Mega Man Xtreme

Mega Man Xtreme

released on Oct 20, 2000
by Capcom

Mega Man Xtreme

released on Oct 20, 2000
by Capcom

The future world is in turmoil. The peace keeping mother computer has been hacked and a virus runs rampant throughout the world. Only Mega Man X has the ability to traverse eight dangerous levels in cyberspace, battle huge bosses along the way and restore the mother computer to its normal state. When the going gets too intence, Mega Man X's pal, Zero can be summoned to help him out of the most dangerous situations. It's an X-treme situation that only Mega Man X can resolve!


Also in series

Mega Man Xtreme 2
Mega Man Xtreme 2

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porra bixo, "port" dos jogos da série X de snes pra gbc muito bom, visual em 8-bits ficou massa dms

"We have Mega Man X at home!"

Mega Man X at home:

Honestly played better than I expected considering the reputation this game garners but it is absolutely just a shrunken down version of X/X2, albeit much clunkier. With that in mind, it was a somewhat interesting academic exercise to examine how Capcom chose to translate the elements of the original into something that would work on more restrictive hardware.

As long as Mavericks exist… As long as evil exists in the mind of humans… I’ll come back again and again!

For the most part, Mega Man Xtreme is a brisk, condensed version of Mega Man X. The setup here is pretty interesting—a new group of Mavericks, the “Shadow Hunters,” hack into cyberspace to destabilize the planet’s security systems, thereby forcing X to jump into cyberspace himself to stop them. It’s a decently novel, if convenient, reason for X to replay stages from his very first game. Xtreme feels pretty great to control, and the graphics are very good for a Game Boy Color title. While this can never replace Mega Man X, it’s more than worth its salt as a fun little companion piece.

Não é um dos melhores Megaman portáteis mais vale pela curiosidade

This was one of the last things on my list of yet unplayed Mega Man games, and so I set about finally getting to it. Given what I’d heard about how it controls, I really didn’t particularly want to play it on real hardware, so I ended up emulating the English version and playing it with an Xbone gamepad instead of playing a Japanese copy on real hardware. It took me about 4 hours to get the real ending with fairly light save state use.

Xtreme is effectively the handheld version of the first couple Mega Man X games, but it has handheld versions of a jumble of stages, and to get around the fact that story-wise this makes no sense, they make a story here based around going into a computer database to set right all of the memory data of past battles that are being corrupted by the bad guys. The story is ultimately fine, but it’s really not why we’re here, as is usual for the older MMX games (though this was actually made close to the year 2000, so closer to when MMX7 was released than 1 and 2, but just ignore that bit :b).

The gameplay is pretty straightforwardly handheld ports of half of Mega Man X 1 and 2. Technically you have 3 difficulty modes of Normal, Hard, and XTREME (because of course you do), but all that really changes is how many of the game’s 8 stages you do as well for whether or not you fight the real final boss (Normal is first 4 stages, Hard is 2nd 4, and Xtreme is all 4 + the real final boss at the end). Now there aren’t much in the way of new stages, but what is here are pretty darn competent versions of levels from X 1 and 2 (as well as a Sigma stage from each game). Some of the more technically difficult parts of them have been cut out or shortened down, but it’s still a really impressive version of those stages. The boss fights have been changed a bit too to work better with a smaller screen, and there are even just about all the bonus X parts from both X1 and 2 to find hidden more or less where they always were. The only real design complaint I have is that with only two buttons and a D-pad, you’re forced to use double-tap to dash, which is less than ideal in the harder wall climbing sections.

Graphically, this is a REALLY impressive looking GBC game, and it’s even more wild that it’s also a black-cart game that’d also work on a normal GB. Granted I don’t have an original GB to test it with, games like this really show off the differences in power between the GBC and its older brother and just the kind of stuff the little colorful 8-bit machine was capable of. The music is basically all 8-bit versions of tracks from the represented games. That’s a pretty tall order for the GBC’s sound chip, and it does its best. It’s hardly a substitute for the real thing, but it’s ultimately fine.

Verdict: Recommended. I thought this game would end up being a lot rougher than it actually is. Now sure, part of how much I enjoyed it may be down to the hardware and controller I played it with, but even still, this is a remarkably well put together game considering how rough the 8-bit portable version of the early MMX games would be expected to be. Well worth playing if you’re a Mega Man fan and looking to change things up a bit~.