Buck Rogers: Matrix Cubed
United States
Strategic Simulations, Inc.
Strategic Simulations, Inc.
Released 1992 for DOS
Date Started: 1 August 2020
Date Ended: 29 August 2020
Total Hours: 32
Difficulty: Moderate-Hard (3.5/5)
Final Rating: (to come later)
Ranking at time of posting: (to come later)
Summary:
Matrix Cubed is a sequel to Buck Rogers: Countdown to Doomsday (1990). Both games are based on the Buck Rogers XXVC tabletop roleplaying game and use the "Gold Box" engine originally designed for Dungeons and Dragons games, which blends first-person exploration and axonometric, turn-based, tactical combat. The "exploration" half of the Gold Box engine was showing its age by 1992, with limited graphics and map configurations, and the combat portion is less interesting in a game that doesn't have magic. Matrix Cubed feels more rushed than Countdown, with a shorter, more linear plot and without Countdown's side-missions. Space combat is completely optional, the characters don't seem to grow very much, there's little purpose to the economy. It has some positive points, particularly at the beginning, but overall it feels like a superfluous game.
*****
How sad to see a franchise fail. Buck Rogers had a good run, from 1928 to . . . well, roughly this game. Attempts to revive the character over the last quarter-century have been mostly embarrassing, its copyright holder is in shambles, and the character seems destined to enter the public domain, if he hasn't already. The problem is a lack of interest even in a free version of the character. If you're going to make a fish-out-of-time story, why not just call the character "Chet Bolingbroke"? (I demand only 8% of the gross.) Other than being a swaggering American war hero, Buck Rogers isn't much of anything. Either is his setting. It has been updated and revised so often that besides Wilma Deering and a couple other named characters, there's barely enough information to inform a franchise. In my account, did anyone honestly find NEO, RAM, and PURGE that compelling?
Therein lies the problem with both Matrix and Countdown. The only thing interesting about Buck Rogers is Buck Rogers himself--the man out of time--and you don't get to play him. At best, you get to meet him a few times, and those moments aren't interesting enough to carry a franchise. Contrast this with Star Trek or Star Wars or most other franchises, where the settings themselves are compelling enough that you'd be happy to play a group of unknown soldiers who only occasionally meet the famous heroes.
My last session began with a mission to find a RAM spy on NEO's Fortuna Base, which is on an asteroid. As usual, it was difficult to find a particular asteroid amidst the constantly-rotating ring. I fought a few space battles against RAM cruisers so that I could afford to re-fuel as I searched for Fortuna. Space battles are otherwise a completely superfluous part of the game, which makes it all the more ridiculous that they have a separate economy.
When I finally found it, Fortuna Base was five small levels. As usual, the developers stretched things out by requiring the party to circle the area multiple times, first collecting a variety of passes and other items needed to access the full base, the second time clearing out attacking RAM forces. The spy turned out to be someone named Zachary Cebert, which we discovered too late to be of any good, since the overwhelming RAM invasion force forced us to evacuate and destroy the base.
Back at Salvation base, we learned that the Stormrider scientist we freed from PURGE, Dr. Makali, had already abandoned the project to help her people with some kind of revolution. The whole issue with the Stormriders was introduced very late in the game. From what I could gather from the materials, a group of humans established a colony on Jupiter's moon Amalthea, and from there created a race of genetically-modified creatures called Stormriders, which look like muscular humans with fish heads. The Stormriders live in "spherical cities that float above the high-pressure atmosphere" of Jupiter. The Amaltheans expect the Stormriders to serve as slaves for 100,000 years "in repayment" for their creation, but the Stormriders are naturally a bit unhappy about that, and the two sides are functionally at war.
Since we had unwisely decided to locate the Matrix project in Jupiter's orbit, the worsening tensions between the two societies were threatening the project. (It occurs to me as I type this that I'm explaining things far more eloquently than the game does.) My team had to head for Jupiter, but without a ship with enough fuel to get us there, we had to take a long route by sailing to a "fungus asteroid" near Juno, then transferring to a living ship operated by the Stormriders.
Despite some nice graphics, the "living ship" was never very well explained. As it approached the asteroid, it was clear that something was wrong. It eventually swallowed the asteroid with us on it, and we found ourselves in its guts.
