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Review of Zombie Smackdown


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Introduction

The name’s Davenport. I review games.

So after workin’ with Eden Studios for years now, you’d think I’d be used to dealin’ with zombies comin’ through the front door.

Well, you’d be right.

But zombies showin’ up at my window first thing in the morning? One of’em a little guy in a tux, the other a tall, shaggy goon wearin’ a feather boa, both of’em with microphones at the ready?

Yeah, that was a bit much…

* * * * *

Mr. Tux Zombie: “Hello once again, sports fans! This is Mean ‘Gangrene’ Crokerland, here with Jesse ‘The Dead Body’ Sepulchura, coming to you LIVE for another evening of Rot-n’-Wrestling!”

Me: “…”

Mr. Tux Zombie: “So what do you think about tonight’s match-up, Jesse?”

Mr. Boa Zombie: “Well, I tell ya, Gangrene, the Champ may have taken down some real bruisers in his day… Enter the Zombie, Pulp Zombies, Fistful o’ Zombies, Dungeons & Zombies… but I gotta say, this time he’s bitten off more than he can chew. Or review!”

Mr. Tux Zombie: “You could be right, Jesse. Certainly, tonight’s challenger is no book to sneeze at. But now! Let’s go ringside with our announcer, Michael Shuffler, for the tale of the tape!”


(Under other circumstances, I probably woulda been surprised to see a wrestling ring in my office, complete with a zombie announcer.)

Mr. Announcer Zombie: “Ladies and gentlemen, zombies of all stages of decomposition: welcome to tonight’s Main Event!

“In THIS corner… wearing the gruesome red softcover… weighing in at 142 pages… the BEATIN’ from EDEN… the SATAN of SUPPLEMENTS… the UNISYSTEM UNABOMBER… ZOOOOOOM-BIE SMACKDOOOOOWN!!!


(Okay, this was makin’ a little more sense now. As much as an All Flesh Must Be Eaten supplement sittin’ on a stool in one corner of a wrestling ring can make sense, anyway.

(Still didn’t get how “first thing in the morning” turned inta “tonight,” though…)

Mr. Announcer Zombie: “…And in THIS corner… wearing the lovely Batman boxer shorts…”

Me: “Hey!!”

Mr. Announcer Zombie: “…weighing in at a nigh-overwhelming TWO HUNDRED AND-”

Me: “HEY!!!

Mr. Announcer Zombie: “-POUNDS… the RAJAH of REVIEWERS… the COUNT of CRITICISM… the HIGH LORD of HARD BOILED… DAAAAAAAANGEROUS DAN DAVENPOOOOOOOORT!!!”


(I gotta admit, that wasn’t half bad. I could almost forgive him for the weight crack…)

Mr. Announcer Zombie: “Ladies and Gentlemen… LLLLLLLLLLLLLLET’S GET READY TO SHAMBLLLLLLLLLE!!!



Substance

If you thought blowing a zombie’s brains out or hacking one to bits with an axe was gross, just imagine body-slamming one. That’s the lovely, squishy visual Eden encourages with this, their professional wrestling supplement for All Flesh Must Be Eaten.

The first two chapters get the reader up to speed on professional wrestling – both in terms of the real world and Unisystem’s simulation of it – and the abilities undead wrestlers might possess. From there, the book delves into the worlds of American, Mexican, and Japanese professional wrestling, followed by four original wrestling-related Deadworlds. All of the setting-specific chapters include an adventure, so please consider this your obligatory spoiler warning.



Chapter One: Let the Bodies Hit the Floor
The standard Unisystem opener: extended game fiction piece, introduction to the genre, chapter descriptions, book conventions, inspirational material, and information about the author. Noteworthy features in this case include observations on the nature of wrestling, with its iconic figures of Good and Evil, and details of three main eras of American pro wrestling – Old School (actual wrestling), the Rock-n-Wrestling of the 80s, and the wrestling-with-a-‘tude of the 90s – each with some stylistic and mechanical impacts on game play.


Chapter Two: Rules of the Ring
Character Creation

Herein lies the real meat of the book. After a rundown of wrestling terminology, the chapter introduces a new character type: unsurprisingly, the Professional Wrestler. These guys get 20 points for Attributes, 10 for Qualities (and up to 10 for Drawbacks), 35 for Skills, and 10 for Metaphysics.

