Boss Breakdown: Dark Mantis from Mega Man X8

Boss breakdown again! It’s been a while. What’s a boss breakdown? It’s a design exercise. I try to break down, to the fundamental particles, what makes up a boss fight, how its design operates under the hood, and analyze the result. Design goals, what the design accomplished, the whys, the hows, and everything between.

For this boss breakdown I want to do something a little different. I’m going to compare two versions of the same boss fight. The boss I’m going to break down is Dark Mantis from Mega Man X8 for the Playstation 2. Interestingly, one of the versions is a fan-made recreation, meant to be evocative of the 16-bit classic Mega Man X games. This ‘demake’ in question is being developed by one AlyssonDaPaz. I played a lot of this game when I was a kid, and I have fond memories of it. On balance I’d say it’s a pretty good game, but it is far from the best of the Mega Man or even the X series. It was the first game in the series following the less-than-fondly-remembered Mega Man X6 and Mega Man X7, which are both… extraordinarily flawed, each in their own way. Maybe I’ll talk about those one day. My point is that X8 was a case of the franchise trying to re-find its footing after a rough patch, and as only the 2nd ever 3D game of the main series Mega Man games, it was still experimenting on how best to leverage these new capabilities with a classic formula. The ‘demake’ Dark Mantis has no such baggage nor extant goals. The fascinating thing about fan remakes and demakes like these, I think, is how they are inherently made with the benefit of hindsight, and the added context of being made by someone a fan – a distinct perspective that colors how the design is approached.

Dark Mantis, narratively, is an assassin-type robot modeled after a praying mantis with blades attached to his arms. He skulks about in the dark for a quick, clean kill. So, a lot of his design is going to reflect that. He has a lot of fast, sudden movements to reflect this. In the original, he has two basic behaviors – hopping back and forth a short distance on the ground, from which he will react with an attack based on player-proximity, and his second behavior; jumping back and forth across the top of the screen, from wall to wall. In the demake, his hopping behavior, which characterized Dark Mantis as very cautious and careful, looking for the opportune moment to strike, has been removed. In the practice the hopping behavior slowed the pace of the fight, leaving the player more room to breathe. This reflects the design philosophy of most of the bosses of Mega Man X8, none of which are extraordinarily fast pace. In the demake, Dark Mantis is basically always attacking, with very little downtime between each attack routine. This characterizes him more as a merciless, vicious killer that dispatches his opponents quickly and efficiently. If you want my opinion, the demake does, with the benefit of hindsight, characterized the mantis better through his design – more accurately matching his written dialogue and descriptions as presented.

He still bounces between the top corners of the screen by clinging to walls, but this has been altered in the demake. In the original, this behavior would keep the player away of their relative position on the ground and discourage abusing the walls to avoid attacks too easily, and Dark Mantis would otherwise have trouble hitting players hiding in those top corners. Forcing the player to the ground also encourages them into close proximity – appropriate for this more melee-oriented boss fight. The demake version fills this some purpose, but also includes the fan version’s first new attack not present in the original. Dark Mantis will, after one or several hops, drop straight vertically out of the air, bearing his blades down when he is exactly above the player. So the player must not only be aware of their relative position on the ground, but the number of hops Dark Mantis has done, and otherwise be prepared to react with a dash to dodge out of the way. This adds a sense of tension to the behavior that the original did not have. While in the original you did not know when Dark Mantis would drop from the wall, you could always preemptively move to the opposite wall. There is no such option with his plunging attack, so the player must always be prepared to react.

The same scene plays two times, side by side. The left is a pixel-art version, the right is a PS2-era 3D version. A dark robotic mantis fights the blue android Mega Man X in a dark generator room. On the left, Dark Mantis hops from wall to wall, then plunges his blades into the ground. On the right, Dark Mantis hops back and forth on the floor, then throws a black energy projectile.

