Black


Recently perusing the offerings from Xbox Game Pass and the added EA Play selection, I came across a game I had personally forgotten about: Black.

At a time when games like Rainbox Six or Soldier of Fortune were more of the Modern Warfare experience (as that series of Call of Duty games hadn’t dropped yet) Black represents a great first-person shooter experience within the black ops military operation genre.

It’s funny, because I can clearly recall owning this game on the original Microsoft Xbox. As mentioned, it was a bit of an under the radar title, especially with Halo dominating all of the headlines on the console (while the PS2 also received this game and had plenty of other competition on it’s box!)

I remember this being a whoa reaction first playing it, so I had to ask myself if Black still holds up. After downloading it free on my Xbox One, I was off to the land of 2006 to see how well this game stood the test of time.

Let me say, it’s still a blast to play. (I had to go back and find out why it never received a sequel, that’s how fun it is.)

Now, some of the more uppity gamers apparently complained about the length of the game or lack of multiplayer – those things have never been a major concern to me. I actually loathe online multiplayer (checkout my review of Halo 3 for more on that) and I don’t mind playing games in short bursts, because I’m a grown ass adult with other adulting to do.

However, Black is far from brief.

There aren’t many missions, but I found myself taking in upwards of an hour to defeat a single level on even the lowest difficulty setting. Oftentimes, even on easy, you will die and have to start over, which is about the only frustration I find with Black.

Cranking up the difficulty can make these stages go on longer, as harder settings increase the number of objectives necessary to complete each mission. Also, you can’t simply run and gun your way Doom-style through each board either, as some elements require stealth or cover as you take out enemies.

Now, the AI isn’t the brightest and can be predictable, but let’s not forget this game is older too! Where Black shines is the polish in the graphics, audio, controls, and most importantly, the experience.

The main gimmick of Black is explosions – and we’re talking Michael Bay blockbuster movie explosions, as your on-screen reticle changes to black (get it) when you can blow something up. (It turns red for enemies and green for friendly NPCs too, which is helpful.)

Your hands will actually feel the amount of controller vibration after each sitting of playing, as you cycle through a nice assortment of weapons, each bigger than the next, making you feel like Rambo taking out entire contingents of Eastern Bloc inspired bad guys. (“Grenada!” is something you’ll hear often while tossing grenades.)

As in some other shooters, you can only carry two weapons at a time. Even on easy, the game isn’t littered with health packs or ammo, making every move a calculated one. Reloading also blurs the screen and takes you out of the action momentarily, adding to the strategy of when to start going Leroy Jenkins on a level or remaining in the shadows.

Among the guns are pistols, semi or fully automatics, heavy machine guns, and even RPGs.

Play wise, because RPGs are often scarce and usually necessary to clear certain areas (such as long hallways with machine guns).

Overall, the satisfaction you get from cleverly designed missions that have you blowing up entire compounds is second-to-none. To this day, I feel the premise was ahead of its time, and so long as you’re not a snob turning your nose up at a shorter game play experience, or the 2006 era graphics (which still look fairly nice) you’ll definitely want to add this to your FPS bucket list of games to play.

Super Mario World: Super Mario Advance 2


It takes a lot for me to be disappointed in a Super Mario game. And for the life of me, I couldn’t figure out why it took me so long to play this one, since I had (mostly) enjoyed the other Super Mario Advance GBA ports.

Well, it looks like I’ve finally been letdown, this time by the Super Nintendo just being that darn good.

The Game Boy Advance’s take on Super Mario World isn’t inferior, but it does struggle with a lot of items that are hard to turn away from if you’re a fan of the SNES original – which I consider to be one of the greatest games ever made.

For starters, the colors are washed out due to the lack of color depth on the GBA hardware. The Mode 7 scrolling backgrounds are also changed in most scenes, giving the game a very dry and unappealing aesthetic. Tinny audio changes that downplay the classic soundtrack, along with the lack of the extra X and Y buttons on the console, really underscore what is a tremendous game otherwise.

Yes, Nintendo went ahead and played around with this, as they did the other Advance Mario games too. However, the changes aren’t to the same level as what they did for Super Mario Bros. 2 or 3, with no new levels and nothing much of substance here, other than changing sprites to align with the other games…

That is, unless, you actually want to play with Luigi, who has been 100% altered to be his high-jumping, slow and slippery-footed self. (It’s the change that no one really asked for – does anyone play with Luigi?)

