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Mega Man X2
Mega Man X2 on Archipelago aims to provide a short-but-sweet experience in "sync" sessions as the base game is quite short. The randomizer adds a lot of extra features in order to increase its replay value.
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.
- Getting enough Maverick Medal items, which are held by Mavericks.
- Finding the Access Codes item in the multiworld
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:
- Mavericks & other bosses
- Mid-stage bosses
- Upgrade Capsules
- Heart Tanks
- Sub Tanks
- [Optional] Pickup items (1-Ups, HP refills, Weapon Energy refills)
Players can find as multiworld items the following unlockables and consumables:
- Maverick weapons
- Access codes (level unlocks)
- Armor upgrades
- Health upgrades (Heart tanks)
- Sub tanks
- HP Refill items
- [Optional] Shoryuken
- [Optional] Chip enhancement items from future games in the saga
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.
Halves charge time for X-Buster and Special Weapon shots
Increases walking speed by 50%
Increases recovery from items by 25%
Increases the amount of buster shots on screen to 5
Increases default buster shot (lemons) horizontal speed by 50%
Increases Buster damage by 1
Increases Weapon damage by 1
Refills the active weapon when taking damage
Doubles the I-frames after getting hit
Increases item drop rates by roughly 33%
Halves speed when sliding down a wall
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:
- Press
SELECTon the X Buster weapon on the Pause Menu to refill HP, alternatively, pressSELECTwhen highlighting the desired weapon to refill. This action will attempt to refill those to their fullest. - By using a set of commands in SNIClient:
-
/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.
There have been severa changes to the base game in order to get this randomizer to exists 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 is very similar to any other SNES game in Archipelago, you can follow any of these guides or keep reading this one. Your choice.
- Archipelago 0.6.7 or newer
- Software or hardware capable of loading and playing SNES ROM files. Anything not listed here is not guaranteed to work.
- Snes9x-nwa (Recommended!)
- Snes9x-rr
- Bizhawk
- BSNES-Plus
- FxPak
- A Mega Man X2 US ROM from the original cartridge or the Mega Man X Legacy Collection
.exefile- MD5:
67905b989b00046db06df3434ed79f04
- MD5:
- Place the .apworld in your
Archipelago/custom_worldsfolder, or double-click the.apworldto do so automatically. - Use
ArchipelagoLauncher.exeto open the Launcher, and click on Generate Template Options to create template YAMLs for your custom.apworlds. - Place the desired player yamls in the
Playersfolder, and customize them as you see fit. - Use
ArchipelagoGenerate.exeto generate the game. - Upload the generated game (in the output folder) on the website at https://archipelago.gg/uploads and create a new room.
- Download the patch file from the session page
- Open the
.apmmx2file withArchipelagoLauncher.exe, it should create a ROM file and open SNI Client.
- Click on the Network Menu and check Enable Emu Network Control
- Load your ROM file if it hasn't already been loaded.
- The emulator should automatically connect while SNI is running.

WIP
- Load your ROM file if it hasn't already been loaded.
- Click on the File menu and hover on Lua Scripting
- Click on New Lua Script Window...
- In the new window, click Browse...
- Select the connector lua file included with your client. Look in the Archipelago folder for
/SNI/lua/ - If you see an error while loading the script that states
socket.dllmissing or similar, navigate to the folder of the lua you are using in your file explorer and copy thesocket.dllto the base folder of your snes9x install.
- Ensure the Snes9x core is loaded. BSNES core will NOT work.
- Load your ROM file if it hasn't already been loaded. If you changed your core preference after loading the ROM, don't forget to reload it (default hotkey:
Ctrl+R). - Drag+drop the
Connector.luafile that you downloaded above onto the main EmuHawk window.
- Look in the Archipelago folder for
/SNI/lua/. - You could instead open the Lua Console manually, click
Script 〉 Open Script, and navigate toConnector.luawith the file picker.
- Load your ROM file if it hasn't already been loaded.
- The emulator should automatically connect while SNI is running.
NOTE: Do not reset with the emulator options! It'll completely garble the game RAM and tell SNIClient some dirty lies about the state of the game, which can result on sending out a bunch of locations or goaling the game.
Universal Tracker is a custom APWorld that allows players to generate a list of in-logic locations for the current slot, very useful when trying to figure out why is something suddenly appearing as reachable.
| Feature | Supported? |
|---|---|
| YAML-less tracking | ✔️ |
/explain |
✔️ |
/glp |
✔️ |
| Glitched Logic | ❌ |
| Deferred Entrances | ❌ |
| Map Tracker Tab | ❌ |
| Player location in Map Tracker | ❌ |
The APWorld comes with a Manager software that gets added into the Archipelago Launcher which allows players to toggle certain options and swap palettes!

This section allows players to enable or disable Link protocols from a given patch file in case they don't want to run it. They overwrite their YAML setting.
Those options persist across slots, so you don't have to deal with weird combinations in such cases where players have to play someone else's slot.
-
Enable X4 styled dash jumps: Previously known as
long_jumpin the YAML file. Allows players to perform dash jumps without having to perform a dash first, which means you can just hold the dash button and keep jumping to perform a dash jump. - Use Hadouken inputs for Shoryuken: For players that find the 623 motion too hard to perform and 236 easier to do.
-
Makes both Serges fights enjoyable: Edits some properties of those fights in order to not be a huge pain to play.
- [Serges I] Serges can take damage at any point
- [Serges I] Removed shield/No longer taunts
- [Serges I] No longer gets stunned by weapons
- [Serges II] Removed immunity from Serges' capsule
- [Serges II] Actual hurtbox enlarged so it's easier to hit
- Button configuration: Yeah.
Here players can select which palettes will be used for X and him using different weapons. This includes palettes from every SNES game.