The miNEStry: An NES Podcast
The miNEStry founders, Archbishop Dracul and Father Avram, seek to inspire their 8-bit parishioners through methodical and ceremonial scrutiny of the library of games on the Nintendo Entertainment System.
The miNEStry: An NES Podcast
"Monster Party"
Use Left/Right to seek, Home/End to jump to start or end. Hold shift to jump forward or backward.
Tonight we are reflecting on Monster Party, a quirky, side-scrolling platformer that was developed by Human Entertainment, published by Bandai and released in North America in June of 1989.
Human Entertainment released some exciting games on the NES such as Baseball Stars, Kabuki Quantum Fighter and Pro Wrestling, and not-so exciting games such as The Adventures of Gilligan's Island and Dance Aerobics. They also created the phenomenon known as Stadium Events.
Our returning Deacon, whose probably licking his chops right now, is Jeff Gabor.
The miNEStry founders, Archbishop Dracul and Father Avram, seek to inspire their 8-bit parishioners through methodical and ceremonial scrutiny of the library of games on the Nintendo Entertainment System.
Free audio post-production by alphonic.com.
SPEAKER_02Good evening and welcome to the ministry. I am Archbishop Tricool, and alongside me is Father Aram. Our creed is to inspire our parishioners through reflections of the Nintendo Entertainment System. Tonight we are reflecting on Monster Party, a quirky side-scrolling platformer that was developed by Human Entertainment, published by Bandai, and released in North America in June of 1989. Human Entertainment released some exciting games on the NES such as Baseball Stars, Kabuki Quantum Fighter, and Pro Wrestling. And not so exciting games such as The Adventures of Gilead's Island and Dance Aerobics. They also created the phenomenon known as stadium events. A returning deacon, who's probably licking his chops right now, is Jeff Kabor.
SPEAKER_00Thanks for having me back. I'm excited to talk about this one. Actually, funny enough, so we're we're all like lovers of the Nintendo Entertainment System. I've been collecting games for a long time, and this weekend I happened to secure my holy grail, little Samson. So not only did I secure this game, I got it for like a hundred dollars in a raffle.
SPEAKER_01Ugh.
SPEAKER_00Son of a bitch! People were so kind. So what I did is I I I maxed out as many raffle tickets as I could get, which is only five. But then I was able to reach out to some friends. I was like, man, you know, if you're not participating, would you mind you know me purchasing extra tickets in your name? And if you win, then maybe you would toss the game to me. And so I bought just a couple more, and that that wheel spun with a ton of people's names on it, and it handed up ended up landing on the other person's name, not mine. And to their word, they were kind enough to give me the little Samsung cart. And I have so full of it.
SPEAKER_02You didn't break it in half and give them half of it.
unknownYeah.
SPEAKER_00I was like, man, I am in so in debt to that because when you think about it, like they they were completely within their right to own it, and even if they don't want it, they could sell it. Like I was saying, like it was on sale at the similar convention that I was at, you know, the and it, and they were asking for three thousand and three thousand three hundred dollars for these for these copies of Little Samson, and here it is a raffle for a hundred dollars. It's amazing, it's amazing. Made my year.
SPEAKER_04Did they know what they had?
SPEAKER_00Oh, they know what they had. Well, that was funny. I was talking to the guy that actually owned the cart that was that was giving it for a raffle. And the reason why he didn't feel so bad is because he had three copies of Little Samson, and he said he secured all three of those for less than $25. What? He just he's he said it's just a you know, garage sales and going into various places, and he's been collecting for so many decades that he just happened to have three of them that never cost him anything. So he's like, it's no skin off his back to to lose it. He also just he just sold a stadium events too. So he did at one point have the entire collection.
SPEAKER_04Wow. And stadium events is super expensive.
SPEAKER_00Yep, you're going for tens of thousands of dollars for.
SPEAKER_04I wonder what it is on on price chart.
SPEAKER_02Well, Human Entertainment was responsible for the stadium events, and they actually made the follow-up after the whole controversy of Nintendo pulling it from the shelves. They made the the follow-up, which was um super team games.
SPEAKER_04So so so get this on on pricecharting.com. Loose cart for stadium events for fan family fun fitness stadium events. $18,342.86. Oof.
SPEAKER_00That's I so badly want to know what he sold that for. Because in his words, he said he sold it for so much more than it was worth that he's now looking to use that money to buy another stadium event and actually turn a profit.
SPEAKER_04I wonder if he got into like a bid war situation. Something, yeah. That's crazy.
SPEAKER_02Because Nintendo pulled them all down off the shelves. All of the stadium events were however few I think there were.
SPEAKER_00That's why it's so Did either you like you know, Father Avermore or Archbishop Drecool, did you play the actually super team games ever?
SPEAKER_02Never did.
SPEAKER_00No. I mean, I I was one of the sad kids that owned that game. That is a hard, hard, hard power pad game. Because it's all these different events, and they all use the power pad in a different way. There's like a crab crawl, there's like blowing up bubbles, and it's like it's like oh, sometimes you're like doing a diagonal thing. Sometimes you're like at the front, and then you gotta be at the back of the pad, and then you gotta have two people on one side. It's a that's a mess of a game.
SPEAKER_04I didn't even have a power pad.
SPEAKER_00No, I didn't have a power pad either until years later. That's too bad. You missed out on a lot of memories of doing the world-class track meet and going against horse and rabbit and going against whores? Get your mind out of the gutter.
SPEAKER_04No, horse. I feel like my father was like, you don't need that shit.
SPEAKER_02Alright, so we've gotten way off topic. We would like to announce a new email address to communicate with us. Contact us through archbishopdracool at gmail.com should you like. And we'll reply to you during the podcast.
SPEAKER_04And we'd love to hear your feedback, your shit posting, and everything else.
SPEAKER_00That's E-R-C-H-B-I-S-H-O-P-D-R-A-C-U-L-A at gmail.com. There's no A. Oh, not Dracula. No, yeah. Why did I say I just I just turned you into Dracula?
SPEAKER_04You just messed up our email address, Archbishop Dracula.
SPEAKER_00Oh, whoops.
SPEAKER_02Yeah, it's a different person entirely. Go go ahead and do that again.
SPEAKER_00That's A R C H B I S H O P D R A C U L at Gmail dot com. Thank you, Mr. Gabor.
SPEAKER_04Hiroshi Haruna, Yuichi Kobayashi, and Ryochi Nakashima, game designers. They were also all involved in Michael Andretti's World GP in 1988 for the NES, Kabuki Quantum Fighter in 1990 for the NES, and the Adventures of Gilligan's Island in 1990 for the NES.
SPEAKER_02Yeah, this section is gonna be kind of boring. Just to warn you. That they all worked on.
