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Space Station Silicon Valley (N64)

Space Station Silicon Valley title screen n64
Developer:DMA Design|Release Date:1998|Systems:Nintendo 64, PlayStation

This week on Super Adventures I'm playing Spacestation Silicon Valley! Or Space Station: Silicon Valley, as it's written in the manual. The PlayStation version claims that it's called Evo's Space Adventures but I think it's lying.

The first thing I've noticed about the game is that there's an inflatable spaceship on the title screen, not a space station, and I don't appreciate this blatant attempt to mislead me. Plus it keeps orbiting the letters and I couldn't decide on the best time to take the screenshot. I tried to catch it in good place but I'm not sure I managed it.

I feel like I should pad this intro out with some interesting trivia taken straight from Wikipedia, so here's a couple of Space Station Silicon Valley facts for you:

First, the game's by Scottish developers DMA Design (now called Rockstar North), who are famous for the Lemmings and Grand Theft Auto series. In fact a lot of the people who worked on the game went on to create Grand Theft Auto III and kick off the 3D sandbox mayhem genre, so I guess it was a good thing this didn't sell enough to get a sequel. We could've ended up in the bad even worse timeline where we didn't get Sleeping Dogs, The Saboteur or Saints Row.

Second, it's no surprise it didn't sell well considering it came out in 1998: The Year of Good Games. Sure the N64 didn't get ports of Resident Evil 2, Unreal, Half-Life, Thief, Baldur's Gate, Fallout 2, Pokémon Red/Blue, Starcraft, Grim Fandango, Sonic Adventure, Metal Gear Solid etc. that year, but Nintendo fans did have Banjo-Kazooie, Body Harvest, Star Wars: Rogue Squadron, Turok 2 and Legend of Zelda: Ocarina of Time competing for their pennies (and Nintendo's marketing budget).

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Start Your Engines!



I've been home sick this week, binging on Scotty Kilmer car repair videos and Dayquil while coughing up a lung. Automobile metaphors are my favorite for discussing the game trade. Let's start with the engine!


Image result for engine diagram 3.6 pentastar
The engine is your inventory. Inventory has revolutions like an engine, measured in turns per year, rather than revolutions per minute. Increasing revolutions in an engine produces power, while increasing revolutions in your inventory produces revenue.

There is no replacement for displacement is the old muscle car term, and it's mostly true. You can tweak solid performance out of your inventory by employing sales techniques and aggressive inventory management, but eventually you'll need a larger displacement of inventory, more money invested. I'm there right now and the old saying is true. However, every store owner knows you can cheat with a turbo charger.






Image result for turbocharger diagram
You can turbocharge your engine for extra performance, which in the game store metaphor means running events. When we went from no event space to event space, we increased performance by 40%! Turbo chargers on cars get similar performance. When we doubled our event space, we increased the size of our turbo charger,  increasing performance by a modest 15%, which pretty much topped out our performance. It's true: There's no replacement for displacement.




Image result for top tier fuel
You're not going anywhere without fuel. Customers are your fuel in a store, of course. A lot of performance is lost to heat in an engine, and a lot of that heat in a game store engine is called the marketing budget, used to obtain more fuel for the engine.

If you've got a small engine, perhaps tuned for a particular application, you're looking for some basic, low octane fuel to get yourself going. Most small stores that only appeal to gamers don't need a very sophisticated engine to achieve their smaller goals. If you have a larger operation that attempts to attract a broad swath of customers to a well capitalized, professional operation built to attract the general public, you need top tier customers. In fact, you might want to turn away the low octane crowd. I don't want to minimize the impact of customers or fuel. Customers and customer service is everything. I used to have an after market four-barrel carburetor on my two-barrel heads that would cough and sputter and occasionally catch fire. You gotta take fuel management seriously.

Image result for mobil one oil high mileageThere's a lot of friction in a high performance engine and that takes high performance lubrication. Staff play that role, including a motivated owner. The higher performance of a store, the more stress is put on the policies and procedures and the staff who moderate them.