Left: Plunging Attack, Right: Shadow runner

Shadow runner is an attack that is in the original and not the remake. Which is ironic, seeing as how in the original, Shadow Runner is one of the attacks the titular X can copy from Dark Mantis after he is defeated. What it does, is produce a shadowy arrow projectile that travels horizontally, then spins outward when it reaches a close proximity to the player. This gave Dark Mantis an extra ranged option, to cover for his more melee-focus. It’s easily dodged though, by jumping over or dashing under it. It’s removal from the demake makes sense, as Dark Mantis is given an even more keen melee focus, and he much more aggressively forces the player into close proximity with him, making Shadow Runner kind of redundant. 

The same scene plays two times, side by side. The left is a pixel-art version, the right is a PS2-era 3D version. A dark robotic mantis fights the blue android Mega Man X in a dark generator room. On both sides, Dark Mantis attempts to grab X, who moves out of the way at the last moment.

Aside: The animation and sprite work on this fan game is just gorgeous.

Next, we have Blood Scythe, which works a bit differently between versions. The original  has Dark Mantis travel a set distance forward in a fast dash when the player is close enough in front of him. He may hop into this range, or the player may enter it to trigger. To dodge the player simply has to dash or jump out of the way fast enough, or else be restrained by Dark Mantis. While restrained, the player will take a small amount of damage, but Dark Mantis will have his hp restored slowly in turn, making this a highly punishing attack. This serves the purpose of making the player always away of Dark Mantis’s proximity to them. He is meant to be deadly up-close with those plays, so this attack reinforces that idea. In the original the attack can be ended early by using the assist mechanic, in which one of the player’s two controlled heroes assists the other to escape, and takes his place in the action. The demake understandably removed this mechanic, and multiple playable characters in general, presumably for simplicity and scope reasons. There is another notable difference to the demake’s blood scythe and that is its movement. Its lateral movement is now slower, but will travel however far is necessary to reach the player, before initiating the grab.

The same scene plays two times, side by side. The left is a pixel-art version, the right is a PS2-era 3D version. A dark robotic mantis fights the blue android Mega Man X in a dark generator room. Dark Mantis lifts his scythes up and dashes at X, grabbing him and sucking out his energy. On the right, another android appears to free X.

Ah yes, praying mantises, well known for… sucking blood? Robot blood?

This ties into another new attack added in the demake. When Dark Mantis is on the ground and detects the player is also on the ground, he may choose to initiate one of two attacks and move him across the entire arena from his current position until he reaches the player or a wall. In the first is bloodscythe, the second is close-ranged a slashing attack. Relatively, bloodscythe has a lot more startup time and moves slightly slower than the slash. He assumes two very different poses depending on which he will initiate – raising both blade arms for bloodscythe, and moving one blade to his hip in a low stance for the slashing attack. In many cases in Mega Man X game it is the player’s instinct to dash and jump to dodge attacks – as most attacks do not cover a wide area, this offers the most vectors of escape; up and away. It takes a good amount of discipline and conscientiousness to resist this impulse, which is what the slashing attack demands. Dark Mantis propels himself with the slash just high enough into the air that it can be dodged if the player is in a dash state, in which their hitbox is shorter. If they also jump, obviously they will be struck. Dashing and jumping is the optimal strategy to avoid bloodscythe, but not the slash. This new dynamic introduced to the fight ensures the player has to keep their eyes on Dark Mantis and watch for his tells.

A dark robotic mantis fights the blue android Mega Man X in a dark generator room, all rendered in 16-bit pixel art. Dark Mantis readies an arm blade, and dashes across the enter length of the arena floor, then jumps and slashes X as he approaches. X ducks and dashes at the last second.

This animation on this attack is really well done – dynamic and threatening.

This forms a new core identity to the demake version of Dark Mantis. The slashing attack and bloodscythe become two of his most common attacks, and thus represent an ever present threat that demands skills of reflex, observation, and control. The slashing move is then followed by a short-ranged projectile that can be dodged easily enough, but adds to the complexity of the move as something you still need to be aware of.

