The Chris Hoffman interview about the MML3 Prototype.
Jul 20, 2017 1:30:52 GMT -5
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Post by Handlebar-Orion X. on Jul 20, 2017 1:30:52 GMT -5
Just copy-pasting everything but the images from the original note by 100,000 Strong For Bringing Back Mega Man Legends 3
GMOTM’s Interview with Chris Hoffman, The Only English-Speaking Journalist to Have Played The MML3 Prototype
Today marks the 6th anniversary of our page, and we at GMOTM are proud to present our interview with Chris Hoffman, former editor of Nintendo Power and the only English-speaking journalist to have ever played the Mega Man Legends 3 Prototype. Chris was kind enough to agree to answer a copious amount of questions that we and our fanbase had about various things, particularly his gameplay experience with the Prototype six years ago. Suffice it to say that the end result was quite an informative interview! Chris supplied a lot of information about the Prototype that we previously hadn’t known. As a result, we anticipate that both fans and gaming historians alike will enjoy reading his answers!
So, without further ado, here’s our interview with Chris Hoffman!
- Prototype Questions -
Don't Hassle The Hoff!
How was the sheer feeling of playing Mega Man Legends on a 3DS? Did the gameplay make the transition well in your opinion?
CH: It was very solid. It definitely felt like a Mega Man Legends game - which is to say, just a little stiff, but still fun. It certainly felt like an authentic part of the series, except for the whole not-playing-as-Mega-Man thing.
What were some of the things that stuck out most from playing the Prototype? Any questions or occurrences in the game that left a mark on you?
CH: The battles against the bosses were certainly the most memorable parts. A lot of it has become foggy over the last six years, but I certainly remember fighting the Bonne mech and the police ARC1 mech pretty clearly, mostly because they were pretty challenging. The biggest questions I was left with were: Why did the Reaverbot army attack the city? What is the connection between Barrett and Barrell Caskett, especially given that Barrell was MIA? And...how would the gameplay between Barrett and Mega Man have been divided up in the final game??
What's it like to be one of the few to experience what a whole community wishes they could have?
CH: I just feel very fortunate for the opportunity.
The Mega Man Legends series is known for its humor, and it looked like the Prototype was going to have some equally hilarious moments. What did you find to be the funniest moment in the game?
CH: Probably the encounter with the Roast Beefs, because of their ludicrous name and the fact that Bullbreath threatens to turn you into beef stroganoff. There was a food stand called "Oh my gyros" that I found amusing too. I'd like to pretend it was an allusion to "Oh, my car" in Final Fight.
Bullbreath of the "Boast Beefs" biker gang.
How far did you get in the Prototype? Did you complete all ten missions? On a similar note, how long were the missions?
CH: Yes, I played through all the missions. None of them were very long, maybe 10 minutes tops. I spent a couple hours playing the game since I had to frequently pause to take notes.
Any clue as to what became of the last working demo of the MML Prototype? Think we could organize our community to ask for Capcom to release a ROM?
CH: No idea, sorry. If Capcom wouldn't release it on the eShop, I doubt they'd release it in any other manner.
Barrett vs. the fan-designed Bonne mecha "Donner Wels."
Did the Legends 3 Prototype seem to have what it takes to capture newer gamers' attention?
CH: Probably somewhat. The fact that the Prototype Version was just a glorified demo would likely be a tough sell for a lot of newcomers. However, the focus on new characters probably would have made it a good entry point even for players who'd never experienced Legends or Legends 2.
Do you know/remember the names of any of the voice actors featured in the Prototype?
CH: No idea, I'm afraid. They were pretty good though!
How was the music in the game?
CH: Can't say I remember anything about the music, so I guess it was forgettable. At least after 6 years.
What is the large brown building located in the center of the town? The one with the big "Mega Man Legends 3" billboard on it.
CH: I think it was the hospital.
The building that this question refers to can be seen in the center of this image. Notice the brown one with the Legends 3 billboard?
Any descriptive introductions for the members of the Garter Family (Rebel Riders)?
CH: According to my notes about the Bright Bats, Grille was their mechanic; Pic was a restless junk collector; Aero was very cheerful; and Barrett is all about "humanity and righteousness." The only thing I noted about the leader, Max, is that he was a hipster with silly hair.