I hate to use oil in this metaphor because it assumes oil gets tossed out when it becomes ineffective. In the case of staff, it means staff need to be constantly retrained over time. It's a reason why I don't really like weekend staff, as it's too hard for them to keep up with the constant change in a store. A better staff metaphor would be kidney dialysis, but for now lets imagine a world where we could filter our oil indefinitely!

Image result for exhaust system jeep jk

Alright, I'm going back to bed now. If you're in the area February 10th, we're having our quarterly Ding & Dent sale and it's going to be a big one! That's our exhaust system!

Vroom Vroom!

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Storium Theory: Tell The Story Of The Characters

I've written in the past about the responsibility of the narrator to use the details provided by player characters, and to set up challenges for the player characters chosen for the game. Today, I'd like to delve into that same general idea, but from a slightly different angle.

As narrator, you're responsible for setting up the story. You're responsible for figuring out possibilities for the game arc - the way the game will start, how it will progress, what variations could come up along the way, how open things are to being altered by the player characters and by how much, and where the story is likely to go. I've written about these concepts quite a bit, as the responsibility the narrator holds for defining the game as a whole is pretty huge.

But don't forget that as narrator, your job is also to help the stories of the player characters - the main characters, the stars - emerge.

I wrote about this in brief a while back, when I discussed game arcs vs. character arcs - a story, ultimately, is not about what happens to the world at large, but what happens to the characters we are following. Therefore, the narrator's job is not just to define the world's plot, the game arc. The narrator's job is also - in fact, arguably more importantly - to help draw out character arcs and issues.

It is all well and good to have a grand, epic game plot, or events that will affect the fate of the world, or other things that will affect a great many people beyond the main characters. That's fine. In many genres, in fact, it's pretty darn essential.

And it's fine to have a structured story, plotted out to some degree in advance, with some events set reasonably in stone. Some narrators use looser setups with greater player influence, others use more defined ones with less player influence, and those are just a matter of the narrator's particular style. As I said in my discussion of said styles, they're all pretty much fine - it's just a matter of narrators and players who like similar styles finding each other.

So that's all fine.

But what's essential, no matter how you're running the game, is that the story needs to relate to the main characters. It needs to tie in with them. Not just involve them. Any story involves its main characters. What I'm encouraging you to do is more: Go beyond involving them. Go beyond just having them affect events in the story and be affected by them.

The story needs to be about them. It needs to relate to them. Even if there are events in the tale that would have happened without them, there need to be major, major elements of the tale that directly relate to the main characters.

Elements of the main characters' pasts should impact how the story develops. Who the main characters are should matter to the tale. Who they are should be tied intricately in.

Don't just set up events that would work with any group of characters. Look at the characters you have and design events, or at least twist events, to work specifically with them. The tale should never, ever feel like it would happen precisely the same way with another group of player characters. Sure, there can be certain broad strokes that could potentially come out regardless, but the intricate details of the story, the motivations and drama? That should all emerge from who these particular characters are.

And while the responsibility for that falls in part on the players - these are their characters, after all - it can't rest entirely on their shoulders. You, the narrator, must help them. You, the narrator, must make efforts to connect your tale to their tales.

I don't think I'm always successful at this, myself, but when I narrate a Storium game, I want the players to feel like it ended up tied in very strongly with their characters. I want them to feel like their characters' personal problems, issues, subplots, nemeses, and more all got involved. Even when the events start out not directly tied to them, I want them to end up tied in. I want the story to be the story of these characters, not the story of the situation.

That's the sort of mindset I encourage you to have.

Characters have their own subplots (they even have cards for those), their own issues, their own relationships, their own details. And these are not side elements to the story. These are the heart of the tale. These are what gives a tale meaning and drama and emotion.

Do not look at the individual character elements as the things to let players do when the main plot takes a break. Do not look at them as the things players can pull in if they want, so long as they don't get in the way of your primary tale. Do not look at them as "side" elements. Do not look at them as things to be covered "between" major threats.