Finally there’s the attack black arrow. It’s a spray of projectiles that launch up, and in an arc, spreading out as they go, then coming down on the position the player was in when they were launched. To dodge, anticipate where the arrows will fall, and stand in the safe gaps between them. The in demake, this further serves as a sort of misdirection. Because Dark Mantis has so little down time between attacks, his black arrow becomes a kind of provurbial smoke screen to draw player attention away while he prepares his next move. Black arrow is very similar between the versions, but demake Dark Mantis’s black arrow attack is a lot easier to see, in general. That makes it easier to dodge, but also less frustrating to deal with in general. 

Something black arrow draws into focus is the fight’s readability. Readability is essential for fast-paced action games like Mega Man. If the game is all about spatial relationships, reaction, and timing, the player’s got to see what they’re reacting to and time, and where it’s coming from, right? Now, the intentional obscuring of information like where a projectile is at any given time can be leveraged for an extra change of pace and challenge, which I presume is what the original X8 was intending, but this can very easily become frustrating. You see, each level in Mega Man X8 has some sort of unique level mechanic or gimmick, to distinctify the stage. This could have been done for any number of reasons. It’s possible it was just to give the game its own signature style compared to other Mega Man games, or it could’ve been done to broaden the game’s appeal to a more general audience, or for any other reason. In Dark Mantis’s stage, the gimmick is a generator that, when activated, turns on all the lights in the dark, shadowy level. This includes a light in Mantis’s own boss room. In light, he’s much easier to see. 

The same scene plays two times, side by side. The left is a pixel-art version, the right is a PS2-era 3D version. A dark robotic mantis fights the blue android Mega Man X in a dark generator room. Dark Mantis throws several black arrows up. They then arc as they fall, leaving behind purple trails. X walks out of their trajectory.

Side by side like this, its easy to see which version is *much* more readable.

Even with the light though, demake Dark Mantis is just a lot easier to see. This is a side effect of him being a 2D sprite. 2D sprites are a lot easier to make readable than 3D. The artistic techniques necessary to make 2D art readable are less system-dependent as well. 2D sprites can have definite outlines without need of external program scripts, for instance.  For a further example of what I mean, consider that 2D Dark Mantis is not lit by any particular source of light in the room. He has shading, but it is general purpose – meant to look good from any position in the room in which he appears. His body catches light as illustrated, but not from any particular angle. With this in mind, 2D sprites do not have to have the same relationship of color and light to their background as 3D models do to look natural. Demake Dark Mantis is actually a lot brighter on the screen than his shadowy background may imply – he actually consists of mostly mid-tones – but it doesn’t look jarring. That contrast does make him highly readable at a glance, though. 

Original Dark Mantis, on the other hand, has to “blend” more with his environment, or his 3D model would stick out in a jarring way that would seem amateurish. A 3D model’s poses also have to be manually puppeteered, and a 3D model’s anatomy cannot easily be exaggerated the way a 2D sprite’s can to convey the artist’s intended look and feel. 2D drawings can be contorted in ways 3D models can’t to be more readable. 

At this point the difference in direction here is definitely starting to come into focus for me. One of the main things, I think, is difficulty. Mega Man x8, particularly in comparison to other Mega Man games, is not extremely difficult. It’s no pushover, on the harder difficulty settings, but the most critically beloved Mega Man games can be some real killers. The series kind of has a reputation for it, actually, and that sense of intense challenge is a big appeal for a lot of its core audience. 

I’m about to engage in some protracted speculation here.

Something to understand about Mega Man as a franchise: It’s never been a blockbuster seller. Mega Man the character is one of the most famous video game icons, period. Everybody knows Mega Man. The people love him. Thing is, that popularity never especially translated to sales. However, it’s a series with about 50 or so entries, even if you’re counting conservatively. My point is, these are highly technical games with a huge skill ceiling, and an often unyielding skill floor. Some niche, fairly hardcore games, for a niche hardcore audience. They inherently don’t have the same mass market appeal as a Mario, or even a Sonic. This was never a problem for a long time, because these games typically did not cost a great deal to make. Each sequel made extensive use of art assets recycled from the one previous, was made in a fairly short amount of time, and introduced only moderate iteration along the way. 

