TBF, Mags, you have been doing a lot of the heavylifting for the quest, so this will be in good hands.
To be clear to everyone, this is just me burning out on imagination of the quest, since my muse has been hitting me over the head a lot with so many different ideas that I just can't find myself too interested in this.
I'll still hang out here, though, since this still does have a sepcial place in my heart.
I'd like to thank you all for making this a wonderful experience while it lasted.
I'd also like to thank @Magoose, @Fluffy_serpent, and @Martin Noctis for doing so much to help prepare and write this quest. I couldn't have done it without you all.
Well, it was something that he should have seen coming when he refused to take any help (or breaks at that) in order to finish the entire Ice Climbers videogame idea. Though in his defense, how was he to know that he'd been working a bit too hard? Sure, he'd not gone back to his home in the last three weeks... and the last person he asked for help was that composer kid that had stopped working for LucasArts months ago... and perhaps he had not changed clothes in a while now... and perhaps he should not have been taking advice from Gragnar, the mystical Mole King that lived in the walls of the building and gave him sage advice whenever he could move from his eternal war against the Squirrel Kingdoms...
Okay, so he might have needed to take a bit of a break, he was man enough to admit it. Still. it was not something that merited him having to be sent on mandatory leave. He'd learned his lesson; he could control himself better now! Just because he was in the zone and making sure to finish what he was sure would be one of the new entries into their new console does not mean he could not take a hint.
Well, evidently the powers that be did not agree with him; luckily the rules he broke were not ones that demanded him to be fired, but still, he had to go to many different seminars and classes explaining the need for sleep, taking care of one's body, and how an 8-hour working regime was the natural way to work instead of just the starting point for more overwork.
Seriously, it was a pain on his neck more than anything. But, at the very least, he was able to see first-hand how LucasArts truly cared about their employees if they were willing to go through all the trouble instead of just giving him a nod and some additional money after he nearly killed himself making said game.
A shame that it was not selected for its big debut, but there was always next year.
Sighing as he moved to prepare lunch he could not help but feel somewhat down over missing the big debut of the Genesis. He'd seen the specs both before, during, and after its big remodeling by that American Company, and he had to admit that it blew everything that they could have come up with here in Japan. For crying out loud, their greatest achievement was still the Famicom, and that was 8-bit with limited memory at best. That it had managed to overcome the sales of the Genesis had him suspect of double dealing, especially with all the crap that both Sony and Konami had to deal with.
Still, he was not one to make accusation without proof.
The games themselves were also a thing of beauty in his opinion, a perfect mix of both engaging and repeatable in playing. Both games from LucasArts of America and Japan were present, and he had to admit that it gave him some sense of pride in knowing that it had been a game designed in Japan that had managed to take much of the accolades with the console's debut. He still did not understand how people did not seem to like Pirate Ship Higemaru though, he loved that little game. Having to outwit the pirates as they tried to take over the ship was just so much fun, and he'd spent much of his time in recovery just trying to once more top his score over and over again with the little guy.
There was no accounting for taste it seemed.
But despite it all, Tokuro could not fault Nintendo for their games or the buyers' reactions to them. They were all first class in a way that he had not seen beforehand. In a way, this could be the difference between a company that was just starting on the field, and one that had been honing their talent for the last decade or so; Super Mario Bros, Metroid, Legend of Zelda... each top tier with replay ability value and some of the catchiest soundtracks you'd heard (and apparently that kid who aided you once made the soundtrack for Zelda. Small world, huh?).
Then there was Ducktales...and that's where your criticism began.
Like many and all who'd worked in both design and art for both animation and games, Tokuro had gained an appreciation for the designs and cartoons of Walt Disney, appreciating both the stories and art that influenced the greatest artists of the country. Some of your earliest memories were even of watching some old cartoons that you'd father had saved and given to you to enjoy as well, Donald Duck most of all. The emphasis on exotic locations and uncanny storytelling, always left an impression that you loved to try and replicate in at least some of the games that you made, or at least hoped to make in the future.
So it really hurt a bit seeing the final product that came for the NES. Not that it was bad, not at all, if anything the adventure of Scrooge McDuck in order to try and get more money seemed like something he'd really be into, and the levels were engaging and fun... but after seeing the graphics, the sound, the memory and space that the Genesis possessed, it really burned at him seeing the wasted potential of the game.
The animation and graphics alone could have been infinitely improved, more levels could have been added per stage, some interesting platform options could have been easily implemented. Not to mention that some level ups or additional abilities could have been added as well, perhaps having Cyrus Gearloose granting some equipment between stages, or adding some water levels, heck Tokuro could even see some elements that he could have clearly improved if he'd been working on said game!
