The A Link to the Past Randomizer

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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:

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:

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.

More detailed descriptions of some of the settings follow.

World State

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.

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.

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:

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)

Various other location and NPC names (alphabetically)

Some item shorthands and nicknames (alphabetically)

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.


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.


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.


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.


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.


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.

E-mail comments, corrections, etc.

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