There are a few extra cut scenes at the beginning and end, and the message boxes, I’ve been told, have been increased. Oh, and a list of levels on the map screen, because, well, I don’t know why that’s needed!

I know this game so well, that the only thing I noticed that was different, and somewhat neat, was that the Top Secret Area (above the Ghost House in World 2) is now a hill instead of just a dot on the map.

Is this game really that bad though?

No.

It just suffers from the same lack of screen real estate you may have with other TV to handheld translations. Otherwise, it’s still the great game play and depth as the original.

I’m just that much of a purist when it comes to SMW that I would prefer playing the original over the squeezed down version with very little changed for the better. You may find it’s the same way should you feel compelled to play it.

Star Wars: Dark Forces


Star Wars: Dark Forces has been called a Doom clone by those who don’t know any better.

The honest to God’s truth is, if you like Doom, you’d love Dark Forces even more: especially if you’re a Star Wars fan.

It’s hard to imagine this, but back in 1995 Sony’s PlayStation was just released in the United States and one of its first titles, is a port of what would become a cult video game.

Also in 1995, Star Wars didn’t have new content. Aside from the main trilogy, it would still be several years until the series was expanded in cinema with The Phantom Menace. Therefore, Dark Forces enters what was referred to the “Expanded Universe”, creating a new storyline and characters aside from the original movies – which content-starved Star Wars fans were clamoring for at the time. (The Power of the Force action figure line re-released around this same time, which pushed the rebirth of Star Wars in general.)

The game’s story bookends being before and after A New Hope, following Kyle Katarn who is a mercenary working for the Rebel Alliance. Katarn stumbles upon the Empire’s Dark Trooper Project, which are overpowered Stormtroopers.

The game itself is a first-person shooter (FPS), borrowing common elements from the mega popular Doom series. The comparisons might end there, as Dark Forces is much more than a Doom clone with Star Wars painted over top of it.

For starters, its one of, if not the first FPS to include jumping and crouching, which creates some platforming elements that were missing in Doom, such as crawling through ventilation ducts years before it became cool in the N64 classic Goldeneye 007.

It’s also possible to look up and down, helping to aim and shoot those enemies that are on higher platforms. Again, this seems trivial, but back in 1995 it was groundbreaking.

Looking back, the graphics obviously do not age well, but the game play is outstanding save for getting lost in levels (usually due to the graphics and not being able to see what it is you need to do next!)

When adding Star Wars to the mix, you now get some FMV cutscenes and voice work, including famous one-liners from Imperial officers and Stormtroopers. Guns have the familiar shooting and blasting sounds from the movies, and overall, anyone who is a Star Wars fan should have this on their must-play list. In fact, it’s one of the best FPS titles ever made, if you’re capable of dealing with the dated graphics and the PlayStation’s D-Pad controls.

(I do not wish to share anymore, because there’s a few really cool spots in the story that will make any fan smile! Enjoy!)

Excite Truck


Have you heard of Excite Truck? If not, you may not be the only one.

A title which flew under many radars on the underpowered Nintendo Wii, Excite Truck is a successor to Excitebike series on previous Nintendo consoles, except this time motorbikes have been swapped out for offroad inspired trucks.

That may sound like a mess, but in application, Excite Truck totally blew me away – and the game play is totally on par with the things that made the motocross series popular.

First, there’s plenty of jumps, plenty of speed, and plenty of crashes. If you can remember overheating your bike on the NES, or having missed the timing of a jump and needing to collect yourself from the ground, then you’d be on board with Excite Truck’s spin on all of the above.

Single player mode sees you race against computer opponents in timed tracks. The main goal, however, is to collect stars, which is done by performing many tricks to perfection.

Some of those tricks include getting air, perfect landings from jumps, or successfully navigating an area full of trees without crashing.

The tracks are based on real life locations, such as China, Scotland, Mexico, Fiji, Finland and Canada, with a fictional Nebula level tossed in. The locales are detailed and lush, with most of the terrain able to be navigated (for better or worse!)

The trucks are based on real-life variations too, with more vehicles and paint jobs unlocked as you progress through the game. That’s a neat feature which reminds me of Mario Kart. You begin by picking the truck that fits your style and then choosing the color of it. You may pick on with better acceleration, for example, over handling.

