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  • Anti-Climax Boss: Sigma's final form is just Wolf Sigma from X1, but a max-charge shot is no longer required to damage him and his claws rarely shoot lightning, making him an absolute pushover. If you're playing on Hard or Xtreme modes, all it takes is a well-placed uncharged Spin Wheel at his head to deal a lot of damage to him.
  • Event-Obscuring Camera: The game's sprites are fairly large for a Game Boy platformer, giving the level design a zoomed-in look. It makes for some leaps of faith and cheap shots that weren't normally problems in the SNES levels.
  • Harsher in Hindsight: The intro states that, after his fight with Sigma, Zero “never malfunctioned again”. In ''Mega Man X5, released only one month after this game, Zero can potentially turn Maverick again if the player is unlucky.
  • It's the Same, Now It Sucks!: Having the same levels from the Super Nintendo games has caused disinterest on this game.
  • Sequel Difficulty Spike: Mostly due to the limitations of the Game Boy. Levels play quite similarly to the console games, but the tiny screen size makes a lot of artificial leaps of faith and cramped tunnels. This also makes bosses much larger by comparison, meaning contact damage is harder to avoid. Then there's also the lack of a convenient dash button, which is annoying.
  • So Okay, It's Average: It's basically just a very watered down handheld port of levels from the first and second games; it's perfectly playable, but nothing new is really brought to the table, other than the novelty of playing an 8-bit Mega Man X, plus the controls and programming are a far cry from the more polished, breakneck paced console entries. In other words, it's an xtremely average game.

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