SPEAKER_04Huh. Well, I mean, we we reviewed Kabuki Quantum Fighter here in the ministry. And uh we had a we had a lengthy discussion about uh Gilligan's Island in that in that episode as well, which was kind of entertaining, which we won't regurgitate here, but give that a listen.
SPEAKER_02Yes, proceed, Father Amon.
SPEAKER_04Okay. Uh here we go. Hiroshi Haruna, Toru Hayashi, and Desiree Taro. They were the programmers. They also worked on the adventures of Gilligan's Island in 1990 for the NES. Uh Kabuki Quantum Fighter in 1990 for the NES. And Egypt in 1991 for the Famicom. I don't follow the Famicom much, I've never heard of Egypt.
SPEAKER_02I haven't either. I think it's a puzzle game. But proceed, Father Aaron.
SPEAKER_04Okay. Uh Ryoichi Nakashima, Yuichi Kobayashi, and Takide Sayato. Uh all worked on graphics. I think that uh Ryoichi is a double role here as a game designer and uh uh on the graphics team. But they uh they all worked also on uh the adventures of Gilligan's Island in 1990.
SPEAKER_02Yep.
SPEAKER_04Perceived father Abram For music we have T Mikumo and Masaki Hashimoto. They also worked on uh Michael Andretti's World GP in nineteen eighty-eight for the NES. O Gilligan's Island visited in nineteen ninety four the NES.
SPEAKER_02For Bandai, and it says excellent and big bold words. And it has the the title screens or the cover art for uh Pebble Beach, golf, monster party, shooting range, the infamous Dr. Jekyll and Mr. Hyde, Dig Doug 2 and Street Cop.
SPEAKER_04It's pretty bold putting Dr. Jekyll and Mr. Hyde under the banner of excellent. I do like Dig Dug 2, though. That game's nice.
SPEAKER_02Yeah, I love that game.
SPEAKER_04Yeah, Dig Doug 2 is great. That I would say that's excellent. I think I played like Pebble Beach Golf once. I don't remember though much about it. And the other two I haven't played.
SPEAKER_02My friend had Pebble Beach Golf and I barred it all the time, and I don't remember it, so it mustn't have been that good. Let us discuss the seven categories for which we execute judgment on Monster Party. Category one is the narrative.
SPEAKER_04A reading from the manual. There's no fucking story in the manual, so we'll read it from the back of the box instead. This is a reading from the manual. Praise and uh No, actually, I I'd just like to note here that really I think the the the story really unfolds throughout the game. Really? You know, because they have cutscenes, there's some dialogue, right? Like so it's mostly in the beginning, but there's there's some at the end too. Oh but but yeah, nothing actually officially written. So we'll we'll read that what we have later. Fair enough.
SPEAKER_02My thoughts on the story is uh from what I saw on the back of the box, it's pretty and from the intro to the game itself. That is pretty cool. Very, very reminiscent of a Scynax. Yeah, come come to my come to my world, help us. You know? Hey, it's better than going to school.
SPEAKER_00No, but Steinax, like I don't know, somehow that felt like a fantasy world is somewhat believable. It's like last star fighter, it's like some kids pulled into this world to be a become a fighter. This is super weird. Yeah, this is like you're some random kid and a demon gargoyle flying bat thing named Bert comes and asks you for a favor, and you're terrified, but you're somehow you still end up going. It's so bizarre the way that the dialogue uh folds out. It's it's bizarre.
SPEAKER_04Yeah, it feels forced, honestly. Yeah, it's definitely like, hey, we're gonna write this story. We have this really cool concept for a game. Okay, cool. Uh what is it gonna be about? I I I don't know. Uh let's just write something. Like, that's the way it feels, you know. Yeah, like nope, nobody's gonna pay attention to it anyway, kind of feeling.
SPEAKER_00There's there's not a whole lot of exposition on how things happen, it's just all of a sudden they talk about how Bert and Mark merge together and become one fighting force. It's I mean, I guess when you break down, sort of like Ben and Jerry, I guess. Yeah, uh, I don't know. So I I guess a lot of these games back then I was gonna say, like with mushrooms and keep mushroom kingdom and all that super bizarre too.
SPEAKER_02But yeah, this one definitely Well, hey, you know, in the game itself, you have to take drugs in order to turn back into that merged beast.
SPEAKER_00What is yeah, what is with that? What's with the the pills?
SPEAKER_04Yeah, you have to take pills. This is like the the the matrix, you know. Red pills. This isn't a joke.
SPEAKER_00Yeah. It's like the the literally the sprite image to turn into the the demon version is a pill, like Dr. Mario pill.
SPEAKER_04Well, listen, guys, you know, in the 80s, you know, in the nine sorry, this is what, 1990?
SPEAKER_0289.
SPEAKER_04This is 89. Uh so close enough anyway, but uh, you know, you know, kids be experimenting and uh you know, walk into school, and uh, you know, instead of going to school, they they just become a a a monster fighting superhero that merges with a with a gargoyle named named Bert.
SPEAKER_00Yeah, very believable. I don't know. The narrative is odd at best.
SPEAKER_02I wish they would have named Mark Ernie.
SPEAKER_00Yeah.
SPEAKER_04No, I thought that was the last boss. I'm kidding. I don't know.
SPEAKER_02Because then it's Ernie and Bert and they merge together and make super Bernie.
SPEAKER_04Sanders? No, I'm kidding. I this is that's what it is. It must be the youth story of Bernie Sanders. Anyway, uh yeah, no, I think I think um I think it's it's definitely forced. It's just I really don't think they went into this thinking that people were gonna care about the story.
SPEAKER_00No, but even the concept of like bringing in a a child from another world to help save your world, and uh the best you can come up with is this kid has a baseball bat, and uh that seems to be the weapon to save his world.
SPEAKER_04Yeah, I mean in 1989, who what kid wants uh to to you know conquer conquer monsters with a baseball bat? I mean, it seems, I guess, more realistic, closer to their heart, but like you're talking about the the I I think actually Christopher Hopper mentioned this before in in in uh it's either our last episode or the last time that we had him on before that, but you know, this is the era of like you know, G.I. Joe. Like, you know, it it you don't want you don't want you know a baseball bat. It's like the Goonies. It's like the Goonies 2 with the yo-yo. Yeah, right?
SPEAKER_02Like the same same feeling here. And may I say the baseball bat is way too short?
SPEAKER_04Yeah, which we'll get into with gameplay, but I agree.
SPEAKER_02Alright, anything else with the story?
