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Submitted by Sock on Thu, 2013-05-16 23:09
The issue itself certainly has a lot going for it. You’ve got the strong setting and story, combined with plenty of action (its not everyday the main character straddles a rocket, after all), as well some personal development for the main character. Bionic Man #20 surprisingly blends many of these together. This is perhaps why the surprise ending feels so shoe-horned in, or at the very least, highly unneeded.
Submitted by Sock on Thu, 2013-05-16 23:03
Once again, this really isn’t Bionic Man vs Bionic Woman. That fight barely lasted a couple of pages. Once again we’re treated to an excuse to get the two characters working side by side. Whilst there is at least some development and interesting interactions between the two here, its sometimes ruined slightly by the basic plot and generic thrusting of plot-pieces into position.
Submitted by Sock on Thu, 2013-05-16 22:49
Submitted by Sock on Thu, 2013-05-16 22:45
As events in Libue spiral out of control, the Bionic Man is pushed to the limits to put an end to a madman’s deadly schemes. With Washington D.C. in the crosshairs, Steve will learn that no victory comes without some price and nothing is clean in this business. Find out what happens as Desert Deathtrap reaches its exciting Conclusion!
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Cyborgs - A Bionic Podcast: "The Bionic Woman, Part One" with Guest Pals James Sherrard and Betsy Dodd
Submitted by Sock on Sun, 2013-05-12 19:23
Steve returns to his hometown of Ojai, California in order to settle down. He purchases a ranch that he loved as a kid and is reunited with his parents who help him with setting up house. He learns that his high school love, Jaime Sommers, fifth ranked tennis pro, is visiting Ojai as well. The two rekindle their friendship and romance. Things are looking good until Jaime is horribly maimed in a skydiving accident. Steve convinces Oscar to rebuild her using the same cybernetic technology that saved his life. It all looks great for the world's first bionic woman, except that the shadow of Joseph Wrona, the Onassis of Crime, looms over them and their pending nuptuals. Joining John and Paul to discuss this episode are James Sherrard of Bionic Woman Files and Betsy Dodd of The Bionic Blonde.
Submitted by Sock on Thu, 2013-05-09 01:22
Up until now, computer-controlled players would simply spin the spinner every turn. Now, they will make certain choices depending on where they are on the board and how many Power Cards they have, including the possibility of initiating Bionic Battles on purpose by playing cards to move to a space occupied by another player.
Watch out! They may just target YOU!
Submitted by Sock on Sat, 2013-05-04 23:52
By working diligently through the night, we've completed another new update to the Six Million Dollar Man Digital Board Game:
Submitted by Sock on Thu, 2013-05-02 21:37
We've posted an update to the Six Million Dollar Man Digital Board Game. We fixed a bug involving Bionic Battles and "Lose 2 Cards or 1 Turn" spaces and we've added animations to the Player Marker movement. The markers now move space to space (with a small tapping sound) instead of instantly jumping to their designated space. We also added a fade effect to the Player Status area (the space on the right) so when the next player's turn comes up, his info fades in while the previous player's info fades out.
Submitted by Sock on Sun, 2013-04-28 16:43
OSI secrets are disappearing and one of Steve's friends is accused of the theft. While he can't prove his friend's innocence, he knows there has to be another explanation. And he has one - E.S.P. spying. Steve decides to enlist the aid of a teenage girl with extra sensory perception to track down "The E.S.P. Spy." Joining John and Paul to discuss this episode is Billy Flynn of Geek Radio Daily. Special thanks for the audio recording of a twelve year old Robin Spannell as he played announcer for this episode of the podcast. Check out Robin's music at Shatner's Hairpiece.
Questions. We Get Questions. The Six Million Dollar Blog Tries (and probably fails) to Answer Your Twitter Inquiries:
Submitted by Sock on Sat, 2013-04-27 15:07
First, thank you for your kind words, and try playing in 4-player mode. Now that's a challenge.
Second, the size of the board was decided on to keep the play section (the board area, the information and button area, and the player stats area) a reasonable size on most widescreen computer monitors. My original layout had the board both larger and at the top and the other two sections below that, but my good friend and beta-tester Paul K. Bisson (of bionicfans.net, I'm always ready with a plug) pointed out that he was having to scroll up and down on his laptop to play the game, making it difficult to follow. The current sizing is in trying to make sure people with smaller laptops can still play comfortably. The graphical representations of the players current spaces in the player stats area is intended to alleviate the fact that the board is small and hard to read.
What I'd like to do is implement a system that would allow players to hover the mouse cursor over the board and perhaps bring up a small window that's a zoom-in on the section of the board at which the mouse is pointed. Unfortunately, that particular feature will have to wait until my coding skills catch up with my ideas.
Thanks for asking your Bionic question. If anyone else has a question, you can ask it here or on Twitter and I'll try to answer it.