PowerUp is a classic style side scrolling space shooter that recently caught our eye on Kickstarter. The side scrolling shooter is currently being created by one-man-dev-team Mike Hanson with plans to be released on consoles, mobile devices and PC.
Heavily inspired by classic sci-fi schmups like Project-X and Hellfire, PowerUp features “modern rendered 3D graphics,” unique weapon mechanics and epic boss battles while still maintaing that addictive and chaotic feel of the classics.
“The Earth is doomed! As you pilot the prototype fighter, Weapon-F through the debris of your vanquished escape shuttle you come to realise that you are the last human alive.
You alone must take on the army of reptillian monsters responsible for the destruction of humankind. You alone must carry out your final order… revenge!”
We recently got a chance to catch up with creator Mike Hanson to ask him a few question about this exciting and nostalgic upcoming space shooter.
Hanson breaks down how the game requires various combat strategies as well as gives us an inside look at how he plans to create epic, unique boss encounters.
He also goes on to talk about what “Parthian-shot death control” is, how Holographic Artificial Tactical Intelligence (HATI) comes into play and how he plans to break the mold while still maintaining true to the classics.
Scroll down to check out our interview, exclusive early development game screens and some gameplay footage.
JHS: What is “PowerUp” for those that don’t already know?
Mike Hanson: PowerUp is a classic styled side scrolling space shooter… a nod to a retro genre of game also known as a SHMUP. Traditionally, the playfield in this sort of game scrolls in a left to right, or upward direction while the player, usually the pilot of a spacecraft of some sort, furiously dodges bullet-hell and unleashes laser based havoc on a mountain of enemies. PowerUp is no exception to this rule. The action is generally punctuated with giant guardians, moments of story driven dialogue and changes of location, pace and musical score. It’s all there in PowerUp, along with a modern techno-orchestral hybrid soundtrack and modern rendered 3D graphics. The whole thing is designed, coded, artworked and er… music-ed by just one person. Me!
JHS: What are some of your major influences, games or otherwise, for PowerUp?
MH: I grew up on the games of the classic 8 and 16 bit era. I was a conduit for everything from the one-on-one fighter to the puzzle based platformer. The flight sim to the brawler, and of course, I was definitely no stranger to the SHMUP in all of its guises. I indulged in everything I could get my little mitts on, and space shooters were no exception.
From the early 8-bit Spectrum action of Alien Destroyer, Armalyte, Chronos and Ad-Astra to the Amiga monsters that were SWIV, Dragon Breed, Atomic Robo-Kid, Xenon II: Megablast. I also loved the likes of Forgotten Worlds for its character driven style and story, although admittedly its complex control system didn’t translate so well to home computers and consoles, and there was something very special about the distinctive design and overall feel of R-Type, not to mention how well it played.
Two games which I regularly cite as major influences in the way PowerUp looks and plays though are Project-X on the Amiga with its rich, consistent, unique visual flair and it’s deep, atmospheric diegetic sounds, and Hellfire on the MegaDrive/Genesis for its wonderful, colourful and extremely useful variety of easily selectable weapon types. I feel that the latter was a particularly underrated game, given the weapon innovations it made within the genre, and early in the production of PowerUp I badly wanted to experiment with something similar.
JHS: What are some of the key elements in PowerUp that set it apart from other retro space shmups?
MH: PowerUp’s main pre-requisite for me was that it should contain and centre heavily around the obtaining and utilising of Power-Ups, hence the title I gave it. The name was a challenge for myself really. Starting with solid controls and collision detection, I then set about the task of inserting some seriously massive power ups, and while I drew from the aforementioned influences, what I actually ended up with was something quite unique within the genre. A quick selection of five very versatile weapons, each with their own distinctive usefulness in any given situation…
JHS: Can you tell us a little bit about the arsenal of weapons and powers players will have access to and how they are acquired?
