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Just saw a midnight screening of "X-Men: First Class": very, very good. I would feel confident in recommending it to mature, sophisticated moviegoers, even if they are not comic book fans.
Actually, comics fans might quibble about differences in continuity from the source material. For me, eh--I wasn't bothered. I haven't followed comics in recent years; but, I was a reader during the Len Wein/Dave Cockrum and Chris Claremont/John Byrne X-era, and I have read reprints of many of the early Lee/Kirby issues. I was just happy that the movie's tone was as smart, coherent, and high-quality as it is.
The director, Matthew Vaughn, had previously been assigned to develop the third X-men movie; but, he dropped out late in the process, claiming that the production schedule wouldn't allow him enough time to make a good movie. Brett Ratner stepped in and completed the movie in time to meet the studio's summer tent-pole date, but to less than glowing reviews from critics and fans.
Ironically, Vaughn stated in a recent interview that the schedule for "First Class" was even shorter than that of X-3, but, after directing some other movies, he now felt capable of handling a summer blockbuster on such a tight schedule. Indeed, seeing "First Class" makes me wish we could have seen his sensibilities applied to X-3.
Would Vaughn's directing have made X-3 better? Or were its shortcomings due to script and story? I'd read that Ratner changed the script by combining two climactic set piece scenes into one, which he felt was an improvement--it also helped complete filming faster, which might have been a bigger concern for the studio. For me, the major problem with X-3 was the tone, which seemed sillier, more childish, more unbelievable, more frivolous, less reverential, and less realistic than the first two X-movies directed by Bryan Singer.
Singer served as a producer for "First Class", helping Vaughn create a welcome return to form for the X-franchise. -
I get the same fatal error message:
Quote:I had begun installing the test files, stopped the installation, and copied live files. I deleted the checksum files from the test folder. But, when I try to start the test version, I get the fatal error message.File: bin/clientmessages-en.bin
Last Author/Status:Perforce.cpp failed to connect to Perforce.
Unable to locate bin/clientmessages-en.bin
Any ideas on how I can fix things? -
I'd seen the ads on TV and I had seen 300 and Watchmen, so I wanted to see Zach Snyder's latest.
I went to the local AMC theater on a Tuesday because that's the day when they give a discount all day long. Unfortunately, the cashier informed me, Sucker Punch is shown in XD (high definition) so there was no discount for that movie. Argh! I got sucker punched on the way in! Maybe paying $10.50 when I expected a discount influenced my enjoyment of the movie?
Yep, it's a ZS movie: extensive use of green screen; super slow-motion action sequences; camera tracking projectiles such as bullets, arrows, spears, and thrown swords; Carla Gugino; and dark, nihilistic, fatalistic story elements. In short, style over substance.
This outing was even worse because ZS didn't even use a graphic novel as source. (Some consider graphic "novels" to be short-thrift source material for a 90-minute movie.) This original "story" (a very distastful original story) was really just a scenario designed to string together several action set pieces, like a special-effects demo reel.
I told my parents, no, don't go to see it. As mature, sophisticated moviegoers, you wouldn't like it. The movie does not offer an artistic expression of the human condition; it's just eyewash entertainment for younger viewers. Dark, nihilistic, fatalistic, brutal, violent, distasteful eyewash entertainment.
Zach Snyder next is developing a Superman movie with Christopher Nolan as a consultant? I hope Nolan can help ZS find a much different tone for their Superman movie.
Traditionally, Superman's world is sunlit, optimistic, and altruistic (in contrast to Batman). I wonder if Nolan's Superman concept will embrace tradition? Maybe Nolan can give needed thoughtfulness and depth to Snyder's technically brilliant but often emotionally/spiritually/intellectually immature work? -
1. Base rent - Change base rent so it is due on the same day each month -- like any standard rental agreement in the real world -- instead of how it is now, where, if someone in the group pays the rent early, the next rent payment is due in less than a month. The current "base rent due date" system smacks of old-school MMOs, designed to rip off in-game resources from players in order to make them play longer. Newer developments in CoH have improved upon such old-school conventions; but, the base rent due date is an unwelcome carry-over and should be corrected.
