View Full Version : So, who is getting the MegaMan Anniversary Collection today?
spooie
06-22-2004, 07:15 AM
Or tomorrow, as I'm sure most places won't have it in stock until then.
;)
Curious to know which one you'd be getting, if you are? The GCN or the PS2 version? I wanted to get the GCN version because of the interviews, but now I'm not so sure. I heard the GCN version has faster load times and better suppliments, but also their controls are inverted and the remixed music tracks can only be heard in the sound test screens.
If anyone gets the Cube version today, feel free to mention which buttons are shoot and jump and about the music tracks... and also, if anyone knows, whether the MegaMan 8 port is the PSX or Saturn version.
vision89
06-22-2004, 07:39 AM
I'll be picking up a copy, cube version :D
Querjek
06-22-2004, 08:24 AM
I'm going to buy the GCN version in a few weeks and I'm going to "get" the PS2 version through some "methods".
NintendoMan
06-22-2004, 08:52 AM
I reserved this way back in like Nov or Dec. before they pushed the date back of release. Can't wait to get it today.
I am getting the Gamecube version!!!!
I'll get the gamecube version
I never know when I'll burn up another
one of these cheaply made PS2's
Lemmy Kilmister
06-22-2004, 09:00 AM
Had the gamcube version pre-payed at my local eb for about 6 months. So i guess you could say yes.
video_game_addict
06-22-2004, 09:28 AM
I preordered off the Capcom website several months ago, back when they offered the preorders on the second run of Steel Battalion. Supposively it was going to ship with a free t-shirt, I'm wondering if I will see it this week x_x I haven't received any confirmation on it for being shipped as of yet. And they were slow with SB.
I too ordered Gamecube version. I'm wondering couldn't you use the Hori pads with this one?
Drexel923
06-22-2004, 09:28 AM
I have the Gamecube version on reserve.
spooie
06-22-2004, 11:35 AM
Hmm... no love for the PS2 version it seems.
LOL [/code]
Lemmy Kilmister
06-22-2004, 11:43 AM
Looks like i won't be getting it tell tommorw. :( I hate those damn shipping delays.
Crush Crawfish
06-22-2004, 12:07 PM
Did anyone notice that's I've been counting down for the past ten days with avatar? Oh well. Anyway, I was originally going to get the GCN version (I even bought a Hori digital controller for it) but it seems that Nintendo got shafted again and the GCn version doesn't have the remixed music. So i'll go with PS2 for now, because I'll eventually have both.
Achika
06-22-2004, 12:16 PM
Crush, yes I did notice your avatar.
I have the GCN version reserved and all paid off.
Half Japanese
06-22-2004, 12:49 PM
Yep, got $10 down on it and can't wait to pick it up either today or tomorrow!
captain nintendo
06-22-2004, 12:58 PM
Megaman = Nintendo IMO.......
Yeah I will be getting the GC version today.
SoulBlazer
06-22-2004, 01:53 PM
Wait a second, are you SURE that the GC version does'nt have the remixed music?
O_O
Damn, if that's true, I'll have to get the PS2 version instead.
But I thought it was'nt coming out for another week? The releate date I saw from EB was 6/30
lendelin
06-22-2004, 02:30 PM
Like always, I wait until the little thing drops in price. The last 4 games I got new for $50 (Sphinx $10, SSX3 $20, Winning Eleven 6 $10, Pro Race Driver $10), suddenly $40 or $30 for a new game I want seems expensive.
From a feeling level 8-bit Mega Man games have to be on a Nintendo system, no doubt; but I'll buy it for the PS2. I can't imagine playing Mega Man 2 with the GC controller without getting a thumb injury. I need the SNES button design or at least the NES button design to get the nostalgic feeling back when playing these games, ironically now on a Sony system.
lendelin
06-22-2004, 02:34 PM
BTW, I read that the little 'select'-trick doesn't work anymore for Mega Man 1 and 2. Yikes! Good luck with the Rockmonster in MM1 and the bomb-room in MM2. :)
SKVermin
06-22-2004, 02:40 PM
Dropped by the local EB today but they won't have it in stock until tomorrow. So I dropped down the cash for a GCN version to be sure I'd get one. I was holding off on preorders until I shopped the price around.
10 games for $40 CDN? Much better than $25-$30 for just Donkey Kong on GBA. And the Mega Man gameplay has really stood the test of time. My kids'll probably get good use out of it too. They've played the tar out of my Sonic Mega Collection already. :)
From what I understand, they included the PSX version of Mega Man 8, not the Saturn version.
spooie
06-22-2004, 03:20 PM
Oh well. I've never played the Saturn version of MM8, but I'm told it had better controls, slightly better graphics, and an extra stage with Cutman and Gutsman. Anyone with a copy able to set the record straight?
As for the remixed music... there is a Gamespot review where they talk about it not being in there, and the GCN controls being inverted. One of the staff members of Xplay mentioned to me and some others in chat back in May that the E3 version was practically unplayable because the controls were messed up. Since then, a few people told me that was just a prototype version on display and hopefully everything would be straightened out for the launch... but it seems the controls weren't and the music is missing. Either that, of Gamespot reviewed a prototype of it.
:o
ClubNinja
06-22-2004, 03:25 PM
I've never played the Saturn version of MM8, but I'm told it had better controls, slightly better graphics, and an extra stage with Cutman and Gutsman. Anyone with a copy able to set the record straight?
Yup. And I'm actually glad that the Playstation rendition will be on the Anniversary disc - it makes owning the Saturn MM8 still feel special ;)
I've been preordered since 1956 (or so it seems that long) and will be getting the GameCube version despite being a little concerned with how the game might play with a stick instead of directional pad.
ClubNinja
06-22-2004, 03:28 PM
I've never played the Saturn version of MM8, but I'm told it had better controls, slightly better graphics, and an extra stage with Cutman and Gutsman. Anyone with a copy able to set the record straight?
Yup, except it's Woodman instead of Gutsman And I'm actually glad that the Playstation rendition will be on the Anniversary disc - it makes owning the Saturn MM8 still feel special ;)
I've been preordered since 1956 (or so it seems that long) and will be getting the GameCube version despite being a little concerned with how the game might play with a stick instead of directional pad.
spooie
06-22-2004, 04:02 PM
Looks Like Capcom is pulling another Resident Evil: Director's Cut...
I found this on the messageboards posted by a Capcom administrator...
R&D was asked why the GameCube version of Mega Man Anniversary Collection does not have the same remixed music in the Navi Mode as found in the PlayStation 2 version.
