View Full Version : Mega Man Legacy Collection (PlayStation 4, XBOX One, Windows, 3DS)
Capcom of America is heading up this NES Mega Man re-release initiative. The compilation will be ported by and enhanced by Digital Eclipse which has done great work in the past. It will be for PlayStation 4, XBOX One, Windows, & 3DS - there are "no plans" for Vita and Wii U releases. It will be digital-only and cost $15, which is a lot better than paying $30 by buying each game individually on the Virtual Console for $5 apiece.
The press release reads:
Mega Man Legacy Collection is a celebration of the 8-bit history of Capcom’s iconic Blue Bomber. Featuring faithful reproductions of the series’ origins with the original six Mega Man games, the Legacy Collection will remind long-time fans and introduce newcomers to what made Mega Man such a popular and iconic character. Mega Man Legacy Collection will feature all six games and more for an MSRP of €14.99 / £11.99 this Summer as a digital download on PlayStation 4, Xbox One and PC, and this Winter on Nintendo 3DS.
In addition to the six Mega Man games, Mega Man Legacy Collection features new ways to experience the classic games with the Museum Mode and new Challenge Mode. Challenge Mode remixes gameplay segments from all six games, with plenty of scaling difficulty objectives for experienced players to conquer yet serving as a good starting point for new players, too. Museum Mode contains a comprehensive collection of history, high-res art and original concept pieces – a mega treat for any fan of Mega Man and video game history.
A lot more details can be read at the source links below.
Source 1: http://www.rockman-corner.com/2015/06/mega-man-legacy-collection-announced.html
Source 2: http://www.capcom-unity.com/brelston/blog/2015/06/08/mega-man-legacy-collection-brings-enhanced-8-bit-classics-to-new-platforms
https://www.youtube.com/watch?v=yVfeUq5TmQs
sfchakan
06-09-2015, 11:20 PM
This is a mad dash by Capcom to have a Mega Man product out to compete with Mighty No. 9. These aren't that interesting, it's only the first 6 games, and I just don't care. Why would I buy them again for just challenge modes and random artwork that goes poof when the service or my machine dies?
Even at $15, I'm going to personally pass. A great value for someone just getting into retrogaming, I'm sure.
The Adventurer
06-09-2015, 11:23 PM
I really like the idea of Challenge mode, if that means random Robot Master configurations. If that means new weakness orders... that would be AMAZING.
Leo_A
06-10-2015, 12:33 AM
If it was Mega Man 1-10, on disc, and on the Wii U, I'd be much more interested.
But nice to see that Digital Eclipse is back. Hopefully they pursue opportunities aggressively like the original did, and get some publishers onboard with classic gaming rereleases. Far too little of that happening these days.
Tanooki
06-10-2015, 03:10 AM
At $15 the value is there but given how much they have tossed mega/rockman under the bus for years now and how awful they were to his creator this is a clear ploy to attack Mighty 09 and nothing more than a knife and an attention whoring cash grab and a halfassed one at that. Im not saying it isnt tempting, but I think theyre full of crap not having every single 80s 90s mega man by number release represented and with some cool unlockables maybe those power battles arcade games of the MM only bosses. I do not see this being much of a 3ds seller due to most fans probably already having bought them via the virtual console. Had it been a real release at a budget price of $20 or hell if need be even $30 sure, but digital, hell no.
kai123
06-10-2015, 04:13 PM
Yawn. I know why they are doing it (Mighty No 9) but that could have been their baby if they were not so stupid.
Niku-Sama
06-10-2015, 04:55 PM
If it was Mega Man 1-10, on disc, and on the Wii U, I'd be much more interested.
But nice to see that Digital Eclipse is back. Hopefully they pursue opportunities aggressively like the original did, and get some publishers onboard with classic gaming rereleases. Far too little of that happening these days.
any physical release on any system really
Leo_A
06-10-2015, 05:31 PM
any physical release on any system really
Of course :)
But while I'm explaining the perfect situation, I may as well pick the system with the best d-pad while I'm at it.
Any preferences here for the XB1 d-pad over the PS4 d-pad? My time with both has been limited, and I'm not sure I've had a need to actually use either during gameplay. But while the d-pad looks much better on the XB1 than past MS controllers (Where it was useless), how does it actually perform?
theclaw
06-10-2015, 07:13 PM
I'm mostly hopeful about them modernizing the codebase. Room for all kinds of options impractical under emulation.
The 1 2 P
06-10-2015, 08:02 PM
I would have cared more if it were a physical release. The only way I'd pick this up now is if it were part of an XBL sale that lowered the price to around $5 or so.
Kwyjibo
06-10-2015, 08:28 PM
Really, no Wii U version? I understand that it isn't a simple port, but this seems like something that would be very much appreciated as a physical and digital Wii U game.
Leo_A
06-10-2015, 10:25 PM
Really, no Wii U version? I understand that it isn't a simple port, but this seems like something that would be very much appreciated as a physical and digital Wii U game.
Virtual Console, $30 instead of $15, etc. :(
Then again, it's not stopping this from appearing on the 3DS (Although it may explain where Mega Man 6 is).
sfchakan
06-10-2015, 10:41 PM
Don't fall for the hype, this is little more than a simple port with some bells and whistles. These are not brilliant re-imaginings of the games.
This is a company of something like 3 guys doing a digital download port of old games.
Do NOT get your hopes up!
http://i.imgur.com/YgfUulh.png
This is all PR horseshit.
ZeroCool
06-11-2015, 12:28 AM
I'll pass I have the anniversary collection and most of the NES games.
Edmond Dantes
06-11-2015, 01:42 AM
This sounds in every way worse than the Anniversary Collection, which had MMs one thru EIGHT plus the two arcade games.
Now if this was every MM original line game, including Megaman and Bass and Rockboard and such, plus maybe the X games... but no, that would be too cool for Capcom.
theclaw
06-11-2015, 02:25 AM
I dunno... Assuming I am right, we're talking about digging up 20+ year NES source code, with its documentation if any likely being in Japanese.
Leo_A
06-11-2015, 02:39 AM
I rather doubt that anything is being ported.