MH: Basically, the ship’s weapons are split into five types. A a straight frontal laser. a spread shot, a rear shot, a side (top/bottom) shot and finally, a plasma cannon. This is a short range, fast repeating, chaingun of a weapon which proves great for close range combat. These weapons each have ten levels of potency, and as power-ups appear at regular intervals, the player is able to quickly select between the weapons at any time, powering-up whichever they choose, to compliment the way they play. Obviously, I in turn, have structured the enemy waves to compliment a nice balanced powering-up of all weapons together, but that doesn’t mean the player has to dance to my linear tune.
Just remember though, if you overpower your frontal weapons, chances are you’ll be on the run from attacks from behind!
JHS: “Of course, all of the game’s dialogue is extremely skippable, so if you’re just looking for some good old SHMUP action and want to get to it, you can!” How important is story to you and can you give us a brief outline of the game’s plot?
MH: Sure. Looking back at the retro shooters which influenced PowerUp, I came to realise that in most cases I didn’t have the slightest idea what all this explosive destruction was in aid of. I was sure that somebody had painstakingly written some amount of lore to fit each of the games’ scenarios, but for the most part, within the games themselves there was little clue to what that lore actually was.
With PowerUp, I had years of subsequent game design to draw from in making the key points of my plot clear. Using short bursts of character-driven dialogue, I found that I was able to give the player a sense of overall purpose and as a result, to give the missions a sense of progression. The story itself evolved along with the game structure. I wanted each level to have its own colour scheme and general feel so I made the locations as unique to one another as possible, writing them into the story’s journey with discoveries made buy the characters along the way. It made for a very simple affair but it was direct enough to push the player through the game in a way that was clear and consistent… and that’s really all it needed to be able to do.
JHS: The “Parthian-shot death control” allows players to have “just a little influence over your dying ship so you can take a couple of your enemies to hell with you as you crash and burn!” Awesome! Are there any other interesting mechanics like this that you have in the works?
MH: The mechanics for PowerUp have come about as the result of a very organic experimentation process. Recently, a couple of friends of mine played the game in its current state. Both of them commented that a forcefield would be a great addition. One of them mentioned how a player-timed forcefield would be especially cool. Basically, you pick up forcefield boosts as you go… you see trouble ahead… you hold your forcefield for as long as it takes to get through the trouble in question, then release, preserving a little forcefield for later encounters. That particular mechanic would really suit the way the game works… I’m SO having a go at doing that!!
JHS: At this point, PowerUp will feature 5 boss battles (that we know of). Can you talk a little bit about these encounters and some of the more interesting elements of the boss battles in general?
MH: Well, for a start I wanted the bosses to each be quite different to one one another visually. Quite often, a shmup’s level boss will be a beautifully drawn massive chunk of spaceship. Great!! …However, then you hit level 2, along comes the boss, and it’s another beautifully drawn hunk of spaceship… Level 3, beautifully drawn hunk of spaceship, level 4, etc… Sometimes I find that it gets hard to differentiate one boss from another.
I wanted people to be able to say “my favourite boss was The Worm, The Walker, The Cleaner, etc” so I named them accordingly. early on, I scribbled what I wanted them to basically look like and what I wanted them to basically do. Then I put those sketches away until it was time to make them happen in the game. As I coded them in they became a little more sophisticated and their attack modes became a little more set in stone. As I went along, my coding skills also improved considerably I might add. Anyway, the bosses go something like this…
Chapter 1 – “The Cleaner” – A giant disintegrator craft which is hauled in after the defeat of a planet, in order to clear the surrounding survivor-debris and allow the reptillian aliens to mine that world for resources. The craft is equipped with an enormous screen clearing energy ray which charges at intervals. This is also the craft’s weak spot and makes a great target for a good close range plasma cannon. It tis also equipped with slow repeating aimed bullets.
Chapter 2 – “Orbital Defence-01″ – OD-1 is a giant flying Mech craft. A whopping great robot, if you will. These are scattered in the enemy planet’s orbit and constitute the reptillians’ first major line of defense. OD-1 is equipped with a chaingun arm, firing bursts of aimed bullets, along with a heavy weapon arm which pumps out homing mines. These mines will chase until they find their target or are destroyed. They also act as a decoy, protecting OD-1. Additionally, the mech is able to redirect it’s bullet generating energy into it’s shield for invulnerable, swooping attacks. Get evasive when this happens. You don’t want to be in its path!