It seems there was a disc space problem. The GameCube disc just does not have the same amount of space that a PlayStation 2 DVD has.
Even using the best video and audio compression technologies, simply having 10 games on one disc the 20+ minutes of video in Mega Man 8 and the 20 minutes of video for the extra interview, there was just no room to have the remixed audio in the Navi mode of Mega Man 1 - 6 on a GameCube disc. There is, however, separate remixed tracks that can be found in the secrets area as the game is played through and secrets are unlocked.
Personally, I think the lack of music for space reasons is crap.
MegaMan 1-6 are about 3 megs combined.
MegaMan 7 is around 5 megs I'd imagine.
MegaMan 8 is 347 megs, what with all the extra video.
MegaMan Arcade games.... I'll estimate somewhere around 20 megs.
Now, Gamecube discs are approximately 1.5 Gigs.
Single sided single-layer DVDs are about 4.37 gigs. And if you can fit a 2 hour movie on there, you can certainly fit 20 minutes of interviews in 1/6 of the space. That's 730 megs roughly.
So add the 730 megs to the 347 megs, plus 5 megs, plus 3 megs, plus 20 megs, and you get 1105 megs.
1.5 gigs = 1542 megs. So subracting 1105 from 1542, we're left with 437 megs of space.
Now, according to my computer, when I put the MM8 disc inside to check, the sound folder is only 9.48 megs. Now, that's the PSX/Saturn CD quality sound that WASN'T being remixed for the game. And that's under 10 megs.
So we'll assume that 90 megs will cover remixing the other games. And Gamecube discs can still hold nearly 5 times that much size for each game. So... what exactly is preventing the games from having the extra music?
Still waiting for a response on the controllers.
zmweasel
06-22-2004, 04:30 PM
Looks Like Capcom is pulling another Resident Evil: Director's Cut...
RE:DC's censored video clips were a blunder that resulted from miscommunication between Capcom's American and Japanese branches, while this appears to be exactly what Capcom claims it is.
There is the possibility that the PS2 version has the remixed tunes and the GC version doesn't because Sony MUCH prefers exclusive features for PS2 versions of multi-platform releases. (That's why the PS2 version of Viewtiful Joe is getting Dante as a playable character.) It wouldn't make sense for Capcom to be secretive about such an exclusive, however, which is why I'm much more willing to believe its simple explanation.
Your incredibly tortured math doesn't include the amount of disc space needed for the emulator or emulators themselves, not to mention any reformatting that may have been done to the original data, not to mention your outright guess on the size of the coin-ops, and your undoubtedly inaccurate extrapolation on the size of the remixed music tracks.
Also, it's impossible to know what kind of compression algorithm Capcom is using for the full-screen video.
No need for a conspiracy theory on this one. Capcom ain't lying.
-- Z.
SoulBlazer
06-22-2004, 04:31 PM
Damn. I've had the GC version on pre-order, but I did'nt know anything about the remixed music or messed up controllers. I guess I'll have to see when I go down there tommorow if they have extra PS2 copies in. I can always pick up the other one later on if one is better then another.
spooie
06-22-2004, 05:19 PM
Okay... well, I checked with a friend of mine who already has the Arcade games and got them through "other means", if you know what I mean, and I think you do, and he tells me the both of them are only 13 megs in total. 7 megs LESS than I predicted.
I can head on over to emulation.net and whip me up some emulators for my Mac at a whopping 2 or 3 megs or so a piece. I seriously doubt they're in the hundred-plus meg range for converting them to Gamecube. Midway and Sega did a nice job emulating their Arcade, Gamegear and Genesis games on Gamecube... so I don't see much of a problem for NES, SNES and PSX.
As my understanding (and correct me if I'm wrong), Midway's Arcade Treasures for the Gamecube had twice as many arcade games ported, over 20 minutes of new video footage and remixed audio as well. I haven't snagged a copy myself, but I've heard this second hand... so again, correct me if I'm wrong. But certainly if they can pull it off, I can't fathom why Capcom couldn't.
According to this page, with mp3 files of the Rockman 6 PSX release, it's about 35 megs. If you add them all up, I can see where it would be cutting it close and possibly they'd not be able to fit everything on there (especially if they convert the arcade music). But, the actual size of the sound files folder on Megaman 8, the game Capcom compared the remixed track to, is 9.48 megs. Feel free to pop a copy in yourself and check it out. So, again, I really don't see the problem.
As far as that's going... personally, I don't care so much that the remixed audio isn't there. Much like the graphics not being upgraded, or should I say DEGRADED, I prefer to listen to the audio that I grew up with in all it's 8-bit and 16-bit glory. My personal problem is that they've been touting the remixed tracks in the game for months, and just NOW, the day of release, come out and say... well, you ain't getting them, long after many people have pre-ordered them, and many others who aren't online looking at their website, and heading out after work or on their way home from school tomorrow will be buying them under the assumption that they are.
THAT'S my problem.
Anyway... I hope that explaination will suffice for you zmweasel. Maybe I'm wrong, and who knows... maybe I'm just wrong. And if I am, then fine if, I am. I don't admit to not having anything other than to speculate. But I still think it's crap that they've waited so long to say anything about it, and just TODAY, after so many months, have they decided to put out a press release indicating that the CGN version will not feature what was promised on their website so many months ago. If you had pre-ordered them or gone out and bought them based on fake promises, I'm sure you would feel burned as well.
http://www.capcom.com/news/news.xpml?prid=450143
I guess I'll be buying both copies at some point.
:o
ArnoldRimmer83
06-22-2004, 06:02 PM
I didn't know the Saturn MM8 had extra stuff not in the PS version. Seems very retarded of Capcom not to include that one instead. Oh well, 8 wasn't really one of my favorite Megaman games anyway.
zmweasel
06-22-2004, 06:32 PM
Okay... well, I checked with a friend of mine who already has the Arcade games and got them through "other means", if you know what I mean, and I think you do, and he tells me the both of them are only 13 megs in total. 7 megs LESS than I predicted.
Hooray for piracy. Again, however, you're not accounting for the space taken up by the emulators themselves, or any data reformatting that may have been necessary, or the GC-exclusive interview video, or the custom-coded front-end, or MM8's video clips, or the unlockable artwork, etc., etc.
