Tag: NES

So I Guess I'm an Evercade Guy Now

When I first read about the Evercade, I didn't see much to get excited about — another retro gaming device with old Atari and Namco games you can already get in plenty of other places, and despite "-rcade" in the name it didn't actually have any arcade games, only console ports of them. Like, it might be something fun to get my nephew if it didn't cost quite so much, but I didn't think it was for me.

Times have changed. Those early Namco and Atari collections aren't really representative of where the Evercade is today — in fact, they've not even in production anymore.

Stuart Gipp's done a good job of covering the Evercade over at Retronauts; he's called attention to it as a system that often highlights weird or obscure retro titles, not just the obvious stuff. And when he interviewed a couple of the folks at Blaze Entertainment in an episode of the podcast, I decided I should probably get me one.

So I got three.

But I'll get to that in a future post. For now, let's talk about the Evercade.

Why (or why not) Evercade?

The Evercade is a gaming device primarily focused on emulation and retro-gaming.

Thing is, there are plenty of those. I have an Analogue Pocket. Hell, I've got a Steam Deck, which isn't emulation-focused but is pretty damn great as a handheld emulation device. Those both cost a lot more than the Evercade, but you can get an Abernic handheld around the same price point and load it up with ROMs.

So what sets the Evercade apart?

Does going legit matter to you?

I'm going to leave aside the indie games and native ports for now (we'll get to them down at the bottom) and just talk about the retro ROMs you can buy for Evercade.

You can find all these ROMs on the Internet. You want a complete dump of every NES game or whatever, they're not hard to find.

But a lot of the retro games on Evercade aren't available anywhere else legally.

Now, let's be real: in the vast majority of cases, buying 30-year-old games isn't going to support any of the people who actually worked on them. But you are showing the publishers there's a demand for games like these, and giving them an incentive to release more.

Does curation matter to you?

So these ain't exactly Digital Eclipse releases here. They are, for the most part (but not always!) pretty barebones collections of ROMs that, as I understand it, run in Retroarch. There's a description and box art for each game, you can use savestates and a few simple screen filters, and depending on which version of the Evercade you have, you may or may not be able to remap the buttons. (Which you will usually want to do, because the default mappings are mostly terrible.)

But nonetheless, people put thought into what to include in each collection. Most Evercade carts make for a pretty fascinating and diverse lineup of games from different times and different genres and, often, different systems. And, given the choice between multiple releases of the same game, the one they pick usually shows a certain amount of care — for example, as Gipp notes, Interplay Collection 1 has the Genesis version of Earthworm Jim, but Interplay Collection 2 has the SNES version of Earthworm Jim 2. They chose the better version of each game. Similarly, Sunsoft Collection 2 includes the Genesis version of Aero the Acro-Bat 2 and the SNES version of Zero the Kamikaze Squirrel.

It's easy to find a dump of every SNES game ever released. But what are the odds you'll fire it up, look through the list, and say "Hey, Zero the Kamikaze Squirrel sounds like fun; I'll play that one"? I've scrolled through those lists of Every Game, man, and it's like indecisively paging through Netflix for half an hour: too many options can make it hard to choose one. There's a value to a limited set of suggestions. Particularly if all the options are good, or at least interesting.

B-listers and deep cuts

Most dedicated retro-gaming devices focus on the hits. And the Evercade's got some of those — one of its upcoming devices is Street Fighter 2-branded — but it's also got collections where the most recognizable games are Earthworm Jim, Glover, and Dizzy.

And don't get me wrong, I love me some Mario, Sonic, and Castlevania, and the first thing I did when I got my Evercade EXP was fire up Mega Man X. There's nothing wrong with playing the hits. But the Evercade collections have that thrill of discovery. I've never played Claymates before, and it turns out I've been missing out. I haven't spent enough time with Joe and Mac 2 yet to realize if it's any good, but it sure looks great. Even something like The Fidgetts, which I wouldn't describe as good, has some lovely sprite work and is so close to being good, if only it weren't for oldschool artificial-difficulty mechanics like lives and a way-too-short timer. Even the games that aren't great are worth the time to check out, and I doubt I ever would have if they hadn't come in collections like these.

How do you feel about physical media?

Well, they've got their benefits and drawbacks, don't they? On the one hand, they'll probably still work in 30 years if you still have the hardware. On the other, they sure do take up space, and obviously it's less convenient to swap cartridges than to just pick a game from a menu.

Evercade games come on cartridges, in plastic clamshell cases, with full-color manuals. That's pretty cool! But maybe not the most convenient. But it brings us to:

The collector thing

It doesn't take long to figure out that the Evercade is a system for collectors.

I wouldn't say I'm a collector on purpose, but I definitely collect things — if for no other reason than I'm terrible at getting rid of the shit I have.

I've got a comic collection, a game collection, a movie collection; I'm a collector. But I buy comics to read them, games to play them, movies to watch them — sure, I've got a backlog, but I mostly don't buy stuff just for the sake of having it. I don't worry about gaps in my collection — sure, occasionally I'll think "Hey, I'm only one issue shy of a complete run of Simpsons Comics," but then I forget about it; I don't go on eBay and start looking for it because I just have to complete my collection.

But yeah, the Evercade encourages collectors; it's got numbered releases, a menu screen that keeps track of which games you have and which ones you're missing, the whole deal. The good thing about this is, if you buy a used Evercade game, it's probably going to be complete and well-cared-for. The bad thing is, once games go out of production they start to get expensive. You want a copy of the Oliver Twins Collection? It ain't gonna be cheap.

Since getting an Evercade, there have definitely been a couple of times I've seen an announcement that a cartridge has been discontinued and then thought "Oh shit, I'd better get that while I still can." And sometimes that's a good idea! I got the Codemasters Collection while it was still available for $20 new, and there are some great games on that thing. But it can be easy to get caught up in that mentality and spend too much money on stuff you don't need if you're not careful.

If you like to collect things, the Evercade will scratch your itch. Just don't go overboard, okay?

The unique stuff

Now, I've said that most of the retro collections are just simple ROM dumps, and that's true, but it's starting to change.

First there were modest modifications, like removing Charles Barkley from Barkley Hoops: Shut Up and Jam.