Yup, I said Metaphysics. More on that in just a moment.

Next up, new Qualities and Drawbacks. All of these either deal with the wrestler’s prowess – his ability to break holds or pins, apply certain moves especially well, or even resort to dirty tricks – or his role in the ring. The latter include Baby Face, Face, Heel, and Mega-Heel, in order from most heroic to most villainous. Mechanically, these in turn relate to the character’s ability to apply the one new supernatural Quality introduced in the supplement: Heat Channeling, the Professional Wrestler’s specialized form of the Essence Channeling Quality found in other Unisystem games.


Wrestling Moves

You know the debate over whether strength or dexterity or agility or whatever ought to control hand-to-hand attack skills? Well, given the number of wrestling styles that rely on everything from finesse to pure down-and-dirty muscle, a wrestling RPG just brings that debate into sharper focus. How does Zombie Smackdown handle the issue? Simple: it covers all the bases, and covers them brilliantly.

Like other standard Unisystem games, characters can choose Brawling or Martial Arts for hand-to-hand combat, with Zombie Smackdown adding hand-to-hand applications of the Acrobatics skill as well. Also as in other Unisystem games, Acrobatics and Martial Arts are “Special” skills, costing more per level than do standard skills like Brawling; however, that’s just the start of the clever and stylish balancing act the supplement plays with these three skills.

Like Martial Arts, Acrobatics attacks add +1 point of damage per level of skill. Acrobatics has the advantage over Martial Arts of serving double-duty as a replacement for the Dodge skill, but Brawling has the edge over the other two in the number of Signature Wrestling Moves characters can choose.

Signature Wrestling Moves work in basically the same manner as core martial arts maneuvers do in Enter the Zombie; i.e., the player chooses the move or moves that will always equal the level of the related skill. The wrestler also gains three more Move Points per skill level to spend on other moves associated with that skill, with the moves chosen subsequently acting as independent skills. In other words, if your character has a Martial Arts skill of 3, he’ll get to choose two Signature Moves that will start at 3 and rise along with the Martial Arts skill, as well as 9 points to apply to other Martial Arts-related moves that will increase independently of the Martial Arts skill itself.

The chapter divides the various moves into seven classes, with each class falling under one of the three wrestling skills:

  • Acrobatics
    • Aerial Moves
  • Brawling
    • Cheap Shot
    • Driver
    • Suplex
    • Slam
  • Martial Arts
    • Hold
    • Strike

All Acrobatics moves rely on Dexterity. All Martial Arts moves use Dexterity as well, but may require Strength to maintain. Brawling, by contrast, uses Dexterity for kicks, punches, drivers, and suplexes, Strength for takedowns and slams, and Intelligence for cheap shots.

Now throw in the fact that wrestlers can have levels in any of the three wrestling skills, and you have an insane amount of leeway to customize an individual wrestler’s style.

The wrestling moves themselves generally boil down to dishing out damage of somewhere between D4 (2) x Strength and D6 (3) x Strength, with some special effects thrown in here and there – many moves knock down the opponent, for example, and some may cause the attacker damage if improperly executed. All of these attacks are assumed to cause Endurance damage, for the obvious reason that wrestlers presumably aren’t trying to kill each other; however, in a clever twist, screw up a piledriver and you could end up causing lethal damage to your opponent!


“Heat”

Okay, now regarding Heat and Heat Channeling… Baby Faces, Faces, Heels, and Mega-Heels can all have levels of Heat Channeling, just as magicians and other metaphysical types have Essence Channeling, “Heat” referring to audience anticipation and excitement. The big, big difference is that while pro wrestlers can channel Essence equal to their Heat Channeling level per round, that amount doubles when the wrestler’s in front of a crowd. Furthermore, wrestlers can earn extra Essence by verbally cutting down his opponent (“working the mic”), pulling off signature moves, and defeating opponents. However, there’s some risk involved: failing to wow the crowd may cost the same amount of Essence that could have been gained, and Baby Faces and Mega Heels stand to gain and lose more than do Faces and Heels.