I can head on over to emulation.net and whip me up some emulators for my Mac at a whopping 2 or 3 megs or so a piece. I seriously doubt they're in the hundred-plus meg range for converting them to Gamecube. Midway and Sega did a nice job emulating their Arcade, Gamegear and Genesis games on Gamecube... so I don't see much of a problem for NES, SNES and PSX.
Capcom isn't converting a Mac emulator to the PS2, and there's absolutely no way you can fairly compare the two. Do you have any game-development or programming experience? If so, you'd understand the difficulty of emu programming. It's nowhere near as simple as you believe it to be.
As my understanding (and correct me if I'm wrong), Midway's Arcade Treasures for the Gamecube had twice as many arcade games ported, over 20 minutes of new video footage and remixed audio as well. I haven't snagged a copy myself, but I've heard this second hand... so again, correct me if I'm wrong. But certainly if they can pull it off, I can't fathom why Capcom couldn't.
The GC version of Arcade Treasures emulates very small early-'80s coin-ops, and the video clips (taken straight from Midway's PS1 collections) were heavily compressed, and there wasn't any remixed audio.
According to this page, with mp3 files of the Rockman 6 PSX release, it's about 35 megs. If you add them all up, I can see where it would be cutting it close and possibly they'd not be able to fit everything on there (especially if they convert the arcade music). But, the actual size of the sound files folder on Megaman 8, the game Capcom compared the remixed track to, is 9.48 megs. Feel free to pop a copy in yourself and check it out. So, again, I really don't see the problem.
MP3s can't be compared to whatever data format is being used for the collection, and file-folder sizes can't be compared to whatever data format is being used for the collection.
Anyway... I hope that explaination will suffice for you zmweasel.
Nope. You're coming off as an overly defensive GC owner who smells deception or incompetence on Capcom's part, when you should be raging at Nintendo for selecting a storage medium with approximately one-third the capacity of a DVD.
But I still think it's crap that they've waited so long to say anything about it, and just TODAY, after so many months, have they decided to put out a press release indicating that the CGN version will not feature what was promised on their website so many months ago. If you had pre-ordered them or gone out and bought them based on fake promises, I'm sure you would feel burned as well.
The page to which you linked clearly states that "All new soundtracks are available in Navi mode for the PlayStation 2." As in, NOT available for the GameCube. Unless Capcom very recently added the "PlayStation 2" disclaimer because it determined it couldn't make the new soundtracks fit onto a GC disc--entirely possible, seeing as data optimization is one of the last steps of game development--where's the problem?
-- Z.
ManekiNeko
06-22-2004, 06:52 PM
The remixed music in the Playstation 2 version does make the choice more difficult, but still, I'd much rather support Nintendo than Sony. Decisions, decisions...
JR
badinsults
06-22-2004, 08:12 PM
I don't care about the remixed music. I will buy a Hori controller, and the game for the gamecube. From what I have heard, the Hori controller is perfect for 2D platformers.
SoulBlazer
06-22-2004, 08:49 PM
Well, the decision was made for me -- I'll get the PS2 version. The main reason I wanted to buy this Collection was FOR the remixed music. After all, I can just fire up the games on a emulator and play them if I want the original version. The remixed music, as well as some of the other bonus stuff, is the incentive for me to buy games that I allready have had for years.
I agree that this sucks. Zach has good points, but I would counter back -- scrap the interview and include the music instead. What Capcom SHOULD have done was make two totally different versions -- make the games in original form with some bonuses for the PS2, as that is the more popular console and would be targeted at 'casual' gamers. Then make a diehard 'collectors' edition for the GC with the remixed music (and some touched up graphics would have been nice also).
I just hope they have some extra PS2 copies around tommorow. :o
spooie
06-22-2004, 08:56 PM
Hooray for piracy. Again, however, you're not accounting for the space taken up by the emulators themselves, or any data reformatting that may have been necessary, or the GC-exclusive interview video, or the custom-coded front-end, or MM8's video clips, or the unlockable artwork, etc., etc. Capcom isn't converting a Mac emulator to the PS2, and there's absolutely no way you can fairly compare the two. Do you have any game-development or programming experience? If so, you'd understand the difficulty of emu programming. It's nowhere near as simple as you believe it to be.
Hey... *I* don't have the roms, so don't be out to make me look guilty. And, yes, I've ALREADY HAVE calculated MM8's video clips with the rest of the game, clocking in at 347 megs. I'm sure you missed that part when you originally read what I posted. As for the video length, no, I don't know how big it is... but judging my normal length of a single layer DVD, I'm certainly sure it will fall into the measurements provided. Of course, since you seem to know much more than I do about emulators and programming, perhaps you can provide me with some information of your own showing exactly what and how much is used in the practice, and I'll rescind my complaint. Besides, like I said, I can only speculate.
The GC version of Arcade Treasures emulates very small early-'80s coin-ops, and the video clips (taken straight from Midway's PS1 collections) were heavily compressed, and there wasn't any remixed audio.
Fair enough. Like I said, that's just what I heard, so thanks for setting it straight.
MP3s can't be compared to whatever data format is being used for the collection, and file-folder sizes can't be compared to whatever data format is being used for the collection.
What I was trying to show was that the actual sound files used to create MegaMan 8, from the game, were much less than the Mp3s used to remix Rockman 6 for the japanese release. I'm going by the actual sound files on the PSX cart of Megaman 8. The very ones they are emulating for this release, as they are not being remixed. And all of them combined are less than 10 megs.
Nope. You're coming off as an overly defensive GC owner who smells deception or incompetence on Capcom's part, when you should be raging at Nintendo for selecting a storage medium with approximately one-third the capacity of a DVD.
Hey, if Capcom did the same thing on the PS2 discs, I'd be complaining just the same. I've got both a PS2 and a Cube, and chances are I'll be getting t the PS2 version tomorrow anyway. The only thing that kept my interest more on the Cube was that they had interviews while PS2 had episodes of the Cartoon, and I already own both of the ADV DVD sets.
And just because you don't like people looking out for other Gamecube owners, don't take it out on me. As much as you seem to want to blame Nintendo for everything, It's not their fault that Capcom promised something and then took back their word the day of the actual release. Capcom should have corrected their statements as soon as they knew it wasn't going to pan out as they originally promised.
The page to which you linked clearly states that "All new soundtracks are available in Navi mode for the PlayStation 2." As in, NOT available for the GameCube. Unless Capcom very recently added the "PlayStation 2" disclaimer because it determined it couldn't make the new soundtracks fit onto a GC disc--entirely possible, seeing as data optimization is one of the last steps of game development--where's the problem?
