Developer Infidelity has just publicly released his NES to SNES conversion for the original Mega Man. As with his previous Metroid, DuckTails, Zelda, Mega Man II and Mega Man IV releases, these eliminate slowdown, reduce sprite flicker and allow for SNES-related enhancements that aren’t possible on NES hardware. More info after the link and a livestream of me playing it can be found above (skip to 15:49 for when the gameplay actually starts).
First, if you’d like more details as to why these NES -> SNES ports are such a big deal, I already covered this in a previous post and discussed it during Weekly Roundup #361 at the 12min mark: https://youtu.be/rviGb9gS_CA?t=721 I didn’t want to repeat everything here, so I thought it was just best to link to the other explanation.
Also, while the stream above shows the latest version, I also streamed the beta twice below. If anyone’s interested in seeing game footage, the above link is best. That said, if you’re a fellow SNES nerd, here’s something kinda fun…
In the first beta stream, the game often crashed after dying. Infidelity recognized what was happening and sent the software fix over a few minutes after the stream ended…and when I streamed again, it didn’t crash once. During that first stream (before he confirmed the issue), I wanted to verify it was actually the game and not my hardware. I ran the official burn-in test and one of the test patterns (with the cloud) kept restarting. I ran the same burn-in test on other SNES’ I had, including another SHVC motherboard and none crashed. In the start of the second beta stream, I used a dedicated SNES Burn-in test cart to run the same exact test and it didn’t glitch out at all! I guess it must have been a combination of the CPU or PPU revision and the FX Pak Pro that caused the issue…and the same issue might have exacerbated the bug in the 1st beta. This is why I love beta testing…sure there were some crashes, but look at all the super nerdy, cool stuff you learn!