally in the morning after, you guessed it, the kiddies woke up. However, Sonic failed to take the lead from this push, and Cloud began to extend his lead to over 2,000 votes. However, it was early September, and with many schools back in session, the biggest push from young voters wouldn't be when they woke up, but when they got home from school. In the first major incidence of what would come to be known as the ASV (or after-school vote), Sonic began pushing and pushing hard, and wiped out Cloud's massive lead by six o'clock PM. Then he began to build his lead. But after pushing his own lead to over 2,000 votes around nine PM, Cloud roared back with a vengeance. He rallied to within a few hundred votes of Sonic and then...took the lead! Cloud pushed to a lead of over 800 votes by the time the poll closed at midnight. Final Fantasy fans celebrated...only to have their hopes dashed after CJayC revealed that a user had been cheating, stuffing votes for Cloud using an IP spoofer. After 915 illegal votes were removed from Cloud's total, Sonic once again was victorious, by just 67 votes. The board descended into chaos. Accusations of cheating, vote rigging, flame wars from both sides... the contest's first truly major controversy had taken place. Little did they know...

    Semifinal 1

    Mario - 66,825

    Samus Aran - 44,761

    After the enormous controversy of the last match, the Mario vs. Samus match seemed completely anti-climactic...and indeed it was. It was a full-on SFF-fueled rout, with Mario doing much better against Samus than he'd be normally expected to do against a similarly strong opponent due to Nintendo fans breaking for him (it's been speculated that Ash Beckland probably would've gotten a slightly higher percentage of the vote against Mario in 2002 than Samus did). As it turns out, this match was just the undercard. The main event was about to take place.

    Semifinal 2

    Link - 75,371

    Sonic the Hedgehog - 75,367

    This was easily the most controversial and close match of the entire contest, and it's easy to see why. There were multiple factors in play: Cloud fans voting for Link to get revenge on Sonic, the whole Nintendo vs. Sega factor, the massive (and successful) rallying by numerous Sega and Nintendo fan sites...this was the match that made the contest. Link jumped out to an enormous lead early, at one point his lead was 10,000 votes by 2 PM....but then, not only did the kiddies get back from school, but huge rallies at nearly every major Sonic fan site drew thousands of voters to GameFAQs. Link's massive lead began to erode, and erode quickly. Accusations of cheating were immediately leveled, and CJayC had to post numerous times throughout the comeback that yes, these were legitimate Sonic votes. There was enormous flaming, most of it leveled by Nintendo fans against Sega fans. But finally, at 10 o'clock, Sonic passed Link, and jumped out to a 500 vote lead. But with one hour to go, the cavalry came: a late rally by a Zelda fan site helped Link start to push back against Sonic's lead. He cut the lead to 400, 300, 250, 200...with less than ten minutes to go, Sonic's lead stood at just 86. Sonic fans who'd been saving their votes began casting them. Sonic seemed to be holding strong...but Link's last push was just enough, and the final update had Link up by four at 12:00 midnight. The votes were locked, and Link was declared the winner. Now Sonic fans were the ones accusing Nintendo fans of cheating, and the flaming was done by mostly Sega fans. There were numerous account suicides by both sides, and CJayC had to make one final statement saying that the results were official, Link was the winner, and that was it. The controversy continued well into the next day, though it had little effect on the ultimate winner.

    Finals

    Mario - 51,826
    Link - 70,448

    Link won in an uncontroversial, noncompetitive final. He proved to be more popular than Mario amongst Nintendo fans, which may seem surprising to some, but GameFAQs preferred the Zelda series to the Mario series, and so Link won out. Had it been Sonic instead of Link, there's no doubt this would have been closer, and Mario might even have won, a fact lamented by many people who voted for Sonic just to see such a dream match-up. While that failed to materialize, the contest still had to be considered a success, even with all the controversy it generated: it brought an incredible amount of traffic to GameFAQs, and made the website a household name. There was no doubt that there would be another contest in 2003, though whether it would be as exciting and controversial as this one remained to be seen.
     
    Summer 2002 (Part 8) - Zelda Update
  • The Legend Of Zelda: Elven Bell

    The Legend Of Zelda: Elven Bell is the first original Legend of Zelda title released for the Game Boy Nova. Rather than take stylistic cues from OTL's Minish Cap, Elven Bell looks and plays like a somewhat enhanced version of the Nova port of Ocarina of Dreams, with slightly better graphics than that game, and a slightly more mature Link. The game isn't tied in with any previous Legend Of Zelda title, though in the series timeline it can be said to take place after Majora's Mask. In Elven Bell, Link and Zelda are adventuring together when they stumble across a strange, hidden world of elves. After Zelda disappears, Link must find her, while helping the denizens of this secret world called Elveria. In order to complete his mission, Link must use an artifact called the Elven Bell, which gives him a variety of new and fantastic powers he can use to go deeper into Elveria. While the Elven Bell performs a number of functions that replace many of Link's familiar items, he acquires several items both new and old throughout the game. Essentially, the Elven Bell's functions help Link explore Elveria's overworld and parts of its dungeons, while the items he finds in dungeons and throughout the game help him perform certain combat functions. He acquires the Elven Bell itself after completing the game's first dungeon, and after each subsequent dungeon, he learns a new song from a citizen of Elveria whom he rescues from the dungeon's boss. This song then helps Link access the next dungeon. The game's villain is Chimerios. Chimerios used to rule Elveria with benevolence, but he became corrupted by evil. During his tyrannical rule, Elveria descended into war and many of its citizens perished. Now, Chimerios continues to inhabit the land as an evil spirit, and he's the one responsible for Zelda's disappearance. He hopes to use Zelda's Triforce of Wisdom to regain his corporeal body and take over the realm once again.

    The game has a total of eight dungeons, including the final dungeon. They are as follows:

    Elven Ruins- The game's first dungeon, Link acquires the Bow here. There are several locked doors that cryptically cannot be opened, but Link will return here at a later point. The dungeon's boss is an armored ghost soldier, and defeating the soldier will earn Link the Elven Bell, whose magic he can use to become intangible for a period of time. This will allow Link to access the game's second dungeon.

    Hidden Cave- The game's second dungeon is a massive complex of caves that the Elven Bell's intangibility will help him traverse, along with the Hookshot once he acquires it. The Hidden Cave's boss monster is the Stalfos Dragon, and defeating it will earn Link his second Elven Bell song, which he can use to control plants.

    Impassible Thicket- The game's third dungeon is full of plants and strange creatures, but Link's Elven Bell and the Monster Lure will help him conquer it. The boss of the dungeon is a tribe of strange plant critters that form together into the Vinamalgamation, a much larger plant monster, sort of like a plant Voltron. Defeating this boss will earn Link another Elven Bell song that gives him magnetism powers.

    Hall Of Metallia- This next dungeon is full of metal and scrap, and Link can use the Elven Bell and the Thunder Rod here to power his way forward. The boss is a large, hammering automaton called the Jackhammerer, and defeating this boss will earn Link yet another Elven Bell song, this one functioning sort of like the Bombos Medallion in A Link To The Past.

    Mount Magdalore- Elveria's tallest mountain, an active volcano that Link will need to use his explosive Elven Bell song to pass through, along with the Ice Rod he earns along the way. The boss of this dungeon is an enormous fire bird, the Magdalorian Phoenix. Link must kill it several times to keep it from rising back up and challenging him again. Putting the Phoenix down for good will earn Link yet another Elven Bell song: a song that can bring the dead back to life (but only certain dead things).

    Shrine Of Life- Life and death are the theme of this dungeon, where Link must carefully revive certain dead creatures and objects to pass through. He earns another new item here, the Drill Boots, that he can use to jump on enemies and damage them, along with boring down through weak floors. He battles a powerful cloaked spirit boss here, the Necromaster, and defeating this boss earns Link the next Elven Bell song: a locator song that might just help him find Princess Zelda.

    Labyrinth Of The Abductor- The game's seventh dungeon is an ancient prison where Chimerios kept his prisoners, and where many prisoners are currently being kept. The Elven Bell can locate these prisoners, who can help Link pass through the dungeon. Eventually, Link will find the Hero's Glove, which can bust through many things, including the prison bars, helping Link make his way through the remainder of the dungeon to battle the Abductor himself. The Abductor, one of Chimerios' most loyal foot soldiers, rides a giant black wolf, and Link must defeat both to win this boss battle. Defeating the Abductor grants Link access to an Elven Bell song that can banish the darkness from the realm, allowing Link to access Chimerios' inner sanctum.

    True Elven Ruins- Using this final Elven Bell song allows Link to return to the Elven Ruins and unlock the locked doors at last, opening up the true final dungeon. This dungeon will test all of Link's skills, but finally, Link reaches Chimerios, who is holding Zelda prisoner. After Link defeats Chimerios' first form, an armored ghost soldier much like the game's first boss (but significantly harder and tougher), Chimerios is able to transform into a massive three headed beast (truly earning the name Chimerios by transforming into a Chimera) that Link defeats with Zelda's help. Once Chimerios is defeated, Elveria is returned to normal, and its people rejoice. Princess Zelda welcomes Elveria into the Kingdom of Hyrule as an independent province, and Link once again proves himself worthy of the title of Hero of Time.

    While Elven Bell is a fairly straightforward Zelda game, it introduces new weapons and mechanics that add a bit of a twist to the familiar Zelda formula. Reviews are extremely positive, with the game considered a worthy Nova continuation of the classic Zelda series. The Hall Of Metallia is considered to be the most annoying dungeon, while the Shrine Of Life is considered the favorite amongst the game's fanbase. The game is released in Japan in April 2002, and in North America on July 22, 2002, becoming the Nova's top selling game of the summer.

    -

    The recent release in a Japanese video game magazine of four screenshots from what is purportedly footage of the upcoming Nintendo Wave Zelda title has fans dissecting every inch of them in the hopes of getting some insight as to what the new game is about.

    Two of the screenshots simply show Link in action, one with his familiar sword, the other with a bottled fairy in hand, though Link's outfit is slightly different from his familiar green outfit and cap. He's not wearing a cap here, and his outfit seems a bit more functional, his shirt looks somewhat thinner and it's a darker shade of green. The fairy in the second screenshot is barely glowing, and has a bit more realistic body shape than the fairies of previous Zelda titles, potentially indicating a slightly less fantastical aesthetic for the game, though it could also simply be due to the Wave's much greater graphical capabilities. The third screenshot shows Link fighting an armored soldier, using his Hylian Shield to block the soldier's sword strike. Again, the soldier's armor seems more functional than decorational.

    The fourth, and perhaps most intriguing screenshot shows Link with his back to the camera, looking down the center of what appears to be an underground bazaar. There's a definite steampunk aesthetic to everything here, one of the merchants is clearly tinkering with something mechanical, while the faint glow at one of the booths potentially indicates something electronic, though it's also been speculated to be a bottled fairy.

    Again, we have no idea what the next Zelda is going to be about, and likely won't until at least 2003. Nintendo's already indicated that they won't be showing any new Zelda footage at the upcoming Tokyo Game Show, which looks to focus on the Wave launch window titles. We'll likely see something, perhaps even a name for the Wave Zelda game, at E3 2003, but that's nearly a year off. Until then, fans will be doing plenty of speculation.


    -from an article posted on Zelda Universe on August 17, 2002
     
    Summer 2002 (Part 9) - The Quiet Handheld Boom
  • An all-in-one solution for phone calls, web browsing, text messaging, and even game playing seems like a long way off. But tech companies are beginning to make those pipe dreams a reality, with a device colloquially named the "smart phone". The smart phone is essentially a normal cellular telephone with internet connectivity and computer functionality, a "computer in your pocket", as it were. The first smart phones began appearing in the latter part of the last decade, mostly in Japan, where that country's busy office workers rarely have time to consult a computer for updates on important business. Instead, they can simply take out their phone and check their e-mail right on the screen. Smart phones have only very recently begun rolling out in the United States, with companies like Nokia and Ericsson leading the way. The Nokia Arc 270, released in October 2001, has both cell phone functionality and a built-in web browser that allows for the viewing of message boards and news sites in a text-heavy format with the ability to also view small, low-resolution images. The Ericsson P810 has a touch screen that allows users to select icons by simply tapping them on the screen, and to scroll web pages with one's finger. The Motorola QR70 features PDA functionality and can send a signal to a user's pager when they have a new email. The idea of having a web browser on a cell-phone, even a rudimentary text-only web browser, is an exciting one, as people who used to be tethered to their computers to access the World Wide Web now can access their favorite sites simply by turning on their phone. It's the rise of these smart phones that has helped bare-bones bulletin board sites like Inside The Web stay popular: though these sites offer less frills than more advanced message board systems, they can easily be viewed from a phone browser, so that a user can, for example, make a post on their favorite board before they head out, and then quickly see at a glance if anyone has replied.

    (...)

    A cousin to the smart phone is the so-called "game phone", a cell phone with video game functionality built into it. Though most people are becoming familiar with simple cellular phone games such as Solitaire or Snake, advanced phones like Motorola's upcoming Elite and the DoCoMo Kyubite allow users to play full-fledged video games. DoCoMo partnered with SNK when making the Kyubite, and the phone can play the original Samurai Shodown fighting game, as well as games from the King of Fighters series and others. Motorola's Elite is even more ambitious: in addition to web browser, instant messaging, and PDA functions, the phone will play games from the hit Tomb Raider and Tony Hawk series in full 3-D graphics, comparable to or even more advanced than the graphics on Nintendo's hit Game Boy Nova handheld system, which to date has sold over 25 million units worldwide. Motorola is hoping that their new Elite phone will bring about a new convergence of the phone, internet, and handheld gaming devices that will allow them to expand their reach in the first two markets and gain a significant foothold in the third. Microsoft, which has dabbled in the smart phone market with Windows Mobile, has announced a partnership with Motorola that will bring a version of their hit Xbox game The Covenant to the device, and more games and programs are forthcoming. In time, Motorola says, they hope to introduce a new version of the device with expanded (perhaps full) web browsing capabilities and the ability to play games that rival today's current home console systems such as Sega's Katana and Nintendo's upcoming Wave. While full web browsing on a phone is still a number of years away, companies like Motorola, Nokia, Ericsson, and DoCoMo are leading the way in putting the World Wide Web right inside our pockets.

    -from an article in the October 2002 issue of Popular Science

    -

    Hasbro's Next Generation Tamagotchi Leads The Pack Of So-Called "Halfway Handhelds"

    When Hasbro acquired the Tamagotchi property from Bandai in 1997, the company immediately set out making the virtual pet a hit, and it was one of the year's biggest toy hits. After the release of Pokemon in 1998, Hasbro refused to let their virtual pet toy go quietly into the night. Instead, it became a multimedia franchise to rival Pokemon in popularity, and for a time, the Saturday morning cartoon was among the most popular kids' shows on television. Though the franchise's luster has faded, with the show set to conclude next spring, Hasbro is poised to launch a new wave of these popular virtual pet toys, with technology unlike anything previously seen in a toy before.

