The A Link to the Past Randomizer
Note that since the Randomizer itself is by default in English,
and the English-speaking community unsurprisingly uses the game's
English-version terminology, I'll be using that on this page rather than
my translations of the Japanese as elsewhere on this site.
Also refer to my sample Randomizer
run, done in something similar to Let's Play forum style because
the video wouldn't process.
Where can I find it?
Here's a link to the ALttP
Randomizer main site. Aside from the Randomizer interface
itself, the site also has more information on the various options
and links to more in-depths guides and resources (such as
utilities that keep track of checks made and items collected).
What is it?
In short, it's a tool that takes a copy of the game and
randomizes it, shuffling things around to create a new and
unique experience. Maybe you'll find the Bow in your house,
or unearth Ether in the digging minigame, or spend 500 rupees
to buy a red rupee from the Zora king. Maybe the old man on
the mountain inexplicably has the Master Sword. Maybe after
hours of trying to track down that Ice Rod you need to beat
Trinexx, you'll discover it was in Turtle Rock all along.
Under its default settings, the Randomizer ensures that it's
always possible to progress without using any glitches, though
you'll often need to investigate locations that aren't worth the
trouble in a regular playthrough, and may need to think outside
the box to figure out what options are available to you.
Although the main draw of the Randomizer is, of course,
the randomization, it also makes a number of more general minor
changes, some of which are just there to speed things up especially
in a race, others of which would have been nice quality-of-life things
to have in the original game:
- The Randomizer uses the Japanese v1.0 ROM as a base,
so a number of bugs and glitches (some of which are permitted
in competitive play) are present that were patched out of later
versions, such as
Item Dashing,
Fake Flippers,
and Mirror
Block Erasure.
- One glitch is partially patched: If you take damage during the
Fake Flippers
glitch, the game will kill you outright. That may sound harsh, but is
actually a mercy, as the original game instead tends to place Link
at an invalid location that easily leads to the game getting stuck
in an endless screen transition attempt, forcing a reset and loss of
progress.
- Most text and dialog is removed in the interest of speeding
things along and sparing repeat players from having to reread the
same cutscenes over and over again. Some NPCs do have things
to say if you deliberately talk to them, mostly in-jokes, though
Sahasrahla tells you where to find the Pendant of Courage (the
green one) to show him for an item, and the Bomb Shop proprietor
similarly tells you where to find the Crystals numbered 5 and 6
to make the jumbo bomb appear.
- Similarly, the Kakariko bottle merchant, King Zora, Kiki the
monkey, the various minigame NPCs, and the blacksmiths all
take your money (assuming you have enough) automatically
when you interact with them, without any prompting, questioning,
or other dialog.
- The waterfall and pyramid faeries each have two chests
with random items sitting there, ripe for the taking, in front of their
springs, instead of expecting you to guess what you need to
throw in to get a useful reaction. Approaching the spring itself
automatically tosses in an empty Bottle, if you have any, for a
refill (though what they refill it with varies
from seed to seed, is generally not the same for both faeries,
and may even be nothing).
- The Lake Hylia faerie, who offers Bomb and Arrow
capacity upgrades for a price, has been reworked to function
like a normal shop, so you can just walk in and grab an upgrade
for 100 rupees, instead of having to toss smaller amounts into the
pond over and over until something happens.
- If you Save and Quit in the Dark World, loading your saved
game will start you in the Light World unless you both
have beaten Agahnim in the Hyrule Castle Tower and
have collected the Mirror (the base game checks story
progress only and doesn't care about the Mirror, so
keeping that unchanged could leave you stranded in the Dark
World). Note that because the blacksmith and locked
chest come with you if either was following you when you saved
(this is true even in the base game),
this also lets you bring them to the Light World whether you
have the Mirror or not, so either of them can potentially
have the Mirror.
- The blacksmiths reward you without a delay, and don't
take your sword. Just reunite them, walk out and back in, and
for 10 rupees, there you go.
- The treasure chest minigame and digging minigame in
the Dark World (both of which reward you with a heart piece in
the original game) give up their prizes far more easily. Specifically,
the chest game always gives its item in one of the two chests you
open the first time you play, and the digging game always gives
its item after a realistically achievable predetermined (though
randomized from seed to seed) number of digs.
- Mothula takes damage from the gold sword (and
tempered sword spin attacks).
- You can press Y in the menu when selecting certain item
slots to toggle between items that share those slots, assuming
you have both options available: Normal and Silver Arrows,
the two Boomerangs, the Mushroom and Powder, and the
Shovel and Flute.
- The frankly annoying popup Bottle submenu does not
automatically open when you cursor over the Bottle slot in your
inventory, instead opening only when you press X when on that
slot. You can also cycle between Bottles by pressing Y on the
slot when in the menu, similar to the items noted above.
- The game keeps track of, and displays after the credits,
various information and statistics about your run, such as how
long it took you to find a sword, how many times you slammed
into something while dashing ("bonks"), and how
many of the 216 item locations you collected.
- The Open World State setting allows you to skip the opening
rescue of Princess Zelda, and instead start the game with her
already at the church, so that you can begin from either Link's
house or the church and just start exploring the world immediately.
Or, if you're feeling more adventurous, choose Retro to make the
game behave more like the first Zelda game (small keys work in
any locked door, using the Bow requires a quiver purchase and
costs rupees with every shot, and more), or Inverted to begin in
the Dark World with many of the functional differences between
the two worlds flipped with each other.
- After randomization, you have the option to enable using
L and R to cycle through items (quickswap), giving these buttons
a useful purpose. Pressing L+R when on an item that shares
a slot with another one, such as the two Boomerangs, swaps
between those two items if you have both.
- There are also several largely cosmetic changes that can be
applied after randomization, most notably the ability to replace Link's
graphics with one of over
360 alternate options (and growing), from other video game
heroes (or villains) to cartoon characters to objects from the game,
and more.
When not generating a Race ROM, you also have the
option to view or save a "spoiler log" that records
the settings used, the locations selected for everything, and
something that's essentially a walkthrough of where the logic
expects you to go to progress through the resulting game.
"Seed"? "Run"?
In computer science, a "random seed", often just
called a "seed", is the starting value (or set of values)
used to initialize a pseudorandom number generator. In the ALttP
Randomizer, the seed is a combination of the selected settings
and whatever form of randomization it uses under the hood.
Since the output of a pseudorandom generator is entirely
deterministic based on the seed, the output—in this case,
the randomized copy of the game—may also colloquially
be referred to as a "seed".
So, yeah, in Randomizer context, a seed is basically just
a particular result of randomizing the game.
A "run" is just a playthrough of a given seed
(or a game in general). Players doing runs are accordingly
called "runners".
What do people do with this?
Some simply use it as a way to bring new life to a familiar
game. Others use it as a form of competitve racing, with multiple
players attempting to get the best time on the same seed, often
streaming on platforms such as Twitch. Runners' streams may
be restreamed together in a single video with other people
providing commentary, like a sporting event. In addition to
channels on Twitch itself, examples of this can be found on the ALTTPR League
YouTube channel and elsewhere.
What actually gets randomized?
It depends on the options selected. Most or all of these are
customizable, but...
Under the default settings:
- Most items, including all chest contents, items from NPCs
(such as what you buy from the bottle merchant or are given for
showing Sahasrahla the Pendant of Courage), items lying out in the
open, the Master Sword pedestal, and boss drops (heart containers
in the regular game) are shuffled with each other. Items are placed
in a way that ensures progression is always possible without using
any glitches, though the intended route may be convoluted. The
following limitations and restrictions to item shuffling apply:
- Things found under pots
or skulls, including keys, are never modified, regardless of
settings.*
- Special items (keys) dropped by specific enemies
are also never modified on any setting.*
- Pickups found by dashing into trees or piles of rocks
are similarly never modified.