Tokuro had this feeling in the bottom of his soul, perhaps in his bones even, that had he been in charge of the game it would have been so much better than what it currently was. That it was an opportunity that he'd been robbed of just because Nintendo and Disney happened to have a previous relationship that was now being used to better sell consoles in the West.
He could make a Disney game, one better than Nintendo, Konami or Capcom could ever dream of.
...And instead, he was here in his home, taking a break.
Taking a deep breath as he finished cleaning the utensils and the mess, he went back to his room, this time taking a pad and pencil with him. If he was going to be forced to take a break, then he might as well make it a productive one. He might not be able to work in anything new, but there was nothing that stopped him from writing down his ideas for a hypothetical one. A story and gameplay that would wow everyone that would play it... though perhaps you should begin small.
Like the protagonist. Tokuro did not wish to seem like he was just following the trend, and one of the main tenets in LucasArts was that innovation and creativity was to be both, encouraged and rewarded.
So, why not make the main character one that had barely appeared lately?
"The names of Sega and Nintendo would become household names after their roles in the resurgence and rebirth of the Videogame industry in 1983. Though the latter would enjoy a greater number of sales thanks to their marketing campaign and slashing of their prices, the Genesis would not be considered a failure, and many families would go on to buy the Console after word of mouth would let know of their technical capabilities, as well as their library of games not being less in quality than the one at Nintendo...
"(...) Ducktales, already considered the gem of the Disney Channel, would get to make its debut in the NES thanks to the connection that Nintendo and Disney had enjoyed for over three decades now, ever since the latter had given the former permission to use their characters for gaming cards. The game would go on to gain an incredible following and inspire a sequel to it in 1987', though it would lag behind the original...
"For a long time now, both Lucasfilms and Disney had participated in what they called a 'Detente' between them. It was nothing like an alliance, but more like a simple 'Heads Up' whenever they were ready to release what they each thought would be a blockbuster in order for the other to better adjust their movie release schedule. It was this opening which Michael Eisner was hoping to use in order to get the licensing rights for LucasArts to make use of their characters. Eisner might not be as enthusiastic, nor as understanding, on this new videogame venture, but he was a man who understood marketing, and he knew that the current console had a greater chance of success if they managed to get the Disney brand on their side...
"(...) what would go on to become the first of a trilogy of games began as a thought experiment by Tokuro Fujiwara after he'd seen and played the current NES Ducktales game. His initial drawings and designs for the game included among other thing: Mickey Mouse as the protagonist, the ability to change costumes to give special powers, and an expansion on levels that remained fresh and fun rather than repetitive. using these as the basis for his presentation, along with a small demo that was created just for the occasion, Eisner managed to convince Roy Disney to give them a shot, with the possibility to expand the rights if the game was successful...
"(...) The game would have Tokuro Fujiwara as its director, but it would involve many of the leading designers as well; Tokuhiko Uwabo, one of the recent hires, but a talented sound designer was put in charge of the soundtrack and sound composer. Shinichi Nakamoto and Keiji Inafune both having worked on previous platform games before, and as part of different projects involved in said genre, were put to work on the levels of the games, which would be split into three levels of three stages each. Tokuro would get to design the different power ups and costumes, while the art was delegated to previous Disney animators who were now given the chance to actually draw Mickey Mouse for a different medium that no one had even thought of at the time...
"(...) 'Team Disney' as it came to be known presented a demo of the game to both executives from LucasArts and Disney together, giving the controls to Roy Disney to try it. And from the moment that Disney appeared on the screen, Roy could see both the old whimsy and joy that the character had lacked for years back. He ended up playing for over an hour, only stopping when told that there were still others who wanted to have a go at it. Needless to say, by 1985 the game was ready for release, and its impact would get to be felt through the entire year for both companies. Soon, eveyrone would be clamoring for a cartridge of..."
-Extracted from 'Genesis Gems: Mickey's Magical Adventure', YouTube Channel 'RetroGaming'
Videogame Pitch: The Magical Quest Starring Mickey Mouse
Set Up: The games is a platform game starring Mickey Mouse who during a game of catch with Pluto and his friends ends up landing in a magical land where Pluto has been taken by the evil Emperor Pete. He must now embark on a quest to save the former and defeat the latter. The gameplay is similar amongst all games in the series: the player must move as in a typical platform game, defeating enemies either by jumping on them or by grabbing and throwing blocks at them.
Game Developer: LucasArts Entertainment Director: Tokuro Fujiwara Genre: Platform, Action-Adventure
Mickey Mouse: The titular character. Mickey is an anthropomorphic mouse who is friendly and courageous. he is currently on a quest to find his dog, Pluto, as he travels through a magical land where the Evil Emperor Pete rules supreme. When he hears how he has Pluto, he loses no time in going to find his friend once more.