I bet these are all recreations, such as Sonic CD HD for an example. The contributions from the NES originals will be as serving as templates for Digital Eclipse to follow, extracting sprite data, etc. I doubt one line of NES assembly code will be ported over and made to work within their proprietary game engine.
theclaw
06-11-2015, 02:52 AM
That might be alright too. Sonic CD HD set a fairly high bar for what it is.
retroguy
06-11-2015, 09:40 AM
Don't need it. I already have both the original and X collections previously released.
kupomogli
06-11-2015, 11:43 PM
I'm sure if they put some effort into it and released them on disc, they'd be able to get $60 a piece. People would be throwing money at them for a decent collection.
Mega Man Legacy Collection Vol. 1. Mega Man 1-10, Mega Man 1-5 GameBoy, Mega Man Power Battles 1 and 2, Rock Man Dash.
Mega Man Legacy Collection Vol. 2. Mega Man X 1-8, Mega Man Zero 1-4, and Mega Man Xtreme 1 and 2.
Mega Man Legacy Collection Vol. 3. Mega Man Legends 1, 2, and Tronne Bonne, Mega Man Soccer, and the Mega Man Battle Network series.
Above there are some games missing, yeah, but what's listed are the integral games from the Mega Man universe and Capcom would be able to get $60 a piece easy from millions of gamers. It'd then be the perfect chance to bring back Mega Man in any form, as regardless which version they brought back, Classic, X, Volnutt, etc, he'd have a large fan base of new and old fans interesting in purchasing the license.
sfchakan
06-12-2015, 02:22 AM
I don't know about Millions, but it would most likely sell very well as long as there were no issues with the games.
I agree with some of you guys: if you have the hardware for it, the PS2/GC/XBOX Mega Man Anniversary Collection is the way to go.
But imagine you are someone who doesn't have any of the older consoles, that you are a person who only has one of the new consoles or uses the family PC for gaming. Imagine you don't have any credit/debit cards or a bank account. You don't know about ROMs and emulators or you object to using them. And you have often heard from an older relative or friend about how awesome Mega Man used to be or you catch a great Mega Man video on TV or YouTube. Then this package of games shows up on the download store one day which offers you all of the earliest color Mega Man games in one low-priced set that is only half the price of buying them individually. Wouldn't you want to get an eShop/PSN/XBLA/Steam card from the game store and download this?
I think that is the market after which CAPCOM USA is chasing.
Edmond Dantes
06-13-2015, 10:02 AM
Mega Man Legacy Collection Vol. 1. Mega Man 1-10, Mega Man 1-5 GameBoy, Mega Man Power Battles 1 and 2, Rock Man Dash.
<snip>
Mega Man Legacy Collection Vol. 3. Mega Man Legends 1, 2, and Tronne Bonne, Mega Man Soccer, and the Mega Man Battle Network series.
Rockman Dash is Megaman Legends, so you'd essentially have one game featured on two different collections.
Barring that, I like your organization better than most real compilations I've seen, but personally what I'd do is by console generation:
Volume 1 - "The 8-Bit Years" featuring every NES game, all the Gameboy and Gameboy Color games (technically still 8-bit), that one Game Gear game, Light and Wily's Rockboard, and just for funzies, ports/emulations of the two MS-DOS games by Ocean. Power Battle/Fighters would have to be bonus features here since really there's no other place where they make sense (how do you judge the "Bits" generation of an arcade game?)
Volume 2, then, would be the 16-Bit years and basically consist of everything from the SNES and whatever else could even vaguely qualify. Then Volume 3 would be all the PSX and Saturn games (preferably the Saturn versions since those tended to have more features) and again, whatever else. And so on and so forth.
But then, this is what fans would do, not what Capcom would do.
Tanooki
06-15-2015, 12:59 AM
If you wish to recommend te MM Anniversary package do NOT do that for the GC. The fools who ported it reversed jump and attack on accident rendering it unplayable if you know the games. Its infuriating because the oher ports had the courtesy of remapping buttons while GC did not -- it was almost like sabotage.
RP2A03
06-15-2015, 01:07 AM
If you wish to recommend te MM Anniversary package do NOT do that for the GC. The fools who ported it reversed jump and attack on accident rendering it unplayable if you know the games. Its infuriating because the oher ports had the courtesy of remapping buttons while GC did not -- it was almost like sabotage.
It was more likely incompetence. Remember, these are the same people that couldn't figure out Mode 7.
Leo_A
06-15-2015, 08:19 AM
I think it was just an honest mistake. They correctly considered the A button as the primary button on the GameCube controller. So since you do more firing than you do jumping, they acted accordingly.
The stock GameCube controller really wasn't a good match for this collection. Not only is the button setup a poor match even if A & B were reversed, but you don't even get a full size d-pad. Even the excellent Hori digital controller only rectified the latter problem...
No excuse for the lack of button remapping options though.
kupomogli
06-15-2015, 05:26 PM
Rockman Dash is Megaman Legends, so you'd essentially have one game featured on two different collections.
I didn't mean Rockman Dash. I meant Battle and Chase. Being a racing game, Dash popped into my head and I typed that instead.
Leo_A
06-18-2015, 01:29 AM
I rather doubt that anything is being ported.
I bet these are all recreations, such as Sonic CD HD for an example. The contributions from the NES originals will be as serving as templates for Digital Eclipse to follow, extracting sprite data, etc. I doubt one line of NES assembly code will be ported over and made to work within their proprietary game engine.
Judging by E3 videos, flicker is intact.
So I'm either wrong and they're taking a different approach here, or they're simulating it.
Leo_A
08-05-2015, 04:04 PM
Release is set for August 25th.
http://www.eurogamer.net/articles/2015-08-05-mega-man-legacy-collection-release-date-set-this-month
And apparently retail releases are planned for 2016 for all platforms except for the 3DS. :)
Edit: Even better, I misread; It's all platforms getting a retail version except for the PC.
Tanooki
08-05-2015, 10:40 PM
You know what I see why you were confused. Capcom's own crappy page is misleading.