So what’s all this Heat used for? Heat Maneuvers, of course – abilities that simulate the over-the-top, almost-superhuman feats pro wrestlers pull off: improbable comebacks, devastating finishing moves, perfectly-timed interventions by allies from out of nowhere, and so on. These serve a function well beyond the wrestling ring, however: they’re the closest standard Unisystem has yet come to applying Essence in a way roughly equivalent to Cinematic Unisystem’s Drama Points. The rules for damage reduction and flurry attacks alone could be perfect to import into Pulp Zombies or Enter the Zombie, for example.


Ring Weaponry

But enough about all this sissy punching and kicking and choking. What about the weapons that everyone knows will end up in the ring sooner or later – especially if some of the combatants happen to be undead?

Oh, sweet turnbuckle, does this chapter have you covered.

I’m not just talking about ring implements pressed into weapon service, like bell hammers, microphones, and the ubiquitous metal folding chair.

I’m not just talking about mundane junk like 2x4s and axe handles and baseball bats (barbed wire optional).

I’m not even just talking about actual weapons, like swords, katanas and nunchaku.

No, I’m talking about bedpans. Cell phones. Cookie sheets. Forks. Golf clubs. Guitars. Hockey sticks. Mannequin heads. (You heard me.) Mysterious mists and powders and fireballs. Staple guns. Street signs. The Bible. (Yup, you can throw the Good Book at someone!) Think this list needs more cow bell? It’s already got it! Think this list has everything but the kitchen sink? Wrong! That’s in there, too! All of which serves to help ratchet up the glorious insanity of this supplement even further.


Wrestling Matches

Of course, none of these cool moves and abilities and weapons are going to do much good if you can’t actually run a wrestling match. Thankfully, the chapter includes not only the basic rules of the ring, but also more bout variations than I ever dreamed existed.

As if the insane maneuvers already detailed weren’t enough, the chapter continues with mechanics for “taking to the air” with graceful (or not-so-graceful) leaping attacks. Not content with a single set of modifiers, the chapter actually contains a table cross-referencing various takeoff and landing points in and around the ring, all with their own modifiers to difficulty and damage. It’s a mechanically simple way to simulate the “real” tactical choices of professional wrestling.


A Matter of Kayfabe

There is one key problem with all of these rules, however – not in the rules themselves, but rather how they relate to “kayfabe,” the façade of actual competition placed over pro wrestling’s fakery and pre-arranged storylines.

The problem resides in the fact that both the amazing abilities simulated by the rules and kayfabe coexist in both the “generic” wrestling setting suggested by the overall wrestling rules and in each of the settings included in the book. So, the players are playing characters who have the ability to draw power from audiences to pull off unbelievable stunts to help ensure their victories… except that the victories are prearranged, making the outcome of the stunts prearranged as well. So what are the players rolling the dice for, and why do the wrestlers even have those abilities in the first place?

In a way, the situation’s akin to the “rolepaying roleplayers” aspect of the Dream Park RPG, with a sidebar in the following chapter even suggesting a separate pool of points to purchase Qualities and Drawbacks for your wrestler’s in-the-ring persona. The big differences are that in this case, the players’ PCs actually have the abilities of the PCs’s PCs, and the outcomes of their competitions are predetermined. I suppose one could play it as the results of a combat in the ring retroactively becoming the outcome that had been scripted all along, except that doing so would nullify any “out-of-character” politicking to get a favorable script going in.


Zombie Wrestlers

That issue aside, we’re only a fraction of the way into the book and already have the makings of a complete Unisystem professional wrestling supplement. What about the zombie wrestlers?

Well, first of all, the chapter presents Skill Recall Aspect, allowing zombies to retain not just their skills from life, but their personalities as well – something fairly desirable for a zombie participant in a personality-driven field like pro wrestling. In addition, the chapter offers nasty wrestling-related aspects: the power to get out of holds by breaking your own bones or sloughing off your own skin, to gain Heat by messily devouring your opponent or just by being scary, and to have the ultimate tag-team by literally sharing one mind between two zombies. On the downside, an otherwise intelligent zombie can now take an Aspect turning him into a mindless killing machine when starving.

That might not seem like a whole lot of new zombie powers, and it isn’t. However, I don’t think a whole lot of new powers were really necessary; after all, we’re talking about the prospect of fighting zombies (mostly) unarmed. How freakishly tough do you want them to be? Besides, as the chapter points out, Enter the Zombie already includes more than enough really outlandish Kung Fu Theater-style zombie powers if you want to go that route… and if you do, you really ought to pick up Enter the Zombie anyway.


