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Phoenix
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Superemely Decadent Outlaw Superhero
SPACE & VACUUM
- Spaceships make noise!
- Explosions in space make noise
- Exposure to vacuum makes you horribly swell up and/or explode within
seconds (ex. "Total Recall", "Outland")

# TRAVEL
- Transportation always arrives and leaves on time.
- Characters arrive at the airport and get *right on the plane*. They must
have the best timing of any people on Earth - I always have wait around
for a hour or so before boarding.
Good thing movie airlines never overbook!
- Movie characters' suitcases are always weightless when they have to carry
them.

# VILLAINS
- The bad guy is the foreigner.
- People can be rendered inoperative by bumping them on the head. Beware,
though; after you have left the scene, this person will regain consciousness
and be more determinted to attack you.
- The bad guy also has a side-kick muscleman, who has some sort of trademark
gimmick that he/she uses to eliminate oppponents. You must kill or
decomission this muscleman by forcing a backfiring of this trademarked
gimmick. If the muscleman dispatched by a different method, he/she is not
dead. (For that matter, don't assume that anyone is dead unless their death
was spectacular. Beware sequels.)
- The bad guy usually kills his henchman for failing, yet don't seem to run
out of loyal henchmen.
- Bad guys lurk until their presence is revealed by a flash of lightning.
- You can kill the bad guy by taking careful note of any object that the
camera has lingered on for an unnecessarly length of time; typically this
is something like a meathook or a jagged bit of glass. You will be
involved in a mighty struggle, and at the appropriate time you can become
inspired (usually by either an insult from the bad guy or a look of faith
from your love interest) with strength enough to force the bad guy
into/onto/under/in front of the aforementioned object. Actor's Equity
(Hollywood) requires that within 15 seconds either side of the bad guy's
demise, you utter your trademark phrase.
- The bad guy, having finally gotten the good guy into his clutches, will
usually spend a few meglomaniac minutes gloating over his victory and his
opponent's downfall. This increment of time will prove just enough to
allow the good guy to figure a way out of his predicament, or just long
enough to allow a rescue attempt.
- The bad guy, instead of simply offing the captured good guy on the spot,
will devise some sort of drawn-out, fiendishly clever method of execution
that will take enough time to allow the good guy to figure out his
escape.

# WEAPONS
- Major characters never run out of ammunition, nor do they ever have to
reload. (If the movie _does_ make them reload, they never have to
actually carry any spare ammo until that scene)
- Guns never run out of ammunition unless escape would be otherwise
impossible.
- The first shot or burst of fire from a bad guy _always_ misses, and is
there just to announce that a fight will be taking place.
- Bad-guy hand grenades make noise and smoke, but no real damage; good-guy
hand grenades are devastating but selective; they will destroy tanks, but
won't hurt the thrower, even if he drops one on his toe. Bad-guy grenades
used by good guys become good-guy grenades, and _vice versa_.
- When the villain runs out of bullets, he'll throw away his gun. When the
hero does so, he'll conveniently come across another.
- Machine guns submerged underwater for a long time won't jam or misfire
when the hero pops up to use them. (see any Rambo movie)
- A cigarette case/lighter in the shirt pocket will always block the bullet.
- When the hero faces a ridiculously large number of shooters with high
powered weapons, they will all miss after several shots. Then, the hero
will pulls out this gun that looks like a toy and start picking off the
bad guys from half a mile away, usually hitting them in the forehead.
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