2. More Mission Computer activities - The Cathedral of Pain trial can be run from a Mission Computer in a supergroup base; but, hero-side, this is the only activity available via the Mission Computer. Clearly, this system has room for expansion. Add more fun activities to the Mission Computer for supergroups to do (allowing teammates from outside the supergroup, like the CoP does).
3. Tab key - Pressing the Tab key targets the next furthest opponent. To my frustration, this often results in me targeting an idle mob in a different group on the edge of my screen when what I really want to do is to target the next nearest opponent who is clubbing me in the face. Pressing the Ctrl and Tab keys simultaneously targets the next nearest opponent (if I recall correctly). But, with my right hand controlling the mouse and my left hand on the keyboard controlling movement via Q, W, E and other keys, it's not easy for me to press Ctrl-Tab during combat, not without looking away from the screen to the keyboard. I imagine there is a way I could reprogram the Tab key to target the next nearest target; but, I really don't want to have to do so. I'd much prefer the standard Tab function targets the next nearest opponent.
And one more:
4. Epic Power Customization - I'd like to be able to change the color of powers from epic power pools. -
GG, thanks for answering questions. It's even more amazing to learn that you recreated all the familiar in-game locales as 3D models.
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I forgot to mention, I particularly liked the climactic battle image of Golden Girl executing a flying left cross to jack the jaw of the Supa Skull.
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Great stuff, GG! Thanks for creating and sharing it! I enjoyed reading the story and soaking in the lovely, photo-realistic, 3-D rendered images!
You had mentioned before that you use Poser and Photoshop software to create your comics. But, can you tell more about your method? For the Paragon City backgrounds, did you take screen captures in CoH and import them into Poser or Photoshop? Or did you entirely draw the backgrounds? For figures (particularly, faces), do you use photo references?
I couldn't figure out how to enlarge the pages on my screen satisfactorily so I (don't laugh) copied the images for each page and pasted them into MS-Paint, then zoomed in, which allowed me to more comfortably read the text and examine the images.
I particularly liked:
- The depiction of Ms. Liberty. Her facial features resembled photos I'd seen of the real-life model who played the role of Ms. Liberty at several CoH promotional functions. Did you use photo references of her? I'd read she was a former San Diego Chargers cheerleader.
- The introduction of Golden Girl and the revelations about her origin and powers, apparently with some comedic touches? At least, that's how I interpreted the presentation. Is that the meaning you intended? For example:
-- The full-page image on page 2 shows GG in a confident stance with a facial expression that conveys--what? Beauty? Sophistication? Savviness? Sex appeal? The inset image shows Flash-Man's rather flabbergasted reaction. Is it meant to be funny that he looks so surprised to meet her because she's so beautiful and glamorous (wearing a costume with a short skirt and a rather healthy expanse of cleavage)? Like the characterization of the DC Comics character, Power Girl?
-- On page 6, Flash-Man asks, "And what way do you fight? Like do you have any weapons?" GG answers, "Just my body," in a panel showing a straight-on, head-to-toe view, in which she is looking forward while Flash-Man's head is turned to look at her. (GG looks a bit like Scarlet Johansson in some images. Did you use ScarJo as a photo reference for GG? Did you use a celebrity model as the basis for Flash-Man? His facial features reminded me of Wil Wheaton in some panels.) In the next panel, she explains, "Unarmed combat's my thing," and Flash-Man comments, "Oh," as if maybe he misunderstood her initial statement? Am I reading too much into the exchange? Or is the dialog supposed to be funny because of a possible double meaning?
- The facial expressions on Flash-Man and GG in the last panel of page 9. They looked innocent and engaging.