Read the block of text over the MM6 image, it says one thing. Then read the block over the MM5 image talking about the raving E3 fanboy blowout, then you see this "The Legacy Collection began as a digital-only product, but after its strong reception at E3 and across the community, we're quite pleased to announce physical versions for Xbox One, PS4 and Nintendo 3DS will arrive early 2016 in North America for $29.99."
I'd pay $30.
If only because it has:
-Save load states (bye lame passwords though they're still there)
-Museum of all the production and otherwise art
-Jukebox to play any of the music in any game anytime you want
-HD renditions using some new engine of theirs
-Full, wide or original rendering modes
-Cool 'Super Gameboy' like borders for each individual game
-Huge enemy database of all the grunts to the big boys with there useful data and weaknesses including a robot master practice brawl mode
That brawl mode reminds me of those badass pair of arcade games they had called the power battles, loved the NGPC version as I owned it when I had that thing ages ago.
I'm thinking though if this is likely with their other stuff going on STEAM, I could see waiting on a 50% or more price cut and snapping it up, if anything so I can use various tools to jack the art and other stuff out of the game for my own needs. :P
The 1 2 P
08-07-2015, 10:16 PM
Since they are doing a physical release I'll most likely pick this up at some point but no time soon. There's already a ton of stuff on Xbox One to play this summer. I'll catch this in a sale sometime down the road.
DavidReid
08-08-2015, 10:19 PM
Of course :)
But while I'm explaining the perfect situation, I may as well pick the system with the best d-pad while I'm at it.
Any preferences here for the XB1 d-pad over the PS4 d-pad? My time with both has been limited, and I'm not sure I've had a need to actually use either during gameplay. But while the d-pad looks much better on the XB1 than past MS controllers (Where it was useless), how does it actually perform?
PS4 d-pad for me. Xbox one feels awkward.
Leo_A
08-10-2015, 07:52 AM
That's what I had assumed, but since the XB1 d-pad looks like a significant advancement at long last on a design that sucked for Microsoft's first two generations of console hardware and through three major Xbox controller designs, I figured it wouldn't hurt to ask for opinions from those that have actually put it to use for gameplay so far.
I assume that Rare Replay is finally letting a number of people see how it performs first hand, outside of secondary functions and the like that is its typical domain in major releases.
Satoshi_Matrix
08-11-2015, 05:47 AM
I'll buy this because lord knows I need Megaman 1-6 in yet another format (I own them on Famicom, NES, MegaDrive, PS1, GameCube, Xbox, PS2 and soon, PS4).
That being said, judging from the livestream shortly after E3, this isn't going to be the ultimate way to experience the classic games. not. even. close. It'll be better than the diaster that Megaman Anniversary Collection was, but they've already confirmed that they are not including ANY of the improvements/features of Capcom's own internal project, the Rockman Complete Works from 1999 on the PlayStation 1.
The Rockman Complete Works are by far the best way to experience and enjoy the classic titles. Why? because of several small improvements that collectively add up.
-4:3 240p support that scales up nicely to 480p or even 720p. These games aren't blurry like the Megaman Anniversary Collection.
-[optional] HUD update
-[optional]rumble support
-L1/R1 weapon switching, L2/R2 item switching (Rush forms, Beat, etc)
-removal of all sprite flickering and slowdown
-saving to the memory card (okay, this is outdated, but saving passwords nonetheless)
-[optional] complete remixes of the entire soundtracks for 4, 5 and 6
-post game content just as an enemy database showing what enemies are weak to as well as a small blurb about them
-post game boss rush mode
-post game time attack mode
Of all this, this new collection will only feature the processive scan, saving, and database. taking directly out of the Complete Works. The sprite flickering removal, shoulder button weapon change, remixed music and the post game unlocks will not be included in the new HD release.
If you want to experience the best versions, the first four Rockman Complete Works are available on PSN on the PS3/PSP/Vita for $5.99 each (although they were on sale last week for $3 each if anyone picked them up). Rockman 5 and Rockman 6 Complete Works are strangely not on the North American PSN, but they are on the Japanese PSN. You'll need a Japanese login and then need to import 2000 yen worth of Japanese points cards, but it is very much worth doing as again, these are the best versions of the games ever released. This new Legacy Collection may be in HD, but the fact that it's ignoring the improvements Capcom themselves already did sixteen years ago is almost rage inducing. The new endless challenge looks cool and the inclusion of a digital art gallery of art from the Rockman R20 Artbook is nice, but it doesn't change the fact that this is a more lazy collection than it could be, to say nothing about the fact that 7, 8, 9 and 10 are not even on the table as potential DLC.
But shouldn't the Rockman Complete Works be the better option at $36 versus $15?
theclaw
08-12-2015, 05:30 AM
But shouldn't the Rockman Complete Works be the better option at $36 versus $15?
It looks and plays alright. But there are load times, plus much of the new content uses Japanese text. PS3 doesn't let games link to a Pocketstation either.
Satoshi_Matrix
08-12-2015, 06:12 PM
But shouldn't the Rockman Complete Works be the better option at $36 versus $15?
Even though each game is a very good value at $5.99, there is no excuse they aren't for sale as a bundle price, just as there is no excuse 5 and 6 are not on the North American PSN store even though 1-4 are as import titles. It's completely ridiculous.
Equally ridiculous is the notion that a collection for 16 years ago should offer more than a brand new collection during a time when many people's faith in Capcom and Megaman is shaken.
It looks and plays alright. But there are load times, plus much of the new content uses Japanese text. PS3 doesn't let games link to a Pocketstation either.
Well... the Rockman Complete Works set are PS1 games from sixteen years go. Complaining there are load times and the games being in Japanese? Uh......these are PS1 games that were originally only released in Japan dude. It's like complaining that a car has a motor and wheels. That's......what a car is.
Also the Pocketstation support is entirely frivolous. I didn't even bring that up when I was talking about all the bonuses and extras the games offer. Even if the PS3 versiosn DID work with the PokcetStation, that's still not a bonus worth even mentioning.
