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Mega Man 11 - gameplay details (robot masters, difficulty settings, new gameplay mechanic, and more)

- does include 8 robot masters, which you can pick from right at the start
- Mega Man can still charge up his shots and slide
- Capcom won't say who is composing
- four different difficulty settings
- normal offers a traditional Mega Man experience
- fans who really want a challenge can tackle superhero mode
- both casual and newcomer modes make the game a bit easier, adding in more platforms for jumping
- camera is now slightly higher than previous games, and zoomed out a bit
- Mega Man’s helmet will change shape when he equips different weapons
- Capcom may give the slide move its own dedicated button
- all of Mega Man 11’s weapons are attached to a direction on the right analog stick
- includes an entirely new gameplay mechanic that will impact Mega Man’s moment-to-moment action
- the gear icons featured under Mega Man’s health hint at this new mechanic

Ace Attorney anime - English dub clip

Well what you do you think? How's this dub sound to you guys? I'm just happy we're getting to see the series officially released stateside!

Thanks to Golfdude for the heads up!

NCSX imports - Mario Maze Game Gashapon, Resident Evil pins

Many moons ago, Epoch released the first Mario Crystal Maze tabletop game where players manipulated a joystick to move a playfield so that a metal ball was moved from the starting line to the goal. Epoch is at it again but this time, they've miniaturized the maze games into tiny contraptions where the aim is the same - move a ball from start to finish within the confines of a plastic maze. Six styles are included in this set and NCS will gather them all up for the sake of completion.

Grab yours here

Takara Tomy presents a set of six pins based on the organizations that operate within the Biohazard universe as follows:

» Biohazard logo
» S.T.A.R.S.
» BSAA
» Raccoon Police
» Umbrella Corp
» Secret Pin - TBA

Grab yours here

Resident Evil was originally in development for the SNES, set in a "hellish place"

Talk about a unique bit of info. According to Capcom director Koji Oda, Resident Evil was originally in the works for the SNES. Oda let the info loose during a Game Informer interview.

“Typically, games would take half a year and no longer than a year to develop, so I feel like I was able to take part in a lot of different projects. It’s not that well known, but before Resident Evil went to the PlayStation, I was working on it for the Super NES.

This was back before the name Resident Evil had even been assigned to it. The codename for this was literally just ‘horror game.’ On the SNES, we were working with limited hard drive space, so it’s not like we could dump a movie in there. If we had actually completed it on the SNES, I’m sure it would have been considerably different. For example, it was originally set in a place that had nothing to do with reality – more of a hellish place.”

What I wouldn't give to see some prototype footage of that one! You have to wonder if any bit of it is still floating around inside Capcom's offices.

Mega Man 11 on Game Informer's next cover

Mega Man 11 is quite a big announcement, and Game Informer seems to agree. Here's a look at Game Informer's next cover, which celebrates the game by looking at various Mega Man designs over the year.

Mega Man Legacy Collection 1 and 2 coming to Switch with amiibo support



Looks like Capcom is out to right some wrongs when it comes to Switch owners. The company revealed that Mega Man Legacy Collection 1 and 2 are coming to Switch, and they're both going to include amiibo support! Both titles are due in 2018.

Street Fighter II X Transformers figurines - promo video

I still find this such a weird idea, and I'm not sure if I like the designs at all. Anyone out there totally into this idea?

Capcom almost made amiibo for Resident Evil Revelations

The following info comes from a Famitsu interview with Capcom's Ryota Niitsuma, as translated by NintendoEverything...

- Capcom planned to make amiibo for Resident Evil Revelations
- work progressed until the phase where they made the 3D models and could pose them
- characters considered were HUNK and Lady HUNK
- “various circumstances” caused Capcom to pull the plug
- Resident Evil Revelations director Koushi Nakanishi did indicate that he still has some interest in making the amiibo
- in the retail versions of Revelations 1 & 2, any amiibo can be scanned
- if you use amiibo that are Capcom characters, you can get something slightly better

Capcom hosting 30th anniversary Mega Man live-stream event on Dec. 4th, 2017

Capcom has revealed a big 30th anniversary live-stream event for Mega Man on Dec. 4th. What are they going to reveal? They haven't said yet, but the announcement does say that, "you won't want to miss it."

Celebrate the Blue Bomber’s big 30th with us. Watch live on December 4th!

You won’t want to miss it.

What: Mega Man 30th Anniversary livestream

When: December 4, 2017 — 11:00am – 12:00pm PST

Where: Twitch.tv/capcomunity

#MegaMan30

What I wouldn't give to see a brand-new Mega Man game revealed. It's been far too long since the next TRUE installment in the franchise. Keep your fingers crossed, blue bomber fans!

Every copy of Mega Man Legacy Collection on 3DS has a glitch you never knew about

Do you have a copy of Mega Man Legacy Collection on 3DS? Well your game is glitched. It doesn't matter when you bought or downloaded your game. Every single copy has a bug that was never removed. The thing is, the bug was given an extremely cover-up, which is why you never noticed it. Keith Kaisershot, a programmer at Digital Eclipse, explains the bug below.

When working on Mega Man Legacy Collection for 3DS, I encountered a sound bug I couldn’t track down. Basically, the first sound would either get garbled or not play properly, no matter what sound it was.

I had written the audio playback layer myself, but it built upon Nintendo's audio API for the 3DS. The playback system had to support continual streaming for things like background music and NES audio emulation (the latter of which I didn't write), plus short little one-off sounds for things like UI flourishes and the opening logo stinger.

Each of the 3DS's sound "channels" carried with it a data structure containing various flags and things to inspect its current state. One of them was a flag that indicated if that channel was active or playing. Nintendo's official documentation said that the flag was true if the channel was playing something, false if not.

I ran into a couple of bugs with this for which I never found the root cause because of time. Basically-- 9 out of 10 times when you launched the game, the stinger sound that accompanies the Digital Eclipse [developer of the collection] logo would glitch in some way-- it'd stutter or just not play at all. This was the first sound you’d hear in the game, and I discovered it always affected the very first sound played-- subsequent sounds were fine.

When I dug in to debug it, that aforementioned "playing" flag would be true, even though nothing was playing in some cases! We couldn't ship it that way obviously, and I was reaching my wits' end, so my solution?

When loading the game before playing that first stinger, play a second of silence. And that shipped.