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* BlackoutBasement: Mechanically the dark rooms work the same as in the original game, but unlike the original game the randomizer may potentially allow the player to enter said dark rooms before finding the Lamp, which normally provides the player with a small cone of vision through the darkness. The logic is designed to never require the player to enter a dark room without the Lamp, but a common method of sequence breaking, dubbed "Dark Room Navigation", is to memorize the layout of these rooms so that a player can get through them despite being essentially blind. This can be made easier by some items that emit visual effects that are visible through the dark, that the player can make use of to keep track of their own character's position if nothing else.
* BossBanter: Both Blind and Ganon have a few randomized, usually non-sensical lines of dialogue at the start of their respective fights. Ganon also has a line just before his final phase where he helpfully reveals the location of the Silver Arrows to you in case you hadn't found them yet.

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* BlackoutBasement: Mechanically the dark rooms work the same as in the original game, but unlike the original game the randomizer may potentially allow the player to enter said dark rooms before finding the Lamp, which normally provides the player with a small cone of vision through the darkness. The logic is designed to never require the player to enter a dark room without the Lamp, but a common method of sequence breaking, dubbed "Dark Room Navigation", is to memorize the layout of these rooms so that a player can get through them despite being essentially blind. This can be made easier by some items that emit visual effects that are visible through the dark, dark (most notably a charged sword attack) that the player can make use of to keep track of their own character's position if nothing else.
* BossBanter: Both Blind and Ganon have a few randomized, usually non-sensical nonsensical lines of dialogue at the start of their respective fights.fights (most commonly {{Incredibly Lame Pun}}s). Ganon also has a line just before his final phase where he helpfully reveals the location of the Silver Arrows to you in case you hadn't found them yet.
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* WalletOfHolding: Taken UpToEleven compared to the original game: The randomizer lets you carry up to 9999 rupees at once, instead of merely 999.

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* WalletOfHolding: Taken UpToEleven compared to the original game: The randomizer lets you carry up to 9999 rupees at once, instead of merely 999. This is a particularly useful change, especially for completionists, because purchasing all of the bomb and arrow upgrades alone will cost you 1,400 rupees alone, so it's nice to be able to take care of all of them in one visit; Zora will charge you 500 rupees for the item slot that was originally the flippers in the original game; it costs 110 rupees to get into the Eastern Palace (or whatever the entrance randomizer replaces it with); the (originally) bottle merchant charges 100 rupees; and so on - this all adds up quickly. Players are liable to spend way more than 999 rupees (but way fewer than 9,999) to complete the game, and it's nice not to have to worry about 300 rupee chests just being wasted.
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* ControllableHelplessness: The Bunny form that you turn into if you enter the Dark World (or Light Word in Inverted Mode) without the Moon Pearl. While it's mechanically identical to the original game it can show up in far more places in the randomizer since there's no guarantee you will find the Moon Pearl before you get general Dark World access.

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* ControllableHelplessness: The Bunny form that you turn into if you enter the Dark World (or Light Word in Inverted Mode) without the Moon Pearl. While it's mechanically identical to the original game it can show up in far more places in the randomizer since there's no guarantee you will find the Moon Pearl before you get general Dark World access. Note that there is one cave on the eastern part of Death Mountain in the Dark World, nicknamed "Superbunny Cave" for obvious reasons, where the player can progress and collect items from chests even without the Moon Pearl (you still won't be able to damage enemies, though).
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* WalletOfHolding: Taken UpToEleven compared to the original game: The randomizer let's you carry up to 9999 rupees at once, instead of merely 999.

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* WalletOfHolding: Taken UpToEleven compared to the original game: The randomizer let's lets you carry up to 9999 rupees at once, instead of merely 999.
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* SortingAlgorithmOfEvil: May be played straight or averted depending on the seed: Sometimes you'll be tasked with defeating the bosses in roughly ascending order of threat level while receiving gradually stronger equipment as you go; other times you'll be stacked with the strongest gear and plentiful hearts before you fight the even the first boss; other times you'll be forced to take on the toughest bosses at the start of the game and then work your way down the difficulty curve. Though it should be mentioned that the randomizer is naturally weighted toward playing this somewhat straight for the simple reason that the tougher bosses generally require more items to reach and thus are less likely to become available before the easy ones.

