Speak Up! The 2017 Noiseless Chatter Reader’s Survey

It’s that time again! Please take a moment to complete the Noiseless Chatter Reader’s Survey.

It’s quick. I promise. Only 10 questions, many of which are multiple choice. It shouldn’t take longer than a minute or two, but if you’d like to write more, hey, write more!

I always take the results of these surveys seriously, so this is your chance to speak up about what you like, what you don’t like, what you want to see, and what you hope this site never becomes. The survey is completely anonymous, so say whatever you want, and don’t worry about anyone’s feelings.

Be open, be brutal, but above all be honest.

This particular survey is especially useful to me, as the site…has kind of a blank slate right now, really. Sure, I know the kinds of things I’d like to write about, and I’ll likely do that no matter what, but I no longer have the weekly ALF commitment ruining my life, so knowing what you like and don’t like will be a big help to me when it comes to prioritizing projects and ideas.

In short, know that this survey is important. To me, to this site, and, ultimately, to you as readers.

So please, take the Noiseless Chatter Reader’s Survey.

I’ll be collecting results through March 31.

Thank you in advance for participating.

Now get surveyin’.

ANNOUNCING: Larryoke – A Perfect Stream

As two or three of you know, I used to review ALF. It made me the most famous person on the internet. Anyway, some dope decided to review Perfect Strangers, and he’s halfway through the run, meaning he’ll get his life back sometime in the mid-2030s.

To celebrate / pity this milestone, he’s hosting a live stream of six episodes, various surprise goodies, and the requisite profane chatroom. It will be fun, and I’ll be there for sure. There’s also Larryoke, in which Casey, myself, and a few other familiar names get together to sing Perfect Strangers parody lyrics over the backing tracks of popular songs. It’s a great idea because I had it.

It all goes down at 8 p.m. EST on Friday, April 14. As ever, you can sign up to the Facebook event to let it do the timezone calculating. It will also remind you to join us for a terrible 80s sitcom we all still kinda love anyway.

Definitely tune in. Even I’m looking forward to it, and I hate everything.

The Devil and Carman Licciardello

Around this time last year, my girlfriend introduced me to the music of Carman. I’ve been…fascinated ever since. And, to be frank, I’m shocked that he hasn’t been pounced upon by the relentless mockery of the wider internet.

Let me be clear at the start: I’m not, by any means, suggesting that Carman Licciardello — who performs under the mononym Carman, the spelling of which makes him sound like a Mega Man villain — should be mocked. I’m certainly not calling upon people to gang up on him or anything along those lines. Period. But I am sort of surprised it hasn’t happened naturally.

Carman is a Christian musician. Not a musician who is Christian, but rather a Christian who preaches primarily through music. I’d be tempted to call him a Christian rocker or something, but the guy raps, funks, boogies, honky-tonks, and discos across so many genres that I feel I’d be doing the sheer variety of his output a disservice by calling it anything specific at all.

He’s also terrible.

Like…just…just bad.

No. I take that back. He’s not just bad. We’ve all heard bad musicians before. But Carman takes it further, because he doesn’t just record music; he records short films to go along with his music.

Here’s one in which he moseys into a wild west saloon and guns down Satan.

So…that happened. And this isn’t just some weird oddity of a music video from a strange point in his career. This is who Carman is. This is how he operates. Spiritual or not, you have to admit, this is terrible stuff. And yet…it’s kind of incredible.

I’m genuinely intrigued by Carman, and shocked that I’d never heard of him before. He’s exactly the blend of sincerity and absurdity that you’d think would have landed him on my radar at some point. Christ, this is exactly the sort of thing I look for every year when I curate material for the Xmas Bash!!!!!.

In fact, speaking of the Xmas Bash!!!!!, I was very tempted to include one of his specific videos this last time around. In the end I decided not to. Yeah, anything Jesus-y would fit, but if it’s not about the birth of Christ or Christmas in general, I tend to feel like it’s too much of a reach. So there was no Carman last year.

Fear not: for, behold, I bring you the video I would have shown, in which Carman parades around in lockstep and whacks on an incredibly sexy Satan with a big candy cane.

These are real. These are not supposed to be funny. And yet, when I watch them, I have to wonder if I’ve ever seen anything funnier in my life. In fact, they’re so funny that I try not to laugh, for fear of missing something even more incredible.

He’s creating these works of astounding comic genius without even realizing it. He’s the Jan Terri of Christian fundamentalism.

