
Joseph Mallozzi 🏴☠️
@BaronDestructo • 55,018 subscribers
Showrunner/Executive Producer/Writer - Dark Matter, Stargates SG-1, Atlantis, Universe, Oops I'm in Love with My Boss's Daughter. Crime Show enthusiast.
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First Mission: The Ghost Ship (Part 5) - "Homecoming" #Amalgaverse Captain’s Log – Stardate Unknown: We answered an automated distress beacon and came upon the Waldorf Astoria, an unmanned freighter disabled by an atemporal entity that had made its way aboard - marooned, perhaps, and likely desperate to get home. I know the feeling. And so does every soul in this crew. We recovered data from the ship, and Carter believes it may be a piece of something bigger, something that could, in time, help point us home. It’s only a fragment, but it’s a start. We also gained a new crew member. Maia served aboard the Waldorf Astoria to the end, and now she serves aboard the Enterprise, in Engineering, where Mister Scott, for once, has no complaints. The road home is long. We have taken the first step upon it, and we are not taking it alone. THE WIND-DOWN With your first mission under your belt, it’s time to unwind. What would you like to do? A) Visit a 1920s Parisian cafe on the holodeck with Garak, Daniel, and Dr. Fraiser. B) Have a few drinks and take in the view at Ten Forward with Kirk, Dr. McCoy, Scotty, and Maybourne. C) Relax in the arboretum with a pot of tea and Teal’c, Aeryn Sun, and G’Kar. D) Play poker with O’Neill, Odo, Data, and Sheppard. CHOOSE! [END OF FIRST MISSION: THE GHOST SHIP] And cue Closing Theme…
Joseph Mallozzi 🏴☠️17,785 просмотров • 3 дней назад

Among wild conspiracy theories, this is truly the wildest. Project Anchor is purportedly a secret NASA project preparing for a gravitational anomaly on August 12th, when Earth will lose gravity for 7 seconds due to the intersection of gravitational waves from two black holes. Prepare accordingly!
Joseph Mallozzi 🏴☠️310,961 просмотров • 2 месяцев назад

First Mission: The Ghost Ship (Part 5) - "Homecoming" #Amalgaverse “Fire phasers and photon torpedoes!”orders Kirk. The Enterprise swings around the scavenger ship and answers. Phasers strike first, weakening the enemy’s shields. Photon torpedoes follow, hitting home and leaving the cruiser dark and drifting. “Set a course for the Rigel System,”says Kirk. “Warp nine. Engage.” The Enterprise jumps to warp. By the time it drops out again, the away team has completed their post-op exams. Bones declares them “Fit as fiddles”, while Fraiser, less impressed, tells O’Neill to cut back on the carbs. They gather in Carter’s lab where she has been working the data Rommie pulled off the Waldorf Astoria. Anything that crosses between realities leaves a trace, she explains, and the entity left a strong one in its wake. But when she isolated it, it wasn’t the random noise she was expecting. It was structured, a lattice, intricate and deliberate. Kirk asks what it means. Carter tells him the truth: she doesn’t know yet. Only that it’s an intriguing first piece to a much larger puzzle. As for the mysterious Rhea, Carter suspects she was an extension of the entity, wearing a human face in an attempt to get aboard the Enterprise. Had they beamed her on, the consequences could have been catastrophic. “Frell,”says Aeryn Sun. “It would have had us by the mivonks.” And you can’t help but agree. Outside the lab, Maia is waiting. She contacted Traugott Headquarters about her reassignment, she tells you, and learned the Waldorf Astoria and everything on it had been written off. If she goes back now, even to be recycled, the company could be flagged for insurance fraud. Traugott wants nothing to do with her. Odo reads your face and cautions: “I have met every member of this crew. I had my doubts about most of them. I have more about her.” Teal’c only says: “There was a time when I too was an outsider of dubious origin.” “You think we should ask her to stay?”you ask. “Indeed,”is his response. What do you do? A) Ask Maia to join the crew. B) Drop her off at the next space station. CHOOSE! [Check below for our Previously On recap - or click through the quote tweets for every stage of our adventure to date. And TURN ON NOTIFICATIONS so that you don't miss a step on this mission!]
Joseph Mallozzi 🏴☠️17,838 просмотров • 4 дней назад