More recently, there have been ground-up remakes: this year's Piko Collection 4 includes Glover, which the Evercade site describes as "rebuilt from scratch" to run smoothly on a device that isn't exactly optimized for N64 emulation. And the collection that convinced me to buy an Evercade in the first place, Duke Nukem Collection 1, includes remakes of the first two games.

You can buy Glover on Steam. You can find Duke Nukem 2 on abandonware sites. But these specific versions of those games aren't available for any other platform but Evercade. A lot of work went into them, and they're pretty fucking cool.

And the indies

So now let's get to the indies.

They're fucking great.

If you have an Evercade EXP or VS, there's a featured indie game every month; you download it and you can play it for free until they replace it with the next one. And periodically they'll release compilations of indie titles, including those previously-featured downloads as well as others. And they're some of the best games on the system.

Some of them are modern ROMs for retro systems that run in emulators; some are retro-style games designed for modern systems and ported to run natively on the Evercade. In both cases what we've got are some games that look, sound, and feel like old 8- or 16-bit classics, but with another thirty to forty years of design iteration.

And once again, you've got other options for devices to play these games on — legally, even. Most of them are on Steam or itch.io or direct from the publisher's site. They're not necessarily a reason to get an Evercade in themselves.

But if you do buy an Evercade, you'd be remiss in not checking out at least some of them. It's a device whose primary purpose is playing old games, but the best games on it may very well be the new ones.

My current favorites are Alwa's Awakening, Full Void, and Tapeworm Disco Puzzle.

So that's a quick introduction to the Evercade. Next time I'll talk about the different models I've tried (and some I haven't) and where to buy (I like videogamesplus.ca). Join us, won't you?

Actually, It's About How Games Journalism is a Pain in the Ass

Or, Why I Won't Be Doing That Again Any Time Soon: A Postmortem

So the last three posts comparing and contrasting five different Mega Man games required rather a lot of screenshots. It took a long time to get them all, for a number of reasons I'll get into in a moment. It wound up taking a lot longer to get those posts done and posted than planned, and it really wasn't a whole lot of fun.

The other day on Brontoforumus, I described it as taking two things I enjoy doing -- playing video games and talking about video games -- and turning them into work. More specifically, work I don't get paid for.

I like how the whole thing turned out, but it took hours and hours to put together, and playing a game to farm for screenshots is a pretty different and altogether less fun experience than playing it just to play it.

Some of it may be down to the tools I'm using, or just my lack of proficiency with them.

I opted to grab all the screenshots myself, rather than try and find a resource that already had them (or close enough). I think this was probably the right call; VG Museum has a perfectly good shot of the floating platforms in Ice Man's stage that I could have used, but it doesn't really have any other grabs of the Mega Man screens I needed, and it's got next to nothing from Mega Man X and nothing at all from the other three games I was capping.

So I could have poked around the Internet trying to find the screens I was looking for, either as static images on websites or as caps from Let's Play videos on YouTube. But I think that would have taken just as long as getting the damn things myself.

The next decision I made that made my life more difficult was to try and grab all the images at each device's native resolution, with graphical filters turned off.

Here are some of the screenshots I used in the last three posts:

  • Cut Man Stage -- Mega Man
  • Chill Penguin Stage -- Mega Man X
  • Sigma's Fortress -- Mega Man Xtreme
  • Launch Octopus Stage -- Mega Man: Maverick Hunter X

And here are what those games look like when I play the game scaled up for a 1080p screen and with a graphics filter turned on:

  • Cut Man Stage -- Mega Man
  • Highway Stage -- Mega Man X
  • Highway Stage -- Mega Man Xtreme
  • Highway Stage -- Mega Man: Maverick Hunter X

Now, first of all, those images are pretty big. In fact, unless you've zoomed this page in, you're not even looking at them at full size right now, because they've been scaled to fit the content area of this post. That's 892px wide (unless you're viewing it on a mobile device, in which case it's less), whereas the images are between 1157 and 1920px wide.

And they're PNG's, which means they're also pretty big in terms of filesize (except the Mega Man Xtreme one). Unnecessarily big; you just loaded a 1920px-wide image just to display a scaled-down 892px version. Or less. If you're reading this on a 3G connection, then I probably owe you an apology.

Now, there are things I could do differently. I could set my emulators to output as JPEG instead of PNG, but that would result in a visible decrease in quality. I could resize the images manually, but that would be more work for me. I could set up a script to scale them automatically, but we'd still end up with a bunch of images all scaled to the same width. Which isn't really ideal; it doesn't make a lot of sense for the Game Boy screenshots to be the same size as the PSP ones, and 892px is just too damn big to get multiple images onscreen and get a good comparison anyway.

So, instead of that, what I did was turn off the filters and, when I was ready to take a screenshot, toggle fullscreen off to take it.

This is a pain in the ass, not just because it interrupts the flow of the game but because it's fucking difficult to set up a good screenshot in a tiny 160x144 window on a 1080p TV when you're sitting on the couch across the room.

And that's before you get into weird shit like this:

  • Cut Man Stage -- Mega Man
  • Cut Man Stage -- Mega Man

I don't know why the fuck RetroArch did this. I told it to size the window to native NES resolution, and it gave me these monstrosities instead. That is not native NES resolution. And it's not a problem with the core I was using, because I tried it with two different cores. (I thought it might be some weird leftover setting from when I'd done the Game Boy screen grabs, but that doesn't make sense; the Game Boy screen grabs were 160x144, while these are 205x191.)

And I took a bunch of screenshots before realizing what it had done. I had to go back and replay fucking Ice Man's stage and do it all over again.

So I think the best solution would be to use emulators that output screenshots at native resolution and without filters, regardless of what scaling and filters are applied as I'm playing them. I know I've used emulators like that before, but I can't remember which ones they were offhand.

And there's another requirement: I want to be able to take a screenshot without having to use the damn keyboard. I want to be able to use one of the buttons on my controller to take the screenshot. Because having to stage a shot and then quickly take my hands off the controller to hit F12 on a keyboard doesn't just interrupt the flow of the game, it's a good way to get yourself killed if you're trying to grab a screenshot of a particularly difficult section of game.