Chapter 3 – “The Worm” – A subterrainian mining vessel in the harsh deserts of the enemy world, The Worm is well equipped for combat. Yes, it can dig… but with enough boosters to carry it’s vast, weighty form, it is also capable of limited flight! A barrage of aimed bullets from multiple locations on it’s body, coupled with a homing missile sting in its tail make the Worm a particularly formidable foe.
Chapter 4 – “The Walker” – Every Cityplex on the enemy planet is protected by a large millitary presence, backed up with an extremely heavy duty, two legged Walker. These monsters march through the city streets maintaining order and hunting down anything perceived as a threat. If you make it this far, you’ll be chased, charged at and generally at the receiving end of a variety of aimed bullets, fast moving attack orbs and a plethora of homing mines. An agile pilot with a strong array of weapons should be able to dodge between those enormous charging legs and take out the mechanical monster’s head.
Chapter 5 – “the Mastermind” – …Let’s face it, you’ll never make it this far, but if you do….. nah. That would be telling.
JHS: What about the rest of the regular enemies. What are the various types and is there any strategy involved in taking them down?
MH: Oh yeah, In making as effective and varied a use of the weapons at your disposal as I possibly could, I’ve come up with quite a host of enemy types. you’ll find the BatCraft, small, quick fighters which swoop in from screen-right and arc out to flank you. The most effective means of dispatching waves of these is with the spread shot. Later, you’ll confront their more advanced relatives, the more durable, armed RedBats and the extremely robust, quick-firing BlackBats.
Then you’ve got the sinister, bug-like PinCraft, so called for their spine-chilling deadly frontal pincers. These attack in swarms and you’ll be fending off vast numbers of these at close range so make sure you’ve got your Plasma charged. Later, Red and Black varieties of these also throw ever more wit and weaponry your way.
There’s the MisCraft, large, durable ships with frontal lightning rods, placing them out of short range. They fire clusters of homing missiles, then charge in your direction. A good concentration of powered-up frontal laser fire should see the end of one of those.
There’s the DEFCraft. Versatile, fast moving fighters who swoop in from behind, then double back for a frontal attack. These can be taken out in droves using your sideshots.
That’s not to mention the huge BUSCraft, desert crawling RATCraft, the heavily armed SLOBots, the FABCraft, the RAYCraft and the TENTACraft, each with their own macabre host of skills and strategies. There’s no shortage of enemy types and most of those have scarier cousins later on in the game. Making good use of your arsenal and negotiating the bullet-hell they generate will be up to you.
JHS: What/Who is HATI?
MH: When I first wrote the order of events for PowerUp, I realised that to get the story across, the last human alive would have to talk to him/herself (non-gender-specific) rather a lot. This simply didn’t work so I decided that once the pilot had defeated The Cleaner and cleared the first level, he/she would ask him/herself something in the region of “What now?”, upon detecting a query, the prototype ship would fire up it’s very own holographic Artificial Tactical Intelligence.
HATI was born, and our pilot had a companion to bounce some dialogue off. Utilising what remains of the Earth’s military records and intergalactic maps, HATI advises our revenge seeking protagonist on the best course of action for taking down as many of those “scaled scumbags” as possible before being overrun. This leads us to best guess the reptillians’ home planet and locate the source of their power at it’s core.
JHS: What are some of the games you have been playing lately?
MH: As a lot of my Twitter followers know, I have a particular affinity with retro games. About the same time that I started to publicise PowerUp, I also began another little quest… to play as many old games as I could get to emulate on my home computer. I started with the Amiga and set up a little YouTube channel called 1go Shortplay. It has been gloriously unsuccessful, but I don’t care a jot. I love rediscovering some of the games I adored and especially love coming across gems I missed back in the day.