Regarding one of the missions, “Barrett & Friends”, mentioned in the previous interview, can you tell us the detailed settings and the contents expressed in this mission?
CH: It was simply an introductory story mission that let you meet the members of the Bright Bats and learn a bit about the history of Teomo City, specifically that it was founded by diggers, for diggers. You met the Bright Bats in their hideout, the city scrapyard. It was pretty much just dialogue and cutscenes.
Roll encounters a genuine wrench in her plans!
What is the relationship between Roll and Barrett (such as how they interact and call each other)?
CH: Very enigmatic and somewhat contradictory. At first, she's sort of an adversary, as she built the Anti-Rider Crusader for the police to put the Rebel Riders in their place. However, you then end up helping her gather refractors to help power the rocket. It's clear that Barrett knows her somehow, but specifically how is a mystery; Roll doesn't seem to know Barrett, but says he "seems like family."
What and how many types of dungeons were there? Were there any gimmicks in the dungeons?
CH: There were two dungeons (ruins) in the Prototype, as well as the Bonne boss battle which was in an area that seems like it would have come at the end of a dungeon. The ruins were pretty straightforward, with no gimmicks of note. The first dungeon, in the "Rocket R&D" mission had some platforming bits at the end, and the second dungeon, in the "What's in the Box" mission, featured a big room where you had to defeat approximately 14 Reaverbots.
One of the ruins in the MML3 Prototype.
How did Barrett meet with Bullbreath's gang, the Roast Beefs?
CH: The Bright Bats wandered into what the Roast Beefs considered their turf, which was near the docks. This led to a boss fight against Bullbreath.
Did you get the impression that the Klicke Lafonica was in some way connected to the legendary Mother Lode from the past two games? On that note, was the Mother Lode mentioned in the Prototype by name at all?
CH: My notes describing MML3's intro make mention of the fact that Mega Man found the Mother Lode in Mega Man Legends 2, although I don't remember if this was actually in MML3's opening animatic or if this was just what a Capcom employee was telling me while I was playing. Either way, the Mother Lode was a false hope, and the Klicke Lafonica appeared to be something different.
Was there a pause menu with sections for items, equipment, special weapons, control config, and such? Was there anything telling about the arrangement that hinted to specific features waiting to be added?
The Burst Spreader in use.
CH: There was nothing like this in the Prototype Version, although you could switch between the Volcanic Leggings and the Burst Spreader as your special weapon (X Button) in some missions.
How was back-stepping and side-stepping performed? Was it with a fast flick of the circle pad like a smash attack in Smash Bros, or a constant direction used in conjunction with the dash button? Were these maneuvers only available when locked on to an enemy?
CH: Sorry, I can't remember. It might have been the dash button but I'm not sure.
Did you hold Y to dash, or was it a toggle thing? Seems hard to pull off dash attacks with Y as dash and A as melee.
CH: I believe you held down the Y button to dash.
Could you melee in the air, aside from the special weapon kick?
CH: Sorry, I can’t remember.
Barrett performing his signature "Volcano Kick."
When you'd get launched, did Barrett automatically ukemi, or did you have to time a button press? (I've never seen any footage of a missed tech.)
CH: I think it was performed manually, but I'm not 100 percent certain. I kind of recall falling to the ground with a thud more than once during the Donner Wells mech fight against the Bonnes.
Barrett and Max (right) being chased by the Anti-Rebel Crusader (left), a weapon Roll created for the police to more easily apprehend Rebel Riders.
With her parents and best friend/love interest gone and her grandfather having disappeared, how broken is Roll in the Prototype? (On a scale of 1 to "Criminal Insanity")
CH: Not very. She was pretty optimistic and determined. Although maybe her judgment wasn't the best if she was making things like the unstable, overpowered Anti-Rebel Crusader for the cops.
I know that Barrett can dash and run straight up on walls by using volcanic leggings, but was he able to dash sideways, diagonally, or downwards as well? What happens if you let go of the controls while running up on walls? Does he continue to run up, fall off, or slide down just like in the Megaman X series? If that's the case, was he able to perform wall jumps too?
CH: You were pretty much limited to dashing forward toward the screen, if I recall correctly, but you could turn - you weren't forced to go in just a straight line. If you stopped dashing while running up a wall, I believe you transitioned into a jumping animation and fell to the ground.
Barrett running up a wall.