Snes9x let me map the screenshot button to my controller, and I think FCEUX did too, but I couldn't find any feature like that in PPSSPP or RetroArch.

So I guess what I'm looking for is an emulator that lets you output screenshots with no scaling or filters applied, and lets you map that function to a button on your controller.

That would make the whole exercise a lot quicker and easier, but it wouldn't fix a number of other problems -- I'd still have to wade through a bunch of files with names like ULUS10068_00017.png and RetroArch-1011-165734.png and find the ones I wanted, and then realize "Fuck, I forgot to take a screenshot of Spark Mandrill's stage" and have to go back and replay that section, and seriously, you have no idea how many times I did that.

And that's without even getting into the editing portion.

Remember this guy from the first post, with the measurements?

Mega Man is 33x54px

I added those rulers and numbers myself, manually, in Gimp (and it probably shows). And it wound up being way more fiddly and time-consuming than it should have. I guess I probably should have gone looking for plugins to see if somebody had already coded up a tool to draw a shape like that automatically so I wouldn't have to do it myself; that is what I ended up doing for this graphic, with the arrow in it:

Flame Mammoth Stage -- Mega Man: Maverick Hunter X, with Giant Red Arrow

So, I dunno. Like I said, I'm pretty pleased with how the feature turned out (and it's gotten a positive response from the Brontos, which is nice), but it just took so long to put together, and it was not very fun. I might try it again sometime -- especially if somebody can steer me in the right direction and help make it easier next time -- but for now I'll probably go on back to my usual Wall of Text posts.

Course, in the old days I used to enjoy doing shit like this:

City of Heroes time-lapse

But there's a pretty important difference: we were already just fuckin' around and essentially posing for photos anyway; it's not like I was taking screenshots in the middle of a difficult mission. (And even if I were, it was pretty easy just to reach over and hit PrtScn without breaking stride in the game.) I wasn't trying to get a grab of any specific gameplay element -- let alone compare and contrast across five different games.

Maybe if I do this again I'll just pick an easier topic.

In the meantime, I think I'll go back to just playing games. Maybe I'll replay some more Mega Man X games. I never did get around to finishing X8. Fucking vehicle levels.


Mega Man ® 1989 and © 1987 Capcom Co, Ltd
Mega Man X ™ and © 1993 Capcom Co, Ltd
Mega Man Xtreme © 2001 Capcom Co, Ltd
Mega Man Powered Up and Mega Man: Maverick Hunter X © 2006 Capcom Co, Ltd
City of Heroes © 2004 NCsoft

I took all the screenshots myself.
I used the following emulators:
NES: FCEUX and Libretro with the FCEUmm and Nestopia cores
SNES: Snes9x and Libretro with the Snes9x Next core
Game Boy Color: Libretro with the Gambatte core
PSP: PPSSPP

Dueling Mega Men, Part 3: Rebalancing Act

As I've indicated in the last two posts, Mega Man: Powered Up has a lot more changes from the original game than Mega Man: Maverick Hunter X. And the changes to Powered Up are usually for the better, while the ones to MHX are usually for the worse.

There's a pretty simple reason for that: Mega Man has a lot more to improve than Mega Man X.

Back in the first post, I described Maverick Hunter X as "a pretty solid remake of an excellent game." Powered Up is the reverse: an excellent remake of a pretty solid game.

The original Mega Man is a classic, but it's got rough edges; it's an amazing first effort but it's got its share of flaws. There's a reason Mega Man 2 is universally considered to be a much better game.

The original Mega Man X, on the other hand, is pretty much perfect. It's exquisitely designed and balanced.

So, rebalancing Mega Man resulted in a better-balanced game, while rebalancing Mega Man X resulted in a worse-balanced one.

Let's start with Mega Man.

Powered Up changes the original game so fundamentally that it actually changes the boss weaknesses.

In the original Mega Man, the order is:
Bomb Man Guts Man Cut Man Elec Man Ice Man Fire Man

In Powered Up, it's:
Cut Man Bomb Man Ice Man Fire Man Oil Man Elec Man Time Man Guts Man.

The change in order does more than just accommodate the two new bosses; it makes for a more natural stage order.

The original game has two logical starting points: Bomb Man's level and Cut Man's. The trouble is, if you follow the order of weapon weaknesses, starting with Bomb Man means you go to Guts Man's famously difficult level second. Starting with Cut Man means you take Elec Man's stage before Guts Man and have to go back later to get the Magnet Beam (though, granted, this wouldn't be an issue in Powered Up, which removes the Magnet Beam entirely).

The weakness order in Powered Up puts the two easiest stages right at the start, first Cut Man and then Bomb Man, and puts trickier levels like Elec Man, Guts Man, and the new Time Man near the end.

Mega Man: Maverick Hunter X doesn't change the Mavericks' weaknesses, but it does play musical chairs with the capsules. And that's enough to wreak havoc on the original game's finely-crafted balance.

The most important of the four capsules, the one you need in order to get the other three, is the Leg Upgrade. Here's where it is in the original game:

Chill Penguin Stage -- Mega Man X

It's about halfway through Chill Penguin's stage (the easiest in the game), smack dab in the middle of the path. You literally can't miss it.

Whereas in Maverick Hunter X, not only is it possible to miss it, it's likely. Here's where it is in that version:

Flame Mammoth Stage -- Mega Man: Maverick Hunter X

Don't see it? Let's try that again.

Flame Mammoth Stage -- Mega Man: Maverick Hunter X, with Giant Red Arrow

That's right: the ledge you grab onto to reach the Leg Parts is covered up by the fucking HUD. It's so hard to see that you can walk right past it even if you know it's there.

Contrast with the same location in the original Mega Man X (which, in that game, had the Arm Parts capsule):

  • Flame Mammoth Stage -- Mega Man X
  • Flame Mammoth Stage -- Mega Man: Maverick Hunter X

The original game gives a very clear visual cue that there is something up there. Maverick Hunter X, on the other hand, once again fails to handle the conversion from 4:3 to 16:9, and makes the hanging section almost impossible to see. And if you don't find that tiny ledge, you can't get any of the other upgrade parts -- your mobility, offense, and defense are all severely limited, and the game is much harder. Not fun hard, unfair hard.

