So as Doom II thrived, so did its level creating community. Thus, in 1995 a group of talented designers calling themselves TeamTNT was deep in the process of making a free map pack for Doom II with 32 new levels - the same size as Doom II itself. id Software, having themselves left Doom behind and moved onto their next big project, wasn't about to let the cash cow go unmilked. They bought the TeamTNT project, and then commissioned two of the designers on that team to make a whole 'nother 32 level pack. Then they boxed the 64 levels all together and released it in the summer of 1996 as Final Doom - just 5 days before id would release its own brand new game, in what I just decided five seconds ago to call The Summer of id. Thus, Final Doom is literally twice as large as Doom II, but because these teams were essentially just creating custom maps for that previous game, there's nothing new in this package. Instead, Final Doom relies entirely on smart design to make or break it. How does it fare?
Let's start with the first campaign, called TNT: Evilution. See what they did there? It's like evolution, except, you know, evil. The general story is that the Union Aerospace Corporation, which was responsible for the invasion from hell that started this whole series, decided they wanted to start their research up again. I guess the billions of dead on Earth the last time around wasn't deterrent enough. "Meh, it's just a portal to Hell, what's the worst that could happen?" They go to one of the moons of Jupiter, start messing with stuff they shouldn't, and predictably get invaded and overrun with demons. A lone marine was busy taking a leisurely stroll at this time, so he becomes the last hope of humanity. And that's it. It's all the plot a Doom game really needs, if we're being honest.
TNT: Evilution plays pretty much like what you'd expect. Really, the challenge feels more on par with Doom 1 than it does with Doom 2, despite the addition of the latter's content. The levels are fairly straightforward and, sadly, forgettable. There is an exception, which is a level called Wormhole. On this stage, you find yourself in a small room with an elevator at the back that takes you down into a series of tunnels. At the end of that tunnel warren (which is infested with monsters, because it's Doom) there is a lone teleport pad. When you step on it, you get the visual and audio effects of being teleported, but you don't appear to actually go anywhere. The teleport pad doesn't work now, but everything else is the same. You look around and wander back into those tunnel warrens, walking across the bodies of all the monsters you killed, and you start getting really confused and frustrated. Finally, when you work your way all the way back to the start of the level, you get attacked by a bunch of strong monsters that definitely weren't there before, and then it finally hits you: they made a map that was two identical copies of the same place, and even littered the second one with pre-killed enemies to convince you that you weren't somewhere new, all to be able to surprise you with an ambush in your bewilderment. THAT is great level design.
Other than that level, though, the first half of Evilution is bland and unexciting. Thankfully, once you enter the second half of the campaign, the challenge and interest gradually ramp up. This is primarily accomplished through scale - the latter levels of Evilution can get enormous, and you can find yourself easily spending half an hour on a map or more. This culminates in the final stage of the pack, which is a hilarious gauntlet of brutal challenges. First you find yourself looking at a wide grid of platforms. You have to sprint across them, since there's no jumping in Doom; if you run too slowly you'll fall and die. Only one of these platforms is safe, while all the others will instantly melt you if you touch them. When you find the safe one, there is again only one safe spot from there. This continues as an instant-death sprinting platform maze until you reach the other side, at which point a bunch of wall panels open and unleash a bunch of revenants (rocket-launching skeletons) and arachnotrons (plasmagunning cyborg brain-spiders). Surviving them takes you into a smaller room, in which a cyberdemon - the biggest, baddest enemy in the franchise - tries to sneak attack you with its missile launcher. Should you survive him, you must run down a hallway where ranged monsters will barrage you through windows, teleporting finally into a pleasant courtyard with the final boss of Doom II, just for kicks and giggles.
That sounds like an insane challenge, and it is, but let me tell you something right now. TNT: Evilution has nothing on the difficulty of its sister campaign, The Plutonia Experiment. Let's hear what one of the designers had to say about it!"I always played through the level I had made on hard, and if I could beat it too easily, I made it harder."
OH HAPPY DAY. This should be exciting, eh? And sure enough, when I booted it up, I got to level 2 and then was stumped on how to continue. Level 2! The Plutonia Experiment on normal difficulty is like playing Doom II on its hard setting, only with more monsters and less ammo. And that's only at the start of the campaign! It gets harder from there!