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* SortingAlgorithmOfEvil: May be played straight or averted depending on the seed: Sometimes you'll be tasked with defeating the bosses in roughly ascending order of threat level while receiving gradually stronger equipment as you go; other times you'll be stacked with the strongest gear and plentiful hearts before you fight the even the first boss; other times you'll be forced to take on the toughest bosses at the start of the game and then work your way down the difficulty curve. Though it should be mentioned that the randomizer is naturally weighted toward playing this somewhat straight for the simple reason that the tougher bosses generally require more items to reach and thus are less likely to become available before the easy ones.
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* BeefGate: Guards were added in on the other side of the big rock at the castle to prevent sequence breaking during the beginning rain escape sequence if you happen to get the Power Glove in the castle.
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Removed the Irrelevant Importance entry about the Mushroom since I realized it wasn't actually correct.


* IrrelevantImportance: The Mushroom's sole purpose is to be shown to the witch in exchange for another item. Once this has been done it's completely useless (except for the execution of the fake powder glitch, but even then it's only useful if you don't have the real powder). Yet it still remains in your inventory for the rest of the game. This differs from the original game where the Mushroom is traded to the witch in exchange for the Magic Powder, with the latter permanently replacing the former. The randomizer had to change this since there's no guarantee the witch will actually give you the powder, but it also meant the Mushroom doesn't disappear even after showing it to the witch.
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* AbnormalAmmo: Retro Mode makes you use rupees as arrows, just like in the original [[VideoGame/TheLegendOfZelda]] that the mode is based on.

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* AbnormalAmmo: Retro Mode makes you use rupees as arrows, just like in the original [[VideoGame/TheLegendOfZelda]] VideoGame/TheLegendOfZelda that the mode is based on.
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* AbnormalAmmo: Retro Mode makes you use rupees as arrows, just like in the original [[VideoGame/TheLegendOfZelda]] that the mode is based on.
* ActionGirl: Possible by selecting a female character sprite for the player character.


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* BadSanta: [[HolidayMode The 2018 Christmas Festive Mode]] features Ganon dressed as Santa Claus.

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* StartingEquipment: Is usually the same as in the original game (which is to say, literally nothing but the clothes on your back), but the No Logic setting starts you off with the Pegasus Boots since it relies heavily on major glitches to be completeable and the Boots makes several of those glitches much easier to execute.

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* StartingEquipment: StarterEquipment: Is usually the same as in the original game (which is to say, literally nothing but the clothes on your back), but the No Logic setting starts you off with the Pegasus Boots since it relies heavily on major glitches to be completeable and the Boots makes several of those glitches much easier to execute.



** The No Logic option, on the other hand, does what you would expect: The randomizer will place items entirely randomly with no regard for whether the game can actually be completed or not. If you try to play the seed as normal without relying on glitches and exploits it very likely won't be, but since the game is so absolutely riddled with [[GoodBadBug Good Bad Bugs]] it's actually possible for an experienced player to get around almost any obstacle the seed throws at you, even if you'll spend an awful lot of time walking through walls and the like.

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** The No Logic option, on the other hand, does what you would expect: The randomizer will place items entirely randomly with no regard for whether the game can actually be completed or not. If you try to play the seed as normal without relying on glitches and exploits it very likely won't be, but since the game is so absolutely riddled with [[GoodBadBug Good Bad Bugs]] it's actually possible for an experienced player to get around almost any obstacle the seed throws at you, even if you'll spend an awful lot of time walking through walls and the like.like.
* WalletOfHolding: Taken UpToEleven compared to the original game: The randomizer let's you carry up to 9999 rupees at once, instead of merely 999.
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* SortingAlgorithmOfEvil: May be played straight or averted depending on the seed: Sometimes you'll be tasked with defeating the bosses in roughly ascending order of threat level while receiving gradually stronger equipment as you go; other times you'll be stacked with the strongest gear and plentiful hearts before you fight the even the first boss; other times you'll be forced to take on the toughest bosses at the start of the game and then work your way down the difficulty curve. Though it should be mentioned that the randomizer is naturally weighted toward playing this somewhat straight for the simple reason that the tougher bosses generally require more items to reach and thus are less likely to become available before the easy ones.
* StartingEquipment: Is usually the same as in the original game (which is to say, literally nothing but the clothes on your back), but the No Logic setting starts you off with the Pegasus Boots since it relies heavily on major glitches to be completeable and the Boots makes several of those glitches much easier to execute.
** The Customizer gives you the option of starting Link off with any equipment of your choosing.
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* JunkRare: In the pool of randomized items there are several unique ones that only come in one copy and are naturally rare to find as a result. Most of these are progression items or at least potentially helpful, but one of them is... a single arrow. Considering that the item pool contains *12* copies of *ten arrow stacks*, and that random arrow stacks can be found under pots and dropped from enemies pretty much everywhere, it makes this single arrow pretty underwhelming to say the least. What's worse is that the hint tiles will refer to it as a "unique item" along with all the actually useful ones, which is technically true but probably not what you want to hear...

