Reviews from

in the past


X1 e X2 mas pior. Namoral cara o porte não fez jus ao original. Apesar dos controles bons, o tamanho do cenário e do x não favorecem os pulos entre plataformas, alem disso, muitas vezes me vi não precisando das gimics do cenário pra passar (tipo a do estagio final la com a plataforma que voa) ja que o cenário ta tão apertado e o x TÃO grande que eu so precisava pular.

Alem do que esse tamanho exagerado faz com que bosses fáceis anteriormente se tornem insuportáveis dado que você tem pouquíssimo espaço para pular e desviar ja que você ocupa 1/3 do cenário.

Tudo aqui é chupinhado dos originais, e não fez jus a sua qualidade

"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.

An admirable attempt to port a 16-bit home console game to an 8-bit handheld. While largely successful, I can't think of a single reason to play Cyber Mission -- or XTREME as it is called in the West (no doubt the localiser gushing over the brilliance of his pun). It's through & through, a watered down Rockman X; the novelty of it lost today when the original SNES game can be played on many modern mobile devices.

Perhaps if Cyber Mission tweaked the original games (X1 & X2) in some meaningful way there'd be a reason to play it. But nope, it's a pretty direct port. Levels are a bit shorter (likely to save memory), but the design is mostly identical. The only positive change I can think of is a slight change to a single, annoying jump from X2 for an upgrade.
The bosses, on the other hand, fair a bit worse. The development team seemingly accommodated for the reduced screen estate of the Game Boy compared to the SNES when recreating levels. The bosses not so much. Spark Mandriller, who was a comfy breeze in X1, is now one of the hardest bosses in the game. His proportions to X were kept intact, but the boss arena itself was shrunk to fit the smaller GB screen. This has an inverse effect on the final boss, Sigma, whose weakpoint is much easier to hit than before. The difficulty balancing is a little erratic.
The music can be grating at times, though a few tracks bop. Some slack should be given, but this is not something I recommend wearing headphones while playing.

I can't discern a reason why anyone should play this when the vastly superior X1 & X2 are just as easily accessible. Maybe if you're a diehard Rockman fan you'll find some merit in Cyber Mission's existence. It's a competent 8-bit conversion, but hardly a stand-out game from the franchise.

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

Tried it out to try out the Super Game Boy on an emulator. Sure is on the Game Boy.


Y’know I could play Xtreme mode but give me one good reason why I should slog through a mode that only recycles stuff from two modes that I’ve beaten and weren’t even that fun on their own.

Capcom is no stranger when it comes to creating handheld experiences of Mega Man games. They've done five games on the original Game Boy so it's kind of a no-brainer that Mega Man X would get the same treatment as well, and what we got was Mega Man Xtreme. It was probably ambitious in 2000, taking the formula of the X series on the go, but in a 2023 lens, it's more a watered-down version of X1 and X2. It plays identically to those two with the only difference being the dash placement options; you either double-tap on the d-pad or use the start button. I'm not a fan of either of these controls, but I went with the 2nd option, and wow this felt cumbersome; I had to readjust my fingers to dash comfortably, but at that point, I rather not have the dash at all. They also do this thing where they split the campaign into two difficulties where you fight the first four Mavericks on Normal and then the second half on Hard. There's also Extreme Mode that has your typical Mega Man X stage select screen with all the eight Mavericks featured from the first two games available at the start, but at that point, I just didn't see a reason to replay it again when I've seen everything the game had to offer.

Mega Man Xtreme is an interesting little game. It's cool seeing these selected stages from X1 and X2 being remade on a tiny handheld shot-by-shot, and while it's inoffensive, it offers little reason to play this in 2023 when the SNES games are readily available on modern systems.

pretty good conversion of good moments from X1 and X2 but it doesn't do much better than those games and has screen crunch issues. Xtreme 2's the better title by a good step.

Man what the heck, megaman x in 8 bits

Obviously it's a worse version of X and X2 but it works well enough. Absolutely need to fiddle to get the start=dash keybind to be on a more sensible button. Music is worse but they did a good job somewhat of keeping the feel of the stages. Most of the upgrades are still here and the collectibles too. Bit annoying that you gotta go through sigma stages twice for no reason if you want to see it all but whatever. I still couldn't get the hang of the auto wall dashjump since I was too used to manually doing it.

