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Mega Man Xtreme distills the formula of the celebrated Super Nintendo Mega Man X titles onto the Game Boy Color. While it doesn't quite reach the same heights as its console counterparts, Xtreme offers solid run-and-gun gameplay with remixed levels and bosses from Mega Man X1 and X2. The presentation is surprisingly good for a handheld title, but the smaller screen and lack of innovative ideas make it a somewhat derivative experience overall.

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.

Não é um dos melhores Megaman portáteis mais vale pela curiosidade


Check Xtreme 2 for double review!

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.

This is somehow worse than the GB Mega Mans. MMX plays so much better than MM, and this game doesn't reflect that change.

Meh, pode ter sido muito bom pra época, mas pra hoje em dia, apesar das poucas coisas novas, é apenas uma versão diminuta de X1 e x2.
Não vejo muitos motivos para revisita-lo hoje em dia, sem ser pelas músicas, que realmente são boas, vale a pena checar elas.
É apenas...Meh.

As "Mega Man X on the GBC", it's pretty good

As "A canonical entry in the Mega Man X franchise", it kinda sucks

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.

I can respect the quaint little attempt to port mega man X controls to a game boy game but good lord everything surrounding it is ass. You deal no fucking damage while bosses can delete you in 2 hits, level design is copied directly from X1 and X2 except worse because now there's just little pockets of nothing where secrets used to be, why do we need TWO SEPARATE BOSS RUSHES, it blows dude.

While the bosses and levels are just taken from X1 and X2, I think this is just as good as the former, and way more fun than the letter.
The graphics, music, and game as a whole really is a damn fine conversion of the X games into 8-bit. It plays very nicely to boot, even in the X2 stages.
Easily tied with the original MMX as my favorite in the series (at least so far, haven't gone past X4).

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

this is the worst way to play select stages of mega man x1 and x2. i played every stage up to the sigma stages on hard mode then i just stopped playing it. there was no way in hell i was gonna play watered down mega man x1/2 stages when i have just as easy access if not easier access to mega man x1/x2 on my switch and ps5 plus just emulating them on my pc. even remapping the dash button from start to r/r1/rb, the dash felt extremely unnatural. at least with xtreme 2, the stages are more built around the lack of a convenient dash. idk fuck this game lmao.

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

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.

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~.

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.

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

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.

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.

A much better attempt at a Mega Man experience on a hand held compared to the OG Mega Man titles. I don't know how well it holds up these days, but it was a fun mix of stages from Mega Man X and X2. The game suffers just a little from the GBC only having two face buttons.

A nota faz parecer q eu odiei, mas é um jogo completamente inofensivo


Looks great for a GBC game trying to replicate X's extremely detailed spritework, kinda cheeks to play though.

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

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.

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.