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* JunkRare: In the pool of randomized items there are several unique ones that only come in one copy and are naturally rare to find as a result. Most of these are progression items or at least potentially helpful, but one of them is... a single arrow. Considering that the item pool contains *12* ''12'' copies of *ten ''ten arrow stacks*, stacks'', and that random arrow stacks can be found under pots and dropped from enemies pretty much everywhere, it makes this single arrow pretty underwhelming to say the least. What's worse is that the hint tiles will refer to it as a "unique item" along with all the actually useful ones, which is technically true but probably not what you want to hear...
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* JunkRare: In the pool of randomized items there are several unique ones that only come in one copy and are naturally rare to find as a result. Most of these are progression items or at least potentially helpful, but one of them is... a single arrow. Considering that the item pool contains *12* copies of *ten arrow stacks*, and that random arrow stacks can be found under pots and dropped from enemies pretty much everywhere, it makes this single arrow pretty underwhelming to say the least. What's worse is that the hint tiles will refer to it as a "unique item" along with all the actually useful ones, which is technically true but probably not what you want to hear...

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Added entries for Convenient Questing, Disc-One Final Dungeon, Disc-One Nuke, Fake Ultimate Mook and Follow The Plotted Line.


* ConvenientQuesting: ''May'' be played straight depending on the seed, but probably won't be, as item locations are spread out all over the world and there's no guarantee that an item needed to access an area will be found anywhere near the area in question.
* DiscOneFinalDungeon: An interesting variation of this can occur with the Entrance Randomizer: Since any interior area can potentially be accessed through any exterior entrance it's very possible to stumble upon and beat Ganon's Tower - which is normally the final dungeon - early on in the game.
* DiscOneNuke: There's nothing stopping the randomizer from placing multiple Sword upgrades or other powerful late game weapons right at the start of the game, allowing the player to plow through the weak early game enemies with ease.



* FakeUltimateMook: The Enemy Randomizer may inadvertedly cause this depending on the settings, if a huge, scary looking enemy happens to be given weak stats.
* FollowThePlottedLine: While the ultimate goal of defeating Ganon still makes sense (assuming you're not playing one of the alternate goal game modes), the path you have to take to get there is almost guaranteed to be ''very'' weird. Why would the blacksmiths have Magic Powder? Why is the legendary Master Sword lying on top of a random bookshelf in the library? Why did this merchant just agree to sell me 300 rupees for the price of 100? Who knows, but if you gotta do all those things then you better go do it!



* NoFinalBossForYou: When the game goal has been set to Master Sword Pedestal or Triforce Pieces, you won't have to fight the final boss to complete the game.

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* NoFinalBossForYou: When If the game goal has been set to either Master Sword Pedestal or Triforce Pieces, you won't have to fight the final boss to complete the game.
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Added entries for Recurring Boss and Carrying The Weakness.

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* CarryingTheWeakness: It's perfectly possible that a boss will drop a weapon that it's particularly weak to after being defeated, provided the player had access to some other weapon to damage the boss with before. If said weapon is the ''only'' way to damage the boss, on the other hand, the logic wouldn't allow them to be carrying it since that would make them unbeatable.