    The next generation of Tamagotchi toys will feature colorful graphics and a custom-built processor chip. These aren't like the Tiger electronic handhelds of yesteryear: the new Tamagotchi is packing power under its hood comparable to the last generation Game Boy Color. Dubbed Tamagotchi 2.0, these new electronic handhelds are set to retail for $29.99, and will feature not only a procedurally generated virtual pet that owners can nurture to their liking, but a customizable player avatar as well, allowing players to imprint their own personality onto the game. Other toy companies, such as Mattel, have taken notice of these new devices, with one toy industry insider dubbing them "halfway handhelds": these devices clearly pack more power than the obsolete handheld toys that used to flood stores and toyboxes in the 90s, but they're not as expensive as the latest gaming handhelds either. They're cheap enough that parents won't balk at buying them, but powerful enough to remain relevant in the current technological climate. Since these devices are built to run only a single game, they can be optimized to maximise the power of their processor chips, enabling them to be visually impressive for their price.

    A number of other such devices are scheduled to be rolled out over the next year, including new virtual casino simulators, racing titles, and tie-ins for hit properties such as Spongebob Squarepants and Disney's upcoming Treasure Island film. They're also being integrated into high-end board games, such as an upcoming version of Clue where the murders play out as animations on a built-in screen, and a version of Monopoly where stock prices are displayed on a live "ticker" as players take their turns. Such board games are expected to be priced in the 50 dollar range, and are expected to be among the hottest toys of the holiday season.

    -from the October 2002 issue of Electronic Gaming Monthly

    -


    August 31, 2002

    Steve Jobs had seen the specifications for Motorola's upcoming Elite phone, and he wasn't impressed. According to rumors, the device was expected to be just a bit more powerful than Nintendo's Game Boy Nova, but without Nintendo's hit game franchises backing it up, such as Pokemon, Jobs didn't expect the device to do very well. The web browser would be practically useless, and the text messaging functionality could be had on much cheaper phones. It was a jack of all trades, but a master of none, and Jobs expected that Nintendo's Game Boy Nova would maintain its strong market share throughout 2003.

    Jobs was working on the next generation iPod devices, what would be known as generation 3. He was hoping to make the device slimmer, allow it to store more songs...eventually he hoped to add a color screen, but that would come later, once it wasn't so cost prohibitive to do so. He'd also been continuing to mull over ideas for a potential Apple handheld game console, though he was still stumped as to how to make it powerful enough to compete with Nintendo's Nova at a premium price point. He was selling a decent amount of iPods at $399, and the 2nd generation model, introduced on August 1st, was making a profit at $499. He knew there was no way he could ever sell a game system for $399 or $499. Other companies had tried and failed at that in the mid-90s, and Jobs wasn't about to repeat their mistakes. Apple had nearly crippled itself going in with Bandai on an overpriced gaming system and that had ended in disaster: Bandai was gone, and had Apple gone in with them, they'd have likely followed that company into the abyss.

    But now Apple was on its way back. The iMac was a hit, the iPod was a slowly growing phenomenon, and Steve Jobs was once again back amongst the most well-known names in the tech world.

    "If we are going to make a game system, we are going to need a partner. Bandai wasn't it. Microsoft can't be it. Not now."

    Sega was problematic as well, for a number of reasons. Jobs had followed game sales closely. The Katana was a slowly sinking ship, they were trying to corner the market on family games, but Nintendo was kicking their ass in that regard with Mario and Pokemon. Sega had been the ones to purchase Bandai after that company had failed, and now it was Bandai's toys keeping the company profitable. After four years, it seemed Jobs' 1998 assessment of Sega was becoming true: "They're nothing but a goddamn toy company."

    Which left Nintendo, who already had a very capable partner in Sony. The likelihood that Nintendo would be willing to go in with Apple was slim, but perhaps a partnership in the handheld arena would be viable...provided that Jobs' assessment of Motorola's Elite was wrong.

    "If that thing actually poses a threat to the Nova because of its multimedia capabilities, Nintendo would need a partner to give its next handheld device some credibility on that front."

    It could potentially be an extremely lucrative partnership. Nintendo was damn good at keeping costs low on handheld devices, while Apple was good at designing cutting edge hardware with advanced multimedia capabilities. A partnership to produce a unified $199 device to compete with the Motorola Elite would be a match made in heaven. Nintendo could provide the games, which Steve Jobs knew next to nothing about, and Apple could provide the tech.

    For now, though, it was just a pipe dream. Apple was still dipping its toes in the game industry with Mac-exclusive games that Jobs hoped would lure hardcore gamers away from the PC and to the Mac platform. It was a multi-year strategy, a marathon and not a sprint. A handheld Apple gaming device would still have to wait until the iPod could stand on its own.

    But Steve Jobs never, ever, ever stopped dreaming.
     
    Summer 2002 (Part 10) - Capcom's Next-Gen Plans
  • Street Fighter Omega

    Developed by Capcom, Street Fighter Omega is, as of 2002, the most recent game in the Street Fighter series. Intended to bring together the storylines of Street Fighter Alpha and Street Fighter III, Omega uses the Street Fighter III engine but features advanced graphics and sound, along with new super combos for each character. The original arcade game, as well as the Katana and Xbox versions of the game, feature 34 characters, while the Ultra Nintendo version features 37 (the characters from the Nova exclusive Street Fighter III: The New Age appear in the game).

    Here is a list of characters appearing in Omega:

    Ryu
    Ken
    Guile
    Chun-Li
    Blanka
    Dhalsim
    E. Honda
    Zangief
    Balrog
    Vega
    Sagat
    M. Bison
    Cammy
    T. Hawk
    Birdie
    Guy
    Charlie
    Rose
    Akuma
    Dan
    Rolento
    Sakura
    Gen
    Cody
    Karin
    Grace
    Bearclaw
    Kastor
    Alex
    Dudley
    Elena
    Ibuki
    Sean
    Gill
    (NEW) Xero- (a cybernetically enhanced man who was built as an assassin to hunt down and kill those who interfered with the Illuminati)
    (NEW) Langston- (a James Bond-type special agent who investigates international criminals and disappearances)
    (NEW) Manna- (the game's main villain, a woman who was born with the ability to use an ancient type of dark magic and now seeks to conquer the world)

    The game's plot essentially brings together most of the heroes from previous Street Fighter games to do battle against an evil force hellbent on conquering humanity. As this game is a sort of follow-up to Street Fighter III, the villain at first appears to be Gill, but this is a bait and switch, as Manna reveals herself later on. Utilizing her powerful magic, she manipulated the Illuminati and Shadaloo to carry out her wishes, and once Gill is defeated, she effortlessly tosses him aside with her magic to battle the protagonist herself. The game has both a story mode (with 12 fights, plus a rival fight, then Gill, and then Manna), a conventional arcade mode (with eight fights followed by Kastor, Bison, Gill, and Manna). Completing the arcade mode earns the player a shortened version of their chosen character's ending, while completing the story mode earns the player the full version with a short anime cutscene. Though the Katana and Xbox versions don't have the Nova-exclusive characters, they do boast superior graphics and an online two player versus mode.

    Street Fighter Omega was originally released in Japanese arcades in November 2000 and in North American arcades in the spring of 2001. The Ultra Nintendo version was released on September 30, 2002 in North America (after a spring 2002 Japanese release), and the Katana and Xbox versions came to North America in December 2002 (after an April 2002 release for the Katana in Japan, while the Japanese Xbox version came out simultaneously with the North American version). The game was an enormous hit in Japanese arcades, but not so much in North American ones, while the game itself sold well on both the Ultra Nintendo (where it became the top selling Street Fighter release since III) and the Katana. It did decent sales for the Xbox in North America, while in Japan it flopped on that console. Ultimately, while Street Fighter was no longer the king of fighting games, Omega still proved to be both a critical and commercial hit, and convinced Capcom that they needed to begin working on IV for the sixth generation consoles.

    -

    Resident Evil Exclusive! Preview! Screenshots!

    We've just gotten some exclusive screenshots from the upcoming Resident Evil games for both the Ultra Nintendo and the new Nintendo Wave, and the games look really exciting.

    We'll start with Resident Evil: Phytogenesis, which Capcom is developing exclusively for the Ultra Nintendo. This game introduces a brand new protagonist and a new virus to the series: The P-Virus, which is designed to infect and mutate species of plants. You'll have to deal with some truly horrifying plant creatures in this game, including walking plant zombies and massive flowers that can shoot deadly spores into the air. Capcom's still early in the development stages for this game, which is expected to be the last new Resident Evil game for the Ultra. Indeed, it's even earlier into development than the upcoming game for the Nintendo Wave: Resident Evil: Outbreak.

    *Screenshots show a woman in a labcoat shooting at a bunch of vines, a massive open blooming flower facing the screen, a group of soldiers surrounding a bunch of plant walkers, and the same woman in the labcoat on the ground as a plant walker towers over her.*

    The first Resident Evil designed exclusively for next generation systems, Outbreak will allow up to four people to play at once, though the game also allows for single-player. The game stars a team of operatives caught up in the deadly zombie apocalypse featured in Resident Evil 2. They must work together to escape while discovering an unknown mystery about the nature of the T-Virus and a future threat to humankind. Designed as a co-op Resident Evil experience, players will gain boosts for assisting one another in combat, and the game has somewhat of a faster pace than previous titles in the series, similar to Operation Stormwind. The game is expected to make its debut shortly after the Wave's release.

    *There are more than a dozen screenshots for Outbreak, depicting the game's menu and character select systems, while others show up to four characters on screen at once fighting a horde of zombies. Two of the screenshots depict the characters fighting what appears to be a 4x bigger than normal Licker.*

    Shinji Mikami has also announced that he's begun work on Resident Evil 4, presumably for the Wave. While we don't yet have any gameplay details or screenshots of that game, you'll be the first to know when there's any news about the series' horrifying next installment!

    -from the October 2002 issue of Nintendo Power

    -


    Meet The Shining Star Of The Wave's Launch

    For the last ten years, Sailor Moon has been a defining element of Japanese culture. She's everywhere, from posters and billboards to television and magazines. She's the archetypical magical girl character, loved by millions around the world, and she's inspired countless imitations and tributes. She's inspired Star Siren director Atsushi Inaba too.

    "We had two ideas for a possible game for the Nintendo Wave," said Inaba. "I've always been a big fan of American comic books, and I wanted to do something inspired by traditional American comic book heroes. But I have also found inspiration in the magical girl genre here in Japan, and it's recently become very big all over the world with all ages. There have been plenty of comic book superhero games. There have also been many magical girl games, but they have been RPGs, or simulation games. But I wondered, what if we made a game in the beat-em-up style that took inspiration from the magical girl genre? So that's how Star Siren was born. It's something that has never really been done before and we thought it would be a perfect way to introduce ourselves to developing for the new Wave machine."

    The protagonist of Star Siren is a high school girl named Saiyuki. One day, while traveling home from school, Saiyuki and her best friend are attacked by a cloaked man. The cloaked man knocks Saiyuki into a wall and begins draining her best friend's soul. After Saiyuki is attacked, a mysterious jeweled comb she picked up on her recent vacation is knocked out of her backpack. When she picks it up, it begins to glow and speak to her. It gives her a transformation phrase to use: "Henshin a go-go!", and when she uses it, she is instantly transformed into Star Siren, protector of the weak and innocent. Star Siren has a massive repertoire of powers she can use on her foes, and, Inaba says, designing these powers was one of the most fun parts of developing the game.

    "We all know that characters like Sailor Moon have many different spells they can use, all sorts of elaborate attacks with flashy special effects. I think we went way over the top when designing them, so that was a lot of fun!"

    Saiyuki's attacks range from mundane punches, kicks, and small bursts of light, to massive twirling displays of color and sparkles that fill up the entire screen. Some of Saiyuki's most powerful attacks even call forth beings from space, similar to Sephiroth's Super Nova attack in Final Fantasy VII. These effects, while elaborate, are kept short and sweet and rare so as not to disrupt the flow of battle.

    "You'll only use a special attack like that perhaps once per stage," said Inaba, "so you won't be interrupting fights just to cast huge spells. We wanted to make this game even more fun to play than it was for us to make."

    From the animation to the special effects, right down to the voice cast, the game was designed with magical girl inspiration in mind. Star Siren's seiyuu is Kotono Mitsuishi, the voice actress for Sailor Moon, in another deliberate allusion to the legendary character. The game's English dub voice cast has yet to be announced. We asked Inaba if Star Siren would be fighting alongside a team of superheroes in this game, similar to the Sailor Senshi in Sailor Moon, but he said that, at least for this first game, Star Siren's fighting solo.

    "We felt it would work best if she was a solo superheroine this time around, but perhaps in the sequel...? There is no multiplayer in this game, and if we gave Star Siren teammates, we felt that it would have to be with multiplayer in mind. It is something we'd like to do if the game sells well!"

    Star Siren is planned as a launch game for the Japanese launch of the Nintendo Wave this coming December. Capcom has also announced that the game will launch simultaneously with the Wave in North America this spring. We'll be covering the game in our Import Review section early next year.

    -from the October 2002 issue of Newtype USA
     
    The Amazing Race, Season 3
  • The Amazing Race: Season 3: There's No Crying in Racing.

    The third season of the race was good season of the race, marred, according to most by the winners. Or at least one of them. There were a change between Season 2 and this one. Namely the number of teams increased from eleven to twelve. Other than that change there wasn't any major changes from a production standpoint. The racers themselves, reacting to everything that happened in the first two seasons of the show, started to play the game a little meaner. Though they were still in the habit of calling out unfair play in other teams.

    The casting process took place in May and June 2002 with filming taking place between August and September 2002. The cast was somewhat the same as the first two seasons:

    The Cast

    Flo and Zach: Friends who met at Vassar College. To say that Flo is high maintenance would be understating things. Though she probably didn't think that the race would be this stressful. Thank God for Zach. I'm sure Flo does. Though it must be said that Flo is a good sport about how she was portrayed and how she is able to laugh at herself. Unlike other teams that I shall not mention.

    Derek and Drew: Identical twins and models. Derek was the only twin who was married at the time this season was recorded. Plus he tends to wear red, while Drew wears blue. They were a great physical threat. Add to that Drew's romance with Flo make them a presence on the show.

    Tramel and Talicia: Brother and sister team who call themselves TNT because they will blow the house down. Not much more to say than that.

    Tian and Jaree: Another model team, although these two are friends. They are a pair of strong women who were able to power through the race.

    Aaron and Arianne: Friends who believe that they deserve the money more than most of the other teams, especially the twins.

    Andre and Damon: Friends, Andre is a police officer and Damon a firefighter. Thought they are physically capable of doing the race, they are also the most dependant on other teams.

    Ken and Gerard: Two brothers who opposites: Ken is a gay liberal, Gerard is a straight conservative. They get along remarkably well.

    Gina and Sylvia: Homemakers who seem pleasant. Don't let that fool you though, they really are pleasant.

    Teri and Ian: Two retirees who are pretty abrasive, even with each other. They aren't that bad all things considered though.

    Heather and Eve: Recent graduates of Harvard Law when this season was recorded, they don't reflect well on that school. Or on women for that matter as they try to use their sex appeal to get ahead. Which isn't a bad thing in and of itself. It just doesn't work like they hope.

    Dennis and Andrew: Conservative Baptist Minister and his gay cheerleader son, these two were a hoot. They bring a smile to my face every time I see them.

    Michael and Kathy: Long distance daters. Unfortunately, their unfamiliarity with each other, plus their laid back attitude weren't what was necessary.

