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figured a link to the full video would be more helpful


** "Blind Pedestal Pull." The Pedestal containing the Master Sword in the Vanilla version contains a random item here. The odds are against it containing an important progression item, but it does happen sometimes (known as a “pedestal seed“). If the player has the Book of Mudora, they can translate the front of the pedestal in order to learn what it actually contains. However, if a player doesn’t have the Book, then they may make the incredibly rash decision to hunt down all three Pendants and “pull” the item within. This is known as a Blind Pedestal Pull. It may sound counter-intuitive, but it's a highly-anticipated moment for race-watchers, since a runner may attempt the pull as some sort of Hail Mary. Players can [[https://clips.twitch.tv/BusyBadCheddarGingerPower go from being dead-last to being in the lead]] very quickly. You can also come up with some [[https://www.youtube.com/watch?v=Jar-Db_7LE8#t=140s&ab_channel=PsychedelicEyeball pretty evil scenarios.]] "Couch Cash" (twenty rupees). Finding the Book inside the pedestal would be the absolute worst. Finding the Lamp in the pedestal would be incredibly frustrating if players don't know how to navigate all of the pitch-black rooms in the Crystal dungeons. There have also been races where two runners have agreed ahead of time to execute a Blind Pedestal Pull.

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** "Blind Pedestal Pull." The Pedestal containing the Master Sword in the Vanilla version contains a random item here. The odds are against it containing an important progression item, but it does happen sometimes (known as a “pedestal seed“). If the player has the Book of Mudora, they can translate the front of the pedestal in order to learn what it actually contains. However, if a player doesn’t have the Book, then they may make the incredibly rash decision to hunt down all three Pendants and “pull” the item within. This is known as a Blind Pedestal Pull. It may sound counter-intuitive, but it's a highly-anticipated moment for race-watchers, since a runner may attempt the pull as some sort of Hail Mary. Players can [[https://clips.twitch.tv/BusyBadCheddarGingerPower [[https://youtu.be/aKVPv2bKWV8?t=4806 go from being dead-last to being in the lead]] very quickly. You can also come up with some [[https://www.youtube.com/watch?v=Jar-Db_7LE8#t=140s&ab_channel=PsychedelicEyeball pretty evil scenarios.]] "Couch Cash" (twenty rupees). Finding the Book inside the pedestal would be the absolute worst. Finding the Lamp in the pedestal would be incredibly frustrating if players don't know how to navigate all of the pitch-black rooms in the Crystal dungeons. There have also been races where two runners have agreed ahead of time to execute a Blind Pedestal Pull.
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A separate ROM hack (found [[http://samus.link here]]) combines ''Link to the Past'' and ''VideoGame/SuperMetroid''. Often referred to as [=SMZ3=] (''A Link to the Past'' is the third ''Zelda'' game by release date) or [=SMLttP=], it combines code from both this randomizer and the ''Super Metroid'' [[https://itemrando.supermetroid.run/ item randomizer]]. Items from one game may appear in the other, and there are four gateways between the two games. Several of the features present in the ''Link to the Past'' randomizer (such as the entrance randomizer, the Enemizer, and Inverted mode) unfortunately aren't yet implemented in the ''Super Metroid'' one; however, Keysanity was implemented in 2021, and developers are apparently working on entrance and enemy randomizers. In any case, many of the tropes native to [=ALttPR=] still apply to [=SMZ3=]. One particularly cool thing about [=SMZ3=] is that, due to a quirk in the games' memory allocation,[[note]]Which is so unlikely to have happened coincidentally that it strongly suggests Nintendo at one point [[WhatCouldHaveBeen intended to sell]] a combination ''Link to the Past'' / ''Super Metroid'' cartridge (unfortunately, this never happened)[[/note]], it can be played on an actual SNES. It was later followed by a ''Zelda 1'' / ''VideoGame/Metroid1'' multiworld randomizer (which, unfortunately, doesn't work on an actual NES). Now all we need is a ''Breath of the Wild'' / ''Metroid Prime 4'' multiworld randomizer.

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A separate ROM hack (found [[http://samus.link here]]) combines ''Link to the Past'' and ''VideoGame/SuperMetroid''. Often referred to as [=SMZ3=] (''A Link to the Past'' is the third ''Zelda'' game by release date) or [=SMLttP=], it combines code from both this randomizer and the ''Super Metroid'' [[https://itemrando.supermetroid.run/ item randomizer]]. Items from one game may appear in the other, and there are four gateways between the two games. Several of the features present in the ''Link to the Past'' randomizer (such as the entrance randomizer, the Enemizer, and Inverted mode) unfortunately aren't yet implemented in the ''Super Metroid'' one; however, Keysanity was implemented in 2021, and developers are apparently working on entrance and enemy randomizers. In any case, many of the tropes native to [=ALttPR=] still apply to [=SMZ3=]. One particularly cool thing about [=SMZ3=] is that, due to a quirk in the games' memory allocation,[[note]]Which allocation[[note]]Which is so unlikely to have happened coincidentally that it strongly suggests Nintendo at one point [[WhatCouldHaveBeen intended to sell]] a combination ''Link to the Past'' / ''Super Metroid'' cartridge (unfortunately, this never happened)[[/note]], it can be played on an actual SNES. It was later followed by a ''Zelda 1'' / ''VideoGame/Metroid1'' multiworld randomizer (which, unfortunately, doesn't work on an actual NES). Now all we need is a ''Breath of the Wild'' / ''Metroid Prime 4'' multiworld randomizer.
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* ''[[VideoGame/TheLegendOfZeldaI Zelda I]]'', available [[https://sites.google.com/site/zeldarandomizer/ here]]; has its own TV Tropes page [[https://tvtropes.org/pmwiki/pmwiki.php/VideoGame/Zelda1Randomizer here]] that Administrivia/NeedsWikiMagicLove. This is actually one of the oldest randomizers and may even predate ''Link to the Past''[='=]s.