- By default, all dungeon items (maps, compasses,
and big and small keys) will remain within their usual
dungeon. In some cases, this prevents certain chests
(like the first one in Swamp Palace) from containing
anything other than a small key.
* More recent builds of extended randomizers
not currently incorporated into the main site, such as the Door
Randomizer, can shuffle these items with the others. Some
also have the option to shuffle pot contents around within a
room.
Under the default settings (100% Inventory Accessibility), all
inventory items will always be reachable without using any glitches.
Specific item locations, and even a few rooms, may not be
accessible if they contain keys that aren't needed for anything
else. For example, the big keys of Swamp Palace and
Skull Woods, which are only used to open the big chests of
their respective dungeons, may be locked inside these chests.
Based on the commentary in a throwback race,
the current placement logic for items that can affect progression
works on a loop that goes something like this:
- Start with no items placed.
- Pick an item at random from those not yet placed.
- Assume the player's inventory is the list of items not yet
placed, minus the selected item.
- Select a random unassigned location that the player
can reach given that assumption, and place the item there.
- Repeat steps 2 through 4 until all items have been placed.
In short, this has the effect of starting with all locations open
for placing items, then working backwards from there. Earlier
versions of the Randomizer basically did things the other way
around for step 3, assuming that the player's inventory is all items
that have been placed, so would effectively start by
placing items in the early game and working forward. This often
resulted in lopsided outcomes, as the algorithm would run out
of interesting items to place before it was able to assign things
to late game locations, and also had a higher chance of making
one progression item lead directly to the next one (for instance,
as soon as you got the Gloves, the next item you needed was
disproportionately likely to be in one of the locations that finding
the Gloves gave you immediate access to).
- Unless set otherwise in the advanced options, Swords, Shields,
Mail, Gloves, and Bows use progressive items. This means
that instead of having (for example) a single Golden Sword that
you could potentially stumble across early and have for pretty
much the whole run, the seed instead places four generic Sword
pickups, each of which increases your current Sword level by
1.
- All four Swords are randomized with the rest of the general
item pool (Randomized Swords).
- The three Pendants and seven Crystals are shuffled
with each other. Any of them can appear in either world.
Under the default settings, the world map shows dungeon
prizes, Pendant dungeons use the Light World dungeon
music, and Crystal dungeons use the Dark World dungeon
music.
- Because the Master Sword pedestal can have any item,
and most often ends up with something largely useless, the
three Pendants are generally not required to finish the game.
However, all seven Crystals are, as usual, required to open
Ganon's Tower, you need to go through there to fight Ganon,
and you need to beat Ganon to win the game (Defeat Ganon
Goal with 7/7 Crystal settings).
- Hint tiles will give clues about where some items were
placed (Hints On), though a few of them will have useless joke
messages or references instead.
- Certain objects in the game (specific trees, statues,
and more) spit out four of a pickup
when
tugged on. In the original game, these are green rupees
if you've killed 1 to 3 enemies since the last pull, blue rupees
if you've killed at least 4 but taken damage, and red rupees
if you've killed at least 4 and not taken any damage
(no kills since your last pull results in no items).
The Randomizer randomizes each of the three prizes, selecting
from possible enemy drops.
-
Hoarders
(which the community tends to call "bush crabs")
hide under certain bushes and rocks. Lifting their covering causes
them to start tossing supplies around before vanishing or after a
set amount of time (or until killed). In the unmodified game, these
are green rupees, eventually followed by a red rupee if Link grabs
enough of the green rupees quickly enough. The Randomizer
randomizes both prizes, selecting from possible enemy drops.
- Speaking of enemy drops, those are shuffled, too, but with
certain restrictions. The game associates one of eight prize packs
with each monster to determine what it can drop. The Randomizer
shuffles the prize packs around, but does not change the series
of pickups within any of the packs, and does not change which
enemies share the same pack.
The empty (no drops) prize pack is not shuffled, and the drop
rates for each enemy also remain unchanged.
- Similarly, the pickups dropped when a stunned enemy is killed
and when a frozen enemy is crushed are both randomized.
- How often Agahnim uses blue balls and how many
times Ganon teleports repeatedly without stopping are
randomized ahead of time so that they'll always be the same
for a given seed (at least on your first attempt at each battle),
instead of being randomly determined on the fly. This helps
ensure that no runners get an unfair advantage in competitve
play.
- Each seed gives Blind a randomly selected groanworthy
pun to utter at the beginning of combat.
- Ganon similarly has a random selection of lines to start
combat with, from game quotes to bacon facts to song lyrics.
What about settings that aren't the default ones?
Just about everything can be customized.
Additionally, the site provides a daily challenge using
a random selection of settings each day. These will display some
of the major settings up front, with the option to view a partial spoiler
log that specifies which other settings are in use.
Randomizer Presets
These are the easiest to use. Just pick an option other
than "Default" from the presets dropdown.
- Basic: This uses Basic Item Placement, designed to be
friendlier to casual players; differences from the default Advanced
Item Placement include avoiding certain valid but tricky results,
ensuring that a Lamp is available before any dark
rooms (regardless of lightable torches) are required, and always
making equipment upgrades available prior to requiring more
difficult dungeons. The player begins the game with a sword
(Assured Sword), and must go through the Zelda rescue / castle
escape sequence before exploring the world at large (Standard
World State). All item locations are guaranteed accessible (100%
Locations Accessibility), so keys can't lock themselves in, for
instance. Hint tiles give relevant gameplay tips rather than item
location hints (Hints Off).
- OWG (overworld glitches): This uses Basic Item Placement
and 100% Locations Accessibility, with the caveat that it expects
you to be willing and able to use a variety of glitches on the
overworld along the way, possibly including some major glitches.
This preset also uses the Fast Ganon goal, which means you can
jump into the Ganon fight as soon as you reach the pyramid, without
needing to clear Ganon's Tower. You still need all seven Crystals
to damage him.
- Crosskeys: This preset combines Crossed Entrance Shuffle
with Keysanity. All dungeon, cave, and building entrances and
exits are shuffled among each other across both worlds (except
that the front portion of Skull Woods remains restricted to the Skull
Woods area, Link's house and the back of the Kakariko tavern are
not shuffled at all, and areas you can enter by dropping into a hole
remain paired with their usual non-hole exits), though they remain
coupled such that walking out of a doorway that you just walked
into will always take you back to where you entered from.
All maps, compasses, small keys, and big keys are shuffled
into the general item pool and may appear anywhere, not just
in their usual dungeons, and will tell you which dungeon they
belong to when you find them; additionally, the menu now
indicates how many keys you have for each dungeon, your
world map will only indicate which Pendants or Crystal is in a
given dungeon once you have its map (and the music within
each dungeon is also randomized to avoid giving anything
away), and each dungeon's compass (when you have it and
are in the dungeon) is made more useful by indicating how
many item locations you've collected within the dungeon.
Like OWG, the Crosskeys preset uses the Fast Ganon goal,
so Ganon's Tower is not necessarily required.
- Super Quick: You start with a sword, the goal is Fast Ganon,
and you don't need any Crystals for anything. As soon as you have
pyramid access and the inventory you need to beat Ganon, you
can go do it. Basic Item Placement is combined with Beatable
Accessibility, meaning that you're only guaranteed to be able
to access items you actually need to beat the game. Hint tiles
give gameplay hints rather than item location hints.
