Saturday, January 9, 2016

Godzilla Series on Blu-ray

The Blu-ray format has shown some favoritism toward the Godzilla series.  Unfortunately, except for the Japanese Blu-rays, the series is not complete.  Here I will detail what is available and what English-speaking audiences can appreciate (without having to look elsewhere to read a translation of Japanese dialog).

Of the Showa series, covering the period from 1954-1974, seven titles have official U.S. releases :

Godzilla (The Criterion Collection)

King Kong vs. Godzilla - Universal Pictures

Godzilla vs. The Sea Monster ! / Ebirah: Horror of the Deep ! - Kraken Releasing

Destroy All Monsters - Media Blasters

Godzilla vs. the Smog Monster / Godzilla Vs. Hedorah - Kraken Releasing

Godzilla on Monster Island / Godzilla Vs. Gigan - Kraken Releasing

Godzilla Vs. Megalon - Media Blasters

Also, King Kong Escapes has a Blu-ray release through Universal Pictures

As described in a previous blog entry, http://nerdlypleasures.blogspot.com/2013/01/godzilla-on-disc-criterion-blu-ray-vs.html, Godzilla has two official Blu-ray releases, and the Criterion is vastly superior in terms of image and audio quality, but in the special features department the two are a bit more even (or would be if Classic Media included the U.S. version on the Blu-ray, but it is only available on DVD.)  I would suggest obtaining the Criterion Blu-ray and the Classic Media DVD for the special features.

Germany has official Blu-ray releases of two Godzilla films which are not available in the U.S., Godzilla Raids Again and Ghidorah the Three Headed Monster, but they have no English language options either in dubbing or subtitles.  Toho released many of the Godzilla films in 2009 but re-released them and added the rest of the Godzilla films in 2014 for the U.S. Godzilla film's release.  The 2014 re-releases retail for 4,700 Yen, which is more reasonable than the DVDs used to cost (Toho reissued those as well for 2,500 Yen).  France also has its official version of the original Godzilla and Godzilla Raids Again.  I cannot find any other official Blu-ray releases for the Godzilla films, and the Spanish Blu-rays appear to be pirated.

Back Covers to US Blu-ray Releases (note the Special Features for Destroy All Monsters)
Fortunately, all the Heisei films have seen an official U.S. Blu-ray release and are in print.  All of the Millennium series films are also in print (with one exception) on Blu-ray :

The Return of Godzilla (Blu-ray availability spotty)

Godzilla Vs Biollante (OOP)

Godzilla Vs. King Ghidorah / Godzilla Vs. Mothra (1992) - Set

Godzilla Vs. Mechagodzilla II / Godzilla Vs. Spacegodzilla - Set

Godzilla Vs. Destoroyah / Godzilla Vs. Megaguirus: The G Annihilation Strategy - Set

Godzilla 2000

Godzilla Against Mechagodzilla (2002) / Godzilla, Mothra, and King Ghidorah: Giant Monsters All-Out Attack - Set

Godzilla: Final Wars / Godzilla: Tokyo S.O.S. - Set

Shin Godzilla

All the Gamera films, the three Daimajin films and the three Heisei Mothra films have official U.S. releases (the 3rd Mothra film was not released on DVD).

Rebirth of Mothra / Rebirth of Mothra II / Rebirth of Mothra III - Vol

Daimajin - Triple Feature Collector's Edition - Blu-ray

Gamera HD Bundle Collection - All 11 Gamera films: Gamera: The Giant Monster - Gamera: Guardian of the Universe - Gamera vs. Gyaos - Gamera 2: Attack of Legion - Gamera 3: Revenge of Iris + Showa films 

You can also buy the Gamera films in a box set containing the three Heisei films and two "volumes" containing the first four and the last four Gamera films.  While the films were released separately earlier on DVD, I do not believe Gamera: Super Monster was available.  The first two Gamera Heisei films were originally released before the third film.  The third film, whether sold individually or in a box set, holds the special features for all three films (behind the scenes, special effects, trailers).

Gamera Trilogy (Guardian of the Universe / Attack of the Legion / Revenge of Iris)

Gamera: Ultimate Collection V1 (4 Movie Pack) : Gamera: The Giant Monster - Gamera vs. Barugon - Gamera vs. Gyaos - Gamera vs. Viras

Gamera: Ultimate Collection V2 (4 Movie Pack) : Gamera vs. Guiron - Gamera vs. Jiger - Gamera vs. Zigra - Gamera: Super Monster

The presentation of the original Showa Gamera films leave much to be desired, being encoded in 1080i and having to fit four films on a Blu-ray disc.  They contain no extras.  Mill Creek released both the Gamera Showa and Heisei films and Daimanjin films, (originally released by Daiei) but the Daimanjin films have Behind the Scenes and Trailers for each film.

The Mothra films come in a two-disc set and each film contains trailers.

No other Japanese giant monster film (Rodan, Mothra, Space Amoeba) has seen a U.S. Blu-ray release but many have seen DVD releases.  Godzilla vs. Biollante was released by Echo Bridge.  All Godzilla movies thereafter and the Mothra trilogy were released by Sony as they had been on DVD.  Sony had previously released the Kraken Releasing titles on DVD, and the same masters were used by both companies.  Gamera: The Brave apparently had a Blu-ray release through Media Blasters, but is out of print : http://www.blu-ray.com/movies/Gamera-the-Brave-Blu-ray/36792/

Versions of the Films

Godzilla from Criterion contains both the Japanese original and the U.S. version Godzilla, King of the Monsters.  The Classic Media Blu-ray only has the Japanese original.

King Kong vs. Godzilla and King Kong Escapes only contain the U.S. Theatrical releases, which are dubbed and for King Kong vs. Godzilla heavily altered with U.S. actors thrown in.

All the rest of the Showa films use the "International Versions", which are essentially uncut from their Japanese originals.  They replace the Japanese language credits with English language credits and use dubbing typically from Japan (by Frontier Enterprises for Godzilla vs. the Sea Monster and Destroy All Monsters) or Hong Kong (for Godzilla vs. the Smog Monster, Godzilla on Monster Island and Godzilla vs. Megalon).  The title card for Godzilla vs. the Sea Monster / Ebirah, Horror of the Deep uses a newer title that says "Godzilla vs. the Sea Monster", not the official title, which is "Ebirah, Horror of the Deep".

All subsequent Toho films use essentially unremarkable International versions with the exception of Godzilla 2000. All have Japanese and English language soundtracks now.  The Return of Godzilla does not include Godzilla 1985 with Raymond Burr.  The good news is that Godzilla vs. King Ghidorah / Godzilla and Mothra: The Battle for Earth now come with English and Japanese language options and are not Pan and Scan.  Sony's DVD had both these failings.  Even so, they cut the credits at the end and shift the credits around at the beginning.

I am not sure whether Daiei even put out "International Versions" of their films, but the films available are pure Japanese versions with English subtitles.  Most of the Showa Daiei films were originally dubbed in the 1960s by AIP, but five films were later redubbed by Sandy Frank for home video.

Godzilla 2000's Blu-ray features both the Japanese and English language versions of the film.  The DVD only had the English language version.  The Japanese language version is eight minutes longer than the English language version, but in most people's opinions nothing essential was cut or added when Sony did its English language version.  The English language version looks clearly superior to the Japanese version.

The version of Shin Godzilla is a captionless-less Japanese home video print with new subtitles and optional dub track.  The home video version differs ever-so-slightly from the theatrical version in two shots : https://www.youtube.com/watch?v=qammqRhMdeo

Special Features

The Godzilla series are not known for an abundance of special features on U.S. discs.  The films from Kraken releasing have trailers, but Universal's releases have nothing.

There are two Blu-ray releases of Destroy All Monsters, both from Media Blasters.  The first release in 2011 had quite a few special features, an Image Gallery, Production Art and Storyboards, a Promo Reel, 8mm Films and a Commentary from Steve Ryfle and Ed Godziszewski.  The second release has none.  The first release was discontinued shortly after it was released due to a dispute over the special features between Toho and Media Blasters.  The first release can command $70-80 dollars used.  The second release from 2014 has also just been recently discontinued.  Godzilla vs. Megalon may also be discontinued.

Godzilla vs. Megalon on Blu-ray has no special features, nor does the officially released DVD thanks to disputes between Toho and Media Blasters.  However, there were some meaty special features prepared for it and some DVDs were released with the features included.  Unfortunately, it is difficult to impossible to tell which is the featured disc and which is the featureless disc without opening the case.  The special features included US and Japanese Theatrical Trailers, US Print and English Print Credits, and Image Gallery, Trailer Reel, Japanese trailer for Destroy All Monsters, an interview with Voice Dubber Ted Thomas and Commentary by Steve Ryfle and Stuart Gailbraith IV.  These have been recently been released and are easy enough to find, however questionable some of the material may be legally.

