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[[folder: Western [[folder:Western RPG]]

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* ''VideoGame/ChronoTrigger'': The [[https://github.com/abyssonym/eternalnightmare "Eternal Nightmare" randomizer]] is fairly tame by randomizer standards. It shuffles character, equipment, enemy, and tech stats, shop inventory, and treasure locations, as well as player character color palettes. The game still follows a fairly linear path; in practice, the most impactful change is the chance to find endgame equipment [[SequenceBreaking much earlier]], [[GameBreaker trivializing the game's difficulty]].

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* ''VideoGame/ChronoTrigger'': ''VideoGame/ChronoTrigger'':
**
The [[https://github.com/abyssonym/eternalnightmare "Eternal Nightmare" randomizer]] is fairly tame by randomizer standards. It shuffles character, equipment, enemy, and tech stats, shop inventory, and treasure locations, as well as player character color palettes. The game still follows a fairly linear path; in practice, the most impactful change is the chance to find endgame equipment [[SequenceBreaking much earlier]], [[GameBreaker trivializing the game's difficulty]].difficulty]].
** The [[https://sites.google.com/view/ctrandoinfo/home "Jets of Time" randomizer]], in the style of Final Fantasy 4: Free Enterprise, gives the player access to the Epoch at the beginning of the game, converting what is usually a rather linear game into an open-world scavenger hunt. Character pickups, loot, and enemy drops are shuffled by default, with several other modes being optional. Many aspects of the game are rebalanced to accommodate the randomized structure.
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* VideoGame/PKScramble
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* ''VideoGame/MetroidFusion'' has one nearing a full release. Given the linear nature of vanilla ''Metroid Fusion'' there will always be the risk of soft-locking yourself if you're not careful. At the time of writing there's also still a reasonable chance to encounter [[UnintentionallyUnwinnable unbeatable seeds]] but the only requirements to beat the game are to reach a point that Samus can open the Level 4 Security locks, defeat the SA-X, and set the station on a crash course with [=SR388=] before escaping the BSL. The game tells you that you only need three particular items, but the reality is you require the Missiles, Morph Ball, Bombs, Charge Beam, Speed Booster, Plasma Beam, Gravity Suit, and either the Space Jump or Hi-Jump Boots so Samus can open the locks, escape the bowels of Sector 4, reach the control room on the Main Deck, and actually damage the SA-X. A unique standout feature is that the developer added the Ice Beam, normally available only in the last sixty or so seconds of the game, into the item pool with the full functionality expected of it from previous games in the series. The individual beams were also given their standalone behaviors from ''Super Metroid''

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* ''VideoGame/MetroidFusion'' has one nearing a full release. Given the linear nature of vanilla ''Metroid Fusion'' there will always be the risk of soft-locking yourself if you're not careful. At the time of writing there's also still a reasonable chance to encounter [[UnintentionallyUnwinnable unbeatable seeds]] but the only requirements to beat the game are to reach a point that Samus can open the Level 4 Security locks, defeat the SA-X, and set the station on a crash course with [=SR388=] before escaping the BSL. The game tells you that you only need three particular items, but the reality is you require the Missiles, Morph Ball, Bombs, Charge Beam, Speed Booster, Plasma Beam, Gravity Suit, and either the Space Jump or Hi-Jump Boots so Samus can open the locks, escape the bowels of Sector 4, reach the control room on the Main Deck, and actually damage the SA-X. A unique standout feature is that the developer added the Ice Beam, normally available only in the last sixty or so seconds of the game, into the item pool with the full functionality expected of it from previous games in the series. The individual beams were also given their standalone behaviors from ''Super Metroid''Metroid''.
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* ''VideoGame/MetroidFusion'' has one nearing a full release. Given the linear nature of vanilla ''Metroid Fusion'' there will always be the risk of soft-locking yourself if you're not careful. At the time of writing there's also still a reasonable chance to encounter [[UnintentionallyUnwinnable unbeatable seeds]] but the only requirements to beat the game are to reach a point that Samus can open the Level 4 Security locks, defeat the SA-X, and set the station on a crash course with [=SR388=] before escaping the BSL. The game tells you that you only need three particular items, but the reality is you require the Morph Ball, Bombs, Charge Beam, Speed Booster, Plasma Beam, Gravity Suit, and either the Space Jump or Hi-Jump Boots so Samus can open the locks, escape the bowels of Sector 4, reach the control room on the Main Deck, and actually damage the SA-X. A unique standout feature is that the developer added the Ice Beam, normally available only in the last sixty or so seconds of the game, into the item pool with the full functionality expected of it from previous games in the series. The individual beams were also given their standalone behaviors from ''Super Metroid''

to:

* ''VideoGame/MetroidFusion'' has one nearing a full release. Given the linear nature of vanilla ''Metroid Fusion'' there will always be the risk of soft-locking yourself if you're not careful. At the time of writing there's also still a reasonable chance to encounter [[UnintentionallyUnwinnable unbeatable seeds]] but the only requirements to beat the game are to reach a point that Samus can open the Level 4 Security locks, defeat the SA-X, and set the station on a crash course with [=SR388=] before escaping the BSL. The game tells you that you only need three particular items, but the reality is you require the Missiles, Morph Ball, Bombs, Charge Beam, Speed Booster, Plasma Beam, Gravity Suit, and either the Space Jump or Hi-Jump Boots so Samus can open the locks, escape the bowels of Sector 4, reach the control room on the Main Deck, and actually damage the SA-X. A unique standout feature is that the developer added the Ice Beam, normally available only in the last sixty or so seconds of the game, into the item pool with the full functionality expected of it from previous games in the series. The individual beams were also given their standalone behaviors from ''Super Metroid''
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* ''VideoGame/MetroidFusion'' has one nearing a full release. Given the linear nature of vanilla ''Metroid Fusion'' there's still the possibility to softlock yourself if you're not careful. At the time of writing it's also still a reasonable chance to encounter [[UnintentionallyUnwinnable unbeatable seeds]] but the only requirements to beat the game are to reach a point that Samus can defeat the SA-X as well as open the Level 4 Security locks so she can set the station on a crash course with [=SR388=]. The game tells you that you only need three particular items, but the reality is you require the Morph Ball, Bombs, Charge Beam, Speed Booster, Plasma Beam, Gravity Suit, and either the Space Jump or Hi-Jump Boots so Samus can open the locks, reach the control room on the Main Deck, and actually damage the SA-X. A unique standout feature is that the developer added the Ice Beam, normally available only in the last sixty or so seconds of the game, into the item pool with the full functionality expected of it from previous games in the series. The individual beams were also given their standalone behaviors from ''Super Metroid''

to:

* ''VideoGame/MetroidFusion'' has one nearing a full release. Given the linear nature of vanilla ''Metroid Fusion'' there's still there will always be the possibility to softlock risk of soft-locking yourself if you're not careful. At the time of writing it's there's also still a reasonable chance to encounter [[UnintentionallyUnwinnable unbeatable seeds]] but the only requirements to beat the game are to reach a point that Samus can defeat the SA-X as well as can open the Level 4 Security locks so she can locks, defeat the SA-X, and set the station on a crash course with [=SR388=]. [=SR388=] before escaping the BSL. The game tells you that you only need three particular items, but the reality is you require the Morph Ball, Bombs, Charge Beam, Speed Booster, Plasma Beam, Gravity Suit, and either the Space Jump or Hi-Jump Boots so Samus can open the locks, escape the bowels of Sector 4, reach the control room on the Main Deck, and actually damage the SA-X. A unique standout feature is that the developer added the Ice Beam, normally available only in the last sixty or so seconds of the game, into the item pool with the full functionality expected of it from previous games in the series. The individual beams were also given their standalone behaviors from ''Super Metroid''
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* ''VideoGame/MetroidFusion'' has one nearing a full release. Given the linear nature of vanilla ''Metroid Fusion'' there's still the possibility to softlock yourself if you're not careful. At the time of writing it's also still a reasonable chance to encounter [[UnintentionallyUnwinnable unbeatable seeds]] but the only requirements to beat the game are to find the Charge Beam, Plasma Beam, and Missiles so Samus can defeat the SA-X as well as open the Level 4 Security locks (which requires the Gravity Suit and Speed Booster) so she can set the station on a crash course with [=SR388=]. In addition, work has gone into the beams to give them their own individual standalone behaviors. The developer even went the extra mile to put the Ice Beam, something normally available only in the last sixty or so seconds of the game, into the item pool with the full functionality expected of it from previous games in the series.

to:

* ''VideoGame/MetroidFusion'' has one nearing a full release. Given the linear nature of vanilla ''Metroid Fusion'' there's still the possibility to softlock yourself if you're not careful. At the time of writing it's also still a reasonable chance to encounter [[UnintentionallyUnwinnable unbeatable seeds]] but the only requirements to beat the game are to find the Charge Beam, Plasma Beam, and Missiles so reach a point that Samus can defeat the SA-X as well as open the Level 4 Security locks (which requires the Gravity Suit and Speed Booster) so she can set the station on a crash course with [=SR388=]. In addition, work has gone into The game tells you that you only need three particular items, but the beams to give them their own individual standalone behaviors. The reality is you require the Morph Ball, Bombs, Charge Beam, Speed Booster, Plasma Beam, Gravity Suit, and either the Space Jump or Hi-Jump Boots so Samus can open the locks, reach the control room on the Main Deck, and actually damage the SA-X. A unique standout feature is that the developer even went the extra mile to put added the Ice Beam, something normally available only in the last sixty or so seconds of the game, into the item pool with the full functionality expected of it from previous games in the series.series. The individual beams were also given their standalone behaviors from ''Super Metroid''
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* Each entry in the ''VideoGame/DarkSouls'' trilogy and their predecessor ''VideoGame/DemonsSouls''[[note]]the latter only being playable on an [[UsefulNotes/{{Emulation}} emulator]] or a modded [=PS3=][[/note]] have item and enemy randomizers. For added zaniness, the enemy randomizer can be set to allow regular enemies to be replaced by [[DemotedBoss bosses]], create {{Anti Climax Boss}}es by replacing them with {{Mooks}}, or [[https://www.youtube.com/watch?v=fS40t2s7VjM replace every enemy with the final boss]].
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* ''VideoGame/AxiomVerge'' received a randomizer as a third-party mod. Years after release, an official randomizer was added, giving options for vanilla progression, speedrun progression and low% progression.
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A randomizer is a GameMod, ROM hack, [[DownloadableContent DLC]], or mode that inserts a random element into a gameplay system that had previously been static. Commonly, a randomizer takes the locations of items and abilities [[AbilityRequiredToProceed required to advance the game]] and shuffles them, rendering what had been a mostly linear experience more open. An algorithm or "logic" often governs item placement to ensure that the randomizer will not result in an [[UnwinnableByMistake unwinnable]] game. Some randomizers also alter the layout of the game world, the locations and attributes of the enemies, the capabilities and/or stat growth of the player character(s), and more.

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A randomizer is a GameMod, ROM hack, [[DownloadableContent DLC]], or mode that inserts a random element into a gameplay system that had previously been static. Commonly, a randomizer takes the locations of items and abilities [[AbilityRequiredToProceed required to advance the game]] and shuffles them, rendering what had been a mostly linear experience more open. An algorithm or "logic" often governs item placement to ensure that the randomizer will not result in an [[UnwinnableByMistake [[UnintentionallyUnwinnable unwinnable]] game. Some randomizers also alter the layout of the game world, the locations and attributes of the enemies, the capabilities and/or stat growth of the player character(s), and more.



* ''VideoGame/MetroidFusion'' has one nearing a full release. Given the linear nature of vanilla ''Metroid Fusion'' there's still the possibility to softlock yourself if you're not careful. At the time of writing it's also still a reasonable chance to encounter [[UnwinnableByMistake unbeatable seeds]] but the only requirements to beat the game are to find the Charge Beam, Plasma Beam, and Missiles so Samus can defeat the SA-X as well as open the Level 4 Security locks (which requires the Gravity Suit and Speed Booster) so she can set the station on a crash course with [=SR388=]. In addition, work has gone into the beams to give them their own individual standalone behaviors. The developer even went the extra mile to put the Ice Beam, something normally available only in the last sixty or so seconds of the game, into the item pool with the full functionality expected of it from previous games in the series.

to:

* ''VideoGame/MetroidFusion'' has one nearing a full release. Given the linear nature of vanilla ''Metroid Fusion'' there's still the possibility to softlock yourself if you're not careful. At the time of writing it's also still a reasonable chance to encounter [[UnwinnableByMistake [[UnintentionallyUnwinnable unbeatable seeds]] but the only requirements to beat the game are to find the Charge Beam, Plasma Beam, and Missiles so Samus can defeat the SA-X as well as open the Level 4 Security locks (which requires the Gravity Suit and Speed Booster) so she can set the station on a crash course with [=SR388=]. In addition, work has gone into the beams to give them their own individual standalone behaviors. The developer even went the extra mile to put the Ice Beam, something normally available only in the last sixty or so seconds of the game, into the item pool with the full functionality expected of it from previous games in the series.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/MetroidFusion'' has one nearing a full release. Given the linear nature of vanilla ''Metroid Fusion'' there's still the possibility to softlock yourself if you're not careful, but the only requirements to beat the game are to find the Charge Beam, Plasma Beam, and open the Level 4 Security locks (which requires the Gravity Suit and Speed Booster) so Samus can set the station on a crash course with [=SR388=]. In addition, work has gone into the beams to give them their own unique behaviors and interactions with one another. The developer even went the extra mile to put the Ice Beam, something normally available only in the last two or so minutes of the game, into the item pool with the full functionality of the previous games in the series.

