Billy Jack lays out Charles Bronson!


My title may be a little misleading, but I always find it fascinating when certain iconic individuals work together on screen. Tom Laughlin and Charles Bronson crossed paths early in both of their careers, with Laughlin accomplishing something that very few actors would be able to claim later on… he knocked out Bronson!

It all goes back to the pilot episode of Charles Bronson’s T.V. series MAN WITH A CAMERA, titled “Second Avenue Assassin,” which premiered on October 10th, 1958. In that first episode, Mike Kovac (Charles Bronson) wants to get a picture of his old neighborhood pal, Joey Savoyan (Tom Laughlin). Joey has risen in the boxing ranks, and is getting a title shot at the champ, Sal Benning. But it seems that success has changed Joey from the guy Mike knew, and there have been many reports that he’s turned into a jerk who’d rather punch a reporter or photographer than look at them. When Mike goes to Joey’s training camp and proceeds to tell him that his attitude is an embarrassment to the people pulling for him back home, Joey gets pissed and the two men end up in the ring. Apparently, Mike could whip him back in the day, but times have changed and after absorbing a few of Mike’s jabs, Joey lays his ass out cold with one punch. The photograph that makes the papers that night is Mike lying flat on his back with the headline “Joey Savoyan puts ace photographer in darkroom!” There’s more to the story, and Bronson and Laughlin end up working together, but not many characters have knocked Bronson out and got to live to tell about it!

In celebration of Laughlin’s 95th birthday in badass heaven, I decided to share that video with you today. Enjoy!

Scenes That I Love: Billy Jack


Today would have been the 95th birthday of Tom Laughlin, the independent film pioneer who gave the world Billy Jack.

In honor of the day of his birth, here’s a scene that I love from 1971’s Billy Jack.  The townspeople think that they can get away with humiliating the students from the Freedom School.  Well, Billy Jack’s got something to say about that.

Who is Billy Jack?  He’s just a person who protects children and other living things.

4 Shots From 4 Films: Special Tom Laughlin Edition


4 Or More Shots From 4 Or More Films is just what it says it is, 4 shots from 4 of our favorite films. As opposed to the reviews and recaps that we usually post, 4 Shots From 4 Films lets the visuals do the talking!

Today, we pay tribute to the man who gave us Billy Jack.  It’s time for….

4 Shots From 4 Tom Laughlin Films

Born Losers (1967, dir by Tom Laughlin)

Billy Jack (1971, dir by Tom Laughlin)

The Trial of Bully Jack (1974, dir by Tom Laughlin)

Billy Jack Goes To Washington (1977, dir by Tom Laughlin)

Monday Live Tweet Alert: Join Us for Animal Protector!


As some of our regular readers undoubtedly know, I am involved in hosting a few weekly live tweets on twitter and occasionally Mastodon.  I host #FridayNightFlix every Friday, I co-host #ScarySocial on Saturday, and I am one of the five hosts of Mastodon’s #MondayActionMovie!  Every week, we get together.  We watch a movie.  We snark our way through it.

Tonight, for #MondayActionMovie, the film will be 1989’s Animal Protector!

If you want to join this watch party, just hop onto Mastodon, pull up Animal Protector on YouTube, start the movie at 8 pm et, and use the #MondayActionMovie hashtag!

Enjoy!

Music Video of the Day: Many Too Many by Genesis (1978, directed by Ken O’Neill)


The video for this Tony Banks-penned song was shot during a soundcheck at the Knebworth Festival on June 24th, 1978.  The audio was a replay of the studio version of the song, with the band miming the performance.  Despite having a music video, Many Too Many only made it the 43rd position on the UK charts and it is one of the few Genesis songs that has never been performed in concert.

Along with his work with Genesis, director Ken O’Neill also did videos for The Smiths and Elton John.

Enjoy!

Lisa Marie’s Week In Review: 8/3/26 — 8/9/26


 

I hope everyone’s had a good week.  Down here, the Texas Branch of the TSL has been busy getting ready for our annual October horrorthon!  It’s the greatest time of the year and I’m looking forward to it!

