Category: Games

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

Go, Ken, Go! -- Part 6: Penders v Sega Dismissed

I'm going to talk about Ken Penders for a bit, because apparently somewhere along the line my blog became the Internet's foremost resource for information on Archie v Penders. And I never did get around to writing about the conclusion to the other suit, Penders v Sega et al, so I should probably start there.

To read my previous Ken Penders coverage, peruse the handy Ken Penders tag.

The gist: Archie forgets to make Ken Penders sign work-for-hire agreements prior to his work on the Sonic the Hedgehog comic, Penders asserts that he still owns or co-owns the copyrights to all that work and will be working on his own sequel, Archie sues him and writes all his characters out of the comic, fanboys flip out, Archie and Penders settle for undisclosed terms. And that's where I left off back in 2013.

Well, there were two lawsuits: Archie v Penders, where Archie sued Penders to assert that his work was for-hire and he held no ownership stake in it, and Penders v Sega et al, where Penders sued Sega and EA over Sonic Chronicles: The Dark Brotherhood, a game which featured characters similar to the Dark Legion he had created in the Knuckles the Echidna comic.

Last I talked about this, Penders v Sega was still awaiting resolution, but I learned recently that last year it was dismissed on a technicality.

I took a look at Ken Penders's messageboard a little while ago (I'll come back to that in a future post), and he linked to a Tumblr post by TheAmazingSallyHogan, citing it as an authoritative and scholarly rundown of the case.

I have a couple of minor, tangential quibbles with Ms. Hogan's piece, such as how she defines work-for-hire; I'll get to them in a later post. But they're not relevant to the specifics of the Penders case, which, near as I can tell, she has exactly right, and describes in great detail.

And as for the conclusion of the Sega case, here's what she has to say:

On September 26, 2011, Penders’ lawsuit against SEGA/Electronic arts was dismissed, with the Judge essentially telling Penders that he needed settle matters with Archie first, and then he could re-file. Penders re-filed on September 30, just four days later. The same Judge dismissed the case a second time, saying very firmly that Penders needed to settle matters with Archie before re-filing against SEGA/Electronic Arts.

[...]

In May 2012, Penders’ council appealed the dismissal of his case against SEGA and EA. Penders’ determination to have a case in progress against SEGA/Electronic Arts, instead of just waiting to re-file, was because there is a three year statute of limitations on US copyright claims – a legal time limit intended to make sure cases are tried while the evidence is fresh. Sonic Chronicles was released September 25, 2008, almost exactly three years earlier. Filing a new case later would mean he would lose the chance to sue SEGA for Sonic Chronicles’ sales, so Penders appealed the dismissal. The importance of these dates was not stated in his appeal, an omission that would later prove crucial.

[...]

On October 11, 2013, Penders’ appeal (concerning his case against SEGA/Electronic Arts) was heard. While the judges agreed that the timeline was highly relevant and that if the case was dismissed he would largely lose the ability to seek compensation for Sonic Chronicles, his previous lawyer had failed to state why the dates were important in the appeal, and thus the judges could not take that issue into consideration. Shortly after, the court rejected his appeal and upheld the dismissal. While he could re-file, Sonic Chronicles had been released September 2008. It was now well past three years later, putting essentially all sales outside of the three year statute of limitations window. However, any new usage of the characters introduced in that game (such as an appearance in the comic), could potentially lead to a lawsuit from Penders. Late October, Penders stated “this case may yet end up in the US Supreme Court if a resolution isn’t found prior to that”.

So there it is: due to a mistake in Penders's lawyer's legal filing, Penders v Sega was dismissed, and he missed the statute of limitations for collecting any of the money generated by Sonic Chronicles. No ruling, no settlement, no resolution. While I wouldn't be surprised to see some fanboys take the words "case dismissed" to mean that Penders's case against Sega was flimsy or lacking in some way, that is not what this dismissal means; the case was dismissed due to a mistake in filling out the paperwork, and no other reason.

I wouldn't expect to see Sega re-release Sonic Chronicles any time soon, as that would open them up to a new suit.