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* ''[[VideoGame/TheLegendOfZeldaI Zelda I]]'', available [[https://sites.google.com/site/zeldarandomizer/ here]]; has [[VideoGame/Zelda1Randomizer its own TV Tropes page [[https://tvtropes.org/pmwiki/pmwiki.php/VideoGame/Zelda1Randomizer here]] page]] that Administrivia/NeedsWikiMagicLove. This is actually one of the oldest randomizers and may even predate ''Link to the Past''[='=]s.
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* ''VideoGame/{{Zelda II|TheAdventureOfLink}}'', available [[https://bitbucket.org/digshake/z2randomizer/wiki/Home here]]).

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* ''VideoGame/{{Zelda II|TheAdventureOfLink}}'', available [[https://bitbucket.org/digshake/z2randomizer/wiki/Home here]]).here]].



** The other, by [=CrystalSaver=][[note]]who is also known as one of the most accomplished runners of ''Zelda 1'' and especially its randomizer[[/note]], is [[https://sites.google.com/view/z4randomizer here]]).
* ''[[VideoGame/TheLegendOfZeldaOcarinaOfTime Ocarina of Time]]'', available [[https://ootrandomizer.com/ here]]; has its own [[VideoGame/OcarinaOfTimeRandomizer dedicated article]]).
* The ''[[VideoGame/TheLegendOfZeldaOracleGames Oracle]]'' games, available [[https://sites.google.com/site/gamerandomizers/gameboy-color/the-legend-of-zelda-oracle-of-seasons/ here]]).

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** The other, by [=CrystalSaver=][[note]]who is also known as one of the most accomplished runners of ''Zelda 1'' and especially its randomizer[[/note]], is [[https://sites.google.com/view/z4randomizer here]]).
here]].
* ''[[VideoGame/TheLegendOfZeldaOcarinaOfTime Ocarina of Time]]'', available [[https://ootrandomizer.com/ here]]; has its own [[VideoGame/OcarinaOfTimeRandomizer dedicated article]]).
article]].
* The ''[[VideoGame/TheLegendOfZeldaOracleGames Oracle]]'' games, available [[https://sites.google.com/site/gamerandomizers/gameboy-color/the-legend-of-zelda-oracle-of-seasons/ here]]).here]].

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It proved popular enough that similar hacks were created for ''[[VideoGame/TheLegendOfZeldaI Zelda I]]'' and ''[[VideoGame/ZeldaIITheAdventureOfLink II]]'', ''[[VideoGame/TheLegendOfZeldaLinksAwakening Link's Awakening]]'', ''[[VideoGame/TheLegendOfZeldaOcarinaOfTime Ocarina of Time]]'', the ''[[VideoGame/TheLegendOfZeldaOracleGames Oracle]]'' games, ''[[VideoGame/TheLegendOfZeldaTheWindWaker The Wind Waker]]'' (along with [[https://gamebanana.com/skins/embeddables/168054?type=sd_image a huge array of skins for Link]]), ''[[VideoGame/TheLegendOfZeldaTheMinishCap The Mimish Cap]]'', ''[[VideoGame/TheLegendOfZeldaTwilightPrincess Twilight Princess]]'', and ''[[VideoGame/TheLegendOfZeldaBreathOfTheWild Breath of the Wild]]''. The ''Ocarina of Time'' version has a [[VideoGame/OcarinaOfTimeRandomizer dedicated article]].

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It has proved popular enough that similar hacks were randomizers have been created for for:
*
''[[VideoGame/TheLegendOfZeldaI Zelda I]]'' I]]'', available [[https://sites.google.com/site/zeldarandomizer/ here]]; has its own TV Tropes page [[https://tvtropes.org/pmwiki/pmwiki.php/VideoGame/Zelda1Randomizer here]] that Administrivia/NeedsWikiMagicLove. This is actually one of the oldest randomizers and ''[[VideoGame/ZeldaIITheAdventureOfLink II]]'', may even predate ''Link to the Past''[='=]s.
* ''VideoGame/{{Zelda II|TheAdventureOfLink}}'', available [[https://bitbucket.org/digshake/z2randomizer/wiki/Home here]]).
*
''[[VideoGame/TheLegendOfZeldaLinksAwakening Link's Awakening]]'', which has not one but ''two'' randomizers:
** One, by Daid, is [[https://daid.github.io/LADXR/ here]].
** The other, by [=CrystalSaver=][[note]]who is also known as one of the most accomplished runners of ''Zelda 1'' and especially its randomizer[[/note]], is [[https://sites.google.com/view/z4randomizer here]]).
*
''[[VideoGame/TheLegendOfZeldaOcarinaOfTime Ocarina of Time]]'', the available [[https://ootrandomizer.com/ here]]; has its own [[VideoGame/OcarinaOfTimeRandomizer dedicated article]]).
* The
''[[VideoGame/TheLegendOfZeldaOracleGames Oracle]]'' games, available [[https://sites.google.com/site/gamerandomizers/gameboy-color/the-legend-of-zelda-oracle-of-seasons/ here]]).
*
''[[VideoGame/TheLegendOfZeldaTheWindWaker The Wind Waker]]'' (along with Waker]]'', available [[https://github.com/LagoLunatic/wwrando/releases/tag/1.9.0 here]]. Also available are [[https://gamebanana.com/skins/embeddables/168054?type=sd_image a huge array of skins for Link]]), Link]].
*
''[[VideoGame/TheLegendOfZeldaTheMinishCap The Mimish Minish Cap]]'', available [[https://github.com/minishmaker/randomizer here]].
*
''[[VideoGame/TheLegendOfZeldaTwilightPrincess Twilight Princess]]'', and available [[https://rando.zeldatp.net/ here]].
*
''[[VideoGame/TheLegendOfZeldaBreathOfTheWild Breath of the Wild]]''. The ''Ocarina of Time'' version has a [[VideoGame/OcarinaOfTimeRandomizer dedicated article]].
Wild]]'', available [[https://zarwaldo.itch.io/zelda-botw-rando here]].
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* Also under development, and still very much a work in progress, is an semi-official [[https://github.com/aerinon/ALttPDoorRandomizer "door randomizer"]] which shuffles door transitions, either within or between dungeons (depending on the settings). This mode has a channel on the official randomizer Discord, but is not yet available from the main site. Barring a few bugs the algorithm, which are rare, this mode is beatable. But there are some caveats in the "cross-dungeon" mode: it's generally a bad idea to do certain {{Sequence Break}}s within dungeons, and there are settings that make it impossible to do so. Seeds still have a high "failure" rate, so it may take a while to generate a game. There are a number of other quirks that players will have to study up on, hence the [[https://docs.google.com/document/d/1Bk-m-QRvH5iF60ndptKYgyaV7P93D3TiG8xmdxp_bdQ/edit?usp=sharing readme.]] If you want to completely microwave your brain, you can also combine this with entrance shuffle, keysanity, retro mode, inverted mode, and the enemizer, amongst other settings--even the pot shuffle! (Widely regarded as the only pot shuffle which isn't a total waste of time. At the moment, though, it only works when playing the "unstable" branch.) This mode is still under active development. [[https://github.com/aerinon/ALttPDoorRandomizer/tree/DoorDevUnstable All the latest settings (the "unstable" branch) can be found here,]] and a {{Website/YouTube}} demo can be seen [[https://www.youtube.com/watch?v=ekG2AWhRLVA here.]]
* A "Shopsanity" setting in the door randomizer adds shops to the item pool - shops can have any key item needed for progression, as long as this doesn't break logic. Most of the items are relatively inexpensive to purchase, in order to prevent rupees from becoming a barrier to progression; the most expensive items are in the 100-250 range. More info is available [[https://github.com/aerinon/ALttPDoorRandomizer/blob/DoorDevUnstable/RELEASENOTES.md here]]. Note that it is not necessary to have dungeon door shuffle on to use the shopsanity function, but shopsanity has yet to be added to the main site.
* An [[https://github.com/codemann8/ALttPDoorRandomizer overworld randomizer]] is currently in very early development. It uses the same mechanics that the door randomizer uses for non-door transitions to shuffle the overworld transitions, with three possible modes eventually planned: simple, full, and crossed. A simple shuffle will require both overworlds to keep the same shape as they have in the vanilla game, but every LW screen can be swapped with its DW counterpart (any swapped overworld screens would use the Inverted Mode screens for both Light World and Dark World, to ensure seeds are still completable). Full allows Light World and Dark World to become different shapes, but light world screens only appear in the light world, and dark world screens only in the dark world. Crossed will be a mixture of both: screens can be swapped between light world and dark world, with Inverted Mode screens drawn in; and the overworld won't have to keep same shape it has in the vanilla game. There are several major bugs that players should be aware of, since they can render seeds impossible to complete. An example playthrough can be found [[https://youtu.be/uUqKBOYbI8Y here]].