The Ghost Ship - Mission Debrief Thoughts? I have a few. This adventure turned out to be a lot more fun, and a lot more work, than I’d originally envisioned. I figured I’d done all the heavy lifting in prep, writing ten missions, loosely structuring them like the sci-fi shows of old: five solid acts of action, adventure, humor, twists, and turns. Two to three days on each and I assumed the actual adventure would be comparatively easy to navigate, maybe requiring some minimal massaging here and there. How wrong I was. As the mission unfolded, the writing of each installment would take me about an hour a day, depending on how the previous vote had fallen. The accompanying visuals, on the other hand, would take anywhere from one to three hours, again depending on what I elected to visualize, and, every so often, I ended up biting off more than I could chew. Up front, I am not one of those creatives who avoid A.I. I think that, realistically, it’s something that will grow to become a part of our every day lives, so harnessing it now, especially as a creator, is the way to go. That said, I limited my A.I. visualizations to mostly original elements, drawing the line at animating actual actors. As for the adventure itself, early on someone mentioned the fact that all paths would ultimately lead to the same story destination. This was incorrect, outside of the fact that the away team’s ultimate destination was the bridge where they could establish control, seal, and repressurize sections. The door in - beaming, EVA, or jumper-to-the-bay - would ultimately present its own challenges in the retreat back to the Enterprise. The first big decision point in the mission was the choice between investigating the life sign or investigating the depleting containment chamber. You chose the latter, which introduced Maia the android and directed the narrative one way. Had you chosen the life sign, the away team would have encountered Rhea, the “surviving crew member”, and the story would have unfolded very differently. Hell, it was more than likely that Rhea would have convinced you not to awaken Maia who would have been non-factor in that version. Similarly, another big decision point was choosing what to do with the wounded Rhea. Had she been beamed aboard the Enterprise, then the adventure’s fifth act would have unfolded in a very different manner as well. A smaller but no less crucial decision point was the sealed compartment beyond the hull breech. Originally, there were two choices: take a walk on the ship’s hull or find another way around. The C4 was a last-minute addition I figured the majority wouldn’t choose, but this was one of maybe a half dozen times my prediction proved inaccurate. Had you chosen to EVA around the impasse, Daniel would have had to contend with a micrometeoroid that would have compromised his suit and almost killed him, if not for Jack’s timely intervention. This would have presented a challenge in accessing the jumper, in a scenario where you were unable to seal and repressurize the bay. A couple of pleasant surprises. The spider drones were envisioned as nothing more than background, but given the way the action unfolded with Maia, they presented a wonderful payoff at the top of our fifth act, saving Jack and Daniel from the scavengers and confirming Maia’s loyalty in a cool twist. It’s always incredibly satisfying when an unexpected narrative element clicks into place that late in the game. The other surprise was Maia. As I said, there was a version of this adventure where she remained in her containment field. But in this version, she grew into her character and allowed for a very different ending. Originally, she was supposed to go down with the ship in a bittersweet close but, as the away team retreated to the bay, an opportunity presented itself in good old Rodney using her own base programming and logic against her. Echoes of Kirk’s confrontation with Nomad in The Changeling. Overall, a creatively fulfilling experiment. The high point was, of course, writing dialogue for all of these wonderful characters. It’s been far too long. So, what were your thoughts on this first mission? Let me know in the comments. Meanwhile, don’t forget to turn on notifications. Our next mission beings Monday, October 19th at 12:01 p.m.! #Amalgaverse
Joseph Mallozzi 🏴☠️10,729 просмотров • 2 дней назад

Shortly, after SG-1 was cancelled, we stopped receiving network notes. As a gag, I wrote a scene into a script that saw our resident alien, Teal'c, inadvertently attend a reading of the Vagina Monologues. I assumed that, when they saw it, they would ask me to remove it... #スターゲイト
Joseph Mallozzi 🏴☠️382,440 просмотров • 4 месяцев назад