These are not side elements. These are not less important. These are the very center of your story.

Some narrators plot out a lot in advance. Others take things as they come. Either is fine. But in either case, let the characters guide your story. You can plan events. But plan events around the issues raised by the main characters. Maybe you have things plotted out in advance. That's absolutely fine. But plot them out around the main characters.

There should never be a point in your tale where you say to yourself, "Well, this would be a good point to let the players go explore their personal plots, because I need a break between things for the main plot." That's because the personal plots and the overall plot should be interwoven sufficiently that pursuing the personal plots is pursuing the main plot, or vice versa.

If a player character has a villain in their background who kidnapped their brother, finding that person shouldn't be a side story. That person should be intricately tied to the main story, so that by pursuing the overall plot, the character plot is also explored, and by pursuing the kidnapper, the overall plot elements are revealed.

If a player character was accused of a crime they didn't commit, witnessed a foul deed, murdered a rival, sought approval from a parent, idolized a mentor...those are not things to leave on the sidelines or just explore when you have time. Those are things to tie into the tale. Those are things, in fact, to build the tale around as much as you can. The actual culprit is involved. The murdered rival had information that could've helped. The idolized mentor tried and failed to solve the problem...or maybe is involved in it.

Again, that doesn't mean you can't have an outline to start - having an outline to start is a great narration style. But the outline should be modified by the player characters. The story should fit their stories, and call to their themes.

Remember, you aren't just telling a story - you are telling the story of the characters. Don't build a generic story and then slot them in, or fit their tales into the breaks. Interweave the characters with the tale, and the tale with the characters, as much as you can manage.

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XCOM - The Long War Files

I recently became obsessed with XCOM: Enemy Unknown and decided to try out the player made overhaul known as "Long War" which expands the base game to be exceptionally difficult and in most regards more like an actual war. I decided to blog the exploits of my team in a yet unnamed project. I'd like each post in the series to be a stand-alone short story about the experiences of those involved - with some scattered pictures of the mission highlights. One of the greatest parts of the XCOM series is the stories it generates about these characters and their ordeals. I hope to capture some of that and share it here in this writing project.



Table of Contents

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Re-visiting Self-Improvement As A Middle-Aged Adult (Monday Musings 71)

Happy Holidays everyone! Sorry for not posting last Monday as my friend was admitted into Hospice.

As I moved to a more healthy attitude towards streaming, with one of the major goals being to improve streaming, I looked up articles on how to be more entertaining. Strangely, it was hard to find actionable steps to follow. While also researching how to be a better streamer, there were articles about how to be successful in streaming, which tend to be having a set schedule and such. 

Upon internet search about more global definitions of how to achieve success, Dr. Stephen Covey's 7 Habits of Highly Effective People came up time and time again. In college, I did all the exercises in the book, and it really helped me to be a better person, the person that I'd like to be back then. Yes, I even did those grid exercises and followed them to the letter.

I revisited the book as a now middle-aged adult, and my heart sank because I just didn't have the energy to do even the first thought exercise, which is envisioning yourself at your funeral, and what you'd like your loved ones to say about you.

At this point, because I'm so fatigued and tired, I thought, "I really don't care if all they said was that Alice loved video games". I then envisioned my friends looking into my casket (though I prefer to be cremated) with the Xbox One Elite controller in my hands, and Dark Souls Remastered as well as my other favorite video games and consoles surrounding me. Lastly, an effigy of Extreme Behemoth (my most hated boss of all time) being burned at the end of the funereal proceedings.

The next exercise made my heart sink even further as you're to write your mission statement. That was very overwhelming as there doesn't seem to be concrete guidelines that Covey offers, though he gave sample mission statements. However, I remember I wrote a mission statement back in college - if only I could find it!

Looking at the still unpacked boxes of books and various papers, my heart sank yet again, as my house is very disorganized. I thought if I could just organize things, I could find that mission statement, saving me the work of having to write it again.

