We store cookies, you can get more info from our privacy policy.

Mega Man Compilation Selling Well

December 6, 2004, 10:57 am PST
Total comments: 25

Capcom touts sales for Mega Man Anniversary Collection.

CAPCOM ® ’S MEGA MAN ® ANNIVERSARY COLLECTION PROVES MEGA BLOCKBUSTER AT RETAIL

Blue Bomber Anthology Sells More Than 500,000 Units

SUNNYVALE, Calif. ¾ December 6, 2004 — Capcom’s Mega Man Anniversary Collection , a retrospective journey through the evolution of the renowned blue bomber for the Nintendo GameCube™ and the PlayStation â 2 computer entertainment system, has blasted off store shelves and into more than half a million homes since its debut on June 22.

This compilation embodies the qualities of the Mega Man franchise by continuously captivating audiences with its universal appeal and game play variety in each subsequent adventure.

Mega Man Anniversary Collection reintroduces

the titles that redefined the platform genre and also pays tribute to the creator of this multimillion unit selling franchise, Keiji Inafune .

Mega Man Anniversary Collection is rated ‘E’ for everyone by the ESRB (Entertainment Software Rating Board)

and will also be available for the Xbox™ video game system from Microsoft in March 2005.

“Our goal with Mega Man Anniversary Collection was to offer longtime fans and those new to the series a comprehensive package at the best value,” said Todd Thorson, director of marketing, Capcom Entertainment. “We are positively overwhelmed by the strong demand for the collection and anticipate its continued success at retail.”

Mega Man Anniversary Collection is an anthology of classic Mega Man games (Mega Man 1 through Mega Man 8) from the Nintendo Entertainment System, Super Nintendo Entertainment System, PlayStation game console and arcade systems. The compilation provides a comprehensive look at the blue bomber’s progression to become one of the longest running videogame icons to date. This set also features two never-before-released-in-the-US Mega Man arcade games: Mega Man the Power Battle and Mega Man 2 the Power Fighters .

In Mega Man Anniversary Collection ,

players will be challenged to see if they have the skills to master some of the most extreme Mega Man titles ever released and to unlock a cache of bonus features that includes 30 minutes of anime (PlayStation 2 only) , a producer interview (GameCube only), and a history of the series. Relive Mega Man's numerous quests to defeat Dr. Wily and his attempts to control the world and its resources.

Mega Man Anniversary Collection encompasses everything a new and hard-core fan would want for their existing library. The game retails for $29.95.

Talkback

MarioDecember 06, 2004

Maybe they will consider releasing it in PAL territories now?

Ian SaneDecember 06, 2004

On one hand I like it when a retro compilation sells well. I hate it when classic games are released one at a time (and sold at full price too) so it's good that it's financially worthwhile to release compilations.

However on the other hand this collection is very half-assed and thus doesn't really deserve to sell well. Hell pretty much every compilation is made lazily. How do I send the message to publishers that I like retro compilations but at the same time don't like it when they have long load times for 10+ year old games or goof the controls or leave out key titles (like Sonic CD)? If I don't buy it they won't make it but at the same time buying it gives them the impression it's okay for them to half-ass it.

MarioDecember 06, 2004

Coincidently, Capcom just announced Mega Man Anniversary Collection is coming to Xbox. Hopefully they get that one right....

1dayDecember 06, 2004

So they actually are releasing the Mega Man Collection on the Xbox; I certainly hope that they'll release the Street Fighter Collection on the GameCube then since it is being sorely missed.

Ian SaneDecember 06, 2004

"I certainly hope that they'll release the Street Fighter Collection on the GameCube then since it is being sorely missed."

I hope so too but I know they won't. Remember that logic doesn't apply when Japanese third parties support the Xbox over the Cube. That's something I really wish Nintendo would track down on. No Japanese third party game would ever sell better on the Xbox then on the Cube so there's no excuse for the Cube not to get those titles.

CHENDecember 06, 2004

Why Capcom?!

raptorspikeDecember 06, 2004

Maybe since this one is doing so well, we might see some of the X series in a compilation. I missed out on everything after MMX. I would like to see X, X2 and X3 on one disc; and X4, X5, and X6 on the second disc. Anyone else think this would be totally awesome?

Bartman3010December 06, 2004

I still say it was a good complimation. Although yeah, the GCN version is a bit inferior because of those remixes, but most who switched from GCN to PS2 say the remixes arent worth the trouble.

Yeah the button flopping was a dumb idea, and its unconfigurable, but I've gone through all the games and I wouldnt mind a second run-through.

Its a little better than most complimations out there now.

NinGurl69 *hugglesDecember 06, 2004

It'll bomb on xbox just like Dino Crisis and Sega's games.

Infernal MonkeyDecember 06, 2004

I'm wondering if they're fixing up the controls for the PAL release, because it's been pushed back over and over and over and OVER. Capcom will need all their talent to switch the buttons. Dino Crisis 3 was an awesome game, everyone with an Xbox should sex it up. ;___;

DjunknownDecember 06, 2004

They forgot to mention MMAC for the GBA! Is it cancelled or something?

On a side note, in a Game Informer issue a while back, one of the guys from Atomic Planet(Dudes who developed the game) wrote in their Connect: Opinion section (A place where developers sound off about what's happening in the industry) and basically wrote a rant about why MMAC wasn't as full featured. Here are some things he said: (I lost the article but if someone else has it, please post a few quotes.)