Archetypes

The chapter wraps up with four PC archetypes: two Norms (an announcer and a manager) and two Professional Wrestlers (a “garbage wrestler” and a “technical wrestler”). While I can’t imagine someone wanting to play a non-wrestler in a zombie wrestling game, I suppose the archetypes are nice to have just to cover all the bases.



Chapter Three: Babes and Barbed Wire
This chapter covers the in-your-face, drama-drenched, made-for-TV wrestling with attitude that’s been the norm for American pro wrestling since the 90s. Since that’s pretty much the default setting as defined by the rules, there’s not much new here on the mechanics side. Instead, the chapter goes into further detail of just how important the “angle” is for the American wrestler, including how much of the storylines take place outside of the ring.

The archetypes for the section are an acrobatic, thrill-seeking Daredevil pro wrestler and a brutally strong and cruel Power Wrestler.


Babes and Barbed Wire Adventure

The adventure takes ‘roid rage to a whole new level, thanks to a drug designed to boost strength and turn off pain receptors in pro wrestlers but that has the nasty side-effect of turning them into super-strong, single-minded, nigh-unstoppable, highly-infectious cannibalistic lunatics – essentially living “zombies” akin to the Infected in 28 Days Later, albeit a whole lot tougher. The PCs, wrestlers in an up-and-coming wrestling league in the American Southwest, must stop the spread of the infection before a full-blown zombie apocalypse results.

The sci-fi premise clashes a bit with the metaphysical explanation of wrestling prowess, much as similar non-mystical zombie uprisings don’t jibe well with the Miracles in the AFMBE corebook. Also, the adventure seems more like a standard zombie plague that just happens to have its origin in professional wrestling than it does a “wrestlers vs. zombies” adventure. On the positive side, this leaves room for character types other than Professional Wrestlers to have an impact.



Chapter Four: Legendary Masked Men
The book moves South of the Border to cover the masked acrobatic action of Lucha Libre (“free fighting”), describing the key differences from American pro wrestling – notably, the emphasis on acrobatics over brute strength, the lack of storylines beyond the ring, and the importance of masks and of maintaining kayfabe.

The chapter archetypes are a Rudo (heel) and a Technico (face). Ironically, the Rudo in question is a God-fearing, miracle-invoking Inspired hero outside of the ring – something that seems to run counter to the aforementioned emphasis on the wrestler as the same person inside and outside of the ring, at least superficially.


Legendary Masked Men Adventure

Given the movie legacy of Santo and other superheroic luchadores battling supernatural evils, I rather expected this to be just such an adventure. Well, not exactly. While it does ignore the issue of kayfabe altogether and treats wrestling matches as “real”, the heroes aren’t presumed to be wrestlers of the superheroic monster-busting sort.

Still, the adventure has a rather amusing premise: that the cultists of a minor but particularly brutal Aztec deity, finding themselves strapped for cash, took to pro wrestling as a way to utilize the acrobatic demands of their rituals to their advantage while hiding their identities via the “masked wrestler” motif. The adventure presents an interesting combination of zombies as well: intelligent, super-strong wrestler zombies and plodding (but fire-breathing!) “soldier” zombies.



Chapter Five: Land of the Undead Rising Sun
Yes, it’s Japanese wrestling.

No, it isn’t sumo wrestling.

Instead, this chapter focuses on Japanese hardcore wrestling, which seems to be akin to Mexico’s Lucha Libre combined with Fear Factor. Weapons are the rule rather than the exception, and wrestlers take pride in dishing out insane amounts of physical punishment to their opponents (via such things as flying slams into scattered thumbtacks) and, coincidentally, to themselves (via such things as setting themselves ablaze and dropping from 15’ up for the aforementioned thumbtack slam). Accordingly, even the previously-mentioned weapons list proves insufficient, with this chapter adding in stats for nails, fluorescent bulbs, and boards augmented with nails or fluorescent bulbs.


Land of the Undead Rising Sun Adventure

The PCs must face off against the worldly emissary of an oni (demon) who feeds upon suffering – and what better emissary for such a creature than a cruel wrestler who is hardcore even by Japanese hardcore wrestling standards?