What was the 3DS icon for the Prototype?
CH: I didn't get to see it, unfortunately.
What do you know about Barrett's reasons for helping the Bonnes and Casketts rescue Mega Man? Anything in the game that detailed his motivations?
CH: The Bright Bats, and especially Barrett, saw themselves as a force of good in the city. Roll requested help and Barrett was there to heed the call. I don't think there was anything more detailed than that, other than the mysterious connection that was alluded to. I can't recall why he helped find Tron's Servebots in the "Yes, Miss Tron" mission, but probably for the same reason.
Do you have even the slightest bit of info as to the REAL reason why Capcom canned the game?
CH: Nope. I could speculate, but I have no concrete info on the matter.
- Non-Prototype Questions -
What do you think about the future of Mega Man in general?
CH: I'm not feeling especially optimistic right now. It seems like Capcom is treating it as a legacy property (pun intended) and doesn't want to invest in it. If the new cartoon takes off maybe that'll change things, but I feel like Capcom missed a trick by not capitalizing on the appearance of Mega Man in Smash Bros. That was the little guy's biggest opportunity yet, and they did nothing with it.
What do you think would need to happen, either in the game industry as a whole, or with Capcom specifically, for Capcom to re-invest in the Mega Man series, and what would be a good starting point?
CH: I think it would require a staunch supporter of Mega Man to be in a position of power at Capcom, as was the case when Inafune was there. Or for a company like Nintendo or Sony to co-fund development of a new game.
What are your opinions on the Legacy Collections? Do you think they serve as a good reintroduction to Mega Man after the dry spell of recent years?
CH: They're definitely better than nothing. A lot better! However, considering how the developers were hyping it as the "Criterion Collection" of video games, I'm disappointed that there were issues like framerate drops and scratchy audio. I don't think they ever patched the Mega Man 5 problems on the 3DS, did they? Kinda sad.
What are your favorite moments or incidents working on Nintendo Power?
CH: 1. The Nintendo Power 20th anniversary party at the Nintendo World store.
2. Working on the Twilight Princess strategy guide and review while simultaneously doing a feature on Ace Attorney 2 and still making time to fight Rey Mysterio in Wii Sports.
3. Hitting my co-worker/nemesis, Pete, with a steel chair.
Do you think the lack of financial success from Legends and Legends 2 ultimately shut down the Legends series altogether?
CH: Considering how quick Capcom usually is to capitalize on sequels, I think that's probably a safe bet.
Do you think the 3D and RPG elements of the Legends series was too niche for Capcom to develop into a massive success?
CH: Not at all. A lot of popular games have those elements. But I imagine it increases development time and costs quite a bit when compared to classic Mega Man, and so Capcom had to decide if it was worth the investment.
Do you think Inafune's Red Ash: The indelible Legend will be the spiritual successor to the Legends series we are all hoping for?
CH: After what happened with Mighty No. 9, I wouldn't bet on it.
Given the fallout following the cancellation's wake and constant dodging of the issue regarding the why (among other issues within the company and its decisions), do you have any input on Capcom's current situation of addressing the MM fans' outcries, or do you feel they will continue to run away from the messes they made?
CH: My guess is that Capcom's communication on the issue is limited by the higher-ups. I'd also speculate that Mega Man's decline has a lot to do with Inafune's departure.
Now that Nintendo Power is no more, do people still hassle the Hoff?
CH: Yes, but not as often as you might think!
Do you believe the marketability of the franchise remains as uncertain today as it was during the prototype days?
CH: With a new animated show on the horizon, a prominent appearance in Smash Bros., and a surprising amount of merchandise out there, I think Mega Man has a lot of great opportunities. It's just a matter of capitalizing on them.
Have you and your evil twin patched things up yet? (boy am I showing my age)
CH: No. He hasn't been seen in a while, but you never know when he'll turn up.
What do you think of Nintendo Force?
CH: I haven't read it since the first few issues, but I appreciate what its trying to do. Those early issues borrowed a lot from NP; I hope it's found more of its own identity now.
Would you like to go back to doing something like NP?
CH: Sure! I'm doing my best to keep the NP spirit alive with Power Pros podcast, but I wouldn't mind working at a dedicated Nintendo website or magazine again.