First Mission: The Ghost Ship (Part 5) - "The Last of the Waldorf Astoria" #Amalgaverse Aboard the Enterprise, Kirk and the rest of the crew watch as the jumper banks – and then disappears. The entity swipes at the emptiness. A beat. Then it slowly turns as – Another shuttle launches from the Waldorf Astoria. The scavenger shuttle. It fires its laser cannons, then punches through the entity’s chest. Instantly, the shuttle goes dark, its engines dead, and drifts. Maybourne stares at the screen in slack-jawed wonder: “Fuuuu,” “ – scinating indeed,”interrupts Thor. “The entity is a self-sustaining energy pattern. Contact with the shuttle forced the smaller vessel into resonance with its own, collapsing its internal systems.” “Captain, the puddle jumper is aboard,”reports Data at Ops. “All hands accounted for.” At which point, the freighter’s core goes critical, setting off a chain reaction of explosions across the length of the Waldorf Astoria, catching the entity in its wake. It responds, roiling in on itself, forming and reforming, arms, eyes, briefly a face, a woman’s face, there and gone before anyone can be sure they saw it. Then Pilot stiffens in his cradle: “Captain. The scavenger vessel. It’s powering weapons.” “On screen,”commands Kirk. The pirate cruiser swings its bulk towards the Enterprise, gun ports glowing. Whatever salvage drew it here is gone, blown to atoms, and the only ship left to blame is theirs. “Multiple projectiles incoming,”Pilot reports. “Impact in ten seconds.” “Shields up,”orders Kirk. The Enterprise rocks as the volley slams home, consoles flaring, the bridge pitching under them. “They’re preparing another volley,”says Pilot. Kirk grips the arm of his chair and leans forward. What does he do? A) Return fire. Ready phasers and photon torpedoes and show them what a Galaxy-class can do. B) Hail them. Explain you didn’t destroy the freighter, and this fight helps no one. C) Go to warp. Break off and leave the scavengers, the entity, and the dying freighter behind. CHOOSE! [Check below for our Previously On recap - or click through the quote tweets for every stage of our adventure to date. And TURN ON NOTIFICATIONS so that you don't miss a step on this mission!]
Joseph Mallozzi 🏴☠️16,800 просмотров • 5 дней назад

First Mission: The Ghost Ship (Part 5) - "The Escape" #Amalgaverse Daniel appeals to Maia in a bid to convince her to leave with them. But she remains adamant. She will fulfill her duties aboard the Waldorf Astoria to the end. That’s it. Jack orders everyone back on the jumper. Daniel thanks Maia, and reluctantly boards. Rommie wishes her well, and follows. Finally, Rodney steps up, at a loss for words. And then, he suddenly finds them: “How dare you?!” Everyone stares. Maia cocks her head, confused. “YOU are the property of Traugott Corporation!”snaps Rodney. “Need I remind you that any attempt to acquire, interfere with, or damage this vessel and its contents will result in swift legal action!” “But I – “starts Maia, only to have Rodney cut her off – “By staying here, you are willfully destroying Traugott property which goes against your base-level directives. You are displaying rogue and aberrant behavior – “ “You’re right,”says Maia, the realization dawning. “ – and I will personally file a complaint…” Rodney trails off. “What?” “As company property, I cannot allow myself to be destroyed,”agrees Maia. “I will join you and return to Traugott headquarters for reassignment or processing.” Rodney, surprised at himself: “Alright then.” Maia and McKay board. “If this whole science thing doesn’t pan out for you,”Jack tells Rodney, “you might want to consider law.” The hangar bay doors slide open on Maia’s neural command and the puddle jumper flies out of the Waldorf Astoria. But, as it makes for the Enterprise, something catches Daniel’s eye out the window. “What in the – ?” They follow his gaze out to the spatial anomaly looming ahead. “The entity,”says Maia. As they look on, it begins to move, roiling, morphing, reshaping itself. It forms what looks like a head, arms – and hands, reaching for them… What does O’Neill do? A – Fire the drones B – Cloak and evade C – Punch straight through it CHOOSE! [Check below for our Previously On recap - or click through the quote tweets for every stage of our adventure to date. And TURN ON NOTIFICATIONS so that you don't miss a step on this mission!]
Joseph Mallozzi 🏴☠️17,527 просмотров • 6 дней назад

First Mission: The Ghost Ship (Part 4) - "Unexpected Company" #Amalgaverse Aboard the Enterprise-D, Pilot alerts Kirk from his neural graft cradle on the bridge: “Captain, I’m detecting an FTL window opening off the port bow.” “On screen,”orders Kirk. The viewscreen holds on the empty starfield, then a distant flash as a vessel drops into sub-light. The image punches in. Jury-rigged and battle-scarred, it is unmistakably a scavenger ship, no doubt drawn by the freighter’s emergency beacon, silenced too late. The bridge tenses. As Kirk and the others look on, a smaller shape launches from the scavenger ship – a shuttle, streaking straight for the Waldorf Astoria. And the away team. “We came to offer help,”observes G’Kar. “They have come to help themselves. Scavengers are nothing if not honest about their appetites.” What does Kirk do? A – Hail the scavengers. Warn them off. Tell them you have people on board rendering aid, then alert the away team to the company headed their way. B – Hail the scavengers. Order them to recall their shuttle and clear out. Ready weapons. C – Hold comms silent but go to ready posture, and get word to the away team at once. CHOOSE! [Check below for our Previously On recap - or click through the quote tweets for every stage of our adventure to date. And TURN ON NOTIFICATIONS so that you don't miss a step on this mission!]
Joseph Mallozzi 🏴☠️19,906 просмотров • 9 дней назад