How about an example? See that picture above, what with me looking at coffins and almost certainly wetting myself? Well, if I were to turn around, I'd see something even more frightening: a cage near to overflowing with Arch-Viles. To jog your memory from Doom II, the Arch-Vile is perhaps the most sinister enemy in the game. It moves the fastest of all the monsters, resurrects its fallen comrades, and has an undodgeable attack where you explode if it has line-of-sight to you, irrespective of distance. Doom II used them very sparingly; it was almost like a little mini-boss. The Plutonia Experiment, by contrast, has the Arch-Vile Labyrinth. See, after you notice the horde of them caged next to you where you can't shoot them, the room opens into a huge maze, and all the Arch-Viles get teleported into it somewhere. The only thing they give you is a shotgun. Good luck!
It would be virtually impossible if not for the game's map. I mentioned the wireframe map in my Doom 1 review, but it's worth repeating: this is a great thing. Even when the levels get really big and complex, like the monstrosity here pictured, a quick glance at the map will tell you where you should be heading. It helps ensure that the game's difficulty doesn't artificially stem from getting lost constantly, though there are occasional instances where you might feel stuck looking for a hidden door or switch. But that's not to say the levels themselves don't confuse. A great example is with the textures used. The Doom engine has four different "liquid" textures (all of which are actually solid in practice, of course), in four different colors: blue, green, red, and brown. In Doom, these were used consistently; blue was water and therefore harmless, while green, red, and brown were poison, lava (or burning blood), and acid respectively, and would all therefore harm you. Final Doom dispenses with that logic, so you never really know if a substance will kill you until you touch it. I'm not the biggest fan of that, but it does make the whole thing feel more unsafe.
The Plutonia Experiment plays out like a series of progressively more difficult challenges, always looking for a new way to put you behind the eight ball. In one of the first five levels, you start on a small platform surrounded by poison and switches. You have to run into the poison and hit a switch, which reveals a teleporter behind a false wall. Panicking because your life is rapidly dropping from standing in poison, you rush through the teleporter to find yourself surrounded by enemies, and you'll likely die within three seconds. You can't even overwhelm them with firepower like you always do in these games. Your only chance is to run away as fast as you can and regroup, returning to pick them off more systematically. It's definitely a more inspired campaign in these regards than TNT: Evilution, but the difficulty is staggering.
As I mentioned before, there are no new enemies in Final Doom. This gives the experienced Doom player the advantage of already knowing how to fight each of the different kinds of monster the game will throw at you. The designers of The Plutonia Experiment realized this, and attempted to overcome that natural player advantage by making it impossible to fight some enemies the way you're "supposed" to. Take this army of angry revenants, for example. The revenant has two attacks: a seeker rocket fired from its shoulder cannon, and a big right hook punch that makes it look like it's doing its best Mr. Bojangles impression. The rockets are devastating and track you, so the best way to fight one of these things is to get close enough that it wants to punch you, and then unload your chaingun. The bullets stagger it so that its punch doesn't reach you and it dies before it can regroup. It's a reliable, solid strategy. Now, look at this picture. Do you think that strategy stands a chance? NO. You're going to die. You've got to figure out some other way of getting through that fight, knowing that your regular tactics are worthless. It's infuriating and exhilarating all at once.
Speaking of, there's one repeated tactic in the campaign that the game will throw at you, and the only defense is to save frequently. You see, many levels begin with you already surrounded by monsters. You'll conquer one challenging area only to spawn with crap flying at your face before you can really even note your surroundings. It doesn't happen on every single level, but it's frequent enough that you have to prepare for it. And of course, the deeper you are into the campaign, the more ruthless these immediate encounters are. Say, here's a level called Anti-Christ. I'm sure that one won't start off with legions of enemies hurling violent death my way! Frequent saves are all you can do to combat this, because you don't know when it's coming. And if you die, you have to start your current level over again with nothing but a pistol and a few bullets. I'm telling you, that's not winnable. If you die, and you don't have a recent save with all your stuff intact, just quit the game. Ya done.
