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Post by Pepsi Ranger »

Originally posted March 5, 2015:

(From the post in “Hype Up Your Game Thread” on Slime Salad, p. 80)

Original Thread Page Jump: http://www.slimesalad.com/forum/viewtop ... start=1185


Been a while since I've hyped up The Adventures of Powerstick Man: Extended Edition. So, here's one of the reasons I've completely bonked out of the Hans Stinkman contest:

Image

This is a back room in a dungeon area I call the "Den of Filth." It's part of a giant subplot where Powerstick Man (and whichever Risen Ordinaries are traveling with him) has to (or has the option to, rather) rescue as many as 20 captives from this sleazy group of lowlifes called "the Pirate Force." Two of the 20 can be found in this area alone.

In the map you see, Powerstick Man must navigate a switch maze to turn on the lights, so that he can see more than two spaces ahead (or more if he's carrying that Flashbringer he got in the Sewer of Shadows), but he must be careful not to overload the system (because the Pirate Force is a little shoddy on maintenance and upkeep). Turning on more than six switches (out of 10) at a time will blow a fuse, and all the lights will once again diminish. It's a tricky balance because some switches will open those gates or lower the small platforms that allow him passage to the computer room, so he must still experiment. But getting to many of those switches will require shifting a 2x4 around the larger islands to create a directional bridge. Of course, both of the available 2x4's are in boxes out of his reach. So, he might want to call on a professional leaper to cross those gaps and retrieve one of the planks. But where might he find one such professional? And would the leaper have the wherewithal to avoid running through the oscillating spike tiles while they're in the "injure" position? Better yet, would Powerstick Man have enough sense to avoid stepping on them in the dark? And exactly how is he supposed to free those hostages if the Pirate Force has them not only locked behind bars, but also chained to the walls? Oh, the situations our hero finds himself in.

Fortunately, he's got a list to keep track of whom he's rescued and who's still out there (requires two pages of listings):

Image

Even though he doesn't have to rescue everyone, he can effectively demoralize the boss more with each person he frees, turning a terribly powerful villain into a blubbering mess if he manages to free everyone.

I've been working on this subplot since 2011 (while fitting in plenty of other projects in-between), so you can imagine how happy I am that I'm close to finalizing it. As of now it covers seven maps worth of exploration (including indoor areas and dungeon parts like the one above).

The Adventures of Powerstick Man: Extended Edition is still a ways off from public availability, in spite of my old expectation to release it in 2008, but it's coming along quite well.

I may post a small video showing off this area in motion soon. Maybe.
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Post by Pepsi Ranger »

Originally posted March 12, 2015:

(From the post “Hype Up Your Game Thread” on Slime Salad, p. 80)

Original Thread Page Jump: http://www.slimesalad.com/forum/viewtop ... start=1185


So, to follow up with my last post (immediately above), I thought I'd show you guys a video of my latest addition to The Adventures of Powerstick Man: Extended Edition in action.

Now, before you assume the gameplay is just a simple matter of walking through a map (specifically the one I posted above), let me ease your assumptions now: There's a lot more going on here than just going from Point A to Point B. This is actually a complicated puzzle in action, filled with twists, turns, and atmospheric details that even Powerstick Man XE isn't used to. Even though I've spent just a week and a half on it, I'm still pleased with how it's shaped up. This isn't to say that it needs no improvement--it is still a work in progress. But I'm happy with what it adds to the side quest it belongs to. And now I want to show it off.

I'm posting two versions of the video playthrough.

The first is the straight-to-the-point version that features just the footage (which covers some of the map and some of the gameplay elements) and ends after the fifth switch is pulled. I recommend this one if you want to see the gameplay without my commentary or if you have only a few minutes to spare. It will give you enough local information to kind of get the gist of it..

The second is a much longer, more in-depth video with creator commentary, game and situational backstory, and plenty more to listen to than what the first has to offer. I recommend this one if you really want to know the richer details about this game, this area, my vision for it, and so forth, and not just an over-the-shoulder view of a quick playthrough. Warning: It is a long video, so watch it only if you have the time.

Click on the play buttons below to watch.