Goofy: He is Mickey's friend, and not very bright. He is nonetheless loyal, and is willing to lend him a hand in order to find Pluto, at times appearing before Mickey and giving him one of the magical costumes needed, though that is mostly on the third stage.
The game features Mickey Mouse traveling across a strange land that is ruled by the evil Emperor Pete after he dognaps Pluto. After an incident where during a game of catch, Mickey throws the ball too far, causing Pluto to chase after the ball.
Goofy offers to find Pluto and starts searching for the missing dog. Mickey at first trusts his friend to find Pluto, but his worry prompts him to undertake the task himself. Shortly after, Mickey runs off of a cliff, and drops into a fantastic land of magic.
With the help of a wizard, Mickey sets out to find his friend and stop Pete's tyranny. Upon defeating the despotic emperor and his minions, Mickey manages to rescue Pluto.
In the end, Mickey wakes up in bed and finds out that the entire magical quest was a dream. Donald greets Mickey at his bedroom window and says that he found the ball that went missing, requesting that they play another game of catch (implying that Mickey ended up getting knocked out during their earlier game).
The game lacks the ability to save (which means players would have to input a password to return to the stage they were in before they failed). And although it supports two players, they cannot play simultaneously. A player only gains control when the other dies.
One of the most notable gameplay features is the ability to change the characters' outfits, which give characters different special abilities. Other gameplay elements include the ability to expand the player's health meter by collecting special hearts, and to shop for items using coins that are scattered throughout the game.
Mickey's outfits in this game include: a magician outfit, which enables him to shoot magic; a firefighter uniform that enables him to continually spray water; and mountain-climbing gear that gives him a grappling hook that can attach to certain surfaces and objects. When wearing the magician or firefighter outfits, Mickey's magic and water abilities are limited, and must be recharged by collecting magic lamps and fire hydrants.
There are six worlds, with 3 or 4 levels within them. In the last level of each world there's a boss that is always a giant animal or artifact that is enchanted by Emperor Pete's magic, (except for the last world, where Emperor Pete is fought). Some worlds also have mini-bosses, who are Pete's henchmen with different abilities.
- Treetops - The first world begins in the canopy of a serene and sunny forest. At the top, magical tomatoes grow, which the player can use smaller ones to fly, and ride on top of larger ones. As the level progresses, the setting goes from the canopy to the forest floor, where there are pools of water. Enemies are weak and easy to kill: there are ladybugs, bees, Pete's soldiers and in the level 1-3 there are also some hostile frogs, beavers and starfish. In level 1-2, a bat is fought as a mini-boss, who attacks by swooping and spawning smaller bats. By the end of level 1-4, the player must fight a giant snake to progress to the next world.
- Dark Forest - The second world is the deeper part of the woods, which is far darker and gloomier than the forest from before. The player obtains the Magician outfit from the wizard before entering, and is granted the power to cast magic. New enemies like forest ladybugs, Pete's archers and carnivorous plants appear in this world. The waters of the dark forest are the home of giant fish that immediately kill the player. In level 2-2 there is a flooded hollow tree, where the player must swim through while wearing their magician costume, while avoiding the beetles and worms that live there. At the end of this level the mini-boss is a jungle plant man who looks similar to the bat from the first level, and who attacks by throwing spiked seeds. At the end of level 2-4 there's the boss, a giant spider enchanted by Pete who throws webs to capture the player.
- Fire Grotto - The third world is a cave that is filled with fire and magma. In the level 3-1 there are some bats and a mini-boss who throws fireballs and creates lava columns by pounding his hammer. In level 3-2, the player obtains the firefighter outfit, and uses it to douse fire creatures such as living flames and lava bats, though they respawn after a few seconds. In level 3-4 is the boss, a giant fire statue suspended over a lava pit. The player must use the rotating platforms near it to stay out of the lava pit, avoid the boss's fireball attacks, and douse the statue with their firefighter costume. When the statue takes enough damage, the platforms change direction and spin faster, making the boss harder to hit.
- Pete's Peak - This world is a windy mountain inhabited by a giant mother eagle enchanted by Pete. Mickey obtains his last outfit, the mountaineer costume, and now can use ropes to climb. The common enemies are the chicks of the giant bird. There are also other Pete's soldiers, more powerful and with shield and the same bees of the world 1. There are only 3 levels and no mini-bosses. At the end of level 4-3, the giant bird is fought. The player must use their mountaineer costume to keep from being blown off the mountain and to take eggs from the bird to use as ammunition to fight back.
- Frozen Plain - A frozen, icy world. It has only 3 levels, no mini-bosses and it's somewhat easier than other worlds. There are only slopes that the player slides along, with strange hairy creatures to fight. Along the way, there are small blocks of ice that can be used as sleds for a high-speed ride. At certain places, the firefighter costume can be used to create icy platforms. At the end of level 4-3 is the boss, an ice-skating walrus who is enchanted by Pete. The player must avoid his snowball attacks and defeat him by jumping on his head.
