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SuperhotArchipelago

Adds SUPERHOT as a playable Archipelago multiworld slot: levels unlock via received items, secret consoles are checks, and progress syncs live to your Archipelago server.

Date uploaded 4 days ago
Version 0.2.0
Download link Archihot-SuperhotArchipelago-0.2.0.zip
Downloads 6
Dependency string Archihot-SuperhotArchipelago-0.2.0

README

SUPERHOT Archipelago

The original SUPERHOT (2016 — not MIND CONTROL DELETE) as a playable game slot in Archipelago, the multi-game randomizer.

This is the in-game half (a MelonLoader mod). You'll also need the matching apworld to actually generate a multiworld game — see "Setting it up" below.

What does randomization do to this game?

SUPERHOT's campaign is a linear chain of story levels navigated through an in-fiction "computer" hub — no branching, no persistent inventory between levels. Each level is shuffled behind its own Level Access item, so levels unlock out of order as items come in from other players, instead of the game's native strictly-sequential unlock. In-level secret consoles are also real, separately-checkable locations.

The goal is beating the final level, same as vanilla.

What gets randomized

  • 58 locations by default: one <level> Complete for 31 of the 32 real levels, plus one <level> Secret for the 27 levels that have an in-level secret console. The 32nd level (the game's real ending) has no completion location of its own.
  • 58 real items + 1 event by default: one Level Access item for every level except the first (its location has no access rule, so it's always open — an item for it would do nothing), padded with White Space filler items to match the location count, plus the logic-only Victory event.
  • Optionally excludable levels: the exclude_slow_levels YAML option (off by default) removes 99 - Dog1, 98 - Dog2, 99 - Dog3, and 32 - Longway (including Longway's secret) from both pools entirely — they're known for slower, more repetitive gameplay than the rest of the campaign. An excluded level stays freely playable in-game, always unlocked, exactly like 01 - Kick; it just isn't part of the multiworld item/location pool.

What other changes are made to the game

  • Everything Archipelago-related lives in one hub folder: an ARCHIPELAGO icon on the hub's main screen (alongside LEVELS/ENDLESS) opens a folder with three entries.
  • Connecting is done in-game, not by hand-editing a config file: the CONNECT entry opens a real, native-styled screen for entering your server/slot/password, with live connection status shown right on the icon.
  • Archipelago mode can be turned off without uninstalling the mod: the AP MODE entry flips between ON and OFF in one click. Off plays SUPERHOT exactly like vanilla — no level gating, no hub overlay — and drops any active connection; back on reconnects and picks up right where you left off.
  • In-game notifications: a short popup appears while playing whenever you receive an item or send a check — nothing pops up for the batch of past items a fresh connection replays, only for genuinely new activity. The AP LOG entry opens a scrollable history of everything received and sent this run, for anything you missed or want to look back on.
  • Level buttons and their secret-console badges reflect what Archipelago has actually checked this run, not leftover native save data from a previous playthrough.
  • 34 - Free (the real ending) has a second lock on top of the normal one: even once its own access item is received, it stays closed until enough of the other 31 levels are actually completed, not just unlocked — so a lucky early item can't end the run right away. How many levels are required is a YAML option, levels_required_for_free (0–31, default 25, 0 disables it).

Setting it up

  1. Install the official Archipelago app (the real multiworld generator/server/client — this is what actually creates and hosts a game).
  2. Open the Archipelago Launcher, click Install APWorld, and pick superhot.apworld from this project's GitHub releases. SUPERHOT should now show up as a supported game.
  3. Install MelonLoader into your SUPERHOT install (same folder as SUPERHOT.exe), if a mod manager hasn't already done this for you. Launch and close SUPERHOT once to finalize the MelonLoader install.
  4. Install this package. If you're using a Thunderstore-aware mod manager (r2modman, Gale, the Thunderstore Mod Manager), it drops the Mods/UserLibs contents straight into your SUPERHOT install for you — nothing else to do here. Installing by hand instead? Unzip this package and copy its Mods and UserLibs folders into your SUPERHOT install, alongside SUPERHOT.exe.
  5. Generate and host a game as usual through the Archipelago Launcher (Generate, then Host on the resulting .zip) — or use an already-hosted room if you're joining someone else's.
  6. Launch SUPERHOT. MelonLoader prints console output on top of the game — look for lines starting with [SuperhotArchipelago] confirming it loaded.
  7. On the hub's main screen (alongside LEVELS/ENDLESS), open the ARCHIPELAGO folder and select CONNECT, then enter your server/slot/password — Tab/Enter move between fields, Enter on the last field connects, Esc closes the screen. Settings are saved automatically, so you won't need to re-enter them next launch.
  8. Play the first level. Watch the MelonLoader console for a line confirming a check was sent — that's the sign everything's actually wired up correctly.

If something breaks: open an issue with whatever the MelonLoader console printed (especially red/error lines) and which step you got to.

Bug Reports & Feature Requests

Found a bug, or something feel off? Please open an issue with whatever the MelonLoader console printed (especially red/error lines) and which step you got to — that's the fastest way to track down whether it's a patch not firing, a version mismatch, or something more basic.

Source & Credits

CHANGELOG

Changelog

0.2.2

  • Fixed the shipped default popup look not matching what was actually live-tuned via PopupTuning.json -- the JSON tuning file always took precedence for anyone using it, but a fresh install with no tuning file was still getting the old, untuned defaults.

0.2.1

  • Declared MelonLoader (LavaGang-MelonLoader-0.7.3) as a proper Thunderstore dependency, so mod managers install it automatically alongside this package.
  • Cleaned up the README for tighter, more direct writing.

0.2.0

  • Removed the author's personal name from every public-facing spot: mod metadata, LICENSE, the Archipelago tutorial listing, and the sample player file (now superhot_example.yaml, slot Player1).
  • New Thunderstore icon.
  • Fixed: killing the final enemy with a flurry of clicks (SUPERHOT's melee punch is left-click, the same button used to click through the ending) could immediately skip the ending and exit the level before you meant to. Clicks are now ignored for a short, configurable buffer (EndingClickBufferSeconds in the config file, default 1.5s) after the ending starts.

0.1.1

  • Removed the "LOCKED" / "Return to hub to continue" popups shown when walking into a still-locked level — the block itself (redirect to hub, input suppression) is unchanged, it's just silent now.
  • A blocked click during the SUPERHOT title-card sequence now redirects to the hub instead of silently doing nothing.
  • In-game popup notifications now use a mod-owned overlay rendered with the game's real terminal font, with a JSON tuning file for live-adjusting size/position/timing.
  • Word-wrap and configurable width/height caps for the popup box.
  • Archipelago mode can be toggled on/off in-game without uninstalling the mod.
  • In-game notification log (AP LOG) and per-classification popup filters (ARCHIPELAGO > SETTINGS).
  • 34 - Free (the real ending) requires a configurable number of other levels completed first, not just its own access item.
  • Optional exclude_slow_levels YAML setting to drop the four slowest levels from the item/location pool entirely.