The Shorter Version (Gameplay Only):

<object width="640" height="480"><param name="movie" value="http://www.youtube.com/v/SjyJmqFVWvk?ve ... ram><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/SjyJmqFVWvk?version=3&hl=en_US" type="application/x-shockwave-flash" width="640" height="480" allowscriptaccess="always" allowfullscreen="true"></embed></object>

The Longer Version (Gameplay and Commentary w/ Background and Additional Info):

<object width="640" height="480"><param name="movie" value="http://www.youtube.com/v/86iy6p_1zQ8?ve ... ram><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/86iy6p_1zQ8?version=3&hl=en_US" type="application/x-shockwave-flash" width="640" height="480" allowscriptaccess="always" allowfullscreen="true"></embed></object>

Let me know if you have any questions that either video has raised (or questions about anything I should've explained in the video but didn't).

Follow-up Response on March 13, 2015:
The part in the explanation of the puzzle about the two way cell didn't make much sense to me. I think it would make a more sense after you see it or what problem it's needed, and I wonder whether it's actually necessary to explain it, or to explain it at that point.
The two-way cell is more for story-building than it is for puzzle-explaining. I'm probably gonna put the text through another rewrite before I'm done (I wasn't happy with some of the dialogue in this section), so this may be explained better later.

The part that is important is knowing that it takes two switches to open and close gates. That means you can turn off one switch once a gate's open and not worry about the gate closing. That's how you avoid fuse blowout.

And for those worried about not being able to turn on all the lights at once, it's okay; it's part of the story. You're not supposed to have all the lights on at once. The Pirate Force is a culture of hedonist dereliction. It makes sense that not everything one would consider necessary for general comfort is going to receive the greatest care or attention here--only the things that they take personal comfort in, which does not include lighting.
That cellphone is great. Getting Leaper's answerphone was a hilarious detail. I wonder whether there are going to be many more uses of it in the game. Having a specific map where you should call a specific person (even if given the hint) in an enormous game sounds like it could be problematic... am I going to end up trying the cellphone in hundreds of different areas to see what happens?
As of now, the cellphone is extremely WIP. The idea here is that any phone number you collect (Rachel Faberge's and Julie Alundruss's were available to collect since the original game's demo) will activate a menu selection item allowing you to call that person. Most of the time you'll get voicemail because most of the time you won't be in a position to need that person's service or attention.

But, it is voicemail. What do you do with voicemail? You leave a message.

The cellphone will be more plot-friendly than you might think initially. You call someone once, it'll store your number on their phone. Then they can get back to you at a time that's convenient (and plot necessary) for them. Occasionally, like in real life, you might get lucky and get the person straightaway. For the five women you'll be able to call (the third one is in the game but doesn't yet give her number; one has a walkabout set but isn't available anywhere yet; one has nothing so far), you'll pretty much have this game of phone tag relationship until you're at the point when you can take one of them out to the restaurant. I'm still thinking through the logistics of this.

For characters like Leaper, who are designed to help you progress in the moment, the phone will be more intuitive. In the machine room, it'll make sense that the player might not immediately think to call him. He's the first on-call hero in the game, and you can't find him unless you embark on this side quest. That's why I've implemented a fail-safe: try to cross the gap three times without calling, and Powerstick Man will say something about it (you can see that happening in the short version video). After that, you'll know that any treasure located beyond a one-tile gap could probably lead to Leaper showing up if you call. Usually. Of course, I may implement exceptions, which would lead to Leaper collecting the treasure on his own time and you going to his residence to pick it up (and paying him for his service, but getting a service discount for having to go to his house). Nothing's in stone, though. I'll implement features like that on an as-needed basis. Other characters that may show up for on-call service in the future will receive similar treatment.

The other thing to consider is that the cellphone works like a real phone. Which means some areas won't be phone friendly. For example, if you're underwater, don't expect Powerstick Man to even use the phone. If you're in a field deep in the middle of nowhere, you might not have any service. If you're in a highly electrified area (like the power plant, or even the northern end of the machine room), you'll get interference. Again, some places may need an exception (oh look, there's a signal enhancer nearby, even though I'm deep in this cave!), so I'll have to figure out the logistics there, but once you get a feel for using the phone in the game, I hope it'll become intuitive on when and where to use it (and whom to call). It's something that'll require a lot of retro development to fully implement, so I won't be worrying too much about it yet. I will later.

But that's essentially how it will work, and why it won't be as problematic once it's fully implemented as it might seem on the surface.

Second Follow-up Response on March 20, 2015:
TMC wrote:I didn't find it 100% clear that "it requires two switches to lower or raise a gate" means that you can turn off one switch after raising a gate without effect. Maybe stating "both switches on are required to raise a gate or both off to lower it".