Of course it says that. That's the point I was trying to show YOU. If you had read what I had written, you would realize that the page went up TODAY... saying that only the PS2 version had the Navi-Music, many, many, many months after they said the Gamecube version was getting MM1-7 remixed. Thus, by waiting until the actual day of release, after many have pre-ordered it and went out to by it, to clarify their true intentions and go back on their word.
If they had posted something a few weeks ago, or at pressing, or when they knew the tracks wouldn't fit, and corrected their previous press releases... then I wouldn't feel burnt. Only, they didn't do that. They led people on, expecting them to believe what they actually said was true after knowing they'd never have the intention to fulfill it.
Now, what is this Hori controller if I may ask?
:)
zmweasel
06-22-2004, 10:15 PM
Hey... *I* don't have the roms, so don't be out to make me look guilty. And, yes, I've ALREADY HAVE calculated MM8's video clips with the rest of the game, clocking in at 347 megs. I'm sure you missed that part when you originally read what I posted. As for the video length, no, I don't know how big it is... but judging my normal length of a single layer DVD, I'm certainly sure it will fall into the measurements provided. Of course, since you seem to know much more than I do about emulators and programming, perhaps you can provide me with some information of your own showing exactly what and how much is used in the practice, and I'll rescind my complaint. Besides, like I said, I can only speculate.
I'm not making you out to be guilty of anything, other than the implication that Capcom was deceptive or incompetent in its development and marketing of the GC version of MMAC.
MMAC's emulator is a beefy front-end that adds in-game hint flags, a new graphic for the life meter, new menus, and all sorts of capabilities above and beyond a "normal" NES or PS1 emu. Your comparisons of Mac emus to MMAC's emulator, and of PS1 data to MMAC data, simply don't apply.
I do know more about emulators and programming than you do, which is exactly why I'm NOT recklessly speculating as to why Capcom was unable to include the remixed music in the GC version, other than the very believable and logical reason they've given: it wouldn't fit on the GC's storage medium.
I can't force you to rescind your complaint, but I can point out why it's a complaint that's fueled by emotion instead of logic. You're citing numbers about ROM and MP3 size that support your theory, not realizing those numbers don't at all apply to MMAC, which is much more than a simple emu.
And just because you don't like people looking out for other Gamecube owners, don't take it out on me. As much as you seem to want to blame Nintendo for everything, It's not their fault that Capcom promised something and then took back their word the day of the actual release. Capcom should have corrected their statements as soon as they knew it wasn't going to pan out as they originally promised.
What leads you to believe I don't like people "looking out for other GC owners"? What I don't like is hypersensitive GC owners getting miffed at a developer for dropping a feature, when the problem isn't the developer but the GC's storage medium.
If you can point me to a press release in which Capcom specifically stated that the GC version was going to include remixed music in the Navi mode, I'd appreciate it. Although it hardly makes Capcom an intentionally deceptive company to have announced a feature which it reasonably thought could be included. For example, more than one game has had online support dropped at the last minute (TimeSplitters 2 comes immediately to mind).
-- Z.
NintendoMan
06-22-2004, 10:53 PM
The remixed music in the Playstation 2 version does make the choice more difficult, but still, I'd much rather support Nintendo than Sony. Decisions, decisions...
JR
Hey, good call, always support nintendo over sony.
Anyways, I am picking mine up tomorrow morning first thing when the store opens, CAN'T WAIT!!!!!!!!!!!!
NintendoMan
06-22-2004, 10:56 PM
Hey, this thread was suppossed to be about who is getting the MMA collection or not, not about emulator crap.
Just joking, but am wanting to see how many people are getting it and if there is alot of mega man fans like me out there. I also want to see want the GC version is like and if you guys like it or not. Does it play and look like the nes versions?
zmweasel
06-22-2004, 10:59 PM
The remixed music in the Playstation 2 version does make the choice more difficult, but still, I'd much rather support Nintendo than Sony. Decisions, decisions...
JR
Hey, good call, always support nintendo over sony.
Definitely. It's always better to support a former monopoly than a current monopoly.
-- Z.
SoulBlazer
06-22-2004, 11:12 PM
That's why I'm pretty confident that when I got into my local EB before work tommorow afternoon I can replace my pre-ordered and now not wanted copy for the GC for one for the PS2. I'm gambling they will have enough on the shelves.
The debate between what Capcom did aside, a BIG and heartfelt THANK YOU to the people who started this thread and pointed out the differences. If I had'nt known this, and then got home after work with my GC copy of the game, I would have been PISSED something I expected to be there was'nt. :angry:
But I still wonder how many people ARE going to be pissed in the next few days.
donkeykong1
06-23-2004, 03:27 AM
I think I'll get the PS2 version.
Avenger
06-23-2004, 04:13 AM
i pretty much hate my PS2...and Mega Man doesnt feel right on a sony console....so i have no problem picking the Gamecube version....dont see why remixed music is that big of a deal...i want it for the awesome gameplay i love so much not better beeping noises...i know sum of you like the idea of the remixs, and thats cool, but i just dont care that much....it does suck they are both different tho...i guess sumwhere down the line i could see myself gettin it for PS2 for the stuff the gamecube version doesnt...but for now..Nintendo all the way
edit*
just checked over at capcom.com and i found this, the features for the GCN version:
Game Features:
10 Mega Man games on one disc!
Extensive interview with Mega Mans creator!
Learn about the History of the Mega Man
Over 30 original artwork selections
Remixed music tracks inspired by the series andmore!
it says remixed tracks, but Gamespot said there wasnt any....so i assume Capcom just didnt bother changin the info for the GCN version on the site...
videogameking26
06-23-2004, 05:26 AM
Not tomorrow but will for sure get it next month on probably the GameCube.
Just got Driv3r today for PS2 and that will last me for awhile.
PhoeniX
06-23-2004, 08:16 AM
VENI VEDI VICI !!! I came I saw I conquered !!! I buyed I played I fillet' d !!! I got this game this morning and have been playing it ever since, I've basically beat it. I have been waiting for this game forever. Aside from the lack of the saturn stuff and some minor control/brightness issues it is a wonderful game. I've been buying every megaman game the week of its release since megaman 3. This is defineately a good game !!!
I bought both PS2 and NGC versions, and even though nintendo and megaman jive in my mind as a match made in heaven, I still think it plays better on the PS2 version. Both versions have unique unlockable features though (PS2 has IMO better extras). Disappointedly the MadCatz RetroCon didn't work as well as I expected it to with it.
spooie
06-23-2004, 08:36 AM
I'm not making you out to be guilty of anything, other than the implication that Capcom was deceptive or incompetent in its development and marketing of the GC version of MMAC.