- The layout of page 11--both the arrangement of the panels on the page and the composition of the action within each panel. Cool coloring and sound effects. (FREEM!)
- Newbie observations, winking at CoH conventions, such as:
-- In the second panel of page 12. Flash-Man: "This place didn't look so big on the outside." GG: "A lot of the buildings here feel like that."
-- In the third panel of page 25. Flash-Man: "This looks a lot like the other warehouse." Surprisingly, GG offers a rationale for look-alike warehouses, explaining that it's due to rebuilding quickly after the Rikti war. (If the rumored CoH movie/TV series ever is made, the same set should be used for every warehouse interior--intentionally, for laughs.)
- Good use of a long-range establishing shot at the top of page 17. I remember reading an interview with Frank Miller where he talked about how Marvel editor-in-chief Jim Shooter insisted on a consistent storytelling style using an establishing shot followed by a medium shot followed by closer angle shots. In CoH-related comics I've seen, it seems tough to make lengthy dialog sequences appear compelling/interesting/dramatic. Your Poser/Photoshop method allows far more control over gestures and facial expressions than other comics created using screen captures.
- The panel at bottom left of page 23 where, in a close-up inset, GG says to a Hellion, "Good. Now off you go," and then we see the three figures in a long shot with shadows as the Hellion stomps off. The composition nicely creates a narrative flow with a sense of movement.
- Interesting forced depth perception in the last panel of page 33, where the war wall can be seen behind Atlas' statue. (Kind of like a scene from the Stanley Kubrick movie "Barry Lyndon", where the title character is running ahead of an oncoming army.) Intentional? Or just a happy accident?
Congratulations, GG! -
As MsCats remarked during the trial, we did pretty well for a group with many first-timers. Particularly considering we ran into:
- more than one instance. From what I've read about this bug, I don't believe it's known if there's something players do that causes it. It appears to happen randomly. Thankfully, we recovered well enough to continue.
- the purple arch-villain with storm powers. I don't believe the runs I've been on before faced the purple AV. Reportedly, the red AV is easier.
We did better than some other runs I've been on. During my first try, on the test server, the group struggled to destroy the three obelisks in synch. But, Saturday's group steamrollered the obelisks (once we were all in the same instance). So, we excelled at part one of the trial.
During part two, inside the cathedral, we didn't succeed, but we still survived pretty well. On one of my previous runs, the group suffered full wipes.
However, we didn't defeat the Willforge spawns quickly enough to maintain damage on the AV. By the time we defeated the spawns, the AV's health had fully regenerated.
It's difficult to coordinate the efforts of 24 players for such intricate objectives under demanding timing. I thought we got a little better as we went along. Everyone who participated will have a better understanding for next time.
During a previous run that succeeded, the leader instructed a tanker on each of the three teams to remain beneath the Willforge (or, at least, return there before the mobs respawned). This helped to keep the Willforge spawns localized, allowing the remaining team members to return to the Willforge and help their tanker quickly defeat the spawns.
On Saturday, we tried to do so, but we needed to be better. Too often, the Willforge spawns spread out and it took us too long to chase them down and defeat them.
It's a very challenging trial and really requires everyone to be on the same page and up to speed. Plus, lotsa HVAS and Shivans help, too. -
Here is a link to Amygdala's Guide to the Cathedral of Pain Trial.
I would like to participate as Pro-tector, a level 50 energy/energy blaster. Please add me to the sign-up list.
I have participated in four runs of the trial, including one on the test server. It's challenging, for sure.
Team composition is very important, as is strategy. Amygdala's guide covers both points comprehensively.
Let me add, during runs I participated in, success or failure depended on how fast the teams could process the spawns of Soldiers of Rularuu and Lanaruu. Tankers or other characters with taunting and aggro management abilities were very helpful in localizing the spawns, allowing the teams to defeat the spawns quickly and efficiently.
For the AV, debuffers were key: in particular, any powers that reduced the AV's health regeneration rate.