Mega Man games were fast turnaround, low risk, with a loyal and devoted audience of hardcores. That is, until 2D games started to temporarily lose popularity in the advent of 3D graphics. It didn’t seem temporary at the time, though. Here’s the speculation: 3D games are comparatively very expensive to make. If Mega Man were to survive, it’d need to establish a broader market appeal. And so, the two 3D games in the main Mega Man series of platformers, are also known for being quite a bit less refined in terms of skill investment, and a bit less difficult than the other games. All this to say, I speculate a reprioritization to make these games more generally appealing coincides with their transition to 3D, to make up for the cost of production.

That tangent out of the way, the demake version of Dark Mantis holds no such priorities. This version of the insectoid assassin was clearly made to be more evocative of the very difficult bosses of older Mega Man games, with their zippy movements, narrow dodge windows, and rapid fire attacks. And when I say ‘difficult’ I mean specifically designed to better reward full understanding and leverage of the player’s movement capabilities. This is what the demake version of Dark Mantis has two dash attacks, and a much faster desperation attack. These are meant to further push the player’s understanding of how much distance they can clear quickly, and in what directions that distance can be covered, along with a bit of reaction time testing. 

Finally, both versions of the boss share a mechanic whose archetype appears in several games. I tend to call this a ‘desperation attack’, although I believe the official Mega Man is ‘overdrive attack’. It’s a special, rare, extremely powerful and high-spectacle move that fully shows off the boss character’s power, and in theory fully puts the player’s skills and knowledge to the test, as one final high-tension show stopper. This is a new addition with Mega Man X8 and I have to say it’s a brilliant one. These sorts of things offer a lot of opportunity to characterize boss enemies, from their dialogue to their design, and make a fight a lot more memorable, by giving it a real signature and identity. I do have to say though, Dark Mantis has one of the easier overdrive attacks in the original game to deal with. He jumps to, and floats at the top of the screen and arena, then winds up a glowing scythe over one shoulder. A second later, he slashes one half of the arena entirely, dealing massive damage – always the side opposite the windup. He then repeats the attack on the opposite side. This is a really cool attack, conceptually, and from sheer spectacle I really think it does its job of characterizing Dark Mantis and making him very memorable.

The same scene plays two times, side by side. The left is a pixel-art version, the right is a PS2-era 3D version. A dark robotic mantis fights the blue android Mega Man X in a dark generator room. Dark Mantis jumps up to and floats at the top-center of the room, before extending an arm blade to a great length behind his shoulder. He then slashes more than half of the room in one swipe, then alternates to the other side. On the left, he does this several times.

“I wanna see you CRY!”

The demake version once again ups the ante in terms of difficulty and challenge. The attack is basically the same, except the slash is now *even larger*, encompassing more than half of the arena, requiring a well-timed dash jump at a specific angle, and memorization of the attack pattern. That, and he will alternate slashing the left and right halves of the screen several times before his attack is done. This all makes the move much more menacing, and Dark Mantis as a result a lot more impressive, so I have to praise that. I would say it is perhaps a little less reasonable to be able to dodge this move the first go around, compared to the original, and while the enormity of the slashing effect reads perfectly well after the fact, it’s a little tough to predict that will happen if you haven’t seen it before. This is a little harder to work around, as part of the point of this assassination attack is that it has only a very subtle warning compared to its monstrous effect.