And if you do know the Leg Parts are on Flame Mammoth's stage, there's another problem: nobody in their right mind would pick Flame Mammoth's stage first.

It disrupts the entire stage order. Do you start with Chill Penguin and then end with Flame Mammoth? That makes the game a whole lot more difficult, going through seven stages with no capsule upgrades.

No, the best option here is to base the stage order around the capsules, not the bosses' weaknesses. Take out Chill Penguin first, then Flame Mammoth, with maybe a stop-over at Storm Eagle along the way (he's a relatively easy boss and Flame Mammoth is weak against his weapon, and it also makes Spark Mandrill's stage easier; on the other hand, it's got all the shitty vertical parts I mentioned in my previous post, and they're harder without the Leg Parts).

The other three capsules are rearranged too. Chill Penguin has the Head Parts instead of the Leg Parts, Sting Chameleon has the Arm Parts instead of the Body Parts, and Storm Eagle has the Body Parts instead of the Head Parts.

The Head Parts are damn near useless in the original game, and they're not any more useful in the remake. In the original game, they protect you from falling rocks in one section of Sting Chameleon's stage, and are also necessary to reach the Arm Parts capsule in Flame Mammoth's stage. Maverick Hunter X is much the same, except that in this case you need them to reach the Body Parts capsule in Storm Eagle's stage. Chill Penguin's stage -- which, again, is the easiest level and, in the original game, the best one to start with -- has gone from having the most useful of the four upgrades to the least useful. Storm Eagle's stage, on the other hand, ends up with a much more useful upgrade than it had in the original, and one more reason to hit that level earlier in this version of the game than in the SNES version.

The change to Sting Chaemeleon's stage probably makes the most sense of the four, though it removes the nice sense of symmetry the original game gives you of defeating a suit of robot armor to gain an armor upgrade.

If you follow the stage order implied by the capsule locations (ie fight Storm Eagle and Flame Mammoth early), then that means Sting Chameleon will be the last of the eight stages. Getting the Arm Parts right before the Sigma stages, or right at the beginning of the Sigma stages, matches the original game, where if you started with Chill Penguin you'd end with Flame Mammoth, and get a chance to get the Buster Upgrade -- and if you missed it, you'd get it on the very next level.

Which brings us to another change.

In Mega Man X, midway through the first Sigma stage, Zero confronts Vile, and sacrifices himself. If you didn't get the Buster Upgrade from the capsule, Zero will give it to you.

Maverick Hunter X changes this in two ways. First, it moves the battle to the third Sigma stage instead of the first. Second, instead of Zero giving you a Buster Upgrade that's identical to the one you would have gotten from the capsule, he gives you a different Buster Upgrade.

It's an interesting idea, but I don't think it's a very good one, for two reasons.

The first is that it messes up the narrative structure. There's a reason Zero dies, and passes the torch to X, in the first Sigma stage in the original game: it changes the atmosphere of the rest of the game. It establishes a sense of loneliness and isolation that lingers through the end. Nobody else is going to help you; you're humanity's last hope. And you've done what Zero said you'd do all the way back at the end of the first stage: you've become stronger. The student has become the master.

In Maverick Hunter X, on the other hand, you spend most of the Sigma stages playing catchup. Zero's gone on ahead. Even at full power, X is playing second fiddle, right up until the end.

Which brings us to the gameplay reason why it doesn't make sense to kill off Zero right before the end: it's right before the end. I understand the reasoning behind rewarding the player for getting almost to the end of the game without the Buster Upgrade with a cool, unique weapon -- but what the fuck good is it? You've got exactly half a level left in the game at that point, and then four bosses. (And I guess the caterpillar things in the last level, but they're pretty much just there to fill up your Sub Tanks.) The game rewards you by giving you a weapon you'll hardly get to use.

Aside from that, there are other weird little changes. The X-Buster takes longer to charge to its maximum level, and bosses are invulnerable for a longer period of time after you hit them.

And then there's stuff like this:

  • Spark Mandrill Stage -- Mega Man X
  • Spark Mandrill Stage -- Mega Man: Maverick Hunter X

In the original game, when Spark Mandrill's stage goes "dark", it's just a transparency effect; you can still see where you need to go.

In Maverick Hunter X, the lights cycle off and on; the platforms go from being completely illuminated to being completely invisible. This, combined with the reduction in height, makes the section a lot harder, the timing a lot trickier, and makes it damned difficult to get through this section without getting clipped by the fireflies that whiz through it.

In fact, this section seems to be taking a cue from the Mega Man Xtreme version of the stage.

Spark Mandrill Stage -- Mega Man Xtreme

(It may look like the platforms are visible in that screenshot, but I assure you that if you play the game on authentic Game Boy Color hardware, you can't see shit.)

Basically, the game's full of changes, great and small. And most of them are for the worse.

All of this stuff, all of these changes, the reordering of the Capsules and the Sigma stages and Zero's death scene -- I think they actually could have made for an interesting game, if they were only on Hard Mode. The way I see it, Normal Mode should have kept everything where it was in the original game (with some changes, of course, to accommodate the screen height), while Hard Mode could have jumbled things around and created a legitimate challenge for experienced players. Think of it like the original Legend of Zelda: the Second Quest is neat, but it would have made a pretty crummy first quest.

Instead, Hard Mode gives the bosses some additional attacks (that's good!) and ups the amount of damage all the enemies do (that's cheap and lazy).

And then there's Vile Mode, which makes for a pretty great addition but can be overwhelming in the sheer number of options provided. Vile gets a total of 45 weapons, and while it's great to have that kind of versatility, it also means it takes a lot of time testing out all those choices and deciding which ones fit your play style -- and it also makes it a lot harder to figure out which weapons are effective against which bosses. If you're X, you can swap weapons on the fly and keep trying until you find one that works; if you're Vile, you can only equip three weapons at a time, and if none of them do the job, you have to start the level over if you want to try other options.

Plus, when you're Vile they move the Heart Tanks and Sub Tanks around, and while the save screen has a counter for how many you've got, it doesn't tell you which ones you've gotten. Okay, I've got seven out of the eight Heart Tanks; guess I get to figure out which one I'm missing.

(Also, I sincerely hope the decision to make every fucking stage use the same music when you play as Vile was an accident. Giving him is own theme music on the first stage is fine; reusing it on the next eight is not.)

