Tuesday, June 16, 2015

Mega Man Legacy Collection - E3 Screens and Details


Straight from the Capcom Unity stream, here's a batch of Mega Man Legacy Collection screen grabs. You can see the menus, the filters and other nifty little things.


Default display - original and untouched:



Monitor filter - simulates a 'burned out' 80's CRTV, scanlines and chromatic aberration:




The pause menu:



Game select:



Museum:



Database: Text is straight from Complete Works, translated for the first time!


Challenge Mode with borders enabled (borders change based on the game):


Music database:



And a few new details from the stream commentary:

  • Rapid fire is in and totally optional
  • No shoulder button weapon switching
  • Menus use Japanese artwork; U.S/EU packaging in the museum
  • All six games retain their original soundtracks, no arrangments
  • Select Complete Works arrangements, however, play during menu navigation
  • All six games retain the one frame button lag from NES
  • Menu colors are based on the original Mega Man color coordinates from Capom's old licensing manual
  • Replays limited to 100 individual replays
  • One save slot per game
  • Considering a hot key for save/load state
  • There's a platinum trophy for PlayStation 4
  • No Navi Mode (i.e in-game hints)
  • The intent of this collection is to present MM1-6 on modern consoles in the highest quality possible. *If* sales are good, they will consider collecting other Mega Man games
  • No 3DS details until much later
  • They did not specify why the Wii U is being left out, just one of those "not right now" answers

46 comments:

  1. Additional (trivial) details:
    - It was confirmed that the games are basically being emulated in the Eclipse Engine. Proof of this found its way into the stream when Wily appeared on top of his UFO in Mega Man 1 (something they fixed after making the E3 build). What this means... is that playing this will give you the exact same experience you would get on an NES, except the graphics are much more crisp and there's a few features added to the interface (but not the games). This also means that all bugs, glitches, and exploits ("zipping", pause/hit glitch with Thunder Beam and insta-game clear in Mega Man 1, etc.) are available for usage.
    - Game use the US versions of each game. This is reflected by the dialogue translations and the copyright information. However, any mentions of Nintendo (such as "Licensed by Nintendo" on the startup splash screens) are missing for obvious reasons.
    - Challenge Mode and Database Mode uses save states to put you into stages/boss fights. Cleverly, the Eclipse Engine tracks where Megaman is in Challenge Mode and makes sure if you bump into a Challenge Mode warp tunnel, you will be teleported to the next section.
    - No release date set so far, but the price remains at $14.99 USD.
    - Current progress on the game appears to be up to Mega Man 2, but the other four games were ready enough for Challenge Mode run-through.
    - No, Right & Wily's RockBoard: That's Paraside! is not included in this compilation, sadly.

    I'm... surprisingly really hyped to see tomorrow's presentation, even though I know how the games and emulation engine works inside and out, basically. This was a nice diversion and I highly recommend tuning in tomorrow and Thursday for gameplay footage and information!

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    1. Yeah, I asked if they included Rockboard as an unlockable bonus or something. Would have been great to finally have the first English port in some official capacity. Oh wells, interested to see how it looks and plays!

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  2. If sales are good... Capcom will consider making another collection. Did the fan base really expect anything less?

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    1. Yeah, and that's a big "if" considering most of us already own many of the other Mega Man 1-6 releases that are already available. Maybe Capcom should instead drum up more sales by, oh I don't know, releasing a new game or something?

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    2. It's strange, considering sales of the virtual console games are good enough for Nintendo to keep porting Mega Man games to it, as well as the franchise being popular enough to warrant more costumes in Smash.

      Heck, if what Natsume says is true, it seems like Nintendo decides what games to put up on the virtual console based on "which classic titles would be a good fit and have the best potential to sell."

      It's starting to seem like some companies think Mega Man sells better than Capcom does. Probably just my imagination.

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    3. Sells better than Capcom? I don't know what that means.

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    4. Sorry, poor wording on my part.

      What I meant was it almost seems like other companies think Mega Man has a better ability to sell than Capcom thinks it does. Though again, I'm probably looking too much into things.

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  3. "No shoulder button weapon switching"

    "Complete Works arranged music on menus, not in-game"

    ...You've got to be kidding me. This collection is turning out to be pretty barebones so far.

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    1. Well... yeah! That's the idea. Perfect emulation of the original games that transcends console generations.

