Tag: Nostalgia

Duchess

It may seem odd, to somebody from out of town, for me to say that the news that Duchess the orangutan has cancer hit me like a punch in the gut.

It may seem odder still that that was the top story this morning on azcentral.com.

But for those of us who grew up here, Duchess is like a neighbor and an old friend. She's been at the Phoenix Zoo since 1962 -- and for a bit of comparison, my mom was born in 1963.

We lost Hazel the gorilla some years back (cancer as well), and Ruby the painting elephant not long after (complications giving birth). I suppose that, by contrast, Duchess has lived a long life. But still, it sucks.

Monkeys Aren't Donkeys

Something that always bothered me:

Okay. So Cranky Kong is supposed to be the original Donkey Kong, right? Except now he's old and cantankerous and has a long white beard.

Except here's the problem: Donkey Kong was released in 1981. Donkey Kong Country was released in 1994.

Now, I'm no expert on anthropomorphic video game gorilla physiology. But it seems to me that thirteen years is a bit of a short time to shrivel up and grow a long white beard. (And that's without even considering DK's appearance in the 1994 Donkey Kong remake just months earlier, looking perfectly healthy.)

I guess that, of all the places to draw a line in the sand for suspension of disbelief in a game about anthropomorphic, barrel-hucking gorillas, "How did that one get so old so fast?" seems rather an arbitrary place for it. But dammit, it bugged me.

And it gets worse: Donkey Kong Country Returns, released in 2010, a full 16 years after the original DKC (and 14 after DKC3) -- nobody has visibly aged. Donkey Kong, Cranky Kong, and all the rest look exactly the same as they did in 1994. 1981-1994: dramatic visible aging. 1994-2010: no aging whatsoever.

Unless -- and here's my theory -- the original Donkey Kong died of old age, the Cranky Kong in DKCR is actually the 16-bit Donkey Kong now old and decrepit, and the Donkey Kong you're playing as is actually...a now-fully-grown Kiddy Kong.

Course, then you still have to explain Diddy, Funky, and the rest of the Kong family.

Anyway. Here's the trailer for Wreck-It Ralph. Which, while not technically a movie about Donkey Kong, appears to be a much-better-thought-out story of Donkey Kong's journey from villain to hero than the Donkey Kong Country series.

HUT! HUT!

Tonight we are taking a break from Frank Zappa to honor what would have been Waylon Jennings's 75th birthday.

Waylon had a long, storied, and illustrious career, but I'll always remember him from the very first thing I saw him in, when I was just about three years old:

For any locals reading this, there's a tribute show this Sunday at the Yucca Tap Room; local great Hans Olson will be playing, among others. I'll try and be there, but, you know, I might not, so hey Internet please don't take this as an opportunity to rob my house while I'm gone.

Migraine

Stayed home from work today with a migraine. One of the worst of my damn life -- no nausea with this one, fortunately, at least, not at first, but just this awful skull-crushing agony as if a thousand Thetans were pounding at the inside of my skull trying to ec-scape.

Woke me up at about 3:15 AM, too, which to the best of my recollection is a first. I've often woken up in the morning with a migraine, but seldom in the middle of the night. I was covered in sweat, too; don't know if that's some new and exciting feature of the migraine, or if I was running a fever, or just because I live in Tempe, Arizona and it is June and our lows are around 80 degrees this time of year.

Got up at 6, called in, popped a prescription migraine pill (with codeine!), and went back to bed for a fitful in-and-out-of-consciousness "sleep" until about 11 AM.

(Tangentially: I had a job, a couple of years ago, where some middle-management fuckwit had the bright idea of combining the sick line with the help desk. One day I called in and, hours later, got a call from work asking where the hell I was -- I explained that I'd called in, but apparently the help desk hadn't gotten around to my ticket yet. I came in the next day to discover that my ticket had finally been submitted at 4:45 PM, which, as you might suppose, is not the optimal time to let an office know that a worker will not be coming in today. Like, I think by 4:45, they've probably worked that out.

Best of all, I was then randomly selected to fill out a survey about how satisfied I was with my interaction with the help desk.

I made a point of not raking the tech over the coals -- I noted that help desk techs have a lot on their plate and often poor mechanisms for prioritizing their tickets; if you've ever worked help desk I don't need to tell you that nobody ever submits a ticket as low- or medium-priority -- and said that trying to combine the sick line with the help desk line was a fundamentally bad idea.)

Anyway. Ate some instant ramen, washed another codeine down with a few cups of coffee, and that managed to knock the headache down from "I can barely move" to "dull, ever-present throbbing". And I don't know if it was the codeine, the caffeine, or the pain, but by this point my coordination was completely shot.

Then I fired up the ol' Nintendo.

There's something I learned, around the age of 12 or 13: playing video games helps with the pain.

My mom and my grandparents didn't really buy that, and I suppose under the circumstances I can't blame them -- I was, after all, saying I had a migraine, and then staying home from school and playing video games all day.

But now there's research backing what I understood intuitively as a child: video games have an anesthetic effect. In recent years there have been studies in distraction therapy suggesting that video games have a real and measurable impact on pain management. (For one example: Applications of virtual reality for pain management in burn-injured patients, via the NIH, 2009. There have been other studies besides.)

I find that quieter games tend to be a bit better. And games that don't have a lot of text, because reading makes my head hurt.

I also tend to gravitate toward the familiar, stuff from when I was a kid -- Super Mario World and the like -- and I suspect there's a "comfort food" aspect to this. Though, on the other hand, SMW requires twitch reflexes, and when my reflexes are scrambled by codeine and caffeine it can be a much more frustrating game -- which doesn't help with pain.

Knowing that, today I started with Xenoblade. It's not too heavy on the text, I'm over-leveled enough that it's pretty low-key and not difficult or frustrating, and it doesn't require much in the way of hand-eye coordination or precise movements. (Well, most of it doesn't. Fuck you, Valak Mountain.)

But what it does have is big, vertigo-inducing vistas. Fuck. I was about three minutes in before I started getting nauseous and had to turn it off. Don't know if that's the migraine or the codeine, but I popped a motion sickness pill and decided to try Super Mario World after all.

I picked up my save from the last time I had a migraine and worked my way through Twin Bridges. So I guess my reflexes weren't completely shot.

Then I had a hot bath.

Now here's a question: what the fuck is up with bathtubs?

The standard American bathtub is a rectangle, and it's, what, four and a half, five feet long? And its deepest point is where your fucking feet go.

Who came up with that shit?

I'm actually kinda curious: were bathtubs designed this way because of the belief that baths are for children and teeny-tiny elfin women, or is it that only children and teeny-tiny elfin women take baths because no average-sized human adult can fucking fit in one comfortably?