It turned out the ship had been invaded by pirates. We had to run around the ship's six levels fighting them, freeing Stormriders, and fixing things. I have to be honest--I had largely checked out by this point, but I feel that the situation would have been confusing even if I hadn't. There were multiple places where it appeared I could facilitate some kind of truce between the pirates and Stormriders, but although I passed some of these encounters, it never seemed to affect anything. Similarly, there were numerous places where I found the ship wounded, or some of its equipment damaged, and had to pass a medical or technological skill check. Sometimes I passed, sometimes I failed, but I have no idea what the net result was.
All I know is that I kept circling the ship, and eventually I had killed all the pirates. By now, my party was relying on explosive weapons (rocket launchers, plasma launchers, grenade launchers) almost exclusively, but I never got to the point where I could just ALT-Q the combats and put them under computer control. This is because you not only have to win the combats, but do so in a good enough state that the doctor in the party can heal the damage afterwards. This means the doctor can't get knocked unconscious himself, and it's best if none of the other characters do, either.
After we were victorious, the Stormriders took us to one of their cities, and we met Dr. Makali. This was the last place we could train and restock ammo for our weapons. My characters were Level 8 when we started the game, and they ended at Level 11 or 12, which isn't a lot of development. My warrior only got to pick one new weapon specialization during the game, and my characters could only learn 4 new skills.
Dr. Makali refused to return to the Matrix Device project because the Amaltheans were planning to attack the Stormrider colony. Naturally, they attacked shortly after we arrived. We had to run around the map (a single-level 16 x 16), defeating parties of Amaltheans, defusing bombs, rescuing hostages, and putting out fires.
When the invasion was over, the Stormriders revealed a plan to end the Amalthean threat by releasing genetically-modified "wasphoppers" into the Genetics Foundation headquarters where the Stormriders had been created. We volunteered for the mission and were successful.
With the Amalthean threat handled, Dr. Makali agreed to help finish the Matrix Device. We sailed with her to a "mining rig" in Jupiter's atmosphere, where Leander was overseeing the final touches for the project.
The mining rig map was the last map (except for a small shuttle). It wasn't even a full 16 x 16, but it was annoying as hell. We had multiple rounds of RAM forces arriving in the living ship (there was no information about how they had managed to commandeer it) and rappelling to the mining rig's platforms. Each round involved one battle on the platforms and then a search of the rest of the rig for additional RAM forces to clean up. Sometimes it was human troops, sometimes robots, sometimes gennies. At one point, we were overwhelmed (this was scripted) and had to retreat to a shuttle, from which we flooded the rig with efanite and lit it to burn out an infestation of gennies.
Dr. Makali suggested that one of the party members fly with her by jetpack to the living ship and free it from RAM control. Despite choosing a character with a skill level of 142 in "Use Jetpack," the attempt failed and, I guess as punishment, we had to fight a few more rounds of invading RAM forces.
Finally, we seemed to drive them away. But there was an explosion and the rig started sinking into the atmosphere. The only thing that would save it was the Matrix Device itself, which for some reason needed to be flown through Jupiter's high-pressure atmosphere at high speeds. My pilot had to do this, and I guess the game made a skill check for "Pilot Fixed Wing," a skill that was never needed before because there were no such aircraft in the game before (or the previous game). Fortunately, I'd been putting some skill points into all the pilot skills, and Starbuck must have passed. Reviews of the time are filled with stories of people who didn't, and at this point in the game had no recourse if they had failed to invest in that skill.
We had to endure one last attack by Sid Refuge (I have accidentally typed "Sid Vicious" at least half a dozen times), even though it made no sense that he was there. The battle involved two back-to-back combats with no resting in between, but neither was particularly difficult using our "blow the living hell out of everything with rocket launchers" strategy.
When we had defeated Refuge for like the fifth time, his cyborg skeleton crawled into the crucible of the Matrix Device. We locked him in there and used him as the necessary matter to fuel the device, which I admit was a fun turn of events and a genius solution to the problem, akin to Doc and Marty solving their problems by cramming Biff into the "Mr. Fusion" reactor. The rig got the power it needed to return to a stable part of the atmosphere.
The Living Ship appeared for what seemed like another attack, but the soldiers descending from it were NEO rather than RAM. No word on how NEO managed to take over the Living Ship from RAM in such a short time, nor indeed how they managed to get here at all when we had to go through a big rigmarole. In any event, two of the soldiers were Buck Rogers and Wilma Deering. When they found that the Matrix Device was working, Buck demanded "three cheers for these heroes!" I cringed as the assembled NPCs literally shouted, "hip-hip-hooray!" three times before the game dumped us unceremoniously to the DOS prompt. That hasn't happened in so long that it was literally startling.