      It's kind of an experiment, it seems like.

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    2. That's kind of the entire point. To have the game itself be as similar to the original NES releases as possible, it's supposed to be a historical preservation sort of thing. All the added features in the collection like challenge mode or the art gallery are outside of the games themselves, weapon switching and especially having arranged music within the game would've been directly against the game's purpose.

      Though having said that the inclusion of rapid fire(albeit optional) is rather strange.

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    3. "Perfect emulation..."

      Quit saying that. Actual perfect NES emulation (and therefore perfect MM1~6 emulation) doesn't exist today. And if it did, it would run unplayably slow on even the current top tier of PC consumer hardware.

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    4. That's fair, and actually kind of cool in a way.

      Though I can't help but wonder if that sort of thing is for better or worse with something they are using to gauge sales/interest. If they are using it as any sort of metric, I would think it would be in their best interest to create something that is as good a product as possible. Fixing certain glitches and slow down, or giving the player at least the option to have shoulder button weapon switching would help here.

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    5. You could buy rapid fire NES controllers and play Mega Man with those, so it's not entirely a random addition.
      - Dr. Jerk.

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    6. -No shoulder button weapon switching
      Really? Could at least have a button configuration with those being optional like the rapid fire. Or at least unlockable after beating all games?

      -Complete Works arranged music on menus, not in-game
      I still think those should be enabled, but optional. Or at least unlockable so players can have a feel from the original first than switch for their preference.

      -One save slot per game
      Well, this isn't really bad as (I assume) it only saves the passwords like MMXC. But Wily Wars had 3 slots per game, Complete Works had more than that, so... why not give more "paper to write the passwords"?

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    7. @Anonymous June 16, 2015 at 9:40 PM
      By definition, to "emulate" something is to imitate it, but it's physically impossible to make something a 100% perfect duplication of something else. Anyone who's ever thought about it would knows this. Therefore, when I say "perfect emulation", I mean "as good as physically possible". There will always be quirks or imperfections in putting software on hardware or sub-software it wasn't intended for. You're simply arguing semantics about the context of the language.

      But for you sake, I'll say this then:
      "As close to NES-perfect emulation of the original games as possible that transcends console generations."

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    8. This isn't for 'historical purposes', this is to exploit these kids who were turned into OCD, completist, collector vegetables through a diet of Pokemon and McDonalds Happy Meal toys. You have been able to pick up 'perfect versions' of Megaman games for peanuts for the last 20 years or so. Save Slots are ludicrous and immediately cripple the whole concept of Megaman, feeding this intense, completist compulsion by lessening the opportunities to punish you for making mistakes which in turn impinges learning, softens risk taking impedes skill progress. Megaman's blueprint has been adopted and improved upon by new games such as the amazing Shovel Knight and its brilliantly implemented 'greed based' save system. We should be giving money to those companies, not Capcom so they can keep on chucking out 'ultimate final definitely final this time editions'

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    9. While I apreciate their intention and the idea isn't bad, I don't like their decision to leave out extras that were present in other versions like Wily Wars, Complete Works and MMAC just to make it like the original version.

      Perfected > Perfect

      Please do at least a few more optional improvements to the main games, like the RCW arrange music, shoulder buttons, Navi Mode (translated like the database, not the bad one from MMAC), ...

      And if possible (although those may be asking to much, but I'm leaving the suggestions):
      *The option to chose between original NES graphics, Wily Wars graphics (for MM1-3) and new HD graphics (at the very least slightly better than the iOS MMX).
      *A stage construction mode like MMPU and MM Universe.

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    10. @Joseph

      Still not correct. It is not anywhere close to as good as physically possible. Like I said, if that were the case it would be unplayably slow. Perhaps you should say as close as possible while remaining playable (but I'll bet that isn't the case either...we don't know exactly how accurate it is). I figured you for one haven't thought about it at all, given your willingness to throw around "1:1" and "perfect" like it was nothing.

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  4. I'm excited for this and will buy it for sure. That said, why does Capcom always have to throw in the "if this does well sales-wise we'll release more..." for re-releases? They're said it for Darkstalkers and they're saying it now for DMC4SE. In the case of MM 1-6 and DMC4 I just don't get it. MM 1-6 has been released countless times. They've been bought so many times already. I myself bought digital copies 2 or 3 times via VC and DMC4 sold 4 million the first time around. Yet it sounds like Capcom intends to judge interest in sequels/future collections based on these single current releases. Makes no sense to me.