I guess my whole point is that its absurd that Capcom put considerably more work into the Rockman Complete Works set 16 years ago than they are putting into this new Legacy collection, and aren't even bothering to bring over their work form that collection into this one. So lazy are they that they aren't even going to recycle work they already did.
This is fine for people who are blissfully ignorant of the Rockman Complete Works set and/or only own a PS4/Xbone/3DS, but if you still have a PS3 (as you should since there are hundreds of excellent games for it) you're better off spending a bit more money and getting the enhanced versions on PS3 via PSN.
It's important to note my frustrations with the Megaman Legacy Collection don't stem from hatred of Capcom, but bitter disappointment that Capcom isn't living up to even the level of their past work. The endless mode, savestates and digital R20 artbook are cool additions, but they don't matter much when they are included instead of game engine improvements, gameplay enhancements and the remixed music for 4-6.
When this collection was first announced, I had hoped that this would mean Capcom would rearrange the entire soundtracks of Rockman 1, 2 and 3 as they did for 4, 5, 6, but far from doing that, they're not offering any remixed music at all this time around.
So yeah, my feelings are disappointment and frustration. This collection could be so much more if they would only put in the slightest effort.
Tanooki
08-12-2015, 08:37 PM
I don't think the frustration is warranted anymore when you look at Capcom and their history going back a good many years, even more if you were a Nintendo fan. They keep shelving more and more of their talent and IPs to a purgatory much will never escape. Well at least unless they're bought out, which now they're open to with that change in their profile in the last week. They don't give a damn anymore if they can just keep rolling out SF and RE games to keep the gravy train rolling into the station. MM is a near non-interest to them. They've shown it repeatedly with their handling of Inafune, MM Legends 3, other terminated goodies, not following up on the great sales of MM11. The fact they're even bothering was a nice surprised, and it was a stunning heart stopper they'd dare blow some cash on a physical release.
The sad reality of Capcom is, expect nothing, be surprised by anything, if it's not Street Fighter or Resident Evil. It's just easier that way.
Leo_A
08-12-2015, 09:13 PM
I don't mind the relative lack of features compared to what was done years ago. But it does irritate me that this is missing Mega Man 7-10. It would've been especially nice to get a retail copy of Mega Man 9 and 10, and would've helped set this apart from Mega Man Anniversary Collection.
But that this is getting a retail collection and looks to be well done despite its more limited scope than we'd all prefer, pretty much gives it a pass by me.
kupomogli
08-12-2015, 09:24 PM
At minimum, this game should have had everything Mega Man Anniversary Collection had, while realistically they should have included everything up to Mega Man 10. What's the Mega Man X Legacy Collection going to consist of? Mega Man X - X4? As it stands, retail or not, this is one of the laziest cash grabs I've ever seen come from a developer. Hopefully it bombs because I won't pick this up for anymore than $10 at retail.
theclaw
08-12-2015, 11:39 PM
Lazy relative to Complete Works, sure. But that viewpoint misses the point. This is a new collection, intentionally avoiding recycled content from Complete Works, Wily Wars, Virtual Console, or otherwise.
As for missing 7-10, they aren't NES games. Thus potentially very different program code to work with.
TheBenenator
08-14-2015, 08:56 PM
If you wish to recommend te MM Anniversary package do NOT do that for the GC. The fools who ported it reversed jump and attack on accident rendering it unplayable if you know the games. Its infuriating because the oher ports had the courtesy of remapping buttons while GC did not -- it was almost like sabotage.
This might be relevant to your interests (http://www.romhacking.net/hacks/2286/), at least if your Gamecube is modded. Was released not too long ago.
Tanooki
08-14-2015, 09:49 PM
It's not, but damn at least someone fixed it.
It was one of those big hits where I lost a lot of interest in buying Capcom games and faith in their behaviors too. It worked just fine in the other releases, but the GC one magically is screwed up (reversed) alone. Throw in them scorching the promised Capcom 5 and hinting to Sony fans weeks before RE4's arrival not to buy a GC because a definitive release would come once the time was up on the contract all played into it too. Capcom loves to mess with peoples trust.
Satoshi_Matrix
08-15-2015, 09:26 AM
The reversed controls are just the tip of the iceburg of the problems Anniversary Collection has. There are all sorts of audio problems in all three versions, none of them support true progressive scan properly, and all of the extras Capcom put in were thrown out the window.
But before you go blaming Capcom for the horrendous Anniversary Collection, the whole thing was outsourced to a developer called Atomic Planet. They are entirely to blame for the way AC turned out. The only blame Capcom has is in approving it.
Leo_A
08-15-2015, 02:38 PM
If you wish to recommend te MM Anniversary package do NOT do that for the GC. The fools who ported it reversed jump and attack on accident rendering it unplayable if you know the games. Its infuriating because the oher ports had the courtesy of remapping buttons while GC did not -- it was almost like sabotage.
I really doubt that it was an accident.
Like I said in another thread here not too long ago, I don't think it's any coincidence that the GameCube's A button, widely viewed as the primary button on the controller for obvious reasons, was tasked with handling the most common action in Mega Man Anniversary Collection. While I only own the Xbox version of MMAC, I have plenty of experience with this button layout with similar games thanks to the Game Boy Player and the GameCube controller simply didn't offer a great button layout either way for a collection such as this one.
While I think Capcom would've lost either way they went with this, shame on Capcom for not at least letting the gamer customize it to their own liking as best as possible with configurable controls. Hopefully that's not going to be happening this time around, especially on the 3DS and XB1 where they could potentially be matching up decades old button labels due to the presence of A & B buttons on each, sacrificing playability to a great degree.
Tanooki
08-15-2015, 08:12 PM
My understanding is that the PS2 and XB versions have in the option screen the ability to remap buttons, the Gamecube doesn't. That's why I took that tone, it was like sabotage. I think the GC controller was fine for it, had it been done right or with the choice to, MM Network Transmission basically was a classic MM game in setup and style, the buttons were not reversed and the game was quite enjoyable if underrated. Capcom may not have coded it, but damn if they're to blame not reigning their designer in to fix that mess they exclusively dumped on the GC. And I think we're agreed, if they dink around with the systems today doing the same due to the lettering on the buttons, they're true fools and deserve every bit of hell they'd catch for it.