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* RecurringBoss: Aside from the normal boss refights in Ganon's Tower, the Enemy Randomizer may depending on settings make you fight any one boss any number of times in multiple different dungeons. In theory you could end up fighting one single boss ''thirteen times'' in one game, as extremely unlikely as that would be.
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Added entries for Boss In Mook Clothing, Contractual Boss Immunity, No Final Boss For You and Goddamned Boss.

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* BossInMookClothing: Depending on the settings, the Enemy Randomizer may very well cause a type of enemy that's very weak in the base game to become many times tougher than even the toughest normal enemies.
* ContractualBossImmunity: Averted when utilizing the Silver Arrows against bosses that can be hit by them: With the exception of Ganon they all go down in just one or two hits. And unlike the original game, the randomizer may very well give you the Silver Arrows early enough in the game to be used against most or all of these bosses.


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* GoddamnedBoss: Due to the random nature of the item layout you may often find yourself in a situation where you have a weapon that technically ''could'' be used to damage a certain boss, but it's far from optimal. For example, when you'd have to rely on multiple carefully timed bomb throws in a row and where even one miss means you don't have enough bombs to finish the job and will have to start over. If at the same time you happen to have found multiple Heart Containers and one or two Mail upgrades you may not have much to worry about regarding your own safety, instead it just becomes an excersize in patience.


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* NoFinalBossForYou: When the game goal has been set to Master Sword Pedestal or Triforce Pieces, you won't have to fight the final boss to complete the game.
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Added entries for The Three Trials, Boss Banter and Boss Dissonance.

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* BossBanter: Both Blind and Ganon have a few randomized, usually non-sensical lines of dialogue at the start of their respective fights. Ganon also has a line just before his final phase where he helpfully reveals the location of the Silver Arrows to you in case you hadn't found them yet.
* BossDissonance: The Enemy Randomizer can inadvertedly cause this if it places one of the late-game Dark World bosses (that are typically tougher) in one of the Light World dungeons (that are typically easier), or vice versa. The randomization of the regular enemies can also contribute to this.


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* TheThreeTrials: Usually subverted. Although there are always three Pendants to collect that enables you to acquire the item contained in the Pedestal, that item usually isn't required to beat the game. In the event that it is, however, this trope is played somewhat straight.
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Added entries for Save The Princess and Sidetrack Bonus.

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* SaveThePrincess: Despite being based on a Zelda game, this is actually subverted in most Open mode randomizer runs. In Open mode Princess Zelda starts the game having already been rescued from the Hyrule Castle dungeons and is hanging out in the Sanctuary safe and sound. If you climb the Hyrule Castle Tower and confront Aghanim the usual cutscene where he transports Zelda to the Dark World will play, implying you will have to go there and rescue her. But if you never confront Aghanim in that tower (which isn't required in most seeds) Zelda will remain safe in the Sanctuary the entire game.


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* SidetrackBonus: Occasionally you will end up in a situation where you either already have all items needed to beat the game (commonly referred to as "Go-Mode") or at least know where all items you need are located, in which case checking any other remaining item location is unnecessary. But even then, sometimes, it can be worth it to go slightly out of your way for the off chance of finding an extra item that isn't strictly speaking required but would nonetheless be very helpful. This most commonly happens in search of the Silver Arrows, that greatly speed up several boss fights and especially the fight against Ganon, but can also be done to find the 3rd or 4th Sword upgrade, Half-Magic, or maybe even a defensive item like the Blue or Red Mail.

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Added entries for Irrelevant Importance and Musical Spoiler.


* InfallibleBabble: The (non-joke) hint tiles added in v.30 always provides accurate information on the whereabouts of various items, even if they're sometimes a bit cryptic and/or unspecific.

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* InfallibleBabble: The (non-joke) hint tiles added in v.30 always provides provide accurate information on the whereabouts of various items, even if they're sometimes a bit cryptic and/or unspecific.unspecific.
* IrrelevantImportance: The Mushroom's sole purpose is to be shown to the witch in exchange for another item. Once this has been done it's completely useless (except for the execution of the fake powder glitch, but even then it's only useful if you don't have the real powder). Yet it still remains in your inventory for the rest of the game. This differs from the original game where the Mushroom is traded to the witch in exchange for the Magic Powder, with the latter permanently replacing the former. The randomizer had to change this since there's no guarantee the witch will actually give you the powder, but it also meant the Mushroom doesn't disappear even after showing it to the witch.


