洛克人X 幻電任務

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日文名稱:ロックマンX サイバーミッション
英文名稱:Rockman Cyber Mission / Mega Man Xtreme
類別:掌上型遊戲
定價:4,378円
分級1/發行日期: 全年齡 2000-10-20
分級2/發行日期: 所有人 2000-10-20
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遊戲內容

《洛克人X 幻電任務 》(Mega Man Xtreme / ロックマンX サイバーミッション)作為《洛克人X》系列首款外傳,同時也是系列久違回到掌上型平台的作品。它並非打造全新的世界觀,而是以《X1》與《X2》的素材為基礎,在Game Boy上進行重新組合與詮釋。遊戲將原作中的八大頭目拆分成兩組,分別配置在Normal與Hard兩個模式裡,再在熟悉的橋段之間加入獨有的角色與劇情,使整體呈現出既熟悉又帶有新鮮感的風格。

故事設定介於《X2》與《X3》之間,因此能短暫見到後來逐漸淡出的Dr.凱恩在劇情中登場。以一個新設計的虛擬資料管理系統為核心,這個名為「世界資料空間」的領域遭到不明勢力入侵,資料混亂、影像損毀,影響整個獵人組織的運作。X必須進入這個虛擬空間,面對以資料化殘影形態出現的敵人,逐步揭開背後的真相。同時,加入程式天才兄弟Techno與Middy,以及強烈對應《X2》反獄者獵人的全新敵對勢力「影子獵人」Zain與Geemel。這些新元素讓遊戲多一層補完式的敘事。不過主要劇情其實在Normal模式便已收束,使得Hard模式在故事上的存在感減弱,常被視為本作較可惜之處。

在操作方面,儘管受限於Game Boy只有兩個按鍵的硬體限制,仍盡力重現X系列特有的高速動作。射擊、蓄力、跳躍、壁跳、特殊武器等核心動作都一一保留。然而突進(Dash)的輸入方式改為「↓+A」或「方向鍵連按兩次」,使得原作中流暢的突進跳變得較難穩定施展,對動作遊戲玩家來說是一大挑戰。不過壁跳與突進壁跳的手感反而令人驚喜,因為只要取得腳部裝備便可自動發動,整體操作比起SFC版更省力,成為平台場景中相當可靠的動作技巧。

武器平衡在本作中經過調整,某些原作超強武器不再能輕鬆破關。例如螺旋破壞炮改為單發高傷害,對Boss戰更具實用性;風暴龍捲不再像SFC原作那般幾乎壞掉的強度;蓄力烈焰衝刺與蓄力滾動護盾則成為替代突進跳的空中移動技術,用來彌補Game Boy操作上的限制。甚至保留《X1》中的波動拳與昇龍拳,但因輸入方式變複雜且威力被削弱,反而常被視為華而不實的噱頭。

遊戲結構採三段式流程。首先只能挑戰Normal模式,擊敗四名頭目並闖過最終關卡後便會開放Hard模式。Hard模式追加另一組頭目並延續部分事件,但由於主線劇情已在Normal告一段落,使Hard主要成為挑戰向內容。當兩個模式皆完成後,便能解鎖集合八名頭目的最終型態──Xtreme模式,但這個模式只保留純戰鬥內容,不含劇情與對話。Normal與Hard的存檔可以互相承接,裝備與道具可繼承,使整體蒐集過程較為輕鬆;然而Xtreme模式則完全獨立,需要從零開始。值得一提的是,本作承襲《X2》之後的設計,讓X在遊戲一開始就具備突進能力,不需再尋找零件取得。

系統方面,雖然大量使用SFC原作素材,但仍加入新插圖、虛擬世界的概念呈現,以及全新打造的最終關卡,使遊戲不只是單純的縮小版重製,而更像是以掌機形式重新演繹系列內容。音樂表現也相當不錯,若以耳機遊玩能聽見Game Boy程式員巧妙運用立體聲效果,不過部分曲目速度被調快或放慢,與原曲氛圍略有落差。

由於容量限制,許多經典場景被刪減或壓縮,例如冰企鵝關卡前半段敵人驟減、烈焰長頸鹿關卡緊張的追逐橋段縮水、《X2》輪齒鱷關卡甚至乾脆整段略過。對熟悉原作的玩家而言,這些刪節讓遊戲顯得空洞;但若從掌機小遊戲的角度來看,反而使節奏更輕巧,更適合短時間遊玩。此外,本作的自動連射使X能一口氣射出四發光彈,比SFC原作的三連發更具火力,讓一般敵人難以造成威脅。然而自動蓄力對特殊武器無效,玩家經常得切換設定,多少影響遊戲流程的流暢度。

在市場與玩家評價方面,本作獲得意見分歧的反應。許多人稱讚它在掌機上成功再現X系列的速度感、武器切換與動作爽快度,也肯定其音樂、插圖以及能在小螢幕重溫《X1》《X2》內容的魅力。對當年擁有Game Boy的玩家而言,這無疑是一次難得的X系列體驗。然而資深玩家則批評其關卡過度精簡、敵人密度不足、操作因按鍵少而不夠順暢,加上Hard模式的劇情輕描淡寫,使整體可玩性略顯單薄,新角色的塑造也未達到期待的深度。

整體而言,《Mega Man Xtreme》並非試圖挑戰SFC時代的巔峰,而是把《X1》《X2》的精華重新濃縮成能在Game Boy上運作的版本。保留系列最核心的精神,也呈現出在掌機框架下盡力而為的創意與折衷。對喜愛《洛克人X》的玩家而言,它像是一段懷舊又略帶新意的補完篇章;而對追求高密度動作的玩家來說,它則更像是精簡的X系列選集。

Mega Man Xtreme (ロックマンX) stands as the first spin-off title in the Mega Man X series, and marks the franchise’s long-awaited return to a handheld platform. Rather than creating an entirely new world, it reconstructs and reinterprets material from X1 and X2 for the Game Boy. The eight original Mavericks are split into two separate sets—one for Normal Mode and one for Hard Mode—while new characters and exclusive story events bridge familiar segments, giving the game a mixture of nostalgia and freshness.