to:

* ''VideoGame/MetroidFusion'' has one nearing a full release. Given the linear nature of vanilla ''Metroid Fusion'' there's still the possibility to softlock yourself if you're not careful, careful. At the time of writing it's also still a reasonable chance to encounter [[UnwinnableByMistake unbeatable seeds]] but the only requirements to beat the game are to find the Charge Beam, Plasma Beam, and Missiles so Samus can defeat the SA-X as well as open the Level 4 Security locks (which requires the Gravity Suit and Speed Booster) so Samus she can set the station on a crash course with [=SR388=]. In addition, work has gone into the beams to give them their own unique behaviors and interactions with one another. individual standalone behaviors. The developer even went the extra mile to put the Ice Beam, something normally available only in the last two sixty or so minutes seconds of the game, into the item pool with the full functionality expected of the it from previous games in the series.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/MetroidFusion'' has one nearing a full release. Given the nature of Metroid Fusion there's still the possibility to soft lock yourself if you're not careful, but the only requirements to beat the game is to find the Charge Beam, Plasma Beam, and open the Level 4 Security locks so Samus can set the station on a crash course with SR388. In addition work has gone into the beams to give them their own unique behaviors and interactions with one another. The developer even went the extra mile to put the Ice Beam, something normally available only in the last two or so minutes of the game, into the item pool with the full functionality of the previous games in the series.

to:

* ''VideoGame/MetroidFusion'' has one nearing a full release. Given the linear nature of Metroid Fusion vanilla ''Metroid Fusion'' there's still the possibility to soft lock softlock yourself if you're not careful, but the only requirements to beat the game is are to find the Charge Beam, Plasma Beam, and open the Level 4 Security locks (which requires the Gravity Suit and Speed Booster) so Samus can set the station on a crash course with SR388. [=SR388=]. In addition addition, work has gone into the beams to give them their own unique behaviors and interactions with one another. The developer even went the extra mile to put the Ice Beam, something normally available only in the last two or so minutes of the game, into the item pool with the full functionality of the previous games in the series.
Is there an issue? Send a MessageReason:
None

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* ''VideoGame/MetroidFusion'' has one nearing a full release. Given the nature of Metroid Fusion there's still the possibility to soft lock yourself if you're not careful, but the only requirements to beat the game is to find the Charge Beam, Plasma Beam, and open the Level 4 Security locks so Samus can set the station on a crash course with SR388. In addition work has gone into the beams to give them their own unique behaviors and interactions with one another. The developer even went the extra mile to put the Ice Beam, something normally available only in the last two or so minutes of the game, into the item pool with the full functionality of the previous games in the series.
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* ''VideoGame/SuperMetroid'' has a randomizer that works as one would expect, shuffling the locations of the various items to be collected. It also includes the user to choose which glitch tricks (if any) can be taken into consideration with item placement.

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* ''VideoGame/SuperMetroid'' has a randomizer that works as one would expect, shuffling the locations of the various items to be collected. It also includes options for the user to choose which glitch tricks (if any) can be taken into consideration with item placement.
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* ''VideoGame/SuperMetroid'' has a randomizer that works as one would expect, shuffling the locations of the various items to be collected. It also includes the user to choose which glitch tricks (if any) can be taken into consideration with item placement.
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* VideoGame/Zelda1Randomizer

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* ''VideoGame/TheBindingOfIsaac'': Yes, roguelikes already have quite a bit of randomness going on in them, but the ''Repentance'' DLC has an item and associated challenge that turns it UpToEleven. The item TMTRAINER causes all items in the game to be "glitched": each glitch item has a random string of characters for a name, and combines three random effects. What's worse is that these effects ''and their triggers'' can be anything at all: even in a game with over 700 items and effects, this item causes things to happen that would normally be impossible and nonsensical. [[GameBreakingBug It has even been known to crash the game out of nowhere]]. Challenge #45 takes it further, by automatically starting the player with TMTRAINER and randomizing the music, the level appearances, and obstacle sprites as well.

