“This game really represents, it’s not just a compilation, it’s our effort to really contextualize and preserve our NES games that we did before,” Capcom Producer Ray Jimenez tells us.
We’re sitting on a couch inside the Capcom booth on the E3 show floor with the first two Mega Man games in the Mega Man Legacy Collection unlocked. After playing for about five minutes and getting absolutely destroyed by some of the harder levels in the game, Jimenez takes over to show us some things.
“You saw the filters, I don’t know if you actually saw it in the original mode, but … because of the way we’re porting it we’re able to just output the 8 bit graphics in 1080, so it’s just super crisp.”
He backs us out to the Museum Mode which is full of art from throughout Mega Man‘s history.
“We have the database, a lot of this text came from Japanese games that never released in the US, so it’s kind of a big deal for super hardcore Mega Man fans. We have these cool little attributes [of each enemy], what they’re weak against. Say you wanted to play against Flash Man, but you didn’t want to play all through all of Mega Man 2 to figure out how to fight him. [Because of this mode] you know that he’s weak against the Buster and the Metal Blade. If you hit fight, you go right into a match with him. It’s really cool thing that we’ve never had in any other game before.”
You don’t have to play through the entire game to figure that all out.
He continues, “We have a ton of art here. Not just production art but these are from licensing guys, so like when someone wants to learn how to make a toy about Quick Man, we used to send them this sheet to let them know how to do it.” The fully colored sketches are picture multiple angles and a complete color palate for replication purposes.
“As well as a bunch of sketches, guys that were never used before like Smoke Man,” who is literal cluster of clouds. “For obvious reasons,” Jimenez says with a chuckle. “[There’s] a lot of other cool art that hasn’t been seen too much. They’re scanned in like ridiculously high quality (resolution), so you can get pretty close there.
“We also have a music player that goes to all the different music [from the] games.”
Next up on the big list of improvements is the new Challenge remix mode that allows players to traverse all six titles rapidly.
“We didn’t want to change anything so [the levels were untouched] but we kind of came up with idea to be able to mix and match any different part of the game we wanted to. Essentially it’s a time attack, you want to get through it as fast as you can.”
Starting off in the original Mega Man, we make quick work of a platforming level before stepping into a portal, “[Now] you get to another area, and this is part of Mega Man 2.
“We’re basically mixing up six different areas from any of the six games. We could use maybe all boss fights or all of the platforming elements. You create a challenge for the player, up against time, this will be up on the leaderboards and people will be able to see the fastest times.”
And with video replays attached to each leaderboard entry, you can watch the best players in the world go at it.
“If you wanted to you could watch yourself play it, that would be attached to your score that goes up on the leaderboards. So if you’re high enough anyone can watch it.”
“We’re offering the game, Mega Man one through six, plus challenges, museum, and the database – $15 for all of that.
It’s going to be a nice economical price for users.
“We’re really trying to make this, it’s not just a compilation, it’s more like our 8 bit history.
“Going forward in the future, we’ll be able to port these games over to systems without the issues we used to have. Kind of the goal we’re trying to do here.
“Port it once and it’s ported forever.”