Choose your first #Amalgaverse mission! Captain's Log - Stargate Unknown: I have commanded starships through Klingon ambushes, Romulan incursions across the Neutral Zone, and temporal anomalies that would unsettle lesser officers, but none of it prepared me for this. The Enterprise-D has been refitted, re-crewed with the finest officers from across multiple realities, and given a new mission: explore this strange new universe, and find a way to get everyone home. The hum of the warp core fades as the Enterprise-D drops out of warp, and the star field ahead resolves from streaking lights into cold, fixed points. Ops reports four near-simultaneous contacts within the first ninety seconds of arrival. CONTACT ONE - A subspace signal, heavily degraded, cycling on the Federation emergency frequency but fragmented beyond standard universal translation resolution. It's coming from bearing 227 mark 14, approximately 350,000 kilometers off the port bow. Long-range sensors confirm vessel drifting cold - no running lights, no drive signature, no signs of life. (The Ghost Ship) CONTACT TWO - A scrambled tight-beam transmission interception by the communications array, passing through this sector on an encrypted Ferengi commercial channel. Ops has partially decoded the manifest: a shadow auction for Artifact Omicron-8, provenance heavily redacted. Its appended energy signature matches no commercial technology on record. It reads, partially and imperfectly, like an illicit subspace weapon outlawed under the Khitomer Accords. (The Heist) CONTACT THREE - Starfleet priority channel, addressed directly to Captain Kirk. Locate and extract Harven Zax, a dangerous intelligence broker, currently aboard a disabled Vespian cruiser at coordinates 188 mark 44, and deliver him to a rendezvous point at the edge of the Expanse within seventy-two hours. He is wanted, arguably, dead or alive, by three different groups: the Romulans, the Orion Syndicate, and a Klingon Great House. (The Delivery) CONTACT FOUR - A lateral sensor sweep reports a complete absence of subspace comm traffic from Kirin Station Outpost Gamma-3, a Federation research installation on the Expanse's rim. Gamma-3 has a crew of twenty-three and files automated status reports every four hours. The last confirmed report is sixty-three hours old. The station's emergency beacon is not active. There is no debris field. Simply... silence. (The Fracture) The bridge is dead quiet. Four crises. One ship. No back-up. You must decide where we set course first. What say you? Choose! And cue our Opening Theme...
Joseph Mallozzi 🏴☠️50,042 просмотров • 27 дней назад

First Mission: The Ghost Ship (Part 4) - "The Advance Team" #Amalgaverse After calming a frightened Rhea and securing her in a utility room, Jack and Daniel prepare to head back and confront the service android. Suddenly, McKay’s panicked voice comes over radio. He tells them that the ship’s core will go critical in less than 40 minutes. They have to abandon ship. He’s headed to the bridge with Maia to pull Rommie. Jack and Daniel exchange looks. Jack keys his radio and raises Rommie directly, bringing her up to speed fast. “It’s Maia’s turn to open up,”he tells Rommie. “Find out who’s telling the truth. If she refuses, put her down same as the big bot.” A beat. “Can you do that?” Rommie can. “Just once I’d love for one of these spooky ghost ship ops to go smooth,”says Jack as he and Daniel turn to head back to the jumper. KA-CLUNK. The bulkhead door dead ahead releases. Jack and Daniel melt into the shadows as it grinds open. Through it comes the scavenger advance team, a hard-looking pack of mercs and marauders – human, alien, and cyborg – mismatched weapons up and ready, moving with easy menace. They start forward, straight toward Jack and Daniel’s position. What do Jack and Daniel do? A) Hit them now while they have the cover advantage. But this puts the scavengers between you and the jumper. B) Let them pass. But this puts the scavengers between you and the rest of the away team. C) Talk to them. Warn them that the ship is about to go critical. You lose the advantage of surprise but could defuse the situation without firing a shot. CHOOSE! [END OF ACT FOUR] Check below for our Previously On recap - or click through the quote tweets for every stage of our adventure to date. And TURN ON NOTIFICATIONS so that you don't miss a step on this mission!
Joseph Mallozzi 🏴☠️17,317 просмотров • 8 дней назад