With regards to modern AAA gaming, yeah, I play them, but I’ve been feeling further and further removed from them. I’m usually quite behind the times because I cant justify the cost of buying them new, and often, when I do get around to checking them out second hand or borrowed from friends, I often give them a couple of hours before I feel I’ve got the measure of the experience and have generally drained them of enjoyable content. Recently I did rather enjoy Aliens Vs Predator, and the modern reimagining of Bionic Commando for my Xbox. I’m quite looking forward to giving Red Dead Redemption a go at last, but that’s currently on my shelf, waiting for me to get around to it.
I seem to have fallen in with the indies. Occasionally I get a Saturday afternoon to myself and more often than not, I gravitate to XBLIG, download a batch of indie games and buy the ones I particularly enjoy… and recently, I particularly enjoyed ChronoBlast from N0rtyGames… I’m not sure I totally buy into their seeming obsession with space-vixens, but it is a REALLY nice top-down SHMUP, so given my current mindset, I love it!!
JHS: Can you tell the Jace Hall readers something about the game we might not already know from the Kickstarter campaign material?
MH: That’s a tough one, that. I’ve discovered that the addition of content to PowerUp usually comes along as the development evolves and the course of the Kickstarter saw a few big additions to the game. In a bid to secure and push up my target, advanced from Xbox and PC versions of PowerUp to iOS, Android and Ouya too. I even added a selection of unlockable paint-jobs for the player’s ship: “Weapon-F”, which I’m hoping to have in all versions of the game too. The addition of a forcefield and a blast weapon were both later amendments but are pretty common knowledge now…
One of the impending tasks on my “to-do” list is to balance the game out for its medium difficulty level. This will, of course, mean adding easy and hard difficulty levels too, each with their own tier of unlockable paint-jobs. Again, this is relatively common knowledge.
…However, what isn’t common knowledge is that I intend to add one more particularly nasty difficulty level, intended to bring out the very best PowerUp players. Completion at this difficulty may very well unlock a particularly special variant of Weapon-F… And that’s all I’m saying on the matter for now.
JHS: We know it is still very early in development, but will there be an open beta and when can we expect to see some new footage of PowerUp?
MH: With PowerUp being my first go at making a complete, multi-format game and properly putting it out there, I’m not really qualified to say yes or no with any authority just yet. With regards to a beta, this is how I see things at the moment…
The first version of PowerUp will be coming to XBLIG. Now, I do know that they have a system for testing in place there. Its a peer-testing system in which game developers get together and test each other’s work. Sounds pretty idyllic in principle, though I do approach it with some trepidation, mainly because it’s my first time and I’ve absolutely no idea what it entails. I’m sure it’s all good though and that PowerUp will get some solid, honest testing through it. At the end of the day, this is how they do things over at the XBLIG AppHub and that’s that. It’s also pretty much a closed beta process for people who have paid the annual subscription fee of $99.
Once I’m through that, there is a distinct possibility that I’ll offer the game up to some kind of additional open beta process for the PC version, but again, I’m yet to really address and get to grips with the PC side of things and will do so fully once I’ve steered PowerUp through the XBLIG AppHub process and released it there.
As for footage. I was always hoping to make my second trailer all about PowerUp’s bosses, once I’d finished them and composed a bit more music for the game…. Well, guess what?! I’ve just finished PowerUp’s bosses and my new shiny Kickstarter-funded copy of Cubase arrived just today! With that in mind, I think we’re just a few weeks away from the second PowerUp trailer now. Stay tuned for more news on that…
You can watch a playlist of PowerUp making-of videos here.
Below we have some exclusive screens of the game in its current stage of development and you can also catch some gameplay footage in the Kickstarter campaign video as well.
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Gary Graham’s unreleased song about the Jace Hall Show is revealed to the world while Marina Orlova from Hot For Words deals with Gary’s old smoking Jacket. Meanwhile, Jace and Todd continue auditioning hot girls for their new assistant role – someone has to do it.
Jace and Todd run into an old friend in Stargate’s Joe Flanigan, who is still wearing Jace’s priceless original “V” costume while he’s getting coffee in Burbank. Jace once again goes inside an actual design meeting at Blizzard Entertainment, one of the biggest gaming companies in the world.