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* Also under development, and still very much a work in progress, is an semi-official [[https://github.com/aerinon/ALttPDoorRandomizer "door randomizer"]] which shuffles door transitions, either within or between dungeons (depending on the settings). This mode has a channel on the official randomizer Discord, but is not yet available from the main site. Barring a few bugs the algorithm, which are rare, this mode is beatable. But there are some caveats in the "cross-dungeon" mode: it's generally a bad idea to do certain {{Sequence Break}}s within dungeons, and there are dungeons (the default settings that make it impossible to do so.so). Seeds still have a high "failure" rate, so it may take a while to generate a game. There are Players should know about a number of other quirks that players will have to study up on, quirks, hence the [[https://docs.google.com/document/d/1Bk-m-QRvH5iF60ndptKYgyaV7P93D3TiG8xmdxp_bdQ/edit?usp=sharing readme.]] If you want to completely microwave your brain, you can also combine this with entrance shuffle, keysanity, retro mode, inverted mode, and the enemizer, amongst other settings--even the pot shuffle! (Widely regarded as the only pot shuffle which isn't a total waste of time. At the moment, though, it only works when playing the "unstable" branch.) This mode is still under active development. [[https://github.com/aerinon/ALttPDoorRandomizer/tree/DoorDevUnstable All the latest settings (the "unstable" branch) can be found here,]] and a {{Website/YouTube}} demo can be seen [[https://www.youtube.com/watch?v=ekG2AWhRLVA here.]]
* A "Shopsanity" setting in the door randomizer adds shops to the item pool - shops can have any key item needed for progression, as long as this doesn't break logic. Most of the items are relatively inexpensive to purchase, in order to prevent rupees from becoming being a barrier to progression; the most expensive items are in the 100-250 range. More info is available [[https://github.com/aerinon/ALttPDoorRandomizer/blob/DoorDevUnstable/RELEASENOTES.md here]]. Note that it is not necessary to have one needn't enable dungeon door shuffle on to use the shopsanity function, shopsanity, but shopsanity has yet to be added to the main site.
* An [[https://github.com/codemann8/ALttPDoorRandomizer overworld randomizer]] is currently in very early development. It uses the same mechanics that the door randomizer uses for non-door transitions to shuffle the overworld transitions, with transitions. There are two major aspects that can be shuffled: overworld layout and overworld tiles. Layout shuffle has three possible modes eventually planned: simple, full, and crossed. A simple shuffle will require both overworlds to keep the same shape as they have settings: vanilla; parallel, in the vanilla game, but every LW screen can be swapped with its DW counterpart (any swapped which overworld screens would use the Inverted Mode screens for both Light World and Dark World, to ensure seeds transitions are still completable). Full allows Light World and Dark World to become different shapes, shuffled, but light world screens only appear in the light world, and dark world screens only in keep the dark world. Crossed will be same layout; and full, in which overworld transitions are shuffled within each world separately. Similarly, there are three settings for tile swap: vanilla; mixed, in which overworld tiles are randomly chosen to become a mixture part of both: screens the opposite world; and crossed, in which overworld tiles remain in their respective worlds, but transitions can now be swapped between cross-world (e.g., a screen transition can take you from light world and to dark world, with Inverted Mode screens drawn in; and or vice versa). The readme on the overworld won't have Github contains a visual representation of these settings. There's also an option to keep "similar edges" together (e.g., all three transitions possible to the left of Link's House must go to the same shape it has in the vanilla game. There are several screen) and a "flute shuffle" setting that is ExactlyWhatItSaysOnTheTin. Players should be aware of some major bugs that players should be aware of, since they can render seeds impossible to complete. An example playthrough can be found [[https://youtu.be/uUqKBOYbI8Y here]].