1. Money was an issue.
2 Time was an issue, they had some neat ideas, but were scrapped because of time constraints
3. "We can't please them all."

There you go. Now will they fix some issues with the 'Box version and PAL or just do a rush rush job?

No amount of excuses, no matter how true, could justify putting jump on B and shoot on A.

NinGurl69 *hugglesDecember 06, 2004

I vote 'Johnny' for KING OF GAME MEDIA.

God SpeaksDecember 06, 2004

Great! A press release touting sales! Now all we need is one that apologizes for not telling us about the missing remix tracks on the GC version until the day of the release. (I decided not to buy either version because of that)

NinGurl69 *hugglesDecember 06, 2004

Since GCN's "small" fanbase had initially higher sales, we should all receive free CDs of the remixed soundtracks. IT'S ONLY FAIR

ruby_onixDecember 06, 2004

I like how they mention that they've sold 500,000 units on the "GameCube and the PlayStation 2", but they don't break it down for anyone.

It makes it look like they know what they're doing when they slash support for the GameCube (even Megaman titles), and when they port GameCube-exclusives to the PS2 where they offer GameCube fans free amusement as we watch the PS2 versions bomb horribly. And now they're even giving us an XBox version to laugh at.

By the way, I thought that back in September the numbers were...

Mega Man Anniversary (GC): 169,505
Mega Man Anniversary (PS2): 162,677

Those don't really add up to 500k.

odifiendDecember 06, 2004

Counting resales?

j/k face-icon-small-wink.gif

MarioDecember 06, 2004

Well, that was September, now it's December.

CHENDecember 07, 2004

Quote

Originally posted by: Jonnyboy117
No amount of excuses, no matter how true, could justify putting jump on B and shoot on A.

Metroid Prime?

D-Mac DoubleDecember 07, 2004

A - Shoot, B - Jump did work well for Metroid Prime, but it was an original game, so it didn't take long for me to get used to.

This is not the case with the MegaMan Collection though, or even the NES Metroid port unlockable it Prime. Playing those games with A - Shoot, B - Jump is much more difficult, because it's tampering with the control scheme I've used with those games for over a decade.

To me it's like switching the positions of the brake and accelerator on a car. (Even though I've never driven. =P)

Bill AurionDecember 07, 2004

But that's silly, because you are comparing the change to a set-up you are used to...It's called adaptation... face-icon-small-smile.gif (Not to say I don't agree with the fact that there should have been control customization)

Ian SaneDecember 07, 2004

"But that's silly, because you are comparing the change to a set-up you are used to...It's called adaptation..."

How is complaining about a game having the controls one way only to change it years later silly? It makes perfect sense to me. This is a collection of classic games. Therefore it should be as exact as possible and that includes having the original control setup. I think they should have had control customization (in fact I think EVERY game should offer that) but if they're going to go with only one control method it should be the original one.

Plus it makes no sense to have the shoot button on the left side in any game that requires precise coordination between jumping and shooting. Realistically you want to be able hold the tip of your thumb on the shoot button and then be able to flatten your thumb to jump while still shooting. The only way to have that control is to have to the jump button to the right of the shoot button like on the NES or below the shoot button like in Mega Man X on the SNES. Anything else is awkward and virtually unusable.

joshnickersonDecember 07, 2004

Quote

Originally posted by: Djunknown
They forgot to mention MMAC for the GBA! Is it cancelled or something?

On a side note, in a Game Informer issue a while back, one of the guys from Atomic Planet(Dudes who developed the game) wrote in their Connect: Opinion section (A place where developers sound off about what's happening in the industry) and basically wrote a rant about why MMAC wasn't as full featured. Here are some things he said: (I lost the article but if someone else has it, please post a few quotes.)

1. Money was an issue.
2 Time was an issue, they had some neat ideas, but were scrapped because of time constraints
3. "We can't please them all."

There you go. Now will they fix some issues with the 'Box version and PAL or just do a rush rush job?


Atomic Planet is probably trying to convince Capcom that assigning Jump to the select button on the GBA is a GOOD idea.

And their stupid "We can't please them all" really infuriates me. I guess that give them licence to do things as slip-shod as possible. And you can't tell me time was an issue. The damn thing was constantly DELAYED for months, and it STILL came out half-assed. And especially SHAME on Capcom for not overseeing production values and not pouring enough money or interest into a celebratory product for their first flagship character.

Perhaps someone needs to teach Atomic Planet a lesson... reggiehead.gif

CHENDecember 07, 2004

And teach them some emulation programming while you're at it. A couple of hundred Megabytes for six NES games? Good Lord.

ruby_onixDecember 07, 2004

Atomic Planet didn't emulate the NES games.

Back in the PSX days, Capcom decided to rip people off (in Japan) by porting the 6 NES Megaman games to the PSX as sold-seperately PSX games. They tossed in the remixed MIDI versions of classic tunes that were made for the arcade games, and bloated them from MIDI to pure CD audio because... they might play smoother or something. I dunno. Capcom didn't give a crap about space, because they had entire CDs to waste on several-kilobyte NES games.

Combined with the inferior PSX version of Megaman 8, Atomic Planet ported 7 PSX games to the PS2/GameCube, which was apparently easier than porting 6 NES and 1 Saturn.

The PS2 happened to be able to fit 7 CDs on one DVD. The GameCube couldn't, so Atomic Planet decided to start slashing features.

Messing up the buttons was just inexcusable. Especially considering that the PSX versions that they ported all had "button config" settings in their options menus.

Advertisement