- Pete's Castle - The last stage. The castle of Emperor Pete. It's full of enemies and traps, and it contains all of the preceding mini-bosses. At the end of the level, the player faces against Emperor Pete in his throne room. He's very strong and he attacks by turning stone blocks and candles into monsters. When he's defeated, Pluto is released and game is completed.
A.N.: I loved this game growing up. I played the entire trilogy and my only regret was that they did not do more games with the concept. I decided to make Tokuro a bit of a workaholic after seeing how one of my rewards mentioned the possibility that he might overwork himself when working on Ice Climbers, and I thought it would be funny when we see him appreciating LucasArts care for its workers, even if he feels he does not need it.
Here, have a movie about ignorance and lack of support towards PTSD, the trauma of war and dehumanisation of soldiers with the lead being a robot
Pitch: Jarhead.
In 1950 Dr Harriet Grace Wells, a renowned scientist interviews for a top secret job at the Pentagon, she is not told what she is being interviewed for, and all attempts to enquire to the job itself are quickly shut down by the military tribunal interviewing her.
The questions become strange, questioning her experiences with both technology, computers and soldiers. Eventually, confused, Dr Wells lists her accomplishments with technology, psychology and even brief flirtation with Philosophy. Satisfied by her, guards escort her to a high security laboratory, where she is told she will meet her subject of study.
Inside the final lab is a restrained robot.
Dr Wells is shocked, and then understands. She heard of the GI-OBT project, and it's one successful model deployed at the tail end of the Second World War in the European theatre, a revolutionary robotics accomplishment, the worlds first and only robotic soldier. Until something classified went wrong.
She is filled in on some details, after a combat deployment with its platoon the GI unit suddenly stopped functioning properly, all it does now is repeat a made up string of words and has harmed any scientist that has tried to wipe its memory and reboot it. Dr Wells is the latest scientist they brought here to try and find the problem, with the Korean War starting the US government wants to put robotic soldiers on the frontline and restart production of the GI-OBT units. But first they need to find out what went wrong and fix it.
Dr Wells attempts to interview the GI unit, but all it does is state 'private jar head' and then a string of numbers. She eventually notices that it's holding a chain in its hand, and attempts to touch it only for the robot to react violently, she is escorted away by the guards who shut the robot away again and warn her to never try and touch the GI unit.
Back at her office she speculates multiple mechanical failures that could've caused these issues, the next day she looks over prior tests on the robots circuitry and processing done by prior scientists and finds that the GI unit is actually working above expected levels when it comes to data processing and computational speed.
Back to the drawing board she tries to find another reason for the robots behaviour, and comes to an epiphany, the numbers the robot was stating, they sound like serial numbers. She searches for the serial numbers they correspond to amongst US servicemen and finds nothing, in fact, they are a couple numbers short, they're nonsense.
However the next day as she examines the robot again, she again spots the chain, and, drawing closer but not touching, she peaks through the robots fingers and sees dog tags. She reaches for them, but the GI unit again responds violently, however, before the guards can intervene, Wells asks 'Private Jarhead' to stand down. Which the robot then does to the shock of the guards.
The robot stops repeating itself for the first time and just stares. It's head tracking Dr Wells until she leaves. It is the first time the GI unit has responded to anyone or anything except attempts to touch it since it came to the facility. Dr Wells is called in to give a report to he military men who hired her.
Pressured to give them answers when she's not had time to even begin to analyse what just happens, she is confused, dazed, pressured and eventually blurts out her wildest theory after the military tribunal starts to argue amongst itself.
She believes the GI unit has PTSD.
The Tribunal call her mad, and some advocate for firing her, however, desperate for results as the Korean War has raged on for months, the tribunal agree to let her continue her work. But they expect results.
The next day the Robot again stops repeating itself and becomes silent when Dr Wells addresses it by the name 'Private Jarhead'. She tries to get a response from it, until finally she mentions the dog tags in its hand and asks who they belong to.
''Me" the robot replies. And Dr Wells begins to draw out more responses and discussion from it, getting it to admit its name is 'Jarhead' and that 'my Platoon' gave it its name.
Eventually Dr Wells asks why Jarhead had been repeating his name, rank and serial number when it should have none of these, Jarhead responds that it does have these, and that a captured soldier is required to provide such information on capture by hostiles. Dr Wells notes that Jarhead was created by the US, they are not hostiles, which causes Jarhead to go silent and stop responding.