And while it’s tempting to assume he’s in on the joke, or at least being a bit tongue in cheek, he’s not. He’s deadly serious. He truly believes he’s saving souls, and that’s important to him. His website and any bit of promotional material I’ve seen ascribes specific figures to the number of souls he’s saved. (No clue how you’d tabulate that, personally…) The marketing materials all speak of his intensity. His passion. The great work he’s doing for God.

Not one of them ever mentions the guy’s sense of humor. Here’s why, I’m sure: he doesn’t have one.

This is just who Carman is.

Even when he accidentally channels the scene in which Homer brings Bart to a gay steel mill:

This is real life. I need you to remember that. This is real life. (Though I’ll give him credit for the groove in that one; it’s by far his best, and it deserves a much better song sitting on top of it.)

Carman’s first album was released in 1980. Since then, he’s released twenty-two more. The guy can’t stop.

And we watch.

And we shake our heads.

And we laugh.

But that’s not the extent of my fascination. Sure, some guy writes awful songs and films vanity music videos, and that’s a hoot.

That isn’t all, though. Because my girlfriend was there. And remembers this music from when it was released.

She wasn’t laughing. She was terrified.

She even got dragged to a live Carman concert. (And if you’ve ever wondered if there could be a Hell, please refer to the fact that I was able to string together the words “live Carman concert.”) It was horrifying. The imagery wasn’t silly or campy to a girl that age; it was frightening.

Looking back on it, she sees that it’s all a bit ropey. But at the time, it was scary stuff. She was young and impressionable. Carman had her ear. And he didn’t use it to speak of Christ’s love or God’s plan or eternal redemption.

No. He used it to speak of Satanists, evil, demons, witchcraft, torture, torment. As he does here, in what I can assure you is the least infectious song ever written:

Is that scary? Probably not. But to a child or young adult who has been primed to fear for the safety of his or her soul, Carman’s defiant adventure in the Satanist’s dayroom feels like it has real stakes. Listeners are made to feel like they’ll need to fight every day of their lives. It suggests that conversations with people who think or believe differently than you should be confrontations.

Carman knew, and knows, that. He embraces that. You and I can watch these and laugh, but he’s not making them for us. We’re lost, as far as he’s concerned, and good riddance to us. He makes these songs, these videos, these harrowing concert experiences for those who are already scared. He taps into those insecurities, and tells his listeners that they’re right to feel insecure. Carman ministers terror. He’s inept enough that you and I think he’s a harmless clown. But to those who don’t know better, he’s a source of spiritual anguish and actual nightmares.

That’s interesting to me. Carman is far from the only person to preach a gospel of fear, but he is the only one whose methods resemble a fantasy episode of Pee-Wee’s Playhouse. See, for instance, this video, the CGI in which makes Rapsittie Street Kids look like Finding Nemo:

Legitimate kudos for the literal reading of “God is my co-pilot,” though.

Part of me wonders how spiritual Carman actually feels. Certainly Christianity is important to him, at the very least because it gave him a career and a platform for his awful, awful talents.

But then you learn that he sold his house to self-finance a film that he wrote, in which he plays a retired boxer who ministers to children.

I’m not kidding:

That’s all lovely. Then you actually watch the film, and see that there’s almost no ministry or even spirituality in it at all; it’s just Carman showing off his muscles, seducing a much younger Latina, and at one point blowing up a truck full of would-be assassins. It’s Carman the action hero, when he promised his audience Carman the man of God.

Of course, that’s just ancillary material. My girlfriend and I did watch that film — it’s called The Champion, if you hate yourself — and had a good laugh at just how accidentally immoral (and often non-sensical) it turned out to be. But Carman isn’t a filmmaker; he’s a musician. If you’re going to understand the contents of his heart, his music is what you’ll need to focus on.

And, even there, something about Carman just rings false. No, I don’t enjoy his tunes, but at the same time they don’t feel…genuine.

I think I’ve figured out why. There’s something missing: there’s no humility.

When you think of godly people or godly characters or even the godly humans you encounter in the Bible, you see humility. You see other things, of course, but humility is a pretty big aspect. It’s a bit of a running theme. Hell, it’s an example.

But Carman isn’t humble. And I don’t know if you’ve noticed this in the songs embedded above, but God and Jesus get some basic lip-service now and then. It’s Satan who really interests him. It’s Satan who keeps making cameos. It’s Satan who seems to inspire Carman more than God does. God gets a “yeah, thanks” every so often; Satan gets six verses and a chorus.

In fact, there’s a lot of Christian virtue that just isn’t…there. Like, all of it. Yes, we’ve seen that you’re willing to bitchslap Satan six ways from Sunday, Carman, but where are you helping the needy? Being there for someone in need? Standing up for the oppressed? Loving the neighbor who wronged you? Donating your time and money and energy to fight for the rights of your fellow man?

