Category: Status Updates

Mega Man 1&2 for Game Boy

A couple of years back, Marc Robledo released a colorization patch for Mega Man 5 for Game Boy. Since then he's released similar hacks for 3 and 4, and together with SpecialAgentApe's hacks of the first two games, that means all 5 are now available in color:

I figured now would be a good time to play back through the series. I feel like these games get a bad rap (except for 5, which everybody agrees is the good one) and I remember them not being nearly as bad as their reputation. I was curious to see if I still felt the same way or if the critics were right.

So I replayed the first two and it's a little of both — their shortcomings are more obvious to me than they were when I was playing them on an old DMG, but on the other hand I think they're above average for Game Boy platformers of their vintage. The first game is the better of the two, but the second has more interesting ideas that would pay off in later sequels (and in at least one case eventually make it into the console games).


Mega Man World GBC Edition

First, the bad: the game is only six levels, and about half of them are boring. There's not a lot of variety to the enemies, either; hope you like Suzy, because you're going to be seeing a fuck of a lot of her.

But. It feels like a Mega Man game.

I don't know if I'm overrating basic competence or if the critics are underrating it, but this game manages to do a lot of little things right: it's got full-size NES sprites but the smaller screen doesn't feel cramped. The rooms sacrifice a substantial amount of vertical space but still feel like there's enough room to move, and when enemies scroll onscreen horizontally you always have time to react to their appearance. The physics and hit detection all feel right. It may sound like I'm damning the game with faint praise, but it's pretty striking how many Game Boy platformers, especially Game Boy adaptations of console platformers, get these very basic things wrong. (Hell, even Super Mario Land 2, one of the best games on the system, has physics that feel a little off for a Mario game.)

The music is great; it's mostly remixes of the original tunes from the NES games, but they're reproduced well on the Game Boy sound chip.

The sound effects don't fare as well; everything's weirdly high-pitched. I know the Game Boy has a different sound chip than the NES and it wouldn't be possible to reproduce the sounds exactly, but it's certainly possible to do it better than this — and we know that for a fact because 3, 4, and 5 do.

People frequently describe these games as being made up of levels from the NES games, but that's really not accurate — sure, you've got Cut Man, Elec Man, Ice Man, and Fire Man, and their stages look roughly similar to the NES versions, but they're not the same levels. There are definitely sections that feel like they're copied from the first NES game and reworked into a more compact form, but there's also stuff from later games, or stuff that's entirely new. It doesn't all work — like I said, about half the stages are downright boring — but it's not bad.

The final stage is the best; it's longer and it's tricky (I admit to using save states liberally) but it's tricky in a way that's consistent with the rules of other Mega Man games. Yes, there are times you jump down a pit and there are spikes at the bottom, but if you've played a Mega Man game before you know that trick and you have a pretty good idea where they're going to be and how to avoid them. There are disappearing blocks with tricky timing where you have to jump at exactly the right split-second or you'll die, but the game lets you watch the pattern before you start. Decisions like that show a level of polish that I don't think these games usually get credit for.

The structure of the game is interesting even if it doesn't entirely work. It includes four Robot Masters from the original Mega Man on NES (Cut Man, Elec Man, Ice Man, and Fire Man) and then, when you get to the teleporters in Dr. Wily's castle, instead of re-fighting the same bosses from before as in the NES games, there are four from Mega Man 2 (Flash Man, Quick Man, Bubble Man, and Heat Man) and finally a new boss (Enker) who, like the other eight Robot Masters, gives you a weapon when you defeat him. The formula is a little raw here — getting 5 new weapons in a row right before moving on to the last level in the game doesn't exactly give you much chance to use them — but it's a promising start that gets greatly refined in the sequels.

Anyway, I think Mega Man World (or Dr. Wily's Revenge if you're nasty) is better than its reputation and if you're a Mega Man fan it's worth a look, particularly in this new color iteration. And if you don't want to play through it yourself, here's a YouTube video of somebody named NintendoComplete doing it:


Mega Man World 2 GBC Edition

This one's widely regarded as the worst of the series, and on replaying it I think that's probably about right. But it has a lot of interesting ideas that are developed later in better games.

Most notably, where the first game had teleporters leading to another set of Robot Masters, the second one has teleporters leading to an entire second set of stages. The third game would dispense with the teleporter gimmick and just give you a second level select screen; splitting up the eight Robot Masters into two sets of four would eventually make its way into the console games.

Another interesting idea that doesn't quite work: where the first game's soundtrack was largely made up of remixes of the tunes from the NES games, the second game's is largely original — each stage will take the first couple of bars of the NES version but then launch into an original tune from there. It's a neat idea; the biggest problem is that none of them are anywhere near as good as the originals.

