Sunday, April 28, 2013

Sonic CD (Windows) DVD Insert

This insert borrows more from an existing one I found at The Cover Project than anything else I've made so far, mainly because I wanted all of my Sonic Windows games to match. Specifically, I utilized the back cover for this Sonic R insert as a template for my own.


Mega Man X (DOS) DVD Insert

I acquired this copy of Mega Man X at a yard sale some years ago and kept it as a novelty, though I haven't actually ever played it. For a while I thought it was a Windows game until I stumbled upon a list of MMX games released for home computers which mentioned that the original title was only released as a DOS game, not ever on the Windows platforms. It did list the specifications required to run the game, but I'm not the best at making heads or tails of computer specs so I opted not to include them on this DVD case insert I made to house my copy of the game (which wasn't in its original case anyways).

The DOS logo came from another cover at The Cover Project, though by this point (almost an entire month later) I am not sure which.


Kim Possible (GBA) DS Insert (German)

Kim Possible, sometimes called Kim Possible: Revenge of Monkey Fist, is a game I got from my sister a long, long time ago. Unfortunately it had been picked up at a yard sale and doesn't have any of the box or manuals with it. Even more unfortunate: I couldn't find any scans of the English box, so this one's in German courtesy of MobyGames, which puts stupid water marks on everything, so I had to blend those out.

I personally think the black logo version looks far better than the silver one, but I might go with silver anyway for the sake of a uniform look among my GBA games. Either way, I'll let you guys choose which one works best for you!




Custom Inserts

3-in-1: Risk, Battleship, and Clue (GBA) DS Inserts

3-in-1: RBC is one of those cheap board game compilations that began popping up near the end of the Game Boy Advance's life. It actually showed up so late to the party that the box features both the GBA and DS logos on the back. Surprisingly, of all games, I actually still have the full box and manual for this one, and in pretty nice shape. Unfortunately what I don't have is a working scanner, so I had to find some scans made by another generous soul. I found both a front and back cover over on GameFAQs, which was cool, but the scans were at a much smaller resolution than what I need to properly make a DS cover. Things always look kind of crappy when you have to scale them up, and this needed to be scaled about two or three times its original size. The scans also lacked a proper scan of the side of the box, which is a shame because it's a pretty nice sunset looking color scheme. I had to forge my own spine, which came out tolerable, but I really wish I could have gotten the official looking thing here. Ah well.

Also, I'm releasing the GBA games with two spine options. One has a silver logo, which is more in line with the GBA's packaging scheme, and the other is a black logo which looks nicer on some games than the silver one does. I'm hoping that Blogger won't resize the images when you follow their URL, but just in case I'll be adding an alternate download link below them.





Now I have to admit that I wanted a very uniform look to all of my games, so to get that I borrowed some elements from the covers already uploaded to The Cover Project. I'm not sure exactly what kind of rules the custom insert community adheres to, but it looks like contributing to an on-going theme is allowed? I just don't want to be stepping on too many toes, is all.

The download links will take you to my mediafire account. Don't be afraid, it won't bite. The proper dimensions for these images are 3260x1370, so check that before you go to print. Also be sure that they're still in .png format. I know some of these uploading services can change things on you.

How to Mod a DS Case to Hold Game Gear Games Without Them Jumping Out All the Damn Time

Earlier this morning, at a time when I really should have been sleeping, I talked about how I recently became interested in printing inserts for games and customizing DS cases to hold Game Boy Color and Game Gear titles, which are too large to fit in the usual Game Boy Advance slot. When I first started doing this I followed The Cover Project's guides pretty much to the letter, because I figured "These guys have been doing this for years, they probably know what they're doing". For the most part, they do. I probably don't. Either way, I ended up with a situation when I tried modding my DS case to accommodate the likes of the Game Gear edition of Sonic the hedgehog 2 where the game was jumping out every time I opened the case. I really didn't like that. At all.

So I spent an entire afternoon working on a solution, and after much trial and error I managed to create one. While I didn't take any photos or videos during the process of doing all of this, I'm going to do my best to explain it to you here using my two crappy webcam shots of the finished product for reference, probably also a couple new shots as I get into the writing. First, here's a look at the case with Sonic firmly in place.


It isn't pretty. Not even close. I don't have the know-how to make the plastic look better melded, and the game is angled a bit as opposed to being centered. This design didn't work out quite as intended, and I'll probably be perfecting it more when I get around to making the cases for Super Return of the Jedi and Mighty Morphin' Power Rangers, but it still works and that's the important part. You're going to be able to toss this case around and Sonic isn't going anywhere. I'm considering making similar modifications to the Game Boy Color cases as well, as I'm noticing they also have a habit of hopping out at me.

I'll explain to you exactly what's going on there to keep everything nice and secure. A lot of people recommend cutting the plastic out of the DS case and giving it a lip so it can grab actually inside the plastic ridges of the game, but I didn't like that one bit. I was worried that the plastic lip would damage the connectors, and that's not what I want to happen. I tried a few other things, you can see the remnants of my efforts if you look close enough at that picture, and some of them held the game pretty tightly but they all ended up in some way going at the connectors. I'll have none of that!

That top clip actually does it's job of holding the game down and is the most important aspect of what's going on here. The other clip, in the lower right corner, doesn't work exactly as planned. The game is too thick and the clip dips too low for it to actually grab hold. However, that bendy plastic there is in just the right spot to put some counter pressure on the game to work with the pressure clips that held the DS game in place. The two opposing forces combined with the upper clip keep the game nice and secure, no matter how hard you shake it around. Also remember that the bottom wall is left along for a reason. It's very important for that to be there. If you cut it out, the game will simply slide to the bottom of the box, and that's not helping anything.


Here's how it looks without the game in it, just to show you what I cut and where. Like I said, I'll be trying a couple things differently with future cases, but for now I'm just going to show you what I know works. It isn't very pretty, and I'm considering filling in the holes I had to make with some other plastic, but this works just as well and the strength of the case isn't diminished too greatly. It's still stronger than those recycled plastic cases are, what with the big ol' recycle logo being cut right out of the face of them. As you can see, I've removed most of the bottom wall for the GBA slot, the entirety of the top wall of the DS slot, the entire of the right wall of the DS slot, an a portion of the right wall of the GBA slot. To give you some perspective, here's an unmodified DS case:

To answer your curious minds, this one is Super Princess Peach.
It's very important that you do not cut out the entirety of the right wall for the GBA slot because you're going to need that to attach the clip and give it some elevation, otherwise it's not going to be high enough to grab the Game Gear game. You're probably curious about where those clips came from, exactly, so I'll tell you. They came from DVD cases. I had considered using the ones on the DS case, but I decided to leave them there in the event that I ever come across the instruction manual at a yard sale or something.

I have a lot of broken DVD cases lying around, mainly movies which aren't actually mine because my family can't take care of anything. It wasn't until this project that I noticed the DVD cases come equipped with clips just like the DS case ones, although there are slight variances. Typically, though, they're all about the same. Here, I'll show you where to find them in the DVD case.