Searching for books upon organization, the KonMarie system kept coming up, and reading the reviews of her book on Amazon, Kondo's The Life-Changing Magic of Tidying Up, made me laugh because a lot of the readers who followed her system had the same feelings as me. That we wished our homes would accidentally burn to the ground (of course, with no one getting hurt), so that we can start from square one. However, they noted that they achieved success following her system, so I bought the book.

It's a very amusing book, and made me laugh at Kondo's attempts, since age 5 years old, to hone in on methods that lead to permanent organization, as she noted the past traditional but flawed strategies of tidying inevitably descents into disorganization.

I feel that so far, her methods make a lot of sense and she delves very deeply into why her methods work, as opposed to past tidying "truisms". I'm 3/4 of the way through the book around the section of how to go about folding clothes. If I ever have the energy to organize using the KonMarie method, I'll certainly blog about it. Like with all structured programs, there are caveats to her book, such as her warning to not wear comfortable sweatpants as loungewear. 

This contradicts the whole tome of the book, as it's about finding what brings you joy. What brings me joy is to be able to come home in a neat, organized, beautiful space that's functional and has all my favorite things. I change into my comfie sweatpants and t-shirt (100% cotton that prevents welts and rash), rather than flouncy lingerie that invariably tends to be an unfortunate blend of silk and polyester that scratches and abrades the skin. Even if pure silk, the dry cleaning process causes massive hives.

At any rate, because of my tiredness, feeling that Covey's and KonMarie methods are out of reach, I decided to read Viktor Frankl's Man's Search For Meaning (Covey frequently alludes to his work), for the second time in my life. The first time again was when I was in college. I completely agree with everyone's views that you should read this book at least once in your life.

I appreciate Frankl's work because it doesn't take physical or immense mental energy. In fact Dr. Frankl mentions that you can't write your life's mission in one fell swoop. His analogy is that it's like watching the frames of a movie, you don't know what the movie is about until you watch the whole thing. In other words, you can find meaning right now without coming up with a life plan! 

What else is refreshing is that the meaning you find will change from situation to situation, moment to moment, and it's your unique and personal journey to find your own meaning. So, there's no tortured formula to follow.

Further, one thinks that given Dr. Frankl's will power, integrity and moral character, that you can only find meaning in extraordinary situations. Rather, he notes that you can find meaning in very simple things such as helping others, loving another person, experiencing beauty such as art, the outdoors and the like, and even hobbies such as video games, which still has the stigma of being considered frivolous time-wasters. I very much appreciate this very lack of elitism that Frankl espouses.

Indeed, we've come full circle, finding the meaning of streaming, which I strongly feel will not only prevent burn-out, but lead to joy. This is success in its own right. If you find streaming meaningful, you'll look forward to it, even when you're tired. Streaming for me is meaningful because of the personal connections I have with my wonderful community, truly remarkable people who helped me improve my life, challenge myself and grow.

Streaming condensed how I approached things in a very short time frame, over a few months. Every time I start a project, I tend to be overly gung-ho that leads to burn-out and quitting. Overly gung-ho in that I push myself to be "successful" in the artificial sense of the word such as having the magic 75 concurrent viewers to become Twitch partner. And doing as much as possible to achieve that type of "success".

I finally came to the realization of what streaming means to me after my friend was diagnosed with a grave illness, and woke up to reality. It was so easy to recognize that this artificial sense of success is bogus, misleading, and even hurtful. As a result, I was finally able to let go of these Twitch cultural expectations that are so highly in-grained in the field, "the dream is to stream" for a living is a meme.

Certainly, the holidays (and, for that matter, any day) are a wonderful time to explore meaning in your life.

TL/DR: Finding meaning will lead to success.

