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Here's why I think that structure worked so well in Mega Man X.
[quote name="Jerry Whorebach"]<img src="http://images.wikia.com/megaman/images/4/44/MMX1StageSelectMap.png" width=512 height=384> Firstly, because you were given access to all eight levels as soon as you finished the intro stage, with enough information about each one to make an informed decision as to which order you wanted to tackle them in. Secondly, because the powers and abilities acquired in one level were immediately applicable to the other levels, without being a requirement to complete them (thereby introducing an element of strategy, WITHOUT turning the whole thing into a glorified lock-and-key puzzle). Thirdly, because the levels were interconnected in such a way that events in one could have a profound impact on the others - bringing down Storm Eagle's airship would cause the power to go out in Spark Mandrill's stage, for example, while defeating Launch Octopus would cause Sting Chameleon's stage to flood. There's a lot that modern RPG designers could learn from Mega Man X, but I fear their only real takeaway would be a desire to write erotic fan fiction about Chill Penguin :([/quote]