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* ''VideoGame/TheBindingOfIsaac'': Yes, roguelikes already have quite ''VideoGame/TheBindingOfIsaac'':
** The unlimited items mod, which has existed since modding the game was
a bit of randomness going on in them, thing but got most popular after the release of dedicated modding tools in ''Afterbirth+''. It adds thousands of procedurally generated items to every pool. Definitely an interesting way to shake up your runs.
** Eden is a character added in ''Rebirth'' that lets you play a mild randomizer. They start with a random passive and active item as well as random stats, giving you a different experience every time you start a run with them. In order to prevent cheesing resets, playing as Eden requires an Eden Token, acquired from a late-game boss.
**
''Repentance'' DLC has an takes it a step further with the item and associated challenge TMTRAINER. It replaces every item for the rest of the run with a "glitch" item that turns it UpToEleven. The item TMTRAINER causes all items in the game to be "glitched": each glitch item looks like a jumbled mess of various sprites, has a random garbled string of characters for a name, and combines three assigns several random effects. What's worse is that these effects ''and their triggers'' to random triggers. Things can be anything at all: even in a game with over 700 items and effects, this item causes things to happen that would normally be impossible and nonsensical. [[GameBreakingBug It get [[GameBreaker pretty broken]]. Or [[PowerUpLetdown just kill you instantly]]. It's all random. The appropriately-named DELETE THIS challenge has even been known to crash the game out of nowhere]]. Challenge #45 takes it further, by automatically you starting the player with TMTRAINER and randomizing TMTRAINER. Also, beating one of the music, the level appearances, and obstacle sprites final bosses as well.[[GlitchEntity Tainted Eden]] unlocks "Corrupted Data", which permanently adds a small chance to generate glitch items even without TMTRAINER.
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I realize Roguelikes that generate random levels and items are "already" random, but I think this example still counts as it's insanely random even by Roguelike standards.

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[[folder:Roguelike]]
* ''VideoGame/TheBindingOfIsaac'': Yes, roguelikes already have quite a bit of randomness going on in them, but the ''Repentance'' DLC has an item and associated challenge that turns it UpToEleven. The item TMTRAINER causes all items in the game to be "glitched": each glitch item has a random string of characters for a name, and combines three random effects. What's worse is that these effects ''and their triggers'' can be anything at all: even in a game with over 700 items and effects, this item causes things to happen that would normally be impossible and nonsensical. [[GameBreakingBug It has even been known to crash the game out of nowhere]]. Challenge #45 takes it further, by automatically starting the player with TMTRAINER and randomizing the music, the level appearances, and obstacle sprites as well.
[[/folder]]
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don't need to namespace into Main, that's the point of Main


** ''VideoGame/FinalFantasyIV'': [[http://ff4fe.com/ The "Free Enterprise" mod]] converts the otherwise quite linear ''Final Fantasy IV'' into an open-world scavenger hunt. The player is given two random party members and the ''Enterprise'' airship for free at the beginning of the game (hence [[Main/PunBasedTitle the title]]), and quests can be completed in any order.

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** ''VideoGame/FinalFantasyIV'': [[http://ff4fe.com/ The "Free Enterprise" mod]] converts the otherwise quite linear ''Final Fantasy IV'' into an open-world scavenger hunt. The player is given two random party members and the ''Enterprise'' airship for free at the beginning of the game (hence [[Main/PunBasedTitle [[PunBasedTitle the title]]), and quests can be completed in any order.



*** The [[http://www.ff6wc.com/ "Worlds Collide" randomizer]] gives the player two random party members and the airship at the beginning of the game as well as the ability to swap freely between the World of Balance and the World of Ruin (something that's impossible without glitches in the vanilla game). Character, item, and Esper locations are randomized, and enemies are [[LevelScaling scaled to the party]], meaning the game lends itself to a Main/LowLevelRun. It is geared toward the competitive racing scene, and the mod's official Discord server has a dedicated racing section.

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*** The [[http://www.ff6wc.com/ "Worlds Collide" randomizer]] gives the player two random party members and the airship at the beginning of the game as well as the ability to swap freely between the World of Balance and the World of Ruin (something that's impossible without glitches in the vanilla game). Character, item, and Esper locations are randomized, and enemies are [[LevelScaling scaled to the party]], meaning the game lends itself to a Main/LowLevelRun.LowLevelRun. It is geared toward the competitive racing scene, and the mod's official Discord server has a dedicated racing section.
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** ''VideoGame/FinalFantasyIV'': The "Free Enterprise" mod converts the otherwise quite linear ''Final Fantasy IV'' into an open-world scavenger hunt. The player is given two random party members and the ''Enterprise'' airship for free at the beginning of the game (hence [[Main/PunBasedTitle the title]]), and quests can be completed in any order.