SPEAKER_00Nah. Unless you wanna wait, did you guys talk about you want to talk about the ending? The story of the ending? Uh yeah, actually, please enlighten us. Holy crap. The the ending gets it goes way off the rails. You end up saving the day, and then the Bert turns on you. Why he he gives you a chest, uh like a treasure chest to take home. You take it home, you open it in your room, and a princess comes out. And she's I don't know why it's a teeny tiny box, but a giant princess comes out.
SPEAKER_04A giant princess?
SPEAKER_00Like however, I mean uh you know, you know, I mean a princess, a princess.
SPEAKER_04Okay, alright, yeah.
SPEAKER_00And then you start to stare at her, and she starts to like transfigure and like get all gross, and she turns into basically a zombie, and she then turns you into a zombie, and your face melts, and it is like it is graphic. You gotta look this up.
SPEAKER_04No way, I missed that.
SPEAKER_00So then, like, your face lights melting off, and you like see your skull and all that, and then and then you suddenly wake up and you're like, it was all a dream, and you're like, Okay, okay. So then you you get on your way and you're gonna head to school, but when you open the door, guess who's there? Bert. And he says, Let's go on another adventure. That's how the game ends, I swear to god.
SPEAKER_04Okay, so so So he get he so he's obviously playing on the kids' hormones. Oh my god. So between the between the drugs, so what you're what you're really saying here, right, is based on the gimmick of the monsters and stuff like that. So really this is the game of sex drugs and rock and roll.
SPEAKER_00Oh yeah. Oh well, that is one of the enemies, right? Yeah, yeah. It's literally like bad rock and roll guitar man. Yeah.
SPEAKER_04So yeah, interesting.
SPEAKER_00Very good in the fine like detail in summation. The this story is all over the map. Yeah. There's no coherency at all. No, they just threw the kitchen sink at it.
SPEAKER_04It's it's almost like they they had a deck of story cards, and they're like, okay, what are we gonna do next? Flip the next card.
SPEAKER_00Yeah, that is what it feels like.
SPEAKER_02I mean, if you in in their defense, you gotta think this they developed probably not even realizing the very first boss rush game. And yeah, well. They probably had no idea how to make a story around that.
SPEAKER_04I feel like it was so close, though. Like they could have adopted any of the tropes of of you know, of the day. Like any of the story tropes of the day, like whether it's saving the universe and giving the happy ending. There was like, you know, or or like, you know, saving the even if it was like something like saving the demon princess, right? Or like they could have adopted any trope.
SPEAKER_00Let me just uh humor me. Humor me and let me read the actual ending.
SPEAKER_04Yeah, please, go for it.
SPEAKER_00Alright. So it goes to a cutscene.
SPEAKER_04Wait, hold on. You're looking. Yeah. A reading from the cutscenes. Yes.
SPEAKER_00Imagine if you will, you're seeing Bert, this like bird-winged demon, and he's handing a chest uh like a miniature chest that's like maybe the size of the kid's head. And it says, Mark destroyed the monsters. Bert gave him a gift. And Mark went home. He excitedly opened the box. A beautiful princess came out. But suddenly the princess became a monster, and more monsters followed her. And then her face melts in the graphic. Mark was scared and screamed. Ah that's what he says. And then it cuts to like what really does look like an a picture of Ernie waking up in his bed. And it says, Mark was awakened by his mom. You'll be late. It was a dream. I'm leaving. Mark opened the door. Bert was there. He whispered to Mark, let's go again. And then it like and then the image like goes to black and white and it starts listing the names of the creators.
SPEAKER_02Reading from the cutscenes. Crazy.
SPEAKER_04And uh allow me, if you will, to offer an alternative narrative based on everything that we have discussed. So Bert is this is the demon. Mar Mark is the the the boy, right? So Mark is um he has this imaginary friend he goes to school with every day. And or he comes across, he could he meets this imaginary friend, right? And and this imaginary friend actually is not so imaginary, but rather like the bad kid on the block. And he offers Mark some pills. Oh no. And so he takes the pills, because you know, Bert says it's gonna bring him on an adventure.
SPEAKER_02And boy I'll say this game is a fucking acid trip.
SPEAKER_04And boy, does he go on an adventure? And you know, at first the high is great, he feels like a fucking superhero. And as time goes on, the high gets worse and worse. It finally ends in a culmination of scary hallucinations where he's attacked by a hot woman turned demon, and then he wakes up, no Gatorade, no no rehydration, no whatever, he's just groggy and he has to go to school or whatever, and he opens up the door, and Bert's like, hey, let's take another trip, man.
SPEAKER_00Plausible. It seems plausible, doesn't it? Yeah. Man, where's Wally Bear and the No Gang? We need some help. Oh shit.
SPEAKER_04All right, anyway. I think we've stretched this narrative thing as far as we can take it at this point. Dear Lord, yes. But you know, I would like to say that if as far as having no narrative is concerned, this may have been the largest narrative section ever discussed in the history of the ministry.
SPEAKER_02I know. For me, my favorite audio, my favorite music is the boss room. Yeah. Uh I I thought that was that it was really cool, really spooky. Um I also like level three. I thought level three's music was was rather fun. I really loved the sound effect of when you bat hit something. It was really satisfying. But I do wish they used the DMC for like some monster roars or something. Yeah, yeah, yeah.
SPEAKER_00I don't know. I I I would definitely not I wouldn't say like the music is memorable or it's enjoyable or something you want to put on your, you know, on your playlist or anything. But yeah, it's not terrible, but it's not I would I didn't like it. Put it that way. Which is a boring response, but it just came off as like middle-of-the-road NES type of just a lot of bloops and bloops and nothing great.
SPEAKER_04Yeah. I was actually gonna say those exact words pretty much. I was gonna say that there was nothing wrong with the music, but it was totally immemorable. Um, it was just basically generic Nintendo music. There was nothing very iconic about it, nothing that stood out. It basically just served as filler. It's like the elevator music of the NES.
SPEAKER_00Yeah, I I some of the uh uh music almost started getting better at the end of the game, but then you got to like level six, which is like this giant Mike maze level, which is terrible. But it tried that too. Dude, it it drops out the music, and all you get is like it's so annoying. It's it's supposed to be like the it's like almost like this like sound that's like really horrible digital wind. It's so grating, it's awful, awful, awful, awful. And you have to play a whole maze level where you don't know where to go, and you're going in and out of a million doors to try to like randomly get to where you need to get to. And you have to listen to that horrible sound.
SPEAKER_02And the fireballs are falling in at you for no reason.
SPEAKER_00Yeah, yeah. Out of nowhere. Yeah, there's like 45-degree angle comets coming down. So dumb.
