I would imagine most randomizations render the game impossible, since the first dungeon will require a specific item to complete, and any other item won't help you. Are players forced to leverage glitches? Or is there some way to restrict only to "viable" randomizations?
How “randomizers” are breathing new life into old games
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Re: How “randomizers” are breathing new life into old games
#12I just finished a run of Link to the Past / Super Metroid crossover randomizer. And it's one of the best gaming experiences I've ever had. The items for both games are randomized and distributed across both games. For example, I found the first sword in Link to the Past above Samus's ship in Crateria in a secret area.
Re: How “randomizers” are breathing new life into old games
#13I would imagine most randomizations render the game impossible, since the first dungeon will require a specific item to complete, and any other item won't help you. Are players forced to leverage glitches? Or is there some way to restrict only to "viable" randomizations?
Re: How “randomizers” are breathing new life into old games
#14I would imagine most randomizations render the game impossible, since the first dungeon will require a specific item to complete, and any other item won't help you. Are players forced to leverage glitches? Or is there some way to restrict only to "viable" randomizations?
Using glitches can help you "sequence break", to a certain extent - if you use a glitch called "fake flippers", you can reach certain areas of LttP that would normally require the flippers without having them. You'll never be required to do so to beat a seed in default mode, but doing so can save a ton of time if there's a required item blocked by the flippers and the flippers are a pain to get.
The LttP randomizer also includes "glitches required" modes, where varying levels of glitch execution might be required to complete the game, and the logic is relaxed accordingly.
Re: How “randomizers” are breathing new life into old games
#15Re: How “randomizers” are breathing new life into old games
#16Decades ago, I had more or less topped out playing Othello against my Apple ][e. A game could be completed in under ninety seconds, with my moves being as fast as that of the computer. I took photos (with actual film) of beating the machine long before the board could be filled, but I was getting stale, essentially training myself to fight against this deterministic opponent who couldn't have been all that bright, given the time. I began to make deliberately bad choices in the early game to see if I could recover, but even that wore out.
I eventually settled on POKEing parts of the memory where the game was held. Typically, this resulted in an un-runnable program, or the program would place pieces on the lines rather than between them, all sorts of oddball behavior. Every so often, though, I would get a working game that would play against me using the usual rules, but differently enough that it would throw me off.
It was primitive but amusing.
Re: How “randomizers” are breathing new life into old games
#17Not mention of classic DooM. Many "relative" modern mod WADs, add new variations of monsters and randomize the spawn of these variations. So playing the same map, never is equal. And for my, this make the game far fun and playable. Anyone, should try Complex Doom mod...
> And for my, this make the game far funnier and playable. It's interesting how little the English words "fun" and "funny" have to do with each other; a game like Doom is indeed fun, but it isn't funny in the slightest unless you have a very odd sense of humor. It's also interesting to see how this oddness between "fun" and "funny" translates into people trying to learn English and stumbling over it.
Re: How “randomizers” are breathing new life into old games
#18Re: How “randomizers” are breathing new life into old games
#19Not mention of classic DooM. Many "relative" modern mod WADs, add new variations of monsters and randomize the spawn of these variations. So playing the same map, never is equal. And for my, this make the game far fun and playable. Anyone, should try Complex Doom mod...
> And for my, this make the game far funnier and playable. It's interesting how little the English words "fun" and "funny" have to do with each other; a game like Doom is indeed fun, but it isn't funny in the slightest unless you have a very odd sense of humor. It's also interesting to see how this oddness between "fun" and "funny" translates into people trying to learn English and stumbling over it.
Re: How “randomizers” are breathing new life into old games
#20Ah, this is familiar. Decades ago, I had more or less topped out playing Othello against my Apple ][e. A game could be completed in under ninety seconds, with my moves being as fast as that of the computer. I took photos (with actual film) of beating the machine long before the board could be filled, but I was getting stale, essentially training myself to fight against this deterministic opponent who couldn't have be…