Godzilla vs. Biollante contains a lengthy Making of and a short Design featurette, both subtitled in Japanese.  The Sony releases contain teaser and theatrical trailers for each film but nothing else except for Godzilla 2000 and the Godzilla Tokyo S.O.S./Godzilla: Final Wars release.  For Godzilla 2000, there is a Japanese theatrical trailer, a short Behind the Scenes featurette and an Audio Commentary on the English Language version by the producers of the English language version of the film.  In addition to the standard teasers and trailers, both films contain a Making of feature subtitled in Japanese.  Godzilla Tokyo S.O.S. and Godzilla: Final Wars each have a behind the scenes featurette in addition to their trailers.

Thursday, January 7, 2016

Displaying DOSBox Screenshots on Real Hardware

DOSBox is an excellent program for taking screenshots of DOS games, it saves them losslessly in the Portable Network Graphics format.  But what if you want to view these screenshots on real hardware, especially low-end hardware?  Suppose there is a particular screen you really want to see on older hardware, can it be done?  The answer is surprisingly yes, for the most part, and it's pretty easy.

Once upon a time, there existed a picture viewer program for DOS called CompuShow.  The last numbered version released is 9.0.4, and can be downloaded here : http://www.cshowplace.com/cshow.htm  CompuShow can load most of the major image formats from the mid-1990s, including PNG, GIF, PCX, BMP and JPG and many others that are rarely encountered today.  It can also convert picture files to these formats and more.

CompuShow has the benefit of working on any PC compatible, from an IBM PC with an 8088 CPU to a Generic Windows 98SE machine.  The program can fit on a 360KB floppy with room for some images, so it is small.  Loading speed is decent even on the IBM PC.  For a program of the later 80s to mid 90s, it supports a wide variety of graphics adapters.

I have personally tested the program with an IBM PC with IBM CGA and Hercules Graphics Cards and the modes work as they should.  I have also tested the program with my Tandy 1000 SX and Tandy 1000 TL and it works well with them.  Finally I have tested the program with my 486 PC with a Cirrus Logic VLB card with 2MB of RAM and a GD-5429 chipset.  All modes work as expected except as noted below.

Graphics Modes CompuShow can display

CGA 160x100x16

Driver required to be loaded.  Will work on a real CGA card or a pre Tandy 1000 TLs and SLs, but not on the later 1000s.  CGA games that use this effective resolution include Styx, Round 42 and Moon Bugs.

CGA Mode 04/05 320x200x4

Limitations include no cyan/red/white palette, no tweaked capabilities (background/border color, mid-frame palette changes).  Use Tandy, EGA or better 320x200x16 modes to show the cyan/red/white palette and tweaks.  Border colors will never be shown.

CGA Mode 06 640x200x2

No support for changing foreground color with real CGA or entering color composite mode.  Use Tandy 1000 Mode 640x200x4, Tandy TL/SL or EGA Mode 640x200x16 for showing foreground colors other than white. Not many games use a pure CGA 640x200x2 mode, some can choose it as an option like Wizardry and SimCity.

Tandy 1000/PCjr. Mode 09 320x200x16

Should be used for Tandy 1000/PCjr. Mode 08 160x200x16 as well, use /J1 as a command line argument to gain access to this mode.  EGA Mode 320x200x16 can show these 160x200x16 and 320x200x16 screenshots.

Tandy 1000/PCjr. Mode 0A 640x200x4

Rarely used, use /J1 as a command line argument to gain access to this mode.  Great if you want to show off graphic screenshots in PCjr. ColorPaint or Tandy Personal Deskmate 1-2, but otherwise almost never used.

Hercules Graphics 720x348x2

Available on Hercules monochrome graphics adapters.  Better adapters do not tend to show this mode well.

Tandy 1000 TL/SL 640x200x16

Driver required to be loaded, can display EGA Mode 0E 640x200x16 graphics perfectly and CGA Mode 06 640x200x2 graphics with a colored foreground.  Very few games use this mode directly and it is never ideal.  Sargon III and Star Trek 25th Anniversary allow it to be selected.

EGA Mode 0D 320x200x16

Can be used for displaying  Tandy 1000/PCjr. Mode 08 & 09 graphics

EGA Mode 0E 640x200x16

Can display Tandy 1000 TL/SL 640x200x16 graphics perfectly and CGA Mode 06 640x200x2 graphics with a colored foreground.  Use this mode to display CGA Mode 06 640x200x2 properly with a VGA card.   Mainly used by ports of Japanese PC games and some LucasArts and Sierra games for those few people without VGA cards.

EGA Mode 0F 640x350x2

Will be available only on a EGA card attached to a monochrome TTL monitor.  Rarely used, but SimCity and Microsoft Flight Simulator 3.0 do support it.

EGA Mode 10 640x350x16

Will be available only on an EGA card attached to a 350-line color TTL monitor or by using a VGA card.  The original SimCity's best graphics mode and also used for the title and menu screens in the early Lemmings games.

MCGA/VGA Mode 11 640x480x2

Takes the place of CGA Mode 6 640x200.  Supported by SimCity and not much else.

VGA Mode 12 640x480x16

Not very popular due to the color limitations, Supported mainly by Syndicate.

MCGA/VGA Mode 13 320x200x256

VGA Mode-X 320x400x256, 360x480x256

320x400 had some popularity, System Shock supports it, but 320x240 was a more common non-standard resolution.  360x480 was pretty much the maximum resolution vanilla VGA could support, but was used by shareware and freeware games.

VESA Modes Supported by CL GD-5429 Driver :
Resolution / Color Depths
640x480 : 256, 32K, 64K, 16M
800x600 : 16, 256, 32K, 64K
1024x768 : 16, 256, 32K, 64K

If you have a 320x240x256 VGA Mode-X screenshot, you should be able to set perfect results using 640x480x256.

The program supports many SVGA chipsets as well as the usual VESA modes.  It identified my VLB card's chipset accurately and was able to display all the above resolutions and color depths in the setup test program.

General Tips and Observations

I found that CompuShow really preferred interlaced GIFs.  It would show minor drawing errors if it displayed PNGs, GIFs or PCX files using the Tandy graphics adapters.  With interlaced GIFs, pictures will display correctly every time.  Many, many programs can convert PNGs to GIFs.  I use InfranView to perform the conversion, and the program will allow you to convert to the interlaced GIF format.  While CompuShow will also convert PNGs to interlaced GIFs, InfranView can do so with the horsepower of a modern machine and can do multiple files in batches with ease.

DOSBox will save a 640x200 resolution or 160x100 CGA screenshot as 640x400 pixels.  Similarly, Tandy/PCjr. 160x200 resolution screenshots are saved as 320x200.  Unusual VGA screenshots tend to be saved in aspect ratios that will give the image a squarish aspect ratio.  You do not need resize the images, CompuShow will automagically disregard unnecessary duplicate lines and show the image as it was meant to be shown.

When using the CGA display modes, it is important to know what the original palette colors were.  The program gives you four palette options :

1 - Light Green/Light Red/Yellow
2 - Green/Red/Brown
3 - Light Cyan/Light Magenta/Intensified White
4 - Cyan/Magenta/White

On a real CGA adapter, if your screenshot uses the alternate palette colors, use the corresponding intense or non-intense cyan/magenta/white palette.  If you select the wrong palette choice, the screen may draw very slowly as the program tried to interpolate colors and often the pixels will not look correct even with the wrong colors.

If you are trying to display a screen capture of a text mode with colored text, EGA, VGA and Tandy TL/SLs have a graphics mode that is sufficiently colorful to handle the effective text resolution with 16 colors.  Tandy/PCjr. can handle 40-column text modes in full color, but not 80-column text modes.  CGA is too limited to handle either column width with full color.  Hercules may be able to offer a passable rendition of text mode in graphics mode.

Note that true VGA text modes have a 360x400 and 720x400 effective resolutions for for 40-column and 80-column text modes.  DOSBox will save screenshots of VGA text modes in 320x400 and 640x400 resolutions, respectively, unless using the vgaonly machine type.  These are the effective text resolutions of the MCGA adapter, which is a VGA offshoot.

Even though Hercules has a 720x348 graphics mode, it will not show monochrome text very well, even though the monochrome text Mode 07 has an effective resolution of 720x350.  Also, monochrome text can use intense and non-intense characters, but monochome Hercules graphics can only show non-intense pixels.