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* An [[https://github.com/codemann8/ALttPDoorRandomizer overworld randomizer]] is currently in very early development. It uses the same mechanics that the door randomizer uses for non-door transitions to shuffle the overworld transitions, with three possible modes eventually planned: simple, full, and crossed. A simple shuffle will require both overworlds to keep the same shape as they have in the vanilla game, but every LW screen can be swapped with its DW counterpart (any swapped overworld screens would use the Inverted Mode screens for both Light World and Dark World, to ensure seeds are still completable). Full allows Light World and Dark World to become different shapes, but light world screens only appear in the light world, and dark world screens only in the dark world. Crossed will be a mixture of both: screens can be swapped between light world and dark world, with Inverted Mode screens drawn in; and the overworld won't have to keep same shape it has in the vanilla game. Currently, only Full is implemented, and there are several major bugs that players should be aware of, since they can render seeds impossible to complete. An example playthrough can be found [[https://youtu.be/uUqKBOYbI8Y here]].

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* An [[https://github.com/codemann8/ALttPDoorRandomizer overworld randomizer]] is currently in very early development. It uses the same mechanics that the door randomizer uses for non-door transitions to shuffle the overworld transitions, with three possible modes eventually planned: simple, full, and crossed. A simple shuffle will require both overworlds to keep the same shape as they have in the vanilla game, but every LW screen can be swapped with its DW counterpart (any swapped overworld screens would use the Inverted Mode screens for both Light World and Dark World, to ensure seeds are still completable). Full allows Light World and Dark World to become different shapes, but light world screens only appear in the light world, and dark world screens only in the dark world. Crossed will be a mixture of both: screens can be swapped between light world and dark world, with Inverted Mode screens drawn in; and the overworld won't have to keep same shape it has in the vanilla game. Currently, only Full is implemented, and there There are several major bugs that players should be aware of, since they can render seeds impossible to complete. An example playthrough can be found [[https://youtu.be/uUqKBOYbI8Y here]].
* [[https://alttpr.gwaa.kiwi/en/randomizer Bomb-only mode]], which is ExactlyWhatItSaysOnTheTin. The player has an infinite number of bombs. Swords have been removed, and most of the player's items don't damage enemies. Enemies and bosses that are normally immune to bombs are now vulnerable to them. Enemies that normally die in one hit to bombs now take the normal amount of damage from them. The player starts with "fighter sword bombs", and can collect bomb upgrades up to "gold sword bombs" (there are actually four upgrades in the pool, but only three of them will affect the player's damage output). It's extremely wacky and a lot of fun. Catch an example playthrough [[https://youtu.be/6zoTS7_Lchg here]].
* [[https://github.com/StructuralMike/ALttPDoorRandomizer/tree/futuro Futuro mode]], which is the ''[[VideoGame/TheLegendOfZeldaOcarinaOfTime Ocarina of Time]]'' to Retro mode's ''VideoGame/TheLegendOfZeldaI''. Bombs and magic cannot be used until the player finds capacity upgrades for them. Bows are not progressive, and a second has been added to the pool; the second turns into an arrow capacity upgrade after the first is found, and silver arrows are a separate item. The Hyrule Castle Dark World portal is available from the start.
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* HarderThanHard: The Nightmare preset, which is every setting (except for required glitches) set to maximum.
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Disambiguating; deleting and renaming wicks as appropriate


* SequenceBreaking: Aside from the fact that the randomizer inherently breaks the sequence of 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 Link normally can't reach without a tool. If Link glitches his way to an item before the game expects it (i.e. it's "not in logic"), experts will be able to deduce the locations of other items. If Link uses the glitch known as "fake flippers" to swim without the help of [[OlympicSwimmer flippers]], he may theoretically find the Hammer. The real flippers can't possibly be in a location which requires the hammer to reach, since according to the logic, he 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 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 Link normally can't reach without a tool. If Link glitches his way to an item before the game expects it (i.e. it's "not in logic"), experts will be able to deduce the locations of other items. If Link uses the glitch known as "fake flippers" to swim without the help of [[OlympicSwimmer flippers]], flippers, he may theoretically find the Hammer. The real flippers can't possibly be in a location which requires the hammer to reach, since according to the logic, he would've had to find the flippers before the hammer.

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The randomizer is used as the basis for {{speedrun}}ning tournaments wherein players are given the same seed and face off against each other in races. These races are technically 'fair' as far as [[RandomNumberGenerator RNG]] is concerned, but since neither player knows in advance where all the progressions are (or even ''which'' items are required to win), it boils down to working out the quickest route based on items encountered on the way. Winning requires both intimate knowledge of the game and a degree of {{luck|BasedMission}}. Although it's possible to "read" a seed to predict the most likely outcome, the seed may flip the script and place items in a place which is both unlikely ''and'' time-consuming to reach. (The worst outcomes are affectionately known as [[FakeLongevity "troll seeds."]]) For instance, a non-entrance randomizer seed might hide the [[WarpWhistle Mirror]] on [[FogOfDoom Kholdstare]], the IcePalace boss. Let's say the Mirror is required to enter the [[BubblegloopSwamp Swamp Palace]] and claim the item needed to climb Ganon's Tower; fighting Kholdstare as soon as possible is more likely to yield a progression and win the race, but it's huge gamble which hinges on the quality of execution i.e. minimizing deaths.

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The randomizer is used as the basis for {{speedrun}}ning tournaments wherein players are given the same seed and face off against each other in races. These races are technically 'fair' as far as [[RandomNumberGenerator RNG]] is concerned, but since neither player knows in advance where all the progressions are (or even ''which'' items are required to win), it boils down to working out the quickest route based on items encountered on the way. Winning requires both intimate knowledge of the game and a degree of {{luck|BasedMission}}. Although it's possible to "read" a seed to predict the most likely outcome, the seed may flip the script and place items in a place which is both unlikely ''and'' time-consuming to reach. (The worst outcomes are affectionately known as [[FakeLongevity "troll seeds."]]) For instance, a non-entrance randomizer seed might hide the [[WarpWhistle Mirror]] on [[FogOfDoom Kholdstare]], the IcePalace boss. Let's say the Mirror is required to enter the [[BubblegloopSwamp Swamp Palace]] and claim the item needed to climb Ganon's Tower; fighting Kholdstare as soon as possible is more likely to yield a progression and win the race, but it's a huge gamble which hinges on the quality of execution i.e. minimizing deaths.