The last level of Final Doom is a grand slaughter befitting the whole ordeal. You start in a small alcove with a few powerful guns and ammo packs, and walk forward to be assailed by a large number of medium-threat demons. When you advance a little further (whether or not you even killed the enemies that were there), the walls fall and reveal cages lined with powerful demons, all firing projectiles your way. In front of you is the Icon of Sin, which is just a big wall texture that shoots out boxes that turn into random enemies. And, of course, a cyberdemon. With a floor of lava. You win by destroying the Icon with a number of rockets fired into its sole vulnerable spot, but you can't really do that with all the other nonsense going on. So you struggle mightily, exhausting all your ammunition, and manage to kill absolutely everything there. The Icon eventually runs out of new monsters to spawn. The area is quiet, corpses strewn about everywhere. It's just you, one on one for the fate of the world, against a wall that literally cannot attack you. And the wall is outrageously difficult. Since you can't jump or otherwise control the height of your shots, you're at the mercy of the stage for rocket height. But no matter what ledge you stand on, your rocket will be at the wrong height to strike the Icon's vulnerable spot. Most spots are too low; one is too high. I kid you not; you'll spend the next 10-15 minutes running off that high ledge, firing a rocket in midair, and praying it was timed perfectly to hit the thing. If you miss, you'll just load your save because otherwise you'll run out of rockets and lose by default. If you hit, you get to do it like six more times to actually kill the dang thing. It's an absolute nightmare of dull frustration, and that's what was chosen by the designers and id Software to end the Doom era.
Look, Final Doom isn't a must-play. It's not even a should-play. But that doesn't make it bad. We've just seen all this before. I'm tired of Doom. I'm tired of playing it, and I'm tired of writing about it, because nothing's really changed. There's a new soundtrack to this game, and that's cool, but it says something when id Software - the game's proud creators - can't even be bothered to mess with the franchise anymore. Heck, they didn't even change the level names between the game's two campaigns; Evilution erroneously reuses The Plutonia Experiment's level names on the wireframe map screen. Final Doom is challenging, technically sound, and occasionally innovative. If I hadn't played Doom or Doom II, I'd also call it great fun. But I have played those games, which means I've sort of already played this one, too. It's a good game. Good, but unsatisfying. Do with that what you will, because like id Software before me, I've moved on.
Bottom Line: 14/20
When you load up Mortal Kombat II, the first thing you notice is this screen. There are twelve selectable fighters in the game, five more than its predecessor. That's a big jump! And of those, seven are new, if you include Reptile who has been promoted from "hidden Scorp-Zero clone" to a full character in his own right. That's a lot of fresh blood in the tournament, and it helps make MK2 a deeper game than the first right off the bat. Other new characters include Liu Kang's fellow Shaolin monk Kung Lao; Kitana, the assassin princess; Mileena, the...assassin....princess...; Baraka, one of the monsters from
While on the subject of the fates of characters from MK1, let's talk plot for a moment. In the first game, a tournament (called, of course, Mortal Kombat) was held on a hidden island on Earth somewhere, hosted by the ancient sorcerer Shang Tsung. When he was defeated by Liu Kang, it meant that Shang Tsung could not take over the Earth, somehow. So Tsung went to the dimension known as Outworld, where his boss, Emperor Shao Kahn, awaited. He relayed his failure but assured Shao Kahn that if a second tournament were to be held right away, and if it were to be hosted in Outworld, Earth's fighters couldn't refuse to show up, because "rules." And then, if Shao Kahn should win, he could invade and conquer Earth, because "rules" again. Shao Kahn liked this plan because it favored him immensely while making very little real plot sense, and rewarded Shang Tsung by somehow restoring his youth and letting him fight in the tournament. And there you have it. Mortal Kombat II, in Outworld, for the fate of Earth, starring everyone except Kano and Sonya. Cool? Cool.
Looks like brother trained him well, too, because here we see Sub-Zero enjoying his favorite pastime: the invincible leg sweep. That's right, that ultimate of fighting moves has returned for the sequel, and folks will be tripping all the way to the bottom of The Pit. Or will they? While in the first game the computer's AI had a nervous breakdown when the leg sweep came out, in this one it puts countermeasures into action. The first one or two leg sweeps might work, and they'll still never bother blocking any, but now the CPU can walk up and throw you out of the sweep. Like, it'll just cancel your attack even as your leg strikes the ankles and you'll suddenly be in someone's clutches, getting hurled away. "Well that's not so bad," you might think. "If throws counter leg sweeps, I'll just add that little tidbit to my play as well, and now I'll beat leg sweeps too!" No, you won't. This is a one-way street. I have never thrown the CPU in Mortal Kombat II. Not once. You can't do it, and certainly not against a leg sweep. It's a cheaty get-out-of-jail-free card for the computer, and nothing more.