to:

** ''VideoGame/FinalFantasyIV'': [[http://ff4fe.com/ The "Free Enterprise" mod mod]] converts the otherwise quite linear ''Final Fantasy IV'' into an open-world scavenger hunt. The player is given two random party members and the ''Enterprise'' airship for free at the beginning of the game (hence [[Main/PunBasedTitle the title]]), and quests can be completed in any order.
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* The remake of ''VideoGame/LaMulana'', and ''VideoGame/LaMulana2'', each have randomizers, starting with the standard item shuffle and going to entrance, shop, and sometimes even boss randomization... as well as which weapon one starts with. Thankfully for quality of life, Lemeza or Lumisa can start with some of the items such as the grail, Mirai.exe, and [=TextTrax=] (useful for recording what's in each shop).
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[[folder: Western RPG]]
* ''VideoGame/FalloutNewVegas'': The [[https://www.nexusmods.com/newvegas/mods/70845 NVRNG mod]] randomizes many aspects of the game, including starting SPECIAL attributes, container contents and enemy loot, character models and sizes, weather, and ''jump height''. The power curve is nonexistent, and the already somewhat wacky atmosphere of the game is magnified to ludicrous extremes when you find yourself facing a three foot tall Powder Ganger armed with a goddamn Fat Man.
[[/folder]]
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* ''VideoGame/BugFables'' has the Medal Randomizer mode, which is activated by naming your save file [[spoiler: "MYSTERY?"]]. In this mode, all medals are in random locations and they won't be revealed until you pick them up.
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* ''Franchise/Pokemon'' has a wide variety of randomizers, including but not limited to:being able to randomize the Pokémon themselves, hteir types, movepools and ablilities. The Trainers, levels and items can also be randomized.

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* ''Franchise/Pokemon'' ''Franchise/{{Pokemon}}'' has a wide variety of randomizers, including but not limited to:being to: being able to randomize the Pokémon themselves, hteir their types, movepools and ablilities.abilities. The Trainers, levels and items can also be randomized.

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* ''VideoGame/{{Celeste}}'' has a mod that creates a randomized level from any room in the 9 chapters and all B and C sides. Before playing, the player can choose which chapters to pick levels from. Additionally, there are a few extra settings, including one that scatters gems around a randomly-generated labyrinth that the player has to naviage and collect.

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* ''VideoGame/{{Celeste}}'' has a mod that creates a randomized level from any room in the 9 chapters and all B and C sides. Before playing, the player can choose which chapters to pick levels from. Additionally, there are a few extra settings, including one that scatters gems around a randomly-generated labyrinth that the player has to naviage navigate and collect.



* ''VideoGame/SonicAdventure2'' has [[https://github.com/Ngolinvaux/SA2Randomizer a fanmade randomizer]] for the Steam version of the game that allows you to change several things:
** Every character begins with all upgrades, and the characters who can't normally get those upgrades (such as the Mystic Melody for the multiplayer characters and Eggman without his mecha) receive them [[AntiFrustrationFeatures to make life easier for you]].
** Level orders are randomized, and are no longer tied to Hero or Dark Story. The missions you have to do are randomized too, so you may end up having to find lost Chao or collect 100 Rings in the main story.
** The characters you use, and the ones you fight against in player character battles, are completely different from the normal game, and include every multiplayer character, so you might end up playing through City Escape as Chaos Zero or Death Chamber as Eggman outside of his mecha (though every level will receive edits to make it easier if it's a level for a different type of character). There are also model swaps for the playable characters, such as [[Film/SonicTheHedgehog2020 2020 film Sonic]] over Sonic, [[VideoGame/SonicAdvanceTrilogy Gemerl]] over Metal Sonic, [[VideoGame/SonicChronicles Shade]] over Tikal, and VideoGame/{{Wario}} over Knuckles, and a few characters, like Amy and Rouge, have alternate outfits. Omochao also has a new red and black palette.
** Kart models and stats are randomized.
** Cutscene order is also randomized, removing any semblance of the game's normal story [[HilarityEnsues in a funny way]].
** Dialogue lines both during gameplay and cutscenes are swapped with other lines from this game (and, if enabled properly, lines from ''Adventure DX'') [[RuleOfFunny because it's hilarious]].
** Music is randomized both in cutscenes and gameplay, [[SoundtrackDissonance to amusing effect]].



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[[/folder]][[/folder]]
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* ''Franchise/Pokemon'' has a wide variety of randomizers, including but not limited to:being able to randomize the Pokémon themselves, hteir types, movepools and ablilities. The Trainers, levels and items can also be randomized.

