Obscure Robot Masters Makeover Part 1

Continuing with my Megaman fever as the result of the announcement of the 10th game in the main series, I’ve gone back to making NES boss sprites for the fun of it. You might recall that last year around the time Megaman 9 came out, I had created a sprite for a design from my childhood, Garbageman. This time around however, I’m working with “existing” Robot Masters.


Above you’ll see the three Robot Masters from the really awful DOS Megaman game for the PC and then my sprites based on them below. These bosses, from left to right, are Sonicman, Voltman, and Dynaman. The game was licensed by a company called “Hi-Tech Expressions” from Capcom in the 1990s and was released only in the US. The biggest challenge here was trying to get them to actually look in line with the bosses from the NES games while also keeping them faithful to their original designs as well as actually looking good.

And if you’re unfamiliar with how awful the DOS version is, a gameplay video can be sampled below.

My next round will be the bosses from the PC Megaman III game. Personally, I can’t wait to tackle “Sharkman.”

EDIT: Actually, one more thing.

Megaman = Onizuka, and a Look at Robot Master Sprites

That is to say, today Megaman is 22 years old. Happy Birthday!

Actually, had I known that his birthday was coming up, I probably would have saved my post about Megaman 10 for this occasion. Still, there’s plenty to talk about regarding Rock and the various mechanical adversaries he faces on a daily basis. One such topic is the art of sprites, and today I’m going to explain one of the interesting trends that occurred as the Megaman series progressed on the NES.


From left to right: Cutsman, Gutsman, Iceman, Bombman, Fireman, Elecman

If you look at the first Megaman game, the Robot Masters had the same basic physical frame as Megaman himself, Gutsman excepted. Over time however, the Robot Master sprites as a whole became larger and more detailed. No doubt this is to some extent due to the improvement of the technology within the NES cartridges, but there was a greater discovery that happened over the course of the series, one artistic in nature.


From left to right: Metalman, Airman, Bubbleman, Quickman, Crashman, Flashman, Heatman, Woodman

What makes larger characters like Airman and Woodman look less chunky than Gutsman? Take a look at their limbs, particularly in the legs. You’ll notice that they’re all colored black, at least before the knees and elbows. Some time in the production of Megaman 2, Inafune and the others working on the game must have discovered that by giving the Robot Master sprites black limbs, it would allow for Robot Masters with larger bodies to have arms and legs that did not look either overly thick or too spindly. It’s also what gives Quickman the ability to bend his knees better for cool poses. By the time Megaman 3 rolled around, every Robot Master had black limbs, and was designed to be larger than Megaman.


From left to right: Needleman, Magnetman, Geminiman, Hardman, Topman, Snakeman, Sparkman, Shadowman

The reason black has such a slimming effect on the limbs (outside of real world settings, I mean) is that the outline of the sprite is already black, and so when a different color is used our eyes tend to focus on that color and use the black as an outline, but when the limbs themselves are entirely black we view the entire leg, outline and all, as a solid block. There are still cases where a Robot Master might have non-black limbs, or cases where the arms aren’t black but the legs are, but you’ll notice in almost every case that it’s from a desire to make one set of limbs look “bigger” than the other.

Let’s use a more recent example, Plugman from Megaman 9, who has black legs and gray arms. I’ve altered his sprite twice, once to show him with black limbs only, and once to show his limbs as gray.

Plugman and Variations

You’ll notice that when I made his legs gray, it altered the perceived angle that his legs are bent at as well as making the outline around those legs more awkward looking, and also that when his arms are black your mind regards them as just a little bit thinner. It’s kind of subtle, but at the same time when it comes to something like an 8-bit sprite, one pixel can mean a lot, as in this case where it comprises about 25% of the width of a single thigh.

So there you have it. To another 22 years of Mega goodness, to another 22 years of smart and effective sprite work.

MMM… Megaman 10

Megaman 10. That’s 10 Megamen. Actually, more like 50 or so, but hearing news that last year’s retro revisit of the classic franchise is getting a sequel brought joy and happiness to this anime blogger. There’s a lot of positivity and negativity floating around because of the announcement, and I want to just talk a little about it, go through some of the things that pop up in my head when I read these conversations.

The Megaman series is very special to me. If I had to pick a favorite classic NES series, the Blue Bomber’s exploits would be it. I even wrote an entire post about it  where I talked about the way its graphics affected me.

