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Podcast: Data Easy Meets West

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No it’s not a typo (just an inside joke), but we are actually talking about Data East and Data West.  This includes the games they developed, published, and even the pinball titles available.  It may not seem it, but Data East was a limited and significant developer of the mid-late 80s and just about all of the 90s.

Special thanks to Retronauts Episode 88 (1up Run), Brandon Sheffield (and his blog/podcast Insert Credit), as well as Topless Robot for your Data East and extensive Data West information.

Also be sure to check out the ASCII RPG/roguelike Sanctuary, for free, at the following address:

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Written by Fred Rojas

June 25, 2014 at 12:50 pm

Podcast: Castleroid?

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This week we tackle the “MetroidVania” titles in the Castlevania franchise to follow up our initial episode (Devil’s Castle Dracula).  Fred and Jam briefly define MetroidVania as a genre, discuss some titles that originated it, and discuss Symphony of the Night – the most prolific of the series – as well as the multiple portable titles that followed.

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Podcast: Generation in Review

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This week Fred welcomes listener Yuri (@JamesFortengard) and fellow podcaster Isaiah (@i_say_uh) from the Party Chat to discuss the console generation that officially comes to an end on 11/15/2013. They discuss innovations, trends, and passing fads of the longest generation ever in history that awarded gamers with some of the most dynamic experiences to date.

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Written by Fred Rojas

November 6, 2013 at 11:00 am

Posted in DS, podcast, PS3, PSP, Wii, Xbox 360

Podcast: Silent Evil

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This week Fred is joined by listeners Allen and Jamalais to discuss the Resident Evil and Silent Hill franchises. They do not get as far as planned, but the initial iterations of each series is thoroughly covered and a sequel is promised.

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Written by Fred Rojas

October 30, 2013 at 10:48 am

Podcast: Square’s Swan Song

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If you are going to talk significant JRPGs in America, one of the most influential series is Final Fantasy.  Whether you believe that it was the last game Square may have ever made or that it was simply the last game designer Sakaguchi would be a part of, the massive success of this digital Dungeons & Dragons title started a strong fan base that continues today.  In part one of our coverage, Fred and Eli “Sodoom” team up to discuss Final Fantasy I-VI including development, design, gameplay, and of course Cid.

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Written by Fred Rojas

October 9, 2013 at 2:25 pm

Review: Final Fantasy IV

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ff4_us_boxConsole: SNES (as Final Fantasy II in the United States – title changed in later releases)
Released: November 1991
Developer: Square
Publisher: Square
Difficulty: Hard
Price: $24.67 (used, cart only), $70.57 (used, complete), $300.00 (new)
Additional Releases:Wonderswan Color (Japan only, updated graphics), Playstation (Final Fantasy Chronicles, new translation), Gameboy Advance (Final Fantasy IV Advanced, upgraded visuals, new translation/conversion to more closely resemble Japanese version), DS (full 3D remodeling, new dungeon), PSP (Final Fantasy IV: The Complete Collection, updated 2D visuals instead of 3D, includes The After Years and a new campaign Interlude to bridge gap between the events of IV and The After Years)
Digital Release? Wii Virtual Console (SNES version, $8), PSOne PSN (Playstation version, $10), PSN (PSP version, $30), iOS/Android (GBA version, $16)
Similar Titles: Dragon Quest (Warrior) franchise, Phantasy Star franchise, Vay, Ys I & II

Please note: This was originally released as Final Fantasy II in the United States and later re-named to the appropriate numbering system.  The actual Final Fantasy II Japan-only Famicom (NES)release review will be live shortly.

ff4_1Despite the numbering of this game (and Final Fantasy VI) to be completely messed up in the US, Final Fantasy IV is a must play for fans of the series and JRPG genre.  As George Lucas would put it, this is the “definitive version” of the game director (and series creator) Hironobu Sakaguchi originally wanted to make.  It learns from its three predecessors and weaves in a powerful story almost unheard of at this point in gaming.  Originally intended to be a final NES title in the series, budgetary and scheduling issues forced the 80 percent complete title to be scrapped and re-made on the new Super Nintendo (SNES) console with some of the original ideas integrated.  The elemental concepts of the original, heavy story elements of the sequel, and job system of the third (it would be better utilized in Final Fantasy V however) were all mashed together with a new active time battle (ATB) system to create the most compelling game yet.  ATB ditched traditional turn-based combat for a timer that allowed characters to attack at their own pace based on the type of warrior they were.  This continues to be a staple of the series today and even snuck into other RPGs like Chrono TriggerFinal Fantasy IV hit early in the SNES and celebrated mass critical and financial success worldwide and is considered a favorite by many series fans.