First Mission: The Ghost Ship (Part 1) #Amalgaverse Captain’s Log, supplemental. We've answered a distress call at the coordinates flagged by our long-range sensors, and found a ship gone silent. Automated beacon still cycling, running lights dark, and no one responding to our hails. A freighter drifts before you, drive cold, cycling a fragmented distress call on a loop. The ship sits at the heart of a spatial anomaly venting irregular pulses of raw energy. You’re going aboard. The only question is how. Scotty offers to beam the away team aboard in a lull between the anomaly’s pulses. It’s the quickest way in and puts everyone directly on the freighter’s bridge. But the pulses are intermittent, and he warns: “If ye have to leave in a hurry, I’ll move heaven and earth to pull ye back, but I canna swear it’ll be the very second ye shout for it.” Sheppard pitches flying the puddle jumper straight into the freighter’s hangar bay, where they can park it for a clean getaway. The bay is open to space and it’s also a ways from the bridge, but John will take that trade: “Sure, it’s a bit of a hike, but I’d still sooner have the jumper at my back if things go sideways.” Garak favors accessing the ship through a hull breach that sits at the midpoint between the bridge and the hangar. Take the jumper, then enter through the rupture by EVA. Garak nevertheless admits: “It’s slow going, leaves you terribly exposed, and yes, it could get everyone killed. Which is why it’s the one approach someone who may be on board would least expect. And in my experience, the only arrival worth arranging is the one no one thought to prepare for.” McKay isn’t a fan of any of these options. He points out: “Two involve open vacuum and the third requires us to be reduced to a data stream in the immediate vicinity of an unquantified spatial anomaly. These are the three worst ideas since the Matrix sequels!” He suggests skipping this one. Whose advice do you follow? Choose! [Check below for our Previously On recap and crew manifest - or click through the quote tweets for every stage in our adventure]
Joseph Mallozzi 🏴☠️43,430 просмотров • 26 дней назад

First Mission: The Ghost Ship (Part 1) #Amalgaverse (An away team made up of Colonel Jack O’Neill, Dr. Daniel Jackson, Dr. Rodney McKay, and android/AI Rommie has been dispatched to investigate a seemingly derelict freighter. After parking the puddle jumper, the team has made their way in through the interior airlock where they have elected to check out an ebbing power source en route to the bridge.) The team heads down the corridor, a narrow gut of pipes and shadows and venting steam. The deck is slick underfoot but still holds gravity, though it runs weak and uneven. “You know what this reminds me of?”says McKay. “The time you and your team explored that ancient space station built inside a hollowed-out moon?”guesses Daniel. “I was going to say Tacoma,”says McKay. “You ever visit in the winter? Suddenly, Rommie stops. The others follow suit. She tilts her head as if to listen. “What?”asks O’Neill. A beat. And then you hear it too. A heavy hydraulic tread from a side hatch ahead. Each footfall reverberating through the deck plating and into your boots. It steps through a doorway, a hulking utility unit. Armor-plated, hazard-striped, and streaked with grime, it swings round and its single amber eye settles on the team. Then, it advances, slow and ponderous. You step back, causing it to pause, only briefly, before it resumes its advance towards you. What do you do? A. Fall back. McKay is leading the way! B. Have Rommie reach out and override the unit. And hope it listens. C. Trust in Jack and Daniel - and their P-90s. Light 'im up! CHOOSE! [END OF ACT ONE] Check below for our Previously On recap - or click through the quote tweets for every stage of our adventure to date.
Joseph Mallozzi 🏴☠️34,305 просмотров • 22 дней назад