Why isn’t that stuff in these Christian songs? Why wouldn’t that stuff be in Christian songs?

I find this all to be both amusing and unnerving. Carman’s method of spreading the word of God is done in a way that honestly seems better suited to delivering the message of Satan. It’s prideful, defiant, unwilling to listen or engage, self-concerned, brutal. It’s all swagger and bravado and bluster. It’s full of spite and anger. It’s self-righteous. It’s mean.

I don’t know. I’ve never met the guy. I have nothing against him, and I find his output deeply funny. I hope you do, too.

But I also think of him a pretty amazing character. One I’d be proud of having written. Mainly because I think he’d make for a perfect protagonist in a cautionary tale.

Fight, Megaman! (Mega Man, 1987)

I love video games. For nearly all of my life, I’ve loved video games. Some of my earliest memories — and a huge portion of my fond earliest memories — involve video games.

I remember playing a skiing game on Atari with some friends at one of my birthday parties. We’d hand the joystick around and love every second of a game that was probably embarrassingly simple and still too hard for us to play properly.

I remember playing another Atari game with my uncle. I forget what it was called, but you each controlled a cowboy on a different side of the screen and you had to shoot each other while obstacles scrolled by. Only I didn’t want to play it that way. If you shot an obstacle, part of it disappeared, pixel by pixel. I wanted my uncle to help me shoot the stage coach that roamed vertically across the center of the screen until it was completely gone. I remember that being fun.

And I remember later, when we had an NES. My mother would come into the room I shared with my brother to play Super Mario Bros. To this day, it’s the only time I’ve known her to take an interest in video games, and this was a strong interest. Controlling a springy little plumber through colorful levels of endless surprises triggered something in her that no other game did. I can’t blame her. Super Mario Bros. did that for a lot of people.

I’ve been playing off and on ever since. I stopped for a few years in college, almost entirely, because I had two jobs and a full class schedule. There wasn’t much room for me to do anything aside from read for class, study for class, and embarrass myself in front of women. I was very busy.

Otherwise, though, I’ve been playing video games regularly. Games of all genres. All lengths. All skill levels. And to this day, if I’m asked what my favorite game series is, I’ll give the same answer I gave when I was seven or eight, whenever I played it for the first time: Mega Man.

I adore Mega Man. When I posted to this site’s Facebook page that I was considering doing a retrospective on the games, I got a good deal of engagement and encouragement. I don’t think that’s because anyone expected me to be especially critical of the games; people know how much I love Mega Man. How much I love playing the series. How much I love perfecting the series. There’s something in these incredibly simple games about a little boy in blue pajamas fighting evil robots that brings me back in ways that other games — including many games I’d call great — just don’t.

The Zelda series is bigger. The Mario series offers more variety. Just about any other game in existence offers a better story. (Mega Man stories are, without fail, “Go kill those things.”)

But on some level I must not care too much about any of that, because it’s Mega Man that has my heart. It’s Mega Man I play to unwind. It’s Mega Man that reminds me exactly how much fun gaming can — and should — be.

I’m pretty sure I played Mega Man, the first game in the series, first. It’s possible I started with Mega Man 2, especially since Mega Man didn’t set the world on fire the way its far superior sequel did.

Whenever I played it, though, I played the hell out of it.

I never owned Mega Man. I think one of my friends might have, but I know for sure that it was a frequent rental for us at the video store. It won us over for what’s probably its best-known gimmick today: the opportunity to play the stages in any sequence you like.

This was a design decision that I’m sure had nothing to do with video game rentals, but it sure worked out well for us.

Normally we’d rent games for a weekend and gamble on whether or not we’d enjoy them. The box art would call out to us and suggest worlds of adventure within, but rarely was the experience anything like what we felt was promised. We’d play plenty of games and be disappointed. Or — arguably worse — we’d play games that weren’t disappointing, but struggle to get past the first two or three stages.

I say that may have been worse because when it came to games we didn’t like, we didn’t really care how much we did or didn’t get to see. With games we enjoyed, though, the difficulty could be a real turnoff. We’d have a few hours over the course of a couple of days to get as far as we could. If we couldn’t get far — and if the game didn’t have a password system — that was it. And we’d likely never rent it again, because the one memory that lingered most firmly was that of some roadblock we couldn’t make it past.

Mega Man felt like a miraculous gift in that regard. Yes, it was punishing. No, we never made much progress. But the fact that we could actually see all of the levels…the fact that we could experience all of the levels…the fact that the game — the entire game! — was right there, letting us play it…well, we fell in love. My friends and I rented Mega Man over and over again. And we were never disappointed.