Leo_A
08-15-2015, 08:30 PM
My understanding is that the PS2 and XB versions have in the option screen the ability to remap buttons, the Gamecube doesn't.
I don't believe this to be the case.
I vaguely recall something about it being added to the later Xbox port, but only after the GameCube controversy. I think it's one reason why I went with this version, along with keeping most if not all of the platform exclusive bonus features of the earlier two versions. My Xbox isn't hooked up though so it's not convenient for me to go check right now.
Too bad that the Xbox d-pad sucked though...
Edit: Looks like my memories are accurate. :)
http://www.racketboy.com/forum/viewtopic.php?f=32&t=6602
theclaw
08-15-2015, 10:25 PM
The reversed controls are just the tip of the iceburg of the problems Anniversary Collection has. There are all sorts of audio problems in all three versions, none of them support true progressive scan properly, and all of the extras Capcom put in were thrown out the window.
But before you go blaming Capcom for the horrendous Anniversary Collection, the whole thing was outsourced to a developer called Atomic Planet. They are entirely to blame for the way AC turned out. The only blame Capcom has is in approving it.
Yeah the Xbox port added 480p, just not 240p. Ugh. (to be fair Xbox didn't officially support 240p)
Satoshi_Matrix
08-16-2015, 10:38 PM
<Regarding Megaman Anniversary Collection>
While I think Capcom would've lost either way they went with this, shame on Capcom for not at least letting the gamer customize it to their own liking as best as possible with configurable controls. Hopefully that's not going to be happening this time around, especially on the 3DS and XB1 where they could potentially be matching up decades old button labels due to the presence of A & B buttons on each, sacrificing playability to a great degree.
Megaman Anniversary Collection was not a Capcom product. It was ported and developed by Atomic Planet. They are the ones to blame for all of the collection's shortfalls that make it immeasurably inferior to the Rockman Complete Works of which Megaman Anniversary Collection is a hollow shell of.
Among all the things Atomic Planet removed from the Rockman Complete Works were the ability to customize controls. In the Complete Works set, you can make any button do anything you wanted.
The PS2 version echoed the default controls of the Rockman Complete Works and as you mentioned, Atomic Planet "guessed" what would work best for the GameCube controller layout.
Neither version allowed any control remapping at all.
The following year, Atomic Planet ported Anniversary Collection to the Xbox, and while introducing several new glitches where none had appeared prior, one of the things they added was user selectable control presets. Note that not even this version allows controls to be customized, only chosen from predetermined lists.
One of the reasons why Megaman X Collection turned out so much better on both PS2 and Xbox was because Capcom handled it themselves and didn't do a half assed port job of a superior older collection.
My understanding is that the PS2 and XB versions have in the option screen the ability to remap buttons, the Gamecube doesn't. That's why I took that tone, it was like sabotage. I think the GC controller was fine for it, had it been done right or with the choice to, MM Network Transmission basically was a classic MM game in setup and style, the buttons were not reversed and the game was quite enjoyable if underrated. Capcom may not have coded it, but damn if they're to blame not reigning their designer in to fix that mess they exclusively dumped on the GC. And I think we're agreed, if they dink around with the systems today doing the same due to the lettering on the buttons, they're true fools and deserve every bit of hell they'd catch for it.
The long and short of it is Megaman Anniversary Collection was not a very good port, especially not on GameCube. It's a good _idea_ of for a collection, but the execution was awful, almost as bad as the Sega Smash Pack on Dreamcast.
Yeah the Xbox port added 480p, just not 240p. Ugh. (to be fair Xbox didn't officially support 240p)
Too bad the Xbox version's 480p support was actually 240p converted to 480i and then to 480p, making it look like shit even though it should have looked great.
Meanwhile. The PSN versions run at 720p, which is directly upscaled from 240p. There was never any interlacing involved.
Gameguy
08-16-2015, 11:11 PM
Are there any collections or plans for a collection to include all of the original Gameboy games?
Tanooki
08-17-2015, 12:54 AM
I really wish they'd do that, even as some stealthy unlock surprise. It's not complicated and not unheard of, Nintendo did it with their Kirby package on Wii.
I guess you could always download the 3DS Virtual Console versions of Mega Man I - V (GB series). They don't allow for button remapping and they don't include extras. However they do allow save states (1 automatic, 1 manual), they cost only $3 apiece, and they look a lot better on a 3DS than on an original Game Boy... or Game Boy Pocket... or Game Boy Color. However, playing Mega Man I - V on a Game Boy Advance SP/SP2 or a Game Boy Player or a Super Game Boy or an imported Game Boy Light does look pretty good.
Leo_A
08-17-2015, 06:32 AM
Megaman Anniversary Collection was not a Capcom product. It was ported and developed by Atomic Planet. They are the ones to blame for all of the collection's shortfalls that make it immeasurably inferior to the Rockman Complete Works of which Megaman Anniversary Collection is a hollow shell of.
Thanks for all the information and clearing up a few things.
That said, just because it was contracted out to a 3rd party doesn't mean that Capcom didn't oversee the project. Ultimately, any blame has to fall on their shoulders since it's their game and if it wasn't satisfactory, it's their fault for not seeking changes to rectify issues prior to releasing it. Atomic Planet was working for them, after all.
At least that's how I see it. They should've kept them on a tighter leash and forced some much needed adjustments. It's really not too far away from being a very good collection, but it's quite evident that Atomic Planet settled for "good enough" instead of striving for as close to perfection as reasonably possible.
Too bad that Capcom didn't force the issue a bit, and helped get it there instead of the lazy job that we got instead.
Gameguy
08-17-2015, 12:11 PM
I guess you could always download the 3DS Virtual Console versions of Mega Man I - V (GB series).
I wasn't aware they were there so that's something, but I'm just hoping for a type of physical release. I actually knew someone who sold off his Gameboy Mega Man games when there was supposed to be a GBA compilation coming out, only that got cancelled so he was out of luck. I still feel bad for him after all these years. Most of the games he sold were complete in box too.