We’d like to thank Chris Hoffman again for agreeing to chat with us about the MML3 Prototype and other stuff! We hope you folks enjoyed this interview! If you’d like to keep tabs on Chris, you can find him online at christhehoff.tumblr.com, on Twitter @christhehoff, and on the Power Pros Podcast.
Today marks the 6th anniversary of our page, and we at GMOTM are proud to present our interview with Chris Hoffman, former editor of Nintendo Power and the only English-speaking journalist to have ever played the Mega Man Legends 3 Prototype. Chris was kind enough to agree to answer a copious amount of questions that we and our fanbase had about various things, particularly his gameplay experience with the Prototype six years ago. Suffice it to say that the end result was quite an informative interview! Chris supplied a lot of information about the Prototype that we previously hadn’t known. As a result, we anticipate that both fans and gaming historians alike will enjoy reading his answers!
So, without further ado, here’s our interview with Chris Hoffman!
- Prototype Questions -
Don't Hassle The Hoff!
How was the sheer feeling of playing Mega Man Legends on a 3DS? Did the gameplay make the transition well in your opinion?
CH: It was very solid. It definitely felt like a Mega Man Legends game - which is to say, just a little stiff, but still fun. It certainly felt like an authentic part of the series, except for the whole not-playing-as-Mega-Man thing.
What were some of the things that stuck out most from playing the Prototype? Any questions or occurrences in the game that left a mark on you?
CH: The battles against the bosses were certainly the most memorable parts. A lot of it has become foggy over the last six years, but I certainly remember fighting the Bonne mech and the police ARC1 mech pretty clearly, mostly because they were pretty challenging. The biggest questions I was left with were: Why did the Reaverbot army attack the city? What is the connection between Barrett and Barrell Caskett, especially given that Barrell was MIA? And...how would the gameplay between Barrett and Mega Man have been divided up in the final game??
What's it like to be one of the few to experience what a whole community wishes they could have?
CH: I just feel very fortunate for the opportunity.
The Mega Man Legends series is known for its humor, and it looked like the Prototype was going to have some equally hilarious moments. What did you find to be the funniest moment in the game?
CH: Probably the encounter with the Roast Beefs, because of their ludicrous name and the fact that Bullbreath threatens to turn you into beef stroganoff. There was a food stand called "Oh my gyros" that I found amusing too. I'd like to pretend it was an allusion to "Oh, my car" in Final Fight.
Bullbreath of the "Boast Beefs" biker gang.
How far did you get in the Prototype? Did you complete all ten missions? On a similar note, how long were the missions?
CH: Yes, I played through all the missions. None of them were very long, maybe 10 minutes tops. I spent a couple hours playing the game since I had to frequently pause to take notes.
Any clue as to what became of the last working demo of the MML Prototype? Think we could organize our community to ask for Capcom to release a ROM?
CH: No idea, sorry. If Capcom wouldn't release it on the eShop, I doubt they'd release it in any other manner.
Barrett vs. the fan-designed Bonne mecha "Donner Wels."
Did the Legends 3 Prototype seem to have what it takes to capture newer gamers' attention?
CH: Probably somewhat. The fact that the Prototype Version was just a glorified demo would likely be a tough sell for a lot of newcomers. However, the focus on new characters probably would have made it a good entry point even for players who'd never experienced Legends or Legends 2.
Do you know/remember the names of any of the voice actors featured in the Prototype?
CH: No idea, I'm afraid. They were pretty good though!
How was the music in the game?
CH: Can't say I remember anything about the music, so I guess it was forgettable. At least after 6 years.
What is the large brown building located in the center of the town? The one with the big "Mega Man Legends 3" billboard on it.
CH: I think it was the hospital.
The building that this question refers to can be seen in the center of this image. Notice the brown one with the Legends 3 billboard?
Any descriptive introductions for the members of the Garter Family (Rebel Riders)?
CH: According to my notes about the Bright Bats, Grille was their mechanic; Pic was a restless junk collector; Aero was very cheerful; and Barrett is all about "humanity and righteousness." The only thing I noted about the leader, Max, is that he was a hipster with silly hair.
Regarding one of the missions, “Barrett & Friends”, mentioned in the previous interview, can you tell us the detailed settings and the contents expressed in this mission?