In a GIMLET, I give Matrix Cubed:
That gives us a final score of 34, a dozen points lower than Countdown, and the first time that a Gold Box game has fallen below the "recommended" threshold. It mirrors how I feel, though. I tried to be positive about the game, even thinking that it might be good during my second or third session. But it just collapsed into a nonsensical narrative with boring mechanics.
I knew Scorpia would be with me on this, and she was. In the May 1992 Computer Gaming World, she levies particular criticism at the way the game handled skill checks (the "Pilot Fixed Wing" issue getting a couple of paragraphs to itself), the uselessness of space combat, and the scripted moments when the party has no equipment. She had to do the same thing I did and lower the difficulty meter. She also found the final sequence repetitious and nonsensical. But her worst invective is reserved for the "three cheers" followed by the DOS prompt, which she compares to the end of Eye of the Beholder.
It was reading Scorpia's review that I was reminded that the whole business with the Sun King and his counselor De Sade never had any resolution, nor did the Mercurians attacking us on Venus. It's a measure of the game that such things happen and the player just shrugs them off.
Our opinions aren't universal, though. The editors of Dragon (June 1992) quite liked it, with a 4/5 star rating praising its character development, story, and combat system. I've had commenters tell me that it was better than Countdown, and I see passionate defenders of both games all over the Internet.
In my first entry on Matrix Cubed, I called it a "corporate game." The story that I've heard--without a lot of primary source references, you understand, so don't take this as gospel--is that Lorraine Williams forced SSI to make the Buck Rogers games as a condition of their Dungeons and Dragons license. (As we've covered, the source of Williams's fortune was the rights to Buck Rogers, which she inherited from her grandfather, and by in 1985, Williams gained a controlling share of TSR, owners of Dungeons and Dragons.) This strategy wasn't just to make a few bucks off the games. Rather, Williams hoped that a few successful Buck Rogers games might re-ignite interest in a film or television series, the last attempt having fizzled in 1981 after two low-rated seasons. Unfortunately for Williams and the Dille Family Trust, the two SSI games failed to serve as kindling for anything more significant.
Matrix Cubed isn't technically the last Buck Rogers creation. In 1995, TSR tried again by creating something called High-Adventure Cliffhangers: Buck Rogers Adventure Game, a tabletop RPG that returned Buck Rogers to his original earthbound setting. It produced only a single module before it was discontinued. Since then, there have been a few comic books and action figures, but every attempt at something more substantial has failed. This includes a 2009 web series that was announced, then canceled, then subjected to a Kickstarter revival, then canceled again when it failed to meet its funding goals. A Frank Miller-written movie in the 2000s never went anywhere. More recently, Transformers producer Don Murphy announced plans to make a film based on the first Buck Rogers novella, which has since entered public domain, which led to a suit and counter-suit with the Dille Family Trust, which filed for bankruptcy in 2017.
The legal status of Buck Rogers remains in controversy, but I end as I began, wondering: why bother? Does Don Murphy or anyone think the name "Buck Rogers" is regarded so fondly that it's going to sell tickets on its own? If not, why not make the same type of movie and name the character something else? That's basically what Farscape did, and it did fine. I apologize to anyone who really loves Buck Rogers, but in general I'm happy that most RPGs do not feature licensed characters.
Summary:
Matrix Cubed is a sequel to Buck Rogers: Countdown to Doomsday (1990). Both games are based on the Buck Rogers XXVC tabletop roleplaying game and use the "Gold Box" engine originally designed for Dungeons and Dragons games, which blends first-person exploration and axonometric, turn-based, tactical combat. The "exploration" half of the Gold Box engine was showing its age by 1992, with limited graphics and map configurations, and the combat portion is less interesting in a game that doesn't have magic. Matrix Cubed feels more rushed than Countdown, with a shorter, more linear plot and without Countdown's side-missions. Space combat is completely optional, the characters don't seem to grow very much, there's little purpose to the economy. It has some positive points, particularly at the beginning, but overall it feels like a superfluous game.