Actress Laura Vandervoort goes inside Jace’s recording studio to mess with her “V” co-star Logan Huffman. The tables are turned on Jace, when professional fighter Bob Sapp threatens to go postal on Jace for not “supporting” one of his main ideas.
Logan Huffman wants to know who is posting comments about him online and asks Jace for help. Meanwhile Joe Flanigan is caught again flirting in the V costume. Jace heads to the set of Law and Order: SVU to catch up with Ice – T and Coco and the Starcraft II team gets “rushed” by World of Warcraft Lead Designer, Jeff Kaplan.
“V” Star Logan Huffman is still trying to get to the bottom of the videos being posted online, meanwhile Hotforwords.com’s, Marina Orlova tries to describe the word “1337″. Plus, ICE-T makes an appearance and gives us an intimate, behind the scenes look at his gaming life.
Jace visits Sean Gailey at J!NX, the exclusive clothing partner of the Jace Hall Show, to check out the operations and find out where his royalty check is. Then go back to visit ICE-T, where they flip through some of his wife Coco’s most vivid bikini shots.
The hunt for the new assistant winds down as the perfect candidate seems to have shown her face, as opposed to other body parts. Jace sits down and talks shop with some of the writers at College Humor and gets an earful from the executives at J!NX.
Jace is caught off guard trying to work when Randy Jackson’s “Americass Best Dance Crew” show moves in down stairs and disrupts the office and begins to take action. Meanwhile, the guys at J!NX still want let Jace off the hook on The Jace Hall Show.
Jace tracks down “America’s Best Dance Crew” show creator and American Idol Judge, Randy Jackson to ask him to turn the music in the show down. Meanwhile, Jace gets on the horn to talk some interesting items with game designer Cliff Bleszinksi.
Marina Orlova gives Jace and Todd one last chance to get rid of the smoking jacket before she will read one more word. All the while, Randy Jackson continues his tirade against Jace and refuses to move his show America’s Best Dance Crew to a new location.
Jace tries to convince Todd that he actually handled the noise problem with Randy Jackson well, which new assistant Ashley seems to confirm for the time being. Meanwhile, Jace and Todd return to the office, where something horrible has gone wrong.
What happens when The Smoking Jacket Guy gets mad? Gary Graham can barely keep it together as he goes off on Todd and Jace about his new role. Warning: this video isn’t for small children sensitive to language and/or aspiring cameramen. We could barely keep it together with this one.
This outtake gives an unusual look at the design process behind the popular video game franchise Diablo. Jace and Todd were given exclusive access inside Blizzard Entertainment headquarters, and found some interesting things, namely, making a video game is a lot like playing darts.
An outtake of what has become one of the most iconic scenes in the history of The Jace Hall Show. Comic book legend Stan Lee can’t keep it together as he and Jace do their best to clean hot coffee off one of the most valuable comic books of all-time.
In what has to be the most anticipated staged rematch of the past century, Carl Weathers and Dolph Lundgren prepare for their epic rematch, in front of a live-studio audience at HDFILMS. This is the lead-up to proceeding episodes featuring the two film stars.
Everyone is a critic…even the writers at College Humor, who give Jace a hard time about The Jace Hall Show in this short, outtakes clip. Is the Jace Hall Show funny? Don’t ask these guys, they’ll give an answer that’s less than favorable.
Season 4 premieres with EXCLUSIVE in-game footage from the highly anticipated sequels of Duke Nukem: Forever and F.E.A.R. 3. Plus, The Old Spice Guy stops by wearing a towel and the legend himself, Stan Lee asks Jace for a huge favor – which wasn’t exactly what Jace was hoping for.
Jace scores an exclusive look at Fallout New Vegas with the designers themselves, and learns one of his arch nemesis is in the game. Jace’s visit with Stan Lee continues to take a turn for the worse, and pop celebrity Audrina Partridge stops by the office…and steps on a few feet.