CH: It was simply an introductory story mission that let you meet the members of the Bright Bats and learn a bit about the history of Teomo City, specifically that it was founded by diggers, for diggers. You met the Bright Bats in their hideout, the city scrapyard. It was pretty much just dialogue and cutscenes.
Roll encounters a genuine wrench in her plans!
What is the relationship between Roll and Barrett (such as how they interact and call each other)?
CH: Very enigmatic and somewhat contradictory. At first, she's sort of an adversary, as she built the Anti-Rider Crusader for the police to put the Rebel Riders in their place. However, you then end up helping her gather refractors to help power the rocket. It's clear that Barrett knows her somehow, but specifically how is a mystery; Roll doesn't seem to know Barrett, but says he "seems like family."
What and how many types of dungeons were there? Were there any gimmicks in the dungeons?
CH: There were two dungeons (ruins) in the Prototype, as well as the Bonne boss battle which was in an area that seems like it would have come at the end of a dungeon. The ruins were pretty straightforward, with no gimmicks of note. The first dungeon, in the "Rocket R&D" mission had some platforming bits at the end, and the second dungeon, in the "What's in the Box" mission, featured a big room where you had to defeat approximately 14 Reaverbots.
One of the ruins in the MML3 Prototype.
How did Barrett meet with Bullbreath's gang, the Roast Beefs?
CH: The Bright Bats wandered into what the Roast Beefs considered their turf, which was near the docks. This led to a boss fight against Bullbreath.
Did you get the impression that the Klicke Lafonica was in some way connected to the legendary Mother Lode from the past two games? On that note, was the Mother Lode mentioned in the Prototype by name at all?
CH: My notes describing MML3's intro make mention of the fact that Mega Man found the Mother Lode in Mega Man Legends 2, although I don't remember if this was actually in MML3's opening animatic or if this was just what a Capcom employee was telling me while I was playing. Either way, the Mother Lode was a false hope, and the Klicke Lafonica appeared to be something different.
Was there a pause menu with sections for items, equipment, special weapons, control config, and such? Was there anything telling about the arrangement that hinted to specific features waiting to be added?
The Burst Spreader in use.
CH: There was nothing like this in the Prototype Version, although you could switch between the Volcanic Leggings and the Burst Spreader as your special weapon (X Button) in some missions.
How was back-stepping and side-stepping performed? Was it with a fast flick of the circle pad like a smash attack in Smash Bros, or a constant direction used in conjunction with the dash button? Were these maneuvers only available when locked on to an enemy?
CH: Sorry, I can't remember. It might have been the dash button but I'm not sure.
Did you hold Y to dash, or was it a toggle thing? Seems hard to pull off dash attacks with Y as dash and A as melee.
CH: I believe you held down the Y button to dash.
Could you melee in the air, aside from the special weapon kick?
CH: Sorry, I can’t remember.
Barrett performing his signature "Volcano Kick."
When you'd get launched, did Barrett automatically ukemi, or did you have to time a button press? (I've never seen any footage of a missed tech.)
CH: I think it was performed manually, but I'm not 100 percent certain. I kind of recall falling to the ground with a thud more than once during the Donner Wells mech fight against the Bonnes.
Barrett and Max (right) being chased by the Anti-Rebel Crusader (left), a weapon Roll created for the police to more easily apprehend Rebel Riders.
With her parents and best friend/love interest gone and her grandfather having disappeared, how broken is Roll in the Prototype? (On a scale of 1 to "Criminal Insanity")
CH: Not very. She was pretty optimistic and determined. Although maybe her judgment wasn't the best if she was making things like the unstable, overpowered Anti-Rebel Crusader for the cops.
I know that Barrett can dash and run straight up on walls by using volcanic leggings, but was he able to dash sideways, diagonally, or downwards as well? What happens if you let go of the controls while running up on walls? Does he continue to run up, fall off, or slide down just like in the Megaman X series? If that's the case, was he able to perform wall jumps too?
CH: You were pretty much limited to dashing forward toward the screen, if I recall correctly, but you could turn - you weren't forced to go in just a straight line. If you stopped dashing while running up a wall, I believe you transitioned into a jumping animation and fell to the ground.
Barrett running up a wall.
What was the 3DS icon for the Prototype?
CH: I didn't get to see it, unfortunately.
What do you know about Barrett's reasons for helping the Bonnes and Casketts rescue Mega Man? Anything in the game that detailed his motivations?