As a longtime and very hardcore action platformer(and Mega Man in particular) fan myself, I have to admit my bias for the more challenging, fast-paced Dark Mantis of the demake. I do have to reiterate that remakes and remasters, especially fan-made ones, have very different circumstances and context to the original design. I in no way mean to disparage the very talented folks behind Mega Man X8, they did not have the hindsight and their own game and future games to draw on. I do have to praise AlyssonDaPaz for his impressive work in re-adapting this boss fight for the kind of fan it’s clearly intended for – that is, longtime hardcore Mega Man fans. I think X8 was likely aiming for a broader audience and many of its design decisions reflect that. I hope you found this interesting. I know I always find boss analysis fascinating, and this sort of comparison is a rare and very educational opportunity. I feel like I was able to learn a lot from this.

Your actions are those of a Maverick!

Mega Man X: The Dash and The Wall Kick, Power and Applicability

Mega Man X, released in 1993 for the Super Nintendo Entertainment System, marked a big step forward for its sister-series Mega Man, as well as for 2D action games in general. It’s a game about robots, fighting robots, with cool weapons and powers. The protagonist of Mega Man X was cooler, sleeker, just a liiiiiiiittle bit more Bladerunner (maybe like 10%) and slightly less Astro Boy. The titular Mega Man X was made to be stronger, faster, more capable than his older predecessor. Nowhere was this made more apparent than in the movement system, which included two new movement mechanics, the Dash, and the Wall Jump.

The fighting robot Mega Man, starting with Mega Man 3, is able to slide, which changes his hitbox for registering enemy attacks to a wider, shorter rectangle, meaning it could be used to dodge certain projectiles, while also making him move slightly faster in quick bursts. The Mega Man X dash was an evolution of this, retaining the change in hitbox while also greatly magnifying the speed of the ability. It was made more powerful in that sense, but also made more generally useful with an additional technique. Jumping out of the Mega Man X Dash would allow the player to clear greater distances with their jump, as the Dash’s bonus speed would not dissipate until they hit the ground or a wall from said jump.

The protagonist of Mega Man X can jump into a wall, cling to it, and slowly sliding down its length. When jumping from this wall slide, he can gain additional height by jumping off the wall. The interesting thing, is that because of the high degree of aerial maneuverability in this game, it’s possible to change direction mid-air immediately after a wall jump, and reattach to the wall at a higher elevation, effectively allowing the player to climb any vertical surface. This is known as the Wall Kick. 2D action games, obviously, have two axis of movement, though generally one access is rather strictly limited, the vertical axis. The Wall Kick gives a vector of control over this space while maintaining the advantages of limitation through gravity have on the game world. Giving the player a limited method by which they can break the rules of gravity offers the overall design a certain dynamism. The player now has two modes of operation they can switch between on the fly without even thinking about it – aerial oriented and ground oriented.

Secrets and extra areas like this are littered all over the place, giving the levels a rewarding sense of scale

These two moves, simple though they are, were designed intentionally to be extremely powerful, and extremely dynamic by giving them a huge possibility space with a wide range of use cases. Wall climbing can be used to avoid attacks near the ground, to reach hidden areas, or to get over and behind a troublesome enemy. The dash can be used like a dodge to quickly position the player out of harms way, to clear a level faster by stringing dashes together, or to clear large horizontal spaces with the dash jump. Those are just a few examples. With such a broad range of possibilities, this empowerment of the player greatly raises the skill ceiling of this games, making mastery more rewarding, while broadening what can be done in the design of levels and bosses. It’s the applicability of these moves, in particular that widens the possibility space. Mega Man X can climb any vertical surface, and dash at any time. Because these moves are always available, the game needs to be designed with them always in mind.

From here, bosses start to incorporate this possibility space into the overall plan. If a player is made more powerful, in this case given a broader degree of control over their position in 2D space, then the environment needs to be designed to both accommodate and interact with that power. You’ll notice a lot more verticality in the level design of Mega Man X over Mega Man. Trees, tall buildings, and aircraft are common. The original series did play with vertical movement from time to time, but mostly in the form of moving platforms and falling – not things the player had much control over.