- Nightmare: Combines Keysanity with Insanity Entrance
Shuffle (similar to Crossed except that entrances are also
decoupled, so you can walk into a building, walk back out the
same door, and find yourself somewhere completely different
from where you first entered),
Beatable Accessibility, Inverted World State
(you start in the Dark World and certain world functionality
is flipped; more details below), Random Boss Shuffle
(all bosses except Agahnim and Ganon are independently
selected at random), Random Enemy Shuffle (all
monsters are randomly selected, including those hiding under
bushes, along with the odds of that happening, and tile rooms
also use random patterns), Random Enemy Damage
(enemy damage is randomized), Expert Enemy
Health (enemies have randomized, and most likely large,
amounts of health), Swordless mode (there are
no Swords anywhere; some locations are slightly modified to make
them possible with this setting, and the Hammer takes over some
Sword functionality), Expert Item Pool (only three
full heart containers and eight pieces of heart are available, for
a maximum of 8 total hearts, and there are no armor upgrades and
only a basic shield to be found; this would also remove Silver
Arrows except that they remain available when paired with
Swordless), and Expert Item Functionality (magic
potions refill only 25%, health potions recover only 4 hearts, faeries
can't be caught, Powder turns anti-faeries and Bunny Beams into
single hearts instead of faeries, the Magic Cape consumes
magic twice as fast, the Cane of Byrna doesn't provide invulnerability,
the Boomerang and Hookshot can't stun enemies, and Silver
Arrows are disabled except while fighting Ganon).
- Custom: Each of the available settings can be chosen
independently.
More detailed descriptions of some of the settings follow.
World State
- Standard: The game starts basically as the original game
does, with Link in bed and his uncle leaving into the rainy night,
and the castle escape sequence following. In this mode, unless
using the Assured Sword setting to begin the game armed, your
uncle is guaranteed to give some sort of weapon capable of
getting through the castle dungeon (though it may be as awkward as
a pack of ten Bombs). Additionally, while going through the dark
passages on the way out, the game provides you with a cone of
light as though you had the Lamp, even if you haven't found it
yet, a change put in place to ensure this part is manageable
without forcing the Lamp to appear early.
- Open: The game starts basically as though you've already
rescued Zelda (except that none of the chests or other items
along the escape route have been collected and none of the
locked doors are opened), with the option to start at your choice
of Link's house or Sanctuary from the outset.
- Inverted: The Light and Dark Worlds are, in many senses,
flipped. Link's house and the Bomb Shop have traded places,
the caves connecting the mountains to the rest of the world have
swapped into the Dark World in exchange for their counterparts,
portals go from the Dark World to the Light World, the Mirror warps
from the Light World to the Dark World, the Flute only works
in the Dark World, the Moon Pearl protects you from changing form
in the Light World, and the Hyrule Castle tower has traded places
with Ganon's Tower. Numerous other geographical changes have
also been made to ensure everything remains accessible,
including stairs and bridges all over the Light World to reach
normally Mirror-only spots, an opening in the wall around the
Ice Palace, the ability to hop onto Turtle Rock from the tail, and
a stairway up to Agahnim's Tower (where Ganon's Tower would
normally be). Also important to note is that you can Mirror from
the Light World to reach the secondary entrances of Turtle Rock.
Other than all that, this functions much like Open state, with the option
to start at Link's house or the church counterpart dubbed Dark Chapel
from the onset, or on Death Mountain after rescuing the old man.
- Retro: A twist on Standard that reworks a significant amount
of functionality to behave more like the first Legend of Zelda game.
Bows require the purchase of a Quiver for 80 rupees (added to
a random shop) before they can be used at all, and consume
rupees to shoot instead of arrows, 10 per shot or 50 for Silver Arrows
(similarly, obtainable arrows are replaced with rupees). Small keys are
shuffled into the general item pool and work in any dungeon, but fewer
than the usual total are placed, and some shops sell additional
keys for 100 rupees. One randomly chosen single-entrance house
or cave that is normally insignificant will have one of the four sword
upgrades, and four other such locations will give a choice, one time
each, of a free heart container or blue potion (the potion requires
an empty bottle, and the heart containers are extras in addition
to those normally available, but your total health remains capped
at 20 hearts regardless). Furthermore, the sword upgrade hidden
like this may be part of the logical progression—one race
I watched required it fairly early in the seed in order to fight Agahnim,
and a runner who didn't know about these special caves ended
up forfeiting before making it to the Dark World.
Goal
- Defeat Ganon: The default setting, and the same as the
original game. To win, you must defeat Ganon, after clearing
Ganon's Tower to open the arena, which means you also need
enough Crystals to open the tower and to harm Ganon. None
of the Pendants are required unless you need whatever
Sahasrahla is holding or whatever is on the Master Sword
pedestal. As such, runners tend to prioritize dungeons with
Crystals and put off those without.
- Fast Ganon: Like Defeat Ganon, except that Ganon's
Tower is not required. The hole in the pyramid (or Hyrule
Castle in Inverted world state) starts off already opened
(except when entrances are shuffled).
However, if Ganon's Tower requires fewer Crystals to open
than beating Ganon does, runners may still need to venture
into the tower for items to finish additional dungeons.
- All Dungeons: You must beat the boss of every dungeon,
including Agahnim in Hyrule Castle tower, and then go beat
Ganon.
- Master Sword Pedestal: The Triforce is sealed on the
pedestal. You must collect all three Pendants and pull it out to win.
In a complete reversal from the usual goal, the Crystals generally
aren't required, since the only thing they do in this mode is open
Ganon's Tower, and Ganon himself is invulnerable.
- Triforce Pieces: A number of Triforce fragments are shuffled
into the item pool. To win, you must collect enough of them and
bring them to Murahdahla, a sagely NPC added in the Hyrule
Castle courtyard. The amounts can be set manually when using
the advanced settings under the Create Cusom Game menu,
and will default to 30 pieces available with 20 needed to win
otherwise. No dungeons are necessarily required, and Ganon
is again unbeatable.
In case you don't know the exact goal or need a reminder,
a sign is added near the top of the pyramid (or on the upper part
of Hyrule Castle in Inverted world state) that indicates what you
need to do to win and (if applicable) how many Crystals you need
to beat Ganon. As of v31.0.8, the sign additionally indicates
whether clearing Ganon's Tower is required, but not how many
Crystals are needed to open the tower (a separate sign by the
tower gives this information regardless of goal). Ganon himself,
if you encounter him prematurely, will also say something related
to the goal setting and why there's no point in continuing the fight
just then.
Swords
- Randomized: The default setting. You start without a sword,
and four sword upgrades are shuffled into the general item
pool.
- Assured: You start with a sword, and there's one fewer
sword than usual in the item pool. (Note that in Standard and Retro
world states, you can't actually use your sword until after reaching
your uncle, since the game disables the sword button until then.)
- Vanilla: The sword upgrades are placed at your uncle, the
Master Sword pedestal, the blacksmith, and the pyramid faerie.
- Swordless: There are no swords. The Hammer takes its
place for activating tablets, breaking Agahnim's barrier, and
damaging Ganon. Doorways blocked by curtains or vines, which
normally need to be slashed open, start off already opened.
Medallions only work at specially marked locations (the spots
for opening Misery Mire and Turtle Rock, plus several Bombar
tiles added inside the Ice Palace to melt things), and are
unusable anywhere else. Finally, Silver Arrows are guaranteed
to be available, even when using Hard or Expert Item Pool
settings, because the Ganon fight would be nearly impossible
otherwise.