Ironically, while CompuShow works very well with all sorts of hardware (I did not test it with the PCjr. yet), it does not work in DOSBox.  It will complain that it cannot find its README.EXE, SETUP.EXE and CSHOW.DRV files, even though they are present in the same directory as CSHOW.EXE.  Even booting real MS-DOS 6.22 will not prevent the error, which prevents the program from starting.

Although the monochrome selections, A-G, are supposed to allow for light to dark shades of the color, it seems to have no effect in every system I tried.  Maybe it is for a special type of CGA display.

With my IBM PC and IBM EGA graphics adapter (upgraded to 256KB), the wrong colors would appear when using the 16-color EGA modes.  The program did not detect an EGA card, and I believe this is because I was using a 200-line monitor with the card.  So it can look like a CGA card.  I had to force the program to use the EGA modes using the /Ae command line argument, but I got color errors.  I got the same color errors when I forced the program to EGA on a VGA card.  When I used the EGA modes without the forcing command line argument, the pictures displayed correctly.  Therefore, I suggest that EGA will display these graphics properly on a 350-line EGA monitor and with the card configured for full EGA capabilities.  I do not have a 350-line color monitor to test with unfortunately.  When connected to my MDA display, the 640x350x2 graphics mode was available and displayed the screenshot correctly.

Monday, January 4, 2016

Manos : The Hands of Fate May Not be in the Public Domain

In my previous blog entry, I talked about the various versions of Manos: The Hands of Fate.  While performing research for that article, I came across information to suggest that the film may not be in the public domain as everyone seemed to have assumed was the case since Mystery Science Theater 3000 (MTS3K) first parodied it in 1993.  When Harold (Hal) P. Warren, who conceived Manos and functioned as its writer, producer, director and male lead failed to ensure that a copyright notice was put on the film, one would think that would have definitively indicated that the film entered the public domain due to his failure to follow the copyright requirements of the time.  However, the situation is far more complex than it first appears.

The Copyright Claim by the Warren Trust

Joe Warren, son of the deceased Hal Warren, has claimed that Manos is not in the public domain because his father registered his copyright in the screenplay with the Library of Congress.  In the Catalog of Copyright Entries: Third Series Volume 20, Parts 3-4, Number 1, Dramas and Works Prepared for Oral Delivery there is the following entry on page 17 :

FINGERS OF FATE, by Harold P. Warren.
66 1.  A screenplay.  © Harold P.
Warren; 18May66; DU65701

DU65701 is the Registration Number, with the D standing for "dramatic or dramatico-musical works" and the U standing for Unpublished work.  Registering unpublished works was far from uncommon, there were 1,452 registrations of unpublished dramatic works in that volume alone.   A screenwriter would be well-advised to register his unpublished screenplay prior to the days of automatic copyright protection when peddling it around Hollywood.  Although Harold P. (Paul) Warren died on December 26, 1985, however, because the work was registered in 1966, the life of the author plus seventy years term does not apply.  Only works created in 1978 or later enjoy that term of protection.

In 1966 when the copyright was registered in the screenplay, Harold P. Warren was entitled to enjoy a protection period of 28 years from the date of publication.  In 1978, the copyright law was amended to provide for a renewal term of 47 years.  In 1992, the term was automatically granted for works copyrighted between 1964-1977 (inclusive). Therefore, Warren's copyright in the Fingers of Fate screenplay was automatically renewed, even though he was dead.  The Supreme Court's decision in Stewart v. Abend, 495 U.S. 207, 110 S. Ct. 1750 (1990), held that renewal rights are vested in the heirs of the copyright holder despite any previous assignment made during the copyright holder's lifetime.  In 1998, the current copyright extension act added another 20 years for works registered between 1964-1977, bringing the term to 95 years.  Therefore, the screenplay will be protected until the year 2061.

As the screenplay is listed in the Catalog of Copyright Entries, that is prima facie evidence that the copyright was validly registered.  Prima facie evidence is evidence deemed legally sufficient for a jury to find for a party on that issue.  Once a plaintiff has shown the registration as given in the Volume cited above, the burden shifts to the defendant to show that the registration was invalid.

"Finggrs [sic] of Fate" was the title Ben Solovey found on the workprint leader when he obtained the 16mm workprint of the film.  Solovey then restored the film using the workprint and released his Restored Workprint version through Synapse Films, as indicated in the previous blog entry.  Joe Warren has claimed that the film is a derivative work of the screenplay.

While the screenplay was registered with the copyright office, thereby satisfying the formalities for a written work, the film was neither registered nor published with a copyright notice.  Joe Warren, Hal Warren's heir and Trustee of the Harold P. Warren Irrevocable Trust (the Trust) has argued that the film is a derivative work of the screenplay and thus the Trust may prohibit the the unauthorized distribution of the film.

The Argument against the Copyright Claim

Of course, it is interesting to note that Hal Warren authored the derivative work in question and failed to follow the formalities to protect it.   Having authorized the derivative work and allowed it to lapse into the public domain, can the author of the original work or his heirs exercise control over it?

One factor that cannot be overlooked is the time lapse between the time from when the derivative work entered the public domain, 1966, and when the Trust began some measure of enforcement activities in 2012. For 46 years it and its predecessors sat on its rights.  Of course between the time it was shown in West Texas drive-ins and the MST3K episode in 1993, it was not shown or made available for viewing, so there was no need to assert or defend rights.  When MST3K picked the film up from a pile of public domain movies on tape, as far as I know it did not seek permission from anybody to essentially create a derivative work.

The MST3K version of Manos is clearly a derivative work of the Manos film and possibly the Fingers of Fate screenplay.  It edits the film, taking the essential portion of it and mocks it both as it is being screened before Joel and the bots and during the host segments.  No one from the Warren family or the Trust (most likely not in existence at the time) sent a cease and desist letter to Best Brains Inc, the corporate entity behind MST3K.  MTS3K revived interest in the film and the episode was released on a nationally-available cable channel in 1993.  Between 1993 and 2012, no enforcement activity was taken regarding the copyrighted screenplay.  The film has been made available on Youtube, the Internet Archive and had been released at least four times on home video between those two years.  Other riffing of the film in the MST3K vein (not including Rifftrax) has also been done.

The Petrella Decision

However, the Supreme Court's decision in Petrella v. Metro-Goldwyn-Mayer, Inc., 572 U.S. ___, 134 S. Ct. 1962 (2014) nullifies the above argument.  The facts in Petrella have marked similarities to the situation in Manos.  In Petrella, former middleweight boxing champion Jake LaMotta and his friend Frank Petrella copyrighted a pair of screenplays in 1963 and 1973 and a book in 1970 about LaMotta's life and career. LaMotta's story was acquired by United Artists, a subsidiary of MGM and turned into the award-winning movie Raging Bull, directed by Martin Scorcese and starring Robert DeNiro.  Petrella's estate was able to renew copyright timely to the screenplay registered in 1963, but not the book registered in 1970 or the screenplay registered in 1973.  (The parties disputed which of the three works was published first, and there is no automatic renewal for works published in 1963 or earlier).  The estate warned MGM in 1998 that continued exploitation of the work constituted copyright infringement, and after years of negotiations and threats, filed suit in 2009.

The statute of limitations on a copyright infringement claim is three years from the date which the cause of action accrued.  A cause of action accrues when there is an infringing act such as an "unauthorized" showing of a film or when an unauthorized video release of the film is made for sale.  Each violation can lead to a separate period of limitations during which the copyright holder can seek redress in the courts.  Moreover, even if an earlier infringement had occurred and no action had been taken within the limitations period, it does not cover subsequent infringing activities.  An example can be found with Ben Solovey's activities.  Solovey created a kickstarter campaign to raise money to restore the film.  The kickstarter campaign ended on February 4, 2012 after raising $48,130.  Assuming the kickstarter campaign to restore the film was an infringement on Warren's claimed copyrights, the Trust is too late to sue for it.  However, Solovey presented a "90% complete" version of his workprint version in theaters in August, 2013, and the Trust may still be able to file suit for that act.  More recently, the disc release of the workprint version in October, 2015 is well within the statute of limitations for a copyright infringement claim.

Returning to Petrella, the District Court and the Court of Appeals held that doctrine of laches barred Patricia Petrella's, (Frank Petrella's daughter and heir), claim because she had waited for an unreasonable eighteen years to file suit.  Laches is a judicial doctrine that allows a court to dismiss a lawsuit if there has been unreasonable delay in bringing it.  Her claim would have been dismissed had the Supreme Court not granted her petition for a writ of certiorari.  (Certiorari is the procedure by which the Supreme Court takes appellate cases which it is not obligated to hear).  The Court of Appeals noted that Petrella had not filed suit primarily because the film had not made money in years.  Raging Bull's release on DVD and Blu-ray in the 21st Century helped change that.