Chill Penguin here is pretty simple, but at least the extra verticality gives him more to do than just running back and forth across the screen

With this added degree of control comes added obstacles. A Mega Man game in which enemies never posed a threat to you while wall-climbing would mean losing the game’s notable blend of combat and traversal for the sake of this new mechanic. Rather than make it incongruous, the Wall Kick feels like a natural extension of Mega Man‘s movement systems, that flows with the established gameplay. What’s more, by introducing threats and problems to solve in the context of using the Wall Kick, the Wall Kick is made to have functional, practical application in and out of combat.

Tall shafts like this become a lot more common as the series goes on. I feel like a ninja!

I know the title of this piece says Mega Man X, but the Mega Man series, overall shows an increasing level of acuity when it comes to making use of the Wall Kick and Dash abilities. The story and general gameplay aesthetic of Mega Man X continued on to the Gameboy Advanced Mega Man Zero titles, as well as the Nintendo DS Mega Man ZX titles, which are direct sequels to the Mega Man X series, despite the change in subtitle. Faster and snappier than ever in both control and combat design, they really illustrate the limits to which the Wall Kick and Dash can really push Mega Man. Mega Man X itself has some fun and memorable bosses, but they only scratch the surface of how the new movement can be leveraged to make new and more interesting boss encounters. X and others like him will find themselves climbing walls to reach weak points, ducking projectiles, and clashing with inhumanly fast foes as the series goes on.

Killing robo goons from below just never gets old. It’s all so seamless

Bosses like Deathtanz Mantisk (which, incidentally, may be the single best name for a boss enemy in any video game ever made. I’m serious. Just, try saying it out loud. You’ll see.) utilize vertical space in really interesting ways, creating a counterpoint to the player’s ability to climb walls. Now not only can the player climb walls, which is fun, but they can outmaneuver their foes by doing so, which is fun and empowering! When this terrifying death-robot zooms across the screen, narrowly missing Mega Man Zero with a razor-sharp scythe blade, as the player readjusts their position with a dash, the sensation of taking part in a sci-fi-anime-robot-battle becomes very real. A high-powered player character creates high-powered situations, if the enemy and level design rises to meet these elevated powers.

Very few games make me feel as capable as a good Mega Man

The best part of all of this is that Dashing augments the Wall Kick, meaning both of these maneuvers can be used in concert to an even more powerful effect. Using to verticality to your advantage is powerful. Moving great distances in quick bursts is powerful. So, moving great distances in quick bursts through vertical space is extremely powerful. Mega Man is able to populate its many entries with some of the most visually impactful and fluidly playing boss encounters in the business leveraging the possibilities allotted by this high level of player power. Growing up on these games, they’ve had a big influence on me, and I tend to, when designing, leaning towers player empowerment. The more powerful a player is, in a practical and broadly applicable way, the more room there is in the design to do crazy and surprising stuff with environmental and enemy encounters. Because Mega Man can traverse so much vertical space so easily, there needs to be wild, sprawling vertical spaces filled with interesting things to see and do, things that wouldn’t be possible if he were more strictly adhered to the ground. There’s something to be said for more limited player power depending on the overall design goals, of course, but Mega Man very succinctly shows the design advantages of allowing the player a great deal of power.

Omega’s encounter has no walls on which to climb, although this is because, as an early boss, he exists to teach you the merits of ducking and jumping projectiles with the dash

The simple combination of a dash and a powerful yet limited method for traversing vertical space has become an extremely effective tool for 2D action games in creating elaborate and spectacular combat systems. It’s no surprise to see surprise to see spins on it utilized in such titles as Hollow Knight, Azure Striker: Gunvolt, and Super Meat Boy. It’s just a very elegant way to give the player a way to leverage the huge amount of air control they have in those games for interesting combat and traversal scenarios. Metroid has been exploring its own take on this concept to similar effect since 1991, actually two years prior to the release of Mega Man X, but no series has quite so thoroughly explored its possibilities as that of the blue bomber.

You may even become as powerful as I am…