Penders's allusions to a Supreme Court case notwithstanding, this is most likely the end of it, though he's still got his own series coming at some point, whatever form it may take.

I noted before that a lot of the other writers and artists who worked on Sonic around the time Penders did could potentially file for their own copyrights (and that Scott Shaw already had). I haven't heard anything more about that. However, given how the Penders case went, I would expect Archie to quietly settle with any other creators who made similar claims, on similar terms, without suing them, and it's entirely possible this has already happened. It's one of those things we'll most likely never know.

Meanwhile, if you're interested in the case at all, I highly recommend that you read the entire piece by TheAmazingSallyHogan. It's as good and thorough a summary of the case as you'll find anywhere.

More from Busiek on that Final Fantasy Comic

For those of you just joining us by way of a link from Kurt Busiek or CBR, welcome. I guess I should probably figure out something interesting to say so you'll feel like sticking around for a bit. For what it's worth, I've written quite a bit about Final Fantasy over the years, and three posts I wrote about FF7 back in 2011 (the first on mods for the PC version, the second on iconic images, and the third a general look back on the game) are pretty consistently the most popular thing on the site.

In lieu of me saying anything interesting, I'm going to quote a little bit more from Kurt Busiek on the unfinished Final Fantasy comic, in the comments section of the Robot 6 article on the subject.

I will also add that if the book came out, I don’t think that Final Fantasy fans would be particularly happy with it. It was 1991, and I was a workmanlike-but-not-particularly-noted writer. Dell Barras was a workmanlike artist, and, well, the covers were gorgeous.

But I don’t think I really started to make strides creatively as a writer until VAMPIRELLA: MORNING IN AMERICA (late that year) and the industry didn’t notice ’til MARVELS in 1993.

So, while I barely remember the details, I expect it was a workmanlike story that made sense but wasn’t particularly memorable, with workmanlike art and great covers.

And heresy upon heresies, I changed things (with Squaresoft’s permission). I thought it was so odd that the manly heroic lead was named Cecil and his loyal buddy was named Cain (really? You name the loyal guy Cain?) that I suggested maybe they needed Americanized names, and Squarest agreed. I don’t remember what I changed them to, but Squarest liked them enough that they asked if I’d be interested in a staff position making the games more American-appropriate. We never talked much about it, because I wanted to freelance. But I bet fans devoted to the game wouldn’t have liked the changes, especially not from a current POV, looking back.

What can I say? I wasn’t particularly a Final Fantasy fan — I’d played their first US game a little, and the second wasn’t even done yet.

He adds, in a later comment, that the bible he'd been given didn't even mention that Kain spends half the game betraying Cecil, and talks a little bit more about the original (FF1-based) outline he wrote.

(If he had been involved in localizing the game, I'm willing to bet it would have been better than what we initially got. But he'd have still been contending with cartridge space limitations and weird Nintendo censorship.)

Mignola Final Fantasy Covers

Well now. It appears that Kurt Busiek just reblogged a Tumblr post by Alex Chung, which, in turn, links back to a post I wrote back in '012 about Busiek, Barras, and Mignola's unfinished Final Fantasy comic (based on Final Fantasy 4).

So since that old post is probably getting a little bit of new traffic, I should follow it up, now that I have a couple of Mignola's covers for the series.

This one is via Chung's post, and would have been the cover to issue #2:
Final Fantasy #2 cover

And this was sent to me just over a year ago by Dale Jackson, who owns the original art; it would have been the cover of #4:
Final Fantasy #4 cover

Alex, thanks for linking to my post and for including the #2 cover; Dale, thanks for the heads-up on the #4 cover and I'm sorry it took so long to post it.

Cheap DVD's: Earthworm Jim

I was perusing Amazon the other day and, under my recommendations, I noticed that it listed Earthworm Jim: The Complete Series (affiliate link). As EWJ is easily one of my two favorite 1990's animated video game adaptations to feature Kath Soucie as a redheaded princess and Jim Cummings as the bad guy, I went ahead and ordered it.