As you probably have noticed, the game was originally titled Final Fantasy II in North America because it was the second game to be released here – Square released the original in late 1989, about a month before the third game released in Japan.  It was decided that instead of localizing the previous games, which were met with mixed feelings, the next game would simply be released worldwide with different numbering.  It’s not simply blind porting that is responsible for the game’s massive re-releases, Square seems very scared of introducing the original rather brutally difficult title to North America.  The US version on SNES is shortened significantly, probably 12-15 hours, due to storylines and dungeons being removed as well as a significant drop in the game’s difficulty.  An even easier version, Final Fantasy IV Easy Type, was released in Japan after countless complaints of the game’s punishing difficulty in its original form.  Religious spells and symbols were also changed or removed based on Nintendo’s censorship policies in the US as well, which led to confusion when comparing both versions for ff2_3walkthroughs.  Subsequent re-releases of the title in America re-named to the proper numbering, which also gave way for releases of the previously unreleased titles as well, and adjustments for the appropriate spell names, symbols, and entire plot made for a beefier 30-40 hour game.  Square also updated to the original difficulty, which required a much heftier amount of grinding and replaying of long dungeons with brutal boss battles, resulting in an understandable popularity of the original shorter and easier SNES release.  If you give it the time and patience it deserves, Final Fantasy IV is a magical fairytale that stands strong even today, and if you get highly invested the additional side stories/games of Final Fantasy IV: Complete Collection on PSP creates one of the most expanded worlds of the Final Fantasy universe aside from FFVII.  Personally I have a hard time thinking this is of the best because the dated grinding and steep difficulty is just something fewer and fewer gamers, even retro ones playing on portables, have time for.

Final Score: 4 out of 5

Written by Fred Rojas

September 17, 2013 at 3:32 pm

Review: 9 Hours, 9 Persons, 9 Doors (DS)

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999_Cover_ArtAlso Known As: Kyokugen Dasshutsu (Extreme Escape in English, later re-branded to Zero Escape)Release Date: 11/16/2010
Developer: Chunsoft
Publisher: Arksys Games (US), Spike (Japan)
Value: $17.50 (used –, $19.74 (new –
Similar Games: Sweet Home (Faimcom), Clock Tower series (SNES-PS2), S.O.S. (SNES), Corpse Party (PSP)

999_19 Hours, 9 Persons, 9 Doors (999) is one of those games you’ve always been told to play, but many haven’t pulled the trigger.  Upon the release of the sequel, Zero Escape: Virtue’s Last Reward, that premiered late 2012 this title has been re-branded as the predecessor and seen a bit more love.  That still doesn’t change the fact that few have experienced this hybrid between classic point-and-click adventure puzzles and Choose Your Own Adventure storytelling.  It’s a very Japanese concept that may not capture many, but those willing to put in the time and effort will find an intriguing mature form of an interactive book.  Yes, you read that right, 999 is basically an interactive work of fiction.

This is probably the biggest hurdle to getting into 999, after that just sit back and enjoy the ride.  You play as Junpei, a young man who awakens on a ship that is sinking and must assist 8 other people to get through a total of 9 doors in 9 hours (see the title significance) in the “Nonary Game” set up by a gas masked kidnapper known only as Zero. Along the way you will see death, betrayal, and plenty of twists concluding in one of six endings – 5 bad, one good. Bring a pen and paper, you’ll need it, and an FAQ upon completing a few endings, it’s a complicated ride to the perfect end. After the tens of hours to get through the entire adventure, the unfolded plot impressed a novel reader like myself quite a bit. If you have 20-30 mins a day for portable gaming, this is a new take on two classic genres of storytelling, and worth it for those that find that kind of thing intriguing.