The Supreme Court, in a 6-to-3 decision, held that the three year statute of limitations, not laches, governed the ability of a copyright holder to file suit in the face of an infringing act.  Therefore, Petrella's claim should not have been dissmissed because she was guilty of laches.  However, it recognized three umbstantial limitations on Petrella's ability to recover for copyright infringement.

First, Petrella, who filed against MGM in 2009, could only look to MGM's profits from 2006 to 2009.  Any money MGM made on Raging Bull prior to that date was its to keep.

Second, MGM would be entitled to offset its deductible expenses against the profits earned.  In other words, a defendant can point to the expenses incurred to generate the profits and use them to reduce a damages award.  In other words, if Petrella had released Raging Bull, she would have had to incur those costs to generate the profits, so she cannot claim the gross sales of the DVD or the Blu-ray releases.  I could mention that studio accounting practices are notoriously creative in short changing people entitled to shares in the film's profit.

Third, MGM would be able claim that portion of the profit attributable to its efforts separate and distinct from the value of the copyrighted work.  MGM could show that the bulk of the profits from the sales of Raging Bull came primarily from its efforts in producing an award-winning and widely-recognized feature film which is still held in high public esteem today, not from Petrella's screenplay.  If the film did not have Martin Scorcese as a director, its stellar cast or beautiful, yet daring B&W cinematography, it may not have been the success it became.  MGM could also point to its efforts to market a high-quality disc with restored video and audio and included extra features.

Congress enacted the three-year statute of limitations for copyright infringement claims in 1957.  Prior to that, the federal courts looked to analogous state court statute of limitations, if there were any, thus allowing room for laches.  Laches, the Supreme Court recognized, was an equitable doctrine developed by the courts to address issues of fairness and inequity.  The Court further recognized that Congress had, as described above, taken steps to provide for a distinct time frame for which infringement may lie and limitations on remedies to prevent a plaintiff's windfall.  Laches has no place when the legislature has taken affirmative steps to act.

Responding to MGM's argument that the Supreme Court should not award Petrella for sitting on her claims until Raging Bull started to make money, the Court recognized that copyright holders do not have to challenge each and every actionable enforcement.  The Court noted that the harm from many infringements would be too small to justify the cost of litigation.  Moreover, the Plaintiff's delay may cause her to lose critical evidence to her case from the passage of time.  She bears the burden of proving the infringement.

The Court held that there were was an absence of extraordinary facts that would entitle MGM to automatic relief.  This was not a case where the remedy would include the total destruction of the work even though the plaintiff had prior notice of the infringing conduct and did not seek an injunction prior to the defendant investing substantial sums in the project.  In those cases, destruction would have worked an unjust hardship on the defendant and innocent third parties, so the relief was limited to damages.  Finally, when fashioning an equitable remedy such as an injunction, the Court may look to any factors which may arise from the conduct of the parties.

Impact of the Petrella Decision

The similarities of the facts in Petrella and Manos are striking.  Both involve a registered copyright in a screenplay that was later turned, with permission, into a feature film.  Both films, Manos and Raging Bull, were released and thereafter entered into a twilight phase where each film had limited commercial value.  At some point, the original authors of the screenplays died and their rights to renewal of their copyrights passed to their heirs.  Later, these films began to acquire commercial value, however modest in Manos' case.  Finally, the heirs of the screenplay authors have indicated their willingness to make legal threats or file a lawsuit to prevent "unauthorized" distribution of a claimed derivative work (the film).

In Manos' case, there is no distinction to be made in the fact that Hal Warren allowed the film to enter the public domain through his inattentiveness to the copyright formalities.  The film's status as a derivative work of the screenplay is the issue.  If the film is a derivative work of the screenplay, then the Trust has a valid claim to prohibit unauthorized distribution.  The Trust may have a copy of the screenplay, but because it was never published I cannot say how closely the film follows it.  The Trust has probably claimed that because of the multiple hats Hal Warren was wearing during 1966, Screenwriter, Male Lead, Producer and Director, the limited time, talent and resources available to him and the fact that the workprint was labeled "Finggrs [sic] of Fate", the screenplay hews very closely to the finished film.  It is well-known there was no time for reshoots, leading to many of the errors remaining in the Restored Workprint and Theatrical Release version, so it is doubtful there would there be time for rewrites.  (The make out couple is the only example of an ad-hoc addition made during filming due to one of the actresses playing the Master's Wives breaking her leg or foot).  If so, it is governed by Petrella and the three year statute of limitations on copyright claims.  However, if it is more of a rough guide to the plot with liberal revisions made before or when it was being filmed, then it may not be a derivative work but an independent work which was allowed to fall into the public domain and be used by all.

Manos is not the only movie which is in this unique category of a film in the public domain which is controlled as a derivative work from an earlier source.  The classic holiday film It's a Wonderful Life has a similar situation.  The film was based on a short story called the "The Greatest Gift."  The film itself, released in 1946, fell into the public domain in 1974 when the copyright was not renewed due to a clerical error.  The story was published in 1943 privately and 1944 publicly.  Its registration was properly renewed in 1971 by the author.  Thereafter, the author apparently assigned its rights to Republic Pictures, which then was able to regulate the previously-unrestrained TV airings of the film.  Republic also secured rights to the film's soundtrack and held the original negative in its possession, bolstering its claim.  Republic's assets are now owned by Paramount and licenses the rights to show the film.  It's a Wonderful Life will probably fall into the public domain in 2039.

Assuming the Trust files a lawsuit and shows that the film is a derivative work of the screenplay, the real issue is what would happen to the unauthorized versions like the Restored Workprint version?  Based on the Supreme Court's language at the end of Petrella, a trial court would likely confine the remedies to the issue of damages. The Trust could have filed for an injunction to prevent the release of the film either at the film festivals or on disc, but no more than threats were made.  Having waited until after Solovey and Synapse went to the expense of preparing and distributing materials, an permanent injunction against further distribution of the film would not likely be granted.  See New Era Publs. Int'l, ApS v. Henry Holt & Co., 873 F.2d 576, 584-85 (2d Cir. 1989).  Petrella made the distinction that while laches cannot be a bar to suit, it can be considered as an equitable factor when determining the remedy to be granted.

Does Publication of the Unpublished Screenplay Defeat the Unpublished Screenplay's Copyright?

It is also important to note that even though the unpublished screenplay probably was published in the form of the film, the screenplay does not lose protection because the film did.  This is not the situation that was presented in Batjac Prods. v. Goodtimes Home Video Corp., 160 F.3d 1223 (9th Cir. 1998), where the portions of the screenplay for the movie McClintock! that were filmed were deemed to have been published by the film, which had entered the public domain by failure of the film's producers to renew the copyright.  McClintock!  The film McClintock!, starring John Wayne, was published in 1963.  Drafts of the screenplay, the rights to which were assigned to Wayne's production company Batjac, was drafted in 1962 and 1963.  While the copyright was successfully established when the film premiered, it lapsed into the public domain when Batjac failed to renew the copyright by the end of 1991.

The screenplay was not separately unpublished and the author did not apply for copyright protection for an unpublished work.  The Register of Copyrights refused to register the screenplay for copyright protection.  In the meantime Goodtimes Home Video had released a pan&scan version of the film on video.  Batjac sued Goodtimes on the basis of its copyright in the unpublished screenplay.  The District Court and the 9th Circuit Court of Appeals held that the screenplay only obtained protection when published in the form of the film and lost that protection when Batjack failed to renew the copyright.

What distinguishes McClintock!'s unpublished screenplay from Fingers of Fate's unpublished screenplay is that Warren had a valid copyright for his unpublished screenplay before he made his film.  McClintock!'s unpublished screenplay did have state common law protection until the Copyright Act of 1976 superseded all state common law protections except as to pre-1972 sound recordings.  The U.S. Copyright Office's Board of Appeals specifically recognized this distinction in its 2002 decision dealing with the film and unregistered screenplay for the film "Husbands" by John Cassavettes.  As recognized and cited by the court in Richlin v. MGM Pictures, Inc., 531 F.3d 962, 975 (9th Cir. 2008), the Board of Appeals' reasoning in its Husbands decision is entitled to deference.

There is scant evidence that Warren abandoned his copyright in Manos.  Although the premiere was disastrous, he did consider redubbing it and re-releasing it as a comedy.  It also played contemporaneously in some west Texas drive-ins.  Although he did forfeit his right to copyright the film by failing to place a copyright notice on it, an affirmative, overt act is required before a court will deem that he abandoned his copyright to his film or his screenplay.  Nat'l Comics Publs., Inc. v. Fawcett Publs., Inc., 191 F.2d 594, 598 (2d Cir. 1951).