Entrance Shuffle
These settings allow for shuffling the connections between
the overworld (i.e., Light World and Dark World) maps and the
indoor map (caves, houses, dungeons, etc.). When Hints are
enabled in modes with shuffled entrances, they may give
information about where some of the entrances lead.
Certain entrances have special logic across all options.
The back entrance to the tavern in Kakariko Village is the only
one that faces that direction, so it's never moved around.
The
Skull Woods dungeon is complicated enough that all of the
entrances to the front section are only ever shuffled with each
other, even on the most chaotic settings
(this isn't always the case, though I haven't checked
enough to be certain which level of shuffling starts mixing these
entrances in with all the others; most likely it's only in Insanity
due to holes and their exits being decoupled). The main
entrance to Hyrule Castle, as well as the side area with your uncle,
are not shuffled when using Standard or Retro world state, to ensure
that the escape sequence remains possible (the upstairs exits
from the castle are also blocked off at first for similar reasons).
Finally, Link's House is not shuffled, except when paired with Inverted
world state, in which case it connects to a random Dark World location.
Additionally, when the goal is Fast Ganon, the hole in
the pyramid (or Hyrule Castle in Inverted world state) does
not start off already open; however, unless Ganon
or something else that's required happens to be there, you don't
need to clear Ganon's Tower to win. In contrast, when using the
Defeat Ganon goal, although you'll often be able to reach
Ganon without clearing Ganon's Tower, you can't actually
damage him until after clearing the tower.
- None: The default. Entrances and exits lead where they
do in the original unmodified game.
- Simple: Entrances are grouped by
type—single-entrance dungeons (including the final section
of Skull Woods), all other Skull Woods entrances, multi-entrance
dungeons (Hyrule Castle, Desert Palace, and Turtle
Rock), Light World mountain caves, locations that can
be entered by dropping into holes (which remain paired
with their other entrances, so, for example, after dropping into the
hole by the smithy, the exit always comes out at the cave by the
smithy regardless of what's down there), all other
single-entrance locations, and all other multi-entrance
locations—and shuffled only within their type. Additionally,
the cave leading up to the mountain is not shuffled, and all
entrances of every multi-entrance location connect to the same
world.
- Restricted: Like Simple, except that all
non-dungeon entrances are shuffled with each other, including
the cave that leads up the mountain. Dungeon entrances are
still shuffled only amongst themselves, with multi-entrance
dungeons keeping all their entrances grouped together.
- Full: Like Restricted, except that all dungeon entrances
(other than the front areas of Skull Woods) are shuffled in with
everything else. Dungeons can be anywhere, and each
entrance of multi-entrance dungeons may now lead to
a completely different area from the other entrances.
- Crossed: Like Full, except that locations with two or more
entrances may connect to the Light World by one entrance and
the Dark World by another. This often allows for bypassing the
usual requirements for entering the Dark World, making
logical progression more complicated than ever.
- Insanity: Other than single-entrance houses and caves,
entrances are decoupled, meaning that going in through a doorway
and back out the same doorway may take you somewhere
else entirely—entrances and exits are effectively one-way.
(Note that single-entrance dungeons are not exempt
from this, only single-entrance non-dungeon locations.)
Additionally, for locations that can be entered by dropping into
holes, the other entrance can lead anywhere and not just to the
exit otherwise associated with the hole.
Note that more than one indoor location may exit to the same
place.
Whether an indoor location is considered to be in the Light
World or the Dark World (and therefore whether you need the
Moon Pearl to function normally) depends on which world it was
entered from. This also affects certain monsters. For example, the
rats in the Light World and the cricket things in the Thieves' Town
attic share the same internal ID, and will have considerably more
health and inflict considerably more damage (and won't squeak)
when in what the game regards as a Dark World location, even if
they still look like Light World rats. On Crossed or Insanity, the
same location may be treated differently based on which
entrance you use.
Item Pool and Item Functionality
Selecting Hard or Expert for Item Pool increases overall
difficulty by reducing the amount of health, armor, swords, shields,
and bows available in the seed. Hard caps at 14 maximum hearts
(7 full containers and 16 pieces plus the starting 3 hearts), green
mail, tempered sword, red shield, and (unless using Swordless
mode) normal arrows. Expert further reduces the health cap to
8 maximum hearts (3 full containers and 8 pieces plus the starting
3 hearts), the sword cap to Master Sword, and the shield cap to
the basic shield (though you can still buy a red shield in the shop
that sells one). These items will continue to be placed as usual,
but once a player reaches the maximum allowed level for any of
them, all remaining items of that type will be replaced with packs
of 20 rupees, displayed as a green rupee with a 20 on it instead of
as the usual red rupee to indicate the substitution.
Item Pool also has a Crowd Control option, which is used
with the Twitch Crowd
Control feature that allows viewers to interfere with the game
as it's played.
Note that because the Hard and Expert settings for Item
Pool remove Silver Arrows from the game, using either may
force you to beat Ganon Silverless, even when the Glitches
Required setting is None. The exceptions are when the
Swordless option is also active (because finishing Ganon off
without Silver Arrows or a sword is next to impossible even for
skilled runners) and of course when the goal doesn't involve
beating Ganon to begin with.
Selecting Hard or Expert for Item Functionality increases
overall difficulty by reducing the effectiveness or limiting the
usability of a number of items. On Hard mode, Potions don't
work as well, the Bug Net can't catch faeries, Magic Powder
turns anti-faeries and similar things into hearts instead of faeries,
the Magic Cape burns through magic twice as fast, the Cane of Byrna
doesn't make you invincible, the Boomerang can't stun enemies,
and Silver Arrows are disabled outside of Ganon's room.
Expert mode further reduces potion effects and additionally
removes the ability of the Hookshot to stun enemies. These
restrictions are apparently lifted when in Spike Cave, and
possibly a few other locations with damaging floors.
Prior to v31, these two settings were both part of a single
Difficulty option. Sometimes race commentators still have trouble
remembering that they're no longer coupled and that Hard Item Pool
doesn't necessarily mean Hard Item Functionality, or vice versa.
Other mode shorthands
The community has come up with several special modes
that aren't directly available from the presets, including:
- Enemizer: A portmanteau of "enemy randomizer",
this is the module of the Randomizer that deals with enemy data,
potentially including changing which enemies appear where,
how much health they have, and how much damage they inflict.
When Enemizer is mentioned in commentary or descriptions, it
typically means that some form of Enemy Shuffle or Boss Shuffle
(or both) is active. In addition to making things more chaotic,
Enemy Shuffle also reduces the requirements for some dungeons
by ensuring that kill rooms never have any enemies with only a
single vulnerability, which for instance means that a Bow will never
be specifically required for anything other than the cyclops statue
in the Palace of Darkness. Boss Shuffle may unpredictably either
raise or lower requirements for clearing a dungeon, since (nearly)
any boss can show up in (nearly) any dungeon.
- Ambrosia: Standard World State with Assured Sword, your
uncle gives you a clue to where the Pegasus Boots are as he
leaves the house, and bosses always drop non-dungeon items
(meaning they never have maps, compasses, or big or small
keys). Knowing that bosses have items from the general pool
sometimes lets runners skip more chests sooner (for instance, if a
dungeon has three items and they find two, then the last one must
be on the boss), but also tends to make them more reluctant to
enter a dungeon before they have everything needed to clear it
(for instance, Skull Woods has only two items, so they can get
at most one if they don't have the Fire Rod to enter
the last section... unless that one item is the Fire
Rod).
- Invrosia: A twist on Ambrosia. Inverted World State with
Assured Sword, bosses always drop non-dungeon items,
and big keys (other than the Ganon's Tower big key) are shuffled
into the general item pool so that it's less likely the game will
expect you to face a difficult Dark World boss with minimal
equipment.