When I did my runs, a few months ago, teams relied on summoned pets including Vanguard HVAS units and Shivans for added damage output. (I'm not sure if those pets can still be used during the trial. But, Warburg missiles cannot be used--the ability to launch chemical, biological, and nuclear missiles was removed by the Devs.) -
So, my base's tech Basic Reclaimator has one auxiliary Robo-Surgery attached, which improves resurrection 10%; and I can attach a second Robo-Surgery that will increase resurrection to 20%?
Wow! I did not know that--thanks! -
Best Arc - Heroic or Vigilante
1st: Legacy of a Rogue #459586 by @Night-Girl aka Liquid
2nd: Dhahabu Kingdom and the Indelible Curse of Hate #367872 by @Zamuel -
Best Short Arc: 1 - 3 missions
1st: Talos Vice #338380 by @PW aka PoliceWoman
2nd: Murders in the RWZ Morgue #452144 by @FredrikSvanberg -
Hi, Coulomb2.
When you find time, please play my new arc, "Krusaders Adventures" (475115).
The inspiration for the arc was 1960s Justice League of America comics, the kind written by Gardner Fox and illustrated by Mike Sekowski. In those JLA adventures, typically, the story was divided into "chapters" where different pairs of Leaguers would respond to separate emergencies, and, in the final chapter, the heroes would come together to confront the villain behind it all.
This format lent itself well to Mission Architect. I wanted to create a story for my supergroup friends to play and enjoy. Hopefully, players outside of my supergroup will like it, too.
Thank you for your consideration.
Starr -
Arc Name: Krusaders Adventures
Arc ID: 475115
Creator Global/Forum Name: @Todogut/Todogut
Level Range: 1-54
Mission Count: 5
Morality: Heroic
Keywords: Solo Friendly, Custom Characters, Kid Friendly.
Villain Groups: Winter Horde, Snakes, Hydra, Tuatha de Dannon, 5th Column, Custom
Difficulty level: Normal with Elite Boss/Arch-Villain
Synopsis: Adventure with members of the Krusaders supergroup. Help them uncover a devious plot by an insidious mastermind. (Inspired by 1960s Justice League of America comics, the kind written by Gardner Fox and illustrated by Mike Sekowsky.)
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Please add me to your list. I will add RealWorldHero.com info in our group's message of the day. Thank you!
@Todogut
SG: Krusaders on Infinity -
Here's my review of:
Superjuice! - Brought to you by the Crey Corporation!
by @FlamingFlea (Forum Handle: The_Flea_NA)
Arc ID: 433692
Keywords: Solo Friendly, Canon Related
Length: Long
First Published: 07/26/2010 02:13 PM
Morality: Heroic
3 Missions
Enemy Groups: Hellions
Description: Hoping to capitalize on the defenselessness a mere mortal can feel in this super powered city, Crey has developed a serum which the company promises will endow anyone with a variety of super powers, but when they send a gang ridden area samples of the serum, side effect may occur. [LBMA]
I enjoyed playing this story arc. It has:
- a fun, compelling plot
- intelligent, skillful, thorough use of Mission Architect design features
Contact
The contact is Fred McNeil. I did not recognize the character, and I wondered if he was custom-made or one of the available contacts from in-game and I hadn't yet encountered the character in-game? I wanted to know more about him, so I clicked on "Ask about this contact" and saw a nicely written custom description.
Part One
Nice mission send-off text with good formatting and use of color. Interesting story premise (Attend the Neighborhood Watch Meeting) made me want to enter the mission and see what happened next.
My level 50 character was auto-exemplared to level 14. The level limit fit the story, with Hellions as the villains and normal citizens gaining super powers after drinking Crey Superjuice. If you enjoy revisiting lower level content, then this arc is for you.
The dialog of characters was colorful, involving, and really added to my enjoyment. In particular, the characterization of Fred McNeil was charming. If he isn't a character from the official game lore, then maybe he should be.