To summarize three long posts, it's really easy to recommend Mega Man: Powered Up. It's thoughtfully and exquisitely redesigned, and good enough to be considered the definitive version of the game, even before you get into all the extras like the many playable characters and the level design toolkit.

Maverick Hunter X isn't bad but it's a much harder sell. Play the SNES game first; it's better; it's that simple.

But if you've played the SNES game already, forward and backward and side-to-side, and you're interested in trying out a new take? Then I'd recommend you take a crack at Maverick Hunter X. But remember going in that things are going to be different, and sometimes maddeningly so.


Mega Man ® 1989 Capcom Co, Ltd
Mega Man X ™ and © 1993 Capcom Co, Ltd
Mega Man Xtreme © 2001 Capcom Co, Ltd
Mega Man: Maverick Hunter X © 2006 Capcom Co, Ltd

I took all the screenshots myself, and tried to get them all at native resolution with no filters.
I used the following emulators:
SNES: Snes9x
Game Boy Color: Libretro with the Gambatte core
PSP: PPSSPP

Dueling Mega Men, Part 2: Verticality

The original Mega Man has some tricky platforming sequences. Mega Man Powered Up actually does a pretty solid job of redesigning them to make them more fair. Here's one of the most infamous examples, the gauntlet at the beginning of Guts Man's stage:

  • Guts Man Stage -- Mega Man
  • Guts Man Stage -- Mega Man Powered Up

Mega Man drops you right into what may be the toughest sequence in the game, and it's right at the beginning of the level. Powered Up, by contrast, starts you off with some training wheels.

Lest you think it's going easy on you, though, what it actually does is move that bastard platform to the end of the level:

Guts Man Stage -- Mega Man Powered Up

On the one hand, that's a much better balance, putting the easy stuff at the beginning of the level and the tough stuff at the end. On the other, it's even more infuriating to repeatedly die right before the end of a level than right at the beginning. And it's actually even harder in Powered Up: note the spacing of the "safe" spots in the lower belt; there's much less time to land and jump than the original game.

There's another sequence, in Ice Man's stage, which is, for my money, the worst part of the original Mega Man.

  • Ice Man Stage -- Mega Man
  • Ice Man Stage -- Mega Man Powered Up

In the original game, you have to jump from moving platform to moving platform over a vast empty pit. The platforms' movements are not predictable, they shoot at you while you're trying to time your jumps (and, not shown, penguin guys fly at you too), and sometimes just for the sheer fuck of it instead of landing on a platform you will fall right through it and die.

Powered Up reduces the number of platforms to two, makes them move in consistent zigzag patterns, and eliminates the additional obstacles that you have to avoid (not to mention fixes the collision detection). And greatly reduces the amount of space you have to pass over.

It's a pretty perfect example of Powered Up finding something that was wrong with the original game and fixing it.

Maverick Hunter X does not do that.

Here's an example from Storm Eagle's stage:

  • Storm Eagle Stage -- Mega Man X
  • Storm Eagle Stage -- Mega Man: Maverick Hunter X

It's hard to tell from a static screenshot, but those three platforms all move up and down. And while it's easy to keep an eye on the next platform in the original Mega Man X, in Maverick Hunter X they move right off the screen.

It gets worse in Sigma's fortress.

  • Sigma's Fortress -- Mega Man X
  • Sigma's Fortress -- Mega Man: Maverick Hunter X

Once again, Mega Man Xtreme actually does a better job than Maverick Hunter X; it reduces the number of platforms and their amount of vertical movement. It even turns the Sigma's Fortress sequence from a vertical section to a horizontal one.

  • Storm Eagle Stage -- Mega Man Xtreme
  • Sigma's Fortress -- Mega Man Xtreme

(Of course, don't let any of this faint praise give you the mistaken impression that Mega Man Xtreme is a good game. Its version of the Sigma Fortress platform sequence ends with a blind leap off into nowhere.)

The pattern here is that, while the Mega Man: Powered Up devs were more than happy to retool tricky platform sequences, the Maverick Hunter X team seems oddly reluctant to change them, even just to accommodate the different aspect ratio. ("Oddly" because they made plenty of other, and much worse, changes; we'll get to some of them in a little bit.)

The other big problem is the underwater sequences, because of the increased height of your jump. In Maverick Hunter X, you jump so high that you can no longer see where you're going to land. Here's a miniboss from Launch Octopus's stage:

  • Launch Octopus Stage -- Mega Man X
  • Launch Octopus Stage -- Mega Man: Maverick Hunter X
  • Launch Octopus Stage -- Mega Man X
  • Launch Octopus Stage -- Mega Man: Maverick Hunter X

The enemy uses a weapon that pulls you towards the spikes; if you jump to get out of its range in the original Mega Man X, you'll still be able to see the platforms where it's safe to land, but in Maverick Hunter X, you'll scroll them right off the bottom of the screen.

And here's another miniboss from Launch Octopus's stage, a serpent which you can ride:

  • Launch Octopus Stage -- Mega Man X
  • Launch Octopus Stage -- Mega Man: Maverick Hunter X
  • Launch Octopus Stage -- Mega Man X
  • Launch Octopus Stage -- Mega Man: Maverick Hunter X

While you can ride the serpent past the point where the spikes and platforms scroll off the bottom of the screen in the original Mega Man X, you go higher before that happens -- and it's still not too hard to land safely.

  • Launch Octopus Stage -- Mega Man X
  • Launch Octopus Stage -- Mega Man X

Riding the serpent and shooting it in the back of the head until it drops you is a viable strategy in the original game, but it's likely to get you killed in the remake.

Of course, for all the examples so far, there's at least an explanation for why these sequences are like that in Maverick Hunter X: because they were like that in the original. What's entirely baffling is when they add new vertical hazards, on purpose, and they have the same problems or worse.

Maverick Hunter X significantly redesigns the Sigma's Fortress stages (which, again, makes it even stranger that it leaves the sequence with the floating platforms as-is, albeit in a later level than in the original game). Early on in the first fortress level, there's another fight with one of the giant fish minibosses from Launch Octopus's stage, which wasn't in the original game.