    The Race

    Leg #1: "Don't Do That Again!"

    Original Air Date: October 2nd, 2002.

    On the edge of the Florida Everglades, teams receive $100 and instructions to go to Rio de Janeiro, via one of two flights that are two hours apart. Seven teams get on the first flight while the last five get on the last one. Once in Rio they have to get to the Cristo Rendentor statue on Corcovado Mountain. There they are told to go to Paqueta Island and kiss Fat Maria. Fat Maria is a tree. Yes, really.

    After that they have to get tickets back to the mainland on boats that leave the next morning. Teams then have to go to Sugar Loaf Mountain. There teams face the Detour: Mountain or Beach. In Mountain, teams rappel down Sugar Loaf Mountain. In Beach, teams have to go back down the mountain, go to Impanema Beach and, using a photo, find the woman who inspired the song, The Girl from Impanema.

    Once that is done, teams are sent to the National Library of Brazil where the Roadblock is. In this Roadblock, one team member has to find one of twelve books from a specific list. Then they have to deliver the book to the head librarian to get their next clue. Then it is off to the Pit Stop: A ship in Rio Harbor.

    1. Tian and Jaree 1:01 P.M. Won: A seven night Caribbean Cruise.

    2. Flo and Zach 1:05 P.M.

    3. Ken and Gerard 1:10 P.M.

    4. Aaron and Arianne 1:36 P.M.

    5. Michael and Kathy 1:42 P.M.

    6. Heather and Eve 2:17 P.M.

    7. Andre and Damon 2:20 P.M. PENALIZED 80 MINUTES

    8. Derek and Drew 3:04 P.M.

    9. Dennis and Andrew 3:09 P.M.

    10. Teri and Ian 3:12 P.M.

    11. Gina and Sylvia 4:15 P.M.

    12. Tramel and Talicia 4:20 P.M. ELIMINATED.

    Leg #2: "It's Dark as Hell out."

    Original Air Date: October 9th, 2002.

    Getting $200, teams have to go to a samba club and find a dancer whose headdress matched the feather they are provided. The clue they are given tells teams to go to the summit of Pedro Bonita Mountain. Waiting for them there is the Fast Forward and the Detour. The Fast Forward in going to a local beach and playing volleyball against local players. After scoring ten points, the team who wins it will go to the Pit Stop. Derek and Drew win the Fast Forward easily.

    The Detour is a choice between Freak Out or Seek Out. In Freak Out, teams tandem hang glide, though not with each other, off the mountain they are on to Sao Coronado Beach. In Seek Out, teams go to the same beach and, using a metal detector, search a mile and a half of sand for their next clue. All teams then take a bus 900 miles to the village of Foz do Iguacu. There teams find the Roadblock.

    In this Roadblock, one team member has to take a speedboat into the falls and find the route marker in the vicinity of Iguacu Falls. Then it is off to the Pit Stop: A jungle camp near Iguacu Falls.

    1. Derek and Drew 3:03 P.M.

    2. Heather and Eve 4:44 P.M.

    3. Aaron and Arianne 4:46 P.M.

    4. Michael and Kathy 4:48 P.M.

    5. Tian and Jaree 4:50 P.M.

    6. Flo and Zach 6:00 P.M.

    7. Ken and Gerard 6:45 P.M.

    8. Andre and Damon 7:43 P.M.

    9. Dennis and Andrew 7:45 P.M.

    10. Teri and Ian 7:46 P.M.

    11. Gina and Sylvia 7:50 P.M. ELIMINATED.

    Leg #3: "You Forgot About Me Again!"

    Original Air Date: October 16th, 2002.

    Receiving $444, teams are told to go to Calem Port Lodge in Porto, Portugal. There teams have to do a Detour: Old School or New School. In Old School, teams have to deliver one barrel of port across the water to a restaurant in a boat. In New School, teams have to take nine cases, and make deliveries to three restaurants in a specific order.

    After that teams have to go by train to Lisbon and go to Gate F of Estadio do Restelo. There teams face the Roadblock. In this Roadblock, one team member has to block a shot on the goal from a teen soccer player. It's more difficult than it sounds. Then teams have to walk one and a half miles to the Pit Stop: The 400-year-old fortress known as Torre del Belem.

    1. Heather and Eve 1:28 A.M. 28 MINUTE PENALTY/ELIMINATED.

    2. Ken and Gerard 1:36 A.M.

    3. Flo and Zach 1:40 A.M.

    4. Derek and Drew 1:42 A.M.

    5. Tian and Jaree 1:43 A.M.

    6. Andre and Damon 1:44 A.M.

    7. Teri and Ian 1:45 A.M.

    8. Dennis and Andrew 1:46 A.M.

    9. Michael and Kathy 1:49 A.M.

    10. Aaron and Arianne 1:52 A.M.

    Leg #4: "My Singing was Awful, wasn't it?"

    Original Air Date: October 23rd, 2002.

    Told to go to the Westernmost Point of Continental Europe (Cabo de Roca) $150 richer, teams run into the Detour: Ropes or Slopes. In Ropes, teams have to rappel down the side of the cliff. In Slopes, teams have to walk down. Then teams are told to go to Cadiz, Spain. It is on the way there that five teams (Michael and Kathy, Aaron and Arianne, Teri and Ian, Flo and Zach and Dennis and Andrew) put Unleaded Gas into their Diesel cars. This causes them to fall behind, slightly.

    However, they all get to Cadiz, Spain, specifically the Gran Teatro Falla. There teams face a Roadblock. In this Roadblock, one team member has to put on a costume and sing with a group of chirigotas, who sing humorous songs on current events. Then teams have to go to the Pit Stop: Le Playa de la Caleta.

    1. Flo and Zach 11:12 A.M.

    2. Tian and Jaree 11:26 A.M.

    3. Derek and Drew 11:34 A.M.

    4. Dennis and Andrew 11:45 A.M.

    5. Ken and Gerard 12:16 P.M.

    6. Teri and Ian 12:32 P.M.

    7. Andre and Damon 12:57 P.M.

    8. Michael and Kathy 1:05 P.M.

    9. Aaron and Arianne 1:16 P.M. ELIMINATED.

    Leg #5: "I'm Going to Hate Tomatoes for the rest of my life."

    Original Air Date: October 30th, 2002.

    Starting with $300, teams are told to go to Barcelona, Spain by train. There teams have to go to the Parc del Laberint d'Horta where they search the maze to find the Detour: Lug It or Lob It. In Lug It, teams have to go to Las Ramblas, going to the Maremagnum Bridge on foot, change into a nine and a half foot tall costume of a giant, then carry that more than a mile to Placa San Felipe Neri to get their next clue. In Lob It, teams have to go Bunol, Spain, nine miles away, by taxi. Then they have to search through a whole pile of tomatoes for a clue, while having tomatoes thrown at them.

    Then teams had to go to the Aquarium Barcelona, where teams face the Roadblock. In this Roadblock, one team member has to go into the tank, which has 450 species, including sharks, and search for the clue on in a chest on the floor. Then it is off to the Pit Stop: The National Art Museum of Catalonia.

    1. Derek and Drew 2:15 P.M. Won two Kodak EasyShare digital cameras.

    2. Flo and Zach 2:16 P.M.

    3. Ken and Gerard 2:31 P.M.

    4. Tian and Jaree 2:47 P.M.

    5. Dennis and Andrew 3:01 P.M.

    6. Teri and Ian 3:06 P.M.

    7. Michael and Kathy 3:33 P.M.

    8. Andre and Damon 4:04 P.M. ELIMINATED.

    Leg #6: "Too Many Wrong Turns."

    Original Air Date: November 13th, 2002.

    After getting $120, teams are told to go to Cape Town, South Africa. Once there teams have to go to Robben Island and visit the cell where Nelson Mandela was held. Then teams have to go to Kalk Bay Harbor, where the Fast Forward and the Detour are. The Fast Forward requires a team to go to Mooiberge Strawberry Fields in Stellenbosch and look inside a zebra shaped scarecrow for their next clue. Dennis and Andrew and Teri and Ian go for it though Teri and Ian lose out.

    The Detour is a choice between Dance and Deliver. In Dance, teams have to earn 25 Rand (about two dollars at the time) dancing with local street performers. In Deliver, teams have to deliver 125 kilograms of fish to a market. Teams are then told to go to Paradise Hair Salon in Zone 23, Langa Township, a poor area of Cape Town. It is here that teams face the Roadblock.

    In this Roadblock, one team member has to go into the township and buy a box of Epsom Salts and a Smiley (a local name for a roasted sheep's head). Then they have to deliver it to Ndama Sangoma, who will use the Epsom salts to make a potion that they have to drink. Then it's off to the Pit Stop: Lanzerac Manor in Stellenbosch.

    1. Dennis and Andrew 1:33 P.M. Won two Kodak EasyShare Cameras

    2. Tian and Jaree 2:50 P.M.

    3. Flo and Zach 2:59 P.M.

    4. Derek and Drew 3:15 P.M.

    5. Ken and Gerard 3:20 P.M.

    6. Michael and Kathy 3:48 P.M.

    7. Teri and Ian 4:22 P.M. ELIMINATED.

    Leg #7: "I've got to pay him back somehow."

    Original Air Date: November 20th, 2002.

    After getting one dollar, that's right one dollar, teams have to go to Munich, Germany. Once there teams have to go to Friedensengel, where they have to get their clue from a really annoying children's puppet called Kaperle. The clue tells teams to go to the Pillar of St. Anne in Innsbruck, Austria. It is here that teams find the Detour: Skate or Sled.

    In Skate, teams have to do an ice skating relay with professional skaters. In Sled, teams have to ride with the Austrian bob sled team. Then teams have to go to the Seegrube Station, where the Roadblock is. In this Roadblock, one team member has to put on safety gear, board a gondola and then descend 230 feet on a cable to the ground. Then it's off to the Pit Stop: Neuschwanstein Castle in Fussen, Germany.

    1. Derek and Drew 12:40 P.M. Won two Kodak EasyShare Cameras.

    2. Flo and Zach 12:43 P.M.

    3. Tian and Jaree 12:50 P.M.

    4. Dennis and Andrew 12:58 P.M.

    5. Ken and Gerard 1:55 P.M.

    6. Michael and Kathy 2:50 P.M. ELIMINATED.

    Leg #8: "The Most Hay-larious thing ever."

    Original Air Date: November 27th, 2002.

    Receiving $240, teams are told to go to a hay barn at a nearby farm and search the hay bales for their next clue. Then teams have to go, by boat to Romanshorn and train to Schaffhausen, to Switzerland and find the Rheinfall. Next teams have to go to the Zurich town square, known as the Lindenhof, where the Detour is located. This Detour is a choice between Count the Money and Run the Numbers.

    The answer to both Detour options is the combination to a safe. In Count the Money, teams stay in the room with the safe and count mixed Swiss currency in a bowl. In Run the Numbers, teams must obtain the numbers on a metal statue at the corner of Sihl and Bahnhof, the sum of the numbers on the north face of St. Peter's Church, and the number of trees on the Lindenhof marked with red ribbons. Put those numbers together and you get the combination(127850).

    After that, teams have to make their way, by train, to the town of Grindelwald (yes like the Harry Potter character). There they go to a field outside of town where the Roadblock is. In this Roadblock, one team member has to recreate the tale of William Tell by shooting an apple off a mannequin's head with a crossbow. From there teams have to walk to the Pit Stop: The Chalet Arnika.

    1. Tian and Jaree 4:53 P.M. Won two Kodak EasyShare Cameras.

    2. Flo and Zach 4:55 P.M.

    3. Derek and Drew 5:01 P.M.

    4. Ken and Gerard 5:04 P.M.

    5. Dennis and Andrew 5:07 P.M. NOT ELIMINATED.

    Leg #9: "You didn't need to take your pants off." Part I

    Original Air Date: December 4th, 2002.

    Getting $40, teams have to search the bottom of the Gletscherschluct (a local gorge) for the keys to their cars. The clue in the car includes the Fast Forward. In this Fast Forward, teams have to visit a cheese hut, go to a cheese wheel that's been cubed and eat enough of it to get the Pit Stop clue. Flo and Zach get it.

    The other teams have to drive themselves to Kandersteg and load their cars onto a train that will take them through the Alps. Once on the other side, they have to make their way to the Red Bridge. This is where teams find the Detour: Extreme Swiss and Very Swiss. In Extreme Swiss, teams go on the highest bungee jump in Europe at the time. In Very Swiss, teams must drive eight miles to a nearby farm, where the keys to clue boxes hang hidden in a few bell collars worn by 75 goats. Yep.

    At the end of either Detour task teams are given a T-Mobile cell phone they can use to call home. They have to end the call before they drive to the Chateau de Chillon in Montreux. This is where the Roadblock is. In this Roadblock, one team member has to assemble a Swiss Army Bike using a reference model. Once it has been properly assembled, team will ride both bikes to the Bassett Marina. There they will use paddleboats to get to the Pit Stop: The Steamship Savoie.

    1. Flo and Zach 12:40 P.M. Won a seven night Caribbean cruise for two.

    2. Ken and Gerard 1:59 P.M.

    3. Derek and Drew 2:13 P.M.

    4. Dennis and Andrew 2:30 P.M.

    5. Tian and Jaree 2:35 P.M. NOT ELIMINATED.

    Leg #10: "You didn't need to take your pants off" Part II

    Original Air Date: December 4th, 2002.

    During the Pit Stop, the ship the teams were on moved from Montreux to Lausanne. At the start of the leg, teams get $70. They are then told to go back to Geneva and go to the Jet d'Eau and find their clue there. This clue tells teams to go to the Petronas Towers in Malaysia, though they are only given a flag to go by for the country.

    Once there teams have to convince a local to take their picture in front of the towers. Then they have to go to a local shopping mall to develop the picture, which will have their next clue on the back. Next teams have to go to the National Orchid Garden in Singapore and find the Margaret Thatcher Orchid where their next clue will be. That's where teams find the Detour: Dry or Wet.

    In Dry, teams have to find Singapore's most popular comedian. The trick is that he's in an apartment complex surrounded by streets named Choa Chu Kang. To make things more difficult, the apartment he's in has apartment numbers that vary from wing to wing and the elevators don't stop on consecutive floors. In Wet, teams go to the Singapore Zoological Gardens and swim in the Manatee enclosure. Then teams go to the Fountain of Wealth in Suntec City, where one team member runs around the fountain once and then goes in to get the clue (it's treated like a random task, but it's a Roadblock). Then it's off to the Pit Stop: On top of Mount Faber.

    1. Ken and Gerard 10:15 A.M. Won a seven night European cruise for two

    2. Derek and Drew 10:17 A.M.

    3. Flo and Zach 10:20 A.M.

    4. Dennis and Andrew 10:40 A.M.

    5. Tian and Jaree 10:55 A.M. ELIMINATED.

    Leg #11: "Don't try to play the moralist now!"

    Original Air Date: December 11th, 2002.

    Getting $80, teams are now going to Ho Chi Minh City (while the race is in Vietnam, the usual red and yellow flag will be white and yellow), and find the statue of Bac Ho (Ho Chi Minh) in Rex Square for their next clue. Next teams have to go to the Mekong River Delta where they find the Detour: Easy Buy or Hard Sell.

