Yep. My choice as well. But I still contend that Episode III was really horrible, and clearly the worst. I guess people grade movies by different factors... To me, it's important that a movie have a real plot.
Yeah, I thought Ep. III was pretty horrible also, but I and II weren't that much better. Although, light saber battles are always fun to watch, I suppose.
In general, the new ones ("Episodes") that Lucas made don't measure up to the originals. Better special effects, but otherwise just not as good. The most important reason, as was mentioned, was Lucas.
Okay, I wanted to put these 2 pictures side by side to see the comparison of the unmasked Vader from the originals and Hayden Christensen
Empire Strikes Back A New Hope Revenge of the Sith Return of the Jedi Attack of the Clones The Phantom Menace
A site dedicated to Princess Leia in the slave outfit http://www.leiasmetalbikini.com/index.html The fans in costume is pretty cool. I didn't see any nude photos for those worried about being able to see this at work
well now that yisman has 3 months off for dublicate accounts he can watch the 3 new star wars movies. if he doesn't throw him another month
'Star Wars' goes back to basics By Mike Snider, USA TODAY Thu May 4, 6:53 AM ET Die-hard Star Wars fans soon can see the original theatrical versions of the first three Star Wars films on DVD. ADVERTISEMENT Even though George Lucas adamantly declared 2004's digitally restored Star Wars Trilogy DVDs the definitive versions of his movies, fans have held out hope for DVDs of the originals. Their wishes will be granted Sept. 12 when Fox releases new two-disc DVDs ($30 each) of Star Wars (since retitled as Episode IV: A New Hope), The Empire Strikes Back and Return of the Jedi that include the films as they first appeared in theaters, along with the new, restored versions (now available in the four-disc $70 Star Wars Trilogy). The individual DVDs will be taken off the market on Dec. 31, a strategy that Disney uses on many of its classic releases. Lucas re-released his original three Star Wars films in theaters in 1997 with inserted scenes and improved special effects. Those "special editions" were further enhanced for the four-disc DVD set. With the original versions coming to DVD, here's what you'll see again: • In Star Wars, Han Solo shoots a bounty hunter named Greedo. Lucas changed the scene later so it seemed that Greedo draws first, and changed it again for the DVD so that they appear to shoot simultaneously. • In Empire Strikes Back, the ice creature that captures Luke Skywalker gets less screen time. • In Jedi, Sebastian Shaw returns as Anakin in the movie's final scene. Lucas substituted Hayden Christiansen, who plays Anakin in the more recent films, for the 2004 DVD. Back in 2004, Lucas told the New York Post, "The special edition is the one I wanted out there." This new set of DVDs does not constitute "George changing his mind," says Lucasfilm's Jim Ward. "What we've always said is George viewed the revised versions of the films as the definitive versions." Fan attachment to the originals is strong. The movies topped entertainment website IGN.com's recent chart of Top 25 Most Wanted DVDs. "People want the option of having the movies that they remember and people are opposed to George Lucas' revisionist tendencies," says the site's Chris Carle. The original films' video quality will not match up to that of the restored versions. "It is state of the art, as of 1993, and that's not as good as state of the art 2006," Ward says.
Great, another 70 bucks for something I have several times. Maybe I will have to wait for the version that includes both DVD releases.
Star Wars Risk: Clone Wars Star Wars Risk: Clone Wars Edition The classic board game of global domination is now the classic board game of universal domination. This new edition of Risk puts the future of the Star Wars galaxy in your hands, with dramatic planetary battles played out against the backdrop of the Clone Wars years of the Skywalker saga. Two to 4 can play using classic Risk rules, or notch up the action with special Clone Wars rule variations. Includes 142 pieces. Ages 10 years and up. Imported. *************************** With the release of Episode III, everything is turning Star Wars. The world of board games is no exception with a version of Monopoly, Trivial Pursuit on DVD, and the topic of this review ? Risk. There have been quite a few new spins on the basic game of Risk released lately, and the new Clone Wars edition has something new and different enough to stir up interest among board game fans as well as hardcore Star Wars. For those new to the game, the basic game of classic Risk focuses around a world map (or universe map in this case) containing countries (worlds) that players attempt to conquer. Be the first to eliminate all other players and you win. Battles are resolved by attacking adjacent countries with your units. Six-sided dice are rolled for each attacker and defending unit and are matched up highest to lowest to calculate casualties. Ties are broken in favor of the defender. However, battle still favors the attacker since a defender can roll a maximum of two dice while the attacker can roll up to three dice per attack. Players receive reinforcements at the start of their turn according to the number of countries they control as well as bonuses for any complete continents. Since units are acquired and placed at the start of a turn, the game tends to favor the attacker, but a player who can best hold their gains until the start of their next turn will win in the long run. As fun as it is for a beginning wargame, basic Risk has a few problems. Since all units are equivalent, strategic options are limited. The game can last for many hours with no set ending and total elimination of all players as the final goal. Most newer versions of Risk have incorporated rules to adjust these deficiencies. Risk ? Clone Wars (R:CW from here on) is no exception, and I prefer almost every variant introduced as an improvement over the basic game. In R:CW, the four sides are played as two teams, the separatists and the republic. Even if played with fewer than four players, the four sides are played as independent entities. At the start of the game, the republic players gain a slight advantage in countries controlled, and quickly become more powerful through the use of special cards. However, in mid-game the separatists can call for Order 66 which can totally turn the tide of war, but also makes them slightly more exposed for a short period of time. In the end, this is like two games in one with many strategic options to be considered at any time. The game is heavily luck dependant, but with so many die rolls being made, combat will still tend to favor those who follow a good strategic plan. The republic players take their turns much like normal Risk attacking other planets, trying to gain more territory as well as complete sets of territories. Teammates can't share planets or territory sets, but can bequeath one planet to their partner at the end of each turn. Players may also make their fortification