The map was an office building commonly used in-game, hero side (for example, during the Midnighters story arc). The mechanics of the mission goals worked smoothly, with nice use of clues and pop-up text.
Part Two
The map was, again, familiar, this time a warehouse. The mission mechanics and dialog served the storytelling well. Upon exiting the mission, there was no pop-up text, unlike the first mission.
Finale
Upon accepting the last mission, my Nav window showed 45 minutes, counting down. I gathered this was a timed mission. If the contact text explained that there was going to be a time limit and why it was important to complete the mission in the allowed time, I didn't catch it.
For this mission, my scrapper character was solo, unlike the first two missions, where he had tanker Fred McNeil along for back-up. Still, he had no problems making his way up the elevators to the big showdown with the custom villain, Butane. During the final battle, when my scrapper damaged Butane, he called for help, and some Hellions came running--the ambush was a good touch.
Again, there was no pop-up text after exiting the mission. There was nicely done souvenir text.
I gave the story four stars, which, to my mind, meant: I am glad I played it, it's very well done. There were some typoes/spelloes, which kept me from giving five stars. A bit more polishing, and it could well earn another star.
**********
Here's my story arc, for review, please:
Krusaders Adventures
by @Todogut (Forum Handle: Starrbolt)
Arc ID: 475115
Keywords: Solo Friendly, Custom Characters, Kid Friendly
Length: Very Long
First Published: 12/18/2010
Morality: Heroic
5 Missions
Enemy Groups: Winter Horde, Snakes, Hydra, Tuatha de Dannon, 5th Column, Custom
Description: Adventure with members of the Krusaders supergroup. Help them uncover a devious plot by an insidious mastermind. -
Our supergroup is saving prestige for tier 3 arcane control and energy items, so the generous offers of prestige matching would be a great boon. If funds remain, please put me down for matching, thank you.
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I like your idea, Adeon.
I believe the Supergroup Badges tab shows a badge can be earned for members of the supergroup completing the CoP trial 100 times. Has anyone earned this badge? It would be really cool if the badge unlocked the ability to craft an Item of Power decorative base item. -
Thank you, MadamePistacio, for hosting a salutory contest and awarding such generous prizes.
I spent my influence prize on prestige for my supergroup. It helped us make some nice additions to our base. We considered the prize well spent.
Todo -
Thanks for the replies.
I found that, yes, it was an attached auxiliary item that was causing the magical effect that I described.
I had attached an Energy Shield to the Stonethrower. When I removed the Energy Shield from the defense room, the magical effect disappeared from the Stonethrower.
The description for the Energy Shield is: "The power radiating from this item cloaks the associated item in a shield of energy, increasing its defense."
Evidently, that's what I was seeing, the Energy Shield's magical effect cloaking the associated Stonethrower. I just didn't understand what I was seeing.
Magic is dangerous in the hands of those who don't understand it. -
I installed a Stonethrower arcane defense item in my base. It has 3 auxiliary defense items attached.
The problem is, the Stonethrower has very prominent, very bright, glowing magical emanations constantly animated around it. I want to turn off the magic effects. Is this possible?
In the base editor, in Place Item mode, I can right click on the Stonethrower, which causes the magic effects to turn off. (I believe right clicking also causes the Stonethrower to rotate a quarter turn.) However, when I exit the editor, the magic effects reappear.
I also tried moving the Stonethrower, but that did not cause the magic effects to turn off.
In the past, I recall successfully turning off magic effects. I thought it was either by right clicking or moving the item. But now, neither of these techniques works.
Any ideas on how I can turn off the magic effects?
Thank you,
Starr -
In the spirit of "Pictures or it didn't happen," here is screenshot evidence, showing the mez team attacking the green mitos during Sunday night's raid.
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My buddy and I had seen advertisements and preview articles online about a new MMORPG called City of Heroes, where you get to be a superhero. We were big comic book fans, and we were excited to play.