    In Easy Buy, teams have to go into a floating marketplace and buy a water coconut from a merchant selling them. In Hard Sell, teams take a shoulder basket filled with fruit into the land market and make 40,000 Vietnamese dong (about $2.50 at the time). Once teams turn in what they are supposed to (money or coconut) they will get their next clue. It tells them to go to a specific place on the Saigon River in Ho Chi Minh City where the Roadblock is.

    In this Roadblock, one team member has to drive the other in a cyclo bike, along a marked course, to the Pit Stop: The Cafe Thu Thiem. There is much confusion as to where the Roadblock is but teams do eventually find it.

    1. Dennis and Andrew 5:17 P.M. Won a Seven night European Cruise for two.

    2. Flo and Zach 5:44 P.M.

    3. Ken and Gerard 6:06 P.M.

    4. Derek and Drew 6:15 P.M. ELIMINATED.

    Leg #12: "Flying, Driving and Running." Part I.

    Original Air Date: December 18th, 2002.

    Getting $162, teams are told to go to the Imperial Palace in Hue. This requires a 24 hour train ride. Flo actually takes this better than she would have under other circumstances (though she says that was only because Zach was able to get them first class on the train). Once there, teams face the Detour: Basket Boats or Basket Bikes. In Basket Boats, teams have to paddle a boat that looks like a teacup across a river to a marker on an island. In Basket Bikes, both team members have to ride a bike loaded down with dozens and dozens of locally made shrimp boats a mile down a dirt road.

    Once that is done teams have to go a boat quay at Hoi An, the site of the Roadblock. In this Roadblock, one team member has to climb onto a Vietnamese fishing platform and use a wooden winch to raise the net in the water enough for their teammate to get the clue. Then it was off to the Pit Stop: China Beach.

    1. Ken and Gerard 5:47 P.M. Won a Seven night Alaskan cruise for two.

    2. Flo and Zach 5:55 P.M.

    3. Dennis and Andrew 6:03 P.M. NOT ELIMINATED.

    Leg #13: "Flying, Driving and Running." Part II

    Original Air Date: December 18th, 2002.

    After receiving $150, teams go to the Buddha at Quang Minh Temple. There they get a clue telling them to go to Honolulu, Hawaii where they will be blessed by the Kahuna. The clue specifies that teams have to get to Honolulu thru Hanoi. After getting to Honolulu and getting the blessing teams have to go to Wailua Falls on Kauai. There the teams face the Detour: Quick Drop or Slow Walk.

    In Quick Drop, racers share a 160 foot drop into water via zip line. In Slow Walk, teams have to take a long and winding path. Though it turns out that someone on the production team goofed and setup Quick Drop in a place where Slow Walk would have been impossible. Whoops. Anyway, teams are then told to go to the final destination city: Seattle, Washington.

    Once in Seattle, teams have to go to Kerry Park. There teams are told to travel on foot to the International Fountain at the Seattle Center. Then teams have to go to Lincoln Park where the Roadblock is. This Roadblock is actually a precursor to the memory challenges that end each season later in the series. Basically, teams have to put the currencies that they encountered on a totem pole in the order they encountered them. The correct order is American Dollar, Brazilian Real, Euro, South African Rand, Euro, Singaporean Dollar, Vietnamese Dong and American Dollar again. Then it's off to the Finish Line: Gasworks Park.

    1. Flo and Zach WIN

    2. Ken and Gerard PLACE

    3. Dennis and Andrew SHOW

    The Review

    This season was definitely better than it could have been. The locations were great, the challenges were great for the most part. Whether or not you like this season is down to whether or not you like both winners. Zach, most people agree, has the patience of a saint to have dealt with Flo the way he did. Flo, depending on who you asked, was either a spoiled, whiny bitch or a whiny, moody bitch. Yeah, Flo's not exactly well liked among fans.

    However, there is another interpretation of her that I have seen in recent years. It says that Flo wasn't as bad as she was. That she was just someone who was in over her head. This has been around since the first TARCon, gatherings where fans and Racers (current and former) to watch the last episode of any given season (with the biggest one happening in New York), where Flo showed up. Not only that but she had a sense of humor about how she was portrayed on the show. As for me, while I do find her annoying, I don't think she's the Our Lady of Perpetual Grief that many fans paint her as.

    It's my number eight race. Still the ratings for this season were respectable for this season in spite of, or maybe because of, Flo. It was enough for another season. Unfortunately, it was moved. And it almost destroyed the franchise.

    -Globetrotting: An Amazing Race Blog by R. C. Anderson on the website Reality Rewind, September 19th, 2016.
     
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    The Billboard #1 Hits Of 2002
  • So as a quick bonus update this weekend, I'm going to go ahead and post the Billboard #1 hit songs of 2002.

    Billboard #1 Hits Of 2002

    January 5: “How You Remind Me” by Nickelback
    January 12: “How You Remind Me” by Nickelback
    January 19: “Human Souls” by Gemini
    January 26: “Human Souls” by Gemini
    February 2: “You Know I'm Here 4 U” by Usher
    February 9: “You Know I'm Here 4 U” by Usher
    February 16: “You Know I'm Here 4 U” by Usher
    February 23: “You Know I'm Here 4 U” by Usher
    March 2: “You Know I'm Here 4 U” by Usher
    March 9: “You Know I'm Here 4 U” by Usher
    March 16: “Girl Tricks” by Julieta Venegas
    March 23: “Girl Tricks” by Julieta Venegas
    March 30: “Girl Tricks” by Julieta Venegas
    April 6: “Girl Tricks” by Julieta Venegas
    April 13: “Girl Tricks” by Julieta Venegas
    April 20: “Girl Tricks” by Julieta Venegas
    April 27: “Chilly” by Christina Aguilera
    May 4: “Chilly” by Christina Aguilera
    May 11: “Hold Up” by Usher
    May 18: “Hold Up” by Usher
    May 25: “Black Suits Comin' (Nod Ya Head)” by Will Smith
    June 1: “Hold Up” by Usher
    June 8: “That's Not What I Want” by Mary J. Blige
    June 15: “That's Not What I Want” by Mary J. Blige
    June 22: “That's Not What I Want” by Mary J. Blige
    June 29: “That's Not What I Want” by Mary J. Blige
    July 6: “Sparkle” by Destiny's Child
    July 13: “Sparkle” by Destiny's Child
    July 20: “Sure Thing” by Aggro
    July 27: “The Power Of A Kiss” by Marissa Linz
    August 3: “Tear Out The Pages” by Selena
    August 10: “Tear Out The Pages” by Selena
    August 17: “Tear Out The Pages” by Selena
    August 24: “The Game Of Love” by Santana ft. Selena
    August 31: “The Game Of Love” by Santana ft. Selena
    September 7: “The Game Of Love” by Santana ft. Selena
    September 14: “The Game Of Love” by Santana ft. Selena
    September 21: “The Game Of Love” by Santana ft. Selena
    September 28: “The Game Of Love” by Santana ft. Selena
    October 5: “The Game Of Love” by Santana ft. Selena
    October 12: “The Game Of Love” by Santana ft. Selena
    October 19: “The Game Of Love” by Santana ft. Selena
    October 26: “The Game Of Love” by Santana ft. Selena
    November 2: “The Game Of Love” by Santana ft. Selena
    November 9: “The Game Of Love” by Santana ft. Selena
    November 16: “The Game Of Love” by Santana ft. Selena
    November 23: “The Game Of Love” by Santana ft. Selena
    November 30: “The Game Of Love” by Santana ft. Selena
    December 7: “The Game Of Love” by Santana ft. Selena
    December 14: “The Game Of Love” by Santana ft. Selena
    December 21: “Neverland” by Ashanti
    December 28: “Neverland” by Ashanti

    (Author's note: Gemini, Aggro, and Marissa Linz are completely original artists TTL. Gemini are a Mexican-American brother/sister duo, Aggro is a rap/R&B artist with a slightly harder edge than Usher, and Marissa Linz is a 16-year-old girl who's sort of like a tamer Britney Spears.)
     
    BONUS - Flash-Foward: Tabletop Fun With Inez and Regan!
  • (Authors' Note: Another weekend bonus update! Here's that flash-forward we alluded to a couple days ago: it's a video review of the "special edition" Jumanji board game! See if you can spot some of the reveals.)

    -

    *Two girls, one 16, one 12, are seated at a wooden table. There's a closed board game on the table between them.*

    Older Girl: Hi! It's time for another exciting episode of Turn The Tables, where two girls talk about board games! I'm Inez Delgado, heiress to the Silver Sail fortune...

    Younger Girl: And I'm Regan Hardwick, the nerd princess! And today we have a really cool game, it's... *holds up the game, it's Jumanji, but it's made of wood just like the one in the movie* JUMANJI! *says it with a deep scary voice*

    Inez: Oh my god!

    Regan: I know, right? This game can make animals and monsoons and scary hunter guys appear.

    Inez: Yeah, this is some bad juju right here. Regan, this is your game right?

    Regan: This is the 10th Anniversary Special Edition of Jumanji. It came out in 2005 and what's cool about this one...*opens it up, the inside is a hybrid between the actual board game and the movie version, it looks fancy like the movie version but has some of the added graphics of the board game version, it also features a special electronic screen in the middle* in addition to being made out of wood like in the movie is that it has this cool screen right here that shows fancy words and stuff.

    Inez: Again, just like in the movie.

    Regan: I think they made two versions. They made the one with just a cardboard board that had this special screen thing and then they made the full-on expensive movie replica version.

    Inez: But both the 10th Anniversary versions have this thing. *points to the little screen* It is really cool, it does look just like it does in the movie. Maybe not QUITE as smooth and mystical but it is a great little effect.

    Regan: I remember we used to play this a lot when I was little. Mom got this right when it came out and she'd used to play with my brother and my dad, and I guess I would kind of just watch and try to chew on the pieces.

    Inez: *looking in the box* Did you chew on any of these?

    Regan: Mom and dad wouldn't let me, these are a choking hazard! *insert little animation of Regan choking* But later on when I was old enough I played a few games. Back when mom was still alive we'd play.

    Inez: *still looking for chew marks*

    Regan: I didn't chew on them!

    *So they get the board set up*

    Inez: Before we get started we do have a special guest today!

    Regan: That's right! It's Zelda Williams!

    *Zelda Williams enters and sits down at the table, Inez and Regan greet her with hugs before she sits down and there's an animation of a chibi Zelda Williams waving her arms back and forth.*

    Regan: Welcome to Turn The Tables, thanks for coming!

    Zelda: Thanks for having me!

    Inez: Zelda is an actress and an all around awesome person. She starred as the voice of Lilith in Final Fantasy XII, she was on seasons 6-9 of Vince Gilligan and M. Night Shyamalan's awesome TV show Powers, and.....um....Zelda, can we say it or is it NDA?

    Zelda: Hmm?

    Inez: *whispers in Zelda's ear*

    Zelda: Oh, yeah, Mike and Bryan actually said I could announce it, yeah.

    Inez: She's going to show up on Lyte and Darke...

    Regan: The show me and Inez star in!

    Inez: As the voice of an upcoming character.

    Zelda: Yep, I get to have animated fun with you guys later!

    Regan: *clapping her hands* It's gonna be so awesome, you guys are gonna love it.

    Inez: And of course Zelda also happens to be the daughter of the amazing, the extremely funny, the legendary Robin Williams.

    Regan: We wanted to get him here to play with us too but he's been super busy.

    Zelda: Yeah, he's filming Jumanji 2 actually.

    Regan: Right now?

    Zelda: Right now, with The Rock.

    Regan: Lucky!

    Zelda: I know, right?

    *So now they all have their pieces set up*

    Inez: Okay, so just like in the movie there's this warning on the box... *reading* "Jumanji, a game for those who seek to find a way to leave the world behind. You roll the dice to move your token, doubles gets another turn, the first player to reach the end wins. Adventurers beware..."

    Regan: Oooh... *a little animation of a scared looking chibi Regan and Inez appears on the screen*

    Inez: "Do not begin unless you intend to finish. The exciting consequences of the game will vanish only when a player has reached Jumanji and called out its name."

    Regan: ...I don't know if we should do this.

    Inez: Well, we gotta.

    Zelda: Yeah, come on, let's do this thing!

    Regan: *deep breath* All right, Zelda, you're the guest, you go first.

    Zelda: *rolls the dice* Seven. *moves her piece seven spaces, then clicks the center space which triggers it to load an event*

    *The three all look at the green center space as it displays instructions*

    Inez: This is cool, this is cool.

    Regan: Okay, now along with the little poem it's going to show a number that tells you what adventure card to pick. And then me and Inez roll our rescue dice.

    Zelda: *reading* "These birds have beaks of awesome size, make sure to protect your eyes..." That doesn't sound good!

    Regan: We better help Zelda or she's gonna lose her eyes!

    Inez: Quick, roll!

    *Inez and Regan roll their rescue dice*

    Zelda: Did you guys save me or am I gonna have to buy a pair of cool Ray Charles sunglasses?

    Regan: Yeah, I got an hourglass, you're safe.

    Zelda: You saved me!

    Regan: Okay, my turn now. *she rolls* "In the jungle you must wait, until someone rolls a 5 or 8..." Aw crud!

    Inez: Ha!

    Zelda: Oh man, say hi to my dad while you're there.

    Regan: Aw, come on!

    *So later on, two turns have gone by and Regan is still in the "jungle", represented by her chair being behind a bunch of hastily crafted construction paper trees with plastic animal toys around them*

    Regan: I'm getting bored over here.

    Inez: How can you be bored? You're in the jungle, everything's trying to eat you!

    Zelda: Yeah, really.

    Regan: Also, the jungle smells. If someone doesn't roll a 5 or an 8 quickly, I'm gonna smell so bad!

    Inez: Somebody roll up a bath for Regan.

    Zelda: I don't think there is a bath in this game.

    Inez: There's a monsoon.

    *So finally Regan gets out of the jungle, later on Inez rolls the hunter...*

    Zelda: Okay, we've got like...*counts* six doomsday cards over here. We're getting to the point where we're in some serious trouble if we can't roll a rescue.

    Inez: Come on guys, help me out here!

    *Regan and Zelda roll for a rescue, but fail*

    Inez: The hunter got me?

    Regan: Sorry...

    Inez: Oh my god, this guy was too much of a pussy to go down with the Titanic, how could he possibly have gotten me? *moves her token back*

    Regan: I always thought it was cool how with all those other hazards in the movie, like the lion, and the stampede, and the earthquake, that the most dangerous thing was the hunter.

    Zelda: Well, yeah, man is the most dangerous game. Also, he kills all those other animals.

    Regan: I have this theory, that the people who made Jumanji, made it as like a distraction. Like, they saw how the dudes who were going in to colonize them really liked playing board games, so they made their own game and had their witch doctor imbue it with secret powers, and then gave it to the conquering army as a peace offering and just sat there laughing while they played and got taken out by all the hazards.

    Inez: Yeah but then how did the game end up in the Northeast United States?

    Regan: Maybe they took it on the Titanic and it washed up on the beach?

    Zelda: And that's how the ship sank.

    Regan: That's how the hunter got on the ship, he came out of the game. And he told the captain to go faster so the boat would sink.