Decided not to shave afterward. Still jittery. Just because I have the wherewithal to abandon Yoshi to a tragic fate on my way to Soda Lake doesn't mean I trust myself to run sharp objects across my face.

Anyhow. Guess my point is, "staying home playing video games" isn't always as much fun as it sounds. Sometimes it doesn't mean you're slacking. Sometimes it means you're doing everything you can to deal with excruciating pain.

All things considered I'd much rather have gone to work. Because aside from the "excruciating pain" thing, I don't get sick pay, and I'll spend tomorrow playing catchup.

So it goes, I guess.

Even Superer

You know what would be great?

A version of Super Mario World that added all the cool shit from the Advance version (different physics for Luigi, randomly-colored Yoshis throughout the game) without any of the bullshit (voices, completely game-breaking extra point of damage).

Wonder if there's a hack out there.

Selling Out

It's interesting -- those last two posts have actually gotten a couple of people to tell me I should post more. A friend I hadn't talked to in a few months, somebody from the messageboard, and, to my pleasant surprise, a stranger. (Or possibly someone pulling a surprisingly elaborate hoax, which I suppose is still flattering in its own way.)

Partly because of the feedback, I'm going to try and write more here.

I've fucked around on the backend a bit; you've probably noticed posts have tags at the bottom now. I've gone through all the way back to when I first started using blogging software in '06, and tagged all of them. I'm half-tempted to go through the older ones, from when I entered everything by hand, perhaps for no other reason but to tally up how many posts each I've devoted to Mike Allred and Kurt Busiek, but that sounds suspiciously like a lot of work for very little payoff. The reason I switched to blogging software in the first place was because I found myself spending a really inordinate amount of time cutting-and-pasting from one page to another.

Speaking of which, I've also updated the KateStory page, fixed broken links, summarized Book XVIII, and added some new character entries, which is exactly the kind of irritating bookkeeping that drives me to go play Nintendo instead of updating the site. Wonder if it'd be worth it to set up a DB so I don't have to manage every character's list of appearances manually. Then again, we haven't done one of these in nearly two years.

And speaking of old crap that seemed like a good idea at the time, I've renamed the "My Personal Life" category, because that was always a pretty stupid name for "What book I am reading/What game I am playing" but which I kept for a dozen years due to a combination of inertia and mild amusement that I could refer to my categories with the shorthand "Life/Stream".

I've changed it to the more boring but more accurate "Status Updates". That still doesn't seem like a very good name, so if anybody's got a better idea I'm open to suggestions.


I ever tell you why this site is called corporate-sellout.com?

I was chatting with an old friend of mine. Girl I went to high school with; we were in drama together, and I went to my junior prom with her.

By this point we were in college. I was a freshman or a sophomore, thereabouts, and she would have been a year ahead of me.

We were still in touch but pretty testy with each other -- you know that age, where you're out on your own but still kinda stressed-out and pissed-off about everything.

Plus, I was still getting over a bad breakup. With her roommate.

Anyhow, we were talking about our majors. She'd picked creative writing and I pooh-poohed it a bit.

Not because I don't believe in writing, of course. She and I are both storytellers, at heart.

But for other reasons. I thought of college as a means to an end, a financial investment for a financial reward. And, well, I was lucky enough that I really enjoyed something that also was, unlike a creative writing, a lucrative degree. (That'd be CompSci, for those who haven't been keeping score.)

She responded, rather angrily, with "Well, it sounds like I'm studying to be an artist, and you're studying to be a corporate sellout."

It wasn't the worst thing she called me in that conversation (it was followed shortly by "asshole"), but it stuck with me.

Mostly because I make a terrible corporate sellout.

Up to that point in my life, I'd never even worked in private industry; all my work had either been for my family or for the government.

I've worked a few corporate jobs in the years since, but I'm still a bottom-rung IT temp. If I were going to sell out, it would have been for a lot more money than what I'm making.

Funny thing is, last I heard she was doing much the same work I am -- she's probably a bit higher up in the chain, actually, because a few years back she took an entry-level phone support job that I refused.

I can't say I regret refusing that job, because seriously, entry-level phone support sucks and I thank the all-powerful Atheismo every day that I no longer work in a phone bank, but I will say that the job I took instead because I thought it'd pay better and give me more room for advancement was...a miscalculation.

So it goes, I suppose. But I'm still a storyteller at heart.

I enjoy the hell out of writing. And I never really stopped doing it -- I just cut way back on doing it here.

I'm pretty damn prolific over on the forums, and I spend more time arguing with idiots in the ComicsAlliance comments section than I'd care to admit. I think I'm much better off trying to redirect at least some of that effort back this way.

I've probably got a pretty good backlog of standalone posts over at Brontoforumus (and maybe even Pyoko, if I feel like slogging through Wayback pages) that I could just copy-paste up here. I expect I'll do a bit of that, in addition to original posts.

Final Fantasy 7, Fourteen Years Later

The thing that surprised me most, on a replay of FF7 after lo these many years was, you know, it's actually pretty good. Not the best game ever, not even the best Final Fantasy -- hell, not even the best Final Fantasy released in a six-month period --, but pretty good.

It's easy to scoff at it in hindsight, probably because it's not nearly as good as some people claim it is. And frankly I'm embarrassed by my own youthful enthusiasm for it. But, truth be told, it's a good game. And it's not really logically consistent to love 6 and hate 7, because 7 is so clearly a refinement of 6. Amnesiac hero reluctantly joins underground organization fighting an evil, technocratic Empire that is extracting the spirits of a dead, magical race into glowing stones to use for its own nefarious purposes? Yeah, that sounds pretty familiar. The leader of the Empire is killed by a psychopath who is the product of one of its magical infusion experiments gone wrong, and who then becomes the Big Bad? Check. The key to saving the world is a mysterious girl who escaped from the empire's lab and turns out to be the daughter of a human and one of the aforementioned magical race? Mhm. Even the environments and the music are awfully familiar.

Which I suppose in itself could be taken as a knock against FF7 -- it hits a lot of the same beats as its predecessor. But this is Final Fantasy we're talking about. It's not like FF6 was fresh and new -- if you squint, the above plot summary isn't too far off from FF4's, either. And truth be told, 7 does some things better than 6.

It's easy to lose sight of in a flashy, forty-hour game, but, at least in places, FF7 shows a remarkable economy of storytelling. Take President Shinra -- for the first act of the game, he's the presumptive villain, and he makes a hell of an impression. But in truth he only appears in two scenes, I can count his lines of dialogue on my hands, and then he's promptly killed, offscreen, by a character you've never seen and have only heard of in rumors.