Tanooki
08-17-2015, 04:27 PM
Oooh he screwed up. I remember that rumor, then it turned out to be the MM Zero games and even then that got shoveled off on the DS.
I was aware they existed, did not know they were $3 only. Far better than what MM5GB goes for (or 4 to a lesser degree) which sucks. They're still not real though, just cheap rentals. I'm considering snapping them up. I owned the first two in the day, never got the others and I did get back #2 so far since 1 was kind of annoying.
Leo_A
08-17-2015, 05:27 PM
Oooh he screwed up. I remember that rumor, then it turned out to be the MM Zero games and even then that got shoveled off on the DS.
It wasn't a rumor and it didn't evolve into a Mega Man Zero collection, it got cancelled.
Capcom was indeed working on a colorized compilation of the original Game Boy games for the GBA, right around when Mega Man Anniversary Collection was released. This was officially announced and retailers were taking preorders for it, and I think Capcom even released boxart if I remember correctly. Sadly, something about the incomplete nature of the source code led them to cancelling it after it sat idle on the release schedule for a couple of years.
The Mega Man Zero titles were brand new games around this time, that were collected together years later on the DS in unchanged form, by virtue of the DS being fully compatible with GBA code.
Edit: Here are some old news articles from IGN about this.
http://www.ign.com/articles/2003/12/25/mega-man-mania-announced
http://www.ign.com/articles/2004/02/05/mega-man-mania-change
http://media.gamestats.com/gg/image/megamanmania_gbaboxboxart_160h.jpg
Tanooki
08-17-2015, 07:49 PM
I didn't say it turned into it, I said history turned out to be that mmzero got a compilation package on DS, which it did. I remember something about the GB package being thrown around with some mocked up art for it, but it never happened.
Leo_A
08-17-2015, 08:47 PM
Yes, but your post made it sound like it somehow wasn't official. You called it just a rumor, when in actuality, Capcom very much had officially announced this project.
Sadly, something about the incomplete nature of the source code led them to cancelling it after it sat idle on the release schedule for a couple of years.
Nearly correct. The fact of the matter is that the development team wanted to base the new compilation on the source code from the old games as it would make them play authentically to the originals and make their job easier. The team wouldn't have recompiled the code for the new platform with coloring added in; they wanted the source code to read it over to use as a reference while developing their project as a new code base. However, Capcom of Japan "lost" all of the source code for all of the GB MM games! More accurately, nobody at the company was sure of exactly what happened to all of the materials from the various game projects at Capcom from the time, but it was believed that they had thrown out all of the drawings, models, and papers to make room in the offices and had reformatted the disks to reuse them for newer projects.
The Mega Man Zero titles were collected together years later on the DS in unchanged form, by virtue of the DS being fully compatible with GBA code.
No again. The MMZ games were re-released as a compilation on DS, but they were changed from the originals to add new "easy" modes to each game, add another mode to play all the games on "hard" mode back-to-back-to-back-to-back in order, and a gallery of unlockable art which required you to complete several different challenges from finishing any game on easy to things like having to play through all 4 games in order on hard.
Leo_A
08-18-2015, 07:24 AM
The team wouldn't have recompiled the code for the new platform with coloring added in; they wanted the source code to read it over to use as a reference while developing their project as a new code base.
If it sounds like I suggested that they'd of been ports from the old source code, I really didn't mean for it to read that way.
I'm not familiar with the particulars that were planned with this project one way or another. I never saw anything about the details, although I vaguely recall some mention about incomplete source code as being the cause for cancellation.
No again. The MMZ games were re-released as a compilation on DS, but they were changed from the originals to add new "easy" modes to each game, add another mode to play all the games on "hard" mode back-to-back-to-back-to-back in order, and a gallery of unlockable art which required you to complete several different challenges from finishing any game on easy to things like having to play through all 4 games in order on hard.
Thanks, I was under the mistaken impression that they were 100% unchanged with no modifications or extras.
I've never played a Mega Man Zero entry in this franchise. Perhaps someday when the GBA Everdrive comes to fruition, I'll see what I think about them. It's the 8 bit era (and Mega Man 9 and 10) that I find appealing.
Satoshi_Matrix
08-18-2015, 01:04 PM
Are there any collections or plans for a collection to include all of the original Gameboy games?
Going back eleven years ago, there was a plan to release a collection of the GameBoy Megaman games for the GameBoy Advance, even offering full color and some unspecified extras. The initial name for the project was Megaman Mania, later changed to Megaman Anniversary Collection, same as the console collection Atomic Planted screwed up. The project was delayed, and eventually cancelled because Capcom "lost the source code".
In reality, Megaman Mania was overly ambitious. Colorizing original GameBoy games is not easy; you have to reverse engineer everything and recolor tiles and sprites one by one and even then because the Gameboy uniformly blanketed everything the same shades, sprites don't adhere to normal colorization standards as the gameboy doesn't neatly distinguish between sprites and tiles.
Not to mention that all five of the Rockman World games on GameBoy were outsourced to Minakuchi Engineering and Biox, not Capcom internally. In all likihood it was Biox and Minakuchi that lost the source codes and Capcom eventually decided that the project had too many hurtles and wouldn't sell well enough to justify all the work that would need to be done to fix it.
Still, I would love to play the unfinished prototype. Some color work was finished and it would be really really cool to check that beta out. Hoping it will be dumped someday.
I really wish they'd do that, even as some stealthy unlock surprise. It's not complicated and not unheard of, Nintendo did it with their Kirby package on Wii.
That's because Nintendo keeps ahold of their source codes and all prototypes and such with unusual diligence. a GameBoy collection is possible via straight up emulation, but consider the only really viable platform for it is the 3DS, which already has the virtual console versions. A collection of the games with no extras would be a tough sell for both consumers and Nintendo to allow it.
Thanks for all the information and clearing up a few things.
That said, just because it was contracted out to a 3rd party doesn't mean that Capcom didn't oversee the project. Ultimately, any blame has to fall on their shoulders since it's their game and if it wasn't satisfactory, it's their fault for not seeking changes to rectify issues prior to releasing it. Atomic Planet was working for them, after all.