    Zelda: *rolling the dice* It's so much fun to pretend that every movie character played by the same actor is actually the same person.

    Inez: That's why in Mrs. Doubtfire that the couple got a divorce. Because he was in the jungle for 28 years and he smelled awful when he got out, and she just couldn't put up with it.

    Regan: ....so in Forrest Gump, when Forrest's mom said her husband was on vacation... it's because he was in the jungle! He really WAS on vacation!

    Zelda: Exactly.

    *So later, there are nine cards in the doomsday area, if Inez doesn't get Jumanji and the rescue fails, everybody loses...*

    Zelda: Okay, you're eight spaces away. I'm three spaces away...

    Regan: I'm gonna lose! *is seventeen spaces away and she groans in despair*

    Inez: Regan's not used to losing.

    Regan: It's because we usually play skill-based games, if this was Catan I'd be kicking your butt!

    Zelda: There's skill involved with Jumanji.

    Regan: No there's not, you even grow a tail if you try to rig the dice! *an animation shows a chibi Regan with a tail, crying*

    Inez: Quiet, I need to get an eight!

    Zelda: *makes loud noises to distract Inez*

    Inez: *drops the dice....it's an eight* YES!

    Zelda: Dammit!

    Inez: *celebrating, pumping her fists as she moves her token to the center space* JUMANJI!!!

    *The logo appears on the center space*

    Regan: Okay, that's enough of Jumanji, the house is almost falling down from all the chaos we unleashed.

    Zelda: Yeah, let's see, we unleashed a swarm of killer bees...

    Inez: No, Al Gore did that. *snickers*

    Zelda: We unleashed monkeys, a flood, that earthquake...

    Regan: An earthquake in Los Angeles.

    Zelda: Yeah, the Big One. It's a good thing the game warps space and time so everything goes back to normal after you win. ...why'd they put all that magic in a game and not, I dunno, use it on the conquering army?

    Regan: Because games are fun!

    Inez: Yeah, here on Turn The Tables, anything that makes more fun games is okay with us!

    Zelda: Fair enough!

    Inez: And that's it for this week's episode of Turn The Tables.

    Regan: We want to say a BIG thanks to Zelda Williams for playing with us today!

    Zelda: Yeah, it was a lot of fun! Way more fun than a video game. ...not really. *laughs*

    Regan: Be sure to watch us, and her *points to Zelda* on Lyte and Darke! And join us next week for another fun game.

    Inez: Well, us, me and Regan, not Zelda. Though you are welcome back any time!

    Zelda: Thanks. Maybe I'll be able to get my dad to come on, we'll see. He plays Catan if you guys are up for that.

    Inez: Well, we did that in the first episode but we could come back to it...

    Regan: If it was up to me we'd play every week. *smirks as an animation is shown of a chibi Regan beating a chibi Inez at Catan and doing an over the top victory dance as chibi Inez cries and pounds the table in frustration*

    Inez: We'll see you guys again on the next Turn The Tables! Bye! *waves goodbye with Regan and Zelda*

    -from Episode #7 of the Nerdist and Youtube-based web show Turn The Tables, originally uploaded on October 28, 2016 (Nerdist) and on November 4, 2016 (Youtube)
     
    Summer 2002 (Part 11) - Super Mario Ranger
  • Super Mario Ranger

    Super Mario Ranger is the Ultra Nintendo exclusive follow-up to Super Mario Dimensions, and is considered the eighth main series Super Mario title. It's a fully 3-D platformer, similar to Dimensions, though the gameplay is much more action based, as Mario now has a variety of ranged weapons to use to attack enemies with. In addition to a number of projectile weapons, Mario can also utilize thrown items, such as baseballs, when he's in certain forms. Mario can change forms by donning one of eight hats in the game. He has a health meter, similar to Super Mario Dimensions, that grants him a total of 8 life points. He can take damage from enemies or the environment, and has a limited amount of lives (but is able to earn 1-ups). When Mario runs out of lives, he is ejected from the current world he is in and must return to the hub level (the exception to this is before he gains access to the hub, in which case Mario will start at the beginning of the first world, this only applies to the beginning of the game). Though the game has more shooter/action elements to it, it's still a 3-D platformer at heart, with lots of jumping, running, and exploration. Thus, the gameplay can be considered very similar to the OTL titles Super Mario 64 and Super Mario Sunshine. Presentation-wise, the graphics are a significant improvement from Super Mario Dimensions, with improved backgrounds, lighting, shading, and character models. It's not up to the level of OTL Super Mario Sunshine, but is significantly better than high-end OTL fifth generation games like Conker's Bad Fur Day. It's fair to say that the graphics would be closer to OTL Dreamcast Sonic Adventure than they would be to OTL Conker's Bad Fur Day: outstanding for a TTL fifth generation system and far outstripping any OTL fifth-generation games. While this is at the upper end of what the Ultra Nintendo is capable of, one of the most common criticisms of the game is that it's still graphically backward compared to the Katana and Xbox. Sound-wise, the music is a varied collection of original tunes by Koji Kondo, with a few allusions to previous Mario games hidden within the individual songs (the Space world theme, for example, samples a bit of the Star Maze theme from Super Mario Land 2). The game features some voice acted cutscenes, but for the most part, characters' speeches are displayed on the screen as text, accompanied by brief noises or a few words. The exception is Peach, who does significantly more talking than most of the other characters, including during missions.

    The game is somewhat downgraded from Super Mario Dimensions in terms of scale. Instead of 21 worlds, Ranger has only eight (though all of them are somewhat bigger than the worlds in Dimensions were). There's also a large hub level with a lot of things to do. Mario's goal, like in Dimensions, is to collect Stars, though in this case, they're Sheriff Stars that take the form of sheriff badges. There are 120 in all (down from the 180 that appeared in Dimensions), with 12 in each of the game's eight worlds and 24 in the hub world. Stars are earned through completing tasks, many of which involve rescuing the citizens of the various worlds, though some are also involved by winning mini games, defeating certain enemies, etc. While each world has a main boss, defeating this main boss only allows Mario to progress to the next world, it doesn't earn him a Sheriff Star. Each world has its own special hat that grants Mario special powers when worn, however, Mario can only utilize the hats in the world they originated from: i.e., he can't take World 1's hat into World 2 and use it there. The exception is the hub world, where Mario can use every single hat he's found by switching between them at special Hat Blocks located throughout the hub. In order to complete a world and move on to the next one, Mario must defeat its boss: Bowser, who takes on a different form in each world Mario visits. To reach Bowser, Mario must collect a certain number of Sheriff Stars from that world:

    World 1: 4 Stars
    World 2: 4 Stars
    World 3: 5 Stars
    World 4: 5 Stars
    World 5: 6 Stars
    World 6: 6 Stars
    World 7: 7 Stars
    World 8: 8 Stars

    In addition, to access certain worlds from the hub, Mario must collect a certain number of total Stars, which can be from any world or from the hub.

    World 3: 12 total Stars to access
    World 5: 25 total Stars to access
    World 7: 40 total Stars to access
    Final Bowser Stage: 60 total Stars to access

    In other words, in order to beat the game, Mario must collect half of the game's total number of 120 Stars. If Mario collects ALL 120 Stars, Hat Blocks appear in all eight Worlds, allowing Mario to change into any of his Hats in any world he so chooses. Luigi and Yoshi don't appear as playable characters, but Mario does team up with Luigi for certain Stars, and he does ride Yoshi at certain points as well. However, this doesn't happen very often (another complaint for long time players).

    The game begins with Mario relaxing at the Pipe House, when suddenly a mysterious pipe appears. He goes to check it out, only to be sucked down the pipe and into a mysterious Wild West-themed world. The game's action begins here.

    World 1 - Mushroom Gulch

    The game's Western-themed world offers up the game's first hat: a Sheriff's Hat, which gives Mario a lasso to pull in enemies and a pop gun to fire corks at them. Mario has to perform heroic deeds like saving the bank from a robbery at the hands of the Hammer Bros., or rescue Toadette, who gets tied to some train tracks. Once Mario has four Sheriff's Stars, he can take the opportunity to fight the boss of the world: Bowser the Kid, a dastardly gang leader who squares off with Mario in a showdown at high noon. Mario must dodge Bowser's bullets and cap him with the pop gun when he's vulnerable. Defeating Bowser allows Mario access to the game's hub world for the first time...

    Mario appears in a massive command center staffed by a bunch of Toads at computers, as well as Luigi and Peach. The command center's leader is Director Toad, who tells Mario that he's been chosen as the Universal Hero, whose job is to go around rescuing people in various worlds who are in trouble. Mario seems unsure at first, but after Peach tells him she believes in him, he agrees to do it, and is given access to the rest of the hub, which is known as Heroic HQ. While in Heroic HQ, Mario can explore, discover secret areas, and complete minigames. Heroic HQ expands throughout the game, allowing Mario to discover more secrets and earn more Sheriff's Stars. When the player is done having fun, they can either return to Mushroom Gulch or explore the next world.

    World 2 - Toadtropolis

    A massive city (somewhat like the city world in Super Mario Dimensions, but with more Koopas and without Donkey Kong), Mario can don the Mighty Mask, which allows him to transform into a Sentai-like superhero who can fly and throw boomerangs at his foes. Mario is immediately tasked with protecting the city from crime and from the arch-villain: Bowzilla. Though Bowzilla is probably the biggest incarnation of Bowser in the game, he's fairly easily taken out, and once he's defeated, Mario can access World 3 (once he's earned a total of 12 Stars).

    World 3 - Isle Pianta

    This resort hotel world has a lot of similarities with OTL's Mario Sunshine, and Mario's hat, the Firefighter's Helmet, gives him a hose that's somewhat similar to OTL Fludd. However, instead of cleaning up messes, Mario spends a lot of his time putting out fires set by both Bowser's Fire Bros. and the partying tourists, the Piantas (very similar to the ones from OTL). The boss of the world is Firedancer Bowser, who twirls around a pair of flaming batons and sets fire to everything he touches. Mario needs to hook him in close and then spray him with the hose. Eventually, Bowser's flame is extinguished and Mario wins the right to go to the next world.

    World 4 - Koopa High

    It's a high school based level, complete with Chargin' Chuck football players, bullies (in the form of the Bully monsters that knock Mario around, returning from Dimensions), Koopa nerds (who throw exploding beakers at Mario), and even Koopa skateboarders! Peach even shows up as a cheerleader to root for Mario. Mario can use the Chargin' Helmet here to give him the ability to charge and throw baseballs like Chargin' Chuck. The boss fight takes place after Mario gathers five Stars from this world, and is against Coach Bowser. The fight plays out in the form of a football game: Mario has to stop the Chargin' Chucks from reaching the goal while trying to get the ball into the end zone himself. If Mario has more points when the time runs out, he wins, if not, he loses a life and has to start the minigame over. It's considered a fun boss fight and isn't overly frustrating, it's fairly easy to win. Once Coach Bowser takes a loss and Mario has 25 total Stars, he can head to World 5.

    World 5 - Adventure Islands

    This is an ocean/island based world where Mario dons the Captain's Hat, turning him into Captain Mario. Captain Mario can swim much faster than normal Mario and can throw harpoons. Captain Mario gets his own boat that he uses to travel from island to island with his first mate Luigi. The boss of the world is Moby Bowser: a giant whale with Bowser's head that Mario has to defeat while riding alongside him in the boat. Once Moby Bowser has been sent to Davy Jones' locker, the way opens up to World 6.

    World 6 - Forest Of Legends

    It's a medieval-themed forest world where Mario encounters knights and dragons, and must rescue the fair damsel Princess Peach. In order to do this, he'll don the Wizard's Hat, which lets him teleport and sling spells back and forth, much like a Magikoopa. Once Mario has gathered enough stars, he can storm the castle and battle Sir Bowser, a dangerous knight in black armor who rides around on the Czar Dragon (from Super Mario RPG). Mario needs to knock Bowser out of the sky with magic, then pick up Bowser's dropped sword and slash him. Do this enough times and Sir Bowser will be defeated, and once Mario has 40 Stars, he can access World 7.

    World 7 - Space Road

    Mario explores a space-themed landscape in this world, which is more of an homage to Super Mario World's Star Road and Super Mario Land 2's Space Land than anything in OTL Super Mario Galaxy, there's a bit of planet hopping but a lot of the gravitational effects from that game don't come into play here. Mario dons the Space Helmet and can fire a laser gun at enemies (the laser gun resembles Geno's from Super Mario RPG). After gathering enough stars, Mario will come face to face with Bowser the Dastardly (an homage to Flash Gordon's Ming the Merciless, with a bit of Darth Vader thrown in). Bowser has the ability to fire bolts of lightning at Mario, so Mario has to do his best Luke Skywalker impression and shoot Bowser enough times with his ray gun. Eventually, Bowser is beaten, and the final world opens up.

    World 8 - The Slumbering Giant

    The final level of the game is a massive, slumbering Toad, who is sleeping because he's sick with a terrible virus. In order to cure the Toad and save the day, Mario must don his Dr. Mario outfit, enter the giant Toad through his ear, and defeat the viruses ravaging Toad's body. Dr. Mario can fight by tossing pills. Along the way, Mario will encounter a host of friendly Toads who form the giant Toad's immune system, protecting him from viruses (like the ones from the Dr. Mario games) and hostile attacking Koopas. In order to cure the giant Toad's illness, Mario must collect eight Stars and challenge Bowseritis, the virus causing the disease afflicting Toad, to a showdown. Once Bowseritis is cured, the giant Toad is free from his sickness.

    Once Mario collects 60 Stars and talks to Director Toad, there's a cutscene. Bowser and his army raid the Heroic HQ and abduct Princess Peach. Bowser takes her to a massive floating castle in the sky. In order to reach the castle, Mario must approach it on the giant Toad's head and make a giant leap to reach the door. The castle is the game's final dungeon, full of all kinds of tricks and traps. There are numerous Hat Blocks, so Mario can switch forms should the need arise. Finally, Mario engages Bowser in a final battle. He'll need to hit Bowser once in each of his eight forms, then he transforms into normal Mario one final time to land the final blow. Once Bowser is defeated, Peach and the universe are saved. Mario wins a medal, and is finally able to return to the Pipe House to enjoy a well-earned rest.

    Super Mario Ranger gets an excellent reception from critics, averaging around a 9.5/10 across the major game review sources. The action gameplay and level variety are highly praised, with the graphics being the biggest knock against the game. Though it's not as positively received as Super Mario Dimensions, it's less polarizing than Super Mario Sunshine was IOTL. The reviews are significantly better than those for Sonic Neon, though the game's initial sales aren't quite as strong, due to the lack of an overwhelming marketing blitz. The game is released in North America on September 30, 2002 after a July release in Japan, and sells just over a million copies in its first week, about half that of Sonic Neon's initial week sales. However, the game's tail end performance is considerably stronger, bolstered by a $99 bundle with the Ultra Nintendo. It becomes one of the biggest selling games of the holiday season, and eventually one of the top selling Ultra Nintendo games overall.