That's a pretty far cry from Kefka and Gestahl, really. Kefka is clearly the game's villain from the get-go, and you know sooner or later he's going to take out the Emperor. As for Gestahl, he doesn't get a lot of development but he's in a few scenes and you get a decent sense of who he is.

With Shinra, by contrast, you get a sense of who he is with very minimal information. It's quite well done. And then he's killed just a few hours in, by somebody who hasn't even been introduced yet. That's a shock -- and the presentation, the darkened halls filled with blood, is pretty unexpected too.

The key difference between Shinra and Gestahl -- and the key difference between their respective empires, and arguably between the settings of the two games -- is that Gestahl is an actual head of state, while Shinra is a CEO. The Mayor of Midgar only briefly appears in the game, and makes it very clear that he's a powerless figurehead. The man who runs the reactors rules the world. Forget the motorcycles, that's the most modern thing about FF7.

Shinra's also utterly ruthless and calculating. He wipes out an entire slum and blames it on the terrorists who have been sabotaging his reactors.

(It does fall apart a bit in the Corel flashback. Barrett convinces the people of his town to sell out to Shinra -- and then Shinra burns down the town anyway? I really have no idea how that serves the plot at all. It's not even there to fill the "hero's hometown gets burned down" box on JRPG Bingo, because by that point in the game Sephiroth's already burned Nibelheim, in a different flashback.)

Rufus makes an interesting contrast to his father. For all his initial talk about ruling by fear, his death is a contrast to his father's: the elder Shinra dies after destroying Sector 7; the younger dies saving Midgar. He doesn't have to be there; he could have evacuated, and he chose not to. His deeds redeem him, even if he's still not a very nice person -- and even if Midgar ends up destroyed anyway.

But probably the best example of FF7's skill in economical storytelling is the destruction of Sector 7 and the deaths of Biggs, Wedge, and Jessie. Sure, they're the requisite Star Wars-named fodder characters (Romanized correctly here for the first time!), and no, they don't have that much screentime, but you grow to like them in that short time. You learn just enough about their hopes and their doubts -- Wedge's guilt over the civilian casualties, Jessie's nervousness about her forged ID cards -- to feel for them. And Wedge is a legitimately fantastic example of a character whose personality is communicated visually, through his model and his body language. Which of course starts to bleed into my previous post and the observation that simple, iconic images can convey a whole lot to an audience.

There's a point where the uniqueness of gaming comes into the Sector 7 collapse, too. Sure, killing a bunch of poor people and blaming it on the hero is stock Bond Villain stuff, but this is different: the first opportunity you get to do a little bit of free exploration is Sector 7. You wander around, you meet people, you slowly get introduced to the world of the game there. It's not that the villagers have gotten too much more complicated since welcoming you to Coneria and warning you that the Fire Fiend will burn everything up, but they have little stories and personalities -- hell, the building designs have more character than the people, but the bottom line is that you get a feel for Sector 7 that you don't get for most fodder locations. (Contrast with FF6: Kefka's murder of the population of Doma establishes him as a very bad man, but you're not emotionally invested in Doma or in anyone there except Cyan and his family.) In short, a couple of lines of dialogue, some atmospheric design, and the proper placement in a game's narrative and presentation can really make a minor location stand out.

Oh, and the steel beam through the playground is as subtle as a chainsaw to the face, but it's definitely a memorable image.

And while the game can get awfully overbearing in places, it has some deep themes that are presented without being harped on. Of course the whole thing revolves around Japan's complex relationship with nuclear power -- something thrown into stark relief as I replayed it a few months ago when the Fukushima meltdown was in the news -- and it makes Barrett's team the ostensible heroes, but there are shades of gray there. Barrett is well-meaning, and perhaps the character with the purest motives in the game (leave a better world for the little girl he's adopted) -- but he's also a revenge-obsessed terrorist who gets a lot of people killed, most of them innocent and some of them his own team. And he's easily the most sanctimonious character in the game -- he rants constantly about saving the planet from the monsters who are sucking its lifeblood to generate power, and the game respects our intelligence enough not to point out the irony that he's a former coal miner.

Interface

It's not just the story that feels like an update of FF6; the actual gameplay is really quite similar too. Materia's not so far off from Espers -- the main difference is that it makes the characters even more interchangeable -- and the game is similarly unbalanced. It's still trivial to produce a party that will take the last boss out in a round or two; the game ups his stats a bit if you're at level 98 or 99, but it doesn't really make for a challenge.

There are challenges, of course, for advanced characters -- Huge Materia and the Weapons -- and in this sense, the game is better-rounded than FF6. The biggest problem is that, for the most part, they suck. On my latest play-through, I probably spent about ten hours grinding on Magic Pots and Movers, and for what? Spammy, unsatisfying battles with the Weapons, and a bunch of Master Materia I didn't need.

Seriously, if I ever try to beat Ruby and Emerald on a future playthrough, or get any Master Materia (with the possible exception of yellow), just give me a quick smack in the back of the head. It's stupid and it's a waste of time. And the Arena's not much better.

...but back to the interface. If you don't bother with all the side crap, it's pretty neat! And while weapons and armor have been simplified way down from 6, they complement the Materia system nicely. Do you optimize for equipment stats, for number of Materia slots, for number of linked Materia slots, or Materia growth?

And the Blue Materia are pretty neat too. Added Effect/Hades was always a favorite, and Phoenix/Final Attack is clever if overkill.

Where FF7 runs into its biggest gameplay problems is in simply interacting with the world. It's an early 3D game, and it's obvious that the team was still trying to figure out how to realize the Final Fantasy rules in that context.

This is most apparent in the field. There is a stunning variety of detailed backgrounds in the game. The trouble is that they're low-resolution, low-color prerenders, and much of the time it's difficult to figure out simple things like where you can walk and where you can't.

Image: Train yard
Can anybody tell me where the fuck I'm supposed to go on this screen?

There's a toggle you can use to show points of interest, but it's not very useful.

And battle's not much better. In classic Final Fantasy style, it consists of your party in one line and the enemy party in another line, but, for the first time, the characters actually move across the screen when they attack each other -- and the devs thought it would be a good idea to compensate for that by adding movement tracking to the battle interface.

They were wrong.

Say I'm trying to attack a monster, and it moves across the screen while I'm trying to point at it. Well, suddenly it's not where it was a second ago, and I have to move the pointer around to get to it. And probably wind up pointing at my own party somewhere in the process. Or, the reverse -- I'm trying to heal or buff one of my party members, and she jumps across the screen. (Actually it's a pain in the ass to target your own party members even when they're standing still, because the game can't seem to decide whether they're arranged left-right or up-down.)