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The Ultimate List of The 14 Best URL Shortener Services 2019

  1. Oke.io

    Oke.io provides you an opportunity to earn money online by shortening URLs. Oke.io is a very friendly URL Shortener Service as it enables you to earn money by shortening and sharing URLs easily.
    Oke.io can pay you anywhere from $5 to $10 for your US, UK, and Canada visitors, whereas for the rest of the world the CPM will not be less than $2. You can sign up by using your email. The minimum payout is $5, and the payment is made via PayPal.
    • The payout for 1000 views-$7
    • Minimum payout-$5
    • Referral commission-20%
    • Payout options-PayPal, Payza, Bitcoin and Skrill
    • Payment time-daily

  2. Short.pe

    Short.pe is one of the most trusted sites from our top 30 highest paying URL shorteners.It pays on time.intrusting thing is that same visitor can click on your shorten link multiple times.You can earn by sign up and shorten your long URL.You just have to paste that URL to somewhere.
    You can paste it into your website, blog, or social media networking sites.They offer $5 for every 1000 views.You can also earn 20% referral commission from this site.Their minimum payout amount is only $1.You can withdraw from Paypal, Payza, and Payoneer.
    • The payout for 1000 views-$5
    • Minimum payout-$1
    • Referral commission-20% for lifetime
    • Payment methods-Paypal, Payza, and Payoneer
    • Payment time-on daily basis

  3. Shrinkearn.com

    Shrinkearn.com is one of the best and most trusted sites from our 30 highest paying URL shortener list.It is also one of the old URL shortener sites.You just have to sign up in the shrinkearn.com website. Then you can shorten your URL and can put that URL to your website, blog or any other social networking sites.
    Whenever any visitor will click your shortener URL link you will get some amount for that click.The payout rates from Shrinkearn.com is very high.You can earn $20 for 1000 views.Visitor has to stay only for 5 seconds on the publisher site and then can click on skip button to go to the requesting site.
    • The payout for 1000 views- up to $20
    • Minimum payout-$1
    • Referral commission-25%
    • Payment methods-PayPal
    • Payment date-10th day of every month

  4. Linkbucks

    Linkbucks is another best and one of the most popular sites for shortening URLs and earning money. It boasts of high Google Page Rank as well as very high Alexa rankings. Linkbucks is paying $0.5 to $7 per 1000 views, and it depends on country to country.
    The minimum payout is $10, and payment method is PayPal. It also provides the opportunity of referral earnings wherein you can earn 20% commission for a lifetime. Linkbucks runs advertising programs as well.
    • The payout for 1000 views-$3-9
    • Minimum payout-$10
    • Referral commission-20%
    • Payment options-PayPal,Payza,and Payoneer
    • Payment-on the daily basis

  5. Cut-win

    Cut-win is a new URL shortener website.It is paying at the time and you can trust it.You just have to sign up for an account and then you can shorten your URL and put that URL anywhere.You can paste it into your site, blog or even social media networking sites.It pays high CPM rate.
    You can earn $10 for 1000 views.You can earn 22% commission through the referral system.The most important thing is that you can withdraw your amount when it reaches $1.
    • The payout for 1000 views-$10
    • Minimum payout-$1
    • Referral commission-22%
    • Payment methods-PayPal, Payza, Bitcoin, Skrill, Western Union and Moneygram etc.
    • Payment time-daily

  6. Clk.sh

    Clk.sh is a newly launched trusted link shortener network, it is a sister site of shrinkearn.com. I like ClkSh because it accepts multiple views from same visitors. If any one searching for Top and best url shortener service then i recommend this url shortener to our users. Clk.sh accepts advertisers and publishers from all over the world. It offers an opportunity to all its publishers to earn money and advertisers will get their targeted audience for cheapest rate. While writing ClkSh was offering up to $8 per 1000 visits and its minimum cpm rate is $1.4. Like Shrinkearn, Shorte.st url shorteners Clk.sh also offers some best features to all its users, including Good customer support, multiple views counting, decent cpm rates, good referral rate, multiple tools, quick payments etc. ClkSh offers 30% referral commission to its publishers. It uses 6 payment methods to all its users.
    • Payout for 1000 Views: Upto $8
    • Minimum Withdrawal: $5
    • Referral Commission: 30%
    • Payment Methods: PayPal, Payza, Skrill etc.
    • Payment Time: Daily