THE AMALGAVERSE Launches Monday, September 21st at 12:01 p.m. ET🚀 1. What is the Amalgaverse? The Amalgaverse is a shared sandbox of fictional SF universes that will serve as the setting for a series of missions that will play out as episodic adventures in the style of the beloved ship-based sci-fi shows of the 90's. 2. How will these missions play out? The missions will play out in the form of an online choose-your-own-adventure format with fan voting driving the narrative. YOU choose the missions. YOU select the away teams. YOU make the decisions that shape each adventure. For instance, initially you will be given four missions to choose from. Depending on which one you choose, you’ll be presented with a scenario – a damaged ship, a space station, a planet – and may be asked how you intend to get there. Maybe you like to fly in on the jumper. Maybe you’d rather try an EVA. Or perhaps you’d prefer to just directly beam aboard. Then, who is on your away team? Which corridor will you turn down? How will you react to the threat? And so on. Whatever course of action you choose will inform the next step. 3. In what capacity will I be making these decisions? Sometimes, you will be deciding as yourself, our 20th crew member. Sometimes, you will be deciding on behalf of any of your fellow crew members. Still other times, you will be deciding on behalf of the crew as a whole. 4. What happens if we make a decision that goes against the plot you had in mind? Each adventure has multiple paths and subplots. Your vote directs which one we follow. There is no single “correct” route, and mission success is NOT guaranteed. 5. I’m at work all day. Will I miss it? No. I’ll be updating every step of our adventure daily at 12:01 p.m. E.T. The fandom will have 24 hours to weigh in and decide on a course of action. Majority rules. Every update will be pinned at the top of my timeline. Just please be sure to turn on notifications so you don’t miss the most recent posts. 6. Can I jump in mid-mission, or do I have to wait for the next episode?" Jump in anytime. Every post contains a recap to get you up to speed immediately. You don’t need to have voted on day one to weigh in on day twelve. 7. Will you be using X’s polling feature to count votes? No, for two equally valid reasons. First, X won’t let me include both a visual AND a poll in a dedicated post, and the visual matters more to me. Second, I don’t want to just know HOW you vote, I want to know WHY you vote a certain way. Your overall reasoning will also factor into how your mission plays out. 8. Will you be offering a summary with each update? Yes. Every new installment will open with a short “story so far,” then a more detailed summary in the second part of that same post. Each installment will also quote-tweet the previous one, so you can walk the full chain if you want every beat. 9. How long will each adventure run? 3-4 weeks. They have been structured like a television episode – 5 acts, with roughly 5 beats (decision points) per act. Each mission should feel like you’re experiencing a classic sci-fi t.v. episode. Just like old times! 10. Will the choices we make carry forward into future missions? Yes. If you lose the F-302, the puddle jumper, or a crew member over the course of a mission, they will be lost for future missions. Your choices will have consequences. 11. How many missions have you designed? Since these missions will play out like episodes from those beloved ship-based sci-fi shows of the 90's, I've structured a similar rollout. Ten missions to start followed by a brief hiatus after which the back half ten episodes will unfold. 20 missions/episodes in total. That will be our first season. And depending on fan response, a second season could be in the cards. 12. Will you be offering a summary of each adventure once complete? Not at launch. 13. This seems like a lot of work. Why are you doing this? I'm tired of crafting stories (pitches, pilots scripts, series bibles) that never see the light of day, always subject to the whims of gormless executives. Science fiction is a tough sell. Far future sci-fi, tougher still. Far future ship-based sci-fi, toughest of all. But that's my jam. And I've missed it. So this allows me to do what I do best, exercise those creative muscles, and hopefully give SF fans something to look forward to with every mission. For entertainment purposes only of course. 14. But, characters aside, couldn't you just turn these stories into a script you can try selling or a book you could publish? Wouldn't that be more lucrative? Sure, in theory. But the odds of selling far-future, ship-based sci-fi right now are microscopic, and I’d rather actually make something people can experience today than stick another finished script in a digital drawer. As for a novel? That’s a massive solitary grind. This is fast, interactive, and fun. 15. Will there be guest stars throughout? I’m concentrating on this crew first. Guest appearances are possible later. 16. I get motion sick. Should I worry? No. The ship has inertial dampers. The ride will be smoother than a luxury liner. 17. Okay, enough questions. When do we get started? The adventures begin Monday, September 21st at 12:01 p.m. E.T., here on X. Set a reminder and turn on notifications so you don't miss a beat!
Joseph Mallozzi 🏴☠️42,580 просмотров • 29 дней назад

Stargate Trivia: Window of Opportunity We had no idea this episode would become so beloved by fandom and yet, looking back, it’s easy to see why it has. It’s one of those "fun" episodes with a fairly straightforward premise that allows our characters to shine in ways unexpected. Specifically, Jack and Teal’c who, in the past, have relied on Carter and Daniel to handle the science and Ancient translations, and suddenly find themselves having to step into their team members’ shoes. Yes, it’s our version of Groundhog Day. And yet, in its earliest form, the pitch for this story was very different, much darker in tone. Originally titled Ad Infinitum, it involved the team gating to a planet and becoming trapped in a seemingly endless time loop orchestrated by a dying race seeking to buy more time to come up with a solution to an impending armageddon (which became the backstory of the device’s genesis mentioned in the episode by Malakai). Exec Producer Robert Cooper suggested another spin on the time loop angle and, while I was dubious at first (“Isn’t this Groundhog Day?”I remember asking. “Yeah,”was Rob’s counter.), I was proven wrong. Now, the “Groundhog Day” episode has become a staple of most every genre show. While there’s a lot to like about this episode, it was the “time off” montage that stands out. And it almost didn’t happen. The episode was timing short, it was clear we would need to come up with some extra scenes, and that gave Exec Producer Brad Wright (Brad Wright 🇨🇦) the opportunity to do something he had always wanted to do: see our characters golfing through the stargate. And so, several scenes were added (they were all scripted, not improvised as some fans assumed): the juggling, Teal’c’s repeated door run-in, Jack riding his bike through the corridors of the SGC, Jack trying his hand at pottery, the golfing through the gate and, oh yes, THE KISS. The latter was my former writing partner Paul Mullie's idea - in his pitch, an opportunity we could not pass up. Note: We made sure to have Jack tender his official resignation before dipping Carter and planting one on her, just to make sure we didn’t catch any flak from our Air Force tech advisors. One of the first pieces of Stargate-related artwork I put up on my office wall was some concept art from this episode - the stargate itself. As the seasons wore on, so did that original sketch, gradually fading away. My then writing partner mused that once the sketch vanished, it would signal the show's end. It took well over six years but , in the end, he was right.
Joseph Mallozzi 🏴☠️112,240 просмотров • 4 месяцев назад