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* MusicalSpoiler: Downplayed example: What background music plays in a dungeon depends on whether it contains a Crystal or a Pendant, so if for whatever reason you don't know which it is already the music can reveal that for you before you actually defeat the boss. But since the dungeon music is randomized in Keysanity mode and the other modes clearly show the Crystals and Pendants on the map this usually won't be of any help, unless you forgot to check the map before entering the dungeon, or you ''did'' check the map but forgot what it said.

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Added entries for Empty Room Until The Trap, Heroes Prefer Swords and Infallible Babble.


* HolidayMode: The developers have released multiple special holiday modes for the randomizer, available for limited times during Christmas and Halloween. These modes tend to contain many cosmetic changessuch as custom holiday-themed sprites, different color palettes and season-appropriate music, along with some gameplay alterations.

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* EmptyRoomUntilTheTrap: The Enemy Randomizer may inadvertently result in this, where rooms that usually contain fully visible enemies have been replaced by enemies that are initially hidden and only show themselves when the player comes close. Of course, an experienced player will have memorized which rooms are supposed to contain enemies, so they are unlikely to be taken completely by surprise at hidden enemies suddenly popping up in a seemingly empty room.
* HeroesPreferSwords: Subverted in Swordless mode, where all swords in the item pool have been replaced by stacks of 20 rupees. It's also possible to go most of the game without finding any swords even in modes where swords exist, simply due to random chance.
* HolidayMode: The developers have released multiple special holiday modes for the randomizer, available for limited times during Christmas and Halloween. These modes tend to contain many cosmetic changessuch changes such as custom holiday-themed sprites, different color palettes and season-appropriate music, along with some gameplay alterations.alterations.
* InfallibleBabble: The (non-joke) hint tiles added in v.30 always provides accurate information on the whereabouts of various items, even if they're sometimes a bit cryptic and/or unspecific.
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Added entries for Silliness Switch and Holiday Mode.

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* HolidayMode: The developers have released multiple special holiday modes for the randomizer, available for limited times during Christmas and Halloween. These modes tend to contain many cosmetic changessuch as custom holiday-themed sprites, different color palettes and season-appropriate music, along with some gameplay alterations.


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* SillinessSwitch: Can be invoked through the use of various optional settings. The randomizer has a wide variety of custom character sprites to choose from, some sillier than others. The option to change the game's color palette often leads to ridiculous color combinations. Then there's the implications of the Entrance Randomizer, which throws the laws of three-dimensional space out the window resulting in such ridiculous scenarios as the door to a small house leading into Hyrule Castle, or two entrances to the same building leading to vastly different locations, and so on.
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Added entries for Plot Lock and Rocket Tag Gameplay.

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* PlotLock: The entrance to Ganon's Tower in Inverted Mode. It's seemingly just a regular door (and in non-Inverted mode that very same door really ''is'' just a regular door, once you cut through the magical barrier blocking it) but for some reason it requires all seven Crystals to open. It's especially egregious considering that when you have the Crystals and attempt to open the door, it will swing wide open ''before'' the Crystal cutscene starts, but you still have to sit through the entire animation before you're allowed to progress.
* RocketTagGameplay: May occur when using certain options in the Enemy Randomizer, specifically those that randomize enemy health and/or damage. It's perfectly possible to face enemies that go down in one hit from any one of your weapons but simultaneously deal enough damage to one-shot the player from full health (at least before the player finds too many heart pieces/heart containers). If enough enemies happen to receive these properties the game as a whole can start to feel like this trope.
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Added entries for Level Editor, Mooks but No Bosses and Non-Combatant Immunity.

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* LevelEditor: Of sorts. The official randomizer website features the Customizer, which lets the user design their own handcrafted version of the game using the same variables as the randomizer itself.
* MooksButNoBosses: A possible outcome in Triforce Hunt mode, if you manage to find all the triforce pieces you need without fighting any of the bosses.
* NonCombatantImmunity: Potentially averted, as opposed to the original game. In Standard mode you're guaranteed to receive a weapon from your uncle before facing any enemies, but Open and Inverted modes make no such promises.
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* Backtracking: Depending on the seed you may be required to return several times to the same dungeon or area in order to fully complete it, in the case that an item required to progress further in the dungeon is locked in a location that itself can only be accessed using an item found earlier in the dungeon.