MMAC's emulator is a beefy front-end that adds in-game hint flags, a new graphic for the life meter, new menus, and all sorts of capabilities above and beyond a "normal" NES or PS1 emu. Your comparisons of Mac emus to MMAC's emulator, and of PS1 data to MMAC data, simply don't apply.
I do know more about emulators and programming than you do, which is exactly why I'm NOT recklessly speculating as to why Capcom was unable to include the remixed music in the GC version, other than the very believable and logical reason they've given: it wouldn't fit on the GC's storage medium.
I can't force you to rescind your complaint, but I can point out why it's a complaint that's fueled by emotion instead of logic. You're citing numbers about ROM and MP3 size that support your theory, not realizing those numbers don't at all apply to MMAC, which is much more than a simple emu.
Okay. Fair enough. :)
What leads you to believe I don't like people "looking out for other GC owners"? What I don't like is hypersensitive GC owners getting miffed at a developer for dropping a feature, when the problem isn't the developer but the GC's storage medium.
If you can point me to a press release in which Capcom specifically stated that the GC version was going to include remixed music in the Navi mode, I'd appreciate it. Although it hardly makes Capcom an intentionally deceptive company to have announced a feature which it reasonably thought could be included. For example, more than one game has had online support dropped at the last minute (TimeSplitters 2 comes immediately to mind).
Well, you seem to specifically be against legitimate complaints from people against Nintendo, or regarding Nintendo products... much like the the other thread... you know the one. Sometimes things just happen to involve Nintendo and just happen to be a problem. It's the way the world goes. I, personally, won't shift the blame of backing out on one's promises to Nintendo because of the storage disc spaces, when Capcom themselves should have known the size limitations going in and said something about it. That's all.
:)
Here is a link to one of the early MegaMan press releases where they say the games will have an updated soundtrack. "Navi Mode" isn't listed, because until the reviews started coming out over the weekend, no one even knew what a "Navi Mode" was. Capcom never made it clear until yesterday, but one can only assume that "soundtrack" means the actual SOUNDTRACK... as in, what you're listening to while you're playing the gmaes. You'll notice they specifically pinpoint the PS2 and GameCube versions with their own features, but do not single out the PS2 as having them.
Press - http://www.capcom.com/news/news.xpml?prid=450112
And you'll notice the Gamecube game description says the exact same thing about remixes that the PS2 description does, and always has. If I were just some average nobody, I'd assume that means the GCN is getting exactly what the PS2 is getting. And I'm sure many others who preordered did as well. And of course, many gaming media outlets who reported on it... but I can't really hold that against Capcom as they were just reporting on the information they were given.
Cube - http://www.capcom.com/xpml/game.xpml?gameid=750067
PS2 - http://www.capcom.com/xpml/game.xpml?gameid=750068
Now, if anyone reading may think I'm anti-PS2 for whatever reason, I'd just like to let it be known that I have 98 PS1/PS2 games compared to 27 N64/GCN games. And I've certainly got nothing against Capcom. They've been my favorite company over the years, even though I'm sure many think they're underrated. I just think they dropped the ball on this without making the information available sooner.
:o
On a side note... I've been hearing some conflicting stories still regarding the controls and the music. I'm still hearing that the controls are inverted, and Capcom hasn't addressed the issue to say if that is correct or not. So, please... anyone getting the game today, let me know which buttons are jump and shoot on the Gamecube.
As far as music, I've heard some people say that there are a handful of remixed tracks hidden on the Gamecube version, others saying they're unlockable, and others saying that ALL the PS2 remixes are included in the sound options pages, just not DURING the actual game. I have no idea which one is true though... so if anyone gets the game, again, feel free and set the record straight.
Thanks.
PhoeniX
06-23-2004, 08:49 AM
In both the NGC and the PS2 version the controls (that is princibly jump and shoot) are in the same relative phsical location, with the caveat being that both NGC and PS2 controllers being at an angle whereas the original nintendo controler was not. The new megaman also adds some new controls to the early games: turbo fire (still only three on-screen pelets) and slide. Keep in mind people the D-pad on the cube really pretty much sucks. and the PS2 controller as much as I hate to unequivicably state it has an infinately better D-pad. Using a joystick just ain't the same. The RetroCon is also a unique odditty that is worth trying (but not sticking with) for the PS2 version.
For the record, both the PS2 and NGC versions have the extra music but only the PS2 can access it through the Navi. Each has a unique feature, Nintendo gets some interview, Sony gets some TV stuff.
Given that they are selling for $30 USD, its very tempting to want to get both versions, I did it and have to say I'm enjoying that decision already!
PhoeniX
06-23-2004, 08:57 AM
.....Additionally, as I check the options menu, there are some dificulty and starting lives options but don't appear to be any alternative control settings. The arcade games are both really unlockables. The menu system is the freaking greatest thing I have ever seen !!!
musical
06-23-2004, 02:10 PM
Nope. You're coming off as an overly defensive GC owner who smells deception or incompetence on Capcom's part, when you should be raging at Nintendo for selecting a storage medium with approximately one-third the capacity of a DVD.
Trivial correction = 1.5 / 8.5 = approximately 1/6. The tiny Cube discs are cute and make the system compact, but stupidly small for storing game data.
Avenger
06-23-2004, 02:13 PM
i think its very strange that a Gamecube disc can hold huge beautiful looking games...but cant hold a few old Mega Man games with remix audio :P
the Gamecube version has the remix music, just not built into the game....so i also see no reason for them not to stick the music in for while you play
norkusa
06-23-2004, 05:52 PM
Ack! I just picked up the GameCube version of this today and am having problems with the control scheme (yes, all 2 buttons). A button is to shoot and B is to jump but I keep wanting to do the opposite. Is there any way to invert this? Or did they also leave that option on the GCN version? I can't play it like this! Someone please tell me that it can be changed!
and WTF is up with the unlockable games??? I loaded this thing up expecting I'd be able to play all the MegaMan games but the first thing I notice is that some of them are locked. Jesus, I just spent $30 on this. It'd be nice if I had access to all the games on it without having to do a bunch of crap to unlock them.
ManekiNeko
06-23-2004, 06:28 PM
Nope. You're coming off as an overly defensive GC owner who smells deception or incompetence on Capcom's part, when you should be raging at Nintendo for selecting a storage medium with approximately one-third the capacity of a DVD.