ZERO: Middy is the greatest

This is a game that really isn't worth playing in the modern day with the X games being on Switch and on the Steam Deck. It's novel for it's time. But I also find some things it did to be a detrimite to the game like the foot parts and the slow maverick fights. It's a one and done.

This is a pretty impressive demake of X1 and X2 for the GBC, with a neat storyline attached to justify porting the games to a handheld without being a retread. Aside from the Leg Parts making you permanently dash jump off of wall jumps, they did some cool stuff I wasn't expecting a GBC port of the X games to do. They add a save feature, which is something the SNES games never bothered doing due to how expensive the cartridges must've already been to produce. The downside is if you're playing this on a real cartridge, then the save battery will surely eventually die.

They gave Spark Mandriller extra i-frames after he gets hit by his weakness, which is surprising to me because even Maverick Hunter X didn't fix that. Being able to loop Spark Mandriller is part of the charm, but it's cool to experience an actually challenging version of the fight.

Otherwise, it's a fun little novelty.

EDIT: I didn't realize there was a New Game+ with another 4 bosses to fight. You also unlock Zero assists, but I didn't really use them at all. I like that they made the secrets in Wheel Alligates, Metamor Mothmeanos, and Magne Hyakulegger's stages way easier to get. Getting the Heart Tanks, Subtanks, and Armor Upgrades in X2 was a huge pain in the ass, and I'm glad I remembered where everything was from my first playthrough and it was just made easier. After beating Hard Mode, you get Extreme mode, which is literally just the entire game over again with all 8 bosses available at the same time instead of 4 at a time. I'll play Extreme Mode for subsequent playthroughs if I ever revisit this game, which I probably will.

O jogo é legal mas as boss fights são as coisas mais insuportaveis do planeta, tirando isso, acho que adaptaram bem Mega Man X pra os portateis da época, ficou bem legal e funciona muito bem.

Principalmente no visual, o jogo é muito charmoso, parece até um demake pro NES, é muito bonitinho. O 2 parece melhor porque tem um level design original, mas vamo ver.

Um pouquinho de X, um pouquinho de X2. Mas pior.

É uma adaptação para portátil que não se adaptou muito bem. Há problemas básicos, como a tela pequena ou a música ter ficado completamente zoada. Mas há outros problemas que não são apenas por causa da plataforma mais modesta que é o GBC. Os controles não parecem "certos", com inputs às vezes não computando e o pulo não muito consistente - e os controles precisos são algo essencial pra qualquer Mega Man.

O mais problemático de tudo é o ritmo. O jogo te obriga a zerá-lo três vezes caso queira ter uma experiência completa: uma no modo normal, com apenas 4 chefes, uma no modo hard, com outros 4 chefes, e enfim no modo xtreme, com os 8 chefes numa só campanha. Custava deixar o modo xtreme destravado desde o início?

Chega a ser surpreendente como a mesma Capcom que traduziu os Mega Man clássicos tão bem para GB conseguiu fazer algo tão falho ao trazer MMX pro GBC.

while a fun little game for what it is it's just a mishmashed and stripped down version of much better games in the Mega Man X series, just go play those instead

A weird title serving as a Sonic Pocket Adventure esque demake hybrid of Mega Man X1 and X2 with little to distinguish itself beside that fact. It's cool to see them try and squish 2 full SNES titles onto the GBC, but too many concessions were made for very little benefit, ranging from the cumbersome method of using the dash, to the game's dumb structure of splitting the campaign into halves, then allowing you to play the full adventure only after completing the two halves separated. Just play the SNES originals, there's little here to really consider worth sinking your teeth into.

Mega Man Xtreme isn't a bad game by any means, but I see little to no reason to play it in the modern-day. Bringing Mega Man X to the Game Boy Color has a lot of potential, but Capcom has failed to do anything but the bare minimum. Unlike Minakuchi Engineering's classic series Game Boy titles, Xtreme does not take elements from the NES games and create something new with them. Instead, Capcom chose to simply replicate stages from X1 and X2, meaning that if you've played those games, there is literally nothing new for you here. I'm sure it was quite novel in the early 2000s to experience SNES levels on the go, but playing this on PC in 2021 the novelty is lost on me.