CH: The Bright Bats, and especially Barrett, saw themselves as a force of good in the city. Roll requested help and Barrett was there to heed the call. I don't think there was anything more detailed than that, other than the mysterious connection that was alluded to. I can't recall why he helped find Tron's Servebots in the "Yes, Miss Tron" mission, but probably for the same reason.
Do you have even the slightest bit of info as to the REAL reason why Capcom canned the game?
CH: Nope. I could speculate, but I have no concrete info on the matter.
- Non-Prototype Questions -
What do you think about the future of Mega Man in general?
CH: I'm not feeling especially optimistic right now. It seems like Capcom is treating it as a legacy property (pun intended) and doesn't want to invest in it. If the new cartoon takes off maybe that'll change things, but I feel like Capcom missed a trick by not capitalizing on the appearance of Mega Man in Smash Bros. That was the little guy's biggest opportunity yet, and they did nothing with it.
What do you think would need to happen, either in the game industry as a whole, or with Capcom specifically, for Capcom to re-invest in the Mega Man series, and what would be a good starting point?
CH: I think it would require a staunch supporter of Mega Man to be in a position of power at Capcom, as was the case when Inafune was there. Or for a company like Nintendo or Sony to co-fund development of a new game.
What are your opinions on the Legacy Collections? Do you think they serve as a good reintroduction to Mega Man after the dry spell of recent years?
CH: They're definitely better than nothing. A lot better! However, considering how the developers were hyping it as the "Criterion Collection" of video games, I'm disappointed that there were issues like framerate drops and scratchy audio. I don't think they ever patched the Mega Man 5 problems on the 3DS, did they? Kinda sad.
What are your favorite moments or incidents working on Nintendo Power?
CH: 1. The Nintendo Power 20th anniversary party at the Nintendo World store.
2. Working on the Twilight Princess strategy guide and review while simultaneously doing a feature on Ace Attorney 2 and still making time to fight Rey Mysterio in Wii Sports.
3. Hitting my co-worker/nemesis, Pete, with a steel chair.
Do you think the lack of financial success from Legends and Legends 2 ultimately shut down the Legends series altogether?
CH: Considering how quick Capcom usually is to capitalize on sequels, I think that's probably a safe bet.
Do you think the 3D and RPG elements of the Legends series was too niche for Capcom to develop into a massive success?
CH: Not at all. A lot of popular games have those elements. But I imagine it increases development time and costs quite a bit when compared to classic Mega Man, and so Capcom had to decide if it was worth the investment.
Do you think Inafune's Red Ash: The indelible Legend will be the spiritual successor to the Legends series we are all hoping for?
CH: After what happened with Mighty No. 9, I wouldn't bet on it.
Given the fallout following the cancellation's wake and constant dodging of the issue regarding the why (among other issues within the company and its decisions), do you have any input on Capcom's current situation of addressing the MM fans' outcries, or do you feel they will continue to run away from the messes they made?
CH: My guess is that Capcom's communication on the issue is limited by the higher-ups. I'd also speculate that Mega Man's decline has a lot to do with Inafune's departure.
Now that Nintendo Power is no more, do people still hassle the Hoff?
CH: Yes, but not as often as you might think!
Do you believe the marketability of the franchise remains as uncertain today as it was during the prototype days?
CH: With a new animated show on the horizon, a prominent appearance in Smash Bros., and a surprising amount of merchandise out there, I think Mega Man has a lot of great opportunities. It's just a matter of capitalizing on them.
Have you and your evil twin patched things up yet? (boy am I showing my age)
CH: No. He hasn't been seen in a while, but you never know when he'll turn up.
What do you think of Nintendo Force?
CH: I haven't read it since the first few issues, but I appreciate what its trying to do. Those early issues borrowed a lot from NP; I hope it's found more of its own identity now.
Would you like to go back to doing something like NP?
CH: Sure! I'm doing my best to keep the NP spirit alive with Power Pros podcast, but I wouldn't mind working at a dedicated Nintendo website or magazine again.
We’d like to thank Chris Hoffman again for agreeing to chat with us about the MML3 Prototype and other stuff! We hope you folks enjoyed this interview! If you’d like to keep tabs on Chris, you can find him online at christhehoff.tumblr.com, on Twitter @christhehoff, and on the Power Pros Podcast.