Here’s what I watched this week:

Films I Watched:

  1. Apocalypse Road (2016)
  2. Deadly Manor (1990)
  3. Devious Nanny (2018)
  4. Dirty Dancing (1987)
  5. The Ghostmaker (2011)
  6. Hudson Hawk (1991)
  7. Judge Dredd (1995)
  8. The Perfect Boss (2013)
  9. She Made Them Do It (2012)
  10. Sleepaway Camp II: Unhappy Campers (1988)

Television Shows I Watched:

  1. America 2100
  2. Baywatch
  3. Big Brother
  4. Cheaters
  5. CHiPs
  6. Crime Story
  7. Degrassi
  8. Diff’rent Strokes
  9. Freddy’s Nightmares
  10. Election Coverage
  11. 1st & Ten
  12. Flight of the Conchords
  13. Homicide: Life on the Street
  14. Hunter
  15. The Love Boat
  16. Mad TV
  17. The Office
  18. Pacific Blue
  19. Saved By The Bell
  20. Saved By The Bell: The New Class
  21. St. Elsewhere
  22. Sixty Minutes
  23. Survivor

Live Tweets:

  1. Hudson Hawk
  2. Devious Nanny
  3. Dirty Dancing
  4. Judge Dredd
  5. Sleepaway Camp 2: Unhappy Campers

4 Shots From 4 Films:

  1. Robert Aldrich
  2. 1978
  3. Nicholas Ray
  4. Andy Warhol
  5. John Huston
  6. Billy Bob Thornton
  7. Martin Sheen

Scenes That I Love:

  1. Road House
  2. The Graduate
  3. Rebel Without A Cause
  4. Out of the Past
  5. Stakeout
  6. Treasure of the Sierra Madre
  7. Damsels in Distress
  8. Apocalypse Now

Songs of the Day;

  1. Jeff Healey Band
  2. Keith Carradine
  3. Miklos Rosza
  4. David Bowie
  5. Adolph Deutsch
  6. Blondie
  7. Led Zeppelin

Artworks of the Day:

  1. Scarlet Adventures
  2. A Woman’s Need
  3. High Heel Magazine
  4. Future Science Fiction
  5. The Paper Pistol Contract
  6. Argosy
  7. After Hours

Music Videos of the Day:

  1. Bryan Ferry
  2. Richard Marx
  3. Stakka Bo
  4. Accept
  5. Survivor
  6. Def Leppard
  7. Ramones

Villain of the Day;

  1. Matthew Hopkins

Links From Last Week:

  1. Happy Caturday! (8.8.2026)
  2. Who Was “Mr. Moonlight?” The Man Behind The Beatles! Terrific New Brian Epstein Book!
  3. The Man Who Would Be Dorleac
  4. Inside the Coked-Fueled Rise and Fall of Vice

News From Last Week:

  1. Actor and Congressman Ben Jones Dies At 84
  2. Actress Tedde Moore Dies At 79

Links From The Site:

  1. Arleigh reviewed Final Fantasy XEnter The Wu-Tang, Zulu, It’s Dark and Hell Is Hot, Scarface, and A Fistful of Dollars!

Review: Final Fantasy X


“Now is the time to choose! Die and be free of pain, or live and fight your sorrow!” — Auron

While Final Fantasy VI is still my personal favorite game in the entire Final Fantasy series, Final Fantasy X is the entry that reached me most directly on an emotional level. VI remains the peak of the pixel-art era for me: a sprawling, tragic, beautifully varied masterpiece whose cast, music, and broken world are impossible to separate from what the franchise means to me. But X feels more intimate. Its story of Tidus, Yuna, and a society trapped in a cycle of grief and sacrifice hits with a particular sadness because it takes the time to let its characters live inside that pain. In that sense, Final Fantasy Xis the high point of the series’ 3D era in much the same way Final Fantasy VI represents the high point of its 2D era—not necessarily my number-one favorite overall, but perhaps the most emotionally affecting game in the franchise.