Visually, the game looks quite good, as is expected from Capcom. Backgrounds are detailed and colorful, and while character sprites are a little basic, they have plenty of animation frames and move very smoothly. The colors are a bit garish, but that's a more minor complaint compared to the contrast issues the monochrome mode has. In terms of audio, there are no original songs to speak of, with pre-existing MMX songs rearranged by Toshio Kajino and Saori Utsumi. They are generally fine, but they all sound a little bit off like the composers changed just one or two notes but left the rest the same. Overall though, the presentation is solid despite some minor quirks.

The game generally plays fine, but it plays the same as X1 and X2. Those expecting any sort of new gimmick or features will be disappointed. Mega Man games have always been a little repetitive but usually sprinkle in some new mechanics to make things feel fresh. Xtreme doesn't do this and as a result, feels pretty dull to play. The game also has some legitimate design flaws that make it more frustrating than it needs to be. Since all the bosses are from the SNES games, Capcom didn't bother adjusting the boss fights for the smaller screen size, meaning X actually has a greater chance of getting hit than normal, making these fights more frustrating than they need to be. This is a shame because these bosses were pretty great in their original SNES incarnations. The new bosses, like Zain, for example, are pretty lame and don't stand out. There's also the fact that half of the levels aren't even available until a second playthrough, which feels like such a copout since some of the bosses in your first playthrough are weak to weapons that you can't even acquire until a second playthrough. I really couldn't be bothered to play it twice, but from what I sampled, it's once again more of the same.

Mega Man Xtreme was probably alright for its time, but in the modern-day, there is essentially no reason to play it. As a Mega Man die-hard, I found it boring and at times very frustrating, and walk away from this one feeling unfulfilled.

Never before have I wished that the gameboy colour had shoulder buttons, but I slowly grew used to double tapping to dash. Has a weird tendency to just..not pick up inputs sometimes??? Dunno if that's an actual game thing or emulator thing, but it did lead to some jank and frustration. Otherwise a suprisingly good conversion of X's gameplay to far weaker hardware.

This review contains spoilers

(Disclaimer: I played this game on an emulator as I'd probably cramp my hands playing it on an actual Game Boy. This ties in with one of my points later on)

X1
X2
X3
X4
X5
X6
X7
X8
Xtreme 2

Mega Man Xtreme is a pretty neat little game for what it is, being the first in a duology of portable Mega Man X games which is an absolutely killer idea (I literally just beat this game like 30 minutes ago and I haven't even touched Xtreme 2 yet).

All the levels are taken right out of X1 and X2 with a few tweaks here and there, some perfectly understandable such as the removal of the polygon sword midboss in Magna Centipedes level while others are pretty strange such as how the Heart Tank and the Sub-tank in Storm Eagles stage are swapped around. Dr Light Capsules are still very much around here, this time giving X his first armor from X1 again except because X has the dash from the get-go, the leg upgrade now gives him the ability to wall dash (this replaces his default wall jump once you acquire the upgrade, so you'll have to get used to the extra mobility when you try and wall jump). There's also a 2nd set of Light Capsules this time around, but rather than giving you armor they give you various ways of summoning Zero for help, in the only instance where the capsules give you something other than armor for X. The degraded remixes are admittedly pretty charming to hear as well.

The way progression is handled is pretty odd as well. You do the intro stage, fight 4 bosses and then you unlock the Sigma levels. And then once you beat those you find out that was only half of the game as then you unlock a "Hard Mode" where you fight another 4 bosses while maintaining the items and special weapons you acquired previously and then you gotta do those same Sigma levels again which aren't changed at all apart from Sigma gaining a few new attacks. AND THEN after that you unlock the "Extreme Mode" where it's all 8 stage bosses rather than 4 at a time and you lose all the items and special weapons from before so you gotta get all those again. All that to say it's the same as any other Mega Man X game: fight 8 stage bosses then go kick Sigmas ass but they did try to make it kinda unique compared to the other X games, probably to pad the game out but that's up to you to guess.