All of which is just needlessly complicated, seemed-like-a-good-idea naivete. Changing the graphical presentation should not have actually changed the controls! FF7's battle interface is functionally identical to the previous six games'; it should play exactly the same even though it looks different. So that monster's not actually standing in his spot when I point at it? It doesn't matter; if I point at where he was standing a half-second ago it should still target him!

Music

The music in this one is just superb; it's legitimately one of the best original soundtracks in gaming history. Can you remember the first time you heard the boss theme? I can.

If I have one complaint, it's that you can pretty clearly hear Uematsu recycling the same themes at this point in the series -- Aeris's theme sounds a lot like Celes's theme, and they both bear a more-than-passing resemblance to Fanfare for the Common Man.

On the other hand, it's hard to fault Uematsu for retreading musical themes when the game retreads so many story themes -- you can't really blame him for making the Mako Plant sound like Vector when it looks so damn much like Vector too.

Ultimately, I can't take too many points off Uematsu for experimenting with the same riffs throughout the years. Charting his career through the series, it's the story of a guy learning his craft and learning new tools as they develop -- in his chiptune days, he was a programmer as much as a composer. The very first thing you hear in the very first 16-bit Final Fantasy is an extended version of the Prelude theme from the preceding three games. The first thing you hear in 7 is that theme again, this time with harp and vocals.

The move to the PS1 hardware had almost as profound an effect on the audio of the Final Fantasy series as the video. It allowed Uematsu a wide-open world to compose in MIDI, and, in a couple of cases, to use Redbook audio as well. FF6 had already involved some long, complex pieces that went on quite awhile before looping back to the start (Terra's overworld theme being the best example), but 7 had many more. And with instrument samples, the MIDI sounded less artificial than the chiptunes of yore.

The Love Triangle

The biggest problem with the Cloud/Aeris/Tifa triangle is that it's a case of two Bettys and no Veronica. (For you kids out there, you can substitute "Betty and Veronica" with "Edward and Jacob". Probably. I don't know; I couldn't even make it all the way through Steve's summary of Twilight. And it was hilarious.)

Tifa and Aeris are too much alike. At a glance, you expect the obvious trope: the scantily-clad, well-endowed one is the sassy, liberated one, while the conservatively-dressed one is a shy girl-nextdoor type. And at first, the game seems set to go down that path -- after all, you meet Aeris in a church and Tifa in a bar. Then, it takes an interesting turn suggesting that maybe they're about to subvert the trope and reverse the roles, as Tifa turns out to be literally the girl nextdoor and Aeris fearlessly guides you through the slums where she's grown up. But that potential twist never really pays off, and ultimately Tifa and Aeris are both the shy girl nextdoor. There's not a whole lot that distinguishes them from one another, and ultimately the competition between them never really feels like there's anything at stake in it.

Of course, once Aeris gets shish kebabed the triangle is resolved while simultaneously finally achieving a real dichotomy -- Cloud never makes a choice between the two women, the choice is made for him, and the rivalry for the audience's affection is no longer between two sweet girl-nextdoor types but, instead, between the angelic figure who died tragically and the girl who survives, stands by Cloud through his breakdown, and literally follows him to the ends of the earth. That is an interesting contrast, and it's most likely why people still care about Tifa and Aeris all these years later.

And of course there's also the rudimentary romance subquest that served to define them throughout RPG's to come. You can't seriously tell me that any of BioWare's romances are substantially more complex or nuanced than choosing your date for the Gold Saucer. Hell, it's even got a same-sex option!

The Translation

My God.

I played the PC version on my recent playthrough, and the most infamous errors ("This guy are sick", "Off course!/No, way!") were fixed, but there was still a "creek in the floor", and I'm pretty sure I saw "shit" spelled with an apostrophe. And the first boss fight still begins with Cloud instructing you to "Attack while it's tail's up!" -- less notable for the misplaced apostrophe than the omission of the rather nontrivial word "Don't", pretty much guaranteeing everyone playing the game for the first time would die twenty minutes in.

There's an absolutely fantastic peek behind the curtain in The Rise of Squaresoft Localization, an article by Wesley Fenlon at 1up. To wit: the massive script of FF7 was translated by one guy, who had little or no access to the original team, had no "series bible" of common Final Fantasy names and words, and had to hack the whole thing into a foreign character set. Considering that, he did a pretty good job -- I mean, we're still talking about the damn thing, aren't we?

But on the whole it was a big step down from Ted Woolsey's FF6 translation. Sure, that one has its detractors, but I can't for the life of me figure out why. It's got mistakes ("Vicks and Wedge"), truncations ("Fenix Down", "Carbunkl"), and plenty of 1990's-era-Nintendo censorship, but not only does it exceed 7 in its adherence to the basic rules of English spelling and grammar, it's also a lot more fun.

I suspect that FF7 is more like the American FF2 writ large in that people enjoyed it because the deeper themes of its story shone through the lousy script that conveyed them.

Right Time

I think the defining characteristic of FF7 is that it is spectacularly adolescent.

That's not entirely a bad thing -- in fact, it was adolescent in a time when its medium and its audience were adolescent too. It was big, it was operatic, it was bombastic; it was obsessed with its own appearance; it treated its shallow, superficial philosophy as if it were really deep and thought-provoking; it featured awkward cursing and a busty girl nextdoor and in the end it wasn't nearly as damn important as it seemed at the time. In other words, it's pretty damn obvious where its appeal to its target audience came from.

Final Fantasy 7 and Iconic Images

I closed Part One of my Final Fantasy 7 retrospective by saying that the Phoenix Rejuvenation Project, a mod designed to replace all the super-deformed field character models in the game with more detailed and realistically-proportioned ones, was the product of a lot of hard work by a lot of talented people...but just a bad idea on principle. The reason I believe this comes down to one essential point:

Final Fantasy 7 is ridiculous.

Now, the game has a huge fanbase, most of which was captivated by its epic story, cinematic atmosphere, and shocking moments. And I think that, given those elements, people tend to forget exactly how damn silly it is.

Here's an example. You're following Sephiroth -- the man who left a trail of blood and bodies ending in a dead President, a man who burned the heroes' village to the ground -- and his trail leads to...an amusement park. After you get your fortune told by a talking stuffed cat, and optionally ride the roller coaster and play an arcade game about the mating habits of Moogles, you find another trail of blood and bodies, these cut down by machine-gun fire. It's briefly implied that your colleague Barrett is the killer, but it turns out it's actually his best friend Dyne. Dyne's gone off the deep end and just wants to burn everything down; when he hears his daughter is still alive and Barrett's adopted her, he threatens to kill her and Barrett has to kill him first.