Enter Jax, Destroyer of CPUs. Jax is one of the most versatile characters in the game, with a moveset that includes a good projectile (he launches an energy wave from his elbow), a ground punch that damages anyone not in the air, and a grabbing attack. Most importantly to our dilemma, however, is his backbreaker. Jax can catch an airborne opponent and bring them down on his shoulder, causing heavy damage. This becomes immensely useful when you discover the one weakness of the insidious Mortal Kombat II AI: jumping backward. When the CPU opponent nears you, if you jump back, it will pause a moment and then jump forward in pursuit. However, this means you land while the CPU is in the air, and you can now attack them before they land. In Jax's case this usually means jumping forward and kicking them, then catching them in a backbreaker before they land for a devastating two-hit combo. Three of these will end a match. The best part is that you can just wait for the computer to stand up and immediately repeat the process. Flawless Victories for days!
But all those fun finisher options don't mean a thing when you're up against Kintaro. You'll be riding high from Jaxinating everything in your path and then you hit "Goro with armor." All previous strategy is gone. I'd explain how it feels to flail hopelessly against the Kintaro wall, 
One of the first things you notice about Castlevania II is the first sentence of the game booklet's introduction, which reads "You are Simon Belmont, bravest of the brave, boldest of the bold, a gothic warrior respected by kings." Wait wait wait. Simon Belmont? What happened to SeƱor Belmondo, Matador to the Stars? You can't just
So, wander you will. You'll cross area after area of monster infested terrain, fighting all kinds of horrors. Mostly just skeletons of various colors, though. And like
So what's your recourse here? Well, as it turns out, the dialogue from the townspeople in Castlevania II is actually useful (present picture notwithstanding). Everyone you talk to in the towns will give you some sort of clue for how to advance forward. Granted, most of it is hopelessly confusing without a map to help you figure out which place they're talking about, but still. You'll storm through the towns and get all sorts of insight about things that don't make sense to you at the moment. But more importantly, you'll find a bunch of peddlers selling you things like whip upgrades or a mysterious white crystal. It turns out that, by equipping that white crystal, you can see something hidden. As in, one hidden thing. And that hidden thing is a moving platform in that dungeon that lets you access the place. It's a rotten waste of time, and you'd never know that's what you need to do, but there it is. You're welcome.
With all the enemies you'll be fighting through and all the times you'll have to redo the dungeons because "Sike! That floor ain't real bro!" it's nice to know that a few combat things have improved in Simon's Quest. First, your health bar actually functions like a health bar now. In the first game, you had a similar looking health bar but it was a sham because you always died in four hits, from anything. Here, you'll take different levels of damage from different attacks, with the smallest being what amounts to half a "line" of the health meter. That's a big deal! I can work with that! Second, you can equip secondary items now. In the first game, finding a secondary weapon meant discarding the one you had, but in Castlevania II you get them all. You can equip whatever is right for the situation and use that with confidence, knowing your other options are available if you need them. Finally, continues have been made more generous in this sequel. Instead of starting you at the beginning of the level with nothing, using a continue starts you right around your previous location, with all your gear intact. It's a big change and one that makes it very tolerable to slog through difficult areas of the game, so credit where credit is due.
Ultimately, despite the clues you get from various
If you manage to solve all the "puzzles" of the Transylvanian landscape, retrieve the body parts from all five mansions, and not take a sledgehammer to your system at the ninth straight horrible night to have a curse, you'll still need to locate Dracula's castle to finish the game. This is tricky, because there's no new route opened up anywhere that will point you in the right direction. Rather, they just superimposed some new screens on top of the ones that have always been there, so you kind of stumble across it unexpectedly and with a lot of confusion, assuming you find the place at all. The castle itself is completely deserted, but that doesn't mean it's not problematic. The entire thing consists of a pseudo-labyrinth of stairs. To get from the top floor to the basement - where you need to burn those vampire bits - takes like five minutes of monotonous stairs-ing. Finally you reach the bottom and the altar upon which you attempt to incinerate Dracula's remains. And instead, as Dracula is wont to do, he revives.
