But you’re also robbed of the satisfaction that comes with memorising a level and running through it perfectly at breakneck speed after mastering it - but playing something new each time has a charm all its own anyway. Thankfully, having eight different bosses helps alleviate the repetition. This is amplified by there only being four themes in total. However, after a few hours, we start to notice some of the procedural chunks the game uses to craft levels sticking out, such as small segments of platforming that look like a template or an enemy placement starting to get predictable. When you start up a new 'run' of 20XX (that’s what the game calls playthroughs) you’re immediately faced with something new and challenging. The good thing about this system is that it keeps things fresh. At the end of each level, you get to pick from three options for your next level based on different boss plus theme combos. In addition to the levels being randomised, bosses aren’t set in stone either. Within each theme, there’s a high degree of variation on display from the types of enemies, platforms, puzzles, hazards, and more. There are four total themes: ice, sky, flame, and jungle. So instead of picking from a list of levels like you would in classic Mega Man games or even just progressing through a series of levels in order, every time you play 20XX it’s going to be something a bit different. For starters, there are no predefined levels in 20XX at all - everything is procedurally generated.
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