    The success of Super Mario Ranger convinces Nintendo brass, including Hiroshi Yamauchi and Katsuya Eguchi, to begin work immediately on a new Mario title for the Nintendo Wave, targeted for a 2004 release date. Eguchi knows this won't give the development team a lot of time to work on the game, but the decision is made that the Wave needs to have a new Mario title within two years of its release. He's hoping that the team will have something significant to show at next year's E3, and a sense of urgency begins to take shape amongst the team developing the game...
     
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    Summer 2002 (Part 12) - The Rest Of The Games
  • (Here are the other notable North American game releases from July 2002 to September 2002!)

    -

    Ultra Nintendo:

    Quixsters 3: Too Many Heroes!

    Quixsters 3 is the latest game in what has become Silver Sail's most popular series. After Quixsters: 2 The Quick was criticized for being too much like the original game, Quixsters 3 decided to mix things up by adding 26 new heroes to the mix, to join Dash, Leep, Dive, and Spin on their adventures. While only the original four characters are playable, the other 26 heroes have a variety of powers and abilities and quirks, and each of them appears in three levels over the course of the game, making for 78 total new levels. Combine that with many of the levels being slightly more complex to accommodate the new characters and the game is considered by most to be superior to Quixsters 2 and considered by many to be the best game in the series thus far. Reviews are excellent and sales are strong, while it doesn't rank among the top 5 for July the game still manages to sell more than a million copies overall. Quixsters 3 would be the last game in the series to appear exclusively on the Ultra Nintendo: the next console Quixsters would be a multiplatform game.

    Twisted Metal 4

    Released in August 2002, Twisted Metal 4 is the latest game in the Twisted Metal vehicular combat series. It focuses heavily on Sweet Tooth, though there are 12 playable characters in all, each with their own stories (sort of like OTL Twisted Metal Black, which this game takes many cues from, though it's not quite as violent). The most involved story mode is Sweet Tooth's, in which the insane clown is seeking revenge on the police officer who arrested him after his most recent killing spree. The officer turns out to be an extremely corrupt cop, making Sweet Tooth more of an antihero in this game than a classic villain. Other than the story mode, the game features some of the best vehicular combat in the series thus far, and also by far the best graphics of any game in the series, making it quite well received amongst critics. Sales are somewhat disappointing, the game only gets mediocre sales due to its release during the crowded month of August, leading developers to rethink the series itself and whether it should continue on the Nintendo Wave.

    Suikoden III

    The latest in Konami's popular RPG series, Suikoden III continues the series' familiar formula of a warfare-based RPG with 108 recruitable characters and a complex and deep storyline. However, unlike OTL's game which featured three “main” characters, Suikoden III features only one: a young hero named Asher, who becomes lieutenant of the Galdrian Army after the death of his father in battle. Suikoden III's storyline is completely different from the OTL game. The Galdrian Army is marching in hopes of forming an alliance with the neighboring nation of Elisphair, in order to conquer the much larger nation of Grand Falchion to the north. However, the advisor to Elisphair's king, a man named Rudin, sabotages the negotiations so that he may win favor with the ruling family of Grand Falchion. Ultimately, Rudin seeks control of that nation and eventually obtains it, forcing Asher to rebuild the armies of both Galdria and Elisphair in order to challenge Rudin's rule. The game's graphics, while decent, are obviously inferior to OTL Suikoden III, and even to other Ultra Nintendo RPGs of the day including Fairytale 2 and Final Fantasy IX. Ultimately, the game, while regarded as good by critics, is largely shunned by North American audiences and sells poorly here. Japanese fans buy the game in decent numbers, but it's considered a disappointment after Suikoden II.

    Princess Story

    An action RPG that sort of plays like a more fast-paced OTL Quest 64, where a princess named Lunaren must save her kingdom by venturing around the world and collecting magical artifacts (eight of them in all, most of them pieces of jewelry). Has a lot of voice acting (by unknowns, though they perform well), and is fairly well received, though the game’s name turns off a lot of potential buyers and it's ultimately a niche title with very few sales..

    Traffic Cop

    A driving game where you play as a traffic cop who has to tow away cars and pull people over for speeding. It’s actually a lot more fun than it sounds, due to its colorful graphics and cast of funny characters. It’s no Grand Theft Auto, but it’s a decent game, and is largely known in 2016 for a few memes it's spawned. The game, which got no sequel, is somewhat popular among Youtubers.

    Sega Katana:

    Narcotics Squad: Undercover

    The sequel to NYPD: Narcotics Squad continues the narrative-based, third person shooter gameplay of the previous title. Thanks to the enhanced capabilities of the Sega Katana, the gameplay is significantly improved: there's more areas to roam around in between missions (so the between-mission segments are sort of like a less open-ended Shenmue), while the shooting mechanics are greatly improved as well. Your character can move around a lot more freely, there's more opportunities to take cover, and the aiming is better as well.

    The game's main character this time around is Marco Vasquez (voiced by Andre Sogliuzzo), an undercover police officer who is tasked with infiltrating an extremely dangerous Mexican drug gang. While performing his undercover duties, Marco encounters a woman named Maribel, the girlfriend of one of the top drug dealers. As Marco gets deeper into the gang, he becomes increasingly torn between his police duties and his newfound relationships with the drug dealers, many of whom become very close to Marco. He also helps the gang deal with other gangs along the way, and eventually becomes extremely racked with guilt after one of the dealers from the gang he's infiltrating is killed in a shootout. This conflict of interest begins eroding the police force's trust in Marco, and he has to decide whether to run away with Maribel or to perform his duties and start making arrests. He eventually decides to do his job as a police officer, and the gang is taken down, but one of the gang leaders escapes and finds out that Marco was an undercover cop. Maribel, however, is still loyal to Marco, but during the next to last mission, she dies taking a bullet for him. The final mission is Marco's revenge on the last remaining drug dealer, but this revenge costs him his job as a cop, and leaves him wondering about his place in the world now that he's lost everything.

    The improved gameplay and tragic storyline make Narcotics Squad: Undercover one of the best received Katana exclusives of the year, a bright spot in an otherwise dim summer. Sales are excellent, eventually exceeding those of the first game, and a new title in the series is announced for 2004.

    Onimusha 2: Samurai's Destiny

    Onimusha 2 is released for the Sega Katana in August 2002, a couple weeks after Sonic Neon. Featuring vastly improved graphics, a significantly longer storyline, and more complex gameplay than the original Onimusha, it improves on the original game in every way thanks to no longer being bound by the restrictions of the Saturn platform. Like OTL's game, it features the protagonist Jubei Yagyu, and has him going on a grand quest to battle the evil Nobunaga. Jubei, the only survivor after his entire clan was wiped out by Nobunaga, goes on a quest for revenge, and is aided by numerous allies as he seeks out the six orbs that can counter Nobunaga's power. Like in the original Onimusha, Jubei fights alongside a strong woman warrior: Oichi, Nobunaga's sister (again from OTL) who has become disgusted with her brother's actions and wishes to fight him. While Onimusha 2 takes a bit more of a hack and slash approach than OTL's game, it's no Devil May Cry, it's still a methodical, strategy based game where the player must carefully time his sword strikes to succeed against the game's trickier foes. It has a much more epic feel than the original Onimusha, which was highly praised and successful at the time of its release. Onimusha 2's review scores actually exceed those of Sonic Neon in many review outlets, and though the game isn't a huge seller initially, its sales remain strong for quite some time. It's not as successful as OTL's game (due to that game's release on a more successful platform, the Playstation 2), but its sales easily clear a million copies worldwide.

    Vintage Speed Series Gold

    The vintage car racing series is back with more tracks, more cars (over 200 classic cars in all, a HUGE bump over the previous game), and improved graphics. Thanks to the Katana's tech, the cars have become much more detailed, and the presentation is more realistic, with the option for a pair of announcers to commentate your race. The announcers are fictional characters, with the main commentator being a fairly serious British man and the color commentator being a former racing champion who offers extremely keen insight on the game's cars. The game is a bit less realistic than the Gran Turismo series, but is slightly more accessible, especially when it comes to unlocking some of the game's best cars. While the basic formula hasn’t changed much, it’s still considered one of the year’s best racing titles. Sales are very strong upon release and the game ends up selling more than any other Katana racing title up to that point.

    Outcast

    A port of the 1999 PC adventure game, Outcast was originally planned as a late era Saturn game, but porting the title proved far too ambitious on that platform and so Infogrames scrapped what they had and began working on the Katana version instead. As a consequence, some of the hype that had built for Outcast in 2000 and 2001 began to die off somewhat, and by the time the port was finally released in July 2002, much of the buzz had faded. The port itself is quite faithful, while the game, which depicts a man named Cutter Slade landing on an alien world and exploring it while forming relationships with its people, is considered to be quite good. The game's reputation system, which allows the player to make the aliens either friendly or hostile depending on their actions toward them, gives the game a lot of RPG-like interactivity, and Outcast is considered to be one of the better Katana releases of the summer. Unfortunately, sales are fairly disappointing, with the game largely being lost amongst the slew of more hyped Saturn releases around that time. The game is considered a PC classic but the Katana port is largely forgotten.

    The Discovery Of Magic

    A Katana-exclusive JRPG, The Discovery Of Magic is developed by Nippon Ichi as a sort of follow-up to their niche RPG title Mori-sama Adventure. It's not a direct sequel but it contains many of the same battle systems and the general thematic style of the game is quite similar as well. The game's graphics are somewhat simplistic for the Katana, but it makes up for that by featuring gorgeous anime cutscenes (though the English dub's voice acting, performed by non-union actors, leaves a lot to be desired). The Discovery Of Magic takes place in a primitive world where magic does not yet exist and people must scrape out a living in bleak, agricultural societies ruled over by powerful warlords worshipped as god-kings. However, one day there is an event known as the Great Spark, and people begin to acquire magical powers, including two girls and a boy living in a bleak village. The kids team up with another non-magical boy who's good with a sword and who takes on the role as “protector” of the three magic users as they are hunted down by the king's soldiers who want to exterminate all magic users to prevent threats to the king's power. There are also malevolent magic users who arise, including the spoiled young prince of a neighboring territory who wants to use his newfound magic to enslave everyone. The game receives excellent reviews, it's probably one of the best reviewed JRPGs of the year, and for an anime RPG on the Katana, sales are actually quite strong (stronger than Suikoden III in North America, not a huge accomplishment but considering it's a Nippon Ichi game outselling a Konami game, it's impressive).

    Magical Shannon

    A 3-D adventure game where you play as a Sailor Moon-like protagonist who transforms from a schoolgirl to take down her enemies. Very animesque, it’s a really fun game and becomes somewhat of a surprise hit (again, not a big game by any stretch of the imagination, but North American sales are about double what Sega expected). Many see it as an attempt by Sega to steal the thunder from the Wave's upcoming Star Siren. Though that's purely coincidental (the game was in development before Star Siren was announced), Sega tries to play the comparison card anyway, and sales numbers spike a tiny bit after the release of the Nintendo Wave, as Katana owners see how good Star Siren is and flock to the Katana's take on the genre. The main difference is that while Star Siren is a 2-D beat-em-up, Magical Shannon is more of a 3-D platformer with beat-em-up elements. Magical Shannon's English dub is also inferior to Star Siren's.

    Microsoft Xbox:

    Divine Wrath 2

    One of the most anticipated sequels of 2002, Divine Wrath 2 is a 2-D fighting game with 3-D graphics for the Microsoft Xbox. Developed by Midway, it allows players to take control of one of dozens of gods from various pantheons and battle it out in a clash for universal control. In addition to all 26 gods from previous games returning, there are several new gods entering the fray. These gods are: Artemis and Hephaestus from the Greek pantheon, Isis from ancient Egyptian tradition, the archangel Michael from Judeo-Christian tradition, Huitzilopochtli, Tlaloc, and Quetzalcoatl from the Aztec pantheon, and Kanaloa and Pele from Hawaiian religion. These nine new gods make for a total of 35 gods in all. The game's main villain is Lucifer, whose pride and rage are renewed after Michael makes his appearance, and who seeks to lead another army of traitorous angels to carry out his wrath against the universe. The other gods, including a reluctant Loki, must team up to stop Lucifer's evil plans. The game features some of the best graphics yet seen in a fighting game, looking as good as the upcoming Soul Calibur II and Killer Instinct 3. Midway and Microsoft have collaborated to work on the game, and put a lot of money and effort into its development. In addition, the game's marketing blitz has been massive: Microsoft ultimately pushes Divine Wrath 2 harder than any other game that year except for the upcoming Grand Theft Auto: Miami and Between Two Skies. Like the original, Divine Wrath 2 is controversial, both for its violence and for its religious themes. Some of the game's defenders point out that Lucifer is the VILLAIN of the game, with Electronic Gaming Monthly commentator Seanbaby saying that: “How can Christians be offended at a game where one of God's most loyal angels gets to rip off the head of Satan and dropkick it back to Hell?” Sales are incredibly strong: it's one of the year's top selling games. Reviews, despite the controversy, are extraordinarily positive, with most reviewers considering it the console fighting game of the year, while the arcade version is praised about as much as the arcade version of Killer Instinct 3.

    Thief II

    A stealth adventure game, Thief II is a port of the 2000 PC title, exclusively for the Microsoft Xbox. Developed using the same engine as Junction Point, Thief II was considered one of the best PC games of the year back in 2000, and the Xbox port is considered extremely faithful, with the game's first person stealth considered among the best ever featured in a video game. Microsoft pushes the game heavily, it receives considerable advertising before its release. The plot and gameplay are largely similar to OTL, with master thief Garrett working with the Keepers to stop a nefarious plot. The game, while not as successful on the Xbox as it was on the PC, is still a fairly decent seller on console, and combined with the game's PC sales, makes the creation of a third Thief title inevitable.

    The biggest consequence of the Xbox port of Thief II is that the game's success convinces Microsoft to purchase Looking Glass in late 2002. This saves the company, which went bankrupt around this time IOTL. The company survives as a second party of Microsoft, making future System Shock, Junction Point, and Thief titles, as well as future games from the company, exclusive to the Xbox and the PC. This would eventually become one of Microsoft's most lucrative acquisitions.

    Klepto

    The Psygnosis stealth series about a very sneaky thief comes to the Xbox as another exclusive. It gets somewhat of a reboot here and is more of a 3-D stealth adventure than a puzzler, but it’s considered to be an excellent game. It's compared to Thief II by many, though Klepto's overall tone is MUCH lighter and the game's stealth mechanic is much less strict. Some critics would call it “Thief for kiddies”, though review scores would actually be higher than Thief II, with the game's stealth-heavy platforming a welcome spin on the genre. Another comparison that the game receives is to Super Mario Ranger, with some critics actually proclaiming Klepto a bit better. It's regarded as the best game yet in the series, and sales are surprisingly strong: it comes in behind Divine Wrath 2 as the Xbox's second top selling game of September 2002.

    Rogue's Story

    A medieval-styled WRPG that’s almost like the Saturn Ultima games, though in a bigger world and with much more character customization options, you can be pretty much any character you like. It’s not hyped to the moon like OTL’s Fable but is probably a better game than that one, and is fairly popular, though not a huge hit or as well reviewed as The Slayer. The big advantage that it has over that game is the customization options: you can actually be a woman (and the plot, in which a plucky thief becomes a legend), actually seems to somewhat favor creating a girl over a guy. The instruction manual mainly depicts a girl as the hero, and the romantic options for a girl are more interesting than the romantic options for a guy (the game, unfortunately, doesn't allow for same-sex romance, though by the end of the sixth generation at least one WRPG will). Whoever you pick, though, Rogue's Story is a solid game and it would receive a sequel down the road.