Once you choose your cup level and stage, the game kicks over to the Wii’s main gimmick: motion controls. There’s no thumbstick, nunchuk or classic controller options here, as Excite Truck forces you to steer by tilting a sideways Wiimote controller side-to-side like a real steering wheel.

When executing jumps, you can turn your car sideways, or tilt forward or backward to help execute a better landing. Gas and brakes are handled by buttons 1 and 2, and the only other button truly used is “down” on the D-pad to use the speed boost feature – but be careful, you don’t want to overheat the engine!

While most won’t like using the motion controls they’re actually great. The game couldn’t be any easier to play and who hasn’t jerked side-to-side or pulled back when playing the original NES game? Now those movements mean something!

However, I would’ve liked to have seen a few additional controller options, as we saw in Mario Kart Wii.

Overall, Excite Truck is a very pleasant surprise which I feel deserves a follow up too. The only true shame is that more people don’t know of this game and that the Wii didn’t have HD graphics, as tweaking an emulated copy shows how this game really shines even over 15 years later.

Gears of War 2


It’s really hard to not see how the Halo and Gears of War games cross paths at times, and while there are similarities here with Gears of War 2, the one that stands out the most is that Gears 2 is an incredible follow-up to the original, just as Halo 2 was to Halo.

Built on the Unreal engine, Gears 2 retains everything that made the first game fun, as you duck in-and-out of cover in new, clever ways while also engaging with melee attacks, such as the Lancer’s chainsaw instant-kill. (Which can now result in a “chainsaw battle” with enemies also wielding the same weapon.)

Among the new weapons added are a chainsaw, flamethrower and mortar cannon. Grenades can be used like proximity mines as well. Using downed enemies as a body shield is also fun, while new vehicles were added to the mix too.

Several of areas of the game feature more “on rails” campaigns, such as riding on larger vehicle or boat.

While all of my descriptions don’t lend to sounding like an upgrade or more fun, you have to trust me when I tell you it is. The storyline and plot for this game is among the best I’ve had the pleasure of playing – and it would likely play out as well on a big screen Hollywood movie as it did interactively.

Somehow the game crosses boundaries that are parts Halo (but in third-person), part Aliens, and even a hint of The Predator. All of the gore, violence and over-the-top language continues, though it can be turned off if you have small ears nearby.

As you continue playing, you may be compelled to think you’ve seen the best this game has to offer, but somehow it keeps one-upping itself until the very end.

I’ve left some key details out as to not spoil for anyone playing through a backlog. If Gears 2 is one of those games you have yet to complete, I compel you to do so soon!

It’s one of the most enjoyable games I’ve ever played and certainly one of the best gaming sequels of all-time (in my humble opinion, of course!)

Eternal Champions


I will preface this review by saying, if I’m in the present day and age when this game was released, and a proud owner of a Sega Genesis, I’m likely a happy camper.

However, that’s not the case judging this game many years later.

Sega jumped aboard the fighting game craze in 1993 with their own original title, releasing Eternal Champions directly to the Genesis with no arcade presence prior.

This gives the game some exclusivity but also walls it off from many of its more mainstream competitors like Mortal Kombat or Street Fighter II. The latter of those games played well in arcades and translated well to consoles, but I feel as if Eternal Champions is missing that “it” factor which truly makes games standout.

EC has some really good things going for it. It borrows the six-button layout from Street Fighter II, with weak, medium, and strong kicks and punches: however, this is also its demise, as a six-button controller is required to play it, and pulling off some of the moves (like pressing A+C or X+Y+Z simultaneously) are difficult in the heat of battle.

The way this is balanced is by using a special moves meter, which depletes depending on the severity of each move. New players will come into EC not knowing these moves, so their competition is can’t cheaply beat them by being that more experienced.

Blocks, jumps, everything else works similarly to other fighting games, so it’s a welcome portion of the game, but you’re still not likely to win many matches without mastering the characters.

And in the 2020’s I have no patience to do so for such a redundant title.

Don’t get me wrong, the available characters are diverse. They each have styles that may fit specific players, with the females moving/jumping faster than some of the larger male counterparts who plod along with heavier hitting strikes. The back stories on each of them is unique, and the plot overall is missing a “big bad” altogether, opting for different branching endings.