And then you go race a Chocobo.

Seriously. That is not an exaggeration. At all. The delay between Barrett having to gun down his best friend in order to protect his daughter and Cloud becoming a jockey in a race between giant pastel-colored birds is approximately thirty seconds.

The tone of FF7 shifts so often and so wildly that if you think too hard about it your brain will get whiplash. Do I even need to get into Wall Market and Don Corneo's Mansion? Do I ever want to see a realistically-proportioned Don Corneo thrusting his hips at me? (Actually, I looked for one from the Rejuvenation Project to inflict upon you, my audience, and couldn't find one. Maybe they don't want to see it any more than we do.)

And I can't stress this enough: one of your party members is a talking stuffed cat.

Final Fantasy games, at least since the 16-bit era, are a delicate balancing act of the serious and the silly, and 7 is probably the one that shows that contrast most clearly. And key to its balancing act is its use of exaggerated, iconic character models.

In the essential Understanding Comics, Scott McCloud explores the power of simple, iconic images:

Image: Understanding Comics
Image: Understanding Comics

It doesn't just apply to comics, of course; it works for any form of cartooning. Similarly, a few years back some dumbass critic wrote a review of Monster House where he loudly proclaimed that it was the most important animated film of all time, and summarily dismissed the entire history of animation on the grounds that, prior to performance capture, cartoons couldn't truly convey emotion. I'm convinced he was just trolling, but Amid Amidi at Cartoon Brew tore him a new one across multiple blog posts, including one with this side-by-side comparison:

Image: Monster House vs. Bugs Bunny

One's got a dead-eyed Uncanny Valley face, and the other one is Bugs goddamn Bunny. Bugs is an enduring icon who is recognized the world over and has remained popular for over 70 years, whereas Monster House...well, did you even remember what Monster House was when I mentioned it?

The point is, in cartooning, you take essential elements and exaggerate them. FF7's chibis do that: little bodies, big heads, and exaggerated movements in a story that is itself bigger-than-life. The Phoenix Rejuvenation Project injects more realistically-proportioned figures into those same exaggerated movements and bigger-than-life story, and the result is a pretty clear clash:

Image: Comparison of Barrett waving his arms, original vs. Rejuvenation
Image: Comparison of Barrett shaking his fist, original vs. Rejuvenation

FF7's field models lack even the basic facial emotions of FF6; each character has only one unchanging facial expression, and emotions are conveyed through exaggerated movement. In the Phoenix Rejuvenation Project, that doesn't change -- and it's a lot easier to accept a static facial expression when it's just a couple of lines and dots than when it's more fully formed, easier to accept ridiculous arm-waving from a squat little Playmobil man than one who's more reasonably proportioned.

And even if they could somehow take all that out, give the characters emote animations that fit their new models, you'd still have the Honeybee Inn, Sephiroth tossing people around like ragdolls in Nibelheim, Yuffie leaping across the screen, and, oh yeah, a talking stuffed cat. There are large swaths of the game that simply cannot be made to fit this art style.

I'm not opposed to overhauling FF7's field graphics by any means -- but Team Avalanche has the right idea: keep them chibi, just make them smoother and more detailed chibis.

Of course, even that approach is fraught with peril; FF9 tried it and we got a leading lady who doesn't look like a detailed chibi so much as, well, a dwarf.

Image: Final Fantasy 9's Princess Garnet


Next time: An attempt at a thorough critical analysis of Final Fantasy 7, what it did right and what it did wrong. Combat! Love triangles! Japanese nuclear anxiety! Recurring themes, both literary and musical! Keep goin'? Off course!

And in the meantime, don't forget to join the discussion currently raging at Brontoforumus!

Final Fantasy 7 PC Mods

I'm not altogether sure when I first stumbled across the Final Fantasy 7 modding community. It's not surprising that it exists -- it is, after all, a popular game with a huge fan following -- but it is perhaps surprising that there are some really high-quality improvements to the game out there. High enough that I got the itch to replay the game for the first time in about a decade.

I'll talk about the experience of replaying it at 28 later. (tl;dr: it's not as good as 15-year-old Thad thought, but it's better than 18-year-old Thad thought.) For now, I'll stick with the technical.

Now, there are advantages to simply emulating the PlayStation version -- the ability to save anywhere is a biggie, and emulator-level texture smoothing is nice too. But I decided to go with the PC version because, again, it's the mods that drew me in. The major hub of mod development is the qhimm forums. And here are a few I've been using, ranked in order of importance.

The Essential

First, you'll need to get the game. Try eBay.

Then, you'll need to patch it to version 1.02.

And there's one mod that is absolutely necessary to get Final Fantasy 7 PC to run at all on a post-Win98 computer: Aali's Custom Graphics Driver. At the time of this writing it's at version 0.7.10b, but it's under active development. Make sure you jump to the end of the thread and grab the latest version; the link in the first post is version 0.1a from March 2009.

Setting it up is a simple process and described in the post that links it. You need to run both ff7config.exe and ff7.exe with full Administrator privileges, and I found that the graphics looked washed-out until I set compress_textures = no in the ff7_opengl.cfg file. It's probably a good idea to go through the troubleshooting thread if you have any other issues with it.

The Pretty Great

FMV Updates -- the PC versions of the FMV cutscenes look, inexplicably, even worse than the PlayStation versions. Modder DLPB has taken the PS1 versions and given them frame-by-frame upscaling and cleanup. The end result is, as he put it, a polished turd -- it's still kind of a mess but it's a damn sight better than what you get out of the box. Keep in mind that, after installing, you'll need to edit the videopath setting in your Windows registry.

Avalanche's Graphical Overhaul: Gorgeous but not quite finished.Team Avalanche's Graphical Overhaul (the thread links the GUI Update as well, but I'll get to that a little lower down). Many of the models in FF7 -- such as the characters, monsters, and treasure chests -- are untextured polygons. That means they upscale without loss of quality, and actually hold up pretty well even though they're not as smooth as what we're used to in this day and age. The polygons with 2D textures on top of them, on the other hand -- like, say, the world map -- look quite a lot the worse for wear upscaled to a modern resolution. The Avalanche World Map Patch adds hi-res textures, in both 720p-and-down and 1080p-and-up flavors, and it looks goddamn gorgeous. It's currently an 0.9, which means it's not quite there yet -- now and again you'll see a low-res stripe on a hi-res mountain, as in the image to your right -- but it's close, and it's well worth installing in its mostly-complete state. (YMMV on which components you want to install -- I don't use the alternate avatars or the replacement Barrett model.)