*****
How sad to see a franchise fail. Buck Rogers had a good run, from 1928 to . . . well, roughly this game. Attempts to revive the character over the last quarter-century have been mostly embarrassing, its copyright holder is in shambles, and the character seems destined to enter the public domain, if he hasn't already. The problem is a lack of interest even in a free version of the character. If you're going to make a fish-out-of-time story, why not just call the character "Chet Bolingbroke"? (I demand only 8% of the gross.) Other than being a swaggering American war hero, Buck Rogers isn't much of anything. Either is his setting. It has been updated and revised so often that besides Wilma Deering and a couple other named characters, there's barely enough information to inform a franchise. In my account, did anyone honestly find NEO, RAM, and PURGE that compelling?
Therein lies the problem with both Matrix and Countdown. The only thing interesting about Buck Rogers is Buck Rogers himself--the man out of time--and you don't get to play him. At best, you get to meet him a few times, and those moments aren't interesting enough to carry a franchise. Contrast this with Star Trek or Star Wars or most other franchises, where the settings themselves are compelling enough that you'd be happy to play a group of unknown soldiers who only occasionally meet the famous heroes.
A rare space combat. |
My last session began with a mission to find a RAM spy on NEO's Fortuna Base, which is on an asteroid. As usual, it was difficult to find a particular asteroid amidst the constantly-rotating ring. I fought a few space battles against RAM cruisers so that I could afford to re-fuel as I searched for Fortuna. Space battles are otherwise a completely superfluous part of the game, which makes it all the more ridiculous that they have a separate economy.
When I finally found it, Fortuna Base was five small levels. As usual, the developers stretched things out by requiring the party to circle the area multiple times, first collecting a variety of passes and other items needed to access the full base, the second time clearing out attacking RAM forces. The spy turned out to be someone named Zachary Cebert, which we discovered too late to be of any good, since the overwhelming RAM invasion force forced us to evacuate and destroy the base.
Setting the base to explode. |
Back at Salvation base, we learned that the Stormrider scientist we freed from PURGE, Dr. Makali, had already abandoned the project to help her people with some kind of revolution. The whole issue with the Stormriders was introduced very late in the game. From what I could gather from the materials, a group of humans established a colony on Jupiter's moon Amalthea, and from there created a race of genetically-modified creatures called Stormriders, which look like muscular humans with fish heads. The Stormriders live in "spherical cities that float above the high-pressure atmosphere" of Jupiter. The Amaltheans expect the Stormriders to serve as slaves for 100,000 years "in repayment" for their creation, but the Stormriders are naturally a bit unhappy about that, and the two sides are functionally at war.
Since we had unwisely decided to locate the Matrix project in Jupiter's orbit, the worsening tensions between the two societies were threatening the project. (It occurs to me as I type this that I'm explaining things far more eloquently than the game does.) My team had to head for Jupiter, but without a ship with enough fuel to get us there, we had to take a long route by sailing to a "fungus asteroid" near Juno, then transferring to a living ship operated by the Stormriders.
A ship--a living ship--full of strange alien life forms. |
Despite some nice graphics, the "living ship" was never very well explained. As it approached the asteroid, it was clear that something was wrong. It eventually swallowed the asteroid with us on it, and we found ourselves in its guts.
It turned out the ship had been invaded by pirates. We had to run around the ship's six levels fighting them, freeing Stormriders, and fixing things. I have to be honest--I had largely checked out by this point, but I feel that the situation would have been confusing even if I hadn't. There were multiple places where it appeared I could facilitate some kind of truce between the pirates and Stormriders, but although I passed some of these encounters, it never seemed to affect anything. Similarly, there were numerous places where I found the ship wounded, or some of its equipment damaged, and had to pass a medical or technological skill check. Sometimes I passed, sometimes I failed, but I have no idea what the net result was.
This went nowhere. |
All I know is that I kept circling the ship, and eventually I had killed all the pirates. By now, my party was relying on explosive weapons (rocket launchers, plasma launchers, grenade launchers) almost exclusively, but I never got to the point where I could just ALT-Q the combats and put them under computer control. This is because you not only have to win the combats, but do so in a good enough state that the doctor in the party can heal the damage afterwards. This means the doctor can't get knocked unconscious himself, and it's best if none of the other characters do, either.
After we were victorious, the Stormriders took us to one of their cities, and we met Dr. Makali. This was the last place we could train and restock ammo for our weapons. My characters were Level 8 when we started the game, and they ended at Level 11 or 12, which isn't a lot of development. My warrior only got to pick one new weapon specialization during the game, and my characters could only learn 4 new skills.
