Street Fighter X Mega Man Update Coming this Friday
Posted on January 14th, 2013 by Heat Man
We first got word of a SFXMM update coming via our podcast, and now Capcom Unity has announced that the new version will be available this Friday, 8PM EST/5PM PST. The most notable change in the update is that it will add a password screen, ending the need to play through the game in a single sitting. Other updates include:
- Confirmation prompt before exiting (ESC) or resetting (F12) the game
- E Tank glitch and various other bugs fixed
- Improved controller support (Game defaults to keyboard on launch; make sure controller is plugged in prior to opening the file, then go into Options menu and set keys)
- Take screenshots using F9
- M Bison buffed a bit
Additionally, those reporting slowdown may find it’s due to Intel Integrated GPUs, according to Brett. Personally I don’t know if anything can be fixed or changed about that, but it’s something to look into. At any rate, thanks again to Zong Hui and Capcom Unity for their efforts!
Thanks for the tip, Phaelin!
Tags: password, Street Fighter X Mega Man, update
Filed under: Mega Man News











Good. I had been putting off playing this game due to the lack of a password/save feature.
Password system will be included? YES. The lack of a save feature of any way had been stopping me from trying it out.
The game is really short, it really didn’t even need a password feature…
Bison needed to be buffed? He wasn’t that bad..
My motherboard has an Intel chipset, but my graphics are through a separate ATI Radeon card and the game runs at a quarter the speed it should on my machine. Hopefully this update fixes it.
Yes, but when one gets to the castle stages and accidentally the whole game, one is less likely to play through the game over again.
I look forward to the improvements, especially the passwords, but the screenshots ability would be fantastic as well! Great for memeification and so forth.
You weren’t born in the 80′s.
Haha… how many times did I have to do that over the years? *reminiscing*
But it made sense back then, because we had nothing else to do but dedicate a weekend to beating Super Mario Bros. 2 USA or Street Fighter 2010, fail, then do it again next week because there was no choice, and it was fun just playing the game, who cares if you actually beat it or not?
But now… eh, it feels cheap what with us being spoiled by games that auto-save every time you die, even, and with no game overs to boot. And it’s not like it’s difficult to implement save game in Game Maker games. Just “F5″ to save and F6″ to load
Too late, everybody has beaten it already, and now all that effort has gone to waste =(
But seriously, the pre-mapped gamepad controls that they gave me worked perfectly. Now I’m going to have to manually map my controller? =(
Perhaps not (1990), but I never owned anything above the original NES until ’97, so I do have quite the experience with “Do it all over again”.
Simple fact is that when you barely have time to play a game through in one sitting as it is, you are less likely to do it over if the game is interrupted before you can beat it.
Nice, good to see these issues addressed. It should feel like a much more polished game now.
I agree but at the same time it felt weird for a Mega Man game beyond the first one to have no continue feature at all.