Dr Wells decides to research Jarheads service history, and eventually comes across a photo of Jarhead, gifted military fatigues and a helmet, standing in a bar with a group of soldiers, a cigar popped into its face grill as the US soldiers around it raise beers, she finds their names signed in the back, and Jarheads as well, labelled 'The Bot Platoon, France, 1944'.
The next day she shows Jarhead the picture and it immediately responds, it lurches forwards and grabs the photograph before tenderly tracing all the signatures on the back. Dr Wells asks Jarhead to tell her about the Bot Platoon, at first it seems like the robot isn't going to respond to her, but then it begins to speak.
We switch over to the narrated story of Jarhead and it's Platoon during WW2.
The majority of the film is focussed on the developments of the story afterwards.
We see Jarheads 'childhood' it's first steps, being immediately trained to use a weapon, being treated in a clinical and detached manner by the scientists that created it. Until faceless military men view its ability to kill and give it the green light to be used in France.
The GI-OBT unit arrives and is given to 'The Boot Platoon' a unit known for its tenacity and 'marching towards the enemy so fast they wear down their boots!' Chosen due to their tendency to end up in the thick of battles, the Boot Platoon is considered the best place to test the first GI-OBT robotic soldier.
At first the Boot Platoon dislike the GI robot unit, seeing it as weird and making fun of it, to which the robot does not react. However in its first battle the robot proves its worth, although not bullet proof, it does not miss, is fearless, fast, strong, ruthless and terrifies the Germans. It defeats a Nazi Infantry ambush and saves several members of the Platoon.
Afterwards the Platoon accept the robot as one of their own, referring to it as 'him' instead of 'it', finding him fatigues and boots of his own to dress him in despite his protests regarding inefficiency and taking him out to a bar.
There they get into a bar fight with a group of French soldiers who mock the GI unit as a 'metal head' the platoon beats the French, though the robot does not join in, and defend the GI unit as a 'jarhead, just like us!'. Afterwards they take the picture Dr Wells found and sign it while renaming themselves the 'Bot Platoon'.
They give Jarhead his name, and he begins to prioritise saving the members of the Platoon over combat efficiency, despite at the time not knowing why. Increasing the favour the Platoon show him.
Eventually it is decided by the higher officers and scientists that Jarhead will be sent on a mission considered suicide, on his own, to test the full extent of his combat abilities, Bot Platoon will follow behind him to take advantage of his distraction and retrieve the scraps of Jarhead to prevent the Germans from getting them.
The Platoon riots, refusing to let Jarhead go on the mission on his own, eventually other Platoons and soldiers who have heard of Jarhead saving his fellow troops join in, despite Jarhead's protests, facing a riot, the officers above allow the Bot Platoon to take on the mission with Jarhead.
The night before the Platoon gifts Jarhead his dog tags, they admit he's not a private, and the serial numbers are completely made up, but that he's one of them, and so he needs his own tags. They begin to sing and dance, believing they are going to die tomorrow, unable to dance and not understanding music himself, Jarhead abruptly leaves, and some members of the Platoon complain.
However, Jarhead has gone to the officers quarters, there he records an officer playing a new swing music record and then returns back to Bot Platoon, playing the music for them, as they laugh and dance, Jarhead finds one of his feet tapping along as he watched 'his' Platoon, dance to his music and stick a cigar in his face grill again.
The suicide mission the next day is brutal and hard. However, Jarhead surpasses his limits, driving himself to the point of nearly falling apart to make sure the Platoon survives, even taking bullets for members of 'his platoon'. The entire group survives to their shock, and when the rest of the army arrives to help them secure the German strong point, they salute the Bot Platoon, Jarhead is the first to salute back, and the rest of the Platoon join him.
Overjoyed with his performance, the officers and scientists begin to plan a wave of thousands of GI-OBT units. Jarhead however confuses them when he asks if they will 'get to have friends like me'.
The Bot Platoon and Jarhead have some time off to heal, and in Jarheads case, get repaired, the Platoon shove their way into the mobile lab meant to fix him up and push aside the scientists to see Jarhead in 'the hospital', they bring get well soon cards and read out thank you notes to Jarhead sent from their families back home who know he saved them. One Sergeant, Sergeant Isaac, even has his kid ask if his dad can bring Jarhead to his 9th birthday party, the scientists say no, but Jarhead says yes.
After being repaired and coming out new, the Platoon playfully mock him for his 'shiny new coat of paint' to which Jarhead helps them make himself look 'like a proper soldier' again. Rubbing dirt on himself, adding a few dents by having the platoon comedically throw him against a tank, diving in a river together, the Platoon gets him new fatigues and boots and return to him his dog tags.
The group is sent out to scout for the main body of the army, and Sergeant Issac asks Jarhead to play some music again, the Bot Platoon laughs and badly sings along.
And then the German air strike begins.