Two of the most frequent criticisms I saw leveled towards Megaman 9 were that its mode of play and concept of difficulty was a relic of older times that should have stayed buried and that it was a cheap cash grab that fell back on a tried-and-true formula with little innovation and a gimmick to tug at older player’s feelings of nostalgia. While there’s no way to play Megaman 10 at this point, it’s a fairly safe bet that the former complaint will resurface, while the latter’s already being tossed about.

Is there any merit to these criticisms? Well sure, Megaman‘s idea of difficulty falls under the banner of “NES-difficult,” an unofficial term which describes the days where games could be brutal and unforgiving and would often require you to play many times over before you started to get the hang of it. Megaman was particularly cruel. Whereas a game like Super Mario Bros. would place an item somewhere in order to give you some respite, Megaman had a somewhat frequent tendency to deceive, placing items as bait to lure you into inescapable death traps. That’s how Dr. Wily rolled, and whether you could handle that or not was key to whether or not you enjoyed those games.

As for the whole cash-grab thing, I can totally believe that, but that doesn’t diminish the amount of effort that was put into 9 and that I assume will be put into 10. It’s also easy to attack the use of 8-bit sprites as a “gimmick,” but when you actually sit down with a Megaman game you realize just how significant the graphics are towards the gameplay. Yes, what I’m saying is that in this case graphics matter, just not the advancement of graphics. And this is coming from someone who played the hell out of Megaman 8 on his Sega Saturn. I loved how bright and lush that game was, I loved how hitting the bosses with their weaknesses would cause unique effects and animations. I even tolerated the JUMP JUMP SLIDE SLIDE rocketboard sections. But when I went back to the NES Megaman games and Megaman 9, I could really feel the difference that those simple (yet still very good-looking) 8-bit graphics made. They were graphics that assisted the gameplay immensely. Same goes for the music. Try as they might, I’ve never heard a remix of an NES Megaman song that I liked more than the original, and that includes live bands like “The Advantage.” They’re songs that work best as video game music.

Megaman 9 was a look back at things that the series did right. While constantly moving forward in the name of progress is great and all, sometimes a look backwards can be just as important, as it can teach you what to keep and what to discard. Many people called it the best Megaman since 2 and I’m inclined to agree.

So yeah, I’m looking forward to Megaman 10. I hope they make Protoman more unique, rather than just him being the “challenge” character, and I’m eager to see who the third playable character will be. Maybe it’ll be Roll, hot off her victory over Gold Lightan. Or maybe it’ll be Bass making his first non-cameo 8-bit appearance. Better yet, let’s get some multiplayer up in here. If New Super Mario Bros. Wii can do it, why not?

“Liking Less” vs “Disliking”

While not something I see as often as of late, I remember for a while noticing how people’s tastes in anime shift, particularly in their transition from new fan to fairly hardcore. What may sometimes accompany this transition is a desire to do away with the past and to deny how one used to be, specifically by ridiculing one’s former self for liking certain specific anime titles. The most common form of this is, “I used to like Anime X, but now I like Anime Y, and so Anime X sucks.” It’s that mindset I want to specifically address.

Obviously people’s tastes change over time, and the things you may have been in love with at one point may not hold your fancy years down the line. This applies to many things beyond anime, from food to relationships. I just find it funny though that people, in this case anime fans, would be so quick to divorce themselves from their pasts, to say that liking certain titles is not something they should be doing once they’ve discovered finer entertainment. Again, I’m not saying you can’t end up disliking something you used to like, but that to do so actively only leads to an endless cycle of dissatisfaction.

To this end, I was considering the life of a manga artist. Manga artists in general get better over time. Their art and their ability to tell a story via visuals improve or at the very least might change. Sometimes the shift is so subtle that you don’t notice how different the artwork’s become until you compare Volume 1 with Volume 20. Now let’s say a person fell in love with a manga at Volume 1 and kept reading throughout, and arrived at Volume 20 and then looked at the artwork in both. To his surprise, Volume 20 looks much, much better and by comparison Volume 1 looks unrefined, perhaps almost amateurish.

Then let’s say the fan, having been exposed to the quality of Volume 20, went and read another manga with art on the level of Volume 1, he would reject it because his tastes have become “better.” Which is all well and good, but what happens when he reaches the superior artwork of Volume 40? Or Volume 60? Does Volume 20 no longer meet his or her criteria? When will this ever end?