Score: 4/5 (see our review policy for what each score means)

Due to the title’s late release only a few years ago, there is currently no historical significance to date.  It was reviewed due to its classic style and was purchased by the reviewer.

Written by Fred Rojas

July 25, 2013 at 11:00 am

Getting It Backwards

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ds_nesVideo game consoles are one of the most interesting electronics items on the market for several reasons. Probably the most prolific is the fact that there are frequent hardware upgrades, which we call generations, that move home consoles forward. Because each new console is basically a piece of hardware frozen in time, the need to innovate and improve on future games demands that they be constantly updated. This works counter to movies or music, which see improvements from new hardware but don’t require the upgrade to enjoy the medium. Imagine if you could play Super Mario Bros. on the Wii but with drastically upgraded visuals or Dead Space on the original Playstation with the juxtaposed setback, this is exactly what we see when we watch Ghostbusters on VHS versus DVD versus Blu Ray. As a result new consoles come out all the time, typically in 5-8 year intervals, and usher in a more interactive experience – it’s important to note that the greatest difference between games and other media is that they are active, not passive experiences – and with it comes a new format for software.

Enter the concern of the consumer. It can be frustrating for both gamers and parents of gamers alike to purchase a new console, especially when it renders an entire collection on an older console useless. As retro gamers I’m sure we see the value in it, but for the majority there’s a want to move forward and never look back. Well, that is until there are enough new games to get me to migrate over. This is another slow start that prevents all but early adopters to purchase new hardware, which can then result in fewer sales. With fewer sales comes more canceled projects on new hardware, which then results in fewer sales of the hardware and the cycle continues until a console is considered dead in the water. Just look at the Virtual Boy, Jaguar, and possibly even the WiiU about this problem; developers have enough to worry about, they can’t also deal with poor penetration rate due to a false start console. One excellent solution to help usher in that awkward period between consoles is the concept of backwards compatibility, or a new console that can play a previous generation’s games.

bc_SonyBackwards compatibility started off as mostly an afterthought, typically triggered by a new console’s use of inexpensive available hardware for another component in a new console. For the most part this was sound boards – the Genesis used a Master System processor for sound as did the Playstation processor for PS2’s I/O port. That made it easy: either use a firmware initialization string or hardware bypass to force the sound chip to be used as the older hardware rather than its intended use. This isn’t always the case, though, and many consoles utilized such drastically new hardware or are so complicated in architecture that making a new console backwards compatible is impossible. All three main console manufacturers ran into this problem with the current generation and had to increase the cost of the machine to prevent lack of backwards compatibility from being an issue. In the case of Nintendo, extra components were installed to make Gamecube accessories and media possible, while the similar architecture of the Wii allowed it to become an overpowered Gamecube. Microsoft had an entire new hardware architecture and opted for software compatibility, which was terrible when it first launched and unnecessary when it was fully integrated. It still shocks me how many people don’t know the poor quality of many original Xbox titles on 360 and how many of the console’s best games are completely unplayable. Sony, fearful of what they saw with Microsoft and holding the largest console library of all time with the PS2, opted to just shove an entire PS2 motherboard into the PS3, making it the biggest console of all time (so far) and costing up to $600 at launch. This was the point at which both the industry and gamers found their limits and suddenly backwards compatibility may not have been all that important. At this point no one cares about backwards compatibility in modern consoles, it has been stripped from Wii and PS3 (which generated significant price drops), and the previous consoles are so cheap that they are worth re-purchasing if absolutely necessary.

It’s important to keep your eyes on the prize and prepare for the next generation of consoles, all of which will be available by this holiday season. Backwards compatibility is good, but rarely is it as good as the original and it will never be worth the expense. Before giving a used retailer your PS3 or 360 for a mere $50-$100 off your new expensive console, consider holding on to it just in case. Like a hard drive in a 360, you’ll surely find it saves you money in the long run. After all, isn’t it about time you joined this retro gaming revolution?