* FetchQuest: Sometimes Link gets an item he can easily do without, but merely having it puts other locations "in logic", potentially forcing him to go "check" them. This is less of an issue when randomizing [=ALttP=] by itself; the seed judges what you do and don't need. But in tandem with ''Super Metroid'', a game which is full of items that Samus can skip, it's a huge problem. For instance, if players have the [[ArtificialGravity Gravity Suit]] and [[SpinAttack Space Jump]], then they won't be happy to see the Grapple Beam; Samus doesn't need it to win, but it places Shaktool in logic, and that's one of the longest checks in the game!

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* FetchQuest: Sometimes Link gets an item he can easily do without, but merely having it puts other locations "in logic", potentially forcing him to go "check" them. This is less of an issue when randomizing [=ALttP=] by itself; the seed judges what you do and don't need. But in tandem with ''Super Metroid'', a game which is full of items that Samus can skip, it's a huge problem. For instance, if players have the [[ArtificialGravity [[WaterIsAir Gravity Suit]] and [[SpinAttack [[NotQuiteFlight Space Jump]], then they won't be happy to see the Grapple Beam; Samus doesn't need it to win, but it places Shaktool in logic, and that's one of the longest checks in the game!



''This is a paradox'' (Book of Madora)

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''This is a paradox'' (Book of Madora)Mudora)



* {{Retreaux}}: Retro Mode uses rupees as arrows, just like in the original [[UsefulNotes/NintendoEntertainmentSystem NES]] Zelda which the mode is based on.

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* {{Retreaux}}: {{Retraux}}: Retro Mode uses rupees as arrows, just like in the original [[UsefulNotes/NintendoEntertainmentSystem NES]] Zelda which the mode is based on.


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* SparedByTheAdaptation: In ''SMZ3'', defeating Mother Brain before Ganon prevents Zebes from blowing up.
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** In the door randomizer, dungeon layouts are virtually certain to be arranged in ways that are physically impossible.

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** In the door randomizer, dungeon layouts are virtually certain to be arranged in ways that are physically impossible. The same applies for the overworld layout in the overworld randomizer (with the ''possible'' exception of Simple mode).
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A separate ROM hack (found [[http://samus.link here]]) combines ''Link to the Past'' and ''VideoGame/SuperMetroid''. Often referred to as [=SMZ3=] (''A Link to the Past'' is the third ''Zelda'' game by release date) or [=SMLttP=], it combines code from both this randomizer and the ''Super Metroid'' [[https://itemrando.supermetroid.run/ item randomizer]]. Items from one game may appear in the other, and there are four gateways between the two games. Several of the features present in the ''Link to the Past'' randomizer (such as the entrance randomizer, the Enemizer, Keysanity, and Inverted mode) are unfortunately not yet implemented in the ''Super Metroid'' one (and it is not clear when or if they will be), but many of the tropes native to this randomizer still apply to that one. It was later followed by a ''Zelda 1'' / ''VideoGame/Metroid1'' multiworld randomizer. Now all we need is a ''Breath of the Wild'' / ''Metroid Prime 4'' multiworld randomizer.

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A separate ROM hack (found [[http://samus.link here]]) combines ''Link to the Past'' and ''VideoGame/SuperMetroid''. Often referred to as [=SMZ3=] (''A Link to the Past'' is the third ''Zelda'' game by release date) or [=SMLttP=], it combines code from both this randomizer and the ''Super Metroid'' [[https://itemrando.supermetroid.run/ item randomizer]]. Items from one game may appear in the other, and there are four gateways between the two games. Several of the features present in the ''Link to the Past'' randomizer (such as the entrance randomizer, the Enemizer, Keysanity, and Inverted mode) are unfortunately not aren't yet implemented in the ''Super Metroid'' one (and it is not clear when or if they will be), but one; however, Keysanity was implemented in 2021, and developers are apparently working on entrance and enemy randomizers. In any case, many of the tropes native to this randomizer [=ALttPR=] still apply to [=SMZ3=]. One particularly cool thing about [=SMZ3=] is that, due to a quirk in the games' memory allocation,[[note]]Which is so unlikely to have happened coincidentally that one. it strongly suggests Nintendo at one point [[WhatCouldHaveBeen intended to sell]] a combination ''Link to the Past'' / ''Super Metroid'' cartridge (unfortunately, this never happened)[[/note]], it can be played on an actual SNES. It was later followed by a ''Zelda 1'' / ''VideoGame/Metroid1'' multiworld randomizer.randomizer (which, unfortunately, doesn't work on an actual NES). Now all we need is a ''Breath of the Wild'' / ''Metroid Prime 4'' multiworld randomizer.
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* An overworld randomizer is currently in the early planning stages, but a functional prototype has yet to be created. Current plans are to use the same mechanics that the door randomizer uses for non-door transitions to shuffle the overworld transitions, with three possible modes: simple, full, and crossed. A simple shuffle will require both overworlds to keep the same shape as they have in the vanilla game, but every LW screen can be swapped with its DW counterpart (any swapped overworld screens would use the Inverted Mode screens for both Light World and Dark World, to ensure seeds are still completable). Full will allow Light World and Dark World to become different shapes, but light world screens will only appear in the light world, and dark world screens only in the dark world. Crossed will be a mixture of both: screens can be swapped between light world and dark world, with Inverted Mode screens drawn in; and the overworld won't have to keep same shape it has in the vanilla game.