    Electrolight

    A puzzle game where players must connect electrical grids by turning switches on and off, while at the same time staying one step ahead of enemies and obstacles that pop up. It’s a fairly fun game, though not as addictive as other puzzlers. Sales start out slow, but after the price drops (which happens fairly quickly, the initial MSRP is already cheap at $29.99), more people do end up buying the game.

    ZanZarah: The Hidden Portal

    An RPG that in OTL came only to the PC, ZanZarah: The Hidden Portal gets an Xbox port ITTL. Featuring excellent graphics and an outstanding musical score, the game has its protagonist, a girl named Amy, enter a mystical world of fairies, elves, goblins, and dwarves. Though mostly similar to OTL, TTL's ZanZarah is somewhat influenced by games such as Fairytale and The Dreamers, so the fairies are somewhat larger and magic plays an even bigger role in the game. There's also faster paced combat, much like that found in Dreamscape. Brought to the Xbox to appeal to female gamers and kids, demographics which Microsoft noticed the system might be lacking, it actually does carve out enough of a niche to be more successful on the console than it was on the PC, and enables the creation of a sequel in 2004.

    Game Boy Nova:

    Kirby's Capture Crisis

    The Nova's first original Kirby game, Capture Crisis plays much like Kirby Super Deluxe. It features a new villain, a magical beast named Captor, who has sent his legions of minions out to capture the denizens of Dream Land to acquire their powers. After King Dedede is taken prisoner, Kirby leaps into action to save his former nemesis. Kirby acquires the ability to turn the tables on Captor's minions: though he is unable to suck them up like normal enemies (which still exist in the game, enthralled by Captor), Kirby can capture them himself to gain unique, albeit temporary new abilities. Kirby can use two abilities at once: a temporary Captor Ability and a normal absorption ability, and is also able to combine the two. Kirby also teams up with Meta-Knight in certain stages. The game itself has the same classic Kirby formula, with a series of worlds divided into a series of levels, easy levels featuring many, many challenging bosses, and the classic Kirby cute factor fans have come to know and love. The game is reviewed quite well, and sales are very strong both in North America and in Japan.

    Birth Of Mana

    Birth of Mana is a remake of the original Seiken Densetsu game, also known as Final Fantasy Adventure. While it doesn't stray as much from the original title as OTL's Sword Of Mana did, it also doesn't take the more accurate approach of the later OTL Adventures Of Mana: instead, it's more of a hybrid of the two styles. It features a single protagonist (instead of the two from OTL's Sword of Mana), and follows the same basic storyline as the original game, though with considerably more detail. The game's biggest strong suits are its graphics and sound: the graphics exceed those of TTL's Secret of Mana, while the music, newly scored by Hiroki Kikuta (unlike OTL's Sword of Mana, which was scored by Kenji Ito), is similarly praised. Reviews are much more positive than those for Sword of Mana: in the eyes of many, it's considered the Nova's best RPG of the year. Sales, at least in North America, are somewhat disappointing, though strong Japanese sales make up for it. The Mana series has weakened somewhat since Secret of Mana...but hype IS building for the upcoming 10th anniversary remake for the Nova.

    Max Payne

    Max Payne gets a somewhat downgraded port to the Nova. While featuring the same third person shooter gameplay of the console versions, the graphics are obviously significantly worse (they still look decent for a Nova game, though). Rockstar DOES add a few new missions to the game, though other missions from the original console title are removed. This adds enough of a different experience to the game that a few critics recommend it even for those who played the console version. The game gets decent reviews overall, and sales are decent as well.

    Mega Man Blast 2

    Mega Man Blast 2 is the sequel to 2001's commercially and critically successful Mega Man Blast title. The Mega Man X-esque gameplay from the previous game returns, as does the X-Blast mechanic, which allows X to use powerful special attacks to take out massive amounts of enemies. Blast 2 is seen as a bit of a rehash of the original: fun for long time Mega Man fans, but not really introducing any new elements to the series. This causes it to get somewhat mediocre reviews, and sales are down from the original game's.

    Legacy Of Kain: Ariel's Lament

    A spinoff of the Legacy of Kain series exclusive to the Game Boy Nova, Ariel's Lament features gameplay similar to the original game, Blood Omen, and slightly downgraded graphics and presentation (there's voice acting in the game, but far less of it). Ariel's Lament is a sort of midquel to the original Blood Omen, in which Kain is beseeched by Pillar Guardian Ariel to find the brother of her lost lover Nupraptor, who she fears may have been exposed to his psychic corruption. This brother, Zelathion, resides in a grand manor overlooking a large city, and though he seems normal at first, it becomes clear that not only was he corrupted, but that this corruption threatens much more than Zelathion himself. Kain must slay Zelathion and restore his kingdom, before it becomes a threat to his mission to restore the Pillars of Nosgoth. The game itself is considered mediocre, an unworthy spinoff to the console games and one of the most disappointing Nova games of the year. Initial sales are strong, but quickly trail off as word of mouth spreads.

    Idol Eyes

    A sort of Pitfall-esque Indiana Jones type game that combines classic platforming with some puzzle solving. Nothing too special, but it’s a solid game. However, it would get sequels for both the Nova and for consoles that would get a better reception.

    Super Mario All-Stars

    ITTL, Nintendo decides that instead of producing individual game remakes for their sixth-generation handheld (as they did with the Super Mario Advance games), they would release the Super Mario All-Stars (plus World) package for the Nova. This is essentially a straight-up port of Super Mario All-Stars and World with some of the enhancements from the OTL Game Boy Advance games. Though Nintendo was tempted to go for the cheap cash-in by releasing the remakes separately, their thinking ITTL is that because of the Nova's advanced capabilities, fans might shun individual game ports, since they would look primitive compared to other Nova titles. Considering it too time-consuming and expensive to bring the individual games up to the Nova's graphical standards, Nintendo instead packages them all together. Though sales of Super Mario All-Stars for Nova aren't extremely strong right away, the game eventually does become a perennial best-seller for the Nova and one of its best selling overall titles.

    Multiplatform:

    Necrotizer

    A horror/FPS released for both the Katana and the Xbox, this game is about a soldier trapped on a space station overrun by a mysterious virus that mutates people and turns them insane, forcing the soldier to put them down. The game features excellent graphics and really fun multiplayer (with online deathmatch), making it one of the year’s better received FPS titles. Though sales are strong on both the Katana and the Xbox, it sells more than twice as many copies on the Xbox as it does on the Katana.

    -

    Top Selling Console Games In North America (in terms of sales over the first four weeks of release):

    July 2002:

    1. Load 2 (Microsoft Xbox)
    2. The Legend Of Zelda: Elven Bell (Game Boy Nova)
    3. Load 2 (Ultra Nintendo)
    4. Narcotics Squad: Undercover (Sega Katana)
    5. Kirby's Capture Crisis (Game Boy Nova)

    August 2002:

    1. Sonic Neon (Sega Katana)
    2. Velvet Dark: Synthesis (Ultra Nintendo)
    3. Dead Midnight 3 (Ultra Nintendo)
    4. Madden NFL 2003 (Ultra Nintendo)
    5. Techno Angel (Microsoft Xbox)

    September 2002:

    1. Super Mario Ranger (Ultra Nintendo)
    2. Divine Wrath 2 (Microsoft Xbox)
    3. Street Fighter Omega (Ultra Nintendo)
    4. Vintage Speed Series Gold (Sega Katana)
    5. Mascoteer (Game Boy Nova)
     
    Degrassi: The Next Generation, Season 2
  • The second season of Degrassi: The Next Generation premiered on August 23, 2002 on CTV in Canada, and premiered in the US on The N channel on September 5, 2002. It introduced new regulars to the show, and expanded the range of topics covered to alcohol abuse, drug abuse, self image, racial and sexual identity, rape, domestic abuse and violence, the aftermath of death, puberty, weight issues and bullying.

    The main change of season 2 is the integration of a local nearby high school into Degrassi Community School, meaning DCS became a combined middle-high school from years 7 to 12 instead of a year 7 to 8 middle school as depicted in Season 1.

    Cast

    The cast of the second season of Degrassi: The Next Generation consisted of twenty one characters in lead and starring roles. The second season list of new characters includes the return of Joey Jeremiah, another former alumnus of Degrassi High in 1991, as a new music teacher at Degrassi, Craig Manning, a new student and aspiring photographer, and Victoria Coleman, an artsy, musically inclined Freshman who despite getting picked on by bullies, doesn't seem to really care (at first glance) and cracks a joke or two.

    This season also introduces two reoccurring students. Ellie, a goth girl who befriends Ashley after losing everything last year, and Marco, Ellie's best friend and secretly a closeted LGBT kid who is fronting to be straight and having a girlfriend so to not cause any trouble.

    8th Grade

    Emma Nelson (Miriam McDonald) - Still the same feminist, animal rights avocator, enviromentalist and social activist as the previous year, she doesn't really use the internet to try to talk to strangers anymore and is now trying to focus on her school work while raising awareness on topics that she believes in dearly. However, things get complicated once her mother reveals she is dating Mr. Simpson, her Media Immersion teacher. She is also still very confused with her relationship with Sean, since she broke up with him after he accidentally pushed her during a fight with Jimmy.
    Manuella 'Manny' Santos (Cassie Steele) - Emma's best friend, she is now wanting to get popular and hang out with the so-called popular crowd, like Paige, Jess and Hazel, despite Emma's overarching objections to cheerleading as a sport and the fact that Manny is not on board with Emma's granola girl and protesting type tendencies.
    James Tiberius 'J.T' Yorke (Jake Goldsbie) - The notable class clown that has toned down his antics since the previous year, J.T's main goal is to get into the main in crowd that is popular and also score a date with the hottest and most popular girl in the school, Paige Michalchuk. Despite Toby's objections to the entire plan, J.T still plans to score a date with Paige, much to his best friends chagrin.
    Tobias 'Toby' Isaacs (Ryan Cooley) - The computer nerd and J.T's best friend, he is very uncomfortable and unhappy with the fact that he is only seen as a outcast nerd that doesn't really interact with each other, and wants to break out of that mold and change what the student body perceives of his image. He wants to be the manly man that gets all the girls, so he decides to join the wrestling team to gain muscle and seen as a kid who does sports. However, the method he takes is very dangerous.....
    Liberty Van Zandt (Sarah Barrable-Tishauer) - The over studious and academic overachiever that has driven everyone off due to her actions and behaviours, she isa very lonely kid that seeks attention by doing things that would drive people off her even more, like embarrassing herself and vandalising someone's locker because of a few words. She still harbours a deep crush for J.T since the year before, and J.T only catches on when she makes the moves on him.....
    Sean Cameron (Robert Clark) - A kid from a very poor family in northern Ontario and a more troubling and sad familial background and story, he is now considered to be a rough and tough fighter within the student body, and has a hard time controlling his stress, anxiety and frustration at the same time. However, he is a good kid that has a really good moral compass, and helps Craig escape his domestic abusive father with Emma and Joey's help, and become good friends. Has a on going dispute with Jimmy.

    Freshmen (9th Grade)
    James 'Jimmy' Brooks (Aubrey Graham) - A wealthy basketball player, a known ladies man and a frequent face as part of the Degrassi Jocks, he dumped Ashley as his girlfriend after her incident last year, and he is still the so-called big man on the school grounds. He is best friends with Spinner (despite the economic differences) and is close with Adelaide in the regards to basketball, although he still has tension between Sean over the Rialtin incident and Jimmy believing that Sean faked his ankle injury
    Zachary 'Zach' Friesen (Michael Seater) - Recently in a string of incidents involving his school life and study over the holidays, Zach is aiming to act a bit more social than some uptight nerd. Over the summer holidays, he had tried out some sports, mostly in the realm of school sports and academics while he was at it as well.
    Gavin 'Spinner' Mason (Shane Kippel) - Still suffering from the academic scrapings past, Spinner was revealed to have ADHD when he gave one of his Ritalin tablets to Jimmy for a basketball tryout. Also the class clown during class, he comes a poor and often unstable financial home life, which is in contrast to Jimmy's wealthy and unspent upbringing.
    Ashley Kerwin (Melissa McIntyre) - A newly admitted goth girl, Ashley turned to the goth lifestyle after losing nearly of her friends to Paige and her posse and losing Jimmy after taking a MDMA pill and acting out in front of everybody during a party the previous year. Although still school council president, her popularity is basically in the gutter and covered by sewage by the time 9th grade comes along, and is struggling with that mere fact alone.
    Theresa 'Terri' MacGregor (Christina Schmidt) - The only friend of now fallen Student Council President Ashley Kerwin (now turned goth girl), she tries to support her best friend during the time that she nearly lost everything, but Paige's posse is looking mighty tempting. Although she is still insecure about her weight and having no luck with getting a boyfriend, going to Paige may help her alot....
    Paige Michalchuk (Lauren Collins) - The actual new popular queen bee of Degrassi, she took nearly all the wind out of Ashley's sails when she had her MDMA tablet incident at the last year. She now leads the Spirit Squad and has gathered Ashley's former friends into a posse and formed a core group that included Jess and Hazel. She is now the top girl, and her motions are in full force..... until a fling with a Bardell Senior High soccer player at a teenage party turns into something more terrifying than she had realised.
    Jessica 'Jess' O'Reilly (Ashley Leggat) - Following in Paige's footsteps along with Hazel, she is a girl that also left Ashley when she had her MDMA breakdown and is now one of Paige's sidekicks in her inner posse, and on the spirit squad. On the outside, she is confident, snide, mean and a somewhat of a stinger, but on the inside, she wants to connect with people and is truely nice and friendly. However, due to her already gaining a juvenile record at 14 when she got drunk, she is trying to keep out of the incidents, but being popular carries its limits.
    Adelaide Corcoran (Marieve Herington) - Adelaide, since coming out of the social hide spot last year, is now a regular fixture in the popular crowd, and good friends with Jimmy, Spinner and the others. Her love for basketball, especially for the Toronto Raptors, is still going strong, and is attempting to try out for the Degrassi female basketball team. However, with her goings with the in-crowd comes pressures, and that includes some things that shouldn't be tried at all.
    Craig Manning (Jake Epstein) - A aspiring photographer and outside person, at first glance he is a care free, open minded kid that just wants to explore the world. However, his home life is anything but care free and happy, and Craig lives in fear of his angry father, Albert, who physically and emotionally abuses him and flies into a rage at the slightest provocation or mistake that Craig does. Craig wants out, but his father won't let him go.
    Victoria Coleman* (Katie Crown) - A new Freshman, she is very into the arts of Degrassi Community School, and usually paints or sketches in her spare time and is also interested in music as a subject, getting the interest of Craig, who sometimes paints his photos in paintings. However, she also likes girls as well as boys and is currently hiding in the closet due to the homophobic nature of her bullies, who shout slurs at her despite not knowing she is bisexual.