At least that's how I see it. They should've kept them on a tighter lease and forced some much needed adjustments. It's really not too far away from being a very good collection, but it's quite evident that Atomic Planet settled for "good enough" instead of striving for as close to perfection as reasonably possible.
Too bad that Capcom didn't force the issue a bit, and helped get it there instead of the lazy job that we got instead.
You're overestimating Capcom's involvement. It was probably a small number of people at Capcom USA who oversaw the project, not the Japanese arm, not anyone who would be in any position to care. This was an Atomic Planet developed game and if you read the credits for the game, Atomic Planet had their own testers and QA. The only real Capcom mention is that the games were licensed by Capcom.
Blaming Capcom for how awful Anniversary Collection turned out is like blaming Nintendo for Dr. Jackel & Mr. Hyde on NES because it contains the Seal of Quality.
I agree with you that Capcom ideally should have been more involved, or just done the whole damn collection internally without outsourcing it to the twats that regardless of anything they do will always be rememebred as the people who ruined Rockman Complete Works.
Leo_A
08-18-2015, 07:31 PM
For it to be anything like the same deal, that one would've had to have been published by Nintendo.
This one involved Capcom properties and was published by Capcom. And in all likelihood, they paid the bill for it to be developed. If Atomic Planet screwed it up, the ultimate responsibility has to fall on Capcom. Capcom surely was far from powerless. Outsourcing a project doesn't mean they gave up all control.
That said, I otherwise am in agreement. I have little doubt that had Capcom tried, they could've done a superior job if this had been handled internally.
I vaguely recall something about it being added to the later Xbox port, but only after the GameCube controversy. I think it's one reason why I went with this version, along with keeping most if not all of the platform exclusive bonus features of the earlier two versions. My Xbox isn't hooked up though so it's not convenient for me to go check right now.
Too bad that the Xbox d-pad sucked though...
Watching a video from Satoshi Matrix, I benefited in another way since the Xbox version fully supports the d-pad.
It might not be a good d-pad, but at least it works with the d-pad on the standard controller and 3rd party digital only controllers like the Street Fighter pad. The PS2 version on the other hand is analog only apparently, which to me would be unacceptable in such a collection (Did the GameCube version have a similar limitation?).
Incidentally, if one has a BC PS3 and a MadCatz FightPad, it might be worth trying this collection with it since this controller has a switch that allows you to map the d-pad to the analog stick. Never had a need to test it out on either the PS3 or 360 since titles like Sonic's Ultimate Genesis Collection don't have such a nonsensical limitation, so I don't know how well this functionality works. But it might breath new life into it for a select few that still are using an older PS3.
Satoshi_Matrix
08-19-2015, 12:55 AM
It might not be a good d-pad, but at least it works with the d-pad on the standard controller and 3rd party digital only controllers like the Street Fighter pad. The PS2 version on the other hand is analog only apparently, which to me would be unacceptable in such a collection (Did the GameCube version have a similar limitation?).
Incidentally, if one has a BC PS3 and a MadCatz FightPad, it might be worth trying this collection with it since this controller has a switch that allows you to map the d-pad to the analog stick. Never had a need to test it out on either the PS3 or 360 since titles like Sonic's Ultimate Genesis Collection don't have such a nonsensical limitation, so I don't know how well this functionality works. But it might breath new life into it for a select few that still are using an older PS3.
Oh yeah, another Atomic Planet failing. They totally forgot to include digital controller support, meaning you cannot use any arcade sticks, PS1 controllers, or really anything. Now that doesn't mean you can't use the PS2 dpad, but it does mean you can't use a controller that lacks analog thumbsticks. And no, the GameCube version didn't have this limitation.
If you own a backwards compatible PS3, rather than play Megaman Anniversary Collection at all, hop on PSN and buy the first four Rockman Complete Works games. Then create a Japanese PSN account, import a Japanese PSN Points Card, and buy the remaining two.
Rockman Complete Works is so, so so much better than Megaman Anniversary Collection.
Leo_A
08-19-2015, 02:34 AM
That's what I first suspected, since I imagine this issue would've gotten a lot more attention if the Dual Shock's d-pad didn't work with it. But you were complaining about your analog stick drifting as you played it, so I decided you must've meant that it had zero d-pad support if you were using that instead.
I'll never understand why some titles that generation that obviously would've benefited from a nice dedicated digital controller, specifically locked out that functionality.
Satoshi_Matrix
08-22-2015, 11:13 AM
Simply because it's more work and whoever it was doing the job didn't care enough. That's all it is.
Leo_A
08-22-2015, 07:13 PM
I wasn't aware that there was any special development work needed for a title to support digital controllers like arcade sticks, for something like a PS2 game that already supports the Dual Shock's d-pad.
To the contrary, it almost seemed like they specifically go out of their way to do this. Especially when a title, which I've came across here and there before on early 2000's game consoles even though I don't remember specific games or platforms, actually will display an error screen saying that it must be used with an analog capable gamepad.
Doesn't make any sense when not only is the title obviously well suited for digital control, but in fact does have d-pad support.
Sounds like Digital Eclipse wanted to bring over Rockboard as part of the Legacy collection, but Capcom of America was too cheap to pay someone for a translation of the game. Perhaps it is time to start calling it, "Cheapcom."
USG: It also makes sense from a tech perspective to just go with the NES games because they're the same hardware being reproduced. I know it's not emulation, technically, but it's working to the same spec. Did you consider throwing in [Japan-only Famicom game] RockBoard as a sort of bonus, given that it's the odd one out on the same technology or platform?
Rey: The answer isn't no. We definitely had thought about it, but there wasn't really a way for that to fit in for us, especially since it was in Japanese, right? So…
Frank: We even looked at translating it, if I could speak to that for a second.
Rey: As close to the technological images, you could theoretically do it, but you're starting to go away from everything we're trying to do, which is to keep everything authentic. We couldn't release an all-Japanese board game here in the U.S., so…
USG: Is that just a case where you, personally, wouldn't feel good about it, or the platform rights holders would be, "No go"?