Trivial correction = 1.5 / 8.5 = approximately 1/6. The tiny Cube discs are cute and make the system compact, but stupidly small for storing game data.
I keep thinking that maybe Nintendo should have released that format for the N64 and created discs slightly *larger* than standard CD-ROMs for the GameCube. As it is, it really does feel like Nintendo is lagging a generation behind in media storage. If they were that worried about piracy, they could have just made the discs about an inch wider in diameter, preventing users from inserting them into standard CD drives.
Having said that, the GameCube discs are still larger than what can be stored on a CD-ROM, or even on Sega's special GD-ROM format for the Dreamcast. When you consider what can be smashed onto a GD-ROM (hundreds of Genesis games, anywhere from three to eleven complete Dreamcast releases, etc.) you would think that Capcom could have found some way to get those remixes on the disc. Compress the tunes, rewrite them to play from the GameCube sound hardware, something.
I imagine that the GC-ROM (look, I just coined a term!) would prove rather restrictive to some game designers, but that's when you roll up your sleeves and do the most with what you have. Game programmers these days no longer accept the challenge of optimizing their games or creating them to overcome limitations... that's why emulators from the 90's would run on systems as slow as a 486-33, while today's emulators demand more powerful hardware than most people can afford.
Thomas Jentzch from Atari Age had a great saying... "make every byte count". If people did this with today's technology, rather than squandering it with sloppy programming, one could only imagine how incredible video games could be.
JR
kainemaxwell
06-23-2004, 06:49 PM
Considering I only have a PS2 I'm getting that edition. Pre-ordered it, need to get the cash to pick it up later this week now.
Lemmy Kilmister
06-23-2004, 06:53 PM
I guess i'll just get both now. Hey i just started a new job so why not? :D
ubersaurus
06-23-2004, 08:16 PM
Programmers have been sloppy with their code since the 32 bit era. No one bothers to optimize anymore because it takes time and money, and as a result, you get problems like this.
Course, it could just be Capcom being lazy, and have nothing to do with the GC disc. I couldn't tell you.
vision89
06-23-2004, 08:18 PM
I picked up the GC version and I like it a lot. It plays surprisingly well with the analog stick in my opinion, though the inverted buttons take a little getting used to. I wish they would've made the buttons normal, I really can't understand why they switched em. Oh well, still a great game though, I'm happy with it :D
The Manimal
06-23-2004, 09:02 PM
Like always, I wait until the little thing drops in price. The last 4 games I got new for $50 (Sphinx $10, SSX3 $20, Winning Eleven 6 $10, Pro Race Driver $10), suddenly $40 or $30 for a new game I want seems expensive.
From a feeling level 8-bit Mega Man games have to be on a Nintendo system, no doubt; but I'll buy it for the PS2. I can't imagine playing Mega Man 2 with the GC controller without getting a thumb injury. I need the SNES button design or at least the NES button design to get the nostalgic feeling back when playing these games, ironically now on a Sony system.
I pre-ordered it because I wanted the shirt. I would prefer the Nintendo version but I asked for the Sony even though I don't own a PS2....because of the controller. The GC controller has the joystick at the top, and I don't think I could do that... PS2 controller is more like the SNES controller/NES dogbone.
badinsults
06-24-2004, 12:22 AM
Now, what is this Hori controller if I may ask?
It is a beautiful looking controller that is shaped similar to a SNES controller, except that it is for the Gamecube! It is only sold in Japan, so you have to import it, but I have only heard good things about it. They are officially liscenced, too.
http://www.lik-sang.com/info.php?category=75&products_id=2467&
SoulBlazer
06-24-2004, 12:56 AM
Well, I lucked out today. :D
When I went in to get my game before I went to work, I asked if they had any extra PS2 copies of the game. They said ONE, because someone had JUST called and canceled their pre-order for it! :eek 2: So since both copies of the game was only $30, I went ahead and got BOTH the GC and PS2 versions. After all, minus my pre-depoist, it was the cost of one new game.
They had a lot more GC copies of the game then PS2, for some reason. Strange.
I have'nt had a chance to play them yet, but I'll post my impressions and differences between the two later. :D
DigitalSpace
06-24-2004, 01:47 AM
I could care less about remixed music, so whether or not the GC version has that means nothing to me. But some of the games have to be unlocked? That makes it a lot less appealing to me. I was going to get it soon, but now that I hear some games have to be unlocked I'm not so sure. And I'll go for the GC version. I need more GC games.
EDIT: Well, upon reading SoulBlazer's posts (scroll down) and learning that the unlockables are bonuses and none of the 8 games need to be unlocked, I'm getting this soon for sure.
SoulBlazer
06-24-2004, 01:59 AM
Okay guys, Here is some solid info from someone firsthand who bought BOTH versions. ;) Accept the truth! :D Kidding.
I started with the PS2 version, so I'll post about that one first, and then come back later with info on the GC one.
First off, when the game loads, you're treated to a remix version of pieces from all of the games as a 'main menu' music and you can move Mega Man around to various 'doors' for the options. At the start, you can enter the Start Game door and the Option door. The secrets door is locked. I'm not sure what causes that to open up.
After you enter the option door, you can then enter three doors -- Video Mode, Sound Mode, and GamePlay mode.
Video mode just has you affect the screen. Sound mode allows you to change the music and sound effect levels.
Gameplay mode is where it gets interesting. You can pick from here to play in Navi Mode or Regular Mode. For either mode, you can also affect the difficulty from either Normal or Easy (for every game but MM8) and if you start with 3 or 5 lives.
The game saves your choices to the memory card when ever you make one.
NORMAL MODE:
If you enter the Start Game door in Normal Mode (with Navi Mode OFF) you can pick from any of the original eight Mega Man games. The two fighter games at the end of the hall are locked.
Once you start a game, it plays JUST like it originaly did. The emulation is PERFECT. I mean, spot on. I tried all the games and saw nothing wrong at all. There is NO remixed music in Normal Mode.
Controls are the Square button to shoot and the X button to jump. Triangle allows you to rapid fire and Circle allows you to slide. Start brings up your status mode and Select allows you to return to the game's starting screen or the Collection's starting screen. You can use either the ananlog stick or the pad to move Mega Man.
The game in normal mode plays exactly like it originaly did. Nothing forces you to use the rapid fire button, so you can play this game just exactly like you have for years -- or enjoy the changed difficulty, lives, and rapid fire. Up to you.