  7. Linkrex.net

    Linkrex.net is one of the new URL shortener sites.You can trust it.It is paying and is a legit site.It offers high CPM rate.You can earn money by sing up to linkrex and shorten your URL link and paste it anywhere.You can paste it in your website or blog.You can paste it into social media networking sites like facebook, twitter or google plus etc.
    You will be paid whenever anyone will click on that shorten a link.You can earn more than $15 for 1000 views.You can withdraw your amount when it reaches $5.Another way of earning from this site is to refer other people.You can earn 25% as a referral commission.
    • The payout for 1000 views-$14
    • Minimum payout-$5
    • Referral commission-25%
    • Payment Options-Paypal,Bitcoin,Skrill and Paytm,etc
    • Payment time-daily

  8. Adf.ly

    Adf.ly is the oldest and one of the most trusted URL Shortener Service for making money by shrinking your links. Adf.ly provides you an opportunity to earn up to $5 per 1000 views. However, the earnings depend upon the demographics of users who go on to click the shortened link by Adf.ly.
    It offers a very comprehensive reporting system for tracking the performance of your each shortened URL. The minimum payout is kept low, and it is $5. It pays on 10th of every month. You can receive your earnings via PayPal, Payza, or AlertPay. Adf.ly also runs a referral program wherein you can earn a flat 20% commission for each referral for a lifetime.
  9. Ouo.io

    Ouo.io is one of the fastest growing URL Shortener Service. Its pretty domain name is helpful in generating more clicks than other URL Shortener Services, and so you get a good opportunity for earning more money out of your shortened link. Ouo.io comes with several advanced features as well as customization options.
    With Ouo.io you can earn up to $8 per 1000 views. It also counts multiple views from same IP or person. With Ouo.io is becomes easy to earn money using its URL Shortener Service. The minimum payout is $5. Your earnings are automatically credited to your PayPal or Payoneer account on 1st or 15th of the month.
    • Payout for every 1000 views-$5
    • Minimum payout-$5
    • Referral commission-20%
    • Payout time-1st and 15th date of the month
    • Payout options-PayPal and Payza

  10. CPMlink

    CPMlink is one of the most legit URL shortener sites.You can sign up for free.It works like other shortener sites.You just have to shorten your link and paste that link into the internet.When someone will click on your link.
    You will get some amount of that click.It pays around $5 for every 1000 views.They offer 10% commission as the referral program.You can withdraw your amount when it reaches $5.The payment is then sent to your PayPal, Payza or Skrill account daily after requesting it.
    • The payout for 1000 views-$5
    • Minimum payout-$5
    • Referral commission-10%
    • Payment methods-Paypal, Payza, and Skrill
    • Payment time-daily

  11. LINK.TL

    LINK.TL is one of the best and highest URL shortener website.It pays up to $16 for every 1000 views.You just have to sign up for free.You can earn by shortening your long URL into short and you can paste that URL into your website, blogs or social media networking sites, like facebook, twitter, and google plus etc.
    One of the best thing about this site is its referral system.They offer 10% referral commission.You can withdraw your amount when it reaches $5.
    • Payout for 1000 views-$16
    • Minimum payout-$5
    • Referral commission-10%
    • Payout methods-Paypal, Payza, and Skrill
    • Payment time-daily basis

  12. Short.am

    Short.am provides a big opportunity for earning money by shortening links. It is a rapidly growing URL Shortening Service. You simply need to sign up and start shrinking links. You can share the shortened links across the web, on your webpage, Twitter, Facebook, and more. Short.am provides detailed statistics and easy-to-use API.
    It even provides add-ons and plugins so that you can monetize your WordPress site. The minimum payout is $5 before you will be paid. It pays users via PayPal or Payoneer. It has the best market payout rates, offering unparalleled revenue. Short.am also run a referral program wherein you can earn 20% extra commission for life.
  13. Wi.cr