But consider the protection afforded to the unpublished screenplay under the applicable law in 1966 when Warren deposited a copy of it, which is the 1909 Copyright Act (as amended).  Section 11 of that act provides for copy protection for works "not reproduced for sale" by depositing one copy of the work if it is a dramatic or musical composition.  But Section 11 continues "But the privilege of registration of copyright secured hereunder shall not exempt the copyright proprietor from the deposit of copies under sections twelve and thirteen of this Act where the work is later reproduced in copies for sale."  Section 13 provides that if two copies of the work is not deposited within three or six months after a demand from the register of copyrights, the copyright will become void.  In the 1976 Copyright Act, 17 U.S.C. § 408(e) no longer requires this : "Published edition of previously registered work. Registration for the first published edition of a work previously registered in unpublished form may be made even though the work as published is substantially the same as the unpublished version."

The text of the 1909 act does not dispossess an author of copyright protection unless and until the register makes a demand.  Even if the Fingers of Fate screenplay was published when the film Manos The Hands of Fate was first shown, unless a demand was made, Manos' screenplay would not fall outside the protection of the statute.  Given Manos' was a very obscure film, a demand for it would be extremely unlikely.

Before we conclude with this issue, one thing that must be addressed is the effect that a proper registration has on an action for copyright infringement.  Simply put, without registration there can be no copyright infringement claim.  The only claim a copyright holder can make without registration is against someone who has falsely attributed the authorship of the work or to prevent attacks to the integrity of the work.  In this case, two copies of the screenplay must be deposited with the LoC.  As the Restoration does not do either of those things, the Trust must produce the screenplay.  Alternatively, it could try to persuade the Copyright Office to accept the film as the screenplay.

Conclusion

Even though the film Manos: The Hands of Fate may be in the public domain, the Trust may still be able to maintain control over the exploitation of the film to the extent that it is a derivative work of the copyrighted screenplay.  However, it bears the burden of proving the infringement, which also means it bears the burden of either producing the screenplay or otherwise proving its contents.  Assuming that it can do this and show that the film is a derivative work of the screenplay, what would happen?

The Trust may end up arguing in Court that it is entitled to the profits from the Synapse films release and perhaps an injunction against further dissemination of the film in any form from Solovey and Synapse. In court it may well have a serious difficulty in showing that the screenplay entitles it to profit.  The screenplay is but one part of Manos' charm and reasons for the public's continued interest in the film.  The restoration, which the Trust had no part of, was the driving factor behind the sales.  Indeed, had it not been for the MTS3K episode so memorably mocking it back in 1993, Manos would have been confined to a footnote in El Paso's local history.  The lack of any substantial financial incentive is what may save the Restored Workprint version from being taken out of circulation.  (Rifftrax came to an arrangement with the Trust, http://www.playboy.com/articles/the-battle-over-the-worst-movie-ever, so its version is in no jeopardy.  I do not know about the MST3K version currently released by Shout Factory!).

However, let us consider the issue of statutory damages as an alternative to proved damages.  There are two categories of statutory damages. The first is where a plaintiff elects to decline to prove damages and the court can award from $750-$30,000 for each infringed work per defendant.  17 U.S.C. § 504.  However, courts can by statute award attorney's fees, which can become quite substantial, to the prevailing party.  17 U.S.C. § 505.  Moreover, there is an issue of "willful" statutory infringement.  If a plaintiff can prove "willful" infringement, namely that the infringement occurred with knowledge of the copyright claim or reckless disregard of the copyright status of the infringed work, the Court can enhance damages up to $150,000.  However, if the infringer was not aware and had no reason to believe that his or her acts constituted an infringement of copyright, then the Court can reduce damages to no less than $200.

In this case, the Trust would argue that its communications with Solovey and other parties should have put them on notice that their activities constituted infringement.  Solovey could counter that he secured legal advice indicating that Manos was in the public domain and thus should not be liable for willful infringement.  Unless the Trust provided him with a copy of the screenplay prior to his releasing of his restoration or at least a citation to the correct volume of the Copyright Catalog, it may have a difficult time showing he willfully infringed on the Trust's copyright.  Without that, Solovey may not have been on notice of a valid copyright claim.

It should not have taken any great insight from an experienced copyright attorney to have considered that the screenplay may have been copyrighted in an unpublished form independently of the film.  As I indicated above, this was a very common practice according to the Copyright Catalog during the era in which Manos was made.  Having realized the possibility, it would have not been a particularly onerous search to look in the Copyright Catalog covering the year 1966.  The Copyright Catalog has an author index and Hal Warren's name is there.  The Copyright Catalog is freely available through the Copyright Office, and I was able to locate the citation printed above with no great difficulty.

While the Supreme Court decided Petrella on May 19, 2014, a defense based on the uncertainty of the law prior to the Petrella decision would not likely work.  Petrella focused on a defense to copyright, not whether there was a valid copyright claim.  If one party had successfully asserted a laches defense against a copyright holder prior to Petrella, that would not necessarily have allowed the copyright to enter the public domain de facto. Laches is always applied on a case by case basis, Kourtis v. Cameron, 419 F.3d 989, 1000 (9th Cir. 2005), so a subsequent infringer cannot simply point to a judgment in favor of a previous infringer and prevail on the basis of collateral estoppel.  (Collateal estoppel bars a party from contesting an issue in a subsequent lawsuit that had been previously decided in a prior lawsuit to which it was a party.)  Typically a successful laches claim may have the effect of insulating a period of prior infringement activity by anybody. However, it may not have applied to not future activity once the copyright holder had shown renewed vigilance unless there is a fundamental issue regarding proof of the content of the infringing work as discussed in the dissenting opinion in Petrella.

Solovey may argue that his restoration was transformative, which is a type of fair use defense to copyright infringement, namely that by restoring a once-faded and scratchy film into something far superior he has allowed viewers to gain new insight into the original work. His registration of copyright in his restoration would give some weight because registration gives a litigant a legal presumption of a valid copyright claim.  This would be a tricky argument to make in the light of a dearth of case law regarding the copyright protections granted to film restorations.

However, the differences between the Restored Workprint and the Original Theatrical Release versions are negligible in terms of the story they tell.  The four fair use factors cited in 17 U.S.C. § 107 do not favor the Restored Workprint version.  The first factor looks to the purpose and character of the use.  The Restored Workprint was released for a commercial purpose, Solovey did not put his work in the public domain but copyrighted it and released it through a commercial film distributor, Synapse.  The film presumably takes most, if not all the screenplay and puts it on screen.  The second factor, nature of the copyrighted work, tends to distinguish between factual and fictional works, and Manos falls wholly within the fictional category.  The third factor, amount and substantiality, and the Restored Workprint probably is a filmed version of the Fingers of Fate screenplay. The Restored Workprint version aimed to be the definitive edition of Manos and would have a non-negligible effect on the value of the screenplay.  There was a limited market for the original work and the Restored Workprint version has not helped further efforts to market the original story.

The parody film FELT : The Puppet Hands of Fate would fare better in this regard.  If MST3K was able to rely on the transformative exception, then it could release everything it ever broadcast without regard to the rights holders of the underlying films it parodied.  MST3K does not, it seeks a license from the rights holders for any non-public domain films before releasing them on DVD or via streaming.

Thursday, December 31, 2015

Manos : The Versions of Fate

Manos : The Hands of Fate is one of the most extraordinary bad movies ever made.  It has had a surprisingly long history for a film that, by all accounts, should have been relegated to an El Paso urban legend.  In this blog entry, I will identify the most well-known versions of the film and their releases to date.

Versions of the Film

1.  Original Theatrical Release


Originally Released : November 15, 1966 at the Capri Theater in El Paso, Texas.

The versions that are available are at least two generations from the source material.  The film was shot on 16mm color reversal stock, giving a positive (natural) image.  From there, a blow up 35mm internegative was created with the soundtrack added, and from it 16mm and 35mm positive release prints were created from the internegative.

Manos was shot without any sound and used the full area of the 16mm film frame.  Full frame 16mm or 35mm has an aspect ratio of 1.33:1, but the academy ratio is 1.37:1, mainly to account for the optical soundtrack on the side and the thicker borders between frames.  The resulting camera image had to be cropped to fit within the smaller confines of the academy ratio when the soundtrack was added so it could be played in theaters.  The film was edited in four to six hours, which is a very short period of time and allowed mistakes to remain in the picture.