See that? They're on the inside of the left cover, just like they are in game cases. Typically they pop off easily enough, but some are more stubborn. You're going to want the entire piece though, so don't snap it half way. If you're having trouble, use a box cutter or a pair of toenail clippers. If you don't grab the entire piece your clips are going to melt too much before you can attach them.

That's right, melt. We're going to be dealing with actively melting plastic. I got a little of this stuff on my fingers and it hurt a bit worse than sticking myself with a glue gun, so if you aren't good with pain I urge you to be extremely careful. We aren't going to be dealing with anything that can cause serious harm to the surface of your body, though, so don't worry about it too much. I might recommend, though, that if you have absolutely no coordination or are a clumsy beast, you might want to consider goggles to protect your eyes. Also, it might be advisable to wear a mask of some kind, as melting plastic emits toxic smoke, and you don't want to be breathing that.

I did this project with no tools other than a few simple things lying around my room. I also did this in the bathtub, so that if I fucked up I could drown the whole thing. We're going to be playing with fire, so use every precaution you can not to burn your house down. I used matches, but a lighter should work just fine. You don't want to be using anything with a flame too large, just a little controllable thing. You're also going to want a lot of clips and a lot of matches, because you're going to mess up a couple of times. Don't worry, though, because it's easy to clean up your mistakes. They snap right off.

What you'll want to do is take the clip and set fire to the part of it that was attached to the case. Set it on fire. If it isn't burning when you take the match away from it, it's not going to work. Just like when you roast marshmallows. Now be fast, or you'll burn up the whole clip. Don't blow it out! If you blow it out before attaching it, the meld won't hold as well and the clips will crack off with just a slight flick. You want to morph that melted, burning plastic right on the top of the remaining wall for the GBA slot, and blow out the fire once you've got it wrapped. Don't let it sit there burning for too long or you'll destroy the case.

Also, it's worth noting, the upper clip is much shorter than the lower clip. This wasn't on purpose, I actually fucked up and melted it too long, but it ultimately worked out for the better. If I had let that clip remain longer it would have dipped too low to grab the game, and it wouldn't have fit at all. what a bummer that would have been. Additionally, I melted the clips in upside down because I found they had a stronger grasp that way at the angles I wanted.

The second clip is going to be attached right on the weird ridge directly across from the bottom pressure clip for the DS card slot. This one is going to be longer because its primary function isn't as a clip at all, but as a pressure wall to pinch the game in place. Attaching it works exactly the same as above, and remember to be careful!

Remember that the plastic becomes more brittle after being melted like this, and you can easily snap your clips if you aren't careful. I haven't had too much of an issue with this, but I also don't let other people handle the games because I know they're going to break the clips. Sliding the game in and out is easy once you get the hang of it, if a little awkward.

If you're having trouble figuring out how to cut the case walls or I wasn't clear on what walls to cut, The Cover Project has a lot of good tutorials and a lively forum where pretty much any question you might have has already been asked. Remember, play safe, play fun, and happy modding!

Loss of Identity and Discovery of The Cover Project

At some point in the past month I did a complete 180 in regards to my approaches to handling my ridiculously large media collection. Prior to this point I'd been obsessing with downsizing the whole thing; stuffing games and movies into a CD binder, buying a 25-game case for my DS cards, even transcribing my books for use on e-readers so they wouldn't be occupying shelf space anymore! I ran into a conundrum when it came to the comics though, and that put me into a bit of a funk. Defeated by one of the things I love most. Oh, cruel irony.

There was something more to that depression, though. Something deeper than just having that cruddy feeling when you realize your perfectly plotted plans can't be carried out. Something that made me stop and just kind of stare at the walls for a few hours, trying to figure it all out. And then I came to understand something: I had been staring at the walls for hours, you see, because I suddenly found that there was little else to stare at. In my quest to make myself tidy and neat I had hidden away that with which I had previously identified myself and that with which I had constructed my life around. In ways more than just a metaphor I had shoved myself into a disc binder. Without my collections gazing back at me in the dead of night I was nothing but a husk of a human being.

I became grouchy, irritable, unpleasant. Not once did I ever think that actually putting away the piles of books and games and movies would be a bad thing for me. In my mind it could only be a good thing. But at that moment I think I came to understand something about myself that I hadn't before. It's no secret that I have always taken great pride and my collections and I have a deep desire for obscure JRPGs which borders on sexual fantasy. But I thought I enjoyed having these items on display solely for the benefit of looking cool in front of my friend. Solely to be "That Guy" who had not just a copy of Earthbound, but a copy of A Link to the Past complete in the box (to which I must tip my hat and give a bow to friend Trevor, who has refused to enlighten me as to just how much that particular gift put him out). That guy with each generation of Nintendo handheld, two Sega Game Gears, and each of those Sonic the Hedgehog LCD games McDonald's gave out to promote Sonic Heroes.

Sitting alone, staring at my white walls, I came to understand that as much as I enjoyed being "That Guy", I had put all of these things on display in my room because I enjoyed looking at them myself. I realized that I didn't actually care a whole heaping lot about who else saw what I had, but that it mattered a great deal if I could see what I had. I can't say why. Call it materialism, call it addiction, call it narcissism. Those are all probably valid answers. But it makes me genuinely happy when I glance over at my PS2 shelf or my DS shelf or my manga collection. It's kind of the same amount of joy one has when they discover their library has a graphic novels section lined wall to wall with Justice League and Hellboy. But I think there's more to it than that.

I've always liked the artistry of commercialism, if that makes any sense. I love to drink up the vibrant colors of inserts, instruction manuals, strategy guides. As a child I had a strategy guide for each game I owned, several for the original Pokémon games, and I would read them over and over again like story books. I did the same thing with instruction manuals, and I owned the manual for Super Mario Land 2 a whole decade before I'd ever got hold of the game (to be perfectly honest, I'm not entirely sure where I even got my copy of it. I suppose it must have been at a yard sale or a gift from my uncle...). Bunny Mario was more like mythological figure to me than a cool-if-useless power-up from a tangible video game. Hell, even today I have a binder full of trading cards, and even full of used up gift cards, simply because I like to look at them. I don't play with them, I don't trade them, I don't sell them or even look at their worth on Amazon. The cards are simply works of art to me, and it makes me happy to unzip that binder sometimes and look at them. I'm trying to find a blank sticker album for similar reasons. Those things were everywhere in the 90's, but now I can't find one without dinosaurs drawn on every page and predesignated sticker spots. A rant for another post.

Anyways, I came to realize that I enjoyed looking at the array of titles and colors on my shelves. It brought me joy seeing them there, and I discovered that fond memories of the games could be conjured just be gazing upon them. No matter how crummy I'm feeling, if I happen to look up and spot the very distinct orange spine of WarioWare: Touched!, I'm going to feel better. Perhaps there is a nostalgic element to all of this that would explain it all. I like these games and movies out, I like them displayed and readily available, it makes me happy to look at them because maybe the sight of them reminds me of how much fun they have brought me.