Over the next few minutes the Platoon is bombed to oblivion, Jarhead attempts to save his fellow soldiers but this time it's too late, one by one they are all killed, except for Sergeant Isaac, who Jarhead initially seems to save, he begs Jarhead to get a last letter to his wife and son, but Jarhead begs him to live and deliver it himself, he fireman carries Isaac back to the main army.
But he's already dead from his wounds.
Attempting chest compressions, Jarhead caves in Isaacs chest accidentally with his strength, when other soldiers try to drag him away, he gets violent and throws them aside. When he gets back to Isaac's body his runs his hands over the dent in his officers chest, then takes the letter and stores it in the crevices of his joints.
Military police and other soldiers restrain a now almost catatonic Jarhead at gunpoint.
We cut to one of the scientists who made Jarhead, who is now stripped of his fatigues and dog tags, which have been put to the side of the lab, as he does scans and tests on Jarhead, who had stopped responding to everything but basic requests. The scientist suggests wiping Jarheads memory banks entirely to visiting military officials.
Jarhead reacts to that, violently, he beats the scientist and scares off the officials, before taking his dog tags and gripping them tightly, when guards come and aim guns at him, Jarhead replies with the name, rank and serial number in his gifted Dog Tags.
Jarhead finishes telling his story to Dr Wells, before reaching into the crevices of his body and pulling out the letter given to him by Sergeant Isaac, and making Dr Wells promise to deliver it to his family, which she does.
Dr Wells then gives her report, that Jarhead, who she refers to by name, is alive and suffering from PTSD and trauma. This does not go down well with the military tribunal, who contemplate reducing the internal computerisation ability of future GI-OBT models they want to build for Korea. Wells notes such a thing would create dumb robots that would be easy to outsmart and outmanoeuvre, removing the Robots ability to feel and make a human connection would also remove their ability to think. The Tribunal refuses to accept that Jarhead can think and feel and make connections or gain trauma, and contemplate firing Dr Wells.
Dr Wells goes and finds Sergeant Isaac's family, his now troubled teenage son and struggling widow, and gives them Isaac's last letter. She then returns to the government facility the next day to find it in chaos.
She is told Jarhead escaped and was gunned down by his guards and that it's a miracle no one was hurt. Shocked, she asks to view the scene. She leans Jarhead broke free of his bonds, and realises he always had the strength to do so, he beat his guards and took their guns, however, upon examining, she finds the only shots fired were by his guards in his cell, and he emptied the guns after taking them. She realises Jarhead charged the reinforcing guards with an empty gun having never killed anyone. He committed suicide.
She looks at his 'body' but cannot find his dog tags, she is then fired when she accuses the reinforcement guards of murder. On her way out she tosses away her lab coat, only to hear a jingle, it turns out Jarhead slipped his dog tags into one of her lab coat pockets without her realising.
We cut to a plane landing in France, Dr Wells emerges and takes a taxi over to an American cemetery, there she sees French women cleaning headstones, she questions one women who tells her 'we tend these graves because these were heroes'. Dr Wells shakes her head and states 'they were human, every single one'. She comes to a row of graves where the headstones reveal the names of the members of Bot Platoon, she walks along, taking in every name, until she comes to a French man with a shovel.
He asks her if she's sure she got the name correct, and she states she is, she turns to the new headstone placed alongside the rest of Bot Platoon, which reads 'Private Jarhead'. She drops Jarheads dog tags into the open grave, and walks away.
Later we see a French woman tending to the graves of Bot company, she comes across Jarheads recently dug grave and headstone, looks at the strange name for a minute. And then cleans it like she had done all the rest.
Wow. That is a really beautiful story and I feel like I took a glimpse at an alternate reality where I'm reading a wikipedia article of a film that is considered one of the best Robot stories ever made. This is legit Asimov level of quality.
I also wonder if you want this to be live action or dreamworks because the story is grounded enough that this could be live action and we can certainly make "Jarhead" with ILM's experience in droids but I feel it can also be one of Dreamworks greatest stories.
The only thing is we'd have to make sure the everything(design and name mostly) is distinct enough from DC's GI Robot. But that shouldn't be to difficult.
If possible, i'd prefer DreamWorks. We do have some of thebest animators around, and we are due to get more. Making this an animated film would do wonders for the medium.
Hey, you think it might impress Asimmov enough for him to consider contacting us for adaptations of his work before we do so?
Wow. That is a really beautiful story and I feel like I took a glimpse at an alternate reality where I'm reading a wikipedia article of a film that is considered one of the best Robot stories ever made. This is legit Asimov level of quality.
I also wonder if you want this to be live action or dreamworks because the story is grounded enough that this could be live action and we can certainly make "Jarhead" with ILM's experience in droids but I feel it can also be one of Dreamworks greatest stories.