That distinction matters because Final Fantasy X was not merely a graphical leap. It was a game that used its new presentation to deepen the things Final Fantasy had always done best. The move to fully three-dimensional environments, voiced dialogue, and cinematic camera work could have pushed the series toward empty spectacle, but X uses those tools to make its people and places feel more immediate. It was also a major mechanical departure, replacing Active Time Battle with the Conditional Turn-Based system and conventional leveling with the Sphere Grid. Even now, it feels like a near-perfect midpoint between the intimate pacing of classic turn-based JRPGs and the larger dramatic ambitions the series pursued in later generations.

The game opens with one of the strongest introductions in the entire series. Tidus, a cocky Blitzball star from the futuristic city of Zanarkand, is suddenly pulled into chaos when the massive entity called Sin attacks. He wakes up in Spira, a world that considers his home a myth from a thousand years ago. This makes Tidus a useful protagonist because he is just as confused as the player. He asks why everyone fears Sin, why technology is considered dangerous, and why people willingly accept a religious system built around loss. The initial premise is deceptively simple: Tidus joins Yuna, a summoner, and her guardians on a pilgrimage to defeat Sin. But every new location and revelation complicates the purpose of that journey.

Tidus can be obnoxious at first, and that is not necessarily a flaw. He is immature, defensive, loud, and permanently irritated by the shadow cast by his famous father, Jecht. Yet he is also emotionally transparent in a way many RPG heroes are not. He is frightened, lonely, jealous, and desperate to believe he can return to the life he lost. His character arc works because the game lets him grow out of that narrow perspective. He begins by wanting to save himself, then slowly realizes that everyone around him has been surviving a kind of pain he never understood. Even the infamous laughing scene makes more sense in context: it is two people forcing themselves to laugh because admitting how sad they are would be even harder. Tidus is messy, but that is why he feels human.

Yuna is the true heart of Final Fantasy X. At first, she appears reserved, gentle, and almost impossibly composed, but that calmness is a defense. She has been raised to accept an obligation that asks her to carry the hopes of Spira, and the game gradually exposes the brutal cost of that role. Her story is about realizing that kindness does not require obedience, and that faith does not have to mean accepting cruelty forever. Yuna is never reduced to being simply Tidus’s romantic interest. Their relationship matters because he sees her as a person before he fully understands what the world expects her to give up. That dynamic makes their romance feel earned rather than imposed.

Their relationship is one of the best in the series because it is built through ordinary moments as much as grand ones. They talk, joke, tease one another, share awkward silences, and slowly become the one person each can speak honestly with. The romance is not there to distract from the larger plot; it gives the story its emotional center. The question is never only whether Spira can be saved from Sin. It becomes whether Tidus and Yuna are allowed to imagine a life that is not defined by sacrifice. That is why the later turns of the story hurt as much as they do. Final Fantasy X understands that a world-saving quest becomes meaningful when the people involved have something personal they are fighting to keep.

The rest of the party helps make Spira feel like a lived-in place rather than a backdrop for Tidus and Yuna. Auron is the cool, stoic guardian archetype, but his guarded nature hides regret and responsibility. Wakka can be frustrating because he begins with deeply ingrained prejudices and unquestioned religious beliefs, but his growth works precisely because the game does not pretend he starts out enlightened. Lulu has some of the sharpest dialogue and a quietly emotional connection to the group. Kimahri is sparse with words, but his loyalty and history of exile make his presence meaningful. Rikku brings skepticism, humor, and a much-needed challenge to the assumptions that most of Spira has normalized. Together, they feel like a genuine group of travelers linked by old wounds, conflicting loyalties, and a growing sense that they cannot continue following the same path.

Spira is one of the series’ finest worlds because it is colorful, beautiful, and deeply sad all at once. Its beaches, temples, forests, ruined cities, and moonlit roads give it a warmer visual character than the industrial settings of several earlier entries, but that warmth never becomes carefree. Sin hangs over everything. The clash between the high-tech Zanarkand of Tidus’s memories and Spira’s restrictive religious society creates the game’s central tension. Technology is not simply treated as good or bad; it is tangled up with historical guilt, fear, and the power to decide who is allowed to define sin. The game is critical of religious institutions without being cynical about faith itself, which gives its world more depth than a simple rebellion narrative.