- Wild Maps and/or Compasses: Instead of being restricted
to appearing in their usual dungeons, maps/compasses are
shuffled into the general item pool and may appear anywhere
in the game. Functionally, the main effect is that since these items
are free to appear anywhere, dungeons are more likely to have
more (potentially) useful items. By the same token, this prevents
runners from being able to safely skip chests once they've found
everything except the map and compass in a dungeon.
Additionally, when maps are wild, the world map won't show
whether a dungeon has a Pendant or a Crystal until you find
the map for that dungeon (and the background music for each
dungeon is randomized between the two dungeon themes to
avoid giving it away), making it more difficult to decide whether
any given dungeon is worth clearing.
- Spoiler Log Race: Runners are provided with the spoiler
log shortly before the race starts so they can (attempt to) plan out
their routes ahead of time. They may also continue to refer to the
spoiler log during the race, and may even watch each other's
streams and the race commentary if they want to. Since runners
(in theory) already know where to find everything they need, this
mode emphasizes quick planning, efficient routing, and
proficient execution. I've also seen a team variant of this where
one person plays the seed while in communication with
a teammate who has the spoiler log.
- Mystery Seed: Runners aren't told what settings are in place,
and have to figure things out as they play. Races done in this
format typically have a predetermined range of possible options
with weighted probabilities for each one, so that the runners have
some idea of what to expect but don't know any specifics ahead
of time. Naturally, this increases unpredictability.
Extended options
Select Create Custom Game from the Generate Game
dropdown at the top of the page to specify all sorts of things that
aren't available in the basic interface, including changing Link's
starting inventory, customizing the item pool, placing items in
specific locations, and much more.
The extended options even include items that aren't used
otherwise, including non-progressive items, 1/4 magic consumption,
clocks that affect remaining time when using the time limit function
also found in the extended options, and the rupoor (which reduces
money on hand when collected).
Want to test your survival skills? Try setting the Timer mode
to Countdown OHKO and the Timer Start to 0...
What if I want more things to be randomized?
There are at least two Randomizer extensions, not included
in the main build so far, that add even more options.
Door Randomizer
Expanding on the Entrance Randomizer concept, this takes things
a step further and shuffles rooms and connections within
dungeons. This, of course, substantially complicates the logic,
and also makes the item counting function added to the compass
far more useful than it would be otherwise.
Dungeon entrances may appear in different rooms from usual.
The nature of other connections between rooms may also be changed,
not just their destination. For instance, a locked door may be replaced
with a cracked wall, or a normally open doorway may now require
a key. Big key doors, to the best of my knowledge, are never moved,
changed, added, or removed. Dropdowns and teleporters are also
never altered, and there seem to be a few other special cases that always
remain intact. Note that in a room with both a dropdown and a stairway
leading downward, the stairway and dropdown may lead to completely
different places, and similarly that a stairway up from a room dropped
into may not lead back to the room dropped from.
Some larger rooms have as many as three exits on the same
side, and all three of these may end up connecting to different
places. For instance, the northwestern room of the front area of
Thieves' Town has three exits leading east, two on the lower
level and one on the upper level. Each may lead somewhere
different.
Door Randomizer adds an indicator on the HUD that shows
which dungeon you're currently considered to be in (L3, for Light
World dungeon 3, is Tower of Hera, for example). Unless bosses
are shuffled, each dungeon will have its usual boss. Keys, as usual,
work only within their own dungeon.
As an artifact of how the game is structured, all rooms within
the same "supertile" always remain connected to each
other; only transitions between supertiles are affected. Supertiles
are groupings roughly two screens tall by two screens wide that
the game often divides into four smaller rooms, or one long or one
wide room along with two smaller ones, or any of various other
combinations. (As a simple example, each floor of the Tower of
Hera is one supertile. The gridlines on the dungeon map in the
unmodified game helpfully divide it by supertiles, and even in
Door Randomizer, the blinking dot that shows your current location
still (if visible at all) indicates your relative position
within a supertile even though the map is largely useless otherwise
with the rooms shuffled.)
More recent versions of this also add the ability to include
as part of the shuffle the special items (i.e., keys) found under pots
and as drops from specific monsters.
Since the map doesn't really work very well with the rooms
jumbled around, getting a dungeon's map now also shows how
many keys you've collected and how many there are for the
dungeon. I'm not clear on whether keys found under pots or
dropped from monsters are included in this count if they aren't
shuffled, or it may just depend on the version.
Having the compass also displays a blinking indicator
when the boss is in a supertile adjacent to the one you're
currently in.
Door Randomizer may be approaching inclusion in the
main Randomizer interface, given that the final dungeon of the
2020 spooky festive event featured shuffled rooms in its final
dungeon, and the 2020 winter festive event used dungeons
in this style that combined rooms from multiple standard
dungeons.
Multiworld Randomizer
This creates a sort of cooperative mode,
using two or more interconnected games with items
for each player shuffled across all of them. An external
server handles communication between the games so that
items found in the "wrong" game are given to the
appropriate player.
To make things even more interesting each player can,
as I understand it, use completely different settings for everything
else. If one player wants to play some basic Defeat Ganon in Open
world state with Basic item placement and no special tricks,
and another wants more of a challenge and would rather play
All Dungeons Swordless Inverted Crosskeys, they can both
have things their way and still play together. (Please
correct me if I'm wrong, since I haven't tried this variant out.)
Multiworld may be combined with Door Randomizer.
I've also seen runs, I think using Multiworld, that had the
pots within each room shuffled amongst each other. That is,
a button that would normally be under one pot could appear
under a different one in the same room, and the items were
similarly moved around.
What if I want to mix in another genre entirely?
You're in luck! At least, possibly. Other games have
their own randomizers, and after seeing a joking comment
about combining the ALttP Randomizer with a Super Metroid
Randomizer, someone decided to look into it and found that,
by lucky coincidence, the two games use different memory
regions and can be combined in a single cart without much
trouble, with a shared region used to communicate
between the two games. And so the
SMZ3 Randomizer
came to be.
Items and powerups from each game are shuffled
across both games, and the two games are connected at
set crossover points through entrances that normally aren't
particularly useful (such as the fortune teller southeast of
Link's house). In addition to collecting Crystals and defeating
Ganon as Link, runners must also defeat Mother Brain and
escape planet Zebes as Samus.
Other randomization options for SMZ3 are currently
quite limited, though the site indicates plans to add more.
It's also my understanding that the Super Metroid side
expects a higher degree of familiarity with quirks of the game
mechanics and various less-than-obvious tricks, making it
less accessible for casual players. Personally, I'd rather
watch SMZ3 Randomizer runs than play one.