Set-Up: An Adaptation of the Famed Pulp and Radio Star on the Screen once again; The Lone Ranger is a character study of the Development of the famed masked hero and his relationship with his partner Tonto in their first major adventure as partners and something resembling friends against the dastardly Butch Cavadesh.
Plot: Following the Death of his Brother Dan Reid, Texas Ranger John Reid works alongside Native American Healer Tonto, in a quest to bring Justice to "Pretty Boy" Butch Cavadesh for the death of the Texas Rangers; all the while trying to fix the relationship between his In-Laws as the great crusader of justice.
THE LONE RANGER!
Main Characters:
"The Lone Ranger": The Silent Guardian who brings justice to those who do not have the means to take it from an unjust world of dangerous men, more dangerous forces, and those who will not have a measure of peace on this earth…guided by his moral code.
I believe that to have a friend,
a man must be one.
That all men are created equal
and that everyone has within himself
the power to make this a better world.
That God put the firewood there
but that every man
must gather and light it himself.
In being prepared
physically, mentally, and morally
to fight when necessary
for what is right.
That a man should make the most
of what equipment he has.
That 'this government,
of the people, by the people
and for the people'
shall live always.
That men should live by
the rule of what is best
for the greatest number.
That sooner or later…
Somewhere...somehow…
we must settle with the world
and make payment for what we have taken.
That all things change but truth,
and that truth alone, lives on forever.
In my Creator, my country, my fellow man.
In this story it is a duel identity shared by both Tonto and John Reid in order to maintain the illusion that the Lone Ranger is always there in the world (And allow John to do leg work while disguised without fear of anyone putting two and two together)
Tonto's use of the Lone Ranger is to characterize this is a partnership of equals and to unnerve various characters.
John Reid: A Texas Ranger who took up the Star alongside his brother in the years following the US Civil War and redeemed his family name after he had spent the Civil War in US Law School becoming a prosecutor. Losing his brother in an ambush by the deadly criminal Butch Cavadesh and being saved by Tonto; he swore to spend the rest of his days fighting the injustice of the Old West and find and arrest the monster that destroyed his family and bring some manner of peace to the West.
Played By: Mel Gibson Alternate: Kevin Costner
Tonto: A Native American of Mshkodésik and Comanche descent whose family was destroyed by Butch Cavadesh during the Civil War; He is in many ways, as much a foil to John and his quest as he is to his own enemy Butch Cavadesh, being both a man of few words, worldly, confident and in many ways more suited to the Lone Ranger Mantle then John himself, he begins the story plagued by guilt over the death of his family and self-appointed "Redemption trial" to hunt a Windigo a terrible beast that eats the flesh of children and innocents.
A Quest John finds to be either hopeless or suicidal.
Played By: Wes Studi Alternate: Lou Diamond Phillips
Side Characters:
Silver: A White Horse that John finds early in his time as the Lone Ranger, a fast and truly intelligent creature, it is often the most sensible of the traveling trio…whatever that means.
Danial Reid: The Dead Brother of John and an Experienced Texas Ranger who served in the Civil War, an action he regrets and hoped to atone for before he was cut down by the machinations of Butch Cavadesh, his memory, and legacy underpin the struggle of John and the Lone Ranger.
Played By: Scott Glenn Alternate: Bruce Boxleitner
Rebecca Reid: The Pregnant Wife of Dan and soon-to-be mother of his child, she hates John for not doing enough to save Dan, a hatred that drives John to be the Lone Ranger, Rebecca is a switchboard operator who travels along the rail lines sending messages back east, a location and career that the Lone Ranger uses for intelligence and communication. A Woman of intense character and personal strength, she is above all the sort of Woman that would have given any man but Dan a hard time.
Played By: Elizabeth McGovern Alternate: Jamie Lee Curtis
Red Harrington: A prostitute and former ballerina who Butch Cavadesh's men crippled, she is known for her ivory leg (Witch holds a shotgun in it) she is an information broker who's network spans much of the Rail lines. She helps the Lone Ranger
Played By: Susan Sarandon Alternate: Debra Winger
Antagonists:
Butch Cavadesh: Also known as "Pretty Boy" Cavadesh, he is a former Confederate bushwhacker who turned to crime following the civil war, and is known to be both charming and brutally intelligent, a man who has never been stopped; his face is mangled by Tonto in a battle against the two to save the Lone Ranger.
Played By: Lance Henriksen Alternate: Richard Gere
"The Fallen Ranger": Cavadesh's number two, a Texas Ranger who was instrumental in the betrayal of Dan and John, a deadly fighter, a cunning marksman, he is Butch's counterweight to the Lone Ranger. His identity is a mystery to all but Butch Cavendish, who is afraid of and respects his number two.