The stories are so front and center they can be accessed directly from the game’s main menu too.

Each character has their own stage, own moves, and yes, even a knockoff on MK’s fatalities otherwise called overkills.

Overall, the visuals are impressive for the lesser powered Genesis too. Characters are large and in charge, but unlike knowing that a game like Mortal Kombat had better visuals in the arcade, that were then pared down for consoles, what you see in EC here is what you get. Nothing more.

I feel like this game would be far better played with an arcade stick too – and yes, Sega’s little-used Activator add-on was also supported – but in the end, if you have to play with a gamepad, especially the 3-button (which used “start” to toggle the kicks/punches) then you are pretty much sunk.

For retro gamers who grew up with EC, the trip down memory lane may be better than approaching this for the first time. I feel this game is good enough for its era, but not something you’re going to want to sink a lot of time into playing when better fighters, even others developed by Sega, exist.

Top Gear


Here’s a fun game that flew under my radar for many years.

The SNES really blew up the racing genre with its Mode 7 graphics capabilities. Top Gear (unrelated to the TV series of the same name) takes advantage of this, but in a strange presentation if you weren’t aware of the reasonings for it.

The game splits screens between Player 1 and the CPU in single player mode, but the game was thought of with two-player gaming in mind at first, and by the time the devs considered the single player modes, creating full screen versions of the sprites and more, would’ve delayed the release of the game, as well as increased the costs behind the scenes as well as production for a larger cartridge.

That’s what makes Top Gear unique, as you can glance at your opposition while zooming through the deep number of levels set-in real-world locations. I would equate this to playing Goldeneye 007 split-screen years later on the N64… but this was 1992 and the concept here works well.

Because of the split screens, Top Gear was able to graphically do things other games couldn’t. Other than F-Zero, the game appears to fly as your speeds reach 200mph.

The game is highly influential as well, spawning sequels and imitators. It may be one of the earliest games to use “nitro boosts” which instantly increases your car’s speed.

Speaking of, this could be one of the earlier games to offer so many customized options too. While there are four cars to choose from, each with their own array of handling attributes, you can also opt for automatic or manual transmissions.

The coolest aspect of Top Gear, however, are the controller options – including one where you hold the SNES controller upside-down! (I’ve never seen that before!)

Now, I’m not the biggest racing game fan, nor am I very good at them – so Top Gear also represents a pretty large challenge for gamers, with a high level of replay-ability. Each country features a number of tracks to race through, and you must finish near or at the top to unlock the next set. It won’t always be that simple, however, because you need to strategize pit stops to make sure you don’t run out of fuel as well.

Tucked within all of this is a kickass soundtrack lifted from the Lotus series of racing games on the Amiga, which were also produced by Barry Leitch. According to Wikipedia:

For example, the title music of Top Gear is taken from the ending of Lotus Turbo Challenge 2, and the third race of each country uses a remixed version of the Lotus Esprit Turbo Challenge title theme.

Another neat addition are some of the speech bubbles in-game, which usually appear after boosting your speed with a nitro or when you bump into other cars.

The game is simple to pickup but tough to master, making it one of those rare titles where plunking down $60-70 back in the 90’s would’ve been a huge value for gamers in that era.

As far as nostalgia is concerned, I’d put Top Gear a tier below something like Sega’s Outrun, but among the better racing games of its time and one retro gamers would be happy revisiting.

Halo 3


I complain about a lot of games on my blog, and there are others I rave about. Whereas Halo and Halo 2 felt like progressions in the series, my opinion of Halo 3 is that the story was a bit harder to follow. Despite the natural upgrades moving to the newer generation Xbox 360, some of the gameplay feels monotonous and otherwise not much of an evolution over Halo 2.

I think I feel this way because in the jump from Halo to Halo 2, we learn there’s multiple halo installations while being able to play as the Arbiter, wield dual weapons, and of course, the energy sword. The plot still revolves around the Covenant and the Flood, and for me, Halo 3 still does a lot of the same things good but I’m not sure the leap was great.

Part of that blame likely goes to Halo 2 for being such a leap from the original in so many ways. The other part of that blame is the Xbox Live mode that originally threw me off of this game years ago. Included as a beta with Crackdown, we all got a taste of how great Halo 3 could be online.

When we finally got Halo 3 in our hands, however, the little preteen voices in my headset still haunt me to this day.