The story takes place between X2 and X3, allowing players to briefly see Dr. Cain, who later disappears from the series. The narrative centers on a newly developed virtual data management system called the “World Data Space,” which has been infiltrated by an unknown force. Data becomes corrupted, visual records are damaged, and the Maverick Hunters’ operations fall into chaos. X must enter this virtual world, confront enemies manifested as corrupted data projections, and uncover the truth behind the incident. The game also introduces two genius programmer brothers, Techno and Middy, along with a new enemy faction known as the Shadow Hunters—Zain and Geemel—characters intentionally designed to echo the Counter Hunters from X2. These additions help enrich the game’s role as a supplementary storyline, though the main plot effectively concludes in Normal Mode, leaving Hard Mode with less narrative weight, a point often noted by players.

Despite the Game Boy’s severe two-button limitation, the game strives to replicate the signature high-speed action of the X series. Core moves such as shooting, charge shots, jumping, wall-kicking, and special weapons are all present. However, dashing is performed using “↓ + A” or by double-tapping the directional pad, making smooth dash-jumps harder to execute compared to the console originals—a challenge for action-game veterans. Surprisingly, wall-kicks and dash-wall-kicks feel excellent thanks to the automatic activation of dash-wall-jumping once the leg part upgrade is obtained, making these maneuvers more effortless than in the Super Famicom versions and highly valuable in platforming stages.

Weapon balance has been noticeably adjusted. Certain overpowered abilities from the originals no longer trivialize the game. The Spiral Crush Buster becomes a single high-damage shot ideal for boss battles; Storm Tornado is no longer the overwhelmingly dominant weapon it was on the SFC; and the charged versions of Rushing Burner and Rolling Shield function as alternative aerial mobility options, compensating for the Game Boy’s input limitations. Even the Hadouken and Shoryuken from X1 return, but their complicated new inputs and reduced power make them more of a novelty than a practical tool.

The game’s structure follows a three-phase progression. Initially, only Normal Mode is available, featuring four Mavericks and a final stage. Clearing it unlocks Hard Mode, which introduces another set of bosses and continues a portion of the story—though the main narrative already ends in Normal Mode, making Hard Mode more of a gameplay challenge. Completing both modes unlocks Xtreme Mode, a boss-rush-like format including all eight Mavericks but lacking story sequences. Normal and Hard save data can carry over equipment and items between them, making collection easier, while Xtreme Mode operates completely separately and must be started from scratch. As with X2 and beyond, X begins the game with the dash ability already unlocked, eliminating the need to search for the leg part.

Systemwise, although many graphical assets are drawn directly from the SFC originals, the game adds new illustrations, unique virtual-world presentation elements, and an entirely new final stage. As a result, it feels less like a simple downscaled remake and more like a handheld reinterpretation of the series. The audio is also impressive—using headphones reveals clever stereo manipulation uncommon for Game Boy titles—though a few tracks play at noticeably different tempos, altering the atmosphere of the familiar themes.

Due to limited cartridge space, numerous classic moments are shortened or omitted. The first half of Chill Penguin’s stage contains far fewer enemies, Flame Stag’s iconic lava chase sequence is noticeably truncated, and Wheel Gator’s X2 stage is missing entire sections. For players deeply familiar with the originals, these cuts make the game feel sparse; yet from the perspective of a portable title, the tighter pacing makes it well-suited to short play sessions. Additionally, the auto-rapid-fire system allows X to shoot four pellets in quick succession—stronger than the SFC’s three-shot limit—making regular enemies far less threatening. However, auto-charge does not apply to special weapons, requiring frequent menu switching and occasionally breaking the game’s pacing.

Reception to Mega Man Xtreme has been mixed. Many players praised its successful recreation of the X series’ speed, weapon dynamics, and satisfying action within the constraints of a handheld system, as well as its music, artwork, and ability to revisit classic X1 and X2 content on a portable screen. For Game Boy owners at the time, it offered a rare chance to experience the Mega Man X style on the go. Conversely, long-time fans criticized its simplified stages, sparse enemy placement, input limitations, the weakened narrative of Hard Mode, and the underdeveloped new characters. The small amount of wholly original content also prevented it from standing shoulder-to-shoulder with its console predecessors.

Overall, Mega Man Xtreme was never meant to surpass the SFC classics, but rather to condense the essence of X1 and X2 into a form that works within the Game Boy’s limitations. It preserves the heart of the series while showcasing the creativity and compromises required for handheld development. For fans of Mega Man X, it serves as a nostalgic and somewhat refreshing side chapter; for players seeking intense, full-scale action, it feels more like a streamlined “X-Series digest.”

遊戲畫面

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