Comic books were one of the things that bonded our friendship. As kids, we exchanged comic books; I drew my own comic strips; and my buddy introduced me to the Champions pencil and paper RPG, which we played for years with a gaming group.
When CoH launched, we were there.
But, by that time, I had already soured on MMOs. I had played America On-Line's original Neverwinter Nights, Ultima Online, Asheron's Call, Everquest, Dark Age of Camelot ... and I was weary of MMO conventions. I wanted more of a story, like in a single-player game.
I played CoH for the first month and enjoyed the character creator, flying, gravity control, and other features. CoH was a great superheroic combat simulator. But, watching scores of heroes chase Skulls and Hellions around Perez Park in pursuit of "XPs" and "LVLs" seemed mindless and unappealing.
I left CoH for Bioware's Neverwinter Nights. It sought to simulate a Dungeons and Dragons gaming session with support for a game master and a small group of players--a different concept from MMOs. Plus, NWN provided a toolset that allowed players to create their own game designs that others could play.
My buddy stayed with CoH, off and on. About 2 years ago, I emailed him, asking, what are you up to, gaming-wise? He indicated CoH had been greatly improved, and a lot of good stories had been added to the game that I would like.
By then, I had gotten tired of playing NWN amateur-made modules (plus, I was discouraged by how technically demanding the NWN toolset was to use--you had to know how to write C++ programming scripts to do just about anything), so I returned to CoH.
Been enjoying it ever since. My buddy was right, CoH is constantly improved.
I've played World of Warcraft, Dungeons & Dragons Online, and Lord of the Rings Online, and they're all great games; but, I like superheroes better than sword and sorcery. -
Hi, a few questions and comments.
Quote:Do all 3 team leaders have to click on the Mission Computer? Or just one supergroup member? I have not led a CoP run, so I don't know how this mechanism works. I want to lead a run with my supergroup. Please expound on how using the Mission Computer works.have all 3 team leader click mission puter to start it (or only one need to do it and we had lag/delay that one time i was wondering).
Additionally, I've read reports of bugs where teams enter separate instances of the trial. A poster suggested that having the 3 team leaders click on the Raid Telepad and enter the trial zone before other team members might prevent this problem. Any further information on how to avoid separate instances?
Quote:taking down the cube spawns fast is key. While having IOs in your build helps this, I think the biggest time sink in taking them down is the fact that it's difficult to pin them down. As soon as the shield drops, mobs start to fly around and scatter. That's why it's essential to jump on them as quickly as possible.
After experiencing difficulty with efficiently defeating the respawning Willforge mobs (mostly because they moved to attack us in the center of the chamber, near the AV, and otherwise spread out chaotically), the run leader called for us to regroup outside. When we re-entered, 3 tankers were assigned to remain positioned near the Willforges (1 tanker at each Willforge). After cycling through defeating the Willforge mobs and attacking the AV, the AV's energy globe regenerated and the Willforge mobs respawned--but the tankers immediately drew aggro on the Willforge mobs and kept them tightly localized beneath the Willforges. The other players rapidly moved away from the AV and joined their team's tanker in defeating the Willforge mobs.
Even though "chaining" the tankers to the Willforges prevented them from using melee attacks on the AV, they could still use Taunt and ranged attacks on him. And the 21 other players managed to damage the AV, over several cycles, enough to defeat him.
This strategy adaptation made the difference between success and failure for us. -
Inside the Skyway City community center, in a corner of the recreation room where martial arts classes are taught, a young Caucasian man kicks and punches at a red leather target ball suspended from the floor and ceiling by white elastic straps. Clad in a karate uniform consisting of white top and pants with a black belt cinching the waist, he bellows with each bare-footed and bare-handed attack, perspiration flying from his neatly trimmed, wavy, brunette hair. Successful strikes knock the ball away, until the elastic straps snap it back; however, several blows miss the elusive, moving target.