So I decided to buy a better shelving situation instead of a better way to hide who I am. I found these sharp-looking bookcases at Walmart real cheap, fifteen bucks, and discovered that I actually really like putting them together. I mean, they're cheap and they probably won't last if I toss them around, everything is pre-measured and cut and it comes with the tools, it's not anywhere near actually building a real bookcase. But there's something... therapeutic about tightening the screws into place. To be honest, I'm afraid I might be a little addicted to assembling the darn things.

Now I had these shelves all set up for my DS games, and they looked really spiffy. Made me happy. Enter Maranda's Game Boy Advance SP. Back in February I had traded my DS Lite to her in exchange for a GBASP after waking up one morning and deciding that I absolutely needed a 3DS (I blame Fennekin). It was a fair trade, I thought, and she agreed. The DSL could play her GBA games, I bought her a copy of Soul Silver to sweeten the deal, and whatever older games she had were all Pokémon and could be played just fine in the Game Boy Towers of the Pokémon Stadium games. On my end I got a 3DS to play my old DS games on, and an SP which could handle all of my Game Boy games.

Of course, I've had a difficult time keeping track of exactly what Game Boy games I own. I can name just about every other game I have on all my recent consoles, but I suddenly realized that, with a few exceptions, I was hopelessly clueless as to what I actually owned on cartridge based (and, to an extent, PC) systems. And, more sadly, which cartridge games I had owned but had been lost at some point (I found my old PKMN games in the attic just last week, thankfully, but I can't find Kingdom Hearts: Chain of Memories or a collection which includes Pong, both of which I have the boxes for in my closet, complete with manuals and all other papers. I also had a copy of Moon Patrol for the GBA that I played to death yet can't locate anywhere). Why is this? I wondered. Why can I not remember which of these games I have?

It hit me then that the reason I couldn't keep track of those games was because I couldn't visualize them. The GBA games were all sharing space hidden within mostly unrelated DS cases, and the other consoles were all shoved into drawers until I had use of them. Immediately I knew of a crude solution for the GBA games, simply getting them their own DS cases and taping a name to the spine. What, though, of GBC, and GB, and Game Gear titles? Or Drill Dozer, which is much too large to fit in the DS cases due to its rumble pack?

I then came across The Cover Project which is the holy grail of everything good about the gaming community. Not only did they offer solutions and tutorials for fitting the larger handheld games in the DS cases, but they also offered community-made or adapted inserts which could be printed out and used to make them not look like ass with masking tape and flea market labels. Granted, they don't have every game for every type of case, but they have a lot.

Now, I'm a bit of a tinkerer, I always have been. Ever since I was little I was always trying to figure out how to combine the best aspects of two almost unrelated things into one. I later discovered why building the chair into the table was a terrible, awful, leg-cramping idea, but I still believe that root beer and fruit punch are a delicious combination. I call it "fruit beer". It'll probably show up in one of my books now.

So with that in mind, you should know, I immediately had at it. Took a bit of messing with my printer, wasted four or five ink cartridges and twenty sheets of legal-sized paper to finally get it all right, but after that I was on my way to casing and displaying pretty much my entire game library. I actually talked about this a little bit earlier this week in my review of Sonic the Hedgehog Game Gear. While this project is going to be ridiculously expensive and time consuming, I'll admit that it's awoken something within me. It's fun; I love doing it. I love every aspect of it all, even when I'm cutting my thumb open with a box cutter and swearing because I accidentally fucked up a nearly irreplaceable pre-recycled-plastic DS case. This hobby has made me the happiest I've been in a very long time.

See, not only am I coming up with my own solutions for fitting games into cases, but I'm making my own inserts too, to fill in the games that TCP doesn't have. I'm not a master art designer, actually I'm quite shitty with visual mediums, but it's fun for me and there's something so very satisfying about holding the finished product and sliding it onto a case. I'll be sharing my covers in other posts, just for like-minded people who also have a few blanks to fill in, and I think tomorrow I'll write up a review of what, exactly, I did to that DS case to make it all work.

I look forward to sharing this all in the future, and I hope somebody will be able to make some use of it.

Wednesday, April 24, 2013

Video Game Review: Sonic the Hedgehog (Sonic Adventure DX: Director's Cut)

I haven't played a game that could satisfy my current craving since I finished Super Mario Land 2 so long ago (except for a brief stint with Mario Bros. Classic). I gave the GBA port of Super Mario Bros. 3 a whirl, and while it was fun, I found that it didn't quite hit that sweet spot. It occurred to me then that what I was looking for was a weird blend of 1980's platforming and game design with a handheld twist and maybe just a teensy bit of early 90's influence.

But where I could find something to satisfy such a specific crave? I'd already played and reviewed both Super Mario Land titles, and that puts me out of 8-bit on-the-go platforming commission. I could order up a new game, I mean, I am kind of dying to get my grubby little fingers on the Wario Land games, Metroid II, and the GB Zelda titles (which I believe would suffice in staving of this beast within, despite being of a different genre), but if I buy them I'd be going back on my vow to not buy a single new thing until I play all of my current games (I can receive gifts though. Nudge-nudge-wink-wink).

Deciding I'd just have to starve the beast I played Justice League Heroes, as dungeon crawling superheroes happen also to be a favorite of mine, but I found it insufficient at driving away these needs. Kind of melancholy, I gave a quick glance at my games collection. Nothing really jumped out at me, and I was thinking maybe I should take a break from gaming. After all, I still haven't finished reading that dreadful Husky book, and I've been on it for a few months despite it being less than 200 pages. I'm seriously starting to feel the slag from not reading anything. And while I have been watching my movies I haven't been reviewing them, which is probably a serious no-no.

Naturally, I did none of the things I should have done, and decided instead to buy a trio of bookshelves and make my gaming collection look neat and tidy. To go along with this, I've been modifying DS cases for Game Boy Color use and printing out inserts from The Cover Project to clean up those horrendous GameStop filler inserts (and I'll, unfortunately, be replacing the official inserts which GameStop has absolutely ruined by adhering price stickers to. Shame on you, assmunchers, for destroying Xenosaga). While doing this I came across instructions for fitting Game Gear titles in the DS cases, which I promptly flipped off and replaced with my own design. Now, I only have three Game Gear titles, one is lost, and neither of my Game Gears work. I think they just need to be cleaned, but I'm far too lazy to do that. Besides, they take six freaking batteries and eat them in about an hour. Who has time for that bullshit?

Still, the Game Gear called to me. Fond memories of Sonic the Hedgehog 2 and Mighty Morphin' Power Rangers flitted through my mind. "Play it!" my soul demanded. "Grab that mutant hedgehog and take him for a spin!"

That's when it hit me: while I don't own the cartridges, technically I do own every last Game Gear adventure Sega tossed their mascot into. They're all built right into the GameCube version of Sonic Adventure DX. With no wasted time I was off, jamming that bad boy into my Wii and grinning gleefully. Unfortunately, I, in my haste, had forgotten that each game must be unlocked by locating the emblems found throughout Sonic Adventure. No problem for me, though, because I like Sonic Adventure. I'll just kill thirteen birds with one stone.

