A Mega Man X2 randomizer for Archipelago.
Latest release: v2.0.1
Defeat Sigma Virus at Central Computer! In order to do that players have to collect enough items in the multiworld to find how to access the X-Hunter Base levels.
The set of levels can be unlocked after fulfilling the requirements picked in the YAML option file.
Every collectible is a location in this implementation, alongside some other obvious staples in other Archipelago implementations to have a nice sense of progression in the session:
Players can find as multiworld items the following unlockables and consumables:
The following items require enabling Pickup Items as locations. Upon getting one of these their effect becomes permanent! Be sure to include the ones that sound nice to you.
There have been several changes to the base game in order to get this randomizer to exist at all. Those were made to increase replayability and some other Quality of Life additions to help less experienced players.
Whenever a checkpoint is reached in levels they're recorded and saved. Players can revisit levels on any checkpoint they've reached before.
A Checkpoint label is present on the Stage Select screen, the number indicates which checkpoint players will teleport to upon entering the level. This number can be changed by pressing L or R.
Helmet upgrades are mostly useless to the player. In this randomizer by getting a Helmet Upgrade item, players will unlock every checkpoint in levels even if they haven't reached said checkpoint before.
When the criteria is met, a new label will appear on the Stage Select screen. This label allows you to know which X-Hunter will be present in the level. The X-Hunter can be swapped by pressing SELECT on any level that's not the X-Hunter's Base tile.
Players can select which level they want to play on the X-Hunter Base (as long they've unlocked it). They can swap the level by pressing SELECT on the X-Hunter's Base level tile on the Stage Select screen. A label will appear that indicates which level is being selected.
Shoryuken received quite a lot of design decisions to make it more engaging... to me at least. The move now deals damage based on your current HP, this means it can't exactly one-shot bosses anymore. However, it does keep its ability to completely bypass weaknesses.
Gotta go fast.
In the SNES trilogy, whenever a player dies in any level their arsenal keeps the previous energy gauges completely intact. In this randomizer the weapon energy gauges are completely filled on respawn.
On this randomizer, players and bosses can have over 32 points of health with some options. Instead of letting the bar go out of bounds, there's a "second" bar that's being shown alongside a "label" in the form of a HP pickup that indicates there's a full HP bar on the background.
Think of it as a Energy Tank in Metroid games.
Players can know when they've shot a dash lemon instead of a regular lemon.
Good. Life counter on the Pause Menu is now used as a numeric HP display.
This game implementation features some Link protocols that allows interacting with other players in interesting ways.
EnergyLink is a protocol featured in several games that allows players to deposit Energy in a communal pool. Mega Man X2 players can use said energy to request healing or weapon energy and can contribute to the pool by collecting pickup items (1-Ups, HP refills, weapon energy refills).
Players can know how much energy is currently stored in the pool by reading a label in the SNIClient window. This information is also displayed on the Pause Menu.
To interact with the EnergyLink pool, players have two options:
SELECT on the X Buster weapon on the Pause Menu to refill HP, alternatively, press SELECT when highlighting the desired weapon to refill. This action will attempt to refill those to their fullest./heal <amount> will heal you by that much HP./refill <amount> will refill the currently selected weapon by that much energy.DamageLink is a protocol that allows players to share damage taken. Can get very chaotic with game variety. The damage is sent as "points" over the network, certain actions send more points than others.
| Damage Source | Damage points |
|---|---|
| Losing 1 HP | 10 |
| Touching spikes or falling into pit | Treated as losing every single HP point |
When receiving a damage signal, Mega Man X2 players will lose 1 HP per 10 points of damage received. Can't process more than 120 points.
Any time a player dies, everyone dies! Can be highly chaotic.