Reviews from

in the past


i still havent actually played through the x series because of this game

I played this pretty much exclusively to understand what the "Erasure" reference in X6 meant, and I wish I just read the wiki like a normal person instead.

X and Zero feel pathetic to control in this game. Immediately, I was bothered that they changed the way the dash works in this game. In Xtreme 1/Cyber Mission, you could set the Dash to the Start button. The GBC doesn't have enough buttons for the same depth of control as the console games, but they figured they'd use the only other available button for SOMETHING. On emulator, I had the benefit of mapping it to the R shoulder like I usually use for dashing in the other X games, but on a real GBC, I guess it didn't feel very good to use because of how mushy the button was?

For this game, Start pauses, and Select can EITHER swap your weapons (which you can do by pausing the game anyway) or tag your character out (a feature you only unlock when you reach Berkana and Gareth's Lab, and something you can ALSO do by pausing), depending on your config settings. I'm basically forced to either use Classic Rockman slide inputs for dashing (which doesn't let you dash jump) or double-tapping forward, which feels REALLY bad and imprecise. Same goes for airdashing, you airdash with a double-jump input instead of just using the dash button in mid-air.

Zero is infinitely worse, though, because ALL of his techniques share the same ammo for some reason, which gives you almost no reason to experiment trying to find out boss weaknesses because there's no Weapon Tanks and you don't regenerate ammo after a death like the PS1 games.

You also only get ONE Subtank per character for some reason?? I Googled a locations guide to make sure I wasn't missing anything, and sure enough, I found every armor piece and collectible on my own. There's only one Subtank for X and one for Zero.

I've said before that Quickman and Metal Shark Player are the two worst stages in any Rockman game, but I think Gareth and Isaz & Sowilo are two of the worst bosses in Rockman PERIOD. Worse than Kaiser Sigma, worse than Hell Sigma. Two bosses from the same game almost made me quit playing entirely.

The shop feature with Iris was a neat idea, but DNA Souls have basically outright replaced all real Health and Weapon ammo pickups. You pick up yellow souls for Health and blue for Weapon Energy. But as far as I could tell, yellow souls do not refill your Subtank. I could be wrong about this, but I checked my Subtank after collecting a soul, and often it would not be going up when I'm at full HP. I think that's really dumb. It makes grinding for souls less annoying, but I had more than enough to buy what I needed for one character by the end of the second stage.

I'll end by saying at least one nice thing, I think it's neat that this game was the origin of the tag mechanic in X7 and X8 at least. From my time playing X8 (I only know X7 has a tag feature because I saw it in the button config menu), the tag feature is SUPER fun in that game. This game doesn't really make a lot of use of it because progression is locked to one character, even if you bring stuff over from an existing save file. X will have less health and less combat options than Zero, which makes daring to use him in the Berkana Lab stages a dumb choice. X is only useful for his vertical dash if you play as Zero first.

Whereas I felt that the reused stuff in Xtreme 1/Cyber Mission was charming and really impressive, this game just annoyed me the whole time I was playing. I'd rather be playing X2 and X3 than play a version that controls worse.

The sequel to Xtreme, now with fully playable Zero! Unfortunately, I don't think this one is the greatest Mega Man ever made either as it feels like it doesn't learn any lessons from the previous, as all the flaws there are here too: Unskippable text cutscenes, needing to beat the game multiple times, each playthrough only having 4 of the 8 available Mavericks, double tap to dash, unfair descents where you can't see what's below until it's too late...only here some of the bosses are worse like the tanks in the second Fortress stage which may be one of the worst bosses I've ever fought. You have no screen space as they hog all of it and fire massive homing projectiles, have fun with that. Zero isn't all that great either, dude's got no range and his abilities aren't all that incredible either outside weakness.

The only reason this game ranks the same as the previous is because they put Iris in this game and she survives the whole thing and is cute.

After completing Xtreme 1, I of course immediately fired up its sequel, as it was basically the last traditional-style Mega Man game I hadn’t yet beaten that I had any interest in playing. Now, this being a proper GBC-exclusive game, not a black cart game like its predecessor, I expected something at the very least a bit flashier, if not ultimately more of the same. While perhaps not quite what I expected, I certainly got something ambitious, that’s for sure ^^;. It took me about 6 hours to get the best ending with pretty gratuitous save state use, playing the English version on an emulator with an Xbone pad.

The story is once again more or less an excuse to remake a bunch of levels from X 1, 2, and 3, but with a bit more effort put into it this time. X, Zero, and confusingly enough, some crew from the later X games as well go to a mysterious island to learn who has been stealing reploids souls, and they end up having to do battle against the island’s strange inhabitants. It does its job just fine to set up the story as well as give the game excuses to have a lot more original levels and bosses that aren’t from any of the adapted games.