    Wi.cr is also one of the 30 highest paying URL sites.You can earn through shortening links.When someone will click on your link.You will be paid.They offer $7 for 1000 views.Minimum payout is $5.
    You can earn through its referral program.When someone will open the account through your link you will get 10% commission.Payment option is PayPal.
    • Payout for 1000 views-$7
    • Minimum payout-$5
    • Referral commission-10%
    • Payout method-Paypal
    • Payout time-daily

  14. BIT-URL

    It is a new URL shortener website.Its CPM rate is good.You can sign up for free and shorten your URL and that shortener URL can be paste on your websites, blogs or social media networking sites.bit-url.com pays $8.10 for 1000 views.
    You can withdraw your amount when it reaches $3.bit-url.com offers 20% commission for your referral link.Payment methods are PayPal, Payza, Payeer, and Flexy etc.
    • The payout for 1000 views-$8.10
    • Minimum payout-$3
    • Referral commission-20%
    • Payment methods- Paypal, Payza, and Payeer
    • Payment time-daily

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Mega Man The Board Game

Game: Mega Man The Board Game
Manufacturer: Jasco Games
Year: 2015


Personal History:
I love video games and am simultaneously very bad at many of them, particularly if they require any kind of timing or dexterity. As such, while I've played various Mega Man games many times over the years, I'm horrible at them.

That has not stopped me from loving the visual style of Mega Man though. When this game first appeared on Kickstarter I was excited about it, but when they started releasing significant stretch goals that require a one hundred forty dollar pledge to obtain, I backed away. My love of board game adaptations of video games has a limit.

That limit turned out to be seventy five dollars. I had been watching auctions of used copies on Ebay for a while, and saw this one pop up. With a "flash sale" coupon, after shipping this set cost me seventy five dollars. It was purchased with money made while selling some other stuff on Ebay too, so I did my little "expensive thing justification dance" and pulled the trigger.


Condition:
Everything was complete and in pretty close to new shape with the exception of a signed art print which originally came with the game at this pledge level. The original owner didn't have it, and I didn't care, so all was well.



Gameplay:
(Note: I will be discussing the game as though I had and used none of the extra Kickstarter or expansion items. Those will be discussed later in the review)

To begin, each player places his Mega Man pawn on the start space of one of the six Robot Master boards. Like in the original video games players must clear a level and defeat the Robot Master boss before moving to the next one.


Each level is comprised of a series of challenges. Challenges are described on "Challenge Cards", and give the player a series of requirements they must complete to move to the next space in the level. These cards indicate how many minions are present, what special actions might occur during the battle or upon losing, and which dice must be rolled in order to complete the mission.


On his turn the player flips the next card in the challenge deck for the level he's currently on.  A symbol at the top indicates how many of which minion to add to the challenge (minions have their own cards and will be discussed below). Another large panel on the card indicates what modifiers to this particular challenge exist. On the bottom, three panels indicate which die faces will be needed to roll to complete the challenge.


The "Threat" number on each player's character card indicates how many dice a player is able to use on his turn. The player will choose a number of dice for the current challenge and roll those die, applying dice to the challenge requirements when possible, and activating any other actions that the card might indicate. If all of the challenge requirements have been met then the player has passed the challenge and discards that card, moving forward one space on the level. The player may then select another challenge card and, if he has enough unused dice, attempt to pass this challenge too.


While the above is the basic way a challenge is defeated, it's rarely that simple. Each player has a had of cards which may be applied to the challenge. The player will of course play cards which help them complete the challenge's objective, however the opposing players will be able to play cards which make the active player's job harder. The active player alone and the opposing players as a group are limited in the cards they can play by a cost value printed on the upper right of each card. They may only play a total value of cards up to the value printed on the same area of the challenge card.


