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Final Fight 2 Randomizer Concept Notes

May 3rd, 2021
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  1. I'm currently working out the memory addresses needed to create a Final Fight 2 Randomizer. While I do that, I'm trying to come up with some potential flags/etc, and attempting to work out the various potential flags and priorities for them.
  2. So far, I think a minimum viable product would have:
  3.  
  4. ENEMIES/OBJECTS (For reference, the "minimum viable product" pool would be calibrated to the Expert level of difficulty on 1-player. In other words, playing on lower difficulties, there's a chance you'll see some different enemies than you otherwise would even on the Shuffle modes):
  5. -Light Shuffle: The enemies/objects will be shuffled at the SECTION level. IE, All the enemies/objects in section 1-1 will be put into a pool and redistributed throughout 1-1 in a random order. Same for section 1-2. Same for section 1-3. And so on.
  6. --Where applicable, shuffle the boss into the pool as well.
  7. -Medium Shuffle: The enemies/objects will be shuffled at the ROUND level. IE, All the enemies/objects in Round 1 will be put into a pool and redistributed throughout Round 1 in a random order. Same for Round 2. Same for Round 3. And so on.
  8. --Shuffle the boss into the pool as well.
  9. -Heavy Shuffle: The enemies/objects will be shuffled at the GAME level. IE, All the enemies/objects in the game will be put into one giant pool and redistributed throughout the game in a random order.
  10. --Shuffle the bosses into the pool as well.
  11. -TRUE Randomization: ANYTHING GOES. Each enemy/object will be randomized into another enemy or object. This is NOT pool-based; randomization is done OBJECT-BY-OBJECT. You may get a whole level of nothing but drumcans. Or of nothing but bosses. Or of nothing but grenades that YEET themselves at you from offscreen. A fun, reasonable experience is NOT guaranteed. Again, ANYTHING GOES.
  12.  
  13. BOSSES:
  14. -Shuffle Boss Order (May or may not be compatible with above flags)
  15.  
  16. MUSIC:
  17. -Shuffle the music throughout the game, keeping tracks of similar lengths in their own pools.
  18. --Have a chance to incorporate the unused tracks (07 in the Bonus Stage, 10 in Character Select)
  19. -Randomize the music entirely! Again, ANYTHING GOES here--your entire game may have a soundtrack consisting of nothing but the Continue screen theme. Which doesn't loop after it ends. You might be in for a quiet experience for most of this. Again, fun NOT guaranteed.
  20.  
  21. Potential future updates would include:
  22. -"Proper" randomization pools for each of the eight possible play modes (Easy/Normal/Hard/Expert for 1 or 2 players)
  23. -Randomizing enemy names
  24. -Maybe randomizing enemy stats--this would be doable, but probably a bit tricky.
  25. -Maybe randomizing YOUR stats (See above), including your defense (Which is normally 0)
  26. -Randomize your number of lives to start
  27. -Randomize your number of credits
  28.  
  29. Curious what other people think, though!
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