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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 The Legend of Zelda: A Link to the Past. It can be found here.

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.

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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 randomizernote  and an entrance randomizernote , as well as various other game modes such as Swordless, Keysanitynote , Inverted Modenote , and Triforce Huntnote . 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.

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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. As a result, routing and execution are both incredibly important in such tournaments, and winning requires both substantial amounts of skill and a certain amount of luck.note 

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A separate randomizer that mashes up A Link to the Past and Super Metroid, found here and often referred to as SMZ3 note  or SMLttP, is based on code from both this randomizer and the Super Metroid item randomizer. Items from one game may appear in the other, and there are four gateways between the two games. Several of the options 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 randomizer (and it is not yet clear when or if they will be), but many of the same tropes applicable to this randomizer still apply to that one.

There is also a (currently unofficial) "multiworld" randomizer for multiple players, which will shuffle items for each player between all players' games - so player one's hammer may be found in player four's Ice Palace, while player three's bow may be found in player two's Sanctuary chest. This game mode has its own quirks and takes a while to set up (but luckily, once you've gone through the steps to set it up, you won't have to repeat them).

Also currently under development, and still very much a work in progress, is an semiofficialnote  "door randomizer" that shuffles door transitions within each dungeon (in a way that - barring bugs in the algorithm - the game is still beatable, of course); an option to shuffle rooms between dungeons (so that a room originally from Hyrule Castle may adjoin a room originally from Misery Mire, for instance) is also in the early stages of development, though there are a few limitations (in particular, it's generally a bad idea to Sequence Break dungeons at the moment, and seeds have a fairly high failure rate upon generation). As of version 0.0.9, support for insanity entrance shuffle has been added (though it has not been tested as extensively as the other entrance shuffles), just in case you want to completely scramble your brain. Other options, including less severe forms of entrance shuffle, crossworld, keysanity, retro mode, inverted mode, the enemizer, and multiworld are also supported. An example playthrough can be seen here.) This is essentially the equivalent of a Zelda game designed by M. C. Escher.

Having a location/item tracker is virtually requisite for completing the randomizer efficiently, unless you have an eidetic memory — and even then, the randomizer may helpfully point out new progressions that otherwise may not have occurred to you. EmoTracker is a popular one for Windows that has packages for this and most other popular randomizers (in fact, it defaults to installing the Link to the Past package). A list of other trackers can be found here, and a more general list of resources can be found here. There is also a web-based tracker for the Super Metroid crossover randomizer here. For more convoluted entrance shuffle settings, it will probably also help to take notes on all the entrances either in a text file or a spreadsheet, just so you don't have to waste valuable time retracing how you got to Dark Death Mountain without the flute, hookshot, gloves, or mirror.

The randomizer community also has a Discord server, where you can keep up with the latest development and tournament news. Separate Discord servers exist for the SMZ3 randomizer and the SMZ3 multiworld. It also proved popular enough that a similar randomizer was created for The Legend of Zelda: Ocarina of Time.

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.


This game provides examples of:

  • Abnormal Ammo: Retro Mode makes you use rupees as arrows, just like in the original The Legend of Zelda that the mode is based on.
  • Alien Geometries:
    • The entrance randomizer commonly places a particularly large dungeon inside an entrance to a tiny building. "How did Ganon's Tower fit in the bomb hut in southwest Kakariko?" The game isn't telling you, but if you want to complete it (depending upon settings), you'll usually have to clear the tower.
    • In the door randomizer, dungeon layouts are virtually certain to be arranged in ways that are physically impossible.
  • Already Undone for You: In Open Mode, Princess Zelda starts the game having already been rescued from the Hyrule Castle dungeons and is hanging out in the Sanctuary. In spite of this, if you head down to the dungeons, you'll find all the guards are still there, all the doors are still locked (including Zelda's cell door), and the keys to said doors are still being carried by the guards who are now patrolling outside an empty dungeon. The only indication that someone has made off with the princess at all (aside from her absence, obviously) is that the entrance to the sewers in the back is unblocked for you.
  • Anticlimax: In several game modes, players will be unable to complete some of the the easier dungeons in the game such as the Eastern Palace or the Palace of Darkness until they acquire the bow, which may not occur into relatively late in the game; this trope is virtually guaranteed in such cases. (The Enemizer may alter which dungeons, if any, will require the bow to complete.) Also, Inverted mode is practically created with the explicit intention of invoking this trope; the player starts in the much harder Dark World and will not gain access to the Light World until much later, meaning that the player will need to explore the harder areas of the game first.
  • Anti-Frustration Features:
    • 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. The optional Quick Swap feature allows the player to scroll between items with the (unused in the vanilla game) L and R buttons, drastically cutting back on menu time with a little practice.
    • 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.
    • The door randomizer, as of the last several revisions, starts players with a "mirror scroll" item that they can use to warp back to the start of dungeons at any time, thus saving players from having to take intentional deaths (or worse, save and quit and then navigate back to the dungeon) when they reach a dead-end, which happens a lot more often in this mode. It does not work on the overworld, however, and will not perform the "mirror erase" block glitch; the player needs the real mirror for either of those.
  • 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. This is especially likely in Keysanity mode. 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.
    • Depending upon the extremity of the options selected, entrance shuffle may necessitate a good bit of covering the same ground over and over again, just because the path to certain areas of the world may end up being particularly convoluted until the player obtains all the necessary progression items to reach them normally. It's not uncommon for an insanity entrance shuffle seed to require a chain of several entrances to reach a particular remote area of Dark Death Mountain or Misery Mire before the player obtains the Titan's Mitts and/or flute - and if your Ice Palace entrance is on Bumper Cave Ledge (or the Light World equivalent in an inverted insanity shuffle), you'll probably need to go through several entrances to reach it even once you complete your inventory. Making notes on where the entrances are is virtually mandatory for the more complicated entrance shuffle settings.
    • The door randomizer can also result in quite a bit of backtracking, partially because the paths through the dungeons are frequently counterintuitive due to the Chaos Architecture (again, these are basically dungeons designed by M. C. Escher), but partially because the required progression may require backtracking anyway.
  • Bad Santa: The 2018 Christmas Festive Mode features final boss Ganon dressed as Santa Claus and, Grinch-like, attempting to steal Christmas from Hyrule.
  • Bait-and-Switch Boss: In the 2019 Halloween Festive mode, Wart stomps out final boss Ganon and you fight Wart instead with vegetables in the second phase.
  • Blackout Basement: 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 means to make the darkness visible, 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 (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. There are guides to the dark room layouts such as this one that can also help a lot.
  • Blatant Item Placement: The randomizer has no concern for in-universe logic in how it places its items, gleefully placing some couch cash in the ancient and legendary Master Sword pedestal or have a random sick kid hand you a powerful and destructive magic medallion if you show him a bottle. The Customizer lets you invoke this trope intentionally, if you're so inclined.
  • Blessed With Suck: Sometimes you'll get an item you can easily do without, but merely having it puts other locations "in logic", potentially forcing you to go check them. This is less of an issue when randomizing ALttP alone (the seed tends to decide for you what you do and don't need), but it's a big issue in the combo with Super Metroid, a game that's full of items any good player can skip. For instance, if you have Gravity Suit and Space Jump, you won't be happy to see the Grapple Beam — you don't need it to win, but it places Shaktool in logic, and that's one of the longest checks in the game.
  • Boring, but Practical: Finding rupees or bombs in chests certainly isn't as exciting as getting your hands on a flashy weapon or progression item, but especially in the early game these "junk" items can actually be incredibly useful since you'll have several item locations locked behind bombable walls and a few that require spending money, and you'll probably pass by many of them before you've had time to stack up on enemy drops or pot contents. This can apply to Heart Pieces and Heart Containers as well, since having a bit of extra health can go a long way in case you need to dip into some of the more difficult dark world dungeons early.