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* An [[https://github.com/codemann8/ALttPDoorRandomizer overworld randomizer randomizer]] is currently in the very early planning stages, but a functional prototype has yet to be created. Current plans are to use development. It uses the same mechanics that the door randomizer uses for non-door transitions to shuffle the overworld transitions, with three possible modes: modes eventually planned: simple, full, and crossed. A simple shuffle will require both overworlds to keep the same shape as they have in the vanilla game, but every LW screen can be swapped with its DW counterpart (any swapped overworld screens would use the Inverted Mode screens for both Light World and Dark World, to ensure seeds are still completable). Full will allow allows Light World and Dark World to become different shapes, but light world screens will only appear in the light world, and dark world screens only in the dark world. Crossed will be a mixture of both: screens can be swapped between light world and dark world, with Inverted Mode screens drawn in; and the overworld won't have to keep same shape it has in the vanilla game.
game. Currently, only Full is implemented, and there are several major bugs that players should be aware of, since they can render seeds impossible to complete. An example playthrough can be found [[https://youtu.be/uUqKBOYbI8Y here]].
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* ItMayHelpYouOnYourQuest: In the original game, the shovel mostly exists so the player can dig up the flute, and once you do so, you lose the shovel. In the randomizer, you still get the random check at the flute dig spot, but you also get to keep the shovel after digging up that item, so you can use the shovel for random digs at many spots throughout both worlds. Sometimes this will enable you to dig up magic, arrows, or bombs outside a difficult, remote dungeon (e.g., Ganon's Tower) if you take an unfortunate death and have run out of a needed item, thus saving you minutes' worth of backtracking.
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* ExactWords / ExactlyWhatItSaysOnTheTin: The April Fools 2021 mode added an option to download the vanilla rom of the game. [[spoiler:It's literally just a screen with the color vanilla.]]

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* ExactWords / ExactlyWhatItSaysOnTheTin: The April Fools 2021 mode added an option to download the vanilla rom of the game. [[spoiler:It's [[spoiler:Turns out it's literally just a screen with the color vanilla.]]
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* ExactWords / ExactlyWhatItSaysOnTheTin: The April Fools 2021 mode added an option to download the vanilla rom of the game. [[spoiler:It's literally just a screen with the color vanilla.]]
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** As one might imagine, the door randomizer very seldom results in physically consistent layouts. The entrances of dungeons are always the same rooms as they are in the vanilla game, but after that, all bets are off. A couple of early demonstrations of this can be found [[https://www.twitch.tv/videos/526653090 here]] (door shuffle seed starts at around 38 minutes the into video after a roughly five-minute introduction, and ends just after the 3-hour mark) and [[https://www.twitch.tv/videos/524281531 here]] (door shuffle seed starts at around 3:20 into the video). A particularly amusing combination is when a door leads to another door on the opposite side of the same room, which can happen with any room that has a 2x2 "super-tile" (like the big chest room in Swamp Palace; the door randomizer currently only shuffles super-tiles); because a door can only lead to a door facing the opposite direction, these "wrap-around" doors happen fairly often. Staircases can also get shuffled in strange ways. Owing to the way the randomizer works, the map is also only useful as a tally of what rooms a player has visited (and not even as that for players who haven't already memorized the original dungeon layouts, or at least aren't willing to look them up); it is unable to tell you how those rooms actually fit together, which gives the door randomizer a larger puzzle-solving aspect than usual.

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** As one might imagine, the door randomizer very seldom results in physically consistent layouts. The If lobby shuffle is not enabled, then the entrances of dungeons are always will be the same rooms as they are in the vanilla game, but after game; apart from that, all bets are off. A couple of early demonstrations of this can be found [[https://www.twitch.tv/videos/526653090 here]] (door shuffle seed starts at around 38 minutes the into video after a roughly five-minute introduction, and ends just after the 3-hour mark) and [[https://www.twitch.tv/videos/524281531 here]] (door shuffle seed starts at around 3:20 into the video). A particularly amusing combination is when a door leads to another door on the opposite side of the same room, which can happen with any room that has a 2x2 "super-tile" (like the big chest room in Swamp Palace; the door randomizer currently only shuffles super-tiles); because a door can only lead to a door facing the opposite direction, these "wrap-around" doors happen fairly often. Staircases can also get shuffled in strange ways. Owing to the way the randomizer works, the map is also only useful as a tally of what rooms a player has visited (and not even as that for players who haven't already memorized the original dungeon layouts, or at least aren't willing to look them up); it is unable to tell you how those rooms actually fit together, which gives the door randomizer a larger puzzle-solving aspect than usual.
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* DeathIsASlapOnTheWrist: It's sometimes advantageous to commit suicide during a (non-door randomizer) race if Link doesn't have EscapeRope i.e. the mirror, since death deposits Link at the door he used to enter the dungeon, which can be faster than backtracking. In the door randomizer, this is rarely necessary, since the Mirror Scroll performs the same function in dungeons before Link collects the mirror, in order to prevent soft locks. In some cases, it may still be advantageous to kill oneself in Dark World dungeons before Link collects the Moon Pearl, due to the "bunny revival" glitch (saving and continuing from a dungeon will restore Link to his normal form).

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* DeathIsASlapOnTheWrist: It's sometimes advantageous to commit suicide during a (non-door randomizer) race if Link doesn't have EscapeRope i.e. the mirror, since death deposits Link at the door he used to enter the dungeon, which can be faster than backtracking. In the door randomizer, this is rarely necessary, since the Mirror Scroll performs the same function in dungeons before Link collects the mirror, in order to prevent soft locks. In some cases, it may still be advantageous to kill oneself in Dark World dungeons before Link collects the Moon Pearl, due to the "bunny revival" glitch (saving and continuing from a dungeon will restore Link to his normal form). Note that logic will never require this unless glitches are selected as part of the logic, and races rarely, if ever, use glitches as part of the logic; however, it can still be advantageous to find items out of logic.
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* DeathIsASlapOnTheWrist: It's sometimes advantageous to commit suicide during a race if Link doesn't have EscapeRope i.e. the mirror, since death deposits Link at the door he used to enter the dungeon, which can be faster than backtracking.

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* DeathIsASlapOnTheWrist: It's sometimes advantageous to commit suicide during a (non-door randomizer) race if Link doesn't have EscapeRope i.e. the mirror, since death deposits Link at the door he used to enter the dungeon, which can be faster than backtracking. In the door randomizer, this is rarely necessary, since the Mirror Scroll performs the same function in dungeons before Link collects the mirror, in order to prevent soft locks. In some cases, it may still be advantageous to kill oneself in Dark World dungeons before Link collects the Moon Pearl, due to the "bunny revival" glitch (saving and continuing from a dungeon will restore Link to his normal form).
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* HintsAreForLosers: The [[HintSystem Telepathy Tiles]] that were used to communicate with Sahasrahla. Some new hints are present here. Others are just there to waste your time. The completely meaningless hints have green text and a trolly Link face on them. They say things like ''[[Series/ArrestedDevelopment "There's money in the banana stand"]]'' or ''[[VideoGame/TheLegendOfZeldaI "10th enemy has the bomb"]].'' Pay no further attention to these. Hints can be disabled entirely when selecting the difficulty.
* 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 changes such as custom holiday-themed sprites, different color palettes and season-appropriate music, along with some gameplay alterations.