Okay, so here’s why you probably clicked on this article in the first place, the list of backwards compatible consoles. Below is not only the list, but an explanation as to how each console achieves it (mildly technical):

  • ColecoVision: With an add-on, which provided the necessary chipsets to do so, the ColecoVision could become an Atari 2600, however there were almost no similarities in hardware (which explains the need for the add-on). This was legally allowed because Atari didn’t use proprietary hardware and thus it was like two manufacturers making the same specs on a PC. Unfortunately for Atari, this hit came twice as hard because the 5200 was not backwards compatible either. With the courts ruling in the favor of Coleco, they even created a clone system called the “Coleco Gemini” that was, chip for chip, an Atari 2600 and sold it in stores.
Coleco Gemini (Atari 2600 Clone)

Coleco Gemini (Atari 2600 Clone)

  • Atari 7800: This was the first console to actually be backwards compatible and played both 7800 and 2600/VCS games, but not 5200. Atari fans were livid with the 5200’s lack of 2600 backwards compatibility, which made sense considering the 5200 contained updated versions of most of the 2600 library. The 7800 ran a SALLY 6502 processor, which could be slowed to 1.19 Mhz and thus operate like the stripped 6507 of the 2600, and then a television interface chip created graphics/sound while adapted chipsets allowed the 7800 to function with limits to the confines of the 2600. This would have been implemented sooner than the late release window of the 7800 had the console not been shelved for over two years after the video game crash.
    Known Issues: Atari integrated a content lock-out chip that blocked adult 2600 games (Custer’s Revenge, etc).
  • Sega Genesis/Mega Drive: The Sega Genesis may have used a 68000 processor for its “blast processing” but it also used the Master System’s Z80 processor for its sound chip. Thanks to an add-on called the “Power Base Converter”, which plugged into the cartridge slot and gave the Genesis a Master System cart/card slot, the 68000 was deactivated and the Z80 took over. This made the Genesis literally turn into a Master System, which was one of the first to do so thanks to the previous console’s co-processor chip.
  • Gameboy Color: While it may seem to be a no-brainer, the Gameboy Color actually has significantly more processing power, RAM, and palette as its predecessor. This is why you cannot play Gameboy Color games in a Gameboy, it just can’t keep up. On the other hand, the Gameboy Color was backwards compatible with Gameboy thanks to a few of its similarities. For starters the Sharp LR35902 processor was merely an adapted (possibly overclocked) version of the Gameboy’s Z80 processor, screen resolution and cartridges were the same, and RAM was merely three of the Gameboy’s RAM chips. As a result the machine could be locked off into “Gameboy” mode, much like the 7800 could do for 2600 games, and the four hues of green on the Gameboy were adapted into multiple color pre-sets that the user could choose from.
  • Gameboy Advance: Like many other consoles, the Gameboy Advance used a Z80 coprocessor for its sound chip. This allowed the console to play both Gameboy and Gameboy Color games by simply making the co-processor function as the only processor. Pressing L and R buttons allowed you to toggle between the original resolution and a stretched version in the larger GBA resolution.
  • Playstation 2: It’s hard to find good techinical data on the topic, but I’m fairly certain that the I/O port processor, or the device that reads the media and transfers it to the hardware, utilized the PS1’s R3051 33 Mhz processor. This meant that when it was reading a disc and detected it was a PS1 game, it could stop sending information to the PS2 and simply function as a PS1 instead. Having no true knowledge about how these consoles work beyond that, I can’t tell you for sure how it was able to control all other aspects of the system needed to play PS1 games, but that’s how it was able to do so.
    Known Issues: Due to the console not having the true hardware configuration of the PS1, there is a short list of games incompatible with the PS2 depending on your console. Oddly enough, the slimline model was even incompatible with some PS2 games.
  • Nintendo DS: Nintendo definitely wants to keep its legacy alive, and repurposing the chipsets of older consoles is an inexpensive way to innovate, but the DS was the first console not compatible with all previous consoles. While it does technically have all the hardware needed to play all previous portables, the DS only has a cartridge slot for the Gameboy Advance and the later DSi and DSi XL models have removed that slot completely. Still, for those that have a DS or DS Lite (preferred), you can run any GBA game you like on it.
  • Xbox 360: Light years had passed, technologically speaking, between the original Xbox and the 360 even though ironically only four short years had passed in actual time. The 360 and its predecessor were both basically streamlined computers and their hardware configurations were so diverse that it would be impossible to have the 360 function like an Xbox. Microsoft’s solution was software emulation. With a scant 733 Mhz Pentium III in the Xbox and a beefy 3.2 Ghz multi-core PowerPC in the 360 the console was basically running an emulator when it plays Xbox games. As with most emulators, especially early on, the results are scattered with lots of odd effects. It’s not true backwards compatibility.
    Known Issues: Plenty. It was such a headache that after only two major updates Microsoft discontinued support. A large number of games will work, although the setbacks can be as simple as ghosting in Halo 2 and as drastic as the crawling framerate of KOTOR.
  • Playstation 3: Sony’s answer shows the extensive hubris they had in the wake of the Playstation 2: jack the price of the console up $150 and slam an actual PS2 into it. There’s no reason to have the PS2 hardware in the console except to play Playstation 2 games, which accounts for the massive size and equally massive price tag. It has some value, though, because these early models provide significant graphical upgrades over the PS2 and are the best way to play its games. Eventually the PS3 dropped the hardware, resulting in a $200 retail price drop for the console, and attempted software emulation that came with a whole new batch of issues. Nowadays, and since 2009, the PS3 has had no PS2 backwards compatibility whatsoever. If you’re looking today, any launch 60GB and 20GB model is fully backwards compatible with PS2 because it has a literal PS2 built in. Any 2008-June 2009 80GB models are software backwards compatible, which is best tested by popping a PS2 game into the console and seeing if it plays. The gunmetal grey Metal Gear Solid limited edition 80GB console is also software backwards compatible. All models of the PS3, including the slim models, support PS1 games. There are PS2 games available on the PSN, which are re-programmed to support the PS3 hardware.
    Known Issues: Original 60GB and 20GB have no issues, they are essentially PS2s as well. Software emulation has a long list of unsupported games and issues just as the 360 does.
Original Wii Prototype