Sure, I can get “gud”, but no, you really can’t when you’re up against players who stayed up for release and played without sleep for 72 hours, while you’re just removing the shrink wrap from your copy days later! In fact, this game pretty much killed my wanting of ever going online to play video games.

There’s a certain appeal to sitting in a room with friends playing split-screen Goldeneye 007 that cannot be replicated over the internet with total strangers.

Sorry not sorry… now back to the singe player campaign.

Technically, there’s nothing wrong with Halo 3. I’m even giving it a thumbs up, because compared to everything else, it’s a really solid title still. The plot, as mentioned, seems to jump around a lot. Sometimes you want to just get right to the action only to have interruptions.

For that reason, I wasn’t the biggest fan of Gravemind and the final levels where he’s rebuilding himself on a halo installation. It was different, but at the same time felt out of place.

And of course, Halo can’t possibly end without a driving gimmick as the final final part of the game. (At least this time there wasn’t as many mindless timed jumps or maneuvers necessary, and even if you do miss a section, the checkpoints are more plentiful.)

There appeared to be a lot more focus on vehicles too, but the combat was more evenly balanced. Bigger vehicles can take out smaller ones with better balance, and collisions seem to be on point too. Yet, it still seems like an extension of Halo 2 to me in many ways. Even the epic scarab battles feel a little recycled, though the first appearance of one in Halo 3 will still make you pop when it comes onscreen.

While it seems as if I’m dumping on this game, I still enjoyed it. I believe it lives on so highly rated due to other features, mainly multiplayer, which is what I soured on while others liked it.

The campaign and plot portions, however, were a mixed bag according to some reviews sourced on Wikipedia.

Reception of the single-player aspect varied. Yin-Poole wrote that while the cliffhanger ending of Halo 2 was disappointing, the campaign of Halo 3 was much more satisfying. Gerstmann, GameSpy’s Gabe Graziani, and Goldstein maintained that the campaign was too short, especially on easier difficulty levels or with three additional players in co-op. Goldstein was highly critical of the eighth level, stating “the penultimate chapter is so bad, just thinking about it puts a rotten taste in my mouth.” The New York Times’ Charles Herold said the game had a “throwaway” plot and Total Video Games judged the single-player aspect ultimately disappointing. Goldstein and Steve West of Cinema Blend thought a part of the game’s story was lost by not having the Arbiter featuring as prominently as the character was in Halo 2.

This made me feel better about my initial thought of revisiting Halo 3. I really can’t say it’s bad, but it still doesn’t feel groundbreaking – now or then.

While I leave it in the present day with a better appreciation for the total package, I feel it could be the weakest single-player campaign in the entire series.

Spider-Man: Return of the Sinister Six


Once upon a time Nintendo games challenged the patience of young kids everywhere. Video games used to present a repeating challenge, such as Pac-Man or Space Invaders, with the idea being each level gets more difficult so the arcade machine sucks more of your quarters.

The 8-bit home console era brought about more linear gameplay, with many games amping up difficulty because there were only 6-8 levels in them – and I assume, you wanted a bit of a challenge so it didn’t seem as if you wasted your hard-earned $50-60 on a game you could beat within hours.

In this light, I’ve long since forgiven some games with stupid difficulty curves. Yet, there are others that are nigh impossible to beat, such as Battletoads. The original Teenage Mutant Ninja Turtles made by Ultra Games (not to be confused with the fantastic Konami arcade version, ported as Turtles II: The Arcade Game) is yet another of those frustrations I had as a child, only to learn that one area was literally a bug within the title that was hard to get past regardless of skill level.

Over the years I’ve played my share of games with gimmicks, such as Ninja Gaiden, which ratcheted up the toughness with very little health, no continues, and/or a timer to beat. (Gaiden had all three!)

But never did I suspect that I’d run into a game so haplessly thrown together that it would make me enjoy those aforementioned torture fests more than what I was playing.

Enter Spider-Man: Return of the Sinister Six, a game I sought out during the current Spider-Man multiverse craze, thinking that it might be a cool, lost title of the early 90’s.

Little did I know how far from the truth that statement might be.

Spider-Man looks cool on the screen, and can use his web shooters: getting around the two-button NES controller by using both B and A buttons simultaneously, you can shoot the webs.

But can you use them? Not really.