So it was into this landscape in 1996 that Tomb Raider burst onto the scene, making no bones about putting its players in the shoes of archaeologist/adventurer Lara Croft. It's as though it was telling players "You're going to play as a woman, you're going to be a total badass, and you're going to like it." This was a big deal at the time, and really helped push for a new level of gender equality in games. This is all very positive stuff. But none of it speaks to what Tomb Raider as a game was really all about. And unfortunately, when you get right down to it, Tomb Raider is a game that feels like it's not really sure what it wants to be. It tries to be a story-driven adventure game, and it almost succeeds. It tries to be a third person shooter and it almost succeeds. It tries to be a 3D platformer and it almost succeeds. But by trying to be all three at once, it falls short of being any of them. Let me show you how that ends up working out.
So off you go, cavorting (some might say raiding) through tombs, looking to claim some mythical artifact you've never heard of solely because it might be there. As you go, you'll encounter some of the same characters from the opening cutscenes again, though if I'm honest you will rarely realize that's who they are. These characters mean nothing to Lara as a character and even less to you as a player, and the game doesn't make any effort to change that. So when hick dude ambushes you after you get the artifact and tries to steal it, there's no big sting of betrayal. You almost don't even realize it's the same guy. You're just going "Oh, this redneck wants my loot. I guess I'd better shoot him."
Exhibit A: This is the most typical sight you'll see during your adventures in Tomb Raider. Most combat in the game revolves around Lara finding some kind of high ground, seeing some number of wild beasts down below, and shooting them like
Say, here's a thirsty bear making its way to a small pool for a refreshing drink of water. Rationally, I know that I'm in the buried ruins of a city and civilization long forgotten. I know that nobody has been down here for hundreds of years or more. I know that somehow, against all odds, this bear has managed to survive in a caged off room that I only just opened. I know that this is the only source of water it's got, and its very life depends on just getting a little bit of that water to keep it going just a while longer. I know that I can simply run through the now open door and continue my quest, having given this bear a better shot at life. I know that, once my quest in this place is over, the humane thing to do would be to find a way to release the bear completely; to let it back into the wild where it can thrive and the balance of nature can be restored.
So we've established that platforms of any height are unassailable bastions of safety - impassable obstacles your enemies cannot hope to overcome. But what about you? After all, when you're not blazing down the latest endangered species on your hitlist, you basically spend the game exploring massive ruins and tombs, and that consists largely of 3D platforming. It would help if that were fun or manageable, right? Well here's the thing - it works, but only if you've done the tutorial. I can't stress that enough. With the tutorial complete, navigating platforms in Tomb Raider is logical and occasionally enjoyable. If you haven't done the tutorial, platforming is an impossible guessing game of jump timing. I was shocked it made that big a difference, but it really did. Of course, I didn't even know the game had a tutorial at first, and that's part of the problem; they just stick it on the main menu with an icon of a Polaroid picture and the label "Lara's Home." What does that sound like to you? A bit of background lore perhaps? Maybe a concept art gallery? Even a guided tour of her mansion? Wrong. Platforming tutorial. Come on!!
Mario 3's plot is (barely) more involved than earlier games in the series. First, the Mushroom Kingdom has been expanded to the Mushroom World, with seven other kingdoms populating the region/planet/whatever it is. What's particularly notable about these other seven kingdoms is that they all have kings. I mean, the fact that Princess Toadstool isn't Queen Toadstool tells us that at least one of her parents must still be kickin' around somewhere, but clearly they're not doing anything if they let her get repeatedly kidnapped and put the responsibility of actual rule on her shoulders. I wish I could say Mario 3 was a quest to find the Princess' deadbeat dad, but alas. Perhaps that's an idea for down the road.
Which brings me to the first huge difference between this game and its predecessors: items. Not only did the game add far more power ups than just Super Mushrooms and Fire Flowers, but it also implemented an item storage system, by which you could hold a large number of power ups and save them for use before any given level down the road. You receive these items typically from Toad Houses, which is where the Toads seem to live when they're not suffocating in sacks in random castles. This makes the Toads really useful, which is a bit of a shock when you remember that the only previous time a Toad was any help was in Super Mario Bros. 2, which of course took place entirely in Mario's head. It's not unreasonable, therefore, to call the existence of these Toad Houses Mario's dream come true.