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* Backtracking: {{Backtracking}}: Depending on the seed you may be required to return several times to the same dungeon or area in order to fully complete it, in the case that an item required to progress further in the dungeon is locked in a location that itself can only be accessed using an item found earlier in the dungeon.
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Added entries for Backtracking and Controllable Helplessness. Also added a note about how only tropes that differ from the original game in some way should be added to this page, to avoid redundancy.

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'''As the randomizer is based on The Legend of Zelda: A Link To The Past, most tropes that apply to that game will naturally apply to the randomizer as well. To avoid redundancy, only tropes that differ in some way between the randomizer and the original game should be added here.'''


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* Backtracking: Depending on the seed you may be required to return several times to the same dungeon or area in order to fully complete it, in the case that an item required to progress further in the dungeon is locked in a location that itself can only be accessed using an item found earlier in the dungeon.
** Even in seeds where such double-dipping isn't technically necessary there's still a good chance that a player will nonetheless do a lot of backtracking simply because they didn't know which items they needed to bring the first time they entered the dungeon. So they end up having to leave to go find said items in different locations before coming back to finish the dungeon.


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* ControllableHelplessness: The Bunny form that you turn into if you enter the Dark World (or Light Word in Inverted Mode) without the Moon Pearl. While it's mechanically identical to the original game it can show up in far more places in the randomizer since there's no guarantee you will find the Moon Pearl before you get general Dark World access.
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Added another example to the Anti-Frustration Features entry and also added a new entry for Blackout Basement.

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** Since the randomizer is intended to be used to play through the game multiple times, it gets rid of most of the unskippable cutscenes and dialogue boxes from the original game to speed things up.
* BlackoutBasement: Mechanically the dark rooms work the same as in the original game, but unlike the original game the randomizer may potentially allow the player to enter said dark rooms before finding the Lamp, which normally provides the player with a small cone of vision through the darkness. The logic is designed to never require the player to enter a dark room without the Lamp, but a common method of sequence breaking, dubbed "Dark Room Navigation", is to memorize the layout of these rooms so that a player can get through them despite being essentially blind. This can be made easier by some items that emit visual effects that are visible through the dark, that the player can make use of to keep track of their own character's position if nothing else.
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Added entries for Anti-Frustration Features and Skippable Boss.
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Added entries for Anti-Frustration Features and Skippable Boss.

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* AntiFrustrationFeatures: As ironic as it may seem, the randomizer actually does away with some of the RNG reliant features of the original game to save players from wasting time repeating the same mindless tasks over and over again due to bad luck: The Chest Opening Game will always give you its prize item in one of the first two chests you open and the Digging Game is guaranteed to yield its prize item within the first 30 digs. In the original game both of these mini-games were completely randomized.
** There are also various improvements to the user interface to make navigating the item screen more efficient, such as preventing the Bottle submenu from automatically opening.


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* SkippableBoss: Out of the two types of Boss Prizes, Crystals and Pendants, only the Crystals are guaranteed required to finish the game under normal rules. As such it's often the case that one or more of the three Pendant bosses are skippable. The Green Pendant may be required if Sahasrahla holds a required item, and if the Pedestal should happen to contain a required item then all three Pendants will be required. However, even if the Pendants themselves aren't required there's always the possibility that one or more of the Pendant bosses will drop a required item along with their Pendant, thus making them non-skippable anyway.
** The first encounter with Aghanim is often skippable as well since he doesn't hold any Crystal or Pendant, but may be required if there's a required item in the Lumberjack Cave or if there's no other way to get Dark World access.
** The refight with Armos in the basement of Ganon's Tower can also be skipped if the Big Key doesn't happen to be locked behind it, making it the only one of the three boss refights that can potentially be skipped under normal rules.
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Created the page along with an introduction and a few listed tropes.