For anyone who played the first Xtreme, the setup of this game will likely be very familiar. You once again have 3 routes, with the first two each having half of the bosses, and the 3rd one (unlocked after beating the first two) has all 8 of them as well as the real final boss to fight. However, instead of just differently named difficulties like the last game, now it’s X mode and Zero mode, and then Xtreme mode where you can swap between them whenever a lot like Mega Man X3 does. However, this game is just as much a victim of its own ambition as it is just poorly designed.

The adapted levels are ones left over and not yet adapted in Xtreme 1, and its pretty clear that all the best ones had already been taken. As far as both the bosses and the stages go, they feel far more poorly adapted than the previous game’s (including one of the worst bike stages in the franchise), especially ones Zero has to fight who were never intended to be fought with him. What takes the cake though are the original levels and bosses. This is up there with the other worst MM games in just thinking “good Mega Man levels are hard” and running from there. They are unfair, difficult, and grueling trials of memory and attrition, and the true final boss is easily one of the worst bosses in the whole franchise.

As far as the presentation goes, this is once again really flexing just what the GBC was capable of. The animations especially look really impressive in just how many frames they get for the player characters. The music is also once again not really anything to write home about, as while its doing its best to adapt the tracks from the games its adapting, the GBC sound chip can only do so much. They’re noble attempts, but I’d stick with the original versions myself.

Verdict: Not Recommended. This is easily one of the worst traditional Mega Man games ever made. While it isn’t the absolute bottom of the pile of the ones I’ve played, it’s very very close at either #2 or #3. Even if you’re a big Mega Man fan, this is a game where it’s pretty darn hard to get much fun out of it, and you’re likely better off avoiding it entirely.

É bem melhor que o Xtreme 1 mais tem Megaman portáteis melhores, ainda sim é bom


Only real tedious part of this game is the pre final bosses Izzas & Swolio, probably one of the worst designed bossfights in megamam history. Otherwise a total improvement over the previous Xtreme game which already was quite good in my opinion.

I like this game. It has some original levels and it has Zero. I had a fun time through the levels. I enjoyed X's mission and Zero's missions enough to do Xtreme mode. Its a shame that Zero's most fun techniques are behind X's bosses. X's weapons from X2 really suck while the rest are pretty good. I like the shop system and the parts. Its a good game that I surprisingly enjoyed a lot. I really liked switching between X and Zero in Xtreme mode and in the castle levels. I thought both Berkana's and Gereth's levels were annoying, but it was right after that terrible tank boss so I probably was more annoyed at them then I would be otherwise. I like this game overall.

Really neat little game, probably very impressive for the time, but the control scheme is horrible. I just hate double tap dash, and I don't understand why you have to play half of the game with each character before unlocking a complete version of the game. Kind of ruined the experience for me.

It's really amazing how great the Game Boy Mega Man games are, and then how bad the Xtreme games are. I'm not sure why, exactly, but Classic Mega Man maps much better to a handheld than X does.

This is a double review for Xtreme 1 and 2. Main reason, Xt1 isn’t much of anything, it’s basically an 8bit mix of Megaman X1 and 2, and as the gameplay is the same across both of these, it’s easier to just merge them.

Both games involve travelling through stages from the console games, but in 2 There is a fair bit of originality. X controls okay but he’s pretty floaty, making it easy to lose control during tight platforming sections. In 2 you can play as Zero, who sucks compared to his PS1 outings, no range and lacking attacks. However X Can become ridiculously powerful using just his base weapon, it quickly became the best way to kill everything in seconds, and it was fun no doubt, but pretty limiting.

Extra weapons are borrowed from other games, and 1 has the better selection no doubt, as pulling from X1 and X2 is bound to have strong results. Xtreme 2 really doesn’t have much utility in the weapon department at all, it’s better to just stick to your base weapon as previously mentioned.

In both games you essentially have to play the game 3 times to see everything, as the second run brings new stages and bosses, and the 3rd combines everything in one “big” adventure. A cool thing is that in 2, you can switch characters on the fly, marking the first time this was possible in the series. It’s great for having that extra support in bosses.

These games really struggle to stand up to the console X games, but I did have fun with 2. They are little rough around the edges, But did their job at the time. So for Xtreme 1 it gets a 5/10, and 2 gets a 6/10

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القصة للان مسخرة لكن التطور في القيمبلاي من الجزء الاول مبهر

It would be better if it didn't sabotage itself by keeping its best feature on the new game+. And if it didn't have so many stupid instant death obstacles. And if the hitboxes were better. And if you didn't have to share the power ups between characters.
Basically it'd be way better if capcom wasn't stupid thankfully nowadays you can download patches to fix most of those problems

Really interesting game that I was having an ok time with until the tank boss which is, no exaggeration, in contention for the most horrendously designed trash pile of a boss in gaming history. Even just writing about it is giving me immense psychic damage.