SPEAKER_04Yeah, I don't really have much much else to add about the the sound effects, I think, uh, or anything like that. I think the sound effects were pretty generic as well. There was nothing the I the one thing to its credit that I can say is that there was nothing that seemed to me at least, I didn't play level six. So, um, but there was nothing that seemed out of place. It seemed like everything kind of worked. They were very generic selections. You know, I think the game that the focus really was more on the the gameplay itself.
SPEAKER_02A reading from the manual. The game scrolls horizontally. While using the bat to destroy the monsters, move to the right. Along the way, there will be rooms where the boss monsters live. Enter these rooms to fight them. When all the boss monsters are defeated, you will get a key that will allow you to clear the round. A round cannot be completed until the key is obtained. When Mark defeats the monsters, various items will appear. He must get them by grabbing them. Attack and destroy the monsters by using Mark's bat to hit and return their photon lasers and other weapons. This is a reading from the manual.
SPEAKER_00And uh super random to put on the photon lasers thing at the very end. I know. What? Yeah. I mean, because what that amounts to in the actual game is you're taking a bat to bubbles and snakes and cats.
SPEAKER_04Yeah. And like, isn't there like uh mummy, mummy bandages or something like that, too? Yeah. Yeah. Dude, I seriously. Who shot photon lasers?
SPEAKER_00Yeah, there's no photon lasers. I don't remember that. And other weapons. Uh somebody was writing the manual to a different game for a moment. Maybe there were some pills involved. But seriously, uh the other bosses, there really is a giant cat that spits out baby cats, and you have to whack them. Yeah.
SPEAKER_03What?
SPEAKER_04And it makes them but all you know, all of that aside, with the game game design, um, you know, I I think uh don't uh you know Archbishop Dracoul mentioned it earlier and uh in our conversations, because we like to cheat and and to talk about the game uh outs before we before we record, you know, casually as we're as we're playing it before the podcast. But um, you know, I was saying how like this kind of I I've been playing a lot of Souls games lately. And uh Yeah, you know, Souls like you know, Dark Souls and uh, you know, uh Elden Ring.
SPEAKER_01Who the hell do you think you are? I uh what do you mean, Archbishop? What are you doing playing modern games? You know we are we're we're an NES podcast, but don't play modern games.
SPEAKER_04You know, I I every once in a while it I think it's it's it's nice to to That's it. I'm gonna throw you in the Iron Maiden. Not the Iron Maiden. No!
SPEAKER_01No, Archmis! No!
SPEAKER_02Maybe he'll learn his lesson not to fiddle with controllers with more than two buttons.
SPEAKER_04Well anyway, so but we we we all know the popularity of of of Souls games, right? Like they're they are they are talked about probably, I would say, as of right now, in 2025, they're probably discussed more than any other genre. And um, there's probably more more clones and experiments and modifications thereof than than pretty much any other genre out there right now. But uh this really kind of almost, I would say, is like the predecessor of that style of game. I I would which I was surprised to find. I wasn't expecting that when I popped open this game.
SPEAKER_03Hmm.
SPEAKER_04How so? Well, in the sense that um the focus is on boss fights. So you're you're you're basically going around, right? You have um you're you can you're you're grinding hearts in order to defeat these bosses, which gives you keys to unlock other areas. And you know, but there are some bosses that um uh you know every boss has a different strategy, and that's the focus. And like each area has multiple bosses that you need to fight. And although there's no leveling system, right, like in like in most Souls games, there is this sort of uh grind where you know, if you die, whatever, you can start right back at the beginning of the of the level. You essentially through the password system you get infinite continues. So there's a lot of, I think, like fundamental besides the leveling part, like I said. But I think there's just a a fundamental game design idea that is comparable to uh the modern fad of Souls games, I would say.
SPEAKER_02Let's say you, Jeff Gabor.
SPEAKER_00Well, I mean, I was gonna just mention some of the more smaller design stuff that really I I it just not really well polished. The specifically how the enemies were designed, so the enemies would basically be on a track, they would move left and right, most of the enemies, I'd say probably 90%. And they would stay within that bounding box no matter what. So the strat basically became find the edge of their bounding box, wait there, and then pummel them and rinse and repeat. There, so this idea that a Goomba or a Koopa shell or something that would eventually like you know search you out or track you or have different patterns, it they never broke from their left, right, left, right, left, right. Um, so it it was so easy to take advantage of. And then there was such an interesting, weird choice that at first when you're playing the game, you're thinking hearts and these pills, which are the only two real items, are you'd think they're random. And they're not. They are they they come out of the same enemies every single time. And since it's you know an NES game where they didn't really keep track of the enemies, you just simply scroll the screen one direction a little bit and then go back, and you can then just kill the enemy again, yeah, and then you can get hearts. And so it like you were saying, you grind these hearts, except for that the choice that that's like the developers were aware that you could do that because they put a cap on it. Yeah, so once you get a certain amount of hearts, that would be it for the entirety of the level. All other enemies that would drop a heart don't do it anymore.
SPEAKER_04Oh, I didn't realize I didn't notice that.
SPEAKER_02Yeah. There is the occasional question mark that drops that'll give you like a health boost, but it's rare.
SPEAKER_04Yep, yep, yep. I didn't realize there was a cap on the hearts. Because I wouldn't I never gr I never grinded the hearts like to full health. I just kind of went and been like, okay, that's enough. And then go go in there. Um, but yeah, that's that's aggravating.
SPEAKER_00Yeah, I mean, well, I mean, that became my strategy for the whole game because basically your health carries over from level to level, and right, so you you I basically grind the the first enemy I could like reasonably kill that with a consistency without getting hit, grind them until they won't drop any more hearts, and then the rest of the level, I would just avoid all combat because I know for a fact it's not gonna drop a heart, it's not gonna drop anything I want other than maybe a pill. And I I'm curious to know if the pills actually do the same thing where it's like they'll drop a certain amount and then stop, but uh I didn't bother with that. But yeah, that was it. It's like you could avoid the vast majority of the combat in the game once you kind of like found out I I got my hearts, and now I'm just gonna like just you know, damage boost through things that I that are frustrating and then just not take any additional damage.
SPEAKER_04I think Archbishop also picked up on that cap limit, but didn't you think it worked differently?
SPEAKER_02No, I that's exactly how I thought it worked.
SPEAKER_04Oh, okay. Because when we talked about it, I was under the impression that there was a cap on it, but it was based on how many hearts um, like how much health you had, not not how many hearts you had collected in that level, but I must have just misunderstood. But yeah, that's yeah. It's kind of shitty.
SPEAKER_02Yeah. Can can we talk about the bat a little bit? Um the bat oh my god. The bat combat. Um the bat for one is too short, in my opinion. I I think it could be it could have been a third longer.