Miscellaneous terminology and abbreviations
Shorthand names for dungeons
(in standard dungeon order)
- Hyrule Castle: HC, Escape (escape sequence)
- Eastern Palace: EP, Eastern
- Desert Palace: DP, Desert
- Tower of Hera: TH, Hera
- Hyrule Castle Tower: CT, Agatower (Agahnim's tower), AT
- Palace of Darkness: PD, PoD (typically pronounced "pod")
- Swamp Palace: SP, Swamp
- Skull Woods: SW
- Thieves' Town: TT, Thieves'
- Ice Palace: IP, Ice
- Misery Mire: MM, Mire
- Turtle Rock: TR
- Ganon's Tower: GT
Various other location and NPC names
(alphabetically)
- Back of Escape - the section of the passage from Hyrule
Castle to the church reached by dropping down from the graveyard,
in particular the three chests behind the weak wall
- Bob - one of the antifaeries in the room above the Armos
refight in Ganon's Tower; in Randomizer runs, Bob has a glitched
appearance if the item on the torch was not collected (this glitch
could be, and at one point was, patched, but has gone back to
being unpatched due to popular demand)
- Bob's Torch - the torch with an item on top, down the lefthand
stairway from the entrance of Ganon's Tower; collecting the item
returns Bob's appearance to normal, which is why this torch is
Bob's, and taking the item is sometimes called killing Bob
- Bonk Rocks - any pile of rocks that crumbles when dashed
into, most often the one west of the church with a cave under it that
has a chest
- Bow-Locked Side - in the Palace of Darkness, the section with
two chests reached by going down the righthand staircase near the
entrance, into a teleporter, and through a Mimic kill room (which
logically requires a Bow unless enemies are shuffled, though
glitches can get around that)
- Brewery - the bombable small building in southwestern
Village of Outcasts with a chest on a lower level next to some
barrels
- Bumper Cave (or Ledge) - the Dark World cave (or the ledge
with an item reached by passing through that cave) with a bumper
blocking the way inside, located at the place corresponding to the
mountain access cave in the Light World
- C House - the house in northeastern Village of Outcasts with
a chest in the back of its roughly C-shaped interior
- Cave 45 - the cave southwest of Link's House reached via
Mirror, named for its numbering on one map of entrances
- Checkerboard Cave - the cave under a rock reached by
Mirror in the northeastern desert, containing an item past a
checkerboard pattern of pushable blocks
- Coffee Break Room - the tile room in the Tower of Hera basement
and/or the chest beyond it, so named because it's fairly simple to
stand in the activated crystal switch blocks for invulnerability from
the tiles and go AFK for a little while
- Dark Cross - the cross-shaped dark room between Hyrule
Castle and the church, in particular the chest inside it
- Dark World Shopping Mall - the three caves on the eastern
shore of the icy lake, generally irrelevant unless entrances are
shuffled
- Desert Ledge - the raised area of the desert reached through
the Desert Palace, particularly the item on it
- Desert Torch - the torch with an item on it inside Desert Palace,
which requires the Boots and may prevent progression without them
- Floating Island - the detached island with an item east of the
Tower of Hera
- Hammer Pegs - the cave opened by pounding down all the
pegs near the Dark World equivalent of the smithy
- Harmless Hellway - the room in Palace of Darkness
with a chest to the side of a narrow corridor with moving spikes;
it looks intimidating but pushing the statue near the chest into the
middle defuses the danger entirely (except in Door Randomizer
when entering from the south)
- Hellway - the corridor in the back of Thieves' Town featuring
a long vertical conveyor belt riddled with spiked blocks and an
assortment of annoying enemies
- Hobo - the guy camped out under the bridge east of Link's
House who hands over a bottle in the unmodified game
- Hookshot Cave - the cave under a big rock atop Dark World
Death Mountain that contains multiple chests reached by
Hookshot
- Hope Room - the room with two chests down the righthand
staircase in Ganon's Tower, where runners hope to find the big
key immediately
- Hype Cave - the bombable cave, south and a bit east of the
bomb shop, with an NPC that gives an item in the front and four chests
behind another bombable wall in the back, so named because
it was practically guaranteed to have progression items under
earlier versions of the randomization algorithm
- Ice Rod Cave - the cave on the eastern shore of Lake Hylia
that contains the Ice Rod in a standard playthrough
- Ice T - a room in Ice Palace shaped like a sideways T
(⊢) that has a treasure chest
- Jeremiah - the frog smith, presumably because of Three Dog
Night's Joy to the World ("Jeremiah was a bullfrog...")
- Kakariko Well - the cave jumped down into in northwest
Kakariko containing three chests in the open and a fourth behind
a cracked wall
- King's Tomb - the chamber with a chest under the tombstone
in the northeast graveyard, requiring Titan's Mitts or the Mirror to
reach
- Laser Bridge - the narrow bridge deep in Turtle Rock with
four chests on side branches guarded by laser eyes
- Lava Chest - the vanilla big key chest in Turtle Rock,
in the room with pipes over a background lava pit
- Left Side Swamp - the two relatively isolated chests in the
western side of the main level of Swamp Palace, which runners
generally hope to be able to skip
- Light World Hype Cave - a nickname for Mini-Moldorm
Cave, which, like Hype Cave, has four treasure chests plus an
NPC with a fifth item
- Luck Faerie - the great faerie that upgrades bomb/arrow
capacity, usually ignored unless a runner is short on weaponry
- Lumberjack Ledge - the ledge in the cave behind the
lumberjacks' hut, reached by dashing into the tree they were
cutting after beating Agahnim in Hyrule Castle Tower; since it's
not readily accessible, runners prefer to see something
unimportant here
- Magic Bat - the strange creature that appears and gives
an item when Powder is sprinkled on the mysterious altar in the
cave under the smithy
- Mimic Cave - the cave with a Mimic kill room reached by
Mirror from the ledge outside the Turtle Rock big chest room
- Mini-Moldorm Cave - the cave southwest of Lake Hylia
with four mini-moldorms in the entrance, then four chests and
a thief that gives out an item beyond them
- Mire Shed - either of the two side entrances next to the
Misery Mire dungeon entrance, especially the one on the left
that has two chests inside
- Old Man - typically refers to the lost old man on the mountain
who gives an item and provides a new continue location once
escorted to his cave
- Paradox Cave - so named because falling from the apparently
lower entrance leads to the same cave as the apparently higher
entrance, this is the cave in the southeastern Light World mountains
with two chests behind a bombable wall and five more in a room with
a crystal switch and mini-moldorms
- Ped - the pedestal where the Master Sword rests in the
standard game
- Purple Chest - the escortable locked chest that appears
in the Dark World equivalent of the smithy after reuniting the
smiths
- Pyramid Faerie - the upgrade faerie inside the pyramid
(two chests and a bottle refill in Randomizer)
- Rando Room - a room with four chests in the
basement of Ganon's Tower beyond a destructible wall beyond
a cracked wall in a teleporter maze, so named because it's
only worth visiting in a Randomizer run
- Right Side Desert - the two chests beyond the locked door
on the eastern side of the front section of Desert Palace, which
can be something of a pain to reach if the key is somewhere
inconvenient, especially in Keysanity
- Safety Door - the bombable exit from Laser Bridge,
which provides a convenient restart point deep in Turtle
Rock in case of an unfortunate death
- Sahasrahla's Closet - the room with three chests behind
a cracked wall in the back of Sahasrahla's hut
- Scamfish - the king of the Zora, who more often than
not gives you junk in exchange for 500 rupees
- Shooter Room - the room with a chest and two fireball
shooters down the lefthand staircase shortly into Palace of
Darkness
- Sick Kid - the bedridden boy in Kakariko who gives you
something if you show him a Bottle
- Smith Chain - the items gained by reuniting the smiths and
opening the locked chest (sometimes also hammer pegs or
magic bat, since they're in the area)
- South Shore - the items along the south shore of Lake Hylia,
typically meaning the floodgate and underwater item outside of it,
Mini-Moldorm Cave, and Ice Rod Cave
- Spike Cave - the cave below Ganon's Tower with a chest
at the end of a winding passageway covered in spikes
- Spiral Cave - the cave in the eastern Light World mountains
with a spiraling path that ends in a dropdown to a chest
- Stumpy - the flute boy, turning into a tree in the Dark World
grove, who gives you an item
- Superbunny Cave - the cave next to Hookshot Cave
that has two chests and a full magic refill, so named because
it's possible to fall into the room with the chests, thus activating the
superbunny
glitch if visiting without the Moon Pearl and allowing the
chests to be opened regardless
- Validation Chest - the final chest in Ganon's Tower, which
appears after beating the Moldorm refight
- Waterfall Cave / Waterfall Faerie - the upgrade faerie behind
the waterfall (two chests and a bottle refill in Randomizer)
- Waterfall Chest - the chest that appears after pushing a block
in the room fairly deep in Swamp Palace with waterfalls all along
the north wall
Some item shorthands and nicknames (alphabetically)
- Arrow of Destiny - the single arrow item, originally found in
Palace of Darkness perhaps as a clue to shooting the statue
- Bacon Sword - Tempered Sword, for its color
- Big 20 - a red rupee, worth 20
- Butter Sword - Gold Sword, for its color
- D - Bow, for its shape
- Dorito - a Triforce piece, for its yellow color and triangular shape
- Fire Source - Lamp or Fire Rod (for lighting torches),
or Bombos or Fire Rod (for melting ice)
- Glitch Stick - Cane of Somaria, due to the many glitches
it's involved in
- Goo (Red, Green, or Blue) - a potion
- Green 20 - A pack of 20 rupees displayed as a green rupee
with a 20 on it instead of as a red rupee; these replace items that have
been removed from the item pool, which also makes them a clue to the
settings when they appear in a mystery seed
- Life Lesson - small amounts of rupees awarded for paying
large amounts, usually to King Zora
- Little Bit of Love - heart container piece
- Literacy - Book of Mudora
- Metal Hotdog - Hookshot, presumably from the handle's appearance
- Riot Shield - Mirror Shield
- Sanc Heart - the Heart Container originally found in the
chest at Sanctuary, distinct from other full containers in that it
heals the player when collected
- Sticks - Arrows
- Swagnet - Bug-Catching Net
- Swingy - any sword
- Vampire Skewers - Arrows
- Zora Money - 500 or more rupees, enough to pay the Zora king
7/7 (and similar combinations of two numbers)
How many Crystals are required to open Ganon's
Tower and how many are required to beat Ganon, respectively.