Audrina Patridge (Dancing with the Stars) offers to teach Jace and Todd how to dance at the new offices, but the music seems to have thrown Todd off his rhythm causing a painful accident. Meanwhile Jace talks smack with UFC and MMA superstar Cung Le, as things start to get violent.
EA Sports MMA Star Cung Le decides to show Jace his moves in Cung’s Dojo since they don’t have a copy of the game, naturally Director Todd takes the worst of it. Tensions flare up between Jace and Stan Lee as the worst thing imaginable finally blows up before them.
Team Unicorn’s very own hottie Milynn Sarley challenges Jace to a game of Kaboom, while he and MMA fighter Cung Le ride on horses into the sunset. Also, The Jace Hall Show is given secret access at Sony Online Entertainment to get a peak at Star Wars Clone Wars.
Jace visits some of the top game reviewers at IGN, and finds out the hard way how they review some of the industry’s most popular video games. Jace is treated to a surprise when his car alarm goes off…apparently there is someone else in the neighborhood with a cooler car.
Jace takes a break from hosting and gets the chance to be interviewed on NGAME.TV – where things quickly take a sour turn for the worst. And are video games too violent? Jace talks the politics of video games with Ted Price, the CEO of insomniac games.
Jace gets invited to the “Lost Planet 2″ party and runs into “V” Star, Logan Huffman who is still upset that Jace hasn’t gotten a video of him pulled from Youtube.com yet. Jace then goes to Crystal Dynamics to talk Tomb Raider with brand director Carl Steward.
Jace manages to piss off two of the most important people in the country, Barack Obama and Jessica Chobot. The former is upset at Jace’s TV show, while Chobot doesn’t appreciate Jace crashing his set. Plus, Jace sits down and talks V with the legendary actress Jane Badler.
Jace Hall visits BioWare to check out Star Wars: the Old Republic and sees a secret Tomb Raider project. Tempers finally flare on set of Jace’s interview with NGAME TV, not before Jace has a sit down and talks with cast members of ABC’s “V.”
Jace catches up with Stargate Executive Producer, Brad Wright on location in Vancouver to get even more insider info on what has kept the Stargate franchise popular with the fans and networks for so many amazing years. Also, more Star Wars: Old Republic exclusives pop up at Bioware.
The “EPIC” Cliffy B. himself has taken up the KABOOM! open challenge on the office Atari to test if he really did put the FUN in fundamentals. Plus, Jace relives one of his lifetime dreams of doing the happy dance on the set of Stargate…much to producer Brad Wright’s dismay.
Jace witnesses nerd mating rituals at Sony Online Entertainments fanfare and visits the DC Universe Online studios, where he is met with quite a challenge. Jace also has another intimate chat with President Obama, as the latter continues to express his dismay.
Jace has decided to take advantage of his co-hosting duties at the Sony Online Entertainment Fan Faire celebration, by showing his new music video to the thousands of EverQuest players in attendance, much to the dismay of the crowd. That didn’t stop one enthusiastic guest from doing something radical.
Jace finally meets his match, getting destroyed in a game of DC Universe Online. That doesn’t stop him from rocking Vegas with Randy Pitchford from Gearbox, and venturing to Gaikai, where he learns about cloud gaming with company President Dave Perry.
Donald Faison and Jace discuss the best biblical ally to have in a fight, while Donald tries to pitch his newest show idea, he only needs a few bucks. Jace then goes to Vegas to talk Doom, Quake and some of the greatest first person shooters of all time with the guys at id Software.
The team at id Software reveals Exclusive RAGE footage, direct gameplay that only The Jace Hall Show can bring! Plus, Jace puts Sandeep Parikh, one of the stars of The Guild on the spot about his series, and just what exactly he and Todd Roy are trying to pull behind his back.
The Jace Hall Show debuts more Exclusive RAGE footage with the id Software team, but Jace isn’t satisfied with just “looking”, he wants to play and has decided to pull a runner! Then Jace and Todd decided to pwn the Goodyear blimp, getting a limited access view of Los Angeles from up above.