Other games felt like getting to explore a huge sandbox a few feet at a time. Fail to overcome some challenge or puzzle and that was it; you were stuck scratching around the same corner. Mega Man pulled out all of the boundaries and said, “Here. Have fun.”

We did.

Mega Man felt different from most other games. It stood out. On a less tangible level, I think it was just the feel of the game. The way it evoked — though none of us would have been able to articulate this at our young age — a comic book or a Saturday morning cartoon. It was all thick lines and bright colors…enemies with big, goofy googly eyes…varied environments suggesting the kinds of weekly adventures heroes would undertake in other media. We were drawn to it the same way we were drawn to certain TV shows or films…only this time we were playing it. It was a way to immerse ourselves in worlds we previously could only enjoy from afar, from the safety of our couches or bedroom floors. In Mega Man there was no such distance, and we were not safe. We died. A lot.

Here’s another one of my favorite early video game memories: a friend on my block said he could beat Mega Man. Nobody believed him. Why would we? It was a preposterous claim. Nobody could beat Mega Man.

We assembled at his house that afternoon. He picked up the controller, and we all crowded around him to watch.

He took unnecessary damage, I’m sure. He died plenty. He handled dangerous situations in idiotic ways. He probably cursed a bit. Hours passed. Maybe five or six hours. But we were riveted, because he kept making progress. And eventually…he really did beat Mega Man. Probably after a dozen continues and fifty or more deaths, sure, but he beat Mega Man.

We couldn’t believe it. I still can’t.

Today, of course, I can visit Youtube and call up hundreds of videos of people beating Mega Man. Without dying, without taking damage, without using special weapons. Speedrunning. Exploiting clever glitches. Playing Mega Man — a game I know better than I know most things in life — in ways I never would have imagined possible. I can watch World Record runs. I can watch players so graceful that their movements are like beautiful choreography. I can watch players so good at the game that they can narrate interesting facts and details as they play, never missing a beat.

But, somehow, it was still more impressive to me to watch my friend beat it in his bedroom that day.

There’s no comparison in terms of skill. My friend sucked. But he sucked less and less each time until, finally, he was able to eke out a victory. Our hearts were in our throats during that final fight against Dr. Wily. In fact, I’m sure it was the first time many of us had seen Dr. Wily. Or his stages, for that matter.

But he beat it. And we screamed and cheered. And I miss that.

I miss that communal joy that came from overpowering some challenging video game. I miss that feeling of discovery when we sussed out a difficult puzzle. I miss that feeling of elation when we found a false wall or a hidden powerup or some other secret, tucked away from the visible world. I miss that a lot. While the internet has made games so much easier to find and play and distribute, it’s made it harder to believe they matter. Back then, every victory was earned through sore thumbs and thrown controllers and profanity and teamwork. Today, I can look up a walkthrough. I can force my way through difficult areas with save states. And if I get lazy, I can just look up the ending and watch it on the video streaming site of my choice.

I almost never do those things, though. Because that’s not gaming to me. Gaming, to me, is what happened in my friend’s bedroom somewhere around thirty years ago, when a group of kids were glued to the screen, shouting advice, hoping against hope that the kid with the controller in his hand was actually going to do what he said he could do.

Am I romanticizing it a bit? Maybe. And while I’m going to romanticize Mega Man as well, I’ll admit that it’s not without its flaws. But there is a real, honest, genuine love I feel for the game, and to understand that love, I think we need to look at its place in history.

Mega Man was released in 1987. Again, I have no way of knowing when I first played it, but the game was released in only the third year of the NES’s life. Prior to Mega Man, nearly all of the games on the system were simple sports titles, uninspired platformers, or single-screen score attacks that hadn’t much evolved from the much more primitive consoles that came before.

Mega Man stood out, and it stood out sharply. Looking back at a list of NES releases, only a handful of games prior to Mega Man would I consider “must owns.” Super Mario Bros., Castlevania, Metroid, The Legend of Zelda, and Mike Tyson’s Punch-Out!!. If I’m feeling generous, I’ll toss Balloon Fight in there.

But that was it. The rest of the games were fairly forgettable. They might be fun to play — and let’s never discount the value of fun — but they didn’t…matter.

Mega Man mattered. It brought its own ideas to the table, and it set a precedent for quality that later games either did or didn’t live up to. And if they didn’t…well, we’d just rent Mega Man again.

That list of games above, I think, is important, because it doesn’t just represent the early greats on the NES; it’s a list of games that expanded upon, pushed the boundaries of, and defined entire genres.