First up, after swearing at Casinopolis for a bit and gather a whopping twenty emblems, the Sega Game Gear version of Sonic the Hedgehog.

Immediately as the game booted I noticed this was going to be a different experience than playing on the actual Game Gear would have been. It's very clear that the game was intended for a smaller screen. The sprites are very, very stretched and can be kind of difficult to look at, and I do not have a very large television. It's certainly much smaller than the average American will have set up in their living room. These stretched sprites can be a little hard on the eyes at times, but it's something one can quickly become accustomed to. Once you do find yourself more used to them, the graphics are actually quite nice and I don't think they're properly 8-bit. There seems to be far too many colors per object for that to be true. Characters are a little squashed looking, as per the requirement of fitting more on a smaller screen, but they don't really look distorted. Just smaller, almost like chibi versions of their Genesis counterparts, and a little indistinct.

On the other hand, a number of the environments are pretty awesome. Of note is Scrap Brain Zone which I was honestly amazed with. It reminded me a lot of Galaxy Man's stage from Mega Man 9 with blinking lights and glowing walls and backdrops. I loved it, to be honest. Most of the game's six zones have a charm to them, or at least something which makes them memorable. Bridge Zone feels far more Super Mario and far less Sonic the Hedgehog, and there's probably some truth to this. The stage design will remind players very much of the bridge stages in Super Mario World, which released before Sonic the Hedgehog did. That zone is also lined with fence posts which look majorly cartoonish and feel more like they belong in a Peanuts video game than Sonic, but I wouldn't have it any other way. These environments, which have much depth despite being so simple, take Sonic from the classic Green Hill Zone to a jammin' jungle to the terrifying flying fortress, Sky Base.

One thing Sonic familiars are going to notice almost right off the bat is the fact that the levels in this game are not labeled as "Zones". Instead you get simple names like "Green Hill", "Bridge", "Jungle", and "Sky Base", which is something I actually liked. The whole "Zone" naming scheme always gave me a bit of a headache, and I like having these areas portrayed as actual environmental locales as opposed to mystical "Zones". I don't know. Removing the "Zone" just makes these areas feel more solid than they have in the past.

Most zones (which I will continue to use in place of "Worlds" out of respect for this franchise) are fairly typical Sonic fare. You've got your tropical grassy hill zone, you've got your annoying-as-fuck water temple zone, you've got the dense jungle zone, you've got the Robotnik-occupied city zone, and you've got the aerial base zone. What I haven't seen before in a Sonic game is anything like the Bridge Zone, which I talked about just a paragraph or two above. While every other zone, despite being awesome, felt extremely familiar, Bridge Zone felt unique... to the franchise. And I appreciate that about it. It's a really simple concept, taking a theme and breaking it into a bunch of related stages. Usually, though, this theme is some kind of element like ice or fire. It's not often that them is bridges. I liked it. I loved it. I want some more of it.

This game breaks traditional Sonic formula in a lot of ways, most notably in the second acts of the second and third zones. These levels have seemingly gained the ire of many Sonic fans, but I think they're actually my favorite levels in the game. The first of these is a scrolling level, styled muchly like the ones from Super Mario. The screen scrolls and Sonic cannot push it forward nor backward and must survive at the same pace as the screen. Moving too quickly can be an issue because you might find yourself damaged by traps or falling platforms, while moving too slowly will cause you to miss jumps or opportunities to take alternate routes. A lot of what I call Speedbabies will absolutely hate this stage, and they do, because it forces you to slow down. They don't really understand that these early Sonic titles were great for this specific reason. While Sonic could move quickly, and sometimes you are reward for doing so, the primary enjoyment of a Sonic title is actually the same thing that makes a good Mario title: the platforming and the puzzle solving. So, while the Speedbabies who have absolutely ruined the modern Sonic titles will hate this stage, I, being a fan of good game design and platforming titles, love it. I really tend to love anything which forces the player to fight their instincts, and this stage does just that.

My second favorite stage, and the second odd stage, is another one which will force you to take it slow because it inverts the entire concept of typical Sonic stage design. Instead of moving horizontally and gaining speed to move horizontally even faster, the stage is built vertically and you're tasked with surviving while scaling the face of a waterfall. I found this stage to be highly enjoyable, and while it borrows some elements from Super Mario Bros. 2 (such as falling logs acting as platforms), that comparison is largely abused by this community because it's really pretty minimal.

One thing I noticed, and which made some portions of the game quite nerve wracking, was the slipperiness of the controls. I was never completely confident that Sonic was going to land where I wanted him to, and this made situations where I had to land precisely on a thin platform very intimidating. I don't know, though, that I would ever have this changed because it builds such tension that I think it improves the game over all. There are also a few instances, mainly in Bridge Zone, where Sonic absolutely will not jump as high as he needs to while coming off a slope, and this can be a little frustrating. It can be difficult guiding him to the exact spot he needs to be at to make the most of his jump, but if you don't, you're going to die. Which is a bummer.

Stage design is typically terrific, but there were a few instances (mainly early on in the game) where I didn't know where to go because the platform was off-screen. This is very problematic, mainly because learn from your mistakes style of games aren't typically very fun for me, and this is even less fun when the game was built at a time that game overs were an actual punishment. Fortunately the developers seemed to have gotten it together after building the Bridge Zone, and this kind of guess-and-jump game play is largely absent from the rest of the stages.

The music is actually pretty good for a game with such a limited sound set. The early tracks aren't anything that will catch your attention, with a mediocre rendition of Green Hill Zone, and some music for the Bridge Zone I can't even remember. Later stags, however, have some good music with the tune for Scrap Brain being phenomenal. The entirety of the Scrap Brain Zone is really good in general, with the stage design and music direction working together to create a more frantic feeling of desperation than either could have done on its own.

The game plays pretty much as expected. Multiple paths have been a common theme in Sonic games for ages, although this game is particularly good about encouraging exploration by making most paths accessible regardless of speed and putting a greater emphasis on the exploration and platforming than running. Rings serve as health, although in this game you cannot collect them after taking a hit. I believe this was to reduce the number of objects on screen at any given time. Collecting fifty rings and crossing the finish pole will take the player to a bonus zone where they have the opportunity to earn extra lives and continues. I found these bonus worlds to be a lot more fun than the rotating ones used in the Genesis game, and they actually are pretty entertaining.

Chaos Emeralds are featured in this title, and collecting them all will give the player a Good Ending, which isn't too terribly different from the Normal Ending. You really aren't missing anything by not collecting the Emeralds, but they're there if you want to, and hunting them down is a large part of the game's charm. At this point in Sonic history there are only six Emeralds, and Super Sonic hasn't yet been introduced, so there's one per zone and no game play benefits for gathering them. Also, they're all blue.

