One of my favorite things to watch on Twitch are the Dark Souls randomizer runs. E.g. https://www.youtube.com/watch?v=0y8R0JWQdeo
Wow! I never expected to see Barb talked about on hacker News.
Ocarina of Time Randomizer
41–50 of 53 posts
Re: Ocarina of Time Randomizer
#42I love playing OOT randos. Not only is it a new puzzle every time, there are a lot of quality-of-life improvements (e.g. pushing blocks is faster, cutscenes are skipped) that make it much more enjoyable for someone who already knows the game well.
What platform or emulator do you play them on? I suppose these will work on Analogue 3D when it gets released?
Re: Ocarina of Time Randomizer
#43Earlier quoted context omitted.
That's great! Now does the DAG make sense to humans? Does it ever put things in absurd places, eg. a necessary dungeon key in a random grotto halfway across the map (or in another time)? Without clues, how would you know where to check next? Does the game help at all? How out of sequence can the game get? Is Master Quest just the moral equivalent of a single static random roll of the Randomizer? Someone should do thi…
>Does it ever put things in absurd places, eg. a necessary dungeon key in a random grotto halfway across the map (or in another time)? Without clues, how would you know where to check next? Does the game help at all? It can be configured with options as to how items are distributed. But yeah, in general anything can be anywhere. Without clues: sometimes there are clues, those silly gossip stones in OoT can output a m…
Re: Ocarina of Time Randomizer
#44Earlier quoted context omitted.
I can't wait until my daughter is old enough to play the Wind Waker. It's so amazing that only one generation after OoT they released a Zelda that not only is arguably as good or even better than OoT, but it holds up over 20 years later. You can play Wind Waker today and not realize it's not a new game, the graphics and the gameplay are just perfect.
I was really disappointed at the time due to the "childish" graphics. But now I think it is interesting that they made such a daring design choice. Like Super Mario 2 hardly being anything like SM1. It would be fun to play Windwaker someday with my kids. I never played it.
I would not call that a design choice. It's a consequence of putting Mario branding on an unrelated game.
Re: Ocarina of Time Randomizer
#45Earlier quoted context omitted.
Think of every location in the game as accessible only after certain events or items are acquired. You can create a directed acyclic graph (how build systems figure out dependencies!). You can randomize all the locations of items, as long there is still a way to get from the starting node to the ending node.
That's great! Now does the DAG make sense to humans? Does it ever put things in absurd places, eg. a necessary dungeon key in a random grotto halfway across the map (or in another time)? Without clues, how would you know where to check next? Does the game help at all? How out of sequence can the game get? Is Master Quest just the moral equivalent of a single static random roll of the Randomizer? Someone should do thi…
Re: Ocarina of Time Randomizer
#46Earlier quoted context omitted.
>Does it ever put things in absurd places, eg. a necessary dungeon key in a random grotto halfway across the map (or in another time)? Without clues, how would you know where to check next? Does the game help at all? It can be configured with options as to how items are distributed. But yeah, in general anything can be anywhere. Without clues: sometimes there are clues, those silly gossip stones in OoT can output a m…
I have somewhere a branch that allows for "sharing" items between games as well. One could do an Oracle of Seasons+Ages game where your inventory is "the same" between both games, where possible (or extend to other games for group fun).
Re: Ocarina of Time Randomizer
#47Re: Ocarina of Time Randomizer
#48Earlier quoted context omitted.
Think of every location in the game as accessible only after certain events or items are acquired. You can create a directed acyclic graph (how build systems figure out dependencies!). You can randomize all the locations of items, as long there is still a way to get from the starting node to the ending node.
That's great! Now does the DAG make sense to humans? Does it ever put things in absurd places, eg. a necessary dungeon key in a random grotto halfway across the map (or in another time)? Without clues, how would you know where to check next? Does the game help at all? How out of sequence can the game get? Is Master Quest just the moral equivalent of a single static random roll of the Randomizer? Someone should do thi…
I've find that it becomes quite an interesting spectator sport too, since people will compete on completing a given random map as quickly as possible, effectively having to perform difficult platforming tricks while also having to solve a non-trivial constraint satisfaction problem to understand the map layout, and different speedrunners have evolved different probabilistic heuristics for how to do that.
Some good showcases:
- The AGDQ 2025 finale: https://www.youtube.com/watch?v=it_xbTZHan8
- The grand finals of a recent tournament: https://www.twitch.tv/videos/2485240928
Re: Ocarina of Time Randomizer
#49Here's a related software that I like : https://archipelago.gg/ This is a multi-game randomizer, where items will be scattered accross all games in the multiworld, and so players will have to find items in their own games, but for eachother. It's really fun, and I am just amazed by the fact that it works so well for a ton of games.
Re: Ocarina of Time Randomizer
#50Earlier quoted context omitted.
I was really disappointed at the time due to the "childish" graphics. But now I think it is interesting that they made such a daring design choice. Like Super Mario 2 hardly being anything like SM1. It would be fun to play Windwaker someday with my kids. I never played it.
> Like Super Mario 2 hardly being anything like SM1. I would not call that a design choice. It's a consequence of putting Mario branding on an unrelated game.
However, I still think it is a "design choice" to not just do the same thing again. The safe and boring bet.
I.e. releasing something like "the lost levels" as SM2.