Super Mario Bros., for example, became the immediate template for platformers. It defined the feel and the flow of the action. It cemented specific expectations of difficulty…how to be incredibly challenging without ever being “unfair.” It struck gold with its catchy, evocative music that singlehandedly rid the world of blips and beeps as viable soundtrack options.

I won’t go through each of the games — this is about Mega Man, after all, and I’m sure you know what each of them did to redefine gaming as we now know it — but Mega Man deserves a place on that list for its own irresistible ideas. We’ve already discussed the fact that you can complete the main stages in any order, but there’s also the series-defining choice of having Mega Man inherit the weapons of defeated bosses.

This was both a great bonus in itself, and an answer to one of the challenges of designing the game in the first place. After all, if you’re going to let your players complete stages in the sequence of their choosing, how do you define progression?

That’s how you define progression.

You reward them with a new toy. A toy that allows them to conquer future challenges in unexpected ways. A toy that changes the way they’re playing.

The weapons system in Mega Man did a great job of making the NES itself feel massive and versatile. Sure, the controller only had a couple of buttons (A and B, which we all referred to as Jump and Shoot), but Mega Man let those buttons control seven weapons and a utility. That’s eight things to play with when most games gave you one or two. The Legend of Zelda and Metroid both found ways to cram relatively large arsenals into the same constraints, but it was Mega Man that did it best and the most impressively.

…in theory.

In practice, let’s be honest: a good deal of these weapons are terrible.

The Rolling Cutter is a lot of fun — serving essentially as a very powerful boomerang — and the Thunder Beam has a wide range, enormous power, and low energy consumption. So far, so good.

Then you get the Ice Slasher, which only actually harms one enemy in the game: Fire Man, who is more easily defeated with your default Mega Buster anyway. It freezes enemies in place, which is nice, but is really only useful against the powerful Big Eyes…and even then you just freeze them in the air and run underneath them. Hardly thrilling stuff.

I have a soft spot for the Fire Storm, which surrounds Mega Man with a very temporary shield as it shoots a single projectile forward, but I’d be lying if I said it was anything impressive or even, in most cases, worth using.

At the bottom of the heap, though, are the two truly lousy weapons. The Hyper Bomb is initially pretty cool (I admit that I still love seeing Mega Man pull out a big, black cartoon explosive), but its frustrating delay makes it almost pointless; just about any enemy you could hit with it will move out of the way long before it explodes. This is a shame, because it should be a great weapon for those enemies who are too short for Mega Man to hit with his Buster.

And, of course, there’s the Super Arm…which one of my friends refers to as “Guts Man’s worthless thing.” I can’t really correct him. It’s entirely dependent on finding ammunition on the screen (big blocks that Mega Man can lift and hurl), and removing certain barricades — its one actual use — is faster and more easily achieved by using the far superior Thunder Beam anyway. You had one job, Super Arm…

Of course, Mega Man was just finding its footing. It wasn’t going to have a wealth of great weapons right off the bat; it was forging new ground. Having any special weapons was a bonus to players at that time. It’s really only with the benefit of hindsight (hindsight introduced by this game’s very first sequel) that the flaws in Mega Man stand out to any significant degree.

Playing it now…yeah. It’s a bit rough around the edges. In fact, I’m sure that it turns people off when they try it for the first time. Mega Man was a standout title in its day, but now…well, it still has its charm and its obviously huge ambitions, but it probably doesn’t offer much else.

For starters, the game struggles and chugs constantly, as though its code is just barely holding itself together when there are more than a few moving sprites on screen. (This is probably true.) Mega Man himself controls in a strangely slippery manner, taking a few frames to stop moving after you lift your thumb off the D-pad. In a game that often demands precision, this is inexcusable, and most times that I play Mega Man now I go in knowing that I’ll take a lot of damage from obstacles that it’s more or less a crapshoot to avoid.

Then there’s the stage design, which is…a bit uninspired. In 1987 the NES was already home to a host of forgettable, bland platformers, and Mega Man, at times, is no better or more carefully designed than those were. It often suffers from the belief that throwing some enemies and spikes together makes a stage. Technically it probably does, but rarely does it feel like the product of anyone with a clear idea of what they want to do.

As such, I’m surprised each time I play Mega Man, simply because so much of the game is not memorable.