FF7Music: Okay, so the FF7 soundtrack sounds not-very-good coming out of Windows's default MIDI sequencer. It's bundled with its own Yamaha sequencer, but it's incompatible with modern versions of Windows. It's possible -- and perhaps more elegant -- to tweak your soundfont with Timidity, but FF7Music gives you the flexibility to set whatever tracks you want. The installer I linked includes the PS1 version of the music, and also a resequenced version by a guy going by the handle finalfantim -- it's not a remix as it's the exact same MIDI tracks, but he's resequenced them using high-quality instruments and, while it's a matter of taste, I find that they sound better in nearly all cases. (Except the guitar on his version of the Cosmo Canyon theme; I don't care for that and use the PS1 version.) Of course, there's also the option of customizing it with music of your choice -- I've always hated the FF7 version of the Victory Fanfare, so I've swapped it out for a nice Minibosses version instead. And if you want to edit music files so they loop properly, there's a tutorial for that, too.

(The biggest drawback for me? While the thread says FF7Music works in Wine, I've found it doesn't work very well on my system -- it'll play a track or two, the opening, maybe the overworld theme when I load my game, but it stops after a few track changes. So if I want to enjoy the benefits of FF7Music, I have to reboot to Windows proper. YMMV, though; if you want to try using it under Wine, maybe you'll have better luck than I did.)

(I should add, though, that in my experience every single other mod I list here works great under Wine.)

Haven't Decided What I Think of These Yet

Team Avalanche's GUI Overhaul -- I linked this same thread up above to praise the Graphical Overhaul, but the GUI update is a separate mod. And as the header implies, I'm not sure if I like it or not. It's added a font that looks more like the one in the PS1 version of the game, but I'm not sure it looks as good as the default Windows font; there are some spacing issues I don't care for. And it actually supercedes some of the additions in the Graphical Overhaul -- for example, the GO includes a rather nice set of color item icons by a guy named romeo14, but the custom GUI will ignore them in favor of its own grayscale versions. And while it works fine on one of the two computers I installed it on, it somehow managed to hose my installation on the other, leaving it so that the game crashes as soon as I load a menu -- and it must have overwritten a setting somewhere, because it happens even if I disable the mod.

Project Blackfan -- Okay, so we've covered overworld graphics. This is a huge attempt to replace all the field graphics. Modder yarLson is extracting every single background image and running it through a Photoshop filter. The result -- well, the biggest problem is that they're all PNGs because that's the only format Aali's driver supports; highest-quality JPEGs would have looked just as good and taken up a fraction of the space. As for how they look, that's a matter of personal perspective; all graphics filters inevitably come down to whether you prefer your upscaled lo-res images to be pixellated or blurry. These are blurry. For my money, they work absolutely wonderfully on natural environments that look like photographs (like the rocky areas in the North Crater) but aren't as good on the technological sets (like the Highwind). It's worth checking out to see what you think; since the files sit in the mods\[modpath]\field directory, they're trivial to remove if you don't like them.

Millenia's custom weapons for Cloud -- from what I've seen these look great; however, the new swords appear to have finally shattered my Cloud's fragile psyche and convinced him to join Cobra.

Image: Cloud's messed-up jaw

Keep an Eye on These

Retranslation -- this could go either way. It's sure to be more competent than the game's official translation, but it's too early to tell whether it will be any fun. Fan translations of Final Fantasy 4 and 5 back in the 1990's were fun and vastly superior to Square's initial attempts at English scripts for those games, but the fan translation of 6 met a more lukewarm reception; I'm part of the group that thinks it sucks all the charm out of Woolsey's (admittedly compromised) version. Now, this 7 fan translation could end up like 4 and 5, or it could end up like 6 -- and given that the focus seems to be on debating whether the Turks should be named Reno and Elena or Leno and Yrena, I'm sadly inclined to fear the latter. But hey, at least they know how to spell mithril.

Menu overhaul -- this is actually included in the Retranslation mod, so don't install both. (Actually, at the time of this writing neither one of them has a demo available to install at all, but...you know, keep it in mind once they're updated.) At any rate, it changes the menu font and alignment, apparently to something more closely resembling Final Fantasy 9's version. It was initially designed to accommodate the longer names of items, spells, and summons in the retranslation, but I foresee it improving aesthetics and possibly even gameplay for the existing version of the game as well.

FL's Battle Scene/World Map Enhancement -- I've covered projects to improve the world map and the field maps; this one is for the battle scenes. (And also the 2D bits of the world map, like the skyline with Meteor, though I couldn't get that bit to work -- maybe it's incompatible with Team Avalanche's world map version?) It's still early days, but it's looking good.

Project Bombing Mission -- Team Avalanche's project to replace all graphics -- battle and field, background and character -- in the opening section of the game.

Q-Gears -- an attempt to rewrite the FF7 engine from scratch. It's the equivalent of Exult, the open-source engine for Ultima 7; it would use the FF7 resource files but would provide its own executable. If this project is finished, it has potentially huge ramifications; it would mean multiplatform support for FF7 and, potentially, other PS1-era Square games like 8, 9, and Xenogears. It could make all of them easier to mod, as well as open up opportunities for people to develop their own games based on the engine.

Haven't Tried

Kranmer's Trainer -- I griped earlier about FF7 PC's lack of save-anywhere functionality. Well, nobody's grafted save states onto the thing, but this trainer purports to do the next best thing: enables the "Save" and "PHS" options any time you open the menu. I say "purports" because AVG flags the binary as a Trojan and refuses to run it, so I haven't actually tried it; I believe it's a false positive but fair warning, use it at your own risk.

AnyCD -- purportedly this removes the need to change discs/mounted disc images. It's not a nodisc crack, as you'll still need at least one game disc (or image) to play, but if it works that's two disc images you don't need to store on your hard drive. Three if you include the installation CD.

Zerox's Tifa model -- I haven't tried any replacement character models because it would be distracting to have a detailed character standing in-between two PS1-vintage ones; maybe I'll replay the game when there are high-detail models for every character. But this one looks good from the screenshots!

Not Actually a Mod

Can't really think of a better place to put this. While FF7 PC has joystick support, I couldn't get it to recognize my Rumblepad 2. I rigged up keyboard emulation using Logitech's Gaming Software. I mapped the buttons to the appropriate keys to match the PS1 button config, and additionally set up the left stick for movement and the right stick for camera rotation. (I also set it up so pushing in the left stick works as a second Run button, but it doesn't work very well.) You can import my settings or, if you don't have a Logitech controller or just don't like my settings for some reason, try rolling your own using finalfantasy7pc.com's game controls page as reference. (If you are using Logitech's Gaming Software, remember to check the inexplicably-named "FPS Style Movement" box or diagonals won't work on the D-pad. Because FPS, apparently, is the only genre where you hit two directional buttons to make a diagonal.)