The adventure has room for both Japanese wrestlers and their American counterparts (who tend to be imported as Heels), not to mention descendants of the priests who originally bound the oni and who may possess martial arts abilities from Enter the Zombie. Also, the zombies in the setting are wrestlers themselves, seamlessly providing just the sort of zombie wrestling one would expect from this supplement.

Unfortunately, the chapter lacks stats for Necrohammer, the oni’s wrestler emissary, and the stats for the zombies he creates with the oni’s power seem to be in error as well, giving them Life Points rather than Dead Points and lacking a Weak Spot even though one’s described in the text.

Oddly, the chapter includes no wrestler archetypes, instead including a wrestling-obsessed Norm Salaryman with some martial arts and sword-swinging ability and an Inspired Buddhist Ghost Hunter.



Chapter Six: And in This Very Ring
Of all the AFMBE “genre” supplements, this one has got to be the most specific, and hence the most limited, right? Well… for the most part. However, this chapter attempts to illustrate just how far you can take the concept of (mostly) unarmed gladiators who gain power from an enthusiastic audience.

(Oh, and it also sneaks in a sidebar regarding zombie midget wrestlers.)


Immortal Combat

A rich guy brings fighters from all over the world to a remote island to fight in rules-free combat for the entertainment of his fellow rich guys. I’d be more enthusiastic about this one if Enter the Zombie hadn’t already done a riff off of Mortal Kombat, but it’s still a solid concept. Unlike EtZ’s “Undead Kombat” setting, with human fighters being introduced into what was previously an all-zombie competition, “Immortal Combat” presents an all-human competition into which a zombie combatant manages to sneak in and start wreaking havoc. And not only does he “Spread the Love”, but he creates a completely different sort of zombie every time, ensuring delightful confusion amongst the players just when they think they have the zombie plague figured out.

Advantages to this adventure include the chance for plenty of non-zombie combat, if that’s what’s desired, the easy inclusion of Martial Artist characters from EtZ, the opportunity to face off against any number of zombie types, and a rationale for having the contest take place with a backdrop of a full-scale zombie apocalypse getting underway. (The chapter suggests that the zombified wrestler, the Mortician, could be a sort of anomalous mutant from whatever strain of zombie has arisen.) On the downside, there’s only one actual zombie wrestler, with the zombies he spawns all being more of the “zombie plague” sorts. For the most part, this is about an ultimate fighting championship being overrun by a zombie apocalypse.


Extreme Zombie Entertainment!

Now here’s an interesting idea. In this world, zombies are a fact of life (so to speak). And not in a bad way, either – not really. The dead simply come back to life, ready to go back about their business, albeit with a boost in strength, immunity to injury, and an appetite for brains. But so long as they get their brains, they’re no threat to anyone. Being effectively second-class citizens due to discrimination against Rotting-Americans, the zombies gravitate toward jobs in which their peculiar talents are of most use. And what better job for strong, pain-immune folks than extreme wrestling?

While this setting provides ample opportunity for PC zombie-vs.-zombie wrestling as well as human-vs.-zombie wrestling – zombies having been imported into conventional human wrestling leagues – perhaps the greatest strength of this setting is the chance to examine what it means to be human. Pretty deep stuff, coming from a supplement about zombie wrestlers.


Battle Zombies Victory

Alien invaders let it be known that they want to settle ownership of the Earth in single combat, Earth’s champion vs. theirs. The first such meeting results in a draw, buying Earth a 7-year reprieve. In the interim, the world calls for heroes to step forward for a massive competition to determine Earth’s next champion; meanwhile, Earth scientists discover that the aliens have learned to raise the dead and decide to master the same technology to counter this threat.

The setting allows for human-vs.-human, human-vs.-zombie, and zombie-vs.-zombie wrestling (assuming one or more of the PCs submit or are subjected to zombie-creating technology), as well as more “traditional” zombie-fighting during the early stages of the reverse-engineering of the zombie tech when it’s apt to go awry and create mindless shamblers.


Fallen and Risen

This may well be the strangest Deadworld I’ve seen yet, in this or any other AFMBE sourcebook.

The End of the World arrives! Angels and demons clash in their final, apocalyptic battle! And clash…and clash… and clash… and clash… See, it turns out that angels and demons can’t die permanently; hence, their final war in the heavens rages on in perpetuity and reduces the Earth below to a Road Warrior wasteland. (The book remains silent on what God and Satan are up to during all of this, or even if they truly exist.)