Voices were dubbed in later in a studio by Hal Warren, John Reynolds, Tom Neyman and William Bryan Jennings and one unknown female voice actor.  There are eight distinct female speaking roles (Margaret, Debbie, the first three of the Masters Wives, the two women at the end, the makeout woman) compared to six male speaking roles (Michael, Torgo, the Master, the two Deputy Sheriffs and the makeout man).

2.  Mystery Science Theater 3000 Version


Originally Broadcast : January 30, 1993

The film was apparently taken from a box of tapes of public domain films and projected on the screen while Joel and the Bots would sit in front and riff on the movie.  The quality of the film itself is poor and not helped by the fact that it is being projected from videotape.  Of the film, 51:13 appears to be used.  The rest of the time is used by the Hired Part 2 short, the host segments and the transitions, commercial breaks and mST3K credits.

The riffers here are Joel Hodgson (as Joel Robinson), Trace Beaulieu (as Crow T. Robot) and Kevin Murphy (as Tom Servo).  Also appearing in the episode are Trace Beaulieu (as Dr. Clayton Forrester), Frank Conniff (as TV's Frank), Jim Mallon (as Gypsy) and Mike Nelson (as Torgo).

3.  Rifftrax Live! Version


Originally Performed Live : August 16, 2012

The film is taken from Ben Solovey's 16mm print of the original theatrical release, but the color has been restored independently of Solovey.  Unlike the MST3K version, the entirety of the film appears to be used for this riff.  The riffers here are Mike Nelson, Kevin Murphy (returning to the scene of the cinematic crime) and Bill Corbett.  The live event was recorded for posterity.

4.  Restored Workprint Version


Released on DVD and Blu-ray : October 13, 2015

This was based off the materials found in 2011 and painstakingly restored by Ben Solovey

This version combines the 16mm positive camera footage with the optical soundtrack from Solovey's print of the 16mm theatrical release version and a few film clips of the driving sequences which were not included in the workprint film.  Quality-wise it will not get any better than this because there are no dupes being used.

It is missing the infamous visible clapboard error when the makeout couple are shown for the second time because those frames were not included in the workprint materials in Solovey's possession.  There are a few dissolves (the fade out and fade in combinations) in the theatrical release that could not be recreated for the workprint because of a lack of suitable film material on each side of the dissolve.  Approximately 14 seconds may have been left out of this version compared to the original theatrical release.

Optical Disc Releases of the Film

Mystery Science Theater 3000 Manos: Hands of Fate



Released : November 20, 2001
Distributor : Rhino Home Video
Format : DVD (earlier released on VHS)
Version : Mystery Science Theater 3000 Version
Extras : MST3K Outtakes

This was one of the first MST3K episodes released on DVD, and in these days Rhino released each episode separately.  This release is Out of Print, and has been superseded (except possibly for the hour long outtakes from the making of this episode).

Manos: The Hands of Fate



Released : October 7, 2003
Distributor : Alpha Video
Format : DVD
Version : Original Theatrical Release 1:08:39
Extras : None (Alpha Video Catalog and Chapter stops do not count)

This DVD starts with a shot of the family in the car.  The MST3K version starts a few seconds earlier, but the original theatrical release starts a few seconds still.  This release is still in print and representative of the so-called "public domain" releases of the film.  Strictly for people on a severely limited budget.

The Mystery Science Theater 3000 Collection - The Essentials




Released : August 31, 2004
Distributor : Rhino Home Video
Format : DVD
Version : Mystery Science Theater 3000 Version
Extras : Released in a two disc set with the MST3K Episode Santa Claus Conquers the Martians

This disc has no extras and is out of print.  Unfortunately, the MST3K episode of Santa Claus Conquers the Martians is not to be found elsewhere in print on disc.

Mystery Science Theater 3000: Manos The Hands of Fate Special Edition



Released : September 13, 2011
Distributor : Shout! Factory
Format : DVD
Version : Mystery Science Theater 3000 Version and Original Theatrical Release
Extras : Interviews with Joel Hodgson, Frank Conniff, Mary Jo Pehl and Trace Beaulieu, MST3K Short Hired! Part One, Mystery Science Theater Hour wraps, "Jam Handy and You" featurette, "Hotel Torgo" documentary

This release comes with two discs and is in print and includes the very informative Hotel Torgo documentary. The documentary features Bernie Rosenblum, who was a crew member on the film and also the male half of the makeout couple.  The uncut Original Theatrical Release can be found on the second disc.  For the show, the extras and the price, its a very good deal.

I have started to become an Amazon affiliate, so I will be able to earn a tiny bit if a purchase is made through a link.  Here is the link : Mystery Science Theater 3000: Manos The Hands Of Fate


Rifftrax Live! Manos The Hands of Fate



Released : July 12, 2014
Distributor : Legend Films
Format : DVD (streaming and SD or HD digital download available)
Version : Rifftrax Live! Version
Extras : Outtakes from film riffed by Mike Nelson, Kevin Murphy and Bill Corbett, DVD only, Extra riffs of shorts "Welcome Back Norman" and At Your Fingertips: Cylinders"

This is a release of the recording of the live rifftrax session described above.  The outtakes were taken from the Harold P. Warren Family Trust, which is owned and operated by his son, Joe Warren.  I haven't watched the whole of the riffing, but the rifftrax guys do care about the quality of the films they riff if the film is included.  The riffing for Welcome Back Norman is pretty good.  RiffTrax: MANOS The Hands of Fate


Manos: The Hands of Fate


























Released : October 13, 2015
Distributor : Synapse Films
Format : DVD or Blu-ray (separate releases)
Version : Restored Workprint Version 1:09:27 and Original Theatrical Release (a.k.a. Grindhouse Edition, Blu-ray only), 1:09:41
Extras : Audio Commentary, Hands: The Fate of Manos Featurette, Restoring the Hands of Fate Feaurette, FELT: The Puppet Hands of Fate Featurette

There is not too much to say about this disc that has not been said above.  The picture quality on the Workprint version is amazing, and the sound quality is also very good.  The featurettes are well-worth the time.

Manos: The Hands of Fate [Blu-ray]

Manos: The Hands of Fate

Recommendations

If you want the best copy of the unadulterated film around, go for the Synapse releases.  Alpha Video's DVD has been totally superseded by Synapse's DVD.  The Synapse Blu-ray is superior, so you should obtain if you have a way to watch or rip Blu-rays.

As far as the riffed version go, if you are a Joel fan, you should get the MST3K Special Edition, while Mike fans should seek out the Rifftrax' DVD.  Alternatively, you can find the MST3K episode on YouTube for free (annotated) and the Rifftrax' version on Hulu.  The older MST3K releases likely command high prices because they are out of print.

Sunday, December 27, 2015

33 Sega Master System Games Worth Playing

The Sega Master System was not very successful in the United States or Japan, where Sega was unable to overcome Nintendo's massive successes.  It was markedly more successful in Europe and especially Brazil.

Unfortunately, only 116 games were released in the United States.  Quite a few of those games are pretty decent, but there is a lot of crap and uninspired games for the system.  There are also quite a few decent games that only came out in Europe.  However, for the US only releases, I can still cull 30 games worth playing from the library.  Usually I list every game in a series because the gameplay is usually consistent and you can know what to expect, but I will exclude a dud game.

I am not including any SMS games that were ports of Genesis games or which have a Genesis version unless the SMS game offers something special.  The Genesis is an extremely common system and the first two models have backwards compatiblity with SMS games with an adapter.

Title Notes
Action Fighter
Alex Kidd in Miracle World
Alex Kidd in Shinobi World
Alex Kidd: High-Tech World
Alex Kidd: The Lost Stars FM Synthesis Support
Alien Syndrome FM Synthesis Support
Bubble Bobble
California Games FM Synthesis Support
Castle of Illusion starring Mickey Mouse Not a Port of the Genesis Game
Choplifter!
Fantasy Zone
Fantasy Zone II FM Synthesis Support
Gangster Town Light Phaser Required
Golden Axe Warrior
Golvellius: Valley of Doom FM Synthesis Support
Master of Darkness
Maze Hunter 3-D
Missile Defense 3-D

FM Synthesis Support, 3-D Glasses Required
Light Phaser & 3-D Glasses Required
Penguin Land Battery Backup; FM Synthesis Support
Phantasy Star Battery Backup; FM Synthesis Support*
Power Strike II
Psycho Fox
R-Type  FM Synthesis Support
Rampart
Shinobi FM Synthesis Support
Sonic The Hedgehog
Sonic The Hedgehog 2
Not a Port of the Genesis Game
Not a Port of the Genesis Game
Space Harrier 3D 3-D Glasses Required; FM Synthesis Support
Wonder Boy
Wonder Boy III: The Dragon's Trap FM Synthesis Support*
Wonder Boy in Monster Land FM Synthesis Support
Zillion
Zillion 2: Tri Formation FM Synthesis Support

I tried to include Light Phaser and 3-D Glasses games since these were significant (Light Phaser) or unique (3-D Glasses) peripherals.  I also have noted which games have battery backup save RAM, which is a rarity for 8-bit Sega cartridges.  Finally, I have also noted which games have an optional FM Synthesis soundtrack.  For the games with an asterisk, you will need a hack to play them in anything other than a Japanese system.