When you beat a boss, the game saves automaticaly before you pick the next robot.
You are free to hop back and forth between games on the Collection.
Load time is pretty good -- it only loads when you first select a game and when it returns to the Collection's main menu. I estimate about 15 seconds.
All in all, this is a perfect spot on emulation of the originals.
NAVI MODE:
Now HERE is where it gets INTERSTING! 8-) All the changes were made for this mode.
When you start a new game, you can pick what game you start out at. However, once you decide on one and save, you can NOT select a new game until you finish the one you are working on. It's a effort to link all of the Mega Man games together.
Remixed music plays for almost everything in the game. Only small pieces (like some intro music) did'nt get touched.
New features -- Rapid fire. It shoots off about three bullets in a second and then three more a couple seconds later. Not machine gun fire, but good enough for when you need a lot of shots RIGHT NOW.
You can also see the number of lives on the main screen, right under your power bar.
Every now and then you'll see a "!" pop up on the lower left corner of the screen. That means a hint is available from someone (Dr. Light, etc.) on how to deal with some situation or enemy. It comes up if you hit Select.
You also may see birds hanging in mid air with direction arrows, telling you which way to go.
The remixed music is VERY good, for the most part, but very different from the originals you may be used to hearing.
This is the mode for newcomers to the series, with the extra help and all, but it's quite fun for vets to play them in order and listen to the remixed music. Yes, Mega Man is STILL the hardest game in the series, but the save after you beat each boss helps.
All in all, HIGHLY suggested. A very good port with the original games and the new game modes.
I'll go try my GC version now. :)
SoulBlazer
06-24-2004, 02:20 AM
And now, the GameCube version:
The first thing I saw when I loaded it -- it uses Bink Video. O_O
Really, guys, this is ALMOST the same game. There are only three differences between the PS2 and the GC versions:
1) It's true -- there is NO remixed music in Navi Mode. In fact, I can't find any remixed music anywhere except for the Collection main menu, and there's more of a new music piece then a remixed one. I heard it may be possible to hear the remixed music by unlocking secrets, but I don't know how to do that.
2) The control scheme. You push B to shoot, A to jump, X to rapid fire, and Y to slide. Z brings up the game's status screen and Start allows you to bring up the game menu with the ability to quit, etc.
Honestly, I prefer the PS2 layout for this. Several times I hit the wrong button by accident on my GC controller, and this is a controller that I LOVE, even better then the PS2 one. It's not so serious that you can't get used to it, but it does'nt help. And no, controls can NOT be changed. It's the one game's flaw.
3) There's no Video option from the option menu.
And of course, the secrets are different.
Everything else is the same. Even the load time. I found the GC version to be only SLIGHTLY faster on the GC as opposed to the PS2.
My honest advise? As much as I hate to admit it, the PS2 got the better version of the two games. If you don't care about the remixed music or the control scheme (which is better, IMHO, on the PS2), there's nothing WRONG wtih the GC one, but I'm keeping the PS2 one and selling my GC version. Anyone want it? Send me a PM. :D
norkusa
06-24-2004, 02:22 AM
Am I the only one here having problem with the inverted controls? I've just finished playing the GC version for about 2 hours and I still haven't gotten used to it yet. I'll be okay at first, but then I'll get to a spot in the game that doesn't require any jumping or shooting for a few moments. When I have to start jumping/shooting again, I almost always end up pressing the wrong button.
Why the hell did Capcom do this and *not* include a controller configuration option into the game???? It's so frustrating getting used to, it makes me want to return the game and get my money back.
SoulBlazer
06-24-2004, 02:26 AM
Get the PS2 version, man. :D
As I just posted in my reviews, you STILL can't change the controls, but I found it eaiser to control Mega Man in the PS2 version compared to the GC one.
Oobgarm
06-24-2004, 07:44 AM
Am I the only one here having problem with the inverted controls? I've just finished playing the GC version for about 2 hours and I still haven't gotten used to it yet. I'll be okay at first, but then I'll get to a spot in the game that doesn't require any jumping or shooting for a few moments. When I have to start jumping/shooting again, I almost always end up pressing the wrong button.
Why the hell did Capcom do this and *not* include a controller configuration option into the game???? It's so frustrating getting used to, it makes me want to return the game and get my money back.
Nope, you're not the only one. I played the GC one for a bit last night and couldn't get through Metal Man's stage or even Wood Man for that matter. It was really frustrating since I can usually breeze through Mega Man 2. THe controller input is a very important thing, I don't know why they changed it around. Sure, new players won't know the difference, but when I see Mega Man, I equate B is shoot and A is jump. It's just instilled in my mind that way.
I then plugged up the good ol' NES and made it 95% through the game before I got tired. :D
Looks like I'm gonna have to go out and snag the PS2 version as well. I wasn't intending on getting both versions, but if I can get one that feels right, I'll do it. Besides, $30 is a bargain for the game anyway.
My only other gripe about the game: re-tooled sound effects. Sound has always been, and will always be, a very defining aspect of games for me. The strange echo-like effect added to the 'ping' effect when your shot strikes an enemy sounds all muddied and offensive now. When you're in the Metal Man stage, and you reach the part where the little drill-like things are burrowing through the floor and celing, sit there for a bit and pump them full of ammo. That sound, especially when duplicated numerous times over a short period of time, just sounds awful.
But, those 2 gripes aside, the collection is very well done. The cleanliness of the graphics alone make this well worth getting. Just be aware of the control scheme change on the GCN.
spooie
06-24-2004, 08:43 AM
The controls make the game unplayable to me too, norkusa. After 17 years of having them hardwired into my brain, it's impossible for me to change. Until yesterday, I was a master of Megaman... but I was dying over and over and over, and taking 3 times as long to get through areas. The interviews aren't worth the aggrivation. Today I'm going to see if I can exchange it for the PS2 version. And if I can't, off to eBay it goes.
The most insulting aspect though, it the options to customize the controller. I picked up the Sonic Mega Collection ($16 at Target), and *THEY* have customized controls. I don't see what prevented Capcom from doing the same. Instead it makes something that could have been the greatest collection ever, unplayable to me.
:(
musical
06-24-2004, 10:29 AM
Trivial correction = 1.5 / 8.5 = approximately 1/6. The tiny Cube discs are cute and make the system compact, but stupidly small for storing game data.you would think that Capcom could have found some way to get those remixes on the disc. Compress the tunes, rewrite them to play from the GameCube sound hardware, something.