  • Sigma's Fortress -- Mega Man: Maverick Hunter X
  • Sigma's Fortress -- Mega Man: Maverick Hunter X

Let's compare that to the one on Launch Octopus's level again.

  • Launch Octopus Stage -- Mega Man: Maverick Hunter X
  • Sigma's Fortress -- Mega Man: Maverick Hunter X

The one on the Sigma stage is definitely worse: the spike traps are twice as wide, there's only one place where you can stand and it's half as wide as the Launch Octopus version, and the platform is at the same height as the spikes, so if you miss it you're dead, instead of having a chance to grab onto the side and jump back out.

The underwater section is followed by a reworked version of the vertical section from the original game, and I'll actually give some props here: this is one of the few instances where I like the Maverick Hunter X version better.

  • Sigma's Fortress -- Mega Man X
  • Sigma's Fortress -- Mega Man: Maverick Hunter X
  • Sigma's Fortress -- Mega Man X
  • Sigma's Fortress -- Mega Man: Maverick Hunter X

There are several reasons the Maverick Hunter X version is better: it's shorter, there are fewer enemies, and there are more places to stand. But most of all, this is an instance where the devs understand that they're working with a different aspect ratio, and make it work for them. They don't try to preserve the narrow shaft, or keep the Joes on tiny platforms backed right up against the wall where it's nearly impossible to get them to attack, then hit them while their shields are down, and then get onto the platform they were standing on. It's not perfect, but it's a thoughtfully-designed sequence that's a legitimate improvement on the original. And it's a frustrating example of how good this remake could have been if this same kind of care had been applied to other vertical sequences.

And then it passes, and you're in another vexing vertical sequence that wasn't in the original game. It isn't as likely to cause cheap instant deaths as the aquatic sequence at the beginning of the level, but it is incredibly awkward and annoying because of the screen's limited height and your inability to see where you're going:

Sigma's Fortress -- Mega Man: Maverick Hunter X

But the worst new sequence of all is the end of Armored Armadillo's stage when you play as Vile:

Armored Armadillo Stage -- Mega Man: Maverick Hunter X

It's similar to the sequence in Sigma's Fortress, with platforms at multiple heights and those same helicopter dudes coming at you. But there are more of them, they're harder to hit when you're playing as Vile (and you can't just use a powered-up Rolling Shield to protect yourself like when you play as X), and you have to jump to platforms below you, not just ones above you. And of course when you jump, you may very well scroll your destination platform right off the bottom of the screen and have to guess where it's going to be by the time you land. It's a friggin' nightmare, and a great justification for savestate-scumming.

All in all, Maverick Hunter X does a terrible job with pretty much any sequence that deals with vertical scrolling.

Powered Up doesn't have that problem -- but the comparison's not entirely fair, because Powered Up has an advantage: it's a remake of a game that has no vertical scrolling.

There are lots of vertical sequences in Mega Man, but the screen never scrolls. When you have to traverse a section that's taller than a single screen, that means climbing from the bottom of the screen to the top and then climbing a ladder up to the next screen, where you end up back at the bottom. The screen doesn't move up and down as Mega Man does, only left and right.

  • Elec Man Stage -- Mega Man
  • Elec Man Stage -- Mega Man Powered Up
  • Elec Man Stage -- Mega Man
  • Elec Man Stage -- Mega Man Powered Up

So it was easy for Powered Up to follow that pattern. As substantially as it changes some segments of the game (and adds two entirely new levels), it keeps that rule. No room is ever taller than one screen high; the screen doesn't scroll vertically -- and so the game never has to deal with the challenge of how to handle vertically-scrolling sequences.

Maverick Hunter X does. And it proves, time and again, that it's not up to the challenge. And then, bafflingly, it doubles down on this flaw and adds entirely new vertically-scrolling sequences. And they're even worse.

That's a major reason why, despite all its polish, despite all the effort that clearly went into it, and despite the many things it does right, Maverick Hunter X is an inferior game, both to the original Mega Man X and to Mega Man: Powered Up.

Another major reason is that it completely fucks up the balance of the original Mega Man X. And that's the topic of my next post.


Mega Man ® 1989 and © 1987 Capcom Co, Ltd
Mega Man X ™ and © 1993 Capcom Co, Ltd
Mega Man Xtreme © 2001 Capcom Co, Ltd
Mega Man Powered Up and Mega Man: Maverick Hunter X © 2006 Capcom Co, Ltd

I took all the screenshots myself, and tried to get them all at native resolution with no filters.
I used the following emulators:
NES: FCEUX
SNES: Snes9x
Game Boy Color: Libretro with the Gambatte core
PSP: PPSSPP

What Mega Man Powered Up Does Right and Mega Man: Maverick Hunter X Does Wrong, Part 1: Aspect Ratio

So the other day, I got to listening to OCRemix's Mega Man X: Maverick Hunter Rising album, and it got me jonesing to replay some Mega Man X.

I decided to take another crack at the 2006 PSP remake, Mega Man: Maverick Hunter X; it had disappointed me on my first playthrough, but I thought maybe I'd give it another chance.

And on a second playthrough, now that I'm familiar with its changes and idiosyncrasies, it went a lot smoother. Those changes and idiosyncrasies are glaring -- and they're what this series of posts is about -- but underneath them, it's a pretty solid remake of an excellent game.

But it's no substitute for the original.

And it's interesting to look at its immediate contemporary, Mega Man Powered Up, and see how much better Powered Up is than Maverick Hunter X.

There are a couple of reasons. One seems obvious -- in fact, it's the very first thing you notice:

  • Mega Man model
  • X model

Mega Man is short and squat, while X is tall and thin.

Now, these graphics tell you one thing right off the bat, and it's tone. Mega Man is fun and lighthearted; X takes himself seriously.

But the thing is, those designs affect every aspect of the game's design. And what you're looking at, in both cases, is a game that was originally designed for a 4:3 screen ratio, remade for a 16:9 one.

And which one of these guys do you suppose makes the transition better from 4:3 to 16:9 -- the one who's short and squat, or the one who's tall and thin?