If you buy a SMS, you will have a built-in game.  Early consoles will have a simple snail maze game, later consoles may come with Hang On and Safari Hunt, just Hang On or Missile Defense 3-D.  Master System IIs should come with Alex Kidd in Miracle World.

There are a couple of games that almost made the list.  Ys: The Vanished Omen has FM Synthesis but the game is too slow and difficult compared to the Turbo CD version.  King's Quest is interesting but not nearly as good as its PC original.  Miracle Warriors: Seal of the Dark Lord is the only other RPG released for the system, but it has nothing to really distinguish itself from a typical JRPG before they became good.

Europe got more games than the US did, and some of them are pretty good and will run in a 60Hz NTSC System.  Ultima IV: Quest of the Avatar is a superb port of the PC game, much more faithful to the PC source than the NES version and has FM Synthesis music.   Ninja Gaiden is a passable game if you need an 8-bit Ninja Gaiden fix, but it is not near the NES games.  Despite what SMS Power! may contend, Sonic 2 runs without any real issue in an NTSC machine.  

Thursday, December 17, 2015

Sixty Atari 2600 Classic Games (and a few Others)

The Atari 2600 had many classic games as befitting the first really successful home video game console.  However, it has a lot of not so classic games and a lot of derivative games.  I have devised a list of must have games.  The games on this list are generally easy to pick up and play, provide some of the most fun gameplay on the console.  Moreover, there are no holy grails on this list.  If you want to actually collect the cartridges, as opposed to playing them on a Harmony Cart, none should break the bank.

If you are going for a pure cartridge route, note that four of these games will require a Starpath Supercharger.  A Supercharger is a very wise investment because almost every game is really good.  Moreover, you do not even need the original cassette tapes to play the games.  You can run the binary files through a digital to analog program like makewav and output the audio signal from your computer to the Supercharger.

There are a lot of direct arcade ports on this list.  I have highlighted them in yellow.  Some of the early 2600 games like Indy 500, Combat and Video Olympics are more of the embodiment of a series of arcade games (the Indy, Tank and Pong series), but I consider them the official home port of these arcade system lines.  Some arcade ports like Stargate and The Official Frogger are truly amazing.  If you want to obtain the cassette before playing The Official Frogger, the Parker Bros. cartridge is good enough to fill the void.

You will note a fair number of paddle games on this list.  The paddle controller is the second most used controller for the 2600 and I tried to give a sampling of the best games that support it.  Warlords is a great four player game, an essential addition to any 2600 library.  Indy 500 uses driving controllers, which are far more precise than paddle controllers and are always responsive.

Most of these games are essentially pick up and play, but there are a few exceptions.  You will need the manual and overlay for Space Shuttle, which uses every switch on the console.  Dragonstomper, the only true RPG for the 2600, requires a read of the manual before sitting down with the game.

A 2600 game does not need advanced hardware to earn classic status.  Of the sixty games on this list, thirty one do not require any additional hardware.  Of the 8K and 16K cartridges, only six require extra RAM, noted in blue background :

Game Title Publisher Size Notes
Communist Mutants from Space Starpath 1 Tape Load
Fireball Starpath 1 Tape Load Paddle Controller
Frogger, The Official Starpath 1 Tape Load
Pitfall II: Lost Caverns Activision 10.2K Unique Hardware
Crystal Castles Atari 16K
Dig Dug Atari 16K
Jr. Pac-Man Atari 16K
Midnight Magic Atari 16K
Millipede Atari 16K
Road Runner Atari 16K
Secret Quest Atari 16K Has a password save system
Solaris Atari 16K
Bowling Atari 2K
Boxing Activision 2K
Combat Atari 2K Two players required
Fishing Derby Activision 2K
Freeway Activision 2K
Frogger Parker Bros. 2K
Indy 500 Atari 2K Driving Controller, two players highly recommended
Kaboom! Activision 2K Paddle Controller
Video Olympics Atari 2K Paddle Controller, four player support
Dragonstomper Starpath 3 Tape Loads
Adventure Atari 4K
Atlantis Imagic 4K
Berzerk Atari 4K
Chopper Command Activision 4K
Circus Atari Atari 4K Paddle Controller
Cosmic Ark Imagic 4K
Demon Attack Imagic 4K
Dolphin Activision 4K
Enduro Activision 4K
Haunted House Atari 4K
Megamania Activision 4K
Missile Command Atari 4K
Pitfall! Activision 4K
Q*bert Parker Bros. 4K
River Raid Activision 4K
Seaquest Activision 4K
Space Invaders Atari 4K
Star Wars: The Empire Strikes Back Parker Bros. 4K
Super Breakout Atari 4K Paddle Controller
Warlords Atari 4K Paddle Controller, four player support
Wizard of Wor CBS Electronics 4K
Yars' Revenge Atari 4K
Asteroids Atari 8K
Battlezone Atari 8K
Beamrider Activision 8K
Centipede Atari 8K
Frogger II: Threeedeep! Parker Bros. 8K
H.E.R.O. Activision 8K
Joust Atari 8K
Jungle Hunt Atari 8K
Moon Patrol Atari 8K
Ms. Pac-Man Atari 8K
Pressure Cooker Activision 8K
Robot Tank Activision 8K
Solar Fox CBS Electronics 8K
Space Shuttle Activision 8K Has an overlay for 4-switch and 6-switch consoles
Stargate Atari 8K
Tapper Sega 8K

There are several games, that while not bona fide classics, have such a historical impact or made in such large numbers that they may deserve to be on any list regardless of quality.  This includes the unholy three of the 2600, Defender, Pac-Man and E.T. the Extra-terrestial.  Defender is fairly disappointing compared to Stargate, Pac-Man's reputation is well-known and E.T. status is legendary.  However, the first two are pick up and play.  E.T. requires reading the manual and avoiding the worst of the bugs (do not stop levitating until every pixel of E.T. has cleared the pit.)  Breakout and Star Raiders are OK, but Breakout pales in comparison to Super Breakout and Star Raiders is best played on the Atari 8-bit and 5200 systems. Donkey Kong from Coleco is also extremely common but only has two of the four levels from the arcade and is rather lacking.  The Swordquest games are not very fun and the third is rare.  But if you really want to explore garbage on the 2600, you could try the adult games available for that system, starting with the execrable Custer's Revenge.

With this post, my 257th, one can no longer number the number of blog entries on this blog in an 8-bit number!

Wednesday, December 16, 2015

Analog Controllers in Consoles and Computers

A digital joystick is just four contact switches activated by pressing a directional instead of a button.  This includes the Intellivision's controller, which has sixteen discrete positions, and most console "joysticks".  An analog control allows for smoother movement instead of relying solely on the amount of time a directional has been pressed.  Originally, analog knobs or paddles were used with Pong and other ball and paddle games. Eventually the combination of two of these "paddles" with a common control became a joystick and achieved some popularity for racing and flight simulators.  Outside these pigeonholes, most of the popular games of the 70s and 80s used digital joysticks, trackballs and rotary spinners (the latter are used in the Breakout-derived Arkanoid).  Only in the mid-90s with the rise of first and third person 3D games did a compelling need for a general analog controller present itself.  In the blog post, I will discuss how analog controllers used to be used and how they are used today.

True analog controllers in the video game world use variable resistors.  The humble variable resistor, also called a potentiometer, has had a wide variety of applications.  You will see them at work in light switches, to change volume or temperature.  They were often used in video game controllers.

There are two ways in which analog control was implemented at the hardware level, and both involve potentiometers.  The most common way is to use the potentiometer as a variable resistor in a resistor/capacitor discharge network.  In this method, a capacitor is discharged then a port is read until the capacitor indicated it was recharged.  The time it took for the capacitor to charge gave the position of the potentiometer.  More resistance equals a longer charging time.  Only two wires are connected to the potentiometer in this case, one of the end terminals (to +5v) and the middle terminal is connected to the console.

The second method is to use the potentiometer as a voltage divider with a comparator.  In this method, the potentiometer's output voltage is compared to a voltage ramp, which is reset, and the time it takes for the voltages to become equal indicates the stick's position.  In this case, all three terminals of the potentiometer, one end to +5v, one end to GND and the middle terminal gives the signal to the console or computer.