Bosses are fine, though nothing spectacular. While they're fairly simple with easy to remember patterns, the difficulty is increased by the fact that you gather no rings in a boss stage with one exception... but you don't fight a boss in that stage. So you have to take on Robotnik and his devilishly designed devices with only one hit to your life, and that can get pretty scary.

There's a lot of good in this game, a lot of good, and a fair bit of mediocre, but very little of it is bad. One thing, though, holds it back. Just this tiny thing, which really couldn't have been avoided. Painfully massive slow down. This is most noticeable in the Jungle Zone and the Labyrinth Zone when you're dealing with a lot of water. It just totally wrecks this game. Brings it down to an absolute crawl, and this can destroy Sonic's momentum or throw your reaction time right out the window. It's a shame, too, because this game is nearly perfect otherwise. Aside from slow down, having too many objects on screen at once can cause some weird graphical anomalies, like Sonic or large portions of the water disappearing. While that's mostly just an annoyance, it's still kind of weird and if it had happened to me on the original cart, I probably would have worried the game was breaking.

Before I wrap this up, there is one other cool thing I forgot to mention: shields follow you between stages. This is really nifty, because it means you can bring a shield into a boss stage with you. That gives you the one extra hit you might need to take down Robotnik and rescue South Island.

This game is really good. I love it. It's short, sweet. Beating it won't take you anything more than half an hour to two hours depending on your preferred level of exploration and skill. Stage design is practically flawless, and were it not for the slow down bug above, this game would be damn near perfect. In short, grab a copy of this game (I hear it was included in one of the Mega Collection games, and of course there's always the Game Gear original) and put your butt in a chair. Sonic the Hedgehog speeds by with an eight out of ten.

Monday, April 22, 2013

Video Game Review: Justice League Heroes

Justice League Heroes is often criticized as Detective Comics Comics' response to Marvel's X-Men Legends and Marvel: Ultimate Alliance (the latter of which happened to launch the same exact month as JLH. Interesting), and this wouldn't be an inaccurate accusation. While dungeon crawlers had existed for at least two decades by this point, putting superhero characters in a dungeon crawling-style of game where holding a trigger button to access a special attack menu and leveling up each individual ability of your hero is an awfully specific gimmick. Now, it's a good gimmick, but it's awfully specific.

While I can't deny that Justice League Heroes is, in many ways, a rip off of X-Men Legnds, I'm not going to punish it for being so. I value rip offs for a lot of reasons, and providing yet another experience very similar to one I've already immensely enjoyed is one of them. I'll say right now, I'm fond of this game and I'll be replaying it soon (to be honest I haven't gotten a full taste of the game, but I've done enough to write this review) so that I can utilize the other half of the cast.

However, as much as I enjoyed this game for its positive aspects, and as much as I won't berate it for borrowing ideas from a competing franchise, there are a number of very, very poor design choices which seriously keep this game a notch below Marvel's. The most disappointing factor is the lack of choice for the player, which is a serious killer. Now, I'm not talking about the expansiveness of levels or open environments--the stages are pretty linear and aren't all that heavy on exploration, so if that's you're thing this isn't going to be right for you. I often find linearity to be a boon in this genre as the emphasis of the game is on combat and exploration can become tedious--I'm talking about character and stage options.

The game features fourteen characters: seven primary characters and seven unlockable extra characters. The primary characters are largely comprised of the cast from the animated Justice League series, which had just ended shortly before Heroes was released, with the exception of Zatanna who replaces Hawkgirl in the JLA lineup (Hawkgirl is purchasable as a playable character from within the in-game shop, however). This means your core seven are Superman, Batman, Martian Manhunter, The Flash, Green Lantern John Stewart, Wonder Woman, and Zatanna. That's a pretty good starting set, and these characters should be largely familiar to most people. No problems with that.

Unfortunately you don't get to choose which characters you want to be until halfway through the game. For the first section you're automatically paired up however the developers thought you should be. Only for the middle portion and a touch near the end can you choose which characters to be, and there really isn't any reason for it. Only one map requires fliers, and this could have easily been redesigned to accommodate the characters who can't fly.

But that's not too bad on its own, really. It's not like the characters aren't there at all, you can still play them. Unfortunately, if you do play them on your first run through the game you're going to screw yourself way over. You see, having forced characters on a specific map isn't a bad idea... until you try mixing it with an RPG level up system. If you choose one of the non-primary characters for those middle maps, you're going to find yourself screwed later when the game forces you to use primary characters again and they're only powerful enough to handle enemies from the very beginning of the game.

In one sense this encourages players to play the game again with the primitive new game plus option which allows you to start a new campaign using your old heroes at the same levels and with the same boosts. That's cool, I guess, but I'm not overly fond of replaying an entire game back-to-back. It gives me reason to come back to the game six months from now, but then again, all good games give me the same reason while letting me have the full experience in one go. If you have the time to do a pair of ten hour campaigns of the same game in the same weekend, this design choice won't bother you as much. I don't, and it bothers me.

The other issue I take with the new game option is that it doesn't give you any more freedom than before. In most games once you complete them you unlock the ability to replay any stage you want utilizing any character you want (note that I am primarily talking about this specific genre, being the beat 'em up and dungeon crawling genres). Justice League Heroes gives you none of that. The above paragraph-and-a-half wouldn't exist if Snowblind had granted access to any stage and any character combination at any time after game completion. Instead you still have to rush through the first half of the game to get to the three or four stages where you can use Aquaman and Green Arrow. That's a super pain in the ass, one that would have been real easy to fix.

I understand that they wanted to do something different from the X-Men Legends games, but it really hurt their product and I think it's probably why we haven't seen a sequel (which is a shame, because expanding on this property could be a beautiful thing). There isn't any reason, though, that after the players have experienced the story and stages as intended that they can't then take some of the characters out of context and utilize them in any area. I'd like to boot up the game, grab Huntress and Hal Jordan and tear up Mars for a bit. But I can't. That's not cool.

It's not all bad, though. In fact, the game is pretty good once you get used to the claustrophobic limitations imposed upon you. Instead of the typical four player characters you only get two (although an optional four-player mode would have been nifty) which forces you to understand how to utilize your team to their best advantage. I found that there were mainly two groups of characters, which I have dubbed "Strongmen" and "Stagehands". Strongmen can go in and rip things up without worrying too much about being taken out while Stagehands have buffer moves or long-ranged attacks and are quickly dispatched by their enemies. Being on a team with two Strongmen is okay, and you'll probably be fine, being on a team with two Stagehands is a nightmare and you're going to die... a lot. Being on a team with one of each is awesome, and I liked figuring out how each character cooperates with the other characters.

I should also note that not all characters are stuck in their roles for the entirety of the game. Zatanna starts out as the weakest Stagehand character in the game, but with proper leveling and upgrade distribution she can become a tank. I found that her and Superman make an excellent pair of boss killers as they both have extremely powerful ranged attacks which deal lots of damage and consume very little energy.