I’d like to believe that there’s a distinct difference between liking something less and disliking it altogether, but I know that people’s emotions, even my own, are not so easy to bottle and tame and act as if everything and everyone can get along. Even one of my heroes, Megaman creator Inafune Keiji, said that if one of his artists today brought artwork on the level of what he himself drew for Megaman 1, Inafune would call it terrible and reject it immediately. That’s the way it goes.

Garbageman IN ACTION

 

Seriously, go download Megaman 9.

Oh my god, I was wrong, it was “anime” all along

For almost as long as I’ve been playing video games, I have held the Megaman franchise on a pedestal atop a pillar atop a tower with seemingly never-ending steps winding towards the top. Even when it was clear the series had begun to lose steam and ideas were being rehashed, I was still all for it because it meant more Robot Masters. As a kid and even today I love the concept of bosses in video games, these greater menaces that the player needs to overcome in order to gain safe passage to the next part of the game, and Megaman was king of this. Hearing news that Megaman 9 would be out this Monday, the 22nd of September, I took it upon myself to celebrate in a number of ways. I downloaded Megaman 2 on the virtual console today and beat it within a few hours. I also began to make sprites out of the many, many robot master designs I had thought up as a child, one of the first being the one you saw above, the creatively named “Garbageman.”

The hideousness of the Western Megaman art boxes has become relatively common knowledge by this point. Capcom even decided to parody it by making Megaman 9 box art resemble these fiascos. As a kid, I always thought something wasn’t quite right with the Megaman 2 cover, where a macho-looking guy in blue holding a futuristic pistol stands prominently. I knew this wasn’t what we were expected to see when we saw Megaman’s wide-eyed sprite blink and run and die over and over. Years later, I obtained Megaman 8 for the Sega Saturn, and watched the intro sequence involving Megaman fighting select robots from each of the seven previous Megaman games in full animation. It was at that moment that the intended “style” of the Megaman series hit me: “Megaman is anime!” The big eyes, the round faces, the colors, this all came from an anime style. I had gotten into anime in a big way around the time I first started playing Megaman 8, and I was fascinated by the designs, especially of the Robot Masters. Megaman looked like Megaman, but sleek and streamlined without having those features be too prominent a la Battle Network franchise (though I have nothing against that series or its designs). I even started to look for the existence of an actual Megaman anime, thinking the intro couldn’t possibly be the only thing.

Being wowed by fully animated introductions was not new to me even at that point, as years earlier I told my friend to play the intro to Sonic CD on his Sega CD over and over, but Megaman 8 came out at just the right time. Technology in games was steadily improving, allowing games to look more like anime than ever (Guardian Heroes to name one). I was in high school at the time, and thus was big into anime, though definitely not as much as now, and actively sought out things related to anime. And of course it was Megaman, a character whose games I grew up loving. So it was with Megaman that I began to realize just how much companies tried to cover their Japanese origins.

I’m pretty sure that I knew the fact that video game companies in the 80s and 90s didn’t want Americans to know of their Japanese origins, but it was with Megaman though that I investigated this anew. I took a lookat the NES Bionic Commando, and the full body image of (MUTEKI NO) Spencer they’d use at the end of levels, and realized that it definitely had some anime influence to it. I opened up an old issue of Nintendo Power and saw a title, Clash at Demonhead. At the beginning of the section was a large, colored image displaying a blond guy in armor and weapons done in a very cartoony style. Near it however was screenshots from the game’s intro, with character designs reminiscent of late-80s, early 90s anime such as Mikimoto or Takahashi’s stuff. And there were not one, but two Golgo 13 games, though I don’t think the steps taken to cover up Golgo’s origins were too extensive.

I find it amazing how much FULLY ANIMATED INTRO SEQUENCE FOR VIDEO GAMES were able to influence me and many others. Seeing the intro for the Sega Saturn Magic Knights Rayearth game in a store, I cared little for what the actual game was like. It was these intros that gave an air of legitimacy to games, and also provide plenty of fodder for fanfiction, which they most definitely did. These intros, prior to having games simply look that good all the time, provided enough of an inspiration to construct and elaborate everything necessary for creative endeavors.

If you look at the Megaman 9 official art though, the designs in even the official art have gone all the way back to 2, with a chubbier Megaman at the helm. So maybe Megaman 8 was a bit of a lie after all. Perhaps Megaman was anime all along, just not to that extent.

(Dr. Wily Dr. Wily! Dr. Wily Dr. Wily! Dr. Wily Dr. Wily, ohhhh Dr. Wily!)