  • Boss Banter: Both Blind and Ganon have a few randomized, usually nonsensical lines of dialogue at the start of their respective fights (most commonly Incredibly Lame Puns). 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. (If you've picked them up already, he'll say "Oh no, silver, my one true weakness!" instead.)
  • Boss Dissonance: The Enemy Randomizer can place late-game Dark World bosses (that are typically tougher) in the Light World dungeons (that are typically easier), or vice versa. The randomization of the regular enemies can also contribute to a disconnect between boss and dungeon difficulty.
  • Boss in Mook Clothing: 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.
  • Carrying the Weakness: 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.
  • Chaos Architecture:
    • The "insanity" setting of the Entrance Randomizer often results in physically impossible layouts, since with the exception of non-dungeon single-entrance locations, the interior and exterior entrances to a cave or building are usually completely decoupled. (There is a chance that they can still lead to the same location, but due to the number of locations in the game, this usually only happens about one to three times per seed.) This means that if you enter through a door and then immediately turn back and exit through that same door, you may find yourself in an entirely different area of the world than the one you entered from. Each entrance and exit will always lead to the same location each time you pass through it from a given direction, though; it's just that each doorway is treated as two separate entrances when entered from opposite sides, rather than necessarily being connected to one another.
    • 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 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 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 memorised 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.
  • Contractual Boss Immunity: 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.
  • Curb-Stomp Battle: With the butter sword and/or silver arrows, many bosses get killed with little to no effort. For instance, Vitreous takes eleven silver arrows to kill - one for each small eye, and then two for the big one. Each Armos Knight dies to one silver arrow, as does each Lanmola (though hitting the Lanmolas is not a trivial effort, due to their unpredictable movement patterns and the time it takes to fire an arrow). The Helmasaur King, once his mask has been removed, dies to a single silver arrow; so does Arrghus after all the Arrgi (polyps) have been killed.
  • Cutscene Power to the Max: The original game has Link use the flute to call on the bird to fly him from Ganon's Tower to the Pyramid after beating Aghanim for the second time, even though this happens in the dark world and the bird normally only exists in the light world. The Randomizer may take this a step further: When Link uses the flute to call on the bird even if he never found either of them in the first place. Since the flute is only sometimes required to beat the game in the Randomizer this isn't all that unlikely to happen.
  • Death Is a Slap on the Wrist:
    • It's sometimes advantageous during races to take intentional deaths if you don't have the mirror, because it places you at the room where you entered a dungeon, which can be faster than backtracking.
    • Also, in entrance randomizer seeds where you've entered a dungeon from the Dark World (Light World in inverted mode) and don't yet have the Moon Pearl, dying in the dungeon will undo your bunny state, allowing you to progress through the dungeon. This will never be required for progression in a no glitches seed, but may be advantageous even so, particularly in races; however, all "glitches required" settings assume that players are familiar with this technique and may require it.
  • Difficult, but Awesome: Although the Hammer is a rather awkward weapon, it actually deals as much damage as the Tempered Sword (i.e., level three). If you don't get a sword early on in the game, getting the Hammer is often just as good or better. The Hammer takes awhile between attacks, though, and its hitbox is strange, so players who haven't used it as a weapon before may take a while to get used to it. Learning to use it effectively can be a massive help in the randomizer.
  • Disc-One Nuke: There's nothing stopping the randomizer from placing multiple Sword upgrades, Bow + Silver Arrows, 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.
  • Empty Room Until the Trap: The Enemy Randomizer may result in rooms that usually contain fully visible enemies having 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.
  • Fake Ultimate Mook: Depending upon the settings, the Enemy Randomizer may give weak stats to a huge, scary-looking enemy.
  • Follow the Plotted Line: 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!
  • Holiday Mode: 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.
  • Infallible Babble: The (non-joke) hint tiles added in v.30 always provide accurate information on the whereabouts of various items, even if they're sometimes a bit cryptic and/or unspecific.
  • The Key Is Behindthe Lock: By default, major items cannot be locked behind themselves, but minor ones like dungeon keys can, making it relatively common for e.g. the Swamp Palace Big Key (which is not required to reach the boss and complete the dungeon) to be locked in the Big Chest, which requires the Big Key to open.
  • Level Editor: 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.
  • No Final Boss for You: 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. In fact, you can't defeat Ganon in these settings, and he'll mock you for trying.
  • Non-Combatant Immunity: 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. As of v