The Season Finale is so 1337 it just couldn’t fit into a single episode. In part 1, we take a special trip to the home of Gears of War and Cliffy B himself in North Carolina, EPIC GAMES where Jace is looking to cash in on the “favor for a favor” that Cliffy promised him.
The Jace Hall Show closes it’s 4th season with an Epic sized finale (is there any other way?) Showcased is Exclusive footage from the new Mortal Kombat game in all of its gory goodness, as well as perfectly inappropriate Duke Nukem: Forever footage in all of its “Glory”.
The Season 5 debut features Jon Heder a.k.a. Napoleon Dynamite losing a video game battle to Jace, forcing Jace to debut his “Blame It On The Game” music video (starring Fab Morvan and John Davis) that made history. Plus, we sneak into Blizzard headquarters for Diablo 3 EXCLUSIVES.
Geek Goddess Felicia Day stops by to settle an old score and try to steal something back from Todd and Jace – somehow her underwear drawer gets in the way. Plus, the I Play WoW video that grossed over 13 million views is back in the new I Play WoW redux ENTIRELY using machinima.
The fight with Felicia Day continues, as Jace gets the opportunity of a lifetime to record an ACTUAL character in Diablo 3 – it didn’t go as well as everyone had planned. Plus, Jace receives an ATARI automobile that you have to see to believe (something Todd can barely put up with).
Jace continues to struggle in his Diablo 3 voice session, causing lead designer Jay Wilson to ask for more BLOOD. The SOE team behind PlanetSide 2 offers Director Todd Roy the chance of a lifetime. Jace’s Kaboom skills are put to the test against a team of ambitious gamers.
49ers Tight End Vernon Davis visits the office to buy Jace’s T-Rex, offering a huge price! Matt Higby show Jace more from PlanetSide 2, while YTCracker and MC Lars try to get Jace to show some nerdcore skills by rapping live as Jace debuts his latest music video, “My Game Ain’t Done”.
Comic book legend Stan Lee returns and promptly destroys his ACTION COMICS #1. Meanwhile, Vernon Davis offers a HUGE offer for Jace’s T-Rex, only to have everything fall through in the end. Plus, Jace continues putting up ridiculous scores, pwning little kids in Kaboom.
Jace begins building what is undoubtedly the greatest ARCADE Machine in the history of space and time, while the much balleyhooed PlanetSide 2 trailer Todd was hired to direct debuts…to much jaw dropping. Plus, the fight continues as Thousand Pound fighter Amy Johnson kicks ass.
The Ultimate Arcade Machine is finally revealed, with pretty much every video game ever made! Get a look at Jace’s new toy and its insane features! Plus, Todd auditions a film and TV star to take Jace’s place as host of The Jace Hall Show, without Jace even knowing it.
Exclusive gameplay and all access behind the scenes look into Defiance, one of this year’s most anticipated shooters. NBA champion and celebrity actor Rick Fox makes his move to replace Jace as host, while Producer Todd makes moves on Rick’s hot sister.
Actor and NBA champion Rick Fox scores an exclusive look at the top secret Sims City game at EA. Jace then crashes Gears of War designer Cliff Bleszinski’s celebrity packed wedding – the only problem is that none of Alison Haislip, Isaiah Mustafa or Randy Pitchford will let him in.
Jamie Lee Curtis and Christopher Guest are caught committing a MAJOR gamercode violation, while NBA star Rick Fox previews a never before seen SimCity demo. Plus, if you thought the annoying orange was annoying, wait until you see what Apple’s biggest competitor has cooked up.
ATARI founder Nolan Bushnell faces off against INTELLIVISION’s Keith Robinson in the final battle of which gaming platform is better. Then actress Eliza Dushku confronts Jace, proving why he shouldn’t question a girl’s game cred, in one of the most epic rap music videos ever.
The Jace Hall Show gets an exclusive look at the hidden scandal behind why Kevin Pereira left Attack of the Show. Meanwhile, Debbie Gibson and Jace fight over Afterglow Headphones then think about making a music video together. Has Electric Youth been reloaded?