* SequenceBreaking: Aside from the fact that the randomizer inherently breaks the sequence of [[VideoGame/TheLegendOfZeldaALinkToThePast the original game]], it's actually possible to sequence break the randomizer itself by circumventing the built-in logic it operates by. This is usually accomplished by exploiting glitches to get to areas you normally aren't able to reach without a specific progression item. When you acquire an item in this way before the logic expects you to the item is said to be "not in logic", which can be used to predict the locations of other items: For example, if you used the glitch known as ''fake flippers'' (which allows you to swim in some waters without needing the real flippers) to get to the hammer, then you'll know that the flippers can't possibly be in a location that requires the hammer to reach, since according to the logic you would've had to find the flippers before the hammer.

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* SequenceBreaking: Aside from the fact that the randomizer inherently breaks the sequence of of [[VideoGame/TheLegendOfZeldaALinkToThePast the original game]], it's actually possible to sequence break the randomizer itself by circumventing the built-in logic it operates by. This is usually accomplished by exploiting glitches to get to areas you normally aren't able to reach without a specific progression item. When you acquire an item in this way before the logic expects you to the item is said to be "not in logic", which can be used to predict the locations of other items: For example, if you used the glitch known as ''fake flippers'' (which allows you to swim in some waters without needing the real flippers) to get to the hammer, then you'll know that the flippers can't possibly be in a location that requires the hammer to reach, since according to the logic you would've had to find the flippers before the hammer.
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Created the page along with an introduction and a few listed tropes.

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''A Link To The Past: Randomizer'' is a program that - as the name implies - generates a randomized version of the classic SNES game ''[[VideoGame/TheLegendOfZeldaALinkToThePast The Legend of Zelda: A Link To The Past]]''.

The basic randomizer shuffles the locations of key items and mixes up which dungeons hold the crystals needed to reach the final boss. This means that not only will items be found in different locations and in a different sequence for every seed, but which items are even required to complete the game will also differ. To prevent the randomizer from generating a sequence of items that render the game unwinnable (such as placing a progression item in a location that can only be reached with the help of that same item), the code has a built-in logic containing various checks and failsafes that ensures all required items can always be obtained in one way or another.

In addition to the basic randomizer there are many optional settings that allow for the randomization of nearly every aspect of the game, including an enemy randomizer and an entrance randomizer, as well as various other game modes such as Swordless, Inverted Mode and Triforce Hunt. The randomizer also contains many cosmetic options, most notably the ability to select a custom sprite for the player character and an option to change the color palette of the game.

The randomizer is often used to organize speedrunning tournaments where players are given the same game seed and then face off against each other in races. The races are entirely fair as far as RNG is concerned but since neither player knows in advance where all required progression items are located (or even which items are required), a large part of the race comes down to figuring out the most efficient route through the game based on what items the runners encounter along the way.

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!! This game provides examples of:

* SequenceBreaking: Aside from the fact that the randomizer inherently breaks the sequence of [[VideoGame/TheLegendOfZeldaALinkToThePast the original game]], it's actually possible to sequence break the randomizer itself by circumventing the built-in logic it operates by. This is usually accomplished by exploiting glitches to get to areas you normally aren't able to reach without a specific progression item. When you acquire an item in this way before the logic expects you to the item is said to be "not in logic", which can be used to predict the locations of other items: For example, if you used the glitch known as ''fake flippers'' (which allows you to swim in some waters without needing the real flippers) to get to the hammer, then you'll know that the flippers can't possibly be in a location that requires the hammer to reach, since according to the logic you would've had to find the flippers before the hammer.
* UnwinnableByMistake: Generally averted thanks to the built-in logic, but particularly in earlier versions of the randomizer you would occasionally encounter a seed where some unforeseen combination of circumstances rendered the game unwinnable, at least without the help of glitches. The developers are always hard at work to improve the logic with each new version to account for these circumstances but there's always the possibility that something slips through the cracks.
** The No Logic option, on the other hand, does what you would expect: The randomizer will place items entirely randomly with no regard for whether the game can actually be completed or not. If you try to play the seed as normal without relying on glitches and exploits it very likely won't be, but since the game is so absolutely riddled with [[GoodBadBug Good Bad Bugs]] it's actually possible for an experienced player to get around almost any obstacle the seed throws at you, even if you'll spend an awful lot of time walking through walls and the like.

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