The Princess isn't slouching either. She'll mail you a few different things, but none more effective than the "P-Wing," or Magic Wing, which gives Mario the same power-up as a Super Leaf except that for the entire next stage he can fly infinitely. That's great for situations like the one at right. Where's Mario in that mess of death? Flying a safe distance above it, that's where. No need to put yourself in harm's way, man. Be cool. I could go on about the various power-ups, but there's just so much new stuff I can't hit it all. Mario's even got new basic abilities, like picking up and carrying around the shells of defeated koopa troopas. There's so much new stuff that the game manual literally dedicates four entire pages to covering Mario's moves, and doesn't finish the job before giving up.
...But not quite as terrifying as an ice kingdom. Look, I get it. Each of these seven kingdoms needs to be somehow distinct for gameplay and design purposes. It's understandable. But when I rescued the king of Water Land and gently reminded him that his sovereignty was an oxymoron, I thought I'd seen the worst the Mushroom World had to offer. What could be more heinous than an entire nation of water levels? And then came Ice Land. "Say, what if we took all that water and just, like, you know, froze it?" DIE. That's the worst idea of all time. You spend your lives in Ice Land slipping and sliding down pits, into enemies, and generally into the inescapable depression that accompanies your glaring inadequacy. They give you the occasional fire flower so you can melt some tiny bits down, but it's not enough, and by then the psychological damage has been done.
As would be expected, the end of the game has Mario taking on Bowser in his home region. Also perhaps as expected, the reason for Mario going there is that Bowser used the distraction of the first seven worlds to kidnap the Princess. That's right - Bowser was in it for the long con and never took his eyes off that sweet sweet prize. So maybe it's guilt that drives Mario forward; the Princess did, after all, dutifully mail you helpful items (though hell if I know what those cloud or music block items were). The least you could do is make sure she's not going to end up mothering more Koopalings. Or maybe it's just good old fashioned lust. Who knows? All I know is that Bowser has his place defended better than any legitimate kingdom in the Mushroom World. You have to work through a procession of tanks, a navy of warships, a series of fast battles against some harder enemies, and a fleet of airship bombardment platforms. And then you hit the first actual level. His castle even has statues of himself that shoot lasers out of their eyes at you. Dang, Bowser!
So you'd think that after fighting a multitude of new enemies, working through eight total worlds without being able to save (thanks, NES), and solving all sorts of clever design puzzles as you went, that you'd get some sort of reward for your efforts. Nope! Here's the Princess laughing at you and saying bye. And yes, that is the actual end of the game. There is no "second quest" or harder run-through or World D-4 or any other such nonsense in Mario 3. You beat the final boss, you're done. Congratulations! Now escort this wench home. I feel like whatever else Luigi's faults might be, he wouldn't stand for that. Remember Princess Daisy from
And of course, the fine folks at Apogee Software misspelled his name on the title screen. Apparently they became aware of a
And oh yeah, why not? Magenta bunnies. For a company so deathly afraid of copyright lawsuits you'd think they'd be a little less obvious about ripping off Dr. Wily's
That said, spikes. Well, not spikes per se...these are more like jagged broken PVC pipes more than anything else. They don't make you instantly explode, at least. Touching them will drop one bar of health, as will being damaged by any other hazard or enemy. The game is pretty generous with how much health you get and how much it provides, so even though the maps get more dangerous and the challenge increases, the game never begins to feel unfair. There are only two things in the game that can't be hurt by your little squiggle shooter, and both of those are easily avoided. When the rest of the game feels appropriately difficult, you find yourself not particularly minding the occasional spike-like surface.
Episode 2 sends you to Dr. Proton's moon base. This is where I start having some issues with what's happening on the screen. First off, how the hell are you alive?! You're not in a shelter or anything; that moon base is open air. Or perhaps more appropriately, open nothing. In
Perhaps the most charming thing about this game is that it has a conscious disinterest in taking itself seriously. This is most obvious in the various pickups you can collect, which either give you health or points. Chosen seemingly at random, they consist of cans of Coke, footballs, purple pennants, turkey legs that turn into entire turkeys when you shoot them, joysticks, and copies of the Duke Nukem game itself. It's a bit meta but that's what makes it great. When you shoot a can of Coke it will actually launch in a fizzy explosion. Where else can you find programming that specific in this era?
As for that final boss, well. It's Dr. Proton, as you might have expected. As you might not have expected, this maniacal cyborg is actually stuck in a hoverchair - 1997's super futuristic version of a wheelchair. We've been down the last-boss-is-handicapped road before,