SPEAKER_00Oh my gosh. So I I you're so right about this. And just to plug another podcast that I do, which is um a couple more minutes podcast, we just reviewed Panic Restaurant, which has a similar weapon, you know, where you're using it a giant spoon, kind of as a bat, and that game feels amazing, where this one feels like complete garbo. And it's like it's so interesting to see two different things, two different games trying to handle the exact same thing and how bad it can go. And this game certainly shows that off.
SPEAKER_02Yeah. And the uh the other thing is that like I wish there was an attack mode while you were ducking.
SPEAKER_04Yes.
SPEAKER_02You have you have no attack when you duck. We haven't even talked about what it looks like when you duck. It looks like you're humping the floor.
SPEAKER_00Yeah. You just turn into a slug where your butt goes up and down.
SPEAKER_04Well, I mean, you know, granted, I mean, given that the fact that he was getting played on his hormones, you know, by by you know. Poor Mark. Poor Mark.
SPEAKER_02Um, the other thing that I wanted to say about the bat is that there were times where you needed to be precise with the projectiles getting ricocheted back to where they're going. And it had to be pixel perfect at times. Oh my god. It was it was aggravating. You had to be completely pixel perfect in the right spot and hit it just at the right time in order to get it to go to where you needed it to go.
SPEAKER_04Yeah.
SPEAKER_02Well, I mean, I think the boss that that is the most egregious is the cat.
SPEAKER_04Yeah, I think I think what we have here is is like basically I don't think they did any tolerance programming for for the projectiles. Meaning that like, you know, they basically said, oh, this is the mechanic, and the hitbox happens here, and you know, if there's a collision, then we're gonna we're gonna, you know, do the deflection. And that's just gonna be it. Uh, but they didn't add any tolerance programming, which is usually like a buffer around the target zone where you hit the target or where you would hit the target. If there's like if there would have been a collision, you know, uh, whatever, two frames from now or two frames before, you know, then they'll still count it. And they do that a lot with uh with platformers, like when you're you know running towards the edge of the platform, right? And you know, you add this frame buffer where it's like, okay, well, if we were on the ground, this is just an example. You know, when we were if we were on the ground two frames ago, then we're gonna still allow it the jump, right? Even if we're not on the ground right now. And that's that's tolerance programming, in order to make the gameplay feel better.
SPEAKER_00I I mean the even the idea that they had you swing a bat and it would, depending on, you know, it's basically a baseball game. So if you swung early, you know, it would go high. If you swung late, the the projectile would go low. Yeah. But it's not even a it's not a baseball game. Like, I don't even understand. It's like, why not just you know where I want it to go, just always make it go there. I don't even it was not fun and it didn't add anything to the game. There's not other things on the screen that you are trying to get as well, so it becomes this like you know technique that you're trying to perfect of making it go a certain angle. It just almost felt random, and yeah, and the the frame window in to get it in the right thing was so small.
SPEAKER_03Yeah.
SPEAKER_00Yeah. It's terrible. Yeah. Can we talk about just one last of the enemies? Yeah, the zombies. On stage five, you enter one of the boss rooms and it's just two zombies. It's two zombies, and they just I swear to god, they were like kind of trying to do a rotoscope of like. Thriller, like they're trying to do the little boogie. And I was so like confused what to do because they don't move, they don't attack you, they don't shoot projectiles for you to shoot them back. You wail on them, and they like dissolve into a pile of goo and then they come back. And you can do that 50, 60, 70 times in a row. And it's like you can't leave the room. So what am I? I I could I had to look it up. I didn't know what to do.
SPEAKER_02You looked it up?
SPEAKER_00I had to look that up. You didn't you found out by yourself?
SPEAKER_02Yeah, because of what they said. Watch us dance. So I was like, okay, I'm gonna watch you dance then after beating them like a hundred and fifty thousand times. Wow.
SPEAKER_00Yeah, and that that you're right, that's the answer. You just watch them dance for literally 30 seconds, and then they let you go. Just just don't do anything is the the answer.
SPEAKER_02Can I say though, like all the all the things that we that we've been saying have been somewhat negative? This game is a creative force. You're right.
SPEAKER_00You're right.
SPEAKER_02It really is. Like there are things done in this game, characters done, there are characters created in this game that are an anomaly in the NES library.
SPEAKER_00There's actually quite a bit of gore like bloody skulls and that kind of thing.
SPEAKER_02Like the first level. Yeah. You're running through the first level and suddenly, bang, the entire background changes.
SPEAKER_04Yeah. That that freaked me out when I saw it. I was like, wait, what the hell's happening?
SPEAKER_00Yeah, I didn't know if I did something really cool, but it was kind of cool. And yeah, a lot of the enemies, they are big giant graphic sprites. Um, and I don't know, they were very creative.
SPEAKER_02Bizarre. I mean, there were there were there were some that weren't, but I mean, like the the the creativity is was very high.
SPEAKER_00Yeah, I mean it felt like really somebody was tripping, and they just put every sort of weird idea they that came in their head during the trip into the game.
SPEAKER_04Yep, I'm telling you. I'm telling you.
SPEAKER_02And the and the and I loved the little one-liners before before each boss fight.
SPEAKER_00Oh, how about the there's the the there's the giant tarantula?
SPEAKER_02Yes, isn't that like I'm dead?
SPEAKER_00Yeah.
SPEAKER_02Sorry, I'm dead.
SPEAKER_04Yeah, I did not understand that whatsoever.
SPEAKER_00It's just a joke. Yeah.
SPEAKER_02Say sorry.
SPEAKER_00Somebody already killed me.
SPEAKER_02Or don't pick on me. Which was another strange one.
SPEAKER_04Well, you know, maybe. I don't know. No, I'm not gonna say that. That's that's uh freaking horrible. Uh oh. Um, I d what the one thing we didn't talk about was switching to the gargoyle.
SPEAKER_00Yeah, good point.
SPEAKER_04Yes. And there were a few enemy a few bosses that um that I felt like I couldn't beat until I did that. Um like I needed to basically grind for the pill, and then I was like, okay, great, go in there and you know, kick ass. Um and it worked. But um, I can't remember what that enemy was off the top of my head. There was one specific enemy where I felt like I needed to do that for.
SPEAKER_00I mean, I had I had the hardest time that on level one. That to me was the hardest level because I got to the little pumpkin guy shooting out stuff, and I was like, what is this? Oh, maybe that's what it was. I could not dodge any of the projectiles, and I and I didn't know about farming for hearts yet. And I was just getting obliterated, and I was like, screw this game. Like, I was about ready to shut it off, and then I was like, Alright, grind for hearts, and then exactly you come in there with the gargoyle, and then you just wail on them, and it's over.