Both default to 7, and can be set independently.
A 4/6 seed, for example, requires four Crystals to open
Ganon's Tower and six to beat Ganon.
As mentioned in passing above, seeds that require fewer
Crystals to open Ganon's Tower than to defeat Ganon have a
chance for progression items to appear inside Ganon's Tower.
In other words, you might need to collect enough Crystals to
access the tower and retrieve something from inside before
you're able to get the rest of the Crystals you need to fight
Ganon, even if the goal is Fast Ganon and actually clearing
the tower isn't required. Similarly, even a Pedestal goal may
force you to clear Crystal dungeons to enter the tower for items
you need to clear the Pendant dungeons.
Aga (Agahnim) Seed
Any seed that logically requires the player to beat
Agahnim in Hyrule Castle Tower, whether to open up the tree
the lumberjacks were cutting down, to access the Dark World,
or for some other less probable reason. Typically, the first
Agahnim fight is completely optional unless the goal is All
Dungeons.
In some cases, runners may be able to go out of logic
to avoid fighting Agahnim without breaking any racing rules
even in a logical Aga seed. As a simple example, if one set
of Gloves and the Moon Pearl are readily available, but the
Hammer is in Waterfall Cave and the Flippers and second
set of Gloves are in the Dark World, beating Agahnim is
logically required for Dark World access. However, runners
can use the Fake Flippers glitch to collect the Hammer,
then use that and the Gloves to reach a warp tile without
fighting him.
BK Mode
Sometimes in a multiworld game, a player will get to the
point where they've checked everything they possibly can with
the items they have, and need to wait for an item from someone
else to make any further progress. Apparently, a streamer who
got stuck like this for a while once ducked out to get something
from Burger King, and the name stuck.
Blind Pull
When a runner pulls the item from the Master Sword
pedestal without having confirmed what's there ahead of time.
Since the pedestal itself is somewhat out of the way, on top
of the prerequisite of clearing dungeons for the Pendants
even though they aren't required to clear most seeds, this
doesn't happen very often.
Check
The act of confirming what was placed in a location, either
by actually collecting the item or by other means where applicable
(looking at items that are out in the open, reading Hylian text, etc.).
"Check" is also used as a noun to mean these locations
themselves, so every treasure chest is a check, viewing any
location that has a visible heart piece in the unmodified game is
a check, things that can be collected without going into dungeons
are overworld checks, and so on.
Connector
When entrances are randomized, any indoor location with at
least two exits, such as the elder's house in Kakariko or many of the
mountain caves. Connectors tend to be especially important, as
they often act as convenient shortcuts and may even be the only
way to reach certain areas.
Double Dipping (or Triple Dipping, or...)
Visiting a dungeon twice (or three times, or...). Because of
the time involved in traveling to and progressing through a dungeon,
runners prefer to avoid double dipping whenever possible, and
will often put off dungeons they aren't yet able to clear. However,
although advantageous routing can avoid double dipping in some
cases, other situations leave it as the only choice, especially in a
Keysanity seed, where keys are scrambled all over the worlds.
EG
Short for "exploration glitch", which refers to any
of several ways getting Link onto the wrong layer of an indoor area
(the upper and lower levels of the main Hyrule Castle area, for
example, are different layers). This makes the walls meaningless
(in many areas) and allows for transitioning screens in directions
that were never intended. The most infamous use of it involves
navigating to Ganon's room and walking off the north edge to
reach the ending mere minutes after starting the game. Any use
of EG is unsurprisingly banned in Randomizer races, though
runners sometimes do it when playing just for fun, particularly
if stuck in a multiworld seed.
Frustration Slashes
Runners often tend to slash their sword a few times in
frustration after finding an essential item they could have had
ages ago if they'd only bothered to check there sooner, or after
putting a lot of time and effort into a check that turns out to be
largely pointless.
Similarly, some runners might plant Bombs on chests
and NPCs to express their feelings when annoyed.
Go Mode
The state when a runner has (or knows exactly how to get)
everything they need to clear the seed. Upon reaching Go Mode,
a runner will typically rush through any required dungeons and
make a bee line for the goal. The phrase may also be used
as a verb, with "Go Moding" a dungeon meaning
to head straight for the boss, skipping as much along the way
as possible and ignoring anything that isn't either absolutely
necessary or at the very least along the way.
Ice Rod Hunt
What happens when a seed comes down to finding one
last item that could be just about anywhere in the game. The
Ice Rod is often the item in question when this happens (hence
the name), because it's required to beat Trinexx and for literally
nothing else, so has almost no restrictions on its placement.
Other fairly common "Ice Rods" include the Mirror
when Swamp Palace is required or certain keys when using
Keysanity.
There's also a custom mode by this name, in which you
start with every last inventory item except the Ice Rod,
and need to hunt it down and beat Trinexx to win.
In Logic
Unless using the No Logic setting for Glitches Required,
the Randomizer will place items in a logical sequence of
progression, such that one thing will lead to another thing and
so on until the game is cleared. Anything that the item placement
logic expects you to be able to reach at a given point in a
playthrough is "in logic". When a Lamp is available
(even if not yet found), for instance, all reachable dark rooms are
in logic.
Staying in logic helps runners avoid missing things,
but can also slow them down as compared to using permitted
minor glitches or dark room navigation to check potentially
important things that aren't in logic yet.
Item Go Mode
In any seed with keys shuffled outside their dungeons,
this is when a player has all items needed for Go Mode,
but still needs keys they haven't yet found. Similarly, this could
also happen when using Entrance Shuffle if the player doesn't
yet know the location of a dungeon they need to clear.