At least, that's how it looks. But it's an illusion. Let's take a look at their actual dimensions, in-game:

  • Mega Man is 33x54px
  • X is 51x57px

Those are back-of-the-napkin measurements; I haven't taken the models through their full range of motion, and I'm not sure what the exact dimensions of their hitboxes are. But it's enough to see that Mega Man only looks shorter and squatter -- in terms of the dimensions rendered in-game, X isn't significantly taller than Mega Man, and he is significantly wider.

But it's not really just about the ratio of the character models -- it's about the design of the worlds they inhabit.

Both games face the same challenge: they have to substantially rework stage designs to fit a different screen ratio, while still making them feel like they play the same. Take a look at this screen from Cut Man's stage:

  • Cut Man Stage -- Mega Man
  • Cut Man Stage -- Mega Man Powered Up

It's pretty close.

In fact, it just hacks out the brick below the ladder, and the (inconsequential) top section of the ladder, above the range of the enemies.

It's got the same number of little eye-lantern guys, and nearly the same width to move around in. (The movable width of the screen in the original Mega Man is 12 "blocks", where in Powered Up it's a very close 11. And the height from the floor to the topmost enemy is 9 blocks in the original and 6 in Powered Up.)

There are places where Maverick Hunter X does a similarly good job, like here in Flame Mammoth's stage (after defeating Chill Penguin and freezing the lava):

  • Flame Mammoth Stage -- Mega Man X
  • Flame Mammoth Stage -- Mega Man: Maverick Hunter X

There's a lot less vertical space to move under that platform, but it's not important; it's still enough to fit, and still keep the entire room onscreen.

But other sections don't always fare as well. Look at the beginning of Spark Mandrill's stage:

  • Spark Mandrill Stage -- Mega Man X
  • Spark Mandrill Stage -- Mega Man Xtreme
  • Spark Mandrill Stage -- Mega Man: Maverick Hunter X

In the original SNES version of Spark Mandrill's stage, the sparks that run along the floor and ceiling are half X's height and half his width, and the gap between them gives you plenty of room to dodge them. In the Maverick Hunter X version, they're as big as X, and there's very little room in between them. Even the Game Boy Color Mega Man Xtreme, with its severely compromised screen size, didn't have that problem.

(On the plus side, this does mean that defeating Storm Eagle before Spark Mandrill (and thereby disabling the sparks in the floors) makes a much more significant difference in how the level plays than it does in the original game.)

Chill Penguin's stage has problems too:

  • Chill Penguin Stage -- Mega Man X
  • Chill Penguin Stage -- Mega Man Xtreme
  • Chill Penguin Stage -- Mega Man: Maverick Hunter X

In the original, you can see the wheel coming and have time to get out of the way; in Maverick Hunter X, you can't and you don't. Though in this case, at least it's not being shown up by Xtreme, which has the same issue.

In a nutshell, Powered Up does a really good job of redesigning its vertical segments to fit a 16:9 screen, while Maverick Hunter X doesn't. And this really sticks out, because like Powered Up, MHX is a really polished remake. It shouldn't have these kinds of glaring issues with cropping; they're the hallmark of much lazier ports, like Mega Man for Game Gear, Mega Man and Bass for GBA, and, yes, Mega Man Xtreme.

But it's not just a few sucker punches by enemies that are too big, or that come out of nowhere. No, worst of all are the tricky platform segments where your limited field of vision can result in cheap, instant deaths. And I'll get to those in my next post.


Mega Man ® 1989 and © 1987 Capcom Co, Ltd
Mega Man X ™ and © 1993 Capcom Co, Ltd
Mega Man Xtreme © 2001 Capcom Co, Ltd
Mega Man Powered Up and Mega Man: Maverick Hunter X © 2006 Capcom Co, Ltd

Character models supplied by Models Resource

I took all the screenshots myself, and tried to get them all at native resolution with no filters.
I used the following emulators:
NES: FCEUX
SNES: Snes9x
Game Boy Color: Libretro with the Gambatte core
PSP: PPSSPP

Burgled

So the main reason the blog's been kinda quiet this week is that my house was broken into on Monday. I don't really want to say anything more about it publicly at this point. Stuff was stolen, it sucks, we're okay but shaken-up and stressed-out, we'll get through this and things will be back to normal eventually.

It's been a pretty lousy week -- mainly due to the burglary but also because there's been some turnover on my team at work, and today I came home early with a headache. I've been getting headaches all my life, but they didn't used to happen every single fucking time it started to get cloudy out. If this is what happens when you turn 30, I can't wait for all the myriad health issues that will crop up at 40, 50, ...

Anyway. I'm bound to get back to more regular blogging and Zappa posts somewhere down the line, but I'm not quite there yet. Still got a lot else to do.

But for now, I think I'm going to take a break and play some DuckTales.

Final Fantasy Prequels I'd Actually Like to See

R^2's excellent Let's Play Final Fantasy 4 Advance thread over at Brontoforumus has veered onto the topic of The After Years and its general wretchedness. I've never played it -- but yeah, it sure seems like a terrible idea, on principle.

And I get to thinking, what Final Fantasy same-world sequels are any good?

For my money, FF12 and Revenant Wings don't count -- that's a case of an established setting being worked into a numbered FF game, not a numbered FF game's setting being reused per se.

FF10-2 was pretty neat, partially because it was the first and partially because it was so utterly different from FF10 proper, in tone, plot, and gameplay.

And the only FF7 sequel worth a damn is Crisis Core.

I think a lot of that is because it has the good sense not to take itself as goddamn seriously as most everything in the FF7 universe -- but I think it's also because it's a prequel. FF7 has an ending. An ending whose appeal comes from its ambiguity. Setting games (or movies) after the ending misses the point. Badly.

So with FF4. FF4 puts a fucking bow on things. Everybody gets to be a king or queen. Even Yang, for no reason whatsoever.

How the fuck do you top that? You don't.

Most Final Fantasys have an ending that's pretty, well, final. (There's an ongoing fanboy talking point that that's why they're called "Final" and that's why you should stop making jokes about "Dur hur how can they be final if there's thirteen of 'em?" That's stupid fanboy talk. But you really should stop making that joke.)

But you know what? Plenty of them come with perfectly good backstories to play with, and ripe ground for prequels.