SPEAKER_02Yeah, yeah.
SPEAKER_00I'm pretty sure.
SPEAKER_02For me, the gargoyle, the gargoyle can came in handy on the guy that says he can't feel his legs. The ghost that shoots ectoplasm in the in the uh Sphinx, yeah, yeah, yeah, yeah, yeah.
SPEAKER_04Those one-liners are so like cryptic. Like, they're just so cryptic. Like, why? Like, I don't I it really like this whole game, like you said, it's creative force and all this stuff, but I keep on coming back to the damn pills, and I'm like, I like seriously, like everything, this entire game is like you said in the beginning, Archbishop, it's an acid trip. It's like it's like, what is happening in this game?
SPEAKER_02It is what you described, your version of the story. What you described is exactly an acid trip.
SPEAKER_00There is one boss where it's literally like a fried shrimp and a fried onion ring.
SPEAKER_04Yes, actually, that was that was I I enjoyed that enemy, the the that boss the the best, actually. Delicious, and he had a one-liner too, didn't he? The shrimp thing? Yeah, I don't recall.
SPEAKER_02I f I don't recall.
SPEAKER_00Yeah, I don't know. Oh, what about the minotaur? Did you get the minotaur where he's literally just shooting cows at you? For no reason. It's like he he's walking around, he's got a giant axe. He does not use the axe, no weapons, he just shoots baby cows at you. And then you have to take your baseball bat and swing at the cows. Like, what wow, that is outside the next thinking.
SPEAKER_02I had a I uh I I will say some of the design behind the actual approach of fighting some of these bosses were were was really bad. Because there were times where it's like, okay, I gotta I gotta hit with the bat and I gotta hit their projectile back to them, fine. Or I can hit them, I can duck, and then I can turn around and hit them again, and that's fine. Or I can hit them, jump over them, hit turn around, hit them, and that's fine. But there are bosses where you just have to take the hit. It's a battle of attrition. Yep, yep. Like there's there you you just there's no way around it. Yeah. And that consistency was missing. That consistency of like with the onion rings where you could duck and you wouldn't get hit.
SPEAKER_03Yep.
SPEAKER_02That didn't happen on every boss. You know, so that was a little strange.
SPEAKER_00Yeah. It was poor design all over the place in terms of that.
SPEAKER_02Let us proceed to category four, which is graphics. I thought the graphics were fantastic. I loved them.
SPEAKER_00Yeah. I'll be honest. Like for all the weirdness and bizarrness, it all comes off as charming when you look at the graphics.
SPEAKER_02Yeah.
SPEAKER_00Yeah. The sprites are huge, they're big, they're weird, they're all over the map, but they're all very identify and identifiable. Like, you know exactly what everything is. You know that little Jason dude, there's a little witch that flies by. The cat uh is a weird-looking, cool cat. Um, the enemies are really cool. The Grim Reaper enemy is so cool looking. Uh, you know, the only sprite that really is kind of a bummer is just Mark, like your character. Yes, everything else is really cool.
SPEAKER_02That's that's very true.
SPEAKER_04Yes. That that is actually the one critique I was gonna give was like, okay, yes, the everything is great. Like when I first walked in and saw the spider and I was like, sorry, I'm dead, I was like, oh, you look terrifying, so I'm kind of glad you are, right? Um everything everything was kind of like, you know, very uh high there's a high high quality bar that was set. Uh with with with with all of that. But then you look at the main character, and it's like, man, you're you're simpleton. Like, you know, like Yeah, so generic. The gargoyle, too, like the main car character gargoyle too, like he was obviously had a little bit more detail than the the main character, but still just very just paled in comparison to everything else, I thought.
SPEAKER_00Yeah, it's like a different artist took that because it's so bad compared to everything else in the game.
SPEAKER_02Let us proceed to category five, which is box art and presentation.
SPEAKER_00A reading from the back of the box. It's a scream! Walking home from a baseball game one evening, Mark gazed up at the misty sky. Suddenly, a blazing star plummeted to Earth with a blinding light. When Mark regained his sight, a mysterious creature was standing before him. The creature told an eerie tale about his home planet, the Dark World, where evil monsters were terrorizing the helpless population. He was searching the galaxy for a warrior capable of freeing them from their terrible plight. The creature explained that Mark's bat was the perfect weapon for defeating the evil monsters. Mark considered the creature's proposal for a minute, then agreed to undertake the dangerous mission. After all, he thought, it sure beats going to school. Wow. A reading from the back of the box.
SPEAKER_04And uh Oh my god. Yeah, the I still can't get away from this narrative that I said earlier.
SPEAKER_00Yeah, it's a trip. The whole thing is a weird trip. It has to be.
SPEAKER_04Like, was Bert actually trying to like get him to attack his like was he what was he not going to to the dark world and was he actually like terrorizing his neighborhood?
SPEAKER_02Can I just make uh can I just make a a a note here? We ridden the the narrative to death. Can we just talk about can we just talk about the box art? Yes. Sorry. Oh, it's okay. So the box uh go ahead, Jeff.
SPEAKER_00No, no, I was gonna say the box art in terms of the actual look of it is all is pretty almost misleading because it comes off as this like like 19 early, you know, your you know, I don't know, 1930s, 1940s like monster movie, almost like how Castlevania kind of was. It's you know, it feels like it's got your Dracula and your and your well, I mean Medusa and all that, and it it feels very almost like functional.
SPEAKER_02Picture from the Black Lagoon.
SPEAKER_00Yeah, yeah, yeah. Uh it it's definitely misleading, I would say. It's colorful and and you know, eye-catching though.
SPEAKER_02Yeah, it's definitely um something I would have looked at for sure back as a kid. But like this was one of those instances where I never saw this game in the stores.
unknownYep.
SPEAKER_02Do you remember Jeff Gabor how like no, I but like looking at the box?
SPEAKER_00Oh sorry, no, you go ahead, go ahead, sorry.
SPEAKER_02No, do you remember how you how there is with like with with different games it depended on the region whether or not you would actually get them in the stores?
SPEAKER_00Yeah.
SPEAKER_02This is one of them that I never saw. Like had I seen it, I probably would have wanted it. For sure. Likewise.
SPEAKER_00Well, if if I remember right, this game was only released in the United States.
unknownYeah.
SPEAKER_00Just the United States? I believe so, yeah. It's uh so I you know it's already kind of exclusive. So I wonder if I made it so it was hard. But the the the cover art like does look like reminiscent of something. Like maybe it was in Game Pro or Nintendo Power or something, but it definitely looks familiar. Um, so I feel like it had some sort of marketing campaign, but I certainly never rented it and never played it.