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* ''VideoGame/{{Celeste}}'' has a mod that creates a randomized level from any room in the 9 chapters and all B and C sides. Before playing, the player can choose which chapters to pick levels from, and the generator tries to generate levels that are possible for the player to complete. Additionally, there are a few extra settings, including one that scatters gems around a randomly-generated labyrinth that the player has to naviage and collect.

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* ''VideoGame/{{Celeste}}'' has a mod that creates a randomized level from any room in the 9 chapters and all B and C sides. Before playing, the player can choose which chapters to pick levels from, and the generator tries to generate levels that are possible for the player to complete.from. Additionally, there are a few extra settings, including one that scatters gems around a randomly-generated labyrinth that the player has to naviage and collect.




[[folder: Simulation]]
* Patch 1.5 of ''VideoGame/StardewValley'' added Advanced Game Options to, among other things, randomize the requests in the Community Center bundles, which are the primary measure of progress in the game.


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[[folder: Simulation]]
* Patch 1.5 of ''VideoGame/StardewValley'' added Advanced Game Options to, among other things, randomize the requests in the Community Center bundles, which are the primary measure of progress in the game.
[[/folder]]
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[[folder: Platformer]]
* ''VideoGame/{{Celeste}}'' has a mod that creates a randomized level from any room in the 9 chapters and all B and C sides. Before playing, the player can choose which chapters to pick levels from, and the generator tries to generate levels that are possible for the player to complete. Additionally, there are a few extra settings, including one that scatters gems around a randomly-generated labyrinth that the player has to naviage and collect.
** ''Celeste'' also has another mod that provides variants to spice the gameplay including flipping controls, setting the whole room underwater, and many more. A setting in this mod allows these to be randomized as well, with settings that disable or enable any of these variants to be included or excluded. And of course, this works with the level randomizer, so using both could guarantee chaos.
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A randomizer is a GameMod, ROM hack, [[DownloadableContent DLC]], or mode that inserts a random element into a gameplay system that had previously been static. Commonly, a randomizer takes the locations of items and abilities [[AbilityRequiredToProceed required to advance the game]] and shuffles them, rendering what had been a mostly linear experience more open. An algorithm or "logic" often governs item placement to ensure that the randomizer will not result in an [[UnwinnableByMistake unwinnable]] game. Some randomizers also alter the layout of the game world, the locations and attributes of the enemies, the capabilities and/or stat growth of the player character(s), and more.

Randomizers are popular among {{speedrun}}ners. In addition to the rote memorization and mastery of game mechanics ("execution") already required in a standard speedrun, speedrunning a randomized game requires efficiently checking item locations and changing one's path through the game on the fly depending on the items found ("routing"), and knowing the item placement algorithm to predict where progression items are likely to be ("reading the logic"). Randomizer speedrun races in which all runners are given the same randomized seed and tasked with discovering the most efficient way to complete the game can attract dozens or even hundreds of players, and knowing one's opponent's tendencies and adapting to them can give rise to a robust {{Metagame}}.

!!Examples With Their Own Pages
[[index]]
* VideoGame/ALinkToThePastRandomizer (includes the "[=SMZ3R=]" combination randomizer with ''VideoGame/SuperMetroid'')
* VideoGame/OcarinaOfTimeRandomizer
* VideoGame/ZeldaRandomizer
[[/index]]

!!Examples Without Their Own Pages
[[foldercontrol]]
[[folder: Action-Adventure]]
* ''VideoGame/TheLegendOfZeldaLinksAwakening'': ''Link's Awakening DX Randomizer'', or [[https://daid.github.io/LADXR/ LAXDR]], shuffles the locations of chest contents, seashells, golden leaves, heart pieces, and optionally, dungeon keys. This results in the [[ChainOfDeals trading sequence]] no longer being required to beat the game. There are a handful of other quality-of-life changes, such as removing long quest lines that would otherwise be required to open item locations.
[[/folder]]