Eternal Darkness was compressed to fit and the result was grainy/blurry movies. Compression can only do so much.
Crush Crawfish
06-24-2004, 10:41 AM
I got it yesterday, and I absolutlely love it!!!!! I'm playing the PS2 one, and I've noticed a few glitches that I'd like to let everyone know about:
(note: I was using navi mode everytime)
1. Topman's level doesn't play his music.
2. In topman's level, one of those blue bolt enemies just kinda froze in midair. I couldn't hurt it, it couldn't hurt me.
3. In airman's level, I had several of those fat blue guys with the fans in their chests just kinda dissappear on me.
4. In ringman's level, right after the second hippo boss, there is a staricase-like stucture. I got hit by two of the buggy-like enemies coming down the steps. After this, my jump button wouldn't work, and every time I hit it, I slided!
Other than these glitches, I'm loving it!
I just got the GC version and I LOVE IT! I've been playing it 5 hours straight. I love the new button fetures except the inverted jump and fire. I still love it.
SoulBlazer
06-24-2004, 11:17 AM
I'm glad to know that I spent money for a good cause and the help of the community. :D
Captain Wrong
06-24-2004, 11:51 AM
The remixed music in the Playstation 2 version does make the choice more difficult, but still, I'd much rather support Nintendo than Sony. Decisions, decisions...
JR
Hey, good call, always support nintendo over sony.
Definitely. It's always better to support a former monopoly than a current monopoly.
-- Z.
ROFL
All I know is I can't wait to check this out for my PS2, assuming I ever get it back from the girlfriend. :P
Captain Wrong
06-24-2004, 12:03 PM
I, personally, won't shift the blame of backing out on one's promises to Nintendo because of the storage disc spaces, when Capcom themselves should have known the size limitations going in and said something about it. That's all.
Umm...you seem to be missing the point of what Zach is saying. I think you're still hanging on to all your examples in your first post, but as Zach pretty much pointed out to a word, you're compairing apples and oranges. Going into things Capcom didn't know how big things were going to be. As a programmer, you can take a guess at the size of your program when you complete it, but it's just that, a guess. It's not that they didn't know limitations going in, it's that THERE WAS NO WAY FOR THEM TO HAVE KNOWN GOING IN HOW BIG THE FINAL PRODUCT WOULD BE OTHER THAN GUESSING!
It's not like Capcom dropped the ball on this, it was beyond their control. That's how programming works and due to the GC mini-DVD format, GC owners get the short end. Which game or other feature would you have them drop to get the re-mixed music on the disc?
Now...is the remixed music actually worth all this fuss? ;)
ArnoldRimmer83
06-24-2004, 12:38 PM
3. In airman's level, I had several of those fat blue guys with the fans in their chests just kinda dissappear on me.
Those blue guys had a tendency to disappear on the Nes version as well. Guess it's just a glitch.
spooie
06-24-2004, 01:31 PM
I, personally, won't shift the blame of backing out on one's promises to Nintendo because of the storage disc spaces, when Capcom themselves should have known the size limitations going in and said something about it. That's all.
Umm...you seem to be missing the point of what Zach is saying. I think you're still hanging on to all your examples in your first post, but as Zach pretty much pointed out to a word, you're compairing apples and oranges. Going into things Capcom didn't know how big things were going to be. As a programmer, you can take a guess at the size of your program when you complete it, but it's just that, a guess. It's not that they didn't know limitations going in, it's that THERE WAS NO WAY FOR THEM TO HAVE KNOWN GOING IN HOW BIG THE FINAL PRODUCT WOULD BE OTHER THAN GUESSING!
It's not like Capcom dropped the ball on this, it was beyond their control. That's how programming works and due to the GC mini-DVD format, GC owners get the short end. Which game or other feature would you have them drop to get the re-mixed music on the disc?
Now...is the remixed music actually worth all this fuss? ;)
Beats me, but from my understanding... the remixes ARE in the game... and from what I've played GCN does have the Navi mode. So I still don't understand how space limitations prevented what's already in the game from being in the actual Navi mode, since they already included it.
:o
pookninja
06-24-2004, 03:18 PM
just picked my copy up today.i got the gamecube version,and its great.
The Manimal
06-24-2004, 04:19 PM
In one of the posts on this thread, it is mentioned that JUMP is A and fire is B on the GC version. How is this wrong? That is correct...
Everyone else is saying it is wrong, so I take it this reply has the error?
GameStop called Wednesday and asked which version I wanted. I said PS2 because of the D-pad, however I won't be able to play it because I don't have a PS2... LOL
Half Japanese
06-24-2004, 04:41 PM
I got my copy yesterday and I'm enjoying the hell out of it. A friend was over last night and we just took turns beating levels on the first Mega Man (on Wily now). What a great value and a well-done retro compilation. Bugs, glitches, dpads and everything else aside, these are some classics that have truly aged well. I also ordered the Hori controller from Play-Asia (hey, shipping was cheaper than Lik-Sang), and it should be here next week, perfect for my Gameboy Player and these games that really require a dpad.
Also, Zach's ball-busting (or the "truth" as it is also known) is classic, and I couldn't agree more.
GrandAmChandler
06-24-2004, 04:46 PM
How about a madcatz programmable gamecube controller to fix the inverted buttons? Just map A to button B, and visa versa?? Wouldn't this work!?!?
norkusa
06-24-2004, 05:06 PM
In one of the posts on this thread, it is mentioned that JUMP is A and fire is B on the GC version. How is this wrong? That is correct...
Everyone else is saying it is wrong, so I take it this reply has the error?
Yeah, that reply is wrong. A is shoot, B is jump. Completely backwards from the original control scheme.
I suppose a Mad Catz programable GC controller would fix it, but I'm not going to spend another $20-$30 just so I can play this with the original control set-up. Why couldn't they just have made the X button to jump too??? That way, the A (shoot) button has a jump button on both sides of it. It just doesn't make any sense. Thanks Capcom. x_x
Bratwurst
06-24-2004, 05:18 PM
I remain entrenched in the notion that nothing replaces the originals especially after heeding the complaints in this thread.
Capcom is notorious for 'not getting things right.' I guess the fanbase is pickier than normal when it comes to Mega Man but I remember taking issue with MMX5, X6, and subsequent releases for various series, all usually minor quibbles but annoying all the same. That they would screw up the button assignment for this compilation is of no surprise to me.
Having said that I'm still of the opinion that Capcom has aged the best as a video game company compared to all the rest throughout the various hardware generations.