SPEAKER_04So I love the artwork, the fonts, the the formatting, you know, pretty much the the layout, you know, pretty much everything, even the background of you know, you get the cool like Halloween purple in the background of the white spider web that kind of cascades over the entire box. And it's it's very charming, it's very well put together. Uh, with one caveat to that was that they recycled the the uh the box art on the front to also take up like I don't know, maybe a quarter of the space on the back. And I thought that was kind of cheap. But um, but everything else is just amazing about this box.
SPEAKER_00Yeah, well said.
SPEAKER_04It's presentation is everything, right? And the presentation, like like I said, I just want to echo very misleading. Because you if they had taken this game and made it, you know, uh an actual Halloween game, like on Halloween, trick-or-treat night, and you're dressed as a gargoyle, like that would have been everything would have been different.
SPEAKER_00Dude, you're so right. That makes me wish they would have just gone that route. And the almost the exact same gameplay would have actually made me really like the game that much more. Exactly.
SPEAKER_02Yeah. Yeah, then there would be no drugs. Um If I had to be brutally honest, I've I had fun playing this. Um there were but but like, you know There were points where I got frustrated, but that's like any game, so I I I did have fun playing this game. Even with all its flaws.
SPEAKER_00Yeah, I have to admit, with everything we were talking about and how it gameplay maybe wasn't polished or the design wasn't this or that. I actually found myself really loving this game. Playing at least. The fun factor really was like once I knew you could grind and started playing the actual like game with some sort of consistency and effort to be able to get to the other levels, I found it really fun.
SPEAKER_04Uh, same here. Uh except I would say that uh the learning curve on level one I found to be a little bit of a of a grind, like to actually get through that first initial hump. Um, so like I had fun initially, and I was like, oh, this is cool, this is great, and then like just kept dying or trying to figure stuff out, and then I was like, Oh man, you know, it's such a freaking chore. Gonna keep going. Once you get over that hump and you figure out the patterns, then the game becomes more about you know discovering what's next rather than trying to, you know, keep on hitting that wall, you know.
SPEAKER_00Yeah, this is definitely a game. It's like the more you play it, the more fun you actually end up having on it. I at first glance when you play it, like I man, that that first half hour playing it, I was like, this is some sort of crazy hell. Like, this game is just not good. Um, and then by the time I finish the game, I was like, I quite like that game. I was like, oh man. Do you know the f the stage where you're like climbing and you're just there's you're climbing and climbing and climbing these like staircases and going up, and you're I don't know how many different levels there are. I have to say in terms of like the the technical oh I I know we're sorry, I'm skipping over to technical, son of a bitch. Anyway, uh just to wrap it up, I I I had a glitch happen where I beat all the bosses and it would not give me the key. And then I I went all the way up to the top, went all the way back down, went into every room, the bosses would not respawn, I could not get the key, and I had to take a death. God, that pissed me off. I'm like, because I did it. Friggin' did it, and I had to do it all over again.
SPEAKER_04Yeah, that's aggravating.
SPEAKER_00That's aggravating. Something's up with the game. It's just not uh yeah, it's missing some polish in there in terms of that technical.
SPEAKER_02Uh well, let's go on to controls and technical. That sounds good. Category seven.
SPEAKER_04Are you gonna say it or are we here? Okay. Actually Archbishop I'd I'd really like to because that this is just gonna be a repeat of what you're gonna say, Archbishop. So I'd like to hear what you have to say, because you're the one that brought this up initially. I think I know what you're gonna say.
SPEAKER_02Controls are technical. I mean, I for me, the I I actually mentioned the controls with the bat already. Um, so I dipped into the controls a little early as well. Um I found it kinda difficult to get off of ladders when there's enemies around. That pissed me off. I don't know what you're alluding to the the Father Abram.
SPEAKER_04The door that you couldn't get through.
SPEAKER_02Oh yes. I beat level two, I got the key, and I got to the end, and I'm standing there at the door, and nothing happened. And I'm like, what the hell? What am I supposed to do? So I'm running back and forth trying to go into the door, but you gotta push up at the door in order for it to register. And I almost died.
SPEAKER_04Yeah, so I hit that wall too, and also I think it's in the same level you're talking about, but there's the I can't remember if it's level two or three with the with the sewer pipes and stuff. Um was it the ending door is like a pipe. And I thought that you could just walk into it.
SPEAKER_02That's the one that I'm that that I was talking about.
SPEAKER_04Okay, yeah. And uh and so it was like there's no unlike the other doors in the in the game, there's no graphical change when you get the key. Like all the other doors, like they look unlocked or they brighten up or something happens. But the pipe just still stays the pipe, and so you kind of have to guess a little bit that that's where you're supposed to go. It's just kind of a weird thing that was different than the rest of the levels.
SPEAKER_02Yep. Did you run into anything like that, Chapka Boar?
SPEAKER_00No, I I I it was really just that just that one issue with like it not registering a key. And then the rest of it really, I it it really wasn't on the controls and the technical, it was just bad design, everything else. Yeah, but it you know, it ran smoothly. It the character was easy enough to control. I didn't necessarily think it looked great all the time in the way you're you controlled, and I don't like the bat, but other than that, you know, it was actually fine. Um
SPEAKER_04Yeah, I surprisingly didn't run into any flickering in this game, and I thought I would. Yeah.
SPEAKER_02With all the projectiles and stuff, but I think the thing we were talking the discrepancy we were talking about with the doors actually falls under game design more than technical.
SPEAKER_04Yeah, that's a good point. Maybe. I think it's a gray area just because um just because it it falls into the controls of having to press up to get through the door. And I think with the final door, they didn't need to do that. Because as far as I know, there's no like special items you need to pick up. Like there's no reason why you would need to stay in the level, and so I I think that having to press up to go through the last door was kind of uh unnecessary.
SPEAKER_01Let us proclaim the hints and cheats of our game.
SPEAKER_02So the easy way to maneuver in different through different levels without remembering the actual password for each level is you type in 055 space, then the number 7, so to speak. Or or 8. Or actually you can't do eight, that would take you because it and basically what it after after the space, you put in a number and it'll take you to one level higher than that number. So that's an easy way to try out other levels and whatnot.
SPEAKER_04But that's like space typed out, right? Not space space.
SPEAKER_02It's in in the game, it's actually space, like it says space. But it's but it takes up one unit in the password. Okay, I get ya.
SPEAKER_04Oh, I see. Okay. So it's when you have to select space. Right, yeah. Right. But it's actually a space character.
SPEAKER_00Yeah. So Father Avon, given your your technical prowess, do you think the fact that like so you would type in space seven, but it would take you to level eight, and space six would take you to level seven, do you think that's because their coding is based on like zero being you know, it's like zero-based coding?