Staying on the Sigma levels, as I mentioned earlier, all the stages in this game are recreations of stages seen in X1 and X2, and it's no different in the case of the Sigma levels. The first stage is a recreation of Sigma Fortress 1 from X1, the second stage is a recreation of X-Hunter Stage 3 from X2 and then the 3rd is the boss rush and the Sigma battle. Now this brings about a few implications. In the original Sigma Fortress 1 you fought Vile partway through the stage and it's somewhat different here, this time pitting you up against either a new bad guy called Zain on Normal Mode who uses a big sword or another new bad guy called Geemal on Hard Mode who likes to teleport around to catch you off guard (you can fight both of these guys earlier in the game by going to where the X-Hunter rooms would be in the X2 stages). It's a unique way to twist up the stage as if you didn't know any better you'd think you'd just run into Vile again, but it's cool they spiced it up as Vile doesn't really have a presence in Xtreme, you beat him in the intro stage then he fucks off and never shows up again for the rest of the game, as it turns out he was revived by the hacker of the Mother Computer that this games plot revolves around. Anyway in regards to X-Hunter Stage 3, I bring that up in regards to implications as it still has the secret Light Capsule, this time giving you BOTH the Hadoken AND the Shoryuken! Unfortunately they no longer OHKO bosses, but they still do the most amount of damage out of all of Xs attacks (4-5 units of damage across all bosses aside from Wolf Sigma), therefore they're not quite as fun to use in X1/X2, but they're still nice to have regardless.

Now the big major criticism I have with Xtreme is the controls. Now the overall movement does feel SLIGHTLY more janky than the SNES games, but it's still pretty smooth despite that, although I hope to God this was just an issue with the emulator I used (mGBA) but there were instances where I just wouldn't use my special weapons despite the fact I was pressing the key to shoot. This was only a problem for bosses where I felt more comfortable blasting them with their weaknesses, as I was able to use my X-Buster just fine on all but a few bosses which doesn't have that issue. And this next criticism isn't as important but GOD Wheel Gator is much more obnoxious here than he was in X2. It feels like he has i-frames after more of his attacks and he has the tremor effect that some X3 bosses have that fucks with your ability to wall jump. This one is all on me but some of the bosses, most notably Chill Penguin have significantly different patterns than they used to, which took a while to get used to. Chill Penguin for example seems to use the "Jump into X" attack more often in Xtreme than in X1 which caught me off guard initially.

In conclusion, a good enough portable Mega Man X experience that's at least fun to go through once, albeit tainted by a few instances of awful controls which I'm unsure are a game problem or an emulator problem. Progression may look different, but at its core it's the same as any other Mega Man X game. I'd recommend at least playing it once just to experience it and then save Extreme Mode for a replay later down the line.

This review contains spoilers

It's honestly as good as Mega Man X could've been on the Game Boy. It's deffinitely a hard transition, and the way it controls is not perfect, but it's quite more responsive than I remembered (I played it a few years back and dropped it pretty quickly). I like the replayability each mode has, but oddly enough, extreme mode's supposed difficulty backfires because you pick up more upgrades than the game's balanced for.
Anyway, it's a very pleasant experience for any hardcore MMX fan, and it can be done with completely in one afternoon.

rebind the dash button to a trigger and the game becomes perfect

The controls kinda suck and it's held back by the Gameboy but it's fun for what it is.


É praticamente um demake do Mega Man X1 e X2, é bom pro game boy mas hoje em dia não vale tanto a pena joga já que é absurdamente fácil hoje em dia joga os outros jogos da franquia que são muito melhores

A conversion of MMX and MMX2 to Game Boy. For what it is, it's a nice novelty with really good sprite work both in-game and cutscene, and X even has a tired animation when he's low on health. The music is also well arranged, the transition to 8-bit was good except for the level design, as vertical scrolling doesn't work when X is so close to the bottom, leading to a lot of unfair drops.

Also a weird decision to lock half of the Mavericks behind postgame. The story is the length of Wily Wars, but it has the content of III and IV. Also X doesn't do a lot of damage which sounds fine but then bosses hit like a truck. You do one or two damage while he'll do 4 or 5 before the Body Armor. I started with Chill Penguin like usual and was surprised by how hard of a time I was having with the guy. He also gets invuln on some attacks and his projectiles block yours and why was this dude so tough.

The story at least provides a reasonable excuse for revisiting old foes, and Middy was alright. For all the additions in this game though, it feels like there was a lot of steps back compared to the SNES classic MMX you should play instead.

Hey, look at me and listen to me. Don’t listen to the haters. As a huge fan of the Megaman and Megaman X series, this game slaps. It may not be worth emulating if that is the route you are having to use to play older games, but if you have a way to play the physical copy on the go in a gameboy. It’s a great port. I spent my childhood showing this game who its daddy was and I bet if you asked it today, it would shamelessly tell you that it’s still me. Two great games for the price of one and an added difficulty jump to filter out the casuals. I loved this game and still do. For a gameboy port, it doesn’t get better then this