It would actually be really neat if they respond to voicemail messages when it later becomes appropriate. Seems like you've thought this through already. Could be a fun little feature. But also seems like a lot of effort for a small addition to the game. How many one tile wide gaps are there in the game? I wondering how generally useful the cellphone will actually be. I assumed it would just be for rather specific and limited points in the game.
I think for now I'm gonna let the player use his powers of logical thinking to figure out that two switches on for opening and two switches off for closing means that one switch on or off won't affect anything. I think that spelling too many things out in a game makes the brain shrivel up a tad, and I don't want to hold the player's hand for everything. I think spelling out the cellphone as the means for passing the obstacle will be much more important here, as that is far less obvious. I don't mind falling one-inch short of just telling the player what to do in that case. But the gates...I shouldn't have to do that...hopefully.

Regarding the gaps, I'll be searching for more places to use them near the end of production now that I know I'll have a reason. The cellphone will hopefully be more important should I include more specialist type NPCs or on-call heroes. And it'll be important for the (sandbox-y) social side of the game. Regarding how many places I'll require use of it, I'll probably use it for optional locations only. I don't like the idea of using an obscure puzzle-solving device for mandatory parts of the game. I'd rather keep the main game simple just in case it attracts the odd player who doesn't want to think too hard or explore too much and is looking for any excuse to quit early. I'll save the harder stuff for the side quests.

(Even though you'll have to choose two out of three side quests to complete before opening the eastern roads, rescuing everyone at the Pirate Force Camp is not a condition for victory, nor is actually visiting the Pirate Force Camp.)
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Post by Pepsi Ranger »

May 16, 2015:

So, that concludes our catch-up session. Everything from here on out should be current news.

And to celebrate 15 years of (slow, slow, slow) progress, I'm posting the first 400 weeks of information from the official progress report (with links to the playtest file redacted for now) for download.

http://www.slimesalad.com/forum/viewgame.php?p=116014

And, because James asked, here are a few new screenshots from some of the most recent additions to the game.

Note: The following images were taken on unfinished maps, so setting and map details are likely to change before release.

Who is Darkstalker?
Image

The Fate of a Villain
Image

Who's the Guilty Party? (And are Junkyard Bob and Dumpy Coming Back to the Fight?)
Image

Wading in a Cave
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So, that's what's new. Come check back with Powerstick Man XE Central from time to time to get your updates on one of the most ambitious games on the OHR (or what feels to me like the most ambitious game on the OHR).
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Post by Pepsi Ranger »

Exactly fifteen years ago (on December 30, 2000), I submitted the original version of The Adventures of Powerstick Man to Operation: OHR for upload. What followed was a strange mixture of cult status and prolonged development time for its updated version(s), punctuated by various editions, controversies, and character cameos in other games. It's the game that pushed me into this community, and the game that keeps me locked in it for now. It's also a game that doesn't want to die, no matter how long I spend trying to update it to something memorable.

Well, I'm still working on it, slooowly, and one day I hope to finish it. But that day is not today.

HOWEVER, I do think that it's a little unfair to keep the community without a decent upgrade from the original after fifteen years, so even though it is unfinished, I've decided I won't keep it from you guys any longer, even if half of you already know where to find its playtesting version. The other half can now play what the front half has already experienced.

Yes, I am "releasing" this ALPHA version of the Extended Edition to meet the 15th anniversary of its original release, but also because my playtesters are busy, as am I, so you guys get to be my playtesters now. I'm putting quotes around its release status because this not the version I had wanted to release, so I can't yet deem it officially "released." But I can deem it fun to play in its current state (again, its ALPHA state, so no complaints when something breaks, or if a dialogue box runs on and on and on and on--that will all be fixed in time).

Because I'm uploading the file onto Slime Salad now, I can keep up with major fixes and things as they come. Feel free to check the status of the game from time to time--I'll make a report on changes as they become relevant. But if you wanted to play the first "release" version of the game, then you may want to wait a while to play it still. Maybe three or four years from now? Your call. I just don't want to rob you guys of the update any longer. I've already been holding it hostage since 2007. Enough's enough.

So, with that, you can download it here: http://www.slimesalad.com/forum/viewtop ... 300#120300

But wait! There's more!

I've also uploaded the yearlong version of the official novel as an e-book on December 26, 2015. Feel free to check that out, as well. It's free to download. It tells of Powerstick Man's origin story, how he came to New Switzerland, and follows him all the way to the year-end awards ceremony. And it's a novel, so you don't have to fight random battles to find out what happens next.

Let me know what you think if you read it.

Image

https://zippywings.wordpress.com/cannon ... -year-one/

Thanks for fifteen years of fandom.