The music is inseparable from the story’s impact. Composed primarily by Nobuo Uematsu, Masashi Hamauzu, and Junya Nakano, the soundtrack understands that a melody can tell the player how to feel before the plot explains why. “To Zanarkand” is one of the defining pieces of Final Fantasy music: lonely, fragile piano notes that announce immediately that this is going to be a sad story. “Besaid Island” is warmer and lighter, creating a brief sense of peace before the pilgrimage’s true weight becomes clear. “The Hymn of the Fayth” may be even more important because it functions as an in-world sacred song, with its emotional meaning changing as the player learns more about Spira.

Other tracks turn scenes into permanent memories. “Otherworld” makes the opening Blitzball sequence feel thrilling and chaotic. “Suteki da ne” is openly romantic, but it earns its emotion because the game has patiently developed Tidus and Yuna’s connection. “A Fleeting Dream” and “Someday the Dream Will End” are quietly devastating, allowing sadness to settle rather than demanding tears from the player. Even the battle themes have a strong sense of momentum and atmosphere. Later games in the series have excellent soundtracks—some arguably have individual tracks that stand alongside anything here—but Final Fantasy X may be the strongest at integrating its music with its storytelling. Certain melodies do not just remind you of scenes; they make you feel the scenes again.

Its biggest mechanical innovation is the Sphere Grid. Instead of receiving traditional level-ups with automatic stat increases, characters earn AP after battles, gain Sphere Levels, and use those levels to travel across a huge board of connected nodes. Each node can grant a stat boost, a spell, a special technique, or a passive ability, but it must be activated with the appropriate sphere item. The result is a leveling system that feels visual and physical. You do not merely watch Strength or Magic rise in a menu. You plot a route, move through it, unlock a node, and decide where that character should grow next.

The early game gives every party member a distinct route. Tidus moves toward speed and time-based support magic, Yuna develops white magic and summoning tools, Lulu gains increasingly powerful black magic, Auron builds physical strength and defensive enemy-breaking abilities, and Rikku develops utility skills. That structure works because the battle system expects the player to rotate the party depending on enemy weaknesses. Tidus handles fast and airborne enemies, Auron crushes armored foes, Lulu punishes elemental weaknesses, and Yuna’s Aeons can change the entire rhythm of a difficult battle. The Sphere Grid makes those roles feel natural rather than arbitrary.

Later, the system becomes much freer. Key Spheres open locked paths, and special movement spheres can move a character into another person’s section of the Grid. You can turn Yuna into a formidable physical attacker, give Tidus high-level magic, or make Auron a surprisingly effective support character. The Standard Grid keeps everyone on more clearly defined routes, while the Expert Grid begins characters closer together and allows more experimentation earlier. It is one of the series’ most elegant systems because it gives newcomers direction without depriving experienced players of freedom. It also fits the story’s themes: Spira is filled with people assigned roles by faith, family, history, and fear, while the Sphere Grid lets the player decide whether to stay on the expected route or become something different.

Subsequent Final Fantasy games have surpassed Final Fantasy X visually. Final Fantasy XII offers massive environments and political scale, Final Fantasy XIII has some of the most striking art direction in the franchise, and Final Fantasy XVFinal Fantasy XVI, and the Final Fantasy VII Remake project achieve cinematic visual detail impossible on the PlayStation 2. Yet bigger worlds and more advanced graphics have not consistently produced better storytelling, stronger music integration, or more satisfying character progression. Later games often have tremendous individual strengths, but they can also feel more fragmented: mechanically uncertain, overly dependent on lore, or less focused in their party dynamics.

That is why Final Fantasy X still stands so tall. Like Final Fantasy VI, it feels like a point where the series’ best ideas aligned. Its story is emotional without becoming hollow spectacle, its soundtrack is embedded in the player’s memory, and the Sphere Grid makes progression feel like an active creative choice. It can be linear, very sincere, and occasionally a little corny, but those are parts of its personality rather than weaknesses that ruin it. Final Fantasy VI will always be my favorite, but Final Fantasy X is the one that hurts the most—and that is exactly why it remains the bar that later 3D Final Fantasy games still struggle to reach.