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* HintsAreForLosers: The [[HintSystem Telepathy Tiles]] that were used to communicate with Sahasrahla. Some new hints are present here. Others are just there to waste your time. The completely meaningless hints have green text and a trolly Link face on them. They say things like ''[[Series/ArrestedDevelopment "There's always money in the banana stand"]]'' or ''[[VideoGame/TheLegendOfZeldaI "10th enemy has the bomb"]].'' Pay no further attention to these. Hints can be disabled entirely when selecting the difficulty.
* HolidayMode: The developers have released multiple special holiday modes for the randomizer, available for limited times during Christmas holidays such as Christmas, Halloween, and Halloween.Easter. These modes tend to contain many cosmetic changes such as custom holiday-themed sprites, different color palettes and season-appropriate music, along with some gameplay alterations.

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* FetchQuest: Sometimes Link gets an item he can easily do without, but merely having it puts other locations "in logic", potentially forcing him to go "check" them. This is less of an issue when randomizing [=ALttP=] by itself; the seed judges what you do and don't need. But in tandem with ''Super Metroid'', a game which is full of items that Samus can skip, it's a huge problem. For instance, if players have the [[ArtificialGravity Gravity Suit]] and [[SpinAttack Space Jump]], then they won't be happy to see the Grapple Beam; Samus doesn't need it to win, but it places the Shaktool in logic, and that's one of the longest checks in the game!

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* FetchQuest: Sometimes Link gets an item he can easily do without, but merely having it puts other locations "in logic", potentially forcing him to go "check" them. This is less of an issue when randomizing [=ALttP=] by itself; the seed judges what you do and don't need. But in tandem with ''Super Metroid'', a game which is full of items that Samus can skip, it's a huge problem. For instance, if players have the [[ArtificialGravity Gravity Suit]] and [[SpinAttack Space Jump]], then they won't be happy to see the Grapple Beam; Samus doesn't need it to win, but it places the Shaktool in logic, and that's one of the longest checks in the game!game!
* FridgeLogic: Ganon may provide an InUniverse example in some seeds: "If we're not meant to have midnight snacks, then why is there a light in the fridge?" This may be meant as a reference to this exact trope.

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April Fools 2021 addition


* AprilFoolsDay: The devs released a festive mode (albeit a few days before the actual holiday) where they add new randomization options that were practically never going to make it in for real but the community asked for it anyways. By default, the game palette and HUD are displayed like the GBA version.



* SillinessSwitch: 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. Custom music packs can replace the game's vanilla music with music from other games, TV shows and movies, or [[https://www.youtube.com/user/SmoothMcGroove acapella covers]].

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* SillinessSwitch: SillinessSwitch:
**
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. Custom music packs can replace the game's vanilla music with music from other games, TV shows and movies, or [[https://www.youtube.com/user/SmoothMcGroove acapella covers]].covers]].
** The AprilFoolsDay 2021 holiday adds in a ton of extra silly things such as rendering Link '''upside down''' and to really wreak havoc on the music such as: altering where tracks play, their tempo and/or the segments of each song.


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* TakeThatAudience: April Fools 2021's new festive mode adds dumb things under a category called Objectively Better Optional Extras, which were suggested by the community that the devs felt like would be too irritating in any seed, i.e. shuffling the turtle rock pegs or randomizing where flute locations take you. The game is also displayed like its GBA counterpart due to constant wanting for that version to be randomized. The note at the end of the description of the page is also signed by "- The ALTTP Randomizer Discord #suggestions Channel" instead of the actual devs.
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* A "Shopsanity" setting in the door randomizer adds shops to the item pool - shops can have any key item needed for progression, as long as this doesn't break logic. Most of the items are relatively inexpensive to purchase, in order to prevent rupees from becoming a barrier to progression; the most expensive items are in the 100-250 range. More info is available [[https://github.com/aerinon/ALttPDoorRandomizer/blob/DoorDevUnstable/RELEASENOTES.md here]]. Note that it is not necessary to have dungeon door shuffle on to use the shopsanity function, but shopsanity has yet to be added to the main site.
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* The latest version of the randomizer has combined popular settings into preset packages. The "Beginner" package is just that; the simplest logic, guaranteed swords, and Standard opening. The most popular setting is "Crosskeys", short for "Crossworld Keysanity", which combines the Crossworld entrance randomizer with Keysanity.
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** The original game showed Link playing the flute to call on the bird and chase after Ganon, who flees into the [[BuildLikeAnEgyptian Pyramid.]] This was already [[CutscenePowerToTheMax a bit dubious]] since the scene happens in the Dark World, and the bird only exists in the Light World. Nothing happens if Link selects the flute in the Dark World... outside of this scene. The Randomizer may exacerbate it: Link uses the flute to call on the bird ''even if he never found either of them in the first place!'' The probability of Link needing the flute to beat a randomized seed is low.

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** The original game showed Link playing the flute to call on the bird and chase after Ganon, who flees into the [[BuildLikeAnEgyptian Pyramid.]] This was already [[CutscenePowerToTheMax a bit dubious]] since the scene happens in the Dark World, and the bird only exists in the Light World. Nothing happens if Link selects the flute in the Dark World... outside of this scene. The Randomizer may exacerbate it: Link uses the flute to call on the bird ''even if he never found either of them in the first place!'' The probability of Link needing the flute to beat a randomized seed is low.[[note]]The most common way this can happen is if Misery Mire is a barren pendant dungeon.[[/note]]
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*** On the extreme side of things, one of the earliest "Customizer" games demonstrated that even with the simpler settings it is still logically possible to be required to travel to the Turtle Rock dungeon (a dungeon that is in a remote location and that is arduous to traverse) a total of five separate times.
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The basic [[RandomlyGeneratedLevels "randomizer"]] alters a) the locations of [[PlayerInventory inventory items]] and b) which {{dungeon|Crawling}}s hold [[GottaCatchThemAll the crystals needed]] to reach the {{final boss}}, Ganon. Not only are items found in different locations (and in a different sequence) in each "seed", but the tools [[AbilityRequiredToProceed needed to progress in the game]] also differ. To prevent the randomizer from generating a seed which renders the game {{unwinnable|ByMistake}} (such as placing a item in a location which can only be reached [[TheKeyIsBehindTheLock with the help of said item]]), the code has a built-in logic containing various checks and failsafes to ensure that "progressions" can always be obtained in one way or another.