In fact the entire soundtrack has this kind of grating, tinny sound to it. There's a hack by forple that improves it and pitches everything lower, and SecretAgentApe's colorization hack includes the audio mod as an option on the start screen. I think it sounds good; my one gripe is that the sound effects frequently sound clipped. YMMV; I played it on an Analogue Pocket and I don't hear the same problem in this video of Amy Rose Longplays playing it on an emulator:

Mega Man World 2 improves on the previous game in some significant ways, including much more enemy variety. But I feel like the whole is less than the sum of its parts. The stages are more diverse than in the previous game, and they manage to fit some of the more striking setpieces from the NES games in, like the giant wolf on Wood Man's stage and the giant cat on Top Man's. It doesn't feel as sparse or repetitive as the last game. But the stage design isn't as considered, either. It's too easy (I used save states on the final level but probably needn't have bothered; the last boss is easy to beat with your basic P-shooter and while he hits hard, I only had to use one energy tank out of my full count of four). And while the second round of stages should hypothetically mean a better balance of weapons to use, in practice the devs make some pretty dumb decisions on which Mega Man 2 weapons do or don't work on which Mega Man 3 enemies — why in the hell doesn't the Air Shooter work on the monkey guys in Hard Man's stage? Where the first game did what it could within some strict limitations, the second game feels like it has a lot more tools to work with but doesn't quite know what to do with them.


Anyway, that's the first two Mega Man games for Game Boy and, more specifically, the color hacks by SpecialAgentApe. I'm hoping to give Marc Robledo's color hacks for 3 and 4 a shot (and maybe replay his 5, which I played through on release but which has been revised since). If I have anything to say about them later, maybe I'll share here.

Fell Seal

You know what game I've been enjoying lately? Fell Seal: Arbiter's Mark.

It's from developer 6 Eyes Studio and publisher 1C Entertainment, and it's an unabashed homage to Final Fantasy Tactics.

I think that's an underserved niche. There are plenty of tactical RPGs (like Fire Emblem) and their close cousins, turn-based strategy games (like XCOM). But most of them don't feel quite like Final Fantasy Tactics or its predecessor, Tactics Ogre.

Fell Seal does. Its storyline isn't quite as complex or as epic as those games', and its soundtrack is fine but doesn't feel as inspired as theirs. (After a round of Fell Seal, I tend to find myself humming tunes from FFT -- though FS's tunes are beginning to stick in my head themselves now.) But its mechanics? Those are damned impressive. Especially from such a small team (per their The Team page, two leads and nineteen contractors).

As of this writing, I'm eight hours or so in. I haven't seen every map; I haven't unlocked every class. But what I've seen so far has kept me excited and engaged in that FFT "just one more fight" way. Every class so far has been useful; every skill tree seems well-considered. And look, FFT is one of my favorite games of all time, but it's not perfect; there are a whole lot of useless skills in there, such as most of the Archer class's "Charge +n" abilities, and Cloud's Limit Breaks for the same reason. Fell Seal doesn't have a charge mechanic; abilities all execute right away. And I haven't found a class yet with abilities that weren't useful (though I admit I'm not quite sure about Gadgeteer just yet). Beyond your basic classes (Merceneries are a well-rounded base class, Menders heal, Wizards damage from a distance, Knights damage from up close, Scoundrels are quick and maneuverable), you get some more interesting choices, like the Plague Doctor, who has debuff-focused attacks but also a base AoE ability that removes debuffs and heals a small amount of HP. There are useful passive skills, too: Wizards can learn an ability that prevents offensive magic from harming allies or healing magic from healing enemies; it's a major boon for any spellcaster.

I haven't even tried the crafting system yet.

It's not a perfect game -- I don't love the character graphics, and while I do love the environment graphics, the decision to go with hand-drawn environments means you can't rotate the camera, which is inconvenient on some stages (for example, when a character is standing under a tree branch and you can't see them). But it's a damned impressive game, that I've already derived hours of enjoyment from and expect many more. The game has some excellent granular difficulty settings, and while I'm enjoying it on the defaults, I'm also looking forward to playing it again on a harder difficulty sometime.

As of this writing, the game is in Steam Early Access. However, it's scheduled for a release sometime next month, and the version currently on Steam is nearly final; according to the release notes, the only things missing are the ending and a secret bonus dungeon. The price has recently gone up from $20 to $30; I believe that will be the final price on release but I'm not 100% certain. I'd still recommend it if the price went up to $40.

But whether you get it now in Early Access or wait a few weeks for its full release, I heartily recommend this game. If you like tactical RPGs in general, and especially if you like Tactics Ogre and Final Fantasy Tactics in particular, you should buy Fell Seal: Arbiter's Mark. I don't think you'll be disappointed.