SPEAKER_04Well, it's it uh all the stuff in in the NES is zero-based. It has it has to be, because it's just the way you're talking about you know, uh the the assembly language there. It's yes, you know. But the uh you have to put one more than what it actually is. So like I would expect that you would that you would want to put one less than it was at than it actually is. So like level one should be like zero five five space zero.
SPEAKER_00But what's that that isn't that kind of what it is though? Like, so if you put space seven, you so you put one less than the one you go want to go to? Oh, I thought it was one more.
SPEAKER_04It was one less.
SPEAKER_02Right, one less. So that so the password is three sections of three numbers. What you end up using for this method is five digits. Five spaces. The space counts as one. So it's basically zero, five, five, no than the number.
SPEAKER_04But that number, is it one more or one less than the level you have to do? It's one less. It's one less than the level. Then that's probably why then, yeah. So you're right, Jeff Gabor, absolutely. That that is that's definitely.
SPEAKER_00Yeah, so it's like it's just it's a byproduct of your assembly code. It's so fine. I mean, it's it's super nerdy, but it's interesting.
SPEAKER_01Yeah.
SPEAKER_00I mean, it's just the way it is. The first the first one.
SPEAKER_01Oh if you if you understand if you understand anything about the Nintendo architecture for a pro. That's that that that's me. Shut up already, Father Abram.
SPEAKER_04Don't put me in the Iron Maiden again. Um Yeah, I I mean it must have been some sort of trick. Trick of the memory addressing. But that's I mean, it's kind of cool. I still wonder. I mean, I'm guessing they had this in here for for development so they could test different levels. Um seems plausible. And now, Brethren, let us offer each other the body of price. Uh the body of price is where we discuss the game price then and now. According to an advertisement in Electronic Gaming Monthly, Monster Party was $44.99 in 1989. Um, and adjusted for inflation, that would make the game $117.45 today. That is that is pricey. Oh yes, but uh fortunately, uh, if you want to acquire the game today, you pay a lot less than that. So a loose copy, uh, which is car only, it's eighteen dollars and six cents, according to pricecharting.com. That's where we get all of our pricing information for today's pricing. Box only is $75, which is crazy, by the way. I I don't know if we have we had a more expensive box in the history of the ministry reviews than this one? Because I don't think we have. We'd have to go back and take it. We would have to go back, but I am pretty sure that this is the most expensive one. $75 just for the box. That that I mean the box art's amazing, so that's cool and everything, but wow, uh surprising. Manual only is $13.69, which which seems to track with manuals of its ilk. And uh complete inbox, $103.10. Um, so you're this is another example where uh actually sorry, this is this is actually an example where you're better off buying the complete inbox set than you are buying everything um individually, which is actually rare. It's usually the other way around. Usually if you buy things um, you know individually, then you actually save some money that way. But um, but yeah. So and bro go ahead, you were gonna say add something.
SPEAKER_00I was just gonna add back into the idea. So if it's $18 now for the loose copy, adjusted for inflation the other way, that would mean you would be able to get a loose copy for it for seven bucks in 1989.
SPEAKER_04That's crazy. Yeah. Yeah. But there's a lot of Nintendo games out there that that's exactly what they cost right now, right? So that's interesting. Um, but here's the here's the the the whopping one. Brand new sealed copy in box, four hundred and one dollars and twenty-five cents. I was not expecting this. Um, but maybe this has to do with rarity. Could be.
SPEAKER_02Yeah, probably so. Let us now execute judgment upon Monster Party and decide which of the seven cardinal sins it has committed. Father Abram. In regards to narrative, what is your final judgment?
SPEAKER_04In regards to narrative, Monster Party has committed a most heinous cardinal sin.
SPEAKER_02Deacon Gabor, in regards to narrative, what is your final judgment?
SPEAKER_00In regards to narrative, Monster Party has committed no fault.
SPEAKER_02In regards to narrative and in the presence of this assembly, Monster Party has been spared.
SPEAKER_01That's a shit in the Twitch right there. There's a lot worse on the NES.
SPEAKER_02That's true. Father Aven, in regards to audio, what is your final judgment?
SPEAKER_04In regards to audio, Monster Party has committed no fault.
SPEAKER_02Deacon Gabor, in regards to audio, what is your final judgment?
SPEAKER_00In regards to audio, Monster Party has committed a most heinous cardinal sin. Listen to that level with the whistling. That alone. Go to hell.
SPEAKER_02In regards to audio and in the presence of this assembly, Monster Party has been spared. One we can all agree on. Father Avram, in regards to game design, what is your final judgment?
SPEAKER_04In regards to game design, Monster Party has committed a most heinous cardinal sin.
SPEAKER_02Deacon Gabor, in regards to game design, what is your final judgment?
SPEAKER_00In regards to game design, Monster Party has committed a most heinous cardinal sin.
SPEAKER_02In regards to game design and in the presence of this assembly, Monster Party has committed a loathsome cardinal sin deserving of hellfire and damnation. One Father Avram. Deacon Gabor, in regards to graphics, what is your final judgment?
SPEAKER_00In regards to graphics, Monster Party has committed no fault.
SPEAKER_02In regards to graphics and in the presence of this assembly, Monster Party has been spared. Father Avram, in regards to box art and presentation, what is your final judgment?
SPEAKER_04In regards to box art and presentation, Monster Party has committed no fault.
SPEAKER_02Deacon Gabor, in regards to box art and presentation, what is your final judgment?
SPEAKER_00In regards to box art and presentation, Monster Party has committed no fault.
SPEAKER_02In regards to box art and presentation, in the presence of this assembly, Monster Party has been spared. Father Avram. In regards to Fun Factor, what is your final judgment?
SPEAKER_04In regards to Fun Factor, Monster Party has committed no fault.
SPEAKER_02Deacon Gabor, in regards to Fun Factor, what is your final judgment?
SPEAKER_00In regards to Fun Factor, Monster Party has committed no fault.
SPEAKER_02In regards to Fun Factor in the presence of this assembly, Monster Party has been spared. Father Averen, in regards to technical and controls, what is your final judgment?
SPEAKER_04In regards to technical and controls, Monster Party has committed a most heinous cardinal sin.
SPEAKER_02Deacon Gabor. In regards to technical and controls, what is your final judgment?
SPEAKER_00In regards to technical and controls, Monster Party has committed a most heinous cardinal sin.
SPEAKER_02In regards to technical and controls, and in the presence of this assembly, Monster Party has committed a loathsome cardinal sin deserving of hellfire and damnation. This concludes tonight's service. Remember, our liturgy does not simply come to an end. Those assembled are sent forth to bring the fruits of the ministry to the world.com
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