Those Stargate Outtakes and Bloopers Were almost lost to time. And the only reason they exist is thanks to nostalgia, my poor memory, and sheer laziness on my part. Back in the early days of SG-1, every producer would receive a copy of the dailies (footage of what had been shot the previous day). We would usually gather at lunch and screen footage over sandwiches and rotisserie chicken. And then, once we were done, we'd drop off the VHS tapes (because that's what they were at the time) in a recycling bin by our mail slots. Given that this was my first big show, I held on to some of those tapes from the early years, figuring they'd make a nice memento of my time on the franchise (not realizing there were still many, many more years to go). In time, the dailies transitioned to digital discs and that box of VHS tapes were forgotten, gathering dust in the crawlspace of my Vancouver home. If I'd listened to my ex, I would have made the effort to clear out that crawlspace and toss out what I no longer needed - probably those tapes. But I was lazy. Some ten years later, former Stargate special features producer Ivon Bartok was clearing out his storage unit and came across a slew of digital discs and tapes containing hundreds if not thousands of hours of behind the scenes footage he had shot over the years. Much of it had been used - produced and released on the various box sets over the years. But I figured that there was plenty of untapped gold in those tapes, so I sent them off to MGM figuring they could sort through them and hopefully find something, a special treat for the fandom. I don't know what they found. Maybe nothing. However, I never heard back. Fast-forward another ten years and i've moved to Toronto and am sorting through the endless boxes of comic books, supervillain statues, and toys that fill the entirety of my guest room - when I come across that box of VHS tapes. And this time, I don't send them off. Instead, I have them transfer to digital and check out what I've unwittingly squirreled away for two decades. I wouldn't call it a goldmine, but a lot of that rescued footage is pretty fantastic - to me, who wrote and produced these episodes, and for the fans who loved watching those episodes. So I took the time to screen all the footage, edit the notable outtakes and bloopers, and, over the course of the past couple of years, post them for your enjoyment. You've already seen a lot of the great ones - Chris Judge trying to keep it together, Michael Shanks and his masterclass "Many Faces of Daniel Jackson", dancing at the ruins, and many others. And, every so often, I'll come across one I don't recall ever uploading. Though, as evidenced by this post, I have a terrible memory, so who knows? Anyway, all this to say, you never know how things work out.
Joseph Mallozzi 🏴☠️31,299 просмотров • 1 месяц назад

The SG-1 Theme Song! Did you know that there are lyrics to the Stargate: SG-1 theme? No. Really. ish. While Scorched Earth was the first script we wrote for Stargate PRIOR to officially joining the production, Window of Opportunity was not, in fact, the first thing we wrote AFTER we landed on staff. No, that distinction goes to the lyrics to the Stargate: SG-1 theme song Paul and I composed shortly after moving into our offices. Over 12 years, 14 seasons, 350 hours of television - I feel that this remains one of the best things we ever wrote for the franchise. Director Peter DeLuise coaxed us into performing it for one of the DVD extras. Enjoy.
Joseph Mallozzi 🏴☠️67,591 просмотров • 3 месяцев назад