[[folder: JRPG]]
* ''VideoGame/ChronoTrigger'': The [[https://github.com/abyssonym/eternalnightmare "Eternal Nightmare" randomizer]] is fairly tame by randomizer standards. It shuffles character, equipment, enemy, and tech stats, shop inventory, and treasure locations, as well as player character color palettes. The game still follows a fairly linear path; in practice, the most impactful change is the chance to find endgame equipment [[SequenceBreaking much earlier]], [[GameBreaker trivializing the game's difficulty]].
* Franchise/FinalFantasy Franchise:
** ''VideoGame/FinalFantasyIV'': The "Free Enterprise" mod converts the otherwise quite linear ''Final Fantasy IV'' into an open-world scavenger hunt. The player is given two random party members and the ''Enterprise'' airship for free at the beginning of the game (hence [[Main/PunBasedTitle the title]]), and quests can be completed in any order.
** ''VideoGame/FinalFantasyVI'':
*** The [[https://github.com/abyssonym/beyondchaos "Beyond Chaos" randomizer]] shuffles treasure locations, party and enemy stats, palettes, sprites, and seemingly almost everything else. As the name implies, it tends provide fairly chaotic results even by randomizer standards; the mod's author says that it's intended for casual play more than competitive racing.
*** The [[http://www.ff6wc.com/ "Worlds Collide" randomizer]] gives the player two random party members and the airship at the beginning of the game as well as the ability to swap freely between the World of Balance and the World of Ruin (something that's impossible without glitches in the vanilla game). Character, item, and Esper locations are randomized, and enemies are [[LevelScaling scaled to the party]], meaning the game lends itself to a Main/LowLevelRun. It is geared toward the competitive racing scene, and the mod's official Discord server has a dedicated racing section.
* ''VideoGame/KingdomHeartsII'' has a randomizer for the Final Mix+ version which shuffles items in chests, cutscenes, and level-ups, just like other randomizers. The win condition is to find the three Proofs and then defeat Xemnas. However, it also shuffles the bosses, meaning that in low-level areas, nothing is stopping the runner from encountering a Data Organization XIII member. The randomizer is still in alpha, because shuffling bosses around can break the game, but this is slowly being fixed.
[[/folder]]

[[folder: Metroidvania]]
* ''VideoGame/BloodstainedRitualOfTheNight'' got a built-in randomizer mode as free post-launch [[DownloadableContent DLC]], in lieu of the {{Roguelike}} mode originally offered in the ''Website/{{Kickstarter}}'' campaign. While the castle's layout remains the same, shard drops (including progression shards) and item placement (including key items) are randomly shuffled between enemies and chests. Shuffled progression shards and key items may make you take a very different route through the castle to reach the end bosses.
[[/folder]]

[[folder: Simulation]]
* Patch 1.5 of ''VideoGame/StardewValley'' added Advanced Game Options to, among other things, randomize the requests in the Community Center bundles, which are the primary measure of progress in the game.
[[/folder]]

[[folder: Stealth]]
* ''VideoGame/Hitman2'': A [[https://www.reddit.com/r/HiTMAN/comments/dp9moj/hitman_2_randomizer_mod_release/ relatively simple mod]] randomizes Agent 47's starting inventory, with each item bound by its category (e.g. pistols can only be replaced by other pistols, explosives by other explosives, etc.). Item locations within levels are also randomized, as are guard inventories, with chaotic results. Guards are far more lethal to Agent 47-- there are a lot more guns that will effectively [[OneHitKill OHKO]] him than those that won't-- and even to themselves (the AI is pretty bad at handling explosives safely).
[[/folder]]

[[folder: Strategy]]
* ''VideoGame/{{Civilization}} 6'' released a "Tech and Civic Shuffle" game mode in August 2020, which randomizes the TechTree and Civic Tree when enabled. Techs and civics within each game Era are shuffled, the tree layouts are changed, and unknown techs and civics are hidden.
* ''Franchise/FireEmblem'': Some of the best known mods completely randomize the class, stats, growth rates, items, and join time of units. Many early randomizers use the GBA games as they are very simple to program but later randomizers also exist for much more complex games like Fates and Three Houses. Due to randomizers affecting units but not affecting voice acting, it often leads to humorous scenes like characters having voices that don't suit them like Mercedes with Death Knight's voice.
* ''VideoGame/FTLFasterThanLight'': While the game itself is already highly randomized, the final boss is always the same, funneling the player into one of a handful of optimal builds in any given run. With the [[https://subsetgames.com/forum/viewtopic.php?t=26241 Flagship Randomizer mod]], the Rebel Flagship's layout and capabilities are randomized. The player is given a broad overview of the randomized design at the beginning of each run, encouraging them to build their ship to counter it if possible.
* ''VideoGame/XCOMEnemyUnknown'': The free "Second Wave" DLC gives the option to randomize several elements that are static in the base game, such as weapon damage values, funding levels provided by Council nations, and soldier statistics. The Training Roulette option randomizes most class abilities, allowing for combinations not possible in the base game.
[[/folder]]

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