I’ll go to bat for certain stages, which actually do seem like they were designed with some kind of logical progression in mind. The best example of this is probably Cut Man’s, which begins with some simple jumps and ladders to let players learn the basics of the controls, adds in some simple enemies that can be defeated with a single shot, and then gradually introduces more complex ideas. We move on to the enemies that shield themselves at regular intervals, for example. We toss in some others that can only be shot while they’re hopping, because they’re too close to the ground to be hit otherwise. We start combining enemies with (relatively) tricky jumps. We introduce a flying enemy that shoots in multiple directions, and force a player to navigate ladders while dealing with it. Then we meet Big Eye, the game’s designated and recurring bruiser, and finally the boss himself, who is designed to challenge our ability to jump, shoot, avoid projectiles, and navigate obstacles at the same time. It’s the final exam at the end of a fairly well constructed course, and I appreciate that.

Bomb Man’s stage follows a similar sort of progression, and I’ll go to bat for that one, as well. Elec Man’s doesn’t — at least not to the same, impressive degree — and its favorite trick is to throw difficult-to-avoid enemies at you almost as soon as you enter a screen. (Not to mention those tiny crawling enemies that patrol platforms and are far more challenging than they ever are fun.)

But Elec Man’s stage actually has the best sense of implied progression, as you climb almost without pause to the very top of his tower, where the man (or Man) himself is holed away, generating power. You begin the stage at the base of the tower where the walls are a murky greenish color; when you reach Elec Man’s boss room, those same tiles are now a vivid and bright yellow. The suggestion, deliberate or not, is that the strength of the lighting changes with your proximity to the guy powering it.

That’s pretty cool.

But then you have stages like Fire Man’s, which is just a series of unfair traps and enemies raining down upon your head. Then there’s Ice Man’s, which is just sort of there and contains the two most frustrating passages in the game: the disappearing blocks and the much-too-long journey over bottomless pits atop glitchy enemies who shoot at you and move in literally random patterns…sometimes making it a genuine impossibility to clear.

Guts Man’s stage fares little better; it’s just a handful of screens long, and it actually seems to give up on itself before it can even decide what it wants to be. The same can be said for Guts Man’s theme tune, which is oddly abbreviated compared to most of the other songs in the game.

On the whole, though, Mega Man deserves major and serious recognition for its music.

The one-two punch of Super Mario Bros. and The Legend of Zelda defined soundtracks for the rest of video game history. (Composer Koji Kondo wrote the music for both of those games, and as far as I’m concerned he’s one of the most important composers of our time.) Compare the sunny, peppy overworld music of Super Mario Bros. to The Legend of Zelda‘s more adventurous, compelling, driving equivalent. One feels carefree and light…the other weighty and significant. Then compare their underworld tracks; Super Mario Bros. feels damp and stuffy, in line with the muted blue color palette used in those areas, while The Legend of Zelda swirls and disorients, foretelling danger and encouraging wariness.

Video game tracks from that point forward were held to a certain standard; they didn’t just need to be catchy or cute…they needed to be evocative. They needed to not only fit the area, but fit the mood. They became an important and defining part of gaming in general. Not many games prior to Mega Man took that to heart, and it’s a challenge this series has always at least tried to meet.

Even in this first game’s comparatively weak and simple soundtrack, it’s easy to see how deliberate it is. Fire Man’s track feels like the spicy, faux-Latin tune you should hear in a metal corridor with lava underfoot and fire falling from above. Ice Man’s track is halting and chilly. Guts Man’s isn’t great, but it feels mechanical, shuddering, and stubborn, in line with the robot-operated quarry that it underscores. Elec Man’s is probably the best, feeling and sounding like electricity singing its way through a long stretch of transmission line. It’s lovely, and this game’s easy standout track.

Mega Man 2 would set a new standard for soundtracks in general, with its infectious, irresistible compositions that sound like chiptuned dance tracks from an alternate universe, but Mega Man laid the groundwork for that, and it deserves a great deal of creative credit for the achievement.

Once the six main stages are complete, Mega Man moves on to Dr. Wily’s final gauntlet. This is the pattern that the rest of the classic Mega Man series would follow, and it’s somewhat remarkable how perfect a template was set by the first game. Sure, starting with Mega Man 2 we’d increase the number of main stages to eight, and Mega Man 3 would introduce another set of levels between the main game and the final castle, but those are just tweaks. The core concept of treating the main stages as tutorials — as longform playgrounds for Mega Man to earn and practice with new weapons — with Wily’s Castle testing your ultimate mastery was a sound one, and it’s something the series, wisely, kept around for its entirety.

Mega Man does seem to lose a bit of personality in its final stretch…but, to be frank, nearly all of the Mega Man games do. Wily’s Castle is often memorable for its big setpieces (such as the Yellow Devil in this game, the Mecha Dragon in Mega Man 2, and so on) but the stages themselves are designed to be punishing rather than distinct. As such, I tend not to enjoy these stages as much. There’s more personality in just about any Robot Master stage than there is in any Wily stage, and Mega Man set that precedent for the series, too.