On my last level-up, I could choose a new weapon. |
Dr. Makali refused to return to the Matrix Device project because the Amaltheans were planning to attack the Stormrider colony. Naturally, they attacked shortly after we arrived. We had to run around the map (a single-level 16 x 16), defeating parties of Amaltheans, defusing bombs, rescuing hostages, and putting out fires.
A typical encounter in this section of the game. |
When the invasion was over, the Stormriders revealed a plan to end the Amalthean threat by releasing genetically-modified "wasphoppers" into the Genetics Foundation headquarters where the Stormriders had been created. We volunteered for the mission and were successful.
"Success." |
With the Amalthean threat handled, Dr. Makali agreed to help finish the Matrix Device. We sailed with her to a "mining rig" in Jupiter's atmosphere, where Leander was overseeing the final touches for the project.
The mining rig map was the last map (except for a small shuttle). It wasn't even a full 16 x 16, but it was annoying as hell. We had multiple rounds of RAM forces arriving in the living ship (there was no information about how they had managed to commandeer it) and rappelling to the mining rig's platforms. Each round involved one battle on the platforms and then a search of the rest of the rig for additional RAM forces to clean up. Sometimes it was human troops, sometimes robots, sometimes gennies. At one point, we were overwhelmed (this was scripted) and had to retreat to a shuttle, from which we flooded the rig with efanite and lit it to burn out an infestation of gennies.
A typical enemy contingent on the rig's platform. |
Dr. Makali suggested that one of the party members fly with her by jetpack to the living ship and free it from RAM control. Despite choosing a character with a skill level of 142 in "Use Jetpack," the attempt failed and, I guess as punishment, we had to fight a few more rounds of invading RAM forces.
Finally, we seemed to drive them away. But there was an explosion and the rig started sinking into the atmosphere. The only thing that would save it was the Matrix Device itself, which for some reason needed to be flown through Jupiter's high-pressure atmosphere at high speeds. My pilot had to do this, and I guess the game made a skill check for "Pilot Fixed Wing," a skill that was never needed before because there were no such aircraft in the game before (or the previous game). Fortunately, I'd been putting some skill points into all the pilot skills, and Starbuck must have passed. Reviews of the time are filled with stories of people who didn't, and at this point in the game had no recourse if they had failed to invest in that skill.
I guess this means we passed the skill check. |
We had to endure one last attack by Sid Refuge (I have accidentally typed "Sid Vicious" at least half a dozen times), even though it made no sense that he was there. The battle involved two back-to-back combats with no resting in between, but neither was particularly difficult using our "blow the living hell out of everything with rocket launchers" strategy.
I admire his spunk, but fighting him is like flogging a dead horse. |
When we had defeated Refuge for like the fifth time, his cyborg skeleton crawled into the crucible of the Matrix Device. We locked him in there and used him as the necessary matter to fuel the device, which I admit was a fun turn of events and a genius solution to the problem, akin to Doc and Marty solving their problems by cramming Biff into the "Mr. Fusion" reactor. The rig got the power it needed to return to a stable part of the atmosphere.
The Living Ship appeared for what seemed like another attack, but the soldiers descending from it were NEO rather than RAM. No word on how NEO managed to take over the Living Ship from RAM in such a short time, nor indeed how they managed to get here at all when we had to go through a big rigmarole. In any event, two of the soldiers were Buck Rogers and Wilma Deering. When they found that the Matrix Device was working, Buck demanded "three cheers for these heroes!" I cringed as the assembled NPCs literally shouted, "hip-hip-hooray!" three times before the game dumped us unceremoniously to the DOS prompt. That hasn't happened in so long that it was literally startling.
Part of the short denouement. |
In a GIMLET, I give Matrix Cubed:
- 4 points for the game world. I feel like I'm being generous. I couldn't have cared less about it, but I can't say it didn't have original elements or make the party's place clear. Too many of the story turns were just arbitrary, though.
- 3 points for character creation and development. It gets most of this for creation. The system of races and classes and skills isn't terrible, but the amount of development you get in the sequel is minimal. The number of skills should have been cut in half (at least) and made more meaningful.
This guy feels like he should have been able to fly a jetpack. |
- 3 points for NPC interaction. There are some NPCs; you get journal entries from some of them.
- 4 points for encounters and foes. Humans were just humans; "gennies" just re-skinned Dungeons and Dragons monsters without even an interesting set of attacks and defenses. There were some decent non-combat encounters involving the use of skills or even a role-playing choice here and there.