Rey: There is a requirement that all essential game information has to be localized to the support language and a game like a board game has a lot of essential text in it.
Frank: You can't play that if you don't understand Japanese.
USG: So even just throwing it in as a curio was off the table because of the logistics from on high?
Frank: We're aware of all the curios, right?
Rey: Nothing is really impossible if you really want to do it, and you have enough time and resources to do it, but it would just lose the focus of what we're doing.
Spin those facts, Rey! Spin! But try not to get too dizzy.
Source: http://www.usgamer.net/articles/pretty-much-the-most-in-depth-mega-man-legacy-interview-youll-ever-read
Source: http://www.rockman-corner.com/2015/08/rockboard-was-considered-for-mega-man.html
Leo_A
08-23-2015, 01:50 AM
Out of curiosity, has anything been said about 3D support for the 3DS version?
I'm not interested in 3D and suspect that these aren't the best of candidates for such a makeover, but hopefully for those that find that thought appealing, it's one reason why it's going to take longer to come out on the 3DS.
Tanooki
08-23-2015, 04:26 PM
Well that would be cool if they did it, but being that they're Cheapcom/Crapcom, most likely not. I think I'd look to what Streets of Rage or Sonic did on 3DS in those 3D Sega Classics downloads. Just minor depth with the foreground, the platform, then the background would actually look pretty nice but that does require work. And if they're so stupidly cheap not to pay to translate their own rockboard game, I doubt they'd put up for this either but I hope I'm wrong.
Satoshi_Matrix
08-25-2015, 06:54 PM
Ugh, and let the complaining start:
First, I had to run a manual search to even find this game; its not in the new games feed.
$18.99?! I thought this was going to be $14.99. Why the hell the extra $4? I guess it must be for all the features that aren't included.
The art scans aren't cleaned up at all! Even the R20 Rockman & Rockman X artbook had the decency to remote dust and dirt from the sketches - these aren't cleaned up at all!
As I suspected, Capcom was ultra lazy and didn't fix any of the problems from E3.
There is SOUND EMULATION ISSUES.
Holy hell, what?! SERIOUSLY?! There is popping and static that can be heard over the chiptunes. Just boot up Megaman 1 and listen to the stage select music. This is BADLY EMULATED. BADLY EMULATED 2A03. That is just DISGRACEFUL.
UGH.
Leo_A
08-25-2015, 07:24 PM
Are you playing on the Xbox One? That seems to be the one suffering from major sound issues.
Edit: Yep, I should've paid attention to my own link, which wasn't the XB1 version like I first thought. It clearly confirms that the PS4 version is also far from fine. :(
https://www.youtube.com/watch?v=YFCgmM17zog
I just skimmed the thread over at NeoGaf (And don't yet own a PS4, although even if I did, I'd be waiting on the retail version anyways), but there are complaints over there about the aspect ratio being off as well.
And despite being rebuilt from the ground up (Or so they say), there's apparently no option to fill your screen vertically for the largest possible picture within the constraints of respecting the OAR. While understandable for scaling issues for a title that's emulated since filling that last little bit of screen area causes problems, there's no reason why this project couldn't of done so. Instead it always looks as it does in that video.
I really don't understand how there could be audio issues. They're not emulating it (If we're to buy into their PR about their "Eclipse Engine") and if they couldn't get the sounds right, they could've always resorted to the old trick of utilizing samples.
Satoshi_Matrix
08-25-2015, 07:39 PM
I'm playing on PS4. The PS4 has all these sound issues. Can't speak to the Xbone but I don't see that version being any better. This is an emulator issue, not a console issue.
Leo_A
08-25-2015, 07:51 PM
The PS4 has all these sound issues.
Yes, I realized that after I first posted and had already caught it and corrected my post.
My fault for passing along faulty information without paying attention to the YouTube video that I was inserting at the same time as evidence of XB1 audio issues, which in actuality was really demonstrating how awful the PS4 version sounds.
This is an emulator issue
Officially, this isn't emulated.
While I think the evidence is mounting that it actually is to some degree, contrary to the grandiose nature of how the reborn Digital Eclipse studio was portraying it in the media, we don't actually have anything official that says it is.
I hope they fix these glaring issues before the retail release. I want Digital Eclipse to succeed and for classic compilations to yet again catch on, but this sure isn't the best of starts.
Leo_A
08-25-2015, 08:14 PM
I just skimmed the thread over at NeoGaf (And don't yet own a PS4, although even if I did, I'd be waiting on the retail version anyways), but there are complaints over there about the aspect ratio being off as well.
I don't know what they're talking about, since it's still 1.33:1.
Stinks that it can't be zoomed in though to be larger, while maintaining the correct 4:3 proportions. There's a lot of letterboxing going on here.
Tanooki
08-25-2015, 10:12 PM
Ok the popping in MM1 there was obvious and a bit depressing that happened, holy crap what the hell with the MM2 title. That was so bad until it cleared itself up it sounded like someones speakers were going out on them how bad that was.
I did not kn ow this came out today, consider me surprised and saddened. I hope the added time in the oven for the 3DS and other physical releases cleans this garbage up as the fans will get more and more pissed off and vocal griefing them badly over screwing up old games like these that are so venerated by the 30s-40s year old groups and the retro kids of later generations too.
By the way Digital Eclipse, is this still run by the original head of it when it choked the last time Mike Mika? I had a couple of friends who worked with that clown back in the 90s when I was in college and it would not surprise me if he doubled talked this about not being emulated while it was, or trying to play smoke and mirrors games about clear issues to either throw it under the rug or come back quietly(or not so much) later and just fix it. I had helped unofficially back in college test a few aspects of a couple of GBC games for DE through my friends, one being that rotten Little Nicky title. :)
EDIT: Go here -- http://www.digitaleclipse.com/ I think that explains the issue. DE has invented an engine to take old games, and that engine then creates another engine that runs them natively on whatever system you want. They have a nice picture map of that and a very basic description. Perhaps what you have here is the eclipse engine fouling up converting the NES game to run in the program that conversion tool makes to work on another system natively. So you have an emulator emulating another environment to run a game on a modern system...a double emulator of sorts.