Appearing after you defeat any two robot masters, for me, much like a more complex narrative, the addition of these three bosses was a great idea. They can show up in any random stage in a hidden boss room. Defeat them and you get one of Zero's body parts and change the story outcome, ignore them and you get the bad ending. As they weren't tied to a specific stage, there was an element of random chance in X2 as the game may force you to approach a stage you may have been avoiding earlier than you desired. If you didn’t choose that level at that specific time there was no hope of saving Zero. It gave the game a greater challenge, forcing you to rethink the order you did things, forcing you to take risks. Previous Mega Man games may have been non linear in that you had a choice of which level to play. But in reality the fact that one robot master’s weapon is another robot master’s weakness meant that there would always be an ideal order to play the levels in. Having additional bosses move randomly between selectable stages finally made a series famed for a 'non linear approach' truly non linear.
How did I end up with this game?