- 4 points for combat. An engine designed with magic in mind just didn't transition well to science fiction battles. I was mostly bored with combat, which is something that I never thought I'd say about the Gold Box. I want to give it extra credit for the space combat, but it isn't any more interesting.
The robot enemies were generally the most difficult in the game. |
- 3 points for equipment. The problem is that everything is standard. There's no place in this setting for unique artifact weapons and armor. Meanwhile, a few types of grenades don't make up for all of the potions, wands, scrolls, rings, and wearables that you'd find in a fantasy RPG. The developers had no imagination here.
- 2 points for the economy. It was useful for restocking ammunition.
- 3 points for quests. The game had one main quest, mostly linear, with no choices or alternate outcomes. It mostly lacked the side-quests and side-areas that Countdown offered, with a few small exceptions.
- 5 points for graphics, sound, and interface. The best part of the game was the engine, which still works as smooth as butter. Both regular and cut scene graphics were nice. I could take or leave the sound.
Sid Refuge's appearance was narratively senseless but graphically okay. |
- 3 points for gameplay. Matrix is far more linear than its predecessor. It's a bit too hard in some places, and it has no real replayability. The best I can say is that its length was right for its content.
That gives us a final score of 34, a dozen points lower than Countdown, and the first time that a Gold Box game has fallen below the "recommended" threshold. It mirrors how I feel, though. I tried to be positive about the game, even thinking that it might be good during my second or third session. But it just collapsed into a nonsensical narrative with boring mechanics.
If I knew nothing about the game, this cover would make me think that you play as Buck Rogers. |
I knew Scorpia would be with me on this, and she was. In the May 1992 Computer Gaming World, she levies particular criticism at the way the game handled skill checks (the "Pilot Fixed Wing" issue getting a couple of paragraphs to itself), the uselessness of space combat, and the scripted moments when the party has no equipment. She had to do the same thing I did and lower the difficulty meter. She also found the final sequence repetitious and nonsensical. But her worst invective is reserved for the "three cheers" followed by the DOS prompt, which she compares to the end of Eye of the Beholder.
It was reading Scorpia's review that I was reminded that the whole business with the Sun King and his counselor De Sade never had any resolution, nor did the Mercurians attacking us on Venus. It's a measure of the game that such things happen and the player just shrugs them off.
Our opinions aren't universal, though. The editors of Dragon (June 1992) quite liked it, with a 4/5 star rating praising its character development, story, and combat system. I've had commenters tell me that it was better than Countdown, and I see passionate defenders of both games all over the Internet.
In my first entry on Matrix Cubed, I called it a "corporate game." The story that I've heard--without a lot of primary source references, you understand, so don't take this as gospel--is that Lorraine Williams forced SSI to make the Buck Rogers games as a condition of their Dungeons and Dragons license. (As we've covered, the source of Williams's fortune was the rights to Buck Rogers, which she inherited from her grandfather, and by in 1985, Williams gained a controlling share of TSR, owners of Dungeons and Dragons.) This strategy wasn't just to make a few bucks off the games. Rather, Williams hoped that a few successful Buck Rogers games might re-ignite interest in a film or television series, the last attempt having fizzled in 1981 after two low-rated seasons. Unfortunately for Williams and the Dille Family Trust, the two SSI games failed to serve as kindling for anything more significant.
Matrix Cubed isn't technically the last Buck Rogers creation. In 1995, TSR tried again by creating something called High-Adventure Cliffhangers: Buck Rogers Adventure Game, a tabletop RPG that returned Buck Rogers to his original earthbound setting. It produced only a single module before it was discontinued. Since then, there have been a few comic books and action figures, but every attempt at something more substantial has failed. This includes a 2009 web series that was announced, then canceled, then subjected to a Kickstarter revival, then canceled again when it failed to meet its funding goals. A Frank Miller-written movie in the 2000s never went anywhere. More recently, Transformers producer Don Murphy announced plans to make a film based on the first Buck Rogers novella, which has since entered public domain, which led to a suit and counter-suit with the Dille Family Trust, which filed for bankruptcy in 2017.
The legal status of Buck Rogers remains in controversy, but I end as I began, wondering: why bother? Does Don Murphy or anyone think the name "Buck Rogers" is regarded so fondly that it's going to sell tickets on its own? If not, why not make the same type of movie and name the character something else? That's basically what Farscape did, and it did fine. I apologize to anyone who really loves Buck Rogers, but in general I'm happy that most RPGs do not feature licensed characters.
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