Okay, I didn’t break Mega Man Zero/ZX Legacy Collection in the literal sense. The Switch game still functioned after a reboot at New York Comic Con. But Capcom did have to call over a completely different person than the one who usually resets the game in order to undo what I did to it. I was quite pleased with my role as stress tester.
Mega Man Zero/ZX Legacy Collection has diverse viewing options
Let’s backtrack a little. I had the opportunity to preview Mega Man Zero/ZX Legacy Collection at NYCC, and aside from the game-killing moment, I was exceedingly pleased with it. As we’ve previously discussed, this collection contains all four Zero Game Boy Advance titles and both ZX DS entries. For the sake of time, I decided to play some Mega Man Zero 3 and Mega Man ZX specifically.
All titles offer filtering options, including a filter to smooth out the pixel graphics, a filter that adds distortion, and a no-filter option. The smoothing filter isn’t extraordinary, as such things almost never are, but it gets the job done. I was surprised to realize that the no-filter pixelated graphics look really rough on a blown-up screen, so I actually preferred playing with the filter applied in my short time playing. However, there are also several options to adjust the size of the screen (and apply wallpapers to the surroundings), and if you just decide to play with a much smaller playing screen, the pixelated graphics can be appreciated as intended. Although, dramatically shrinking screen size doesn’t feel like an exciting way to play a console game.
For the ZX games in particular, there are a multitude of options for how to display a map that used to be on the DS’s second screen. You can put the map in the corner of the game screen and adjust its size and transparency, or you can shrink the game screen in order to give the map its own small corner of the screen. (A wallpaper fills up the remaining space.) It’s terrific to have such varied solutions to choose from.
The tight gameplay holds up on Switch
The default control schemes for the games in Mega Man Zero/ZX Legacy Collection felt unnatural to me, but since the face and shoulder buttons are customizable, I was quickly able to give myself Mega Man X-style controls. Then I did the only thing I could as a longtime Mega Man player — I played like a total wanker. I dashed and attacked and slid through the levels as fast as I could, in part to ensure the games held up, but also because I’m the type of jerk egomaniac that wants to showboat in the most trivial of ways.
Regardless, I can say the games held up very well. The controls felt as necessarily tight as ever, and I didn’t notice any frame rate drops. Both Zero and ZX demand you to jump, dash, and attack with an assortment of short- and long-range weapons, and the Nintendo Switch version of Mega Man Zero/ZX Legacy Collection enabled me to do all of that confidently.
The new Z Chaser mode seems to be just a glorified time attack mode though. It is likely speedrunners will crush it and most others will ignore it, but it’s better than nothing.
Looking like another collection win for Capcom
Unfortunately, no, it was not my dope Mega Man skills that broke Mega Man Zero/ZX Legacy Collection. It was actually just my cycling through the myriad screen and filter options too quickly that broke the game. There’s plenty of time for Capcom and the devs to fix a little thing like that before the game releases on Jan. 21, 2020.
For more New York Comic Con coverage, check out why original Ash Ketchum voice actor Veronica Taylor says that you don’t know you’re a true Pokémon Master until you die.