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    1. That is not what is puzzling to me, what is puzzling is Capcom expecting it to attract new people of this generation. Jesus how, HOW???? know what, I'm eating pizza right now I don't even care.

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    2. It was an issue with Darkstalker's as well. I'd have picked up resurrection if I didn't already have DS3(which was released on every console Resurrection was released on way earlier and probably picked up by almost every Darkstalkers fan before resurrection was announced) on PS3 and Chaos Tower on PSP.

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    3. If they're following that same trend after Darkstalkers, then there really is no hope for this collection now, is there. I'm really starting to hate this ignorance and trust the developers are putting into this.

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  5. Despite my initial reaction in regards to the extra features, for sure I'll be getting this. It looks... decent, and I'll leave it at that. =)

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  6. "*If* sales are good, they will consider collecting other Mega Man games."

    And just like that any and all concerns/criticisms fans had when this was announced were completely justified. Not that they weren't necessarily before, but this pretty much seals it.

    How long do fans have to keep showing support? All the merchandise that has been pumped out over the past five years didn't happen because sales were bad. Sony took Shenmue being funded on Kickstarter as a sign there was interest in the series enough to help fund it, but apparently Mighty Number 9's funding didn't send the same message to Capcom. Never mind all the fan works, including the game Capcom themselves used to celebrate the 25th anniversary.

    Keep paying folks, and maybe, juuuust maybe, you'll get a new game eventually!

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    1. Well to be fair they are talking about collections specifically. At least in this case. I think?

      I agree that it's not a great statement to make after everything that has happened though.

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    2. @AnonymousJune 16, 2015 at 7:40 PM

      Yes, I suppose that is fair enough and I did come across as pretty harsh in my earlier comment. I'm just frustrated by a lot of what has happened with this franchise over the years and I don't want them to basically create a free excuse for themselves to continue to shove the series away.

      The news about the Archie comics didn't help. I suppose all we can really do now is just continue waiting.

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  7. "Considering a hot key for save/load state"
    Oh, I guess that means that save slots aren't limited to after beating a stage... That's a bit disappointing...

    Also that monitor filter blur is god-awful. I have no idea why they would want to emulate that other than to cater to the most hardcore of nostalgic nostalgics. Also I hope that title screen is a place-holder, it's pretty bland looking, but I somehow doubt it.

    I got annoyed before by all of the complaints, but after these past couple days, I can see where everyone is coming from. This could have had better direction.
    - Dr. Jerk.

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    1. It looks better in darker stages like Gutsman's stage, actually. It adds a nice CRT blur to the game... It's also supposed to look a lot better live than it does streamed. Go figure!

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    2. The blur hurts my eyes, or at least would after several minutes of starring at while playing. It looks distorting. It looks like footage from an old TV commercial. It would look especially worse on a handheld. Maybe it's because I'm not from that exact era, or had a better TV to play my classic consoles on, but nothing's going to convince me that the monitor blur looks good to play on in present day. Not every single detail has to be emulated.
      - Dr. Jerk.

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  8. You know for a game that prides itself so much on being accurate to the source games you'd think they color Cut Man's stage right.

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    1. What are you talking about?

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    2. The blue in Cut Man's stage in the Legacy Collection is slightly darker and less teal/greenish than the original version.

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    3. Uhh, no? You act like all TVs/monitors are and have always been exactly the same in all ways at all times. Maybe you've been playing with your colors a little inaccurately tuned on your TV this whole time? And if you tell me you're basing this info on playing on emulators, I'll laugh in your face.

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    4. ^I'm not the same guy but.

      If you base it on TV you are wrong.

      If you base it on emulation you are wrong.

      You're not leaving the man much choices, next you'll say 'if you are basing it on screen shots you've found on the internet or books, I will make a comedy sketch dedicated to you and your comment, performed at the biggest open roast stage, where I can share my laughter with thousands. And if, IF you're basing this on comments made by the developers behind the games that you have seen in some sort of magazine or written source? Ho ho ho, well then, in that case I will turn that comedy roast into an entire episodic comedic television broadcast with a team of writers hired with the sole PURPOSE of reaching out to millions of people and getting them to laugh in the face of you and your ri-heh-heh *I can't even talk right now you're making me laugh so hard* RIDICULOUS comment'.