The distance doesn’t go far, it doesn’t stick to much, and the web-swinging motion is easily canceled out by what I can only describe as the worst controls in nearly any game I’ve played from this era.

You see, you can jump with B. But you can’t really jump in a direction easily. Then all of a sudden you summersault, a la Metroid, but you can’t control where you toss to. And while jumping, you can’t attack.

Actually, you can’t attack while moving whatsoever. And while attacking, Spider-Man moves haphazardly on the screen, oftentimes through or past his intended target, which takes a nice cheap shot at your 4 blocks of health.

You can kind of get that health back, but not easily – and once you die, that’s it. You get one life, and one continue.

That makes the game challenging to say the least, but the collision detection goes beyond that, as every stray bullet (which travels the entire screen) can hit you with ease, while you can’t easily crouch and hit smaller rats which respawn to jump at and kill you. As you attack, you might punch – or jump kick – it’s totally random as to what you do, and if it will hit your enemy. But it will move Spidey, sliding him into more precarious positions, ultimately to kill you and have you start over.

I threw on some cheats to see if I could get further in this game than humanly possible, and well, you can’t really do that either. There are pits where you can’t jump high enough to get out, can’t directionally jump to get out of, can’t sling your webs to catch anything, and pretty much have to die to restart the level – or the game.

Worse, someone decided that Spidey shouldn’t just stop at the top of a ladder, and so he just falls down, to start again, as if it were greased up by Macaulay Culkin in Home Alone.

Since ladders are used everywhere, the jumping mechanic supersedes any need for web-slinging, the primary function of our web-slinger. And since jumping sucks, and you can’t attack in mid-air (like Turtles or Battletoads) you die – and if you have infinite health cheats, you kind of just jump around aimlessly, hoping to stick to something that’s part of a climbable part of the level and not a wall you can’t get past.

Beyond that, there are objectives where you must acquire items to get to the next part of a level. If you’re fortunate enough to find a boss, good luck, because you won’t be able to hit them or they spawn off-screen, or worse, on top of you.

It isn’t a wonder this game was made by the factory of misery known as LJN, famous for acquiring licenses but making terrible games.

Even with my Spider sense of nostalgia, this is a game best avoided at all costs – and easily a contributor to why parents and kids avoided anything licensed from comics, TV, or movies for many years. It was seriously so bad that I couldn’t even attempt to finish it with cheats.

My heart sincerely goes out to anyone who was given this as a kid and forced to play it!

Metroid: Zero Mission


Hot on the heels of the latest Metroid series release, Metroid Dread for the Nintendo Switch, I just had to revisit this Game Boy Advance classic, which I overlooked as simply the original Metroid with updated graphics.

I couldn’t have been more wrong.

Just as Nintendo had done with rebooting Metroid II: Return of Samus as Metroid: Samus Returns on the 3DS, they took the first Metroid game and gave it a shot of steroids on the GBA years earlier.

Retelling the same story with a map closely resembling the original game, the rest falls into brand-new territory with not only updated graphics and sound, but much of the map is laid out with new terrain, areas, and controls to help you navigate both.

In addition, many weapons and features from latter Metroid games make an appearance, which turns the old school experience into a unique one of its own. I was so blown away by this game, it has instantly jumped into my top list of GBA titles ever made.

My only knock on Zero Mission is that it’s a short four-hour run-through. I could’ve backtracked for a few more items to 100% the game, and add a bit more time with it, but as you can see, it wasn’t necessary to complete the game.

I will say that Zero Mission is much more forgiving than the original Metroid, and its also a lot more accessible. There’s a hard mode if you wish to crank the difficulty back to the first game, but the main items helping are more energy tanks, save rooms (which didn’t exist with the password system on the NES), and maps/map rooms so you can find your way around.

Extra touches with the new power-ups don’t feel out of place either, including the speed booster first introduced in Super Metroid.

Speaking of completing the game, the bosses are all revamped as well – from Mother Brain to Kraid and Ridley, expect a different experience than what you saw on the NES. It’s familiar, but also welcome.

The images below have some spoilers I won’t note here, and if you haven’t had the pleasure of playing this title yet, do so: it’s not only one of the better Metroid games (as if there’s a bad one) but one of the best in the genre it created too. Not only is it a great remake, but it successfully refines and adds upon its source material.