So, yes, it’s aged noticeably. It’s far from perfect. If I could wave my magic wand and fix anything I wanted to fix, I’d be fixing the game all month. And my love for this title is admittedly due to straight, unapologetic nostalgia. There’s nothing — literally nothing — this game does that isn’t done significantly better in nearly all of its nine sequels.

But I love it.

I love it more than I love most games that are, strictly speaking, better.

I love what it is. I love its flaws. I love its silliness. I love its weakest tracks and its most frustrating sections and its crappiest weapons.

I love Mega Man. And, yeah, maybe I love it mainly for the groundwork it laid, but I still come back often to this one.

It’s an absolutely perfect game to complete in one sitting. It’s the perfect length. It’s the perfect balance of fun and challenge. It’s the perfect example of a game that stumbles not because it’s confused, but because it’s doing so many new and exciting things for the very first time. It’s a giddy experience, knowing that every stumble here sets up a grand slam for its sequel.

It’s so much of what I love about gaming in general. And, yes, I still play video games, but few of them hit me the way this raggedy, flawed, ramshackle little daredevil hits me.

When a game comes out today, people ask how long it is. I’ve never understood why.

I can beat Mega Man comfortably in around two hours, and I’m not even that great at it. It’s a short game. There’s no getting around that. There are no unlockables. No alternate endings. No DLC side stories.

But I’ve played Mega Man what has to be a hundred times over the years.

What’s better? A long game you’ll play once? Or a game so good you’ll play it over and over again forever?

The entire Mega Man series answers that question for me. I’ll take a perfect, bite-sized experience any day.

Best Robot Master: Bomb Man
Best Stage: Cut Man
Best Weapon: Thunder Beam
Best Theme: Elec Man
Overall Ranking: 1 (Erm…this will make sense later.)

(All screenshots courtesy of the excellent Mega Man Network.)

Better Call Saul Reviews: “Klick” (season 2, episode 10)

In many ways, I think the best way to review the final episode of season two is to refer back to my review of the final episode of season one.

Season one was, I felt, largely brilliant. It got off to a bit of a sputtering start, but it didn’t take long to carve out a distinct and rewarding identity of its own. Its supporting cast got their chances to shine, we developed Jimmy McGill as a character distinct from Saul Goodman and therefore one worthy of separate study, and it seemed less and less fair to view the show in the shadow of Breaking Bad.

It wasn’t perfect, but it was often great. And Rhea Seehorn, a relative newcomer, proved herself to be the most valuable member of a cast that included old pros like Bob Odenkirk, Michael McKean, and Ed Begley, Jr. In short, Better Call Saul had promise. That was no surprise. What was surprising was how quickly it fulfilled that promise.

Then came the final episode of the season, “Marco,” which wasn’t exactly the best thing the show could have done. Most disappointing was its ending, in which Jimmy turns down a position at Davis & Main so that he can hop into a phone booth and emerge moments later as Saul Goodman.

It was oddly graceless, and almost insulting to a viewer who would have spend the previous nine episodes and change invested in Jimmy’s story. “Anyway, I’m Saul now, so forget all that.”

The show deserved better. Here’s what I said about that in my review:

Jimmy checks his messages and finds that he has clients — actual people for whom he is doing actual good, and who pay him actual money — waiting for him, and it feels like a nice moment of awakening for the character. [Kim] tells him that he stands a good chance of being hired on at another law firm…and hands us a great setup for where season two can go.

But ah, the Sickle! Jimmy comes home, stands in a parking lot for a little bit, then says “Fuck it, I’ll be a bad guy!” It’s an unconvincing reversal, to say the least, and it again feels so effortful. It’s a forced conclusion that speeds us toward Jimmy’s eventual transition into Saul, which works against the quiet, tragic slowness we’ve known all season. […] With the high highs of the previous episodes still so strongly in mind, I find it hard to believe that that’s where we actually ended things.

[…] A far more intriguing end to season one would have been Jimmy getting hired on at [Davis & Main]. He could spend “Marco” doing largely the same things, coming to largely the same conclusion as he comes outside of that church. He decides that he can do this, and sets out to make a name for himself at a reputable firm.

…at which points he finds it extremely difficult, makes an ass out of himself, and despite his best efforts keeps getting beaten back to the man who will eventually give up and become Saul.

That could have been a great series of episodes. It would have proven to him that he couldn’t handle what he expected to handle. It would have given Chuck’s “chimp with a machine gun” concern some retroactive weight, as Jimmy fails to live up to the sacred practice of law.