Key Logic
The Randomizer places keys in a way designed to make
no assumptions about how a runner will use them, sometimes
alternately described as assuming the runner will misuse every
key as wastefully as possible. Key logic is the fairly complicated
set of rules that determines the specifics of that, and is especially
relevant when keys are shuffled outside of their usual dungeons.
Familiarity with key logic isn't necessarily essential, but it can
make a difference in reading the seed and determining what the
logic thinks you're supposed to have access to at any given point
in the run, or can give clues as to what the logic thinks you're
supposed to have already found before going to a certain
location.
For example, the Palace of Darkness has a total of six
small keys. If you're Go Moding the dungeon and already have
the Bow, the Hammer, and the big key, you can head straight to
the boss through the Bow-locked side and only need to use a
single small key along the way. However, all six small keys are
logically required to reach the boss, because you could already
have used five keys to open the other five locked doors. If the
boss drops the Hookshot, for instance, you can be certain that
the Hookshot is not required to reach any of the PoD
small keys.
Similarly, four small keys are logically required to reach the
compass chest, even though you can reach it with just one key,
because you could already have spent additional keys on the
central entryway, the stairs to the big key chest, and the locked door
on the way to the boss. It's four rather than six because the final two
locked doors are in the same section of the dungeon as this
chest, so you can't use keys on those until you have access
to the compass chest anyway.
Swamp Palace, by way of contrast, is far more straightfoward.
It has just one randomized key, and that key is required to reach
anything past the first room.
For another comparitively simple example, Desert Palace
has a single randomized key that's meant for unlocking the right
side of the front section, in addition to several non-randomized
keys and corresponding locked doors in the back section. If you
haven't found the randomized key, you can either use the keys in
the back to reach the boss as intended, or steal one to open the
right side of the front, but not both. Since the game can't make any
assumptions about which one you're going to do, neither
the right side in the front nor the boss is in logic until
the randomzed key is available. Similarly, if the small key is on
the torch (and this applies even when keys are restricted to their
own dungeons), then both the right side and the boss are out of
logic without the Pegasus Boots.
Know Mode
Named because the audience knows where to find all
the items required for Go Mode, this occurs during a race when
everything needed to clear the seed has been found by at
least one runner, but no single runner has everything they
need.
NMG
Short for "No Major Glitches", a standard
speedrun ruleset. Some glitches that are allowed in a
Randomizer race are banned in NMG, and the very nature
of randomization means situations can come up that aren't
even possible in an NMG run (not to mention many others
that, though they could happen, never
would in a serious speedrun because there
are faster ways of getting through the game).
When NMG is mentioned in a Randomizer context,
it tends to be essentially a shorthand for saying that
something is going much as it would in a non-randomized
speedrun, such as fighting Vitreous without the
Golden Sword or Silver Arrows (which, in the unmodified
game, aren't available until after beating it). Shooting
Vitreous with Silver Arrows is therefore very much
not an NMG strategy; it's also extremely
effective and the preferred method in Randomizer when
available.
Out of Logic
Unless using the No Logic setting for Glitches Required,
the Randomizer will place items in a logical sequence of
progression, such that one thing will lead to another thing and
so on until the game is cleared. Anything that the item placement
logic does not expect you to be able to reach at a given point in
a playthrough is "out of logic". For example, runners
fairly often use the Fake Flippers glitch to go for a swim before
finding the Flippers. Anything they get to by doing that, and
anything that items found that way may lead to, is out of logic
until the Flippers become available (unless they were already
available and merely hadn't been found yet, in which case all that
was technically in logic all along and the runner just didn't know
any better).
Going out of logic may give runners an advantage
by letting them skip ahead, or finish off a dungeon that would
otherwise require double dipping, but may also lead them
away from important items that the logic expected them to find
relatively early on.
Ped (Pedestal) Seed
Any seed that logically requires the player to obtain
the item on the pedestal, and therefore all three pendants.
As with Aga seeds, there may be ped seeds that runners
can work around with authorized glitches, though it takes a
more unlikely scenario for that to happen. I think a 6/6 seed
with Flippers on pedestal and Crystals in Swamp and Ice
and would count, since a runner could avoid Swamp entirely
and fake flipper to reach Ice for their sixth Crystal.
Every seed with the Master Sword Pedestal goal is,
of course, unavoidably a ped seed.
Progression
Anything that gives a runner access to more of what they
need to clear the seed. A Tempered Sword kills things quicker,
which always helps, but won't be progression because the
Master Sword can already do everything it can, if more slowly.
Gloves, on the other hand, are virutally guaranteed to be
progression. Boots may or may not be, depending on whether
there's anything important in the limited number of locations
that require them.
Schrödinger's Go Mode
When a runner might or might not be in Go Mode, and can't
yet tell which. For example, a 7/7 Defeat Ganon seed with a
Crystal in Turtle Rock is this when a runner has every item that
could possibly be required except for one of the medallions,
and doesn't know which medallion opens the dungeon. Having
everything but the Pegasus Boots is another case, since it's
always possible the Ganon's Tower Big Key will be on Bob's
Torch.
Sphere 0
Everything that's logically available immediately, with no
items obtained (other than Bombs, which can be bought or found
as random drops). In a typical Open seed, without anything tricky
like Inverted mode or shuffled entrances, these include the
chests in Link's House and Sanctuary, Uncle and the front
of Escape (which you can do with just Bombs if need be) the
mushroom spot and thief hideout in the Lost Woods, most of
Kakariko, South Shore checks, Aginah's cave, Sahasrahla's
closet, and part of Eastern Palace.
Whatever you gain access to by clearing Sphere 0 is then
Sphere 1, anything Sphere 1 gives you access to is Sphere 2, and
so on. However, typically only Sphere 0 is discussed, partly
because it's always the same for the same settings (not counting
Entrance Shuffle), partly because higher-level spheres are far
more confusing to keep track of, and partly because few things
are as frustrating as searching high and low for a critical item only
to realize it was in Sphere 0 all along.
Stealing a Key
Especially in a mode where small keys are shuffled beyond
their original dungeons, this refers to taking a non-randomized key
(such as one from under a pot in the back of Desert Palace)
to unlock a door elsewhere in a dungeon (such as the right side
of the front of Desert Palace). Key placement logic is designed
to make no assumptions about how a runner uses keys, so this
won't permanantly lock a runner out of the usual place for using
the key, but anything found using the "stolen" key is
out of logic, and since there's no telling where the shuffled key
will be, doing this will temporarily prevent further progress in
that direction.
Stun Prize
The item that drops when a stunned enemy is killed.
More often than not, it's better than the standard single rupee.
The prize for crushing a frozen enemy is similarly randomized
from seed to seed, but it's rather more trouble to check that,
so most runners won't bother with it.
Vanilla (also Chocolate, French Vanillla, and Strawberry)
In the context of game modification, something that's
"vanilla" is unchanged from the original game
(modified parts are sometimes called "chocolate"
by analogue).
For example, the chest beyond the tile room and torch lighting
in the basement of Hera Tower is the vanilla big key chest,
because that's where the big key appears in the original game.
If the big key appears there in a seed, the key itself is
analogously described a vanilla big key.
Commentary may also refer to things as
"French vanilla" when they're similar to vanilla but
not quite the same. For instance, the Moon Pearl appearing in
the chest mentioned above would be French vanilla, because
the item appears in that dungeon in the original game, just not
in that exact location.
I've also occasionally heard item locations called
"strawberry" when they're different from but
conceptually related to vanilla ones. For example, one race
I watched had a strawberry Fire Rod placement in the Ice Rod
cave. Finding Ether there would similarly be strawberry.
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