Not My Cuppa

APZ Cloud -- this one's been pulled from the qhimm forums since the designer swiped the textures from somewhere else; he's working on a new version now. The existing APZ Cloud is a popular mod but I don't really like the look of it -- but YMMV. I preferred his Kingdom Hearts model, but he never released it for download; the qhimm forums have a strict policy against ripping models from other games.

Phoenix Rejuvenation Project -- an incredibly ambitious project to replace every single "chibi" field character with a more detailed, more realistically-proportioned version. I have a great deal of respect for the talent and work that's gone into the project, but I think it's a bad idea from the get-go; I'm all for more detailed models but the field models should stay chibi. In fact, I intend to devote my entire next post to the subject. Be here.


If you would rather be somewhere else, do feel free to discuss this post and general FF7age over at Brontoforumus.

Also, I finally fixed the horribly outdated worstforumsever.com link at the top of the sidebar. Just in time for my background check!

List of Thundercats Episodes

First, a note on ordering, which is much more complicated with Thundercats than Silverhawks.

Regardless of what you may have seen on IMDb and various other sites, Thundercats ran four seasons, not two. Since the extent of the research the guys at Warner did for the Thundercats DVD release appears to have been "look it up on IMDb", the DVD's themselves give the wrong number of seasons.

(The best proof I've found for the four-season claim -- other than my own not-inconsiderable memory -- is on purrsiathunder.org. Purrsia has collected some original scripts, which are dated.)

(Also, if all goes well, you may be reading this at some point in the future when IMDb is no longer wrong. I'm trying to fix it but it's taken some time to convince the editors.)

(Update 2014-10-09: Per the excellent Hear the Roar! by David Crichton, there were two production seasons which were split into four broadcast seasons. The second production season was made up of 60 episodes and split into 3 broadcast seasons of 20 episodes, each added to syndication a year apart. Thanks to Mr. Crichton's book, I have finally convinced IMDb to fix its stupid madeup airdates.)

But it's still not that simple, because the original broadcast order of Thundercats was itself wrong, with first-season episodes airing out of story order -- notably, the Lion-O's Anointment arc aired with a bunch of episodes in-between instead of all five episodes running in a row. So there's an alternate order for those, too. Purrsia calls it the Modern Order. It's apocryphal, but I'm using it here because it makes a damn sight more sense than the broadcast order.

So, to wit, I've given three different versions of the numbering: MO for Modern Order, BO for Broadcast Order, and DVD for DVD order (which is the same as broadcast order but numbered differently).

Thundercats-Ho! aired as a TV movie and then was split up into 5 episodes. Note that numbering it as 1x66-70 is not strictly accurate, as it falls between season 1 and 2, but I'm using that numbering for sorting purposes.

So, to it.

Update 2014-10-09: Also per Hear the Roar, it may interest you to note that Julian P. Gardner is an alias used by Jules Bass. (Probably less interesting, but still notable: Bill Ratter is an alias used by a writer named Deborah Goodwin, who to my knowledge does not have any credits beyond Thundercats and Silverhawks.)