Original Wii Prototype

  • Wii: The age old joke is that the Wii is two Gamecubes duct taped together in the box. While this is not true, there is some truth behind it. The Gamecube and Wii use an IBM PowerPC processor and ATI graphics architecture in the same configuration, which basically means the Wii is a mildly souped up version. As a result, the Wii can easily re-create the Gamecube library by literally adjusting the processor speeds. In 2012, Nintendo discontinued Gamecube backwards compatibility, which can be determined by searching the outside of the console for Gamecube controller ports.
    Known Issues: For the most part, none. All backward compatible Wiis are also Gamecubes. There are some limited hardware issues when trying to play hardware-specific games or integrate accessories like the Gameboy Advance cable.

Written by Fred Rojas

May 2, 2013 at 6:10 pm

Top 5 Shmups on Portable Consoles

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Given the frantic and brief nature of most shmups, the genre is perfect for the portable platform, much like it was perfect for the arcade. For one reason or another, these titles can be rare to find on traditional handhelds and even harder to find actually good ones. On the other hand some of my favorite shmups are exclusive to portables (at least in the United States) so we’ve compiled a list of the portable shmups actually worth playing.

5. Space Invaders Extreme (Nintendo DS)

space_invaders_extremeWhen Taito decided it would re-invent the Space Invaders formula I was skeptical. We were told in previews that the game would feature an upbeat techno soundtrack, plenty of screen tricks and explosions, dual screen integration on DS, and a hybrid between modern game mechanics and the original title. Just in case that sounds tempting to you, it’s almost verbatim what no gamer wants to hear when a beloved franchise is rebooting. Somehow Taito pulled it off and with no updates save for that fearful list Space Invaders Extreme was an addicting masterpiece. It released in a few forms on a few consoles but bar none the Nintendo DS version is the one to get. With non-linear level progression and utilization of dual screen to make the DS function more like a vertical arcade monitor, it’s like having Space Invaders on speed. Bonus rounds, boss battles, and power-ups were simple tweaks to the original formula that switched up gameplay without being a specific reason to play the game. Needless to say if you haven’t played Space Invaders Extreme, regardless of whether or not you’re a fan of the original, you should give this handheld game that’s easy to learn and brutal to master a try. It will keep you occupied for many a train, plane, or bus ride to come.

