The Marvel MaXimum Collection puts the deserving X-Men front and centre
Marvel MaXimum Collection on Xbox is one of the most sought after retro throwbacks that I can remember. It’s far from just a bundle of old ROM’s, and much more a curated archive of some very specific slices of Marvel’s gaming history.
Limited Run Games pitches Marvel MaXimum Collection as “one of the most comprehensive gatherings of Marvel’s early gaming legacy,” and for once that kind of marketing language isn’t hyperbole. Across arcade, 8‑bit, 16‑bit, and handheld platforms, the collection pulls together multiple versions of six games and then layers modern conveniences on top — rewind, save states, display filters, integrated cheats, online play (for one game only), and a full gallery and music player.
The headline act in Marvel MaXimum Colletion is without doubt X‑Men: The Arcade Game, and it’s treated as such. You get the original arcade version, complete with support for up to six players and rollback netcode for online co‑op, plus cross‑platform play across systems. On Xbox, that means you can recreate the classic “six‑player cab” chaos in your living room or online, something that was effectively impossible outside of emulation until now.

The feel of the game is remarkably close to the original hardware (which I’ve been lucky enough to play at Arcade Club in Leeds). The chunky sprites, the exaggerated hit reactions and the slightly floaty jumps are all intact, with perhaps the only difference being the amount of cash you’d have to burn completing this game. On a real cabinet, players were always one bad decision away from another coin, and whilst X-Men was never the hardest arcade beat-em-up, it’s a fairly lengthy slog. On the comfort of your couch, players now have save states and rewind functions to help them. Whilst this certainly doesn’t ruin the arcade tension, it does reframe it. The option to play “honestly” is still there; but players not used to early-90s difficulty don’t need to punish themselves.
Captain America and The Avengers is where the collection’s “every major iteration” concept really shows. You get the arcade original, with its side‑scrolling brawler stages and shmup‑style flying sections, but also the 16‑bit version and an 8‑bit (NES I believe) take that shifts the game toward more traditional platforming. Playing these back‑to‑back on Xbox is fascinating. The arcade version is still the most kinetic being loud, fast and intense, with a graphic style that seems quite unique to this game and not something I’ve seen before or since.

The Mega Drive/Genesis‑style version (which the game lists as “MEGA”) reins things in, with tighter controls and more deliberate enemy patterns, while the 8‑bit version feels like a parallel universe adaptation — same broad beats, very different pacing and occasional spikes in difficulty that I recall from my own personal experience with NES games in general. The modern features smooth over the rough edges: rewind makes the cheap hits and awkward jumps less aggravating, and the integrated cheat menu lets you toggle things like infinite lives if you just want to see the whole thing without grinding.
The two symbiote brawlers — Spider‑Man/Venom: Maximum Carnage and Venom/Spider‑Man: Separation Anxiety — are presented in both their “SUPER” and “MEGA” incarnations, which are essentially the SNES and Mega Drive versions. The differences are subtle but will be meaningful to children of the era who argued endlessly about which console was definitely better (it was the SNES, by the way.) Maximum Carnage on the Super Nintendo has richer colour and slightly cleaner audio; the Mega Drive version leans into a grittier palette and a rougher, more aggressive sound.

Being able to flip between them on a single console really underlines how much personality those old machines had. The same is true of Separation Anxiety: the core game is the same — a co‑op‑friendly, slightly looser follow‑up to Maximum Carnage — but the feel shifts depending on which version you pick and it’s amazing to think that back in these early days of gaming, each game was handcrafted in a very different way based on what console would run it. Again, rewind and save states do a lot of work. I was a big fan of Maximum Carnage back in the day, and it’s clear that these games were both designed to be punishing, with limited continues, long stretches between checkpoints and some really unfair bits. On Xbox, you can chip away at them in shorter sessions, rewinding through the worst spikes and using save states to create your own pacing if it gets frustrating.
Spider‑Man/X‑Men: Arcade’s Revenge is arguably the most interesting inclusion from a historical perspective. It’s here in its 16‑bit forms (SUPER and MEGA), but also in handheld versions — “PORTABLE” and “GEAR”— (which respectively represent the Gameboy and the Game Gear). These versions show just how much had to be sacrificed to squeeze the concept onto smaller machines and again, just how hand-cranked the development process must have been. The core design is still as infamously cruel as ever thanks to brutal platforming and enemy placement that borders on sadistic.

I don’t remember this game on the original hardware in any form, but this was clearly the kind of game that would have kids running back to Blockbuster Video in frustration asking for their £2.99 back. On Xbox, with rewind and save states, it becomes something closer to a historical curiosity that you can actually explore, although I am not sure I would do so again. You can brute‑force your way through the worst sections, appreciate the ambition of the multi‑hero structure, and then decide whether you ever want to touch it again. I’m pleased to say that Marvel MaXimum Collection doesn’t try to “fix” the design; it just gives you tools to survive it.
Then there’s Silver Surfer, the notorious 8‑bit shooter that has spent decades on “hardest games ever made” lists and which I do remember completing after literally hundreds of hours of repetition. It’s here in its original form, with its incredible soundtrack and its equally incredible capacity for instant death. On the NES, this was a test of patience as much as skill and one that drove my friends and I well past the point of frustration.

On Xbox, the rewind function and save states fundamentally change the experience. You can treat it like a puzzle, rewinding to learn patterns in an almost rhythmic way, inching your way through levels that would otherwise demand near‑perfect play. The integrated cheat menu goes further, offering options like infinite lives if you want to experience the full game without the masochism. Purists might balk, but the alternative for most players was to simply abandon the game after about a hundred failures on the very first stage. In that context, the modernisation feels like a worthwhile preservation.
Beyond the games themselves, the collection is packed with archival material, albeit not quite as much as Mortal Kombat Legacy Kollection. There’s a gallery with high‑resolution scans of box art, manuals, and vintage ads, and a music player that lets you listen to the soundtracks from every version of every game. I found this to be an interesting distraction; something I could dip into when I had just had a few rounds of X-Men and wasn’t quite sure what I wanted to do next — a kind of interactive museum of ’90s Marvel game ephemera. The display options round this out: multiple screen filters, aspect ratio choices, and border art let you tune the presentation to taste, whether you want razor‑sharp pixels or a softer CRT‑style look.

The big question with any retro collection is how it feels on modern hardware compared to the original machines. In this case, the answer is “surprisingly authentic” but with all the mod-cons. The input latency is low enough that the games feel responsive, the emulation is solid, and the visual options let you approximate the look of an arcade monitor or a living‑room CRT if you want that hit of nostalgia.
What’s different is the how, where and who you play it with. On an arcade cabinet, X‑Men was a social event and a coin sink back in the day; on Xbox, it’s a frictionless online co‑op game you can drop into for 20 minutes. On a SNES or Mega Drive, Maximum Carnage was a single big purchase you were expected to live with for weeks, months or even years; here, it’s one tile in a menu you can bounce in and out of between other games. The modern features — rewind, save states, cheats, filters, online play are all nice, but very much expected int his kind of collection.

As a package, Marvel MaXimum Collection succeeds because it understands that preservation isn’t just about dumping ROM’s onto a disc. It’s about context, flexibility, and respect for both the original experience and the realities of how people play now. On Xbox, that means you can treat these games however you like: as museum pieces to be sampled, as challenges to be mastered without assists, or as comfort food to be savoured with every modern convenience turned on. For Marvel fans, it’s an easy recommendation. For anyone interested in the evolution of licensed games across arcade and home consoles, it’s a pretty interesting archive disguised as a nostalgia trip.
Marvel MaXimum Collection is available now for Xbox, PC & Nintendo Switch