Atari 2600 & 7800

The Atari 2600 usually came with a pair of paddle controllers.  Each paddle had a potentiometer connected to two terminals, making it function like a variable resistor.  Each controller port could support a pair of paddles but only one of any other type of controller.  Paddle games were the only official solution for four-player gaming.  The output line of these potentiometers is connected to the TIA chip.  The rating of these potentiometers is 1MOhm.  Each paddle had a single button, which shared the same line as the left or right joystick directional.  Button inputs are connected to the 6532 RIOT chip.

Interestingly, while not an analog controller the Keypad Controllers and their clones also make use of the potentiometer lines.  There are insufficient digital inputs on the 2600 controller port to read a 4x3 matrix.  What the 2600 does is to set the joystick inputs as outputs and send a signal through each of the four lines.  These correspond to each horizontal row of keypad keys.  One column is read via the joystick fire button input on the TIA and the other two columns are read through one of the paddle input lines with the assistance of a 4.7KOhm resistor.

The Atari 7800 is backwards compatible with the Atari 2600 and includes a TIA and 6532, but no 7800 games support analog controllers.

Apple II

The Apple II and II+ came with a 16-pin socket which could accept four paddle inputs.  These systems came with a pair of paddles with the Apple logo branded on them.  Like the Atari paddles, these operate as variable resistors.  They use 150KOhm potentiometers.   Soon someone figured out that you can pair two paddle inputs to make a joystick input.  Unfortunately, there were only three button inputs, making the use of two joysticks rare.  Typically a single joystick would only use the first two button inputs.

The Apple IIe kept the joystick socket but also added an external DE-9 port containing the lines necessary to support the four analog inputs and three digital inputs.  This port uses the same lines at the 16-pin socket, but it is easier to plug in and remove peripherals from the external port than the internal socket.  The Apple IIc removed the internal socket and required the joystick to share the port with a mouse, limiting the joystick to two analog and digital inputs.  For the IIe and IIc Apple released a joystick and paddles separately that use the DE-9 connector.  The Apple IIgs has the capabilities and connectors of the IIe but also supports a fourth digital input for four buttons.

Tandy Color Computer, IBM PC & Tandy 1000

The IBM PC uses a DA-15 gameport supporting four axes and four buttons.  The Tandy Color Computer and 1000 uses a pair of DIN-6 connectors, each supporting two axes and two buttons.  All of these computers use 100KOhm potentiometers, but the IBM standard wires them as variable resistors and the Tandy machines wire them as voltage dividers.  Like the Apple II, these interfaces use discrete circuitry instead of a custom chip.

Tandy's regular CoCo joystick uses one button and are non-self centering.  They are not regarded highly.  The Tandy Deluxe Joystick is self-centering, has two buttons and can be set to free-floating mode.  The IBM PCjr. joystick has the same features and look identical to the Tandy Deluxe Joystick, but has a different connector and is wired as a variable resistor.  Both joysticks hail from Kraft-designed joysticks, which were pretty much the standard for the early to mid 80s for the Apple II and IBM/Tandy.

See here for more discussion of issues relating to the IBM PC joystick : http://nerdlypleasures.blogspot.com/2014/03/wheres-my-digital-joystick.html

The Apple II usually runs at one speed and unless an accelerator is being used, the constant speed eliminates issues with reading from the joystick port.

Commodore VIC-20 & Commodore 64

The VIC-20 has one joystick port, so only one pair of paddles is supported.  The paddles are connected to the 6560 VIC chip, which provides video and audio.  Because the paddles are wired to the Atari standard, the buttons are handled by one of the 6522 VIA chips.

The C64 has two joystick ports, so two pairs of paddles are supported.  The paddles are connected to the 6581 SID chip, which also handles the audio for the computer.  The SID chip only has two analog potentiometer inputs, so the inputs from two pairs of paddles are multiplexed and read with the assistance of one of the 6526 CIA chips.  The CIA chip also handles button reading.

Commodore's paddles can be used with either system and they use a resistance value of 470KOhms.  Atari 2600 paddles are more common and usually work OK, indicating that Commodore's paddles are wired as variable resistors.

Atari 8-bit Computers and 5200

The Atari 400 and 800 computers could support four pairs of paddles using its four controller ports.  These are connected to the POKEY chip inside the system, which has eight analog input pins.   Super Breakout for the Atari 8-bit computers supports eight paddles used in a sequential fashion.  POKEY is also used for audio generation and other system functions including scanning the keyboard for pressed keys. The buttons are read by the 6520 PIA chip.  The 2600 paddles are used in these computers.

The Atari 5200 was noted for being the first system to come with an analog joystick.  The Atari 5200's joysticks manipulates a pair of potentiometers (not smaller than those found in paddles) and use a resistance value of 500KOhms.  The 4-port system could, as its name implies, support for of these joysticks.  The 2-port system could only support two joysticks.  No paddles were specifically made for the 5200.  There is no PIA chip in the 5200, so the joystick buttons are read by the GTIA chip.  The keypad buttons are read similarly to the keyboard keys in the 8-bit machines by the POKEY, but multiplexers are used.

The later Atari 8-bit machines, from the 1200XL, 600XL, 800XL, 65XE, 130XE and XE Game System eliminate two of the controller ports, so you can only use two pairs of paddles with these machines.

Vectrex

The Vectrex controller may not have had quite as many buttons as the 5200 controller, but four independent fire buttons was a rarity.  Its joystick was smaller than the 5200's and apparently less brittle.  Also, far more importantly, the joystick is self-centering.  The innards of the joystick look very similar to those of the Sony Dual Shocks to come in the following decade.

Not only does the Vectrex controllers contain a pair of potentiometers attached directly to the joystick, but there are also a separate pair of trimmer potentiometers located elsewhere on the PCB.  Apparently these can be adjusted without opening the joystick and serve to fine tune the joystick's centering, not too dissimilar to how Apple and PC joysticks work.  These trimmer potentimeters are 10KOhms.

Unlike the Tandy sticks, which have one end terminal of the potentiometer connected to +5v and the other end terminal connected to GND, the Vectrex stick has one end terminal connected to +5v and the other end terminal connected to -5v.  The resistance value for these potentiometers also appears to be 10KOhms.

Because Vectrex controllers are rare and only two commercial Vectex games use the analog function, Sega Genesis 3-button controllers have been converted to work with them.

NES & Famicom

NES Controllers are primarily digital, they send out a bit for a pressed button.  However, the NES and Famicom versions of Arkanoid were released with a paddle controller.  This controller, called the VAUS Controller in the US, could be used instead of the gamepad.  The Famicom controller plugged into the expansion port and the NES controller plugged into Controller Port 2.  The paddle had one button.  The NES and Famicom controllers are not compatible with each other, they function identically but use different bits to send their data.  No other NES game used its Arkanoid controller, but the Famicom games Chase HQ and Arkanoid 2 could use the Famicom Arkanoid controller.  The NES controller has a small screw that could be used to adjust the sensitivity of the controller via a trimpot.  The Famicom controller does not have a trimpot.

The interior of the Arkanoid controller shows a 556 timer and potentiometer wired only to two terminals.  This means that it works just like in the Apple II or IBM PC.

Thumbsticks - Sony PlayStation Dual Shock controllers and their successors

Outside the classic consoles, most systems of the third and fourth generation of video games did not support analog controllers.  In the fifth generation, things began to change.  The Nintendo 64 was released with an "analog" thumbstick, but the thumbstick uses optical sensors and is not really an analog controller for the purposes of this article.

The basic principle of how the analog thumbsticks operate on a PlayStation Dual Shock controller is similar to how the Tandy CoCo joysticks work.  Although its successors may offer more analog controls, the basic functionality is unchanged.  Essentially each thumbstick manipulates a pair of potentiomers, one for each axis of the stick.  These potentiometers are wired in the three pin style, making them voltage dividers.  When the stick is in the neutral position, the sticks should be outputting half the maximum voltage (2.5V).  The controller chip of the controller reads these values and converts them into a digital 8-bit value which is sent with other stick and button information as a multi-byte serial packet to the console.

I have read that using a voltage divider is more precise than using a resistor/capacitor network as used in PCs and Atari consoles and computers.  However, potentiometers are notoriously loose with their tolerances (20% seems to be the norm).  I imagine Sony and its competitors may have higher quality parts and the lower resistance ranges (0-40KOhms seems to be about right) and the shorter travel distances may tighten the tolerance a bit (10% seems reasonable)

Every PlayStation game that supports the thumbsticks should use a standard routine to calibrate the thumbsticks when the game is bootup.  Even with tighter tolerances and more compact form factors, the dead center position may not reflect the midpoint voltage reading.