Speaking of leveling, I'll talk about how that works for a bit. It's pretty traditional, really. You get EXP and then you level up, and then you're stronger. Bing, bang, boom. Not so fast.

The system is actually a total knockoff of what's going on in the Legends and Ultimate Alliance games, but that's okay. When you defeat enemies they drop these little, green spheres which give you some EXP when your character picks them up. Getting enough EXP will cause you to level up and give you the option to upgrade two of your abilities or upgrade one ability twice. Each ability or stat can be upgraded to a rank of five, and each rank allows you to attach one more boost to that ability. Boosts come in five flavors: speed, duration, strength, luck, and efficiency and come in ranks of one through seven. Each boost affects each ability differently, such as enhancing your strength, raising your health, increasing the chance of stuns and criticals, or reducing the amount of super energy required to utilize an attack. Boosts are primarily found ranked 1 through 3, but you can mix them together and attempt to forge a higher ranked boost.

We've seen that all before, but it's an effective system so I don't have an issue with it. Also, unlike Marvel's games, JLH features five special attacks. While four are mapped to the traditional face buttons, one is mapped to the R1 button. This is because JLH does not feature an item system like its competition does, instead favoring health and energy drops to keep your team from tiring.

Reviving allies can be a bother, and going it alone can be an absolute nightmare. You can't revive your allies with health packets, and they don't come back over time. The only way to wake your comatose comrade is to locate a checkpoint (which also serve as your save locations) which will revitalize your friend and teleport them to your location.

The characters look pretty decent from above while playing the game, but the cut scenes are the ugliest bastards you've ever seen. This is a problem I've noticed across most DC titles, and I'm wondering what they're thinking when they look at some of the hideous ogres they tote around as their carefully crafted figureheads. I've yet to see Wonder Woman rendered as anything but an ugly beast with greasy ass hair, and this game doesn't solve that.

Oh, actually, on the topic of Wonder Woman I have a not-so-minor gripe. Towards the end of the game she randomly changes her clothing and fighting style from her traditional superhero and bare knuckles styles to golden Amazonian armor and fancy swordplay. Now don't get me wrong, I thought the armored Wonder Woman was more fun to play as than the original (whose lasso is fun to use, I might add). However, I didn't appreciate the character I'd been familiarizing myself with suddenly being replaced, and I'm not fond of the armored Wonder Woman not showing up as a separate character on the select screen despite having a completely different style of play. I thought the sword was awesome and fun to use, and I think they missed an opportunity to utilize an entirely different character, like Bushido or Katana. Instead they put in a really forced promotion for a Wonder Woman I've never seen before, and one I assume was currently featured in a story arc of the comics. Pretty disappointing.

The story in general is disappointing, actually. While it's very DCAU inspired and would have probably made a great four or five episodes, it's heavily driven more by the game than by being a story. While this isn't bad design in general and it takes us to a lot of beautifully rendered and exotic environments (like a subway transformed into a gigantic bee hive, the ancient pyramids of Mars, or even the tropical Gorilla City), it doesn't come together very well as a story. The heroes are forced from one location to the next with very... flimsy logic and motivation. It all just feels very forced and unnatural, which is a major problem.

They also managed to make this game without using either the Joker or Lex Luthor, which isn't really that big of a deal. Unfortunately it seems that the developers and story writers were forced by DC to incorporate every all-mighty, universe-shattering villain that they could. While these villains are all formidable and the battles with them can be fun, shoving them all together like this with no lesser villains for scope is kind of boring. The only lesser villains included (Queen Bee, the Key, and Killer Frost) are so much lesser that it's kind of pathetic. Who even gives a shit about those people? You'll end up toe-to-toe with (SPOILERS! No, not that Spoiler...) Gorilla Grodd, Doomsday, Darkseid, Brainiac, and a nameless White Martian commander all in the same story, and having that much firepower under one roof becomes... boring. What's one more sun-shattering villain when you've already beaten Doomsday? It's too much, and none of the villains carry any of the weight that they should. This game could have seriously benefited from a few battles with Joker, Sinestro, and Cheetah. Hell, even Copperhead could have made it a little more rounded out.

The story bites, the bosses don't bite but there isn't enough variety among them, the lack of freedom bites, and I'm not entirely fond of the roster, either. I mean, I like all of the characters included, I just think they could have gone to at least twenty. Where's Robin, or at least Nightwing? Okay, getting ahead of myself. This is Justice League, after all, not DC Universe... but Cyborg should have been there at least. And since this is heavily inspired by the DC Animated Universe, even going so far as to include Batman Beyond's costume as an alternate for Bruce, why not give us Static and Gear? They crossed over with and officially joined the Justice League quite a few times, and Static was later featured in an episode of Justice League Unlimited as the most important member of the future league. While we're looking at JLU a bit, weren't the Question and Supergirl pretty important? Where are they?

Four more characters (Static, Gear, Supergirl, and Question) would have made the roster a hundred times better, although I still would have wanted more (I always want more). They do at least have Green Arrow, who showed up in JLU pretty frequently, although I don't ever remember Huntress being there. As cool as she is, maybe Black Canary would have been better suited for the role. Actually, scratch that, she is better suited for the role. And as much as I appreciate being able to choose Hal Jordan or Kyle Rainer in place of John Stewart, do we really need three Lanterns? Especially when the character pool is already so small?

I just feel like more could have been done here that wasn't, and it all hurts what could have been a great game. Not to say it's a bad game, it's a good game, but it could have been a great game, and it wasn't simply because of some poor decisions and not anything inherently wrong with the game play, stages, or systems themselves.

The stages are largely dark and uninteresting for the first portion of the game, but the designers really hit their stride once the Mars stage came up. That level was awesome. And I understand having to build a project a little bit before you really get into it. There's some really beautiful, gorgeous scenery and music later in the game (I really love some of the later music tracks. I'd snatch this soundtrack up in a heart beat if it were released), so I encourage players to fight through the bland beginnings because it's really worth it.

Game play is basic, some will find it monotonous. It's a very bare beat 'em up. Punch, kick, smash everything and everyone. This is occasionally broken with some classic superhero-styled civilian search and rescue missions, but those are really "Fight everyone except the good guys" missions. Still pretty cool, though. You've got a fast attack button, a strong attack button, a pick-things-up-and-throw-them button, and a jump button. Double tap the jump button to fly with most characters, although the non-fliers have other actions. Rinse and repeat through every stage, with no puzzles so to speak. Except for one teleporting maze which is a monstrous annoyance.

All in all I have to say that I appreciate this game, and it's fun if you like the comics. It probably holds up pretty well as a game in its own right, but it's heavily overshadowed by billions of better titles, even better titles featuring these characters. With that said, it's on the middle-ground of good, so I'll let it go with a seven instead of six. If you like DC characters, give this a whirl. If you keep your expectations in check you'll leave satisfied... but be ready, because you'll also be left wishing there was a sequel if only to iron out the kinks for what could have been something amazing.