Initial Impressions

The Good:

  • Good animation
  • Great cast
  • Still funny
  • All 23 episodes for only eleven bucks
  • Way better quality than that torrent you grabbed a few years ago that somebody made from old VHS tapes

The Bad:

  • Totally barebones; no special features or even scene selection.
  • If you buy this, part of that money probably goes to Doug TenNapel.

Handholding

I was in Target earlier this evening. The display 3DS had the new Mario and Luigi in it and I decided to give it a spin.

I got as far as the first screen, which displays a message that says "Use the circle pad to move Mario and Luigi."

Fuck you. I'm not going to play a game that starts out by immediately insulting my intelligence.

Excellent Games with Lazy, Halfassed Interface Design

So Arkham City was on sale on Steam last weekend. Between that and the recent removal of GFWL and SecuROM, and my Xbox (and my copy of the game) being recently stolen, I went ahead and bought it.

Compared to the Xbox version of the game, well, it's got all the same benefits and drawbacks as every PC game does compared to the console version.

Including controller support.

It recognized my outdated Cordless Rumblepad 2 just fine -- I'm not sure if that's internal to the game itself or due to the compatibility layer Steam's added in Big Picture -- but either way, well, it recognized the controller but didn't actually work right with it.

All the button pairs were switched. A and B, X and Y, the bumpers and the triggers.

All of which I suppose I could have eventually reprogrammed my muscle memory to work around (hell, the Xbox's button layout is already backwards for a kid who grew up with a SNES). But the fact that the Y-axis was backwards on the left stick? Not so much. Try playing a game where up is literally down and see how far it gets you.

And here's my gripe:

There's no menu to reconfigure your controller in the game.

There could have been. There's a menu option to look at the controls. You just can't modify them in any way. (Well, you can invert the axes on camera and flight, I suppose. But not on regular movement, the thing where I actually needed to invert an axis. And no button remapping whatsoever.)

There's a configuration utility -- outside the game -- which lets you remap controls...for keyboard and mouse. If there's a way to change the button layout on a gamepad, I sure didn't see it.

Now, the good news about this being 2013 is I could type "arkham city" inverted controls into a search engine and find a trivial fix -- as it turns out, there's a config file in BmGame\Config\DefaultInput.ini that has straightforward, cleartext entries with names like XboxTypeS_LeftY and XboxTypeS_A. Simply swap the names of the axes and buttons, and that's all it takes.

Which is great!

But the bad news about this being 2013 is I can't help asking why the fuck I had to look this up on the Internet and edit a fucking text file instead of just configuring my controls from a menu.

The last time I had a problem like this, with The Walking Dead, I found a forum post by a Telltale staffer who had this to say:

Unfortunately we do not have access to all the various versions of controllers that logitech and other companies make.

Which sounds perfectly sensible, and also completely misses the fucking point.

Now, in Batman's case, there are a couple simple reasons that's a bad argument: first, this issue occurs with the authentic Xbox controllers that the game is specifically designed for. Second, this is not a new bug -- see the link to the fix a few paragraphs up? Take a closer look at the URL -- it's for Arkham Asylum, not City. This is a bug from the original game that was not fixed in the sequel.

But even leaving aside those two points (which is only fair, of course, given that I'm quoting a guy from a different company talking about a completely different game), the central issue remains: this is the twenty-first goddamn century and people are making games -- PC games! -- where they don't give you the option to remap your buttons.

Yes, I know that hardware inconsistency is the single most difficult thing about PC development. No, I don't expect you to design your game to work with every single controller ever made.

But I do goddamn-well expect you to let me map my fucking buttons however I want.

Mega Man X did that shit twenty years ago. What the fuck is your excuse?

Still Headachin'

Left work early yesterday, and didn't make it in at all today. Rough week. Starting to feel better; hope that holds.

Not much else to add, I guess. Puttering around the house a bit, continuing to take inventory. Got my broken Wii to work with my broken CRT TV. It would appear that we literally can't have nice things.