Pausing to catch his breath, he resets himself in a fighting stance. He leaps upward, pulls knees toward chest, and turns in mid-air, looking over his left shoulder, and kicks his left leg—but completely misses the ball and lands on his feet awkwardly, stumbling to regain his balance.
Undaunted, he repeats the advanced technique; but, his kick is poorly aimed and hits the elastic strap beneath the ball. With his left foot tangled up in the strap, he hops once on his right foot, arms pinwheeling, and falls backward onto his rump.
Unknown to the young man, across the room, a large, muscular, middle-aged African-American man, dressed in casual street clothes, watches and chuckles at the pratfall. Smiling, he turns to a small, frail, elderly Asian man standing beside him and says in Japanese, “He is one of my students.”
The Japanese man, clad in a traditional Eastern, loose-fitting, black suit, nods and smiles. They resume watching the young man practicing.
Now back on his feet, he playfully strikes a theatrical pose, with hands held at shoulder level and index and pinky fingers and thumbs extended, imitating Bruce Lee in Enter the Dragon. He shouts, “Huaaah-yaaah!” and repeats the jumping, spinning wheel kick. This time, his left heel strikes the target squarely. With a momentary facial expression of triumph, he watches the ball violently rebound—smack!—it hits his forehead, snapping his neck backward.
Rubbing his stinging forehead, he hears booming laughter from behind and turns to face its source.
“Hey, Doug!” shouts the laughing African-American man. “Are you alright?”
“Yes, sensei.”
“Good! Come on over here and greet our guest.”
The young man runs across the floor and stops before the two older men.
“Master Midoru, this is Doug Andrews,” says the African-American man. “When he’s not in my martial arts class, Doug is an undergraduate student at Paragon University. Doug, let me introduce Master Hiroshi Midoru of Tokyo, Japan.”
Doug straightens himself with his heels together and arms at his sides and bows at the waist. “Sensei Byam told us that you would be visiting. Welcome, it’s a pleasure to meet you.”
Master Midoru returns a short bow and extends his right hand. As they shake hands, he says in broken English, “Please… to meet you.”
Sensei Byam explains that he must leave for a while to finalize arrangements of Master Midoru’s itinerary, and he asks Doug to host their guest until he returns.
After Sensei Byam leaves, Doug asks Master Midoru, “Would you like a beverage? There’s a water fountain nearby.”
“No. Arigato.”
“How was your trip? Did you travel by plane?”
“Yes. Plane… and green line.”
“Great! Well, let me give you a tour of our dojo. It’s a multi-purpose recreation room. Before class, we roll out our tatami mat.”
“Os. My English… bad. Sorry.”
“Your English is much better than my Japanese. Our class has learned a few words. We can count in Japanese: ichi, ni, san…”
“Os.” Master Midoru smiles and gestures toward the tatami mat.
“You want to go on the mat?”
“Hei.”
“Okay.”
They walk to the center of the mat, and Master Midoru turns to face Doug. For a moment, Doug doesn’t know what do. He asks, “You want to give some instruction?”
“Hei.”
“Thank you, sensei!” says Doug, bowing.
Master Midoru returns a slight bow and says, “Hajime.”
Doug had heard this command many times before, when Sensei Byam instructed the class during full-contact sparring; but, now, he hesitates.
“Punch me,” says Midoru.
Doug drops into a fighting stance and steps forward, throwing a straight right-hand punch at Midoru’s solar plexus. Surprisingly, Midoru moves forward, into the line of oncoming force; he intercepts the attack and redirects it; Doug’s body twists to his right, legs flying up in the air, and he lands on his back—so fast that Doug doesn’t know exactly how it was done.
Midoru smiles and says, “Again.”
“Yes, please, show that to me again,” says Doug as Midoru helps him up.
Doug faces Midoru, awaiting his command. “Faster,” says Midoru. “Hajime!”
Doug bellows and begins to move forward; but, before he can throw the punch, Midoru blocks Doug’s right fist with the palm of his left hand.