Friday, April 19, 2013

Strange Emotion

Leaves crunched beneath their feet, twigs snapped on their flesh and fur, the circus fell farther behind them. They ran frantically, unaware of the way to the Secret Land. That did not matter. All that mattered in that moment was survival, and they were in a world that seemed ever hostile.

A series of lights lured them through the woods, though they were cautious of traps. Every so often a pair of glowing orbs would zip through the trees before disappearing out of sight. Sometimes they were heading left, sometimes they were heading right. Always they came with the loud whoosh of shoved air.

Yet maybe it was a sign from the Great Ones. A path back home. Brrda crept ahead as another pair appeared not far off. The trees fell away, grass became hard stone. Gravel stuck between his toes and small pebbles raced across the cracked earth. The lights grew closer, larger, brighter. Something rumbled behind them. No, not rumbled. Something roared.

It was then that Brrda realized these lights were not the beacons of his deities, but the eyes of some terrible beasts. Its roar grew louder, deafening when combined with the air that pushed around it. Wind knocked the Savage Savior off his heels as the beast rumbled by, disappearing into the horizon as others had before it. Now, though, Brrda could see a pair of red eyes glaring back at him.

These are not beasts, he decided, These are demons.

He shied from the demon's path for some miles, but walked beside it as he had no other landmarks. Retsis, while loyal to her master, remained hidden in the nearby bushes, creeping along with her eyes glued to the path. Eventually the tangled woods opened into a field of tall grass which waved lazily in the humid breeze. Brrda continued on following the path, urging Retsis to follow with him. She was coaxed from the woods with some distance, but remained yards away from the path and crouched low into the grass.

The blue sky swam with pink and purple as the moon began to wane. In the distance appeared a dome of light bursting from the openings of stone towers. Not far ahead was a large monument illuminated by some inner light. It stood tall on a pair of metal legs and displayed a language Brrda could not read over the image of a woman relaxing by a square sort of pond surrounded all over by cement. It was so vivid that Brrda had at first mistaken the woman for a giant, but it was soon clear to be little more than a lifeless image.

A strange sensation overcame Brrda. It was something of nostalgia, yet more mixed in. He grew hot, tired. An annoyance at first mistaken for the need to urinate. With haste he was rid of the chaffing leather piece, but found that his bladder was empty. Deducing the image to cast some sort of spell he tried to look away, but he found himself mesmerized by the woman depicted. He found his eyes following the length of her legs, dipping into the curves of her hips. He drank deeply all details of her shape and studied curiously the sun reflecting off her sleek skin. He continued the journey up beyond her torso, stopping at her chest.

Her nipples could barely be made out from beneath the yellow clothing she wore. They brought him back to his earliest memories, when he was fed on his mother's milk. He found himself longing suddenly to suckle in a way he hadn't in over thirty years.

The threatening roar of a demon, larger and longer than the others he had seen, ripped Brrda out of his trance. He dove into the tall grass, watching through the blades until the monster disappeared into the distant temples. He snorted, glanced at the image again, then forced his gaze away. The image cast an addictive charm, no doubt, but Brrda was not a fool. He would not let himself be stalled by the temptations of demons.

Not far ahead he spotted a tortoise struggling to cross the rocky path. On most occasions this would not keep the Savage Savior's attention, but at this moment he spotted also a demon speeding toward the hapless animal.

This may not be my home, Brrda thought, but I am still a guardian.

Instantly he sprang into action, darting across the path with lightning speed. Retsis remained nearby, crouched in the grass and ready to pounce. The demon made no call to stop, but it squawked angrily as though to challenge the savage. Brrda, his patience with this strange world already gone, met the challenge and made his fists into the mouth of the monster. It crumpled and squeaked, bellowing smoke from the sides. A hatch on the side swung open and out tumbled a large man with fire in his voice. It was then that Brrda realized these demons to be nothing more than contraptions similar to the flying home of the treasure thief.

The man approached Brrda, but the savage ignored him. Instead he knelt down to the tortoise, which had shrunk to the ground in fear, and scooped it into his arms. The angered man grabbed Brrda's shoulder and made his hand a fist, but he was soon pounced upon by Retsis, who had also realized that the demons were not as they seemed.

Brrda placed the tortoise on the other side of the path, patted it on its shell, and carried on his way. Though he went on, he could feel her eyes gazing at him and then returned the desires of a boy. The strong want to suckle.

The Great Richnua

His tongue was dry and swollen, his throat was rough, his eyes crusted over. Chains klinked as he tried to peel the sleep away. Cuffs tightened on his wrists and at once he remembered. And with the memory came the pain. An ache in his body where the cane had smashed, and the rest of him felt hot and blistered. With a snarl he rattled his binds, but it did no good. They had been reinforced, and even his Herculean strength could not break them.

The scars on his body all seemed to burn. He reflected over them. He had been scratched by the demon tiger Dibar, matched against the Undead King, hunted by the world's greatest animal tracker. How could he be subdued by mere metal? Brrda was no weak man! He roared savagely, stringing saliva from his teeth. No iron would hold he. With a grunt he flexed, tightening the cuffs on his ankles and wrists. The rusted cross upon which hung his arms creaked and spat orange dust over him. His eyes bulged, sweat ran heavily.

But the chains gave no quarter.

Tired, sore, sobered he quit. His hands hung limp from their captors' grip. He tried to swallow but found his throat too swollen and sore, so spat instead. The scars burned, tauntingly. After fighting for so long for his life, for the life of others, for honor, for his home, against evils far greater than he, and now all of it an end in this alien place where Brrda found he had no power. Perhaps, he considered, I had been fooling myself. Perhaps I am not as strong as I seemed. Perhaps I had simply allowed myself to be fooled by my sheltered existence.

He contemplated defeat. Contemplation gave birth to rage. How dare he? How dare he think of surrender when those of his home would need him? Rage to more rage, rage against rage. Rage which barked for answers at itself. What choice would he have? It matters little what I want. I am useless to do anything.

His head hung in shame. The grease of his tangled brown hair stung his eyes. The leather, which had at some point in his unconsciousness replaced his furred loins, chaffed his thighs. Sweat and spit dripped from his face, and with them fell tears.

"You are not weak, Brrda."

At once he snapped to attention. None of the creatures like him could speak a language he knew. Yet now from the darkness came words of encouragement on a voice warm and kind.

"You have strongly served your home for years. And you will soon serve it more."
A blue light grew from the shadows. It floated at height with his eyes, and was all around the size of his head. Brrda stared at the light intently, though cautiously. He knew at once that he was in the presence of a Great One.

"I shall free you of these chains, as I have not yet the strength for more. And you shall return to me in time, Brrda."

The metal cuffs snapped away, releasing his wrists. The air stung, but it was good. Brrda listened hard to the whispers of his lord.

"Find your tiger, Brrda. Then find yourself home. I await you, eagerly."

The light faded, drenching Brrda in darkness. At once he stole into the night, listening for the angered snores of his feline friend. She was found in a cage sleeping apart from the other tigers, whom had backed themselves into a corner and studied Retsis fearfully. Her prison was more easily broken than his, and in minutes they were racing across an open field and escaping the big top of madness.