Note: Just kidding about the download. Apparently Slime Salad doesn't want it, thanks to its pesky filesize limitations.
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Post by Feenicks »

So what's preventing you from uploading it to dropbox or a similar site, then linking it here?
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Post by TMC »

15+ years! A remarkable milestone.

If it does get uploaded (and I think you really should have something more recent up than the ancient version), note that despite the unfinished content, this game probably still has more complete content than any other OHR game. But yes... beware bugs.
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Post by Bob the Hamster »

As one of the few who was given the chance to read the novel already, I highly recommend it. It is a fun read!
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Post by Pepsi Ranger »

Pheonix wrote:So what's preventing you from uploading it to dropbox or a similar site, then linking it here?
Basically the same reason I won't link the playtesting version here. I don't want to redirect my game to an outside source. I like a game list that actually has the games it lists, even if they do come in a 77MB zip file, which I admit is extremely large for an indie game still being updated in 2015.
TMC wrote:15+ years! A remarkable milestone.

If it does get uploaded (and I think you really should have something more recent up than the ancient version), note that despite the unfinished content, this game probably still has more complete content than any other OHR game. But yes... beware bugs.
I haven't tested in a while, but I'm pretty sure there's at least eight hours of solid content and another two hours of almost solid content.
Bob the Hamster wrote:As one of the few who was given the chance to read the novel already, I highly recommend it. It is a fun read!


James also helped me with some geographic information, so you'll see his name in the acknowledgments. (TMC is in there, too, actually, but for other reasons.) And if you do read and enjoy it, then you'll be happy to know that the second year story will be released at the end of May.
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Post by Pepsi Ranger »

Cannonball City: A Modern-day Fantasy, Year One has gotten its first rating at Barnes & Noble this week. Five stars! Pretty happy about that. It's gotten a huge spike in downloads because of it.
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Post by TMC »

Great! I didn't realise that a single review could make that much of a difference -- I would have thought that the number of reviews would be very important for rankings.

Sadly I haven't yet found time to read Cannonball City or anything else with this looming deadline.
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TMC wrote:Great! I didn't realise that a single review could make that much of a difference -- I would have thought that the number of reviews would be very important for rankings.
Here's a basic example of what happens when your hefty (free) book gets its first five-star review on Barnes & Noble (and I imagine the story is similar at all sales channels where readers rate it well), or when it averages to five stars.

Note: When I say "sales," for Cannonball City I refer to the free download. You still need a credit card to download freebies at B&N, so I'll keep referring to it as a sale.

Released on December 26, 2015.
Gets to Barnes & Noble by the end of the year.
December 31, 2015: 1 "sale" at Barnes & Noble (I assume this is for Cannonball City, but I can't confirm).
January 3, 2016: 4 sales at Barnes & Noble.
January 4, 2016: 1 sale at Barnes & Noble.
January 9, 2016: 2 sales at Barnes & Noble (both from a coworker, so I know for a fact that one is for Cannonball City and one is for my Christmas fable, The Fountain of Truth).
January 12, 2016: 3 sales at Barnes & Noble (still no way of knowing which of these was for Cannonball City, as 6 copies were downloaded that day, and Smashwords, the distributor, also had 6 download reports that day, along with two of my other books getting downloads).
January 14, 2016: 1 sale at Barnes & Noble.
January 16, 2016 (likely): Cannonball City gets its first rating at Barnes & Noble. Customer rates it five stars.
January 20, 2016: 45 sales at Barnes & Noble (pretty much all of them for Cannonball City).
January 21, 2016: The day I discover the surge and the 5-star rating. 41 sales at Barnes & Noble. Cannonball City's sales rank jumps from 234,000+ to 47,930 (approx.) out of half a million books, including the best-sellers you've heard of.
January 22, 2016: 101 sales at Barnes & Noble. Cannonball City's sales rank jumps to 6,435 out of half a million.
January 23, 2016: Pending, but looking good.

So, when it comes to book sales (and probably most anything else), success operates on a bell curve. Anything that remains unrated will likely also remain unsold. As soon as you give it a rating, people start making early judgments about it. The better you rate it, the more likely they'll take a chance on it. The more people take a chance on it, the more likely it'll show up on the best-seller list. Any book that shows up on the best-seller list will get exposed to countless legions of readers who would otherwise never know it existed, and those legions become new buyers, and those new buyers push the book's ranking even higher, until you eventually get it to the position where it's competing with the big names. Just as a spark ignites a wildfire, a five-star review can ignite a best-seller. That's how it works, and that's why it's important to support books, games, movies, whatever you believe in. To kill anything, you have to starve it. You want it to grow, give it support.