However, fighting for eternity’s bound to grow dull, so some angels and demons retire from the conflict to set themselves up as something akin to pagan gods amongst the surviving humans, creating sanctuaries in the wastes where humans can cater to their every whim and can hope to be treated as favorite pets, at best, in return.

And one of those whims happens to be watching brutal gladiatorial contests – a pastime from which death is no escape, since the celestials just raise their favorite warriors as zombies and pump them up with a little divine power for good measure.

The setting allows for PC zombies with any sort of power – after all, who’s to say what supernatural accessories a bored angel or demon might decide to snap onto his favorite undead action figure? The PCs, human or zombie, might also either escape from a celestial stronghold or be living free in the wastes, leading to something closer to a “conventional” post-apocalyptic adventure through the ashes of civilization while the War in Heaven rages on overhead and undead hunters track the heroes down.



Style

The writing successfully brings out the over-the-top excitement of professional wrestling, and the gonzo descriptions of the various weapons and wrestling moves are pure genius. The game fiction left me a little cold, though – like the opening fiction in Pulp Zombies, the fiction here can’t seem to find a middle ground between survival horror’s creeping nihilism and the optimism inherent in the supplement’s subject matter, and here as there, it errs on the side of bleakness. Personally, I’d rather have read about badass wrestlers making with the eponymous zombie smackdowns.

The art and layout mirror that found in the rest of the AFMBE series, the former effective but unspectacular, the latter clean and efficient. I took issue only with the chapter page images, which seemed rough and unattractive, and with the way in which the settings chapters seemed to just visually bleed into the adventures.

The book does contain a few errors here and there. I’ve already mentioned the missing and erroneous stats in Chapter Five, for example… and I’m not at all certain that an iron skillet should do the same amount of damage as a sledgehammer…



Conclusion

The authors clearly had a great time writing this supplement, and their enthusiasm’s catching. While I’m no longer surprised to find myself at least somewhat interested in trying out an All Flesh Must Be Eaten supplement that seemed completely ridiculous at first blush, I have to say that I really didn’t think this one was going to win me over.

Well, it did. While I don’t think I’ll be running any wrestling games of any sort anytime soon, with zombies or without, I can at least see the appeal with no trouble at all. Which says to me that wrestling fans ought to have a great time with this supplement, despite its rather schizophrenic approach to wrestling-as-entertainment vs. wrestling-as-reality.

As for Unisystem fans in general? That’s a tougher call. Like the classic Enter the Zombie, Zombie Smackdown covers its subject matter so completely that it functions as a full-blown wrestling supplement as well as a wrestling-meets-zombies supplement. Unlike Enter the Zombie, I’m not sure that this one’s likely to see much use beyond its stated purview, but damn if it doesn’t try hard.

Regrettably, while the concept of zombie-fighting wrestlers fits perfectly into the Buffyverse/Angelverse as illustrated by Los Hermanos Numeros, the lack of Essence and universal access to all combat moves in Cinematic Unisystem renders the rules specific to Zombie Smackdown wrestlers almost completely useless for those games.

In any case, the book does what it sets out to do, does it well, and manages to work in at least some material useful outside of a wrestling ring. So if the premise of Zombie Smackdown makes you think you might like it, I suspect that you very much will.


SUBSTANCE:

  • Setting
    • Quality = 4.5
    • Quantity = 4.0

  • Rules
    • Quality = 5.0
    • Quantity = 5.0

STYLE:

  • Artwork = 3.5

  • Layout/Readability = 4.0

  • Organization = 4.0

  • Writing = 4.0

  • Proofreading Penalty = -0.5

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Recent Forum Posts
Post TitleAuthorDate
Re: [RPG]: Zombie Smackdown, reviewed by Dan Davenport (4/5)The Hooded RoninOctober 19, 2007 [ 10:42 am ]
Re: [RPG]: Zombie Smackdown, reviewed by Dan Davenport (4/5)BethDragonOctober 14, 2007 [ 06:41 pm ]
Re: [RPG]: Zombie Smackdown, reviewed by Dan Davenport (4/5)jcfialaOctober 14, 2007 [ 05:42 pm ]

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