Fell Seal is available for Windows, Mac, and GNU/Linux, with Xbox One and PS4 versions on the way; I'm playing the Linux version. There's a free demo at itch.io, though I had some trouble with it (I couldn't get shops or guild halls to work, which left me short one party member on the second battle and made it much harder; I haven't had any issues with the full version of the game).

Hey, This Stephen King Guy is Pretty Good

I made it to my mid-thirties without ever reading a Stephen King book.

It wasn't some kind of hipster thing; I wasn't consciously avoiding him because he's popular. And it wasn't that I don't generally read horror novels, either, because of course he's got plenty of output in other genres. No, I just never got around to it, even though I've enjoyed movie adaptations of his work for years.

I read On Writing a year or two back, and a few months back I picked up the first three Dark Tower books at Bookmans and I've been working through those. And you know what? I think this guy's pretty good.

He's certainly got a gift for storytelling. And for words. And symbolism, and character, and he's got a real sense for how to juxtapose images in interesting ways. I've never read Ready Player One, or seen the movie, but from what I've read about it I have the impression that Ernest Cline was trying to mix together familiar iconography in the kind of evocative way that King does in Dark Tower, but simply doesn't have King's chops.

But more than anything, I think the reason King's so damn appealing and resonates with so many people is that it's so obvious he's having fun.

Mark Evanier told a story about Harlan Ellison shouting, "I have just written the greatest fuckin' sentence I have ever written!" before running out his front door and dancing naked on his front porch. Evanier mused that this was why Ellison's writing was so good: because he was the sort of person who was so enthusiastic about what he was writing that he'd dance naked on his front porch, and because that enthusiasm was clear in the final product.

I'm not aware of Stephen King ever dancing naked on his front porch. But he's got the same kind of enthusiasm for his work that Ellison did, and it's infectious.

The first three Dark Tower books are all I've got. I finished those and I'm going to take a break from the series before I pick up the rest. I've got plenty else to read -- I just started Good Omens, and I'm also chest-deep into a Valiant Comics bundle, which I'll probably have a lot to say about when I get to the end of it. But I'm glad I finally took the time to read some King. The guy's good, and his popularity is well-earned.

What's Next?

So what's on tap this week? I don't know. I might sit Thanksgiving Week out, unless I get inspired.

I've got a third Kurtzman piece in mind, but haven't had the time to do the image gathering/editing portion of it. (Lost another damn Sunday to a migraine.) And I've got two Weird Al posts already written (with an idea for a third), but since I'm timing my Weird Al nostalgia to Nathan Rabin's series, I'm waiting until he gets near the end of Bad Hair Day, for reasons that will become apparent.

There are plenty of other topics I've got some thoughts about -- Linux gaming! The Internet's lack of robustness against very simple brute-force attacks! Steve Ditko! The ongoing disputes among the Zappa family! The difficulty of keeping an inventory of a large comic book collection! -- so maybe I'll get inspired and crank out some more material this week. But in case I don't, happy Thanksgiving.

How My Weekend Went

I spent the weekend with a sore throat, so I took it pretty easy. Gargled saltwater, took warm baths, sat around, played Mad Max.

I did manage to make it out to the mall and see Thor: Ragnarok. It was good! While I was out there, I also found out that Barnes and Noble is having a 50% off sale on Criterion Collection movies. I bought a few. I will probably buy more after my next paycheck. The signage said it's going through November 30, though the lady behind the counter said she thinks it might get extended through Christmas.

So as blog posts go, nothing exciting or insightful here. We'll see if I can rustle up something tomorrow.

C-C-C-COMBO BREAKER

Welp, I didn't post anything yesterday.

That's the first day I've missed since last June.

I didn't miss a day of posting when I went to Montana. I didn't miss a day of posting when I got married.

But, the server went down for a couple days, so here we are.

It happens. My hosting is comped by a former employer. And I know my old boss has had a busy day or two getting everything back up and running. He's a good guy, and it's not an easy job -- I think they've fixed a lot of what was wrong when I was working there, but I'd wager he's still overworked and underpaid.

For my part, I started at a new job today -- coincidentally, the same company that I refused an offer from to go to work for the aforementioned hosting company back in aught-six. I suppose it remains to be seen whether I'll be overworked and/or underpaid there -- but I wasn't today. Easy setup stuff today.

And then I came home and, for the first time in a month, felt good enough to hop on the elliptical.

It's good to be getting back in the swing of things. In both cases.

I think tomorrow I'll even get up early and hit the elliptical before work.


Reading: Rapture of the Nerds, by Stross and Doctorow.

Sick and Tired

So I made it through the past couple weeks of being both sick and crazy busy with a wedding, without missing a blog post. So I guess I'd feel pretty silly to miss one now that I'm merely sick, and no longer crazy busy with a wedding.

Damn thing's still hanging on. Indeed, it's still in "too sick to go buy comics on Wednesday" territory. I'm improving, but not nearly damn fast enough.