4. Halley Wars (Sega Game Gear)

halleywarsWith the small screens of most portable consoles it never ceases to amaze me how many vertical shmups find their way over, but despite that fact Halley Wars is not to be missed. Set in space, this is the sequel to the 1986 arcade game Halley’s Comet entails defeating an alien invasion that is utilizing Haley’s famous comet as cover for an attack on Earth. In Halley Wars you progress through six levels that are not only lengthy but end with great pattern-based boss battles. True, this game did come to home consoles in Japan but in America the only version we received was on the Game Gear. While I can’t think of anyone who had this in their collection growing up, I found it surprising that this title is neither hard to find nor is it expensive locally or on eBay.


3. Solar Striker (Nintendo Gameboy)

solarstrikerGameboy (and Gameboy Color) aren’t really hurting for shmups, but I don’t like many of the home console ports that seem forced into Gameboy’s little screen, especially when I’ve got a much better version I can play in another room. Solar Striker was developed purely for the Gameboy and it’s a vertical shmup that not only follows the Gradius theory of beating the game in one life, but it also takes to the green blurred effects of the portable nicely. Each enemy is larger, taking up real estate on the screen and not making their presence a secret, sub bosses and end stage bosses offer pattern learning that’s sure to aggravate today’s gamers with their initial unfair feel. You get power-ups throughout the game and building up five in a row gives you a primary shot that fills a big portion of the screen, which is why I say the game is best completed in one life. Maybe compared to all shmups that exist it’s nothing special, but for a game that is aware of and works with the limitations of the Gameboy, you can’t do much better.

2. Gradius Gaiden (as part of the Gradius Collection on PSP)

Hosted at Universal Videogame List www.uvlist.netThis is another game that was previously released to a home console, but unfortunately we never saw Gradius Gaiden on the PS1 in the US so your only option is through the collection. It’s really a shame too because Gradius Gaiden is easily the best in the series, utilizing 3D sprites in a 2D background and bringing a nice aesthetic to the Gradius formula. It’s not all smoke and mirrors either, this was the first in the series to feature fully customizable ships and power-up chains – you can literally use any previous Gradius ship and have your power-ups unlock in any order. If you want to have your first power-up be options, fine, you can have 5 options before the brunt of the level even starts. This doesn’t make the game easy by any means; the balance is that attacks and enemies are so varied you will need various power-ups to overcome many of the levels. Not only that but the new graphical tricks allow for some crazy encounters like ice caves crashing to pieces and dropping snow and debris into the play field as you traverse the level or a cube of Moai head statues rotating in all directions around you. While the Gradius Collection is the only of the three Konami collections to release on PSP in the US (there are fantastic Salamander and Parodius collections in Japan), it has become a title that’s a bit hard to come by with no digital version released. Still, I don’t see it for more than about $10-$20 when I do find it and you can always give in to eBay mark-up if you’re desperate, but the fact that you get Gradius Gaiden plus the original three titles (including the super rare Gradius II: Gofer No Yobo arcade version) makes this a must buy for shmup fans on the PSP.

1. Aerial Assault (Sega Game Gear)

aerialassaultI have no specific argument as to why this is my favorite portable shmup, except for the fact that it fulfills the need for catharsis with every move. You play as a simple airplane craft that navigates a horizontal landscape taking down mostly easy to shoot enemies and collecting power-ups along the way. Like the other Game Gear title on this list, the levels are lengthy and offer a decent run for a game designed to be played in short spurts. While I’m sure hardcore shmup fans find the difficulty to be pathetic, I personally appreciate the fact that the game isn’t too hard or requires too much concentration from you. It isn’t enough to make your bored, there is still some fight in the title, but it’s not Ikaruga by any means. I appreciate it because the developers seemed to understand that you will most likely be playing this in public where it’s difficult to offer the concentration of a normal shmup and you probably don’t want to throw a hissy fit in front of a bunch of strangers. It’s for those long days at the office or nervous moments before a dentist appointment when you can bring out your Game Gear, spend 10 minutes feeling like a badass by blowing up a ton of aircraft, then power it off and move on with your day. Thankfully this title is neither rare nor particularly expensive and as it’s the only fighter jet shmup series that’s set in my preferred horizontal perspective. As if this isn’t enough, growing up this was the first portable title that I played at home when I had other consoles at my disposal. I can’t help but love the fact that Aerial Assault exists.

Written by Fred Rojas

March 21, 2013 at 11:00 am


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