Stargate Trivia: Casting Stargate: Atlantis While SG-1 was my first love (We were together for seven years!), my time on Atlantis proved equally memorable. The show was possessed of a similar tone in its mix of high adventure and humor, yet proved distinct in its exploration of Ancient mythology and an unfamiliar galaxy as seen through the eyes of a new set of heroes. Atlantis offered a sense of wonder and camaraderie born of isolation and constant danger. Whereas team SG-1 could always go home at the conclusion of their adventures, the members of the Atlantis expedition (at least for those first few seasons) could only draw comfort from the city of Atlantis itself – and, of course, each other. It was unique and compelling yet, at the same time, comfortingly familiar. Nowhere is this more evident than in its opening theme, composed by the late Joel Goldsmith, which is, at turns fresh, haunting, stirring and, throughout, discernibly Stargate. Stargate: Atlantis wasn’t originally planned as a companion to Stargate: SG-1. It was intended to replace the long-running series. The only problem was, with eight seasons under its belt, SG-1 wasn’t quite done yet. And fans (and the network) weren’t done with it either. And so, instead of passing the torch and segueing to a new Stargate series, we ended up producing both. In retrospect, it was quite an achievement: 40 hours of television in a year! Today's productions can barely manage a quarter that output, but Stargates SG-1 and Atlantis delivered two fantastic 40 episode seasons before SG-1 took its final bow. It wasn’t easy, but it was certainly made easier by all of the enormously talented individuals who made it happen, from the office staff and crew to the cast and my fellow writer/producers. Still, it was not without its challenges. Take casting, for instance. It may surprise you to know that, when it comes to producing a show, not everybody cares about costumes or set design or whether the script’s fifth act denouement is emotionally satisfying - but everybody, and I do mean EVERYBODY, has an opinion on casting. Studio and network execs, producers, hell, even your significant other peering over your shoulder as you screen the auditions on your laptop, will want to weigh in. Of course, the more voices in the mix the more likely there are to be disagreements. So it is with every production and Atlantis was no different. Various individuals envisioned these characters in various ways and, as a result, consensus was only achieved after many auditions, calls-backs, heated discussions, and not-so-gentle reminders that our start date was fast-approaching and we really needed someone to say the lines on camera. The part of Carson Beckett was one of the first we cast. The other producers were in Rob’s office, screening the first batch of local auditions when Brad called me in and told me to check out the guy onscreen. I hadn’t imagined Beckett with a Scottish accent but, after watching Paul McGillion (Paul McGillion) in the role, I couldn’t imagine him without one. He’d brought something unexpected to the part, something we all responded to. Elizabeth Weir was not an easy character to pull off. She had to be smart, confident and strong yet needed to exude a certain warmth and empathy we were looking for in the civilian leader of the expedition. When it came time to (re)casting the role, several established names were considered (One had her own hit genre show back in the day while another went on to break out on a hit show soon after), but it was Torri Higginson (torri higginson 🌻 🇺🇦 🕊) who managed to strike just the right balance and vault her name to the top of the list. The role of Teyla Emmagan was a tough one to cast. Like Weir, she needed to be a strong, empathetic leader. But she also required something even more important – quite literally, an other-worldly quality that made her unique. Some equally talented actresses auditioned for the role but, as good as they were, they were never quite able to achieve that gravitas Rachel Luttrell (Rachel Luttrell) pulled off with such grace and seeming ease. Former VJ Rainbow Sun Francks (Rainbow Sun Francks) won the role of Lieutenant Ford on the strength of a great audition, preceded by an equally great audition with a funny hat. I recall Brad Wright on the phone with our casting agent, advising him to ensure there would be no hat worn in the callback for fear the network would fixate on it. There wasn't, they didn't, and Rainbow delivered. The role of John Sheppard was the second to last one cast. It came right down to the wire and there were several candidates in play. The character was originally conceived as a good ole southern boy, so it only made sense that Ben Browder’s name was bandied about early. However, he was too busy shooting Peacekeeper Wars to warrant consideration. A number of other actors were considered (one went on to play the lead in a hugely popular show the following year while another made his mark as a handsome heart throb on another hugely popular medical series) but it was Joe Flanigan (Joe Flanigan) who won the part based on his ability to pull off the devil-may-care attitude Brad and Robert were looking for. We come to the final role cast, a character who, in many ways, embodied everything Atlantis was about: exploration, discovery, fun, humor, and seat-of-your-pants-Holy-Sh&%-how-the-hell-am-I-going-to-get-out-of-this-adventure. And he almost didn’t make the trip to Pegasus. Originally, the casting call went out for a completely different character, an earnest young doctor who would lend the team much-needed medical support on their off-world ventures. Unfortunately, no one could agree on an actor to fill that role. If the casting of Sheppard went down to the wire, then the casting of this final part went a step past it. Finally, days away from production, Robert Cooper had an idea: Forget the doctor character. Why not use an established character from SG-1? How about Rodney McKay played by David Hewlett (David "Stargate Genius Leader" Hewlett)? The writers were on board, but some executives weren't weren’t sold on the idea. They found him annoying! I mean, hell yeah, but he’d be sooo much fun to write for! Rob got on the phone and went to bat for Rodney, pointing out that the character had come a long way since first being introduced way back in SG-1’s 48 Hours. He’d evolved, going from annoying jerk to endearingly irritating. To this day, I’m convinced that they weren’t totally convinced but, with production poised to commence, they relented, I suppose figuring they could just replace the character somewhere down the line. No one, even those who loved the idea of having the endearingly irritating Rodney McKay on board could have predicted how hugely popular the character would become. How do you think we did?
Joseph Mallozzi 🏴☠️61,571 просмотров • 4 месяцев назад