moves through a teammate's controlled planets. The planets themselves are one of the strongest parts of the game's theme as most of the planets are easily identifiable to Star Wars fans and even casual fans will recognize many of them. Taking control of a new planet is more fun if it happens to be the Wookie planet, or the home of Yoda. A new feature of the game is the Risk cards. Players traditionally acquire one per turn by capturing at least one opponent territory. In R:CW, you can gain a total of two cards if you take a territory from each opponent during your turn. You may turn in a set of three cards at the start of your turn for additional reinforcements and you may spend one card to acquire a spaceship. Spaceships serve as leaders for your armies and grant the following abilities during combat: fighters allow you to reroll one "1" rolled on the dice, corvettes give a plus one your high die roll, and capitol ships allow you to roll an 8-sided die instead of a six-sided die. Buying armies and ships are great, but you may want to save some of your cards as each card grants a special ability if it is spent during the appropriate game phase. Cards can allow special attacks, rerolls of the dice, or even affect another player's cards in hand. Since the cards can be used for so many different things, they add a great new opportunity for strategic play. Choosing to cash them in for armies, cash them in for ships, or to play their special abilities is one of the richer sets of decisions available in the game. The most significant changes to the game come into play on the separatists' turns. At the start of their turn, a separatist will draw a token and place it facedown on one of their planets. These tokens represent special separatist figures and items. They each have one to three red dots, if a republic player ever captures the planet where they are located; he or she will get to draw as many Risk cards as there are dots on the token. After placing a token, the separatist player moves the Darth Sidious token forward one space on the Order 66 track. The separatists then continue on with their turn as normal. At the end of their turn, they may call for Order 66. This can only be done once during the game. If Order 66 is called, all secret separatist tokens are removed from the board. The Order 66 track is consulted and an 8-sided die is rolled for each of the republic's planets. If the number rolled matches the numbers on the Darth Sidious square, that planet is given over to the separatists complete with all its armies and any ships. Once all planets are rolled for, Darth Sidious himself is placed on a separatist controlled planet and the separatist's turn ends. The republic players are no longer able to use the special abilities of any of their cards containing a picture of Anikin, but they can still be cashed in for ships or reinforcements. However, if the republic players ever capture Darth Sidious' planet, they instantly win the game. Fortunately, any armies defending Darth Sidious' planet defend by rolling 8-sided dice. Since the Order 66 track has more numbers listed as Darth Sidious progresses down the track, it is important for separatists to hold out as long as they can so that they have a better Order 66 roll. Meanwhile, the republic players have more and more opportunities to collect cards by capturing separatist tokens on the board. Since they tend to get more cards, the republic players should be able to pull ahead and threaten the separatists with extinction, forcing them to call Order 66. However, right after Order 66 is called can be the separatists' weakest point in the game. While they will typically control many, many planets, Darth Sidious may not move off his chosen planet and it is sometimes hard to find a planet defensible enough to keep Darth Sidious out of reach of the republic while the separatists try to eliminate the rest of the republic planets. In all, the game has a good theme and anyone slightly interested in the movie series will enjoy battling over famous planets and locations. Since the Risk cards are so flexible in their use, there are many opportunities to make strategic decisions ? use the card's ability now or wait and cash it in for a ship or more troops? Since they have more cards, republic players will have to employ good hand management. Meanwhile, the separatists need to plot and plan for the optimal time to call for Order 66 to use it to greatest effect and to be sure to allow room to protect the vulnerable Darth Sidious. The mechanics of the game make sure it proceeds at a rapid pace without resorting to artificial turn limits found in some of the other recent Risk editions. The simple rules and fun theme make it highly recommended for armchair strategists looking for a light, dice-centric wargame. The theme is great for anyone who is into Star Wars. In every game I've played, the start of the game was slowed by oohs and aahs about the planetary location. Despite my best efforts, even I have been known to make a poor judgment and choose to claim a system due to name recognition rather than its strategic value ? after all, I can't let the bad guys take over Yoda's planet! The rules are simple enough for 10+ so I would say that the main limiting factor would be attention span. If your kid can handle playing a game for 1-2 hours or so, then the rules themselves shouldn't be too bad. The game has very abstract violence, just rolling dice, so should be fairly tame for all but the strictest anti-violence standards.
^ I mourn the loss of Kamchatka from the board. When I was in high school, there was a girl that several guys nicknamed "Kamchatka", because she was the only one who could have worn a tee shirt with that on it and the word would be completely visible.
He's a weird guy that's for sure. But I have to say Thank you to him for Star Wars and Indiana Jones!!
Star Wars Original Trilogy Risk game is coming out too Q Star Wars Risk: Clone Wars Edition came out in stores last year. On the side of the box, it advertised Star Wars Risk: Original Trilogy Edition coming 2006! Being that it is almost half way through 2006, I was wondering if it is still coming. How come there hasn't been much talk about the upcoming Risk game? I cannot find any information on it anywhere. A Star Wars Risk: Clone Wars Edition is a spinoff from the classic military game Risk, and has proven very popular. As starwars.com blogger Ki-Aaron-Mundi wrote, "This is a great game. It's Risk, but taken to a whole new level under the setting of the Clone Wars. It's not just Risk on a Clone Wars board; it's the Clone Wars under Risk rules. Order 66 factors in, for instance. But the game designers were able to do it in such a way that, although the game has become now more of a fox-and-the-hounds game than checkers, it is still incredibly equal and fair to all parties involved." So for all of you gaming fans, we're pleased to confirm that Star Wars Risk: Original Trilogy Edition will be available for sale in the near future. Hasbro wanted to space the two versions far enough apart to avoid buyer confusion.