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The basic [[RandomlyGeneratedLevels [[VideoGameRandomizer "randomizer"]] alters a) the locations of [[PlayerInventory inventory items]] and b) which {{dungeon|Crawling}}s hold [[GottaCatchThemAll the crystals needed]] to reach the {{final boss}}, Ganon. Not only are items found in different locations (and in a different sequence) in each "seed", but the tools [[AbilityRequiredToProceed needed to progress in the game]] also differ. To prevent the randomizer from generating a seed which renders the game {{unwinnable|ByMistake}} (such as placing a item in a location which can only be reached [[TheKeyIsBehindTheLock with the help of said item]]), the code has a built-in logic containing various checks and failsafes to ensure that "progressions" can always be obtained in one way or another.
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* Also under development, and still very much a work in progress, is an semi-official [[https://github.com/aerinon/ALttPDoorRandomizer "door randomizer"]] which shuffles door transitions, either within or between dungeons (depending on the settings). This mode has a channel on the official randomizer Discord, but is not yet available from the main site. Barring a few bugs the algorithm, which are rare, this mode is beatable. But there are some caveats in the "cross-dungeon" mode: it's generally a bad idea to SequenceBreak past a dungeon, and there are settings that make it impossible to do so. Seeds still have a high "failure" rate, so it may take a while to generate a game. There are a number of other quirks that players will have to study up on, hence the [[https://docs.google.com/document/d/1Bk-m-QRvH5iF60ndptKYgyaV7P93D3TiG8xmdxp_bdQ/edit?usp=sharing readme.]] If you want to completely microwave your brain, you can also combine this with entrance shuffle, keysanity, retro mode, inverted mode, and the enemizer, amongst other settings--even the pot shuffle! (Widely regarded as the only pot shuffle which isn't a total waste of time. At the moment, though, it only works when playing the "unstable" branch.) This mode is still under active development. [[https://github.com/aerinon/ALttPDoorRandomizer/tree/DoorDevUnstable All the latest settings can be found here,]] and a {{Website/YouTube}} demo can be seen [[https://www.youtube.com/watch?v=ekG2AWhRLVA here.]]

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* Also under development, and still very much a work in progress, is an semi-official [[https://github.com/aerinon/ALttPDoorRandomizer "door randomizer"]] which shuffles door transitions, either within or between dungeons (depending on the settings). This mode has a channel on the official randomizer Discord, but is not yet available from the main site. Barring a few bugs the algorithm, which are rare, this mode is beatable. But there are some caveats in the "cross-dungeon" mode: it's generally a bad idea to SequenceBreak past a dungeon, do certain {{Sequence Break}}s within dungeons, and there are settings that make it impossible to do so. Seeds still have a high "failure" rate, so it may take a while to generate a game. There are a number of other quirks that players will have to study up on, hence the [[https://docs.google.com/document/d/1Bk-m-QRvH5iF60ndptKYgyaV7P93D3TiG8xmdxp_bdQ/edit?usp=sharing readme.]] If you want to completely microwave your brain, you can also combine this with entrance shuffle, keysanity, retro mode, inverted mode, and the enemizer, amongst other settings--even the pot shuffle! (Widely regarded as the only pot shuffle which isn't a total waste of time. At the moment, though, it only works when playing the "unstable" branch.) This mode is still under active development. [[https://github.com/aerinon/ALttPDoorRandomizer/tree/DoorDevUnstable All the latest settings (the "unstable" branch) can be found here,]] and a {{Website/YouTube}} demo can be seen [[https://www.youtube.com/watch?v=ekG2AWhRLVA here.]]
* An overworld randomizer is currently in the early planning stages, but a functional prototype has yet to be created. Current plans are to use the same mechanics that the door randomizer uses for non-door transitions to shuffle the overworld transitions, with three possible modes: simple, full, and crossed. A simple shuffle will require both overworlds to keep the same shape as they have in the vanilla game, but every LW screen can be swapped with its DW counterpart (any swapped overworld screens would use the Inverted Mode screens for both Light World and Dark World, to ensure seeds are still completable). Full will allow Light World and Dark World to become different shapes, but light world screens will only appear in the light world, and dark world screens only in the dark world. Crossed will be a mixture of both: screens can be swapped between light world and dark world, with Inverted Mode screens drawn in; and the overworld won't have to keep same shape it has in the vanilla game.
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* '''Swordless''': [[ChallengeRun one of the toughest seeds]]. Players must practice fighting bosses whilst under-equipped. Most of the time (emphasis on "most"), players can find ways to bypass the difficulty. For instance, the [[DropTheHammer Hammer]] hits as hard as [[EquipmentUpgrade the red Tempered Sword]] Link normally gets.

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* '''Swordless''': [[ChallengeRun one of the toughest seeds]]. Players must practice fighting bosses whilst under-equipped. Most of the time (emphasis on "most"), players can find ways to bypass the difficulty. For instance, the [[DropTheHammer Hammer]] hits as hard as [[EquipmentUpgrade the red red]] [[InfinityMinusOneSword Tempered Sword]] Link normally gets.
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** Since [[QuestGiver Sahasrahla's]] name is difficult to pronounce or spell correctly, the randomizer chooses [[AccidentalMisnaming one of several misspelled names]] for him in the end credits.

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** Since [[QuestGiver Sahasrahla's]] name is difficult to pronounce or spell correctly, and since the randomizer chooses original game doesn't even spell his name correctly in the end credits, the randomizer's end credits choose [[AccidentalMisnaming one of several misspelled names]] for him in him. (The original game usually spells his name Sahasrahla, but the end credits.ending sequence spells it Sahasralah.)

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