    Degrassi Staff
    Archie 'Snake' Simpson (Stefan Brogren) - A former alumnus of the original Degrassi High School in 1991, he is the school's Media Immersion Teacher, and homeroom teacher for the Freshmen/Grade Niners.
    Daniel Raditch (Dan Woods) - He is the current Principal of Degrassi Community School, known for being strict about the school rules and general hijinks the students get up to.
    Darryl Armstrong (Michael Kinney) - The Math and Gym teacher at Degrassi Community School.
    Lennox 'Lenny' Jacobs (Kris-Holden Ried) - The school's history and social studies teacher that had joined last year, but is now a decently good history and social studies teacher who is known for mixing his classes up with interesting new subjects.
    Joseph 'Joey' Jeremiah (Pat Mastroianni) - A good friend of Snake and another former alumnus of Degrassi High School, he is the new music teacher at Degrassi Community School, and known for playing both acoustic and electric guitar in his class. He is also the guardian of Craig, after he takes Craig in after realising Albert was attacking Craig physically.

    Other Students and Staff (Reoccurring)
    Eleanor 'Ellie' Nash (Stacey Farber) - A goth girl in the same grade as Ashley, she befriends her after Ashley becomes a goth girl and is looking for someone to bond with after her fall from grace from the popular group and Student Council President.
    Marco Del Rossi (Adamo Ruggiero) - A seemingly normal kid that hangs out with Craig, Jimmy, Spinner and Sean, and is also Ellie's best friend, he is secretly in the closet and he struggles to express that sentiment without invoking the wrath of his peers, who are either homophobic or just doesn't understand.
    Daphne Hatzilakos (Melissa DiMarco) - Degrassi's new science teacher.
    Caitlin Ryan (Stacie Mistysyn) - A epileptic, but strong reporter, human rights activist and environmentalist, she is also a graduate and alumna of the original Degrassi High in 1991 and a very close friend of Christine Nelson, another former graduate.
    Christine Nelson (Amanda Stepto) - Snake's girlfriend (now wife), she is also another graduate and alumna of Degrassi High, and was a teen mother during that time too, giving birth to Emma in June of 1989, who is now at Degrassi Community School. Emma's real father, Shane, was committed to a psychiatric institution after falling off a bridge, and hasn't seen his daughter in a decade or more.
    Hazel Aden (Andrea Lewis) - Paige's second sidekick alongside Jess, Hazel is also on the spirit squad and backs Paige up more than expand her scope of personality or friends.

    * - Fictional Degrassi character

    Intro

    The show's title card introduction to each second season episode of Degrassi: The Next Generation is mostly the same from the previous season, but with the addition of three new characters. The second season intro for Degrassi ITTL, resembles the OTL second season intro in mostly the same ways, but with the ATL intro of Season one mended with the OTL intro of season 2 and the ATL additional characters of Season 1. As like OTL, the intro is a bit longer to accommodate the new characters.

    The intro, like OTL and TTL, starts with Emma (Miriam) typing up a email on her computer and clicking the send button. Then the email is visualized passing through the school, first enters the gym, where Jimmy (Aubrey) is playing a basketball game, and Terri and Ashley (Christina and Melissa) are singing with the choir. Then the email goes through the door left open by Liberty (Sarah), passes by Zach (Michael S.) sitting on one of the blue chairs, then goes past Lenny (Kris) searching for some books, then jumps to Manny (Cassie) talking to some girls past Snake (Stefan) dropping his work papers and sheets, then jumps to the MI room where Toby (Ryan) is messing around on the computer.

    The first half of the hallway intro remains the same, with Adelaide (Marieve) standing by her locker, Spinner and J.T (Shane and Jake G.) at the water fountains with the former splashing water on the latter, Paige and Jess (Lauren and Ashley) putting up the dance poster, then Darryl (Michael K.) helping a student with his locker. The second half diverges somewhat, where it jumps to Victoria (Katie) sketching something in her notebook, then it jumps to Joey (Pat) in the hallway with his music class playing music, then Craig (Jake E.) taking a picture of the class, before going back to Sean and Mr. Raditch (Robert and Dan) talking to each other before the email reaches the phone on someone's jeans and then the title pops up.

    Episodes

    The Season 2 episode list is mostly similar to the OTL Season 2, similar to the ATL version of Season 1 (all episodes that aired in OTL airs as usual ITTL), but with addition of 6 more episodes ITTL, bringing up the episode count to 28, instead of 22 IOTL.

    When Doves Cry (S02E01-02) and Tears Are Not Enough (S02E27-28) remain the season premier and season finale, respectively. Episodes Shout (S02E07-08) and How Soon Is Now (S02E27) also remain the same due to Paige's rape storyline, but with the addition of Lenny and Jess. Lenny, Victoria, Jess, Zach and Adelaide will also make appearances in OTL aired episodes. Joey, unlike IOTL, will play a much more prominent role in the school, as the schools music teacher.

    The six additional episodes that are ITTL's version of season 2 are listed here:

    Don't Look Back in Anger (S02E06) - After Craig moved out of his abusive father's house and now lives in with Joey at his house, he goes to Degrassi as part of the so called self imposed loner crowd, staying away from most social events and interactions, despite becoming good friends with Victoria and Sean and having photography and music as his main interests and passions. Paige, seeing this type of behaviour from Craig as a easy target, starts to harass Craig alongside Jess and Hazel. However, things step out of line fast once she starts teasing him about coming from a family that gets punched, resulting in Craig lashing out and saying that he was domestically abused by his father. Paige, realising that what she said was way too far, tries to apologise but fails as Craig deems her a bully. Can Craig ever forgive Paige for what she had done?
    Night Fever (S02E12) - As the dispute between Zach and Spinner gets heated up due to a spate of petty incidents in regards to Zach receiving a higher test score than Spinner, he challenges Zach to have an all out brawl fight in the carpark at lunch in a couple of days and Zach unwittingly accepts, despite having no fighting skills whatsoever and facing off against a known fighter who whacks a mean hook. Can he back out, or will Zach have to face him in the carpark and duke it out?
    Driftwood (S02E15) - Victoria has been been on the receiving end of a string of bullies for the time that she had been at Degrassi, and learned to not really care and take it as a part of her school life. Once the bullies upping the ante and started shouting homophobic and sexist slurs at everywhere she goes, both in school and out of school as well, can she stand being in the clostet even though it may affect her school and home life directly?
    White Noise (S02E19) - Jess has just received a invitation to a wild party hosted by James, and wants to buy some new clothes so that she could impress her friends. However, her parents had not allowed her to use her cash due to an upcoming family dinner, so she resorts to shoplifting to get the clothes that she wanted. At first, she doesn't get caught and manages to get to the party without any trouble, but the next day, when she tries again, she gets caught when she attempts to flee from two police officers and runs into a stand.
    Semi Charmed Life (S02E21) - Adelaide, under intense peer pressure from her friends, takes an acid tab for the first time, and things seem to be going well. Shes having fun, the night was great, and nothing seemed to go wrong. That's until she wakes up in the middle of a park in central Toronto with no recollection of what she did. She goes to Degrassi the next day to discover a police officer, Mr. Radtich and her parents talking....
    Everything You Do (S02E25) - The first Degrassi comedy hour festival is now on its feet, and Victoria is ready to roll over the competition with her jokes and skits, but upon further examination by Craig, he warns that going ahead with one of them would be risky at best. Victoria goes too far however when she jokes about kids from poor and broken households from the outside, getting her suspended for 2 days. Can she actually own up that what she said was wrong?
     
    Fall 2002 (Part 1) - The War On Terrorism Heats Up
  • As summer turned into fall, American special forces troops in Afghanistan and Pakistan were making little progress on rounding up the most significant Al-Queda terrorists. While numerous terrorist camps and training facilities had been taken out, and hundreds of low-ranking operatives had been killed or captured, numerous high ranking terrorists, including Osama Bin Laden, the leader of Al-Queda and mastermind of the September 11th attacks, remained at large. The United States maintained a close relationship with Pakistan, its most important ally in the region, in the fight against terrorism, and Pakistani president Pervez Musharraf was continuing to juggle his desire to help the United States fight terrorism and growing unrest in his nation. There had been two more minor terrorist attacks in Pakistan over the summer: one in June and another in July, that together had claimed a total of 13 lives. Musharraf was facing increased criticism from hardliners over the American presence in Pakistan, and ordered a harsh crackdown on the opposition, which targeted both terrorist sympathizers and benign critics, increasing his unpopularity in the country.

    Knowing that Pakistan's cooperation in the fight against Al-Queda might not hold out as pressure on Musharraf increased, United States president Al Gore asked for an anti-terrorism summit between leaders of the two nations that would take place in Washington D.C. in October. Musharraf agreed to the summit, hoping that the problem of Al-Queda could be ended once and for all. Musharraf traveled to the United States in early October, where he hoped to hash out an anti-terrorism deal that would ensure continued American-Pakistani cooperation in the fight against terror.

    -

    Wolf Blitzer: Today, an important anti-terrorism summit will take place at the White House, as President Gore meets with Pakistan's president Pervez Musharraf to discuss the continued fight against Al-Queda terrorists in the region. Gore is hoping to gain Musharraf's cooperation on a deal that could bring more than 2,500 special forces troops into the western regions of the country, where Al-Queda's top lieutenants and possibly Osama Bin Laden are thought to be in hiding. We've got CNN correspondent David Ensor here to discuss the potential implications of this meeting. David, Pakistan is considered an ally in the fight against terrorism, but many prominent figures within that country have denounced Musharraf's handling of the current situation.

    David Ensor: That's right, Wolf, and of course Pakistan is a country with a lot of very hardline people who don't appreciate American troops in the country. We've had that same problem with Saudi Arabia, where...where you had a lot of American troops stationed there during the Gulf War, and that was used as a recruiting point by many terrorist groups who then went on to attack American interests later on. Indeed, one of Osama Bin Laden's primary motivations for attacking the United States is because of the presence of American troops in Saudi Arabia.

    Blitzer: And so over the past few months, Al-Queda has been operating heavily in Pakistan.

    Ensor: Correct, there have been more than a dozen attacks, and that's put a lot of pressure on Musharraf to deal with the terrorist situation in his own country. There are of course moderates who want terrorists to be defeated, but they want Pakistani troops and police to be the ones to do it, not the Americans, and so there's this tightrope between-

    Blitzer: Hold on, David, I'm sorry but I'm gonna have to cut you off, we've got breaking news right now as there's been some kind of commotion outside the hotel where President Musharraf has been staying.

    *A live shot of the hotel with dozens of ambulances and police vehicles outside is shown, along with some cars from the motorcade that was supposed to take Musharraf to the White House.*

    Blitzer: We're getting reports that there may have been some gunfire outside the hotel.

    *The live shot remains on screen while Blitzer continues to speak, they're showing police running past while medical personnel seem to be attending to someone outside the hotel, but we can't see who.*

    Blitzer: All right, I'm now hearing that....that Pervez Musharraf may have been the target of a possible assassination attempt and that he may have indeed been shot. That is what I'm hearing right now from DC police radio and... is that confirmed? ...yes, we're hearing that Pervez Musharraf has been shot by an unknown assailant, but we do not have any status on his health at this time.

    (...)

    Blitzer: The report, just coming in is that Pervez Musharraf, president of Pakistan, is listed in critical condition right now. He was rushed to the nearest hospital and immediately taken into surgery. Again, just 45 minutes ago as Musharraf was leaving his hotel to go to the White House, an unknown sniper fired a single round that hit Musharraf in the chest. Musharraf was immediately tended to by his security staff and by paramedics, and there is currently a massive manhunt throughout Washington D.C. and the surrounding areas for the person or persons responsible. The White House and Capitol are both on lockdown, and police have been mobilized to search for the person responsible who is considered to be armed and dangerous.

    -from a CNN news broadcast on the morning of October 2, 2002

    -

    The attempted assassination of a foreign head of state on American soil presented one of the biggest possible foreign policy crises a country can face. Matters were even more complicated by the fact that the crime was perpetrated by Americans: John Allen Muhammad and Lee Boyd Malvo, who were captured a few hours after the shooting in a massive manhunt. The trigger that fired the bullet that critically wounded Musharraf was pulled by Malvo, a boy of just 17. The two had previous committed a string of murders in other states that at the time were believed to be unrelated. When asked about his motivation for his actions, Malvo cited the attacks as an "act of jihad", but later recanted this statement and claimed that Muhammad had brainwashed him, while Muhammad himself was thought by some psychiatric analysts to have been unstable and possibly seeking revenge because his ex-wife had taken his kids from him. Though some did cite these mental instabilities for the crimes Muhammad and Malvo committed (with a few "experts" pointing to autism, which was also thought to be the motivation for the actions of school shooter Christian Weston Chandler), most believed Malvo's first statement, that the assassination attempt was indeed an act of terror intended to destabilize relations between the United States and Pakistan, two of the most crucial allies in the fight against Al-Queda.

    Thanks to the prompt response from paramedics and the skilled surgeons at the trauma center Musharraf was taken to after being wounded, the Pakistani president survived his wounds and made a full recovery. He was up and out of bed in just two weeks, a recovery comparable to that made by Ronald Reagan after the attempt on his life in 1981. Though the attempt on Musharraf's life led to the cancellation of the anti-terrorism summit between the two world leaders, President Gore stayed in touch with Musharraf throughout his time in the hospital, and promised that the two would discuss anti-terrorism strategies at a later date. The attack led to increased support in Pakistan for anti-terrorism measures, and fears that hardliners would use Musharraf's stay in the hospital as an opportunity to overthrow the Pakistani government ultimately went unfounded, as security forces in the country cracked down on dissidents and kept the country's power structure intact.

    Domestically, Al Gore responded to the attempt on Musharraf's life by re-asserting Pakistan's role as a valuable American ally, and emphasizing that the fight against terrorism wasn't over. Republicans in Congress criticized Gore during this time, claiming that he needed to take a more assertive role to fight terrorism at home and abroad. The midterms were coming up, and Republicans tried to paint Gore as being "soft" on terrorism, with a few Republicans even saying that America needed to do more to combat terror in other countries in the region, particularly Iraq, where Saddam Hussein continued to criticize America daily. Some Republicans claimed that if Pakistan was harboring terrorists, Iraq must be harboring them too, and that special forces needed to be sent into the country to combat them. Despite the harsh attacks from Republicans, Gore's approval rating did tick up slightly, though it was still hovering just over 50 percent going into the 2002 midterm elections.

    -

    "The attempt on President Musharraf's life represents an attack on one of America's allies, and as I have repeatedly said, an attack on an ally of America is considered an attack on America itself. The individuals responsible for this attack have been apprehended thanks to the brave efforts of the Washington D.C. police force, and they will be prosecuted to the fullest extent of the law. To anyone who would commit such atrocious acts, I say to you this: cowardly attacks will not defeat the spirit of America and of all freedom loving people around the world. The fight against terrorism continues, and freedom will prevail. As soon as President Musharraf recovers, he and I will resume our important discussions aimed at finding and apprehending the remaining terrorists responsible for the tragic attacks of 9/11. America is deeply appreciative of the cooperation of its allies in the continuing fight to bring the remaining members of Al-Queda to justice. We stand tonight with the people of Pakistan, just as the people of Pakistan have stood with us throughout this fight. I ask for all of you to keep President Musharraf in your thoughts and prayers."
    -from Al Gore's address to the nation on the night of October 2, 2002
     
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