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    5. @Anonymous June 17, 2015 at 6:25 PM
      Listen... Due to the way the NES signal is processed, it's apparently literally impossible to get an exact palette. We can use Wikipedia as a source, or Nesdev... We can say the palette in Nestopia or the NTSC mode in FCE Ultra X is right... Some folks may even claim the NES Classics or other "officially emulated" versions have the right palette. But no one -- not even you -- can sit there and say that one palette or another is the tried-and-true, one-and-only, end-all be-all NES palette. 'cause brother... there ain't one.
      However, I will say that Nestopia's palette seems to be the one that's regarded as "as closed to the NES as possible". Why? Haven't got a clue. But it's the one the Nesdev folks and The Cutting Room Floor acknowledge as being "the best of the inaccurate palettes". And using that palette... the bloody stage is not cyan-colored. It actually seems to be a lighter shade of what Wikipedia calls "Paris green".

      So don't say you'll "laugh in the face" of people who base their color choices on emulators. Unless you can somehow conjure up the one and only 100% authentic NES palette -- of which there is none -- then you have no right to laugh at people expressing their opinions over colors that just don't look right to them.

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    6. Joseph, i need to insert rom hacks on this legacy collection? If so, did you try? Does it work?

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  9. The level of fandumb really disturbs me...

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  10. They'll be slobs and skip the Wii U >__<

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  11. This is the last time I'm buying these games. Once I have a PC version, there's no need to buy them again.

    I was curious and excited when I heard "challenge mode," but turns out it's just boss rushes and pieces of various stages strung together. Which is okay, I guess, but I got my hopes up quite a bit higher than that.
    I'm pleased with the attention to detail by the developers, and the stream was fun to watch. They seem quite knowledgeable about MM. I just wish there was a little new content... I have the ROMs, I have the Anniversary Collection, I have the art books. This doesn't particularly offer anything new. Would have liked to see edited levels for challenge mode.

    With hopes of new content dashed and the Archie comic going on hiatus, it sours E3 a bit for Mega Man fans.

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  12. I'm buying this day one! Super excited for this! This collection is basically a proof of concept to show that there is a market for this. If successful,other games will follow and not just Mega Man games.

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  13. "Complete Works arranged music on menus, not in-game"

    What does this mean? We can only listen to the music in the designated music player? Does this mean we cannot have the arranged music playing while in-game like the Megaman: Complete Works versions?

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    1. Each menu, (challenge mode, gallery, the game selection, art mode) has an arranged song from the CW playing, but they will only play there and there is no way to listen to them in the music player or in game. Weird I know.

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    2. Damn, that's disappointing. :(. I hope we could have the option of maybe muting the music or the sound effects separately. If I could do that, I could always just listen to my own stuff on Winamp playing in the background.

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  14. Think I'll be sticking to my Complete Works versions. I'll take the better weapon menus, shoulder button weapon switching, and no slowdown over something shooting for NES accuracy.

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  15. Non square pixels is the default without filters? No, the game isn't meant to be displayed that way, I'm not playing it on a television. I don't care about "how it looked." I care about what it's supposed to look like if not for all the hardware weirdness/failures back then, be it the NES or TVs. Yet rapid fire is an option and so aren't save slots, as if both those are authentic to that classic experience. Turbo was a thing, but not native to the NES controller, and saving simply didn't exist. Good options, sure, but that's just the thing, it's a new engine, all the negatives could be options as well.

    Slowdown, flicker, clipping of the top and bottom 8 pixels, music channel limitations, forced non square pixels; forget this. I initially thought this was a "dream engine" of sorts, but not in their hands. I'll stick to PC emulation, because this not only has all the disadvantages of it, (some of which I can alleviate or even eliminate in any decent emulator) but even more now with the stretched pixels. Make all those things optional on this new engine, and I'm in. Otherwise, this is a disservice.

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    1. Im pretty much against this "collection", but.... http://nes.pocketheaven.com/res.html and
      http://wiki.nesdev.com/w/index.php/Overscan

      Any good designer has in mind the display where it will be played, and during the testing those things get changed to use the hardware as efficiently as possible. Use the shortcomings to their advantage, look the dithering part to make transparency on systems unable to do transparency.

      http://www.hardcoregaming101.net/history/history5.htm

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