Let's start with FF5 and the Warriors of Dawn. You could play as a young Galuf, and Butz's dad, and...look, I forget the other two guys' names. The point of FF5 isn't really its plot, it's the jobs system. I'd be happy to play a game with an earlier war with Exdeath, revisiting some familiar locations and characters a la Dragon Quest 3.

And then there's FF6 and the War of the Magi. The backstory's dashed off in a few lines of exposition in-game, but it's got loads of potential -- three gods begin fighting, they mutate humans into magic users, other humans hunt the magic users to take their powers, and it leads to an all-out apocalyptic battle that rends the world asunder and ultimately wipes magic off the map and sends technology back to the Stone Age.

Given the timeline and the established power of the Warring Triad, the world wouldn't need to bear any kind of resemblance to FF6. (Though, hm -- maybe the map could start out looking one way and, after being torn asunder by the Triad, look like the World of Balance. Dramatic irony!)

And the final candidate I'd like to share is Final Fantasy 3. 3 has an even more barebones story than 5 (and isn't as good a game), but it has one idea in its backstory that could make for a wonderfully warped take on the traditional story.

3 relies on the D&D trope of Good and Evil existing in balance to one another, and the idea that if one becomes too strong, the other will rise to defeat it. Final Fantasy 3 has a world subject to the influence of a creeping evil -- and so the Crystals create four Warriors of Light.

But, it's clearly established in the backstory that the reverse happened a few hundred years before: Good got too strong, and the Crystals created four Warriors of Dark to restore the balance.

I'd love to play a game that does the Final Fantasy formula in reverse: burn villages, breed monsters, awaken ancient evils, start an evil empire and slowly take over the world.

I guess it would be kinda like the first half-hour of Final Fantasy 4, if Cecil had a much higher degree of job satisfaction.

Zeldas

It's kinda funny how Parish's Anatomy of Zelda 2 series got me interested in replaying the game, and now it's halfway to convincing me not to finish it.

And talking of Zelda, Nintendo's gone and announced A Link to the Past 2. Don't go writing checks you can't cash, now, Nintendo; you wanna use that title you'd better be damn sure.

I've spent the past twenty years trying to find another game like LttP. I've only really found one: Link's Awakening.

My gripes about the 3D Zeldas are well-worn and don't need repeating. But even the top-down ones haven't managed to capture my interest. I played a bit of the Oracles games and Minish Cap but they just didn't quite do it for me. Four Swords was great, but it was a bitch getting four Game Boys together to actually play the thing. I expect we'll hear about a Wii U sequel any time now given that the console seems to be made for exactly that sort of thing.

I've tried other games in the genre, from the new -- I'm enjoying Bastion quite a bit but it's about as far from open-world exploration as it gets -- to games closer to LttP's own vintage -- I dig Soul Blazer all right but the sudden difficulty spikes at the bosses are pretty discouraging.

So, what the hell, Nintendo, show me what you've got. Show me a big open world with a bunch of off-the-path secrets for me to stumble on, and don't waste my time with a bunch of goddamn mandatory fishing minigames, and I just might save up and get myself a 3DS.

There's more to LttP than the enemies and mechanics. I hope the crew on this game understands that and doesn't deliver us yet another rote Zelda sequel.

Still, even if it is a rote sequel, it's nice to be looking down at it from overhead for a change.

Messiah Controllers

So what am I playing Zelda 2 with?

I'm using a Messiah wireless NES controller.

Remember Messiah? They put out the Generation NEX NES clone a few years back. It was a much-hyped, slick-looking system back in 2005, and promised built-in wireless, dual-mono audio output, and full compatibility with both NES and Famicom games and accessories.

And then it came out and turned out to be running the same damn crummy third-rate NES-on-a-chip as every other Chinese clone.

And so Messiah faded into obscurity.

Which is a pity, because despite the disappointing guts of the NEX, Messiah made some damn solid controllers. And while the NEX had a built-in wireless receiver, you can also use them on a legit NES with a dongle. (The gamepads, anyway; from what I understand the joystick doesn't work with a real NES. Don't know, never got one.)

The controller works well. It's solid and has a good weight to it; the buttons have a good response even if they're a little clicky.

The disc-shaped D-pad is a little weird but I haven't had any real trouble using it to play Zelda 2 -- I have a bitch of a time fighting Ironknuckles, but I don't think that's the controller's fault. I can see it being a problem on something that requires more four-direction precision, though.

It really is a pretty neat device and well worth the $50 Amazon's charging for a pair. (I got the Limited Edition set, which I see is now going for $175 used. I'm tempted to snatch up that $50 set and sell my limited set, but I do like the metal lunchbox.)

I'm kinda disappointed I never got the SNES set, because you can't get those anymore, but I'm seeing good reviews on the SuperRetro wireless SNES controllers. And they have good old-fashioned plus-sign D-pads, too, not discs.

Kind of a moot point, really; the state of SNES emulation and the now-standard design of its controller have meant I haven't hooked mine up in years.

Zelda 2: The One That Fucks Up Alphabetized Lists

Yep, got the bug from Jeremy Parish's excellent Anatomy of Zelda 2 series. I've started replaying Zelda 2.

Jeremy commented on the general unfairness of the game and said that he's using savestates. I'm using authentic NES hardware, but I do have a Game Genie.

When I played through the game as a kid, I only used one Game Genie cheat code: infinite lives. It's amazing how much it does for the game's balance to eliminate the outmoded concept of a limited number of lives (a holdover from the arcade age, of course). Frankly it's odd, in hindsight, that Zelda 2 played the old "3 lives and then Game Over" meme, given that the original game didn't. I mean, sure, 2's a side-scrolling platformer, but Metroid was too, and it didn't bother with giving you a limited number of lives either.

So I resolved to take a crack at Zelda 2 on my NES, once again cheating a bit against its unfair difficulty with the use of the infinite lives code.

And when I went to look it up, I found, via Game Winners, two more codes that weren't in the official Game Genie book and which serve to mitigate the game's lopsided leveling system. So here are the three codes I'm using:

Link has unlimited lives SZKGKXVK
Do not lose all experience when leveling SZVOUNSE
Do not lose experience when hit by enemies SXESIKSE

I think that, on the whole, those three codes go a long way to balancing out the difficulty of Zelda 2 and allowing its strengths to shine. It is a solid game.