Minion cards also make completing a challenge more difficult. A player must roll a starbust image on one of his dice in order to destroy the minion, otherwise the minion deals damage to the player. Opponents may also play cards which activate a minion's special power, resulting in additional damage or limitations for the active player. To help, the active player my spend "Weapon Energy" cubes to reroll as many dice as he'd like in the hopes of getting a more favorable result.


When a player completes enough challenge cards to make his way to the final space on the level he must compete in a Boss Battle against the Robot Master that rules that level. Each Robot Master has its own special attacks which are rolled by opponents. Boss Battles have slightly different rules for playing cards, and players may also use special attacks gained from previously defeated Robot Masters. Once a Robot Master is defeated the player gains his card, his plastic figure if it's the first time it's been defeated, and then moves to the starting space of a different level.


Each player uses a series of tokens and a cardboard dial to keep track of energy, weapon energy, and lives. Energy is lost through attacks from minions and card effects, and lives are lost by losing challenges and boss battles. When a player has lost all of his lives he removes his figure from the board and restarts it the next turn at the beginning of a level with full lives and energy.


Once a player has defeated at least two Robot Masters he may enter Dr. Wiley's Castle in an attempt to defeat Dr. Wiley. Dr. Wiley's castle works generally like a normal level except for two differences. First, players may choose to fight any Boss Battle instead of a regular challenge in the hope of winning and collecting that boss's special attack. Second, Dr. Wiley must be defeated twice in order to win the game.


So How Is It?:
So the popularity of this game is very squarely centered on the mini figures that come with it. I mentioned the stretch goals at the beginning of this review, and most of those stretch goals were for additional miniatures. The retail base game comes with Dr. Wiley and his six Robot Masters, as well as six identical Mega Man pawns. The Kickstarter campaign and various add-ons also added several Mega Man pawns in new positions, gold versions of several of the figures, Dr. Light, Roll, Proto Man, Rush, two more Robot Masters (Time Man and Oil Man from a PSP game), the large Yellow Devil boss and sculpted versions of all of the minions. It is indeed a big collection of cute little toys, however I have to say they're much cheaper looking and feeling in hand than I had expected. A bit of a let down but they are still neat.


Still, it's a much more visually fun game than it otherwise could have been because of the extras. The most unfortunate part is that this game take forever to play. For-ev-er. If you have several people playing at once a level can take forty five minutes or more to get through, and while the actual gaming needed to get through a level is fine, it's really only fine for a game that's about that long in total. By the time one player is finally able to beat one level I can pretty much guarantee that everyone is sick of playing this game and ready to move on to something else.


This is a shame of course because there's a TON of other evil robots that could have been added to an enjoyable Mega Man game. As it is, the Time Man & Oil Man expansion is likely to be the only one, and all it does is possibly make a game that's too long even longer. That expansion also allows the game to be played with as many as eight players, and I can't even begin to imagine how long an eight player game of Mega Man would take.


I can't help but think that just a little bit of careful editing could have made this game some much more fun. A few less things to consider when completing a challenge card perhaps. As we played we almost always rolled all of the available dice because after opponents cards, Dr. Wiley penalties, attached minions and just generally unhelpful rolls there was almost zero times where anyone felt confident enough to attempt a second challenge card on his turn. The need to complete five challenges just to attempt one of the "at least" two boss battles you must complete in order to then go and complete ANOTHER level, while endlessly waiting for your opponents to do the same, is just so repetitive and draggy that any amusement you felt in the initial rounds is quickly ground down to a tired determinism to just have SOMEONE finish the game before you die.


I'm being a little sarcastic, but only a little. Really one should treat this game as a big box of collectibles with a boring game attached. And that's really unfortunate.

Final Verdict:
There will likely never be a Mega Man board game more lovingly designed than this one, which is a pity since the game here is so long and dull. If you love Mega Man and just want something to put on a shelf then this is an instant win for you. If you're hoping for a good game experience though look elsewhere. It scores an "Average" 3/5 mostly because it's hard to divorce how nice it looks from how tedious it is.

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