Thursday, April 18, 2013

Catgirl Prime (S!DC)


Kitrina Falcone is a young girl well-known for her abilities as an escape artist, able to get herself out of any confinement conceivable. She is originally a nuisance to Catwoman, attempting to steal a map from the feline fatale, but Selina is impressed with Kitrina's talents. Catwoman takes her in as Catgirl and trains her in acrobatics combats and stealth. Batman convinces Selina that Catgirl would benefit from joining Young Justice for a time, and so she joins that team shortly after the end of The Reach conflict.


Shortly after joining Young Justice her world becomes involved in the Dire Conflict. Though her allies battle their counterparts, Kitrina is quick to realize that there is no parallel Catgirl. This gives the Prime Young Justice a number advantage over their opponents, as well as the element of surprise as they never saw her coming. This allows Young Justice to push back their dopplegangers and regain control of Mount Justice and the surrounding locale.

There is no Injustice Catgirl because Injustice Selina Kyle was killed prior to the point where she would have met her world's Kitrina Falcone.

Superwoman Injustice (Lucy Lane) (S!DC)

Lucy Lane's origins and history in this universe are very similar to that of her Prime counterpart up until the point that Superman accidentally murders Lois Lane and their unborn child while under the effects of fear toxin. The death of her sister drives Lucy into madness, and she goes on a rampage in search of Superman. In her anger she murders those who support Superman's new regime and eventually comes into conflict with the former hero. The two duke it out in a battle which levels a large portion of Metropolis but ends with neither victorious.

Lucy then offers her services to Batman's Insurgency, but he declines her offer on the grounds that she has become criminally insane. Batman attempts to take her down, but she escapes, laughing at the effort. 

She then attacks the Watchtower, intending to kill Superman and his entire operation at once. She is eventually defeated by the combined efforts of the Justice League, specifically Superman, Captain Marvel, and Dr. Manhattan. Superman has a moment of weakness when faced with ending the sister of his deceased wife, and the task is left to Dr. Manhattan.

Superwoman Prime (Lucy Lane) (S!DC)

Depicted is Lois Lane.
Lucy Lane is the younger sister of Lois Lane-Kent, a former airline stewardess who received temporary Kryptonian abilities with the use of a serum invented by Superman as a gift for Lois Lane. Lois asks Superman to give some of the serum to her sister, and he agrees. Though the serum only imbues Kryptonian powers for twenty-four hours, that was all the time needed for Lex Luthor to kidnap the superpowered Lucy Lane and extract her DNA to recover the Kryptonian super serum.

While captured by Lex Luthor, Lucy Lane is held in a deep sleep chamber which slows her metabolism to a crawl, allowing her body to retain Kryptonian abilities for a longer period of time. The abnormally long exposure to Kryptonian DNA, combined with her body's constant struggle to break the artificially induced coma, begins to mutate her body ever so slightly. Eventually her biology begins to more closely resemble a Kryptonian's than a human's, and she awakens from the coma and escapes.

She finds Superman who brings her back to the Fortress of Solitude and confirms that her body is now producing chemicals of Kryptonian origin. Though he warns her that her body may return to normal at any time, Lucy Lane is not disuaded and takes up the mantle of Superwoman. She dons the costume worn by her sister and sets out to battle crime in Metropolis.

Catwoman Prime (S!DC)


The Selina Kyle of the Prime Earth has a long history of on-and-off relationships with Bruce Wayne in both his civilian identity and his identity as Batman. For many years she prided herself in being a high class thief, the greatest in the world. Batman saw good in her, and often attempted to persuade her to fight the good fight. Eventually Batman's encouragement won out, and Catwoman reformed her life as a villain to become a hero in Gotham's streets. Though her relationship with Bruce Wayne seemed to fizzle, she still longs for him deeply and would do anything to win him over.


The Dire Conflict is first brought to her attention when Batman remotely warns her that their world is under siege by murderous dopplegangers. Shortly after which she encounters her opposite in the form of Patience Phillips. The two have a brief confrontation before the Injustice-Universe Batman steps in, Batman Prime with him, and explains that Patience is part of his rebellion force. The two Catwomen then team up to help fight back Superman's invading forces.

Catwoman (Patience Phillips) Injustice (S!DC)


Patience Phillips was a graphic designer working for a beauty company known as Hedare Beauty. She overhears a plot to release a product to the public which will reverse the effects of aging, despite known drastic side effects. Her snooping is discovered, and she is killed by Laurel Hedare's hitmen.


She is revived by an Egyptian Mau and granted the abilities of the goddess Bastet. Patience uses her new powers to bring her murder to public attention, but becomes responsible for the death of Laurel Hedare in the process. Both the press and the Justice League confuse her as being Selina Kyle, the Catwoman, and refer to her as such. Wanted for murder, and for crimes committed by Selina, Patience evades Superman's fascist Justice League, eventually being taken under the wing of Batman, who recognized that she was not Selina Kyle almost immediately.

This Catwoman joins Batman's Insurgence force and serves to release the planet from the grip of Superman's dictatorship.

Catwoman (Selina Kyle) Injustice (S!DC)


Selina Kyle's history is essentially identical to that of her Prime counterpart. A thief by trade and antihero, Catwoman became an on-and-off love interest to Batman. She often chose not to involve herself in the larger and more global matters of the super community, but was pursued shortly after Superman began his conquest of Earth. Unlike Injustice: Gods Among Us where Catwoman allies with Superman in the hopes that she can create a peacful life for Bruce and herself, this Catwoman does not believe that Batman will ever side with Superman's dictatorship. Superman insists that she at least attempt to pursuade the Dark Knight, and in exchange Superman will give her a pardon for her excessive crimes over the past decade. Catwoman reminds Superman that she has never committed any serious offense, only ever choosing to be a thief and routinely going out of her way to prevent her endeavours from having casualties. Superman does not care, stating that Catwoman is a villain, a rogue, a and a blight on the planet. He again, though impatiently, offers her amnesty for the persuasion of Bruce Wayne, but Selina states that Batman would never allow himself to be a soldier in Superman's regime. Not even for her.


Superman responds by saying: "Then you're useless to me." He swiftly ends Selina's life with a blast of his heat vision.

Starfire Injustice (S!DC)


In the Injustice-Universe, Starfire's history is very similar to her Prime counterpart. Princess Koriand'r was chased to Earth by an alien fleet and charged with war crimes she did not commit. After being rescued by and joining the Titans she began a relationship with Dick Grayson. This relationship was cut short when Kori found herself attracted to other humans. Starfire in this universe bears a greater resemblance to her comics and New 52 counterparts. She is less concerned with human emotion and life and has a fondness for promiscuity. After Dick Grayson is murdered by Damien Wayne she cares very little, if at all. When Superman begins his crusade of the planet, Koriand'r is one of the first who turn to his side, and unlike other Titans she gives her allegiance no second thoughts.