Played By: Gary Busey Alternate: Steve Buscemi
Jessie James: A member of Butch Cavadesh's gang who along with his brothers are hired muscle, which flee before the final battle, I'm sure we won't see them again…
Played By: Tom Hanks Alternate: Emilio Estevez
After Credit Charecters:
Dan Reid Jr: Dan and Rebecca's Son, born at the end of the Story. He will become John's ward and responsibility in the coming years.
Lathem Cole: A Rail Baron and Businessman who is in charge of the Transcontinental Railroad project and mastermind behind Butch Cavadesh's various higher-profile crimes, such as the death of Dan Reid. As chief financier of the Cavadesh Gang, he used Butch as a means to secure land and water rights for his railroads and gain wealth and control and with it Power.
Played By: Gene Hackman Alternate: Jürgen Prochnow
AN: This replaces the 1982 Lone Ranger FIlm, I have spoken.
-[X]I am not going to have a bad fucking day: Take a breath and maybe call Carrie, she might be able to help with this DC: 0/??? Rolled:D100 => 39+30=69
The moment you held onto the phone, it was something that you realized was not wrong… it was, however… she was giggling. "Hey Bruce."
"Hey Carrie." You tried to sound serious, but carrie was rather… well she wasn't listening. "Can we talk for a second."
She realized you were serious. "What's wrong?"
"Besides me, have you ever had a co-worker or co-star try to sleep with you?"
At that Carrie's voice cracked. "What?"
"You heard me, Carrie." You replied, knowing she was surprised but she heard you.
"Wait you're serious, what idiot would try to do that?"
"Sean." You replied, and then the sounds from across the phone stopped.
"Oh…" Carrie seemed to be thinking. "Yeah, I can see that happening."
"Wait what?" You asked. "What do you know?"
"Rumor on the grapevine, something about her and Harrison being an item at the time filming Blade Runner. Nothing came from it but well…" She paused. "She took the wrong lessons from that bit of… cluster."
You frowned. "You knew?"
"It was a rumor, I'm sorry I didn't get a chance to tell you, but I didn't take any stock in it."
"But she slept with Harrison, and thought she could do the same with me?"
"Oh it happens far more than you think, Bruce. Co-stars sometimes get into an agreement where whatever happens on the set, stays on set, and well…that kind of thing happen. You said no right?"
"Why would I be unfaithful to you, my loving wife, the mother of my children?"
Carrie then made a sound and it seemed like there was relief and laughter.
"Uh, Carrie."
"Oh nothing Bruce, I'm just going to be happily gossiping with my friends… about I have the best husband in the world."
"You don't do that already?" You questioned.
"Oh I do, but now I can embarrass them and their husbands as well."
Reward: you have given Carrie the gossip ammunition that will turn you into a saint in that time.
-[X]Rebuilding the Fleet: You need to build the ship back… and now you were not going to be behind. DC: 70 Autopass
You have a ship, and now it will sail.
Turns out, you had some experts that were wanting to join you, but didn't have the money for their plane tickets.
They came immediately on your dime to help with repairs.
Reward: You have the ship repaired.
-------------------------------------
-[X]Redesigning the Bikini: You need to make that safer for Mechellie to wear, or you might be down an actress. DC: 40 Autopass
The solution was bringing in a very amazing local blacksmith who managed to make the scale armor far more comfortable. Well first it required the inner layer to be covered with leather than cotton.
That would protect her body from the metal scales. Then the blacksmith would expand the scale chain to be more protective of the torso and her knees.
Making it less a scale bikini and more a scale tank top that was cropped.
But what mattered was Michellie was happy with it, and was able to move in it.
Reward: The Bikini is now safe for her to way.
-------------------------------------------
-[X]The Giant and You: So Andre is apparently a big fan, and huge joker. You want to see what he means by that. Hopefully, he dosen't challenge you to a drinking contest, you heard stories about that. DC: 10 Rolled:D100 => 4
Andre was actually a little afraid to do what he wished to do, but he had a problem…
He had to go to the doctors for some back pain, and he had to be in bed for a week.
Well. you were never going to shoot in Italy again, because you were going to go insane from these assholes.
Film permits were not getting to you or they were late. The Harbormaster was being a dick, who decided that he was not going to follow common sense, but somehow the ship survived.
You had air in extras from France because the Italian Extras were still not allowed to work for your production, because the Italian film commission would not approve the picture.
At this point you were going to go home and delay the film.
Until the Yoguslav government offered a lifeline and offered to cover the production costs to move the production to the Adriatic, in Croatia.
-[X]I am not going to have a bad fucking day: Take a breath and maybe call Carrie, she might be able to help with this DC: 0/??? Rolled:D100 => 39+30=69