I’m not saying that I know the direction of this show better than anyone else does, but I do know that Kim’s arrangement floods my mind with possible storylines, whereas “I’m Saul Goodman, and you’re not! G’night everyone!!” doesn’t.

Forgive the long quote, but its length is deliberate: doesn’t season two seem like it addressed that concern specifically?

Not that I suspect anyone involved with the show read my reviews, much less took my criticisms to heart when working on the next batch of episodes. But I do think that my concerns must have been shared by at least someone on the writing staff. Why else would season two have begun with Jimmy literally undoing the decision he made at the end of season one? It must be because Davis & Main floods the mind with possible storylines, whereas ditching all that for Goodmanism just gives us the same stuff we already saw on Breaking Bad.

Funnily enough, the first episode of season two even shares my metaphor of a light switch:

I’ll watch season two, unquestionably. But Jimmy deciding he’s going to be a crooked shit is too easy. We already know where he ends up, so this isn’t surprising. It should have been something more momentous than flipping a light switch, which is what he might as well have done.

But now I’m just bragging.

My point is, Better Call Saul was excellent, but it had some issues…mainly at the very beginning and at the very end. Season two deliberately set out to correct those issues, even going so far as to have Jimmy immediately reverse the very decision that season one led to. It was course correction for both the character and the show, and as a result season two deposits us in much more interesting territory than season one did.

Season one said, “Here’s that guy you like.”

Season two now says, “Here’s these characters you’re still getting to know. And they’re fucked.”

We can get Mike’s story out of the way easily enough: it ends with a beginning. Instead of assassinating Hector with a sniper rifle, our aging hitman finds his view blocked. Some time passes (in an impressively tense scene, considering we know full well he doesn’t kill Hector) and then there’s the sound of Mike’s car horn. Someone’s wedged a stick against the steering wheel to set it off, and they’ve left a simple note: DON’T.

For starters, that’s pretty similar to the “Go home, Walter” phone call from “Thirty-Eight Snub,” which stops Walt from killing Gus. (Well…stops him for the time being.) That’s nice.

But the larger development here is that…well, it’s Gus, isn’t it? Gus tailed Mike, I guess, for some reason, and stopped him from killing Hector, I guess, for some reason. And he waited a long time to wedge that stick, too; if Mike’s view hadn’t have been blocked by Nacho, Hector could have been shot dead 150 times over. So…whatever. I’m not really sure what happened here, but FRING’S BACK so we know it’ll be worth waiting around to find out.

It’s Jimmy and Chuck, though, who are really in an interesting spot as the season ends. Chuck tricks Jimmy into confessing his felony, and records him doing so.

Okay. So, no, that doesn’t sound like much when you just see it in print like that.

What’s interesting is how Chuck plays it. How villainously he plays it.

He resigns from Hamlin, Hamlin & McGill. As in, actually resigns. Howard isn’t in on the deception, but Chuck knows that if he quits, Howard will call Jimmy for some insight. And once Jimmy finds out Chuck quit, he’ll rush over to check on him. And once Jimmy shows up, Chuck will act a little extra crazy, to disarm Jimmy and make him feel bad. And once Jimmy feels bad, he’ll come clean…and Chuck will have it all on tape.

And it plays out exactly that way. Of course it does. Chuck’s the one who pieced together every detail of Jimmy’s crime, in sequence. He knows how this stuff works.

His deception is clever, and in line with what we know and suspect about the character. Sure. But what really makes it sting is that Jimmy spends a huge portion of this episode the same way he spent a huge portion of season one, and much of season two: caring for Chuck. Sitting with Chuck. Refusing to leave Chuck. Doing whatever is in Chuck’s best interest to keep him safe and healthy.

This is what Chuck takes advantage of. He knows Jimmy will drop everything the moment Chuck needs him. Chuck abuses his brother’s good side in order to prove his bad side.

That’s the weight of twenty good episodes making that cliffhanger work as well as it does.

And it also gives us some great insight into who Jimmy is. We know he’s flawed. We know he’s unscrupulous. We know he’s easily led astray.

But now we also know that he’d willingly commit a felony just to help the woman he loves.

And he’d confess to that felony just to make his sick brother feel better.

This leaves us with a lot of possible storylines for season three. This is not closure that needs to be reversed. This is one story becoming, in an instant, another story entirely.

There’s fallout to anticipate. There will be consequences. And, eventually, Jimmy will lose both Kim and Chuck as a result.

As a direct result? Probably not; the show hopefully has a few good years left in it.

But as a result of being Jimmy? As a result of being who Jimmy is?

Yes.

And that’s already a more interesting story than Saul Goodman’s would have been.

Roll on, season three.