MO BO DVD Title Writer
1x01 1x01 1x01 Exodus Leonard Starr
1x02 1x02 1x02 The Unholy Alliance Leonard Starr
1x03 1x03 1x03 Berbils Leonard Starr
1x04 1x04 1x04 The Slaves of Castle Plun-Darr Leonard Starr
1x05 1x07 1x07 Trouble With Time Ron Goulart & Julian P. Gardner
1x06 1x05 1x05 Pumm-Ra Julian P. Gardner
1x07 1x06 1x06 The Terror of Hammerhand Ron Goulart & Julian P. Gardner
1x08 1x08 1x08 The Tower of Traps Leonard Starr
1x09 1x09 1x09 The Garden of Delights Barney Cohen & Julian P. Gardner
1x10 1x10 1x10 Mandora — The Evil Chaser William Overgard
1x11 1x11 1x11 The Ghost Warrior Leonard Starr
1x12 1x12 1x12 The Doomgaze Stephen Perry
1x13 1x13 1x13 Lord of the Snows Bob Haney
1x14 1x14 1x14 The Spaceship Beneath the Sands Leonard Starr
1x15 1x15 1x15 The Time Capsule Peter Lawrence
1x16 1x16 1x16 The Fireballs of Plun-Darr William Overgard
1x17 1x17 1x17 All That Glitters Bob Haney
1x18 1x18 1x18 Spitting Image Howard Post
1x19 1x37 1x37 Lion-O's Anointment First Day — The Trial of Strength Leonard Starr
1x20 1x42 1x42 Lion-O's Anointment Second Day — The Trial of Speed Leonard Starr
1x21 1x46 1x46 Lion-O's Anointment Third Day — The Trial of Cunning Leonard Starr
1x22 1x50 1x50 Lion-O's Anointment Fourth Day — The Trial of Mind Power Leonard Starr
1x23 1x61 1x61 Lion-O's Anointment Final Day — The Trial of Evil Leonard Starr
1x24 1x19 1x19 Mongor Peter Lawrence
1x25 1x20 1x20 Return to Thundera Bob Haney
1x26 1x25 1x25 Snarf Takes Up the Challenge Peter Lawrence
1x27 1x31 1x31 Mandora and the Pirates William Overgard
1x28 1x23 1x23 The Crystal Queen Leonard Starr
1x29 1x24 1x24 Safari Joe Stephen Perry
1x30 1x32 1x32 Return of the Driller Howard Post
1x31 1x45 1x45 Turmagar the Tuska C. H. Trengove
1x32 1x26 1x26 Sixth Sense Peter Lawrence
1x33 1x21 1x21 Dr. Dometone William Overgard
1x34 1x22 1x22 The Astral Prison Peter Lawrence
1x35 1x34 1x34 Queen of 8 Legs Stephen Perry
1x36 1x33 1x33 Dimension Doom Bob Haney
1x37 1x43 1x43 The Rock Giant Peter Lawrence
1x38 1x27 1x27 The Thunder-Cutter William Overgard
1x39 1x48 1x48 Mechanical Plague Peter Lawrence
1x40 1x38 1x38 The Demolisher Bob Haney & Peter Lawrence
1x41 1x29 1x29 Feliner, Part 1 Stephen Perry
1x42 1x30 1x30 Feliner, Part 2 Stephen Perry
1x43 1x51 1x51 Excalibur Peter Lawrence
1x44 1x52 1x52 Secret of the Ice King Bob Haney
1x45 1x35 1x35 Sword in a Hole William Overgard
1x46 1x28 1x28 The Wolfrat C. H. Trengove
1x47 1x53 1x53 Good and Ugly Peter Lawrence
1x48 1x55 1x55 Divide and Conquer Lee Schneider
1x49 1x41 1x41 The Micrits Bruce Smith
1x50 1x59 1x59 The Superpower Potion C. H. Trengove
1x51 1x36 1x36 The Evil Harp of Charr-Nin Douglas Bernstein & Denis Markell
1x52 1x40 1x40 Tight Squeeze Stephen Perry
1x53 1x39 1x39 Monkian's Bargain Lee Schneider
1x54 1x57 1x57 Out of Sight C. H. Trengove
1x55 1x44 1x44 Jackalman's Rebellion Bruce Smith
1x56 1x58 1x58 The Mountain Danny Peary
1x57 1x60 1x60 Eye of the Beholder Kenneth E. Vose
1x58 1x47 1x47 The Mumm-Ra Berbil Jeri Craden
1x59 1x62 1x62 The Trouble with Thunderkittens Kimberly B. Morris
1x60 1x63 1x63 Mumm-Rana Bob Haney
1x61 1x49 1x49 Trapped Stephen Perry
1x62 1x54 1x54 The Transfer Lawrence Dukore & Lee Schneider
1x63 1x64 1x64 The Shifter Matthew Malach
1x64 1x56 1x56 Dream Master Heather M. Winters & Annabelle Gurwitch
1x65 1x65 1x65 Fond Memories Lee Schneider
1x66 1x66 2x01 Thundercats-Ho! Part 1 Leonard Starr
1x67 1x67 2x02 Thundercats-Ho! Part 2 Leonard Starr
1x68 1x68 2x03 Thundercats-Ho! Part 3 Leonard Starr
1x69 1x69 2x04 Thundercats-Ho! Part 4 Leonard Starr
1x70 1x70 2x05 Thundercats-Ho! Part 5 Leonard Starr
2x01 2x01 2x06 Mumm-Ra Lives! Part 1 Leonard Starr
2x02 2x02 2x07 Mumm-Ra Lives! Part 2 Leonard Starr
2x03 2x03 2x08 Mumm-Ra Lives! Part 3 Leonard Starr
2x04 2x04 2x09 Mumm-Ra Lives! Part 4 Leonard Starr
2x05 2x05 2x10 Mumm-Ra Lives! Part 5 Leonard Starr
2x06 2x06 2x11 Catfight Chris Trengove
2x07 2x07 2x12 Psych Out Sandy Fries
2x08 2x08 2x13 The Mask of Gorgon Romeo Muller
2x09 2x09 2x14 The Mad Bubbler Kimberly Morris
2x10 2x10 2x15 Together We Stand Herb Engelhardt
2x11 2x11 2x16 Ravage Island George Hampton & Mike Moore
2x12 2x12 2x17 Time Switch Sandy Fries
2x13 2x13 2x18 The Sound Stones J. Larry Carroll
2x14 2x14 2x19 Day of the Eclipse Kimberly Morris
2x15 2x15 2x20 Sideswipe William Overgard
2x16 2x16 2x21 Mumm-Rana's Belt James Rose
2x17 2x17 2x22 Hachiman's Honor J. Larry Carroll
2x18 2x18 2x23 Runaways Bill Ratter
2x19 2x19 2x24 Hair of the Dog Chris Trengove
2x20 2x20 2x25 Vultureman's Revenge Herb Engelhardt
3x01 3x01 2x26 Thundercubs, Part 1 Peter Lawrence
3x02 3x02 2x27 Thundercubs, Part 2 Peter Lawrence
3x03 3x03 2x28 Thundercubs, Part 3 Peter Lawrence
3x04 3x04 2x29 Thundercubs, Part 4 Peter Lawrence
3x05 3x05 2x30 Thundercubs, Part 5 Peter Lawrence
3x06 3x06 2x31 Totem of Dera J. Larry Carroll
3x07 3x07 2x32 Chain of Loyalty Bill Ratter & Peter Lawrence
3x08 3x08 2x33 Crystal Canyon Sandy Fries
3x09 3x09 2x34 The Telepathy Beam Kimberly Morris
3x10 3x10 2x35 Exile Isle William Overgard
3x11 3x11 2x36 The Key to Thundera Matthew Malach
3x12 3x12 2x37 Return of the Thundercubs J. Larry Carroll
3x13 3x13 2x38 The Formula Kimberly Morris
3x14 3x14 2x39 Locket of Lies Bill Ratter
3x15 3x15 2x40 Bracelet of Power Bill Ratter
3x16 3x16 2x41 The Wild Workout Becky Hartman
3x17 3x17 2x42 The Thunderscope George Hampton & Mike Moore
3x18 3x18 2x43 The Jade Dragon William Overgard
3x19 3x19 2x44 The Circus Train William Overgard
3x20 3x20 2x45 The Last Day J. Larry Carroll
4x01 4x01 2x46 Return to Thundera! Part 1 Peter Lawrence
4x02 4x02 2x47 Return to Thundera! Part 2 Peter Lawrence
4x03 4x03 2x48 Return to Thundera! Part 3 Peter Lawrence
4x04 4x04 2x49 Return to Thundera! Part 4 Peter Lawrence
4x05 4x05 2x50 Return to Thundera! Part 5 Peter Lawrence
4x06 4x06 2x51 Leah J. Larry Carroll & David Carren
4x07 4x07 2x52 Frogman Kimberly Morris
4x08 4x08 2x53 The Heritage Bill Ratter & Peter Lawrence
4x09 4x09 2x54 Screwloose William Overgard
4x10 4x10 2x55 Malcar George Hampton & Mike Moore
4x11 4x11 2x56 Helpless Laughter Matthew Malach
4x12 4x12 2x57 Cracker's Revenge William Overgard
4x13 4x13 2x58 The Mossland Monster Chris Trengove
4x14 4x14 2x59 Ma-Mutt's Confusion Beth Bornstein
4x15 4x15 2x60 Shadowmaster Dennis J. Woodyard
4x16 4x16 2x61 Swan Song William Overgard
4x17 4x17 2x62 Touch of Amortus Bill Ratter
4x18 4x18 2x63 The Zaxx Factor Matthew Malach
4x19 4x19 2x64 Well of Doubt Dennis J. Woodyard
4x20 4x20 2x65 The Book of Omens William Overgard

This post originally used Stuart Langridge's sorttable but was updated 2014-10-09 to use jQuery, tablesorter, and parser-ignore-articles, and then on 2015-09-25 to use Mottie's tablesorter fork; icons courtesy of Font Awesome.