Finally went to the doctor today and got some antibiotics. So, one more pill to take a couple of times a day; we'll see how it goes.

Mostly just trying to take it easy, heal up. Which is kind of a bummer because my dad and brother are still in town and I'd rather be out with them. Ah well -- plan on grabbing lunch with them tomorrow.


Reading: Just finished A Study in Scarlet. It spent rather a lot more time talking about the Mormon settlement of Utah than I expected.

Playing: Cthulhu Saves the World, and the original Half-Life in its new native-Linux version.

Ze Germans

Not sure if I'll stick with OpenSUSE for the long haul or not.

I quite like YAST but it doesn't have the level of package support that any given apt-based distro does.

And it's slow. I heard OpenSUSE was faster than other KDE-based desktops, but that hasn't been my experience, even switching from HDD to SSD. Firefox routinely pegs the CPU. So does Xorg (which I think is down to my keeping LibreOffice open most of the time). RSSOwl -- which does not have an OpenSUSE package and was a straight-up bitch to set up -- is frequently slow and unresponsive (good ol' Java).

So why RSSOwl, anyway? Well, I like to keep my RSS feeds synced across my desktop, my laptop, my phone -- wherever. At the moment I'm using Google Reader for that.

I used to use Akregator, but it doesn't sync with Google Reader.

I tried Liferea, but...well, it's coded by a guy like me. A power-user who wanted specific network functionality and isn't very good at UI design. It's missing such basic functionality as being able to rename a feed (a necessity when it chokes on as simple a thing as an apostrophe -- my feed list contains "Kurt Busiek's Formspring answers" followed by "Neil Gaiman's Journal"), and its syncing with Google Reader is spotty as well.

Also its name resembles "diarrhea".

So I tried RSSOwl.

Under Ubuntu, it was simple enough to set up RSSOwl -- had to add an external repo, but that was it.

There's no repo for OpenSUSE. There's a binary download, but here's the rub: it doesn't work out of the box. It requires xulrunner 1.x -- 2.x does not work. And OpenSUSE 12.2 doesn't have a package for xulrunner 1.x.

It took me ages to find, but I found a good RPM package of xulrunner 1.9. It's for Scientific Linux, but it installed fine under OpenSUSE, and worked once I symlinked libhunspell-1.3.so.0 to libhunspell-1.2.so.0 . It throws the occasional warning when I run updates, but I've been able to navigate those just fine.

And that's another thing about OpenSUSE: YAST's options, when it runs across a version conflict on a dependency, are pretty opaque and incomprehensible (and it frequently lists the same option multiple times), but at least it gives you options. Ubuntu's package management, in my experience, just throws an error and quits when it runs across that kind of conflict. So score one for OpenSUSE there. Sort of.

Still and all, for all I like about its configuration center/package management system, I'm having a hard time seeing OpenSUSE as Worth It. Maybe when I've got some time to do yet another damn reinstall, I'll give Mint a shot, or something.


Playing: Got in some good Arkham City and Mass Effect 2 time today -- after my job interview. Working my way down that list...

GTK

That's GTK the Australian music show, not GTK the GIMP Toolkit.

June, '73. Yet another fine upload by tomtiddler1.

Many of the commenters observe, and I'm inclined to agree, that Frank seems to loosen up once he realizes the interviewer actually knows his music.

His comment on censorship in Australia is on the money -- that's still a real problem down there. Last I heard they had banned porn involving women with A-cup breasts, and still didn't allow an adults-only rating for video games.

ParaNorman

It was a busy weekend! I had a friend in from out of town, then had my cousins over for cartoons and games, then had more friends out of town and went drinkin' with them.

Caught a couple movies, too, including ParaNorman at the cheap theater. I liked it!

First of all: it's a kids' movie that does shit you're not supposed to do in a kids' movie. My favorite gag involved the rather gruesome image of the ghost of a dog who had been hit by a car. It's funnier than it sounds.

The flick does some fun things with genre conventions, has the usual kids' movie message that it's okay to be different, adds the rather more complex message that bullying is caused by fear and begets more bullying -- but mostly it's just a damn pretty, weird, creepy, funny, unconventional kids' horror movie, from a couple of directors whose resumés include Flushed Away, Coraline, and Corpse Bride.


Playing: Oh so very many things. This weekend we threw down on Scott Pilgrim, Gears of War, Super Smash Bros. Brawl, Ultimate Marvel vs. Capcom 3 (purchased used -- my boycott remains unbroken), and most recently Batman: Arkham City, which my cousin loaned me. I was going to buy the PC version to use with my sweet PC graphics card, but on finding out it had SecuROM I decided not to pay for it and just borrow the Xbox version instead -- you listening, Square Enix? Of course you're not.