“Matte!” commands Midoru in a hushed voice that conveys: stop moving and be silent. Midoru’s head snaps to look over his right shoulder.
Perplexed, Doug sees and hears nothing unusual. Then, surrealistically, black-clad figures emerge from the shadows wielding swords, staves, and other traditional Asian weapons—ninjas.
The foremost ninja speaks in Japanese to Midoru, “You journeyed far in pursuit of us, Red Dragon. Only to meet your doom in this foreign city.”
Doug exclaims, “Aw, this is a joke, right? Those are the guys from my class, dressed as ninjas!”
Master Midoru replies, “No joke.” Barring his right arm, he pushes Doug behind him.
The ninjas launch shurikens, darts, and other deadly projectiles at Midoru; but, amazingly, the white-haired man either dodges them or deflects them with metal wrist bands.
A ninja hurls caltrops at Midoru’s feet. Instantly, Midoru grabs Doug’s body and executes a combined hip toss and leg sweep to send Doug flying an incredible distance across the room; even more astonishing, Midoru travels in the air with Doug, performing an aerial walk-over acrobatic maneuver to land gracefully on his feet—and place Doug safely on his feet.
Ninjas close on Midoru, striking with blades, staves, fists, and feet; but, their opponent moves with incredible skill, quickness, and economy of motion, routing the assassins with a mastery of martial arts techniques that seems super-human—even magical.
One ninja felled by Midoru lands on his hands and knees in front of Doug. Wanting to help Midoru, Doug kicks the ninja in the face; but, the ninja barely registers the blow and looks up at Doug, enraged. Midoru intervenes, side-kicking the ninja in the ribs with such astounding force, the assailant is knocked across the room and crashes into a wall.
Midoru turns and faces Doug. For a moment, Doug feels relieved; but, the grave expression on Midoru’s face indicates, the danger persists.
Following Midoru’s gaze, Doug turns to his right and gasps—a stealthy, silent ninja crouches with his sword tip pointed at Doug’s chest, inches away.
In Japanese, the ninja taunts, “We could not defeat the teacher, so let us defeat his pupil!” The ninja thrusts his sword at Doug; but, Midoru moves faster, shoving Doug out of the way and palm striking the ninja’s chin, defeating the last foe.
Alas, Doug sees a horrifying silhouette: the sword impaling Master Midoru’s torso, through the heart.
Doug helps Midoru lie down on his left side. “I’ll go call for an ambulance,” says Doug.
“No,” says Midoru. His right hand firmly grasps Doug’s left wrist. “Stay.”
“Okay.”
The dying master reaches to a red cloth belt around his waist, unties it, and hands it to Doug. Accepting the belt, Doug notices it appears to be ancient—ornately embroidered with gold thread.
“Wear it,” says Midoru.
Doug feels compelled to obey. He places the center of the belt beneath his navel; wraps each end behind him and back around to the front; folds one end over and under; and the other end over and around, forming a knot. The technique is different from how his community center class was taught to tie a belt; but, somehow he feels instinctively it is the correct way.
Doug pulls on the ends of the belt, tightening the knot; a flash of red, magical light emanates from the belt, engulfing him. When the magic of the belt subsides, Doug is clad in ancient, arcane, red garb. Moreover, he feels imbued with the wisdom, skills, and abilities of countless generations of martial arts masters.
Doug looks down and sees that Master Midoru’s body is gone. Reaching out to where the body was, he senses that Midoru is now with him, along with all the other masters.
Doug lifts his head, feeling an evil presence approach. More ninjas emerge from the shadows.
Their leader speaks in Japanese, which Doug can now understand, “So, the eternal Red Dragon lives. Once again, passed from teacher to pupil. But, the cycle ends now!”
The ninjas attack, and Red Dragon leaps at them, somersaulting and twisting, kicking and punching, in a devastating whirlwind of attacks with amazing, super-human skill, speed, and strength while bellowing a fierce battle cry!