That said, now I have to get Superheroes Anonymous ready for its May 27, 2016 release. If this momentum continues, I imagine people will want to read Cannonball City's sequel, and that's the one I'll be charging for.
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Post by TMC »

Thanks for the numbers, interesting to see them. Also surprised that the 'review' is just a rating, not a review.

That would probably be a power-law curve, not a bell curve, actually.

It just occurred to me that the blurb for the book gives almost nothing away about quite the sort of novel it is. The by-line "modern-day fantasy" seems to be the only hint. Intentional?
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TMC wrote:Thanks for the numbers, interesting to see them. Also surprised that the 'review' is just a rating, not a review.
Yeah, I would've preferred a review, but after the lackluster reception I got for The Computer Nerd on Amazon from a reader who seemed to have missed the point of the story, I'm happy with just the rating. Slime Salad does more or less the same thing (some reviews but mostly ratings), and it's worked out well enough for the more popular games.

Here's an update on the numbers:

January 23, 2016: 20 downloads at Barnes & Noble.

I still have none from Barnes & Noble for today, and it's already well into the afternoon, so it's probably gotten the brunt of its surge already. That's the other thing to consider. A good review will give you a spike, but it takes additional word-of-mouth and consistently high ratings to keep the momentum going. Once the buzz dies, the sales curve drops again. It's especially true of any book three months past release or longer.
TMC wrote:That would probably be a power-law curve, not a bell curve, actually.
Oh, okay. I hadn't taken geometry since I was 14, and that was a long, long, long time ago. I remember next to nothing of that class, and I wasn't that good at it when I was taking it.
TMC wrote:It just occurred to me that the blurb for the book gives almost nothing away about quite the sort of novel it is. The by-line "modern-day fantasy" seems to be the only hint. Intentional?
Yep. Because Year One is basically three novels in one (more or less), it switches B-plot focus every 10-15 chapters, and as a result makes the A-plot feel a little shaky in essence, even if it is driving down a straight path, and that ultimately makes it difficult to describe what "type" of book this is when each segment is slightly different than the one before (thriller, adventure, superhero mystery in that order). I don't want to give away the master plot in the description, as it takes a long time to show up (like watching a season of 24), so I thought it was better to head the description with the inciting event and briefly mash the other key elements into a quick summation. Keeps it mysterious without leading readers to keep asking, "When am I gonna start seeing superheroes, dangit?"

There's the other issue that I'm weakest at marketing. But this whole experience is helping me to improve there.
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Post by TMC »

Pepsi Ranger wrote:it switches B-plot focus every 10-15 chapters, and as a result makes the A-plot feel a little shaky in essence, even if it is driving down a straight path, and that ultimately makes it difficult to describe what "type" of book this is when each segment is slightly different than the one before (thriller, adventure, superhero mystery in that order). I don't want to give away the master plot in the description, as it takes a long time to show
That's actually a pretty good reason; I think you're less likely to disappoint anyone that way, which is probably the easiest way to get bad reviews. In terms of marketing though, I guess it doesn't attempt to appeal to whichever audience segment it would be most suited for. (I don't know which that would be.)
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From Superheroes Anonymous: A Modern-day Fantasy, Year Two, Chapter 10: "Interrogation."

He awoke for a second to find the hospital bed on its side and parts of the ceiling on fire. Some of the floor plants in the corner were stripped of their leaves. Magazines were covered in char marks. The sprinkler system dropped a tropical storm’s worth of water into the room, and two of the security agents were scrambling for blankets. People out of sight were shouting nonsense, and then Jimmy blacked out again.

***

Sometime later, in another room, Jimmy awoke tied to a chair. His muscles were weak, his cheeks sticky, and his throat felt strained and immensely dry. Each limb felt bruised and his chest was heaving. Something patchy sent a recharging current through his elbow joint. His sleeve was rolled up to his biceps. A charger.

The room was small, like an office, with gray padded wall panels on all four sides and a flickering black light causing eyestrain overhead. A table stood on the opposite side, adorned with a fruit basket full of mangos and papayas, some coffee mugs, and a stack of magazines. A large, opaque, Plexiglas window loomed off to the side of the table, and a sterile metallic door stood beside it. Jimmy faded in and out of consciousness as he surveyed the room.

A man with cropped dark-blond hair, an athletically toned body, and a tattoo of a mongoose down his left forearm stood next to the door. His feet were apart, spanning the width of his shoulders, and he tapped his palm with the edge of a silver stun gun. He was smiling. He had a chip in his right lateral incisor, a three-toed pair of crow’s feet, and his eyes and teeth glowed under the black light.

“Morning, sleepy head,” the man said.

“Where am I?” Jimmy asked.

He was trying to keep his eyes open. The guard was blurry under the flickering black light. The rhythmic tapping of the stun gun was hypnotic. He noticed a thumping pain banging against the back of his eyeballs.

“Oh God. I can’t believe you people shot me.”

“Now, now, let’s not dwell on the negative. You’re in a place where you can break no rules.”

“Good, then let me out of this chair so I can slam your face in a wall, assuming that’s allowed.”

Jimmy squeezed his eyes shut. Even with the soft glow of the black light, he couldn’t bear the luminance.

“So violent,” the guard said. “How could I, in good conscience, let a miscreant like you run loose in this town?”

“Why don’t you turn your conscience off then? Didn’t seem to be a problem when your people brought me here to begin with.”

The guard laughed. “Mister Powerstick Man—that is your name, right?—you assume far more than what’s good for you. My conscience is clear, now that you’re here. My security force has reminded me of that.”

Jimmy rocked against the chair, but stopped in seconds when it occurred to him that he was more likely to crash to the floor than to break out of the ropes. Regaining control was difficult, though, as his feet were pinned to the chair legs.

“How long have you kept me here?”

“Oh, time is relative when the sun can no longer reach you. Might’ve been minutes. Might’ve been days. Irrelevant.”

Jimmy lowered his chin to his chest.

“I don’t suppose screaming will do me any good.”

“You could try. But I don’t know who’d hear you. We’re pretty deep underground.”

“I think I’ll try.”

Jimmy screamed, forcing so much from his lungs that he lost control of his senses, and he put so much static power into his legs to accent the scream that he tipped his chair anyway. He crashed sideways, right on his cheek. When the pain started and his voice quieted and his eyes sprang open, the guard laughed.

“See, didn’t do a—”

In an unexpected response, the window over the table exploded, and a brown object flew through.

“What the—”

The object sailed across the room like a Frisbee, and its metallic rim wedged into the adjacent wall with a kerchunk.

The guard prepared his stun gun, but it was too late; Junkyard Bob, attired in his trademark blue duster, hopped through the broken window and rushed him. The guard almost had time to aim, but the old man knocked the weapon back, and the guard was aiming at his own neck by the time he got off the shot. Junkyard Bob pushed him against the wall with his boot-covered foot as the guard’s body convulsed.

Once the guard slumped to the floor, Junkyard Bob stomped across the room, stepped over Jimmy’s head, and retrieved his Razor Rim from the wall. The weapon came loose with a jerk from his metal glove. Then the old man lifted Jimmy to an upright position and sliced the ropes open with the blades circling his hat. The ropes fell to the floor and Jimmy kicked them away.

“I can’t believe that worked,” Jimmy said, panting from the sudden excitement.

“What worked? My hat is always badass.”

“The screaming.”

“What are you talking about?”

Jimmy stood and smoothed out his spandex.

“Never mind. Why are these guys so intent on secluding you?”

Junkyard Bob replaced a leather strip around the rim and put the hat on his head with a quarter turn for style.

“I’ve gotten sketchy answers since November,” he said. “I’ve had doctors tell me I needed time to recover. Nurses told me I bring balance to the room. Frankly, I didn’t care because I loved the luxury. But today, the TASER-happy numb nut squad changed my mind.”

Jimmy rested his hands against the table. The fruit in the basket looked fresh.

“And what of visitors? Did you request no visitors?”

“Never had a say in that.”

Jimmy took an apple and ate it. The juice squirted across his teeth. Then he hopped butt-first on the table.

“So why didn’t you leave?”

“Like I said before, they treated me like a king.”

“Did you try to resist?”

Junkyard Bob stomped toward the convulsing guard.

“How about instead of putting me on trial, we put this guy on trial?”

“He’s got the jitters. Don’t think he’s in a mood to talk.”

“He will be.”

(to be continued in...)

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Superheroes Anonymous: A Modern-day Fantasy, Year Two
by Jeremy Bursey

Available Now

Don't forget to check out Cannonball City: A Modern-day Fantasy, Year One to see how it all begins.

If you're wondering how this is OHR related, this is a continuation of the loosely adapted novelized version of The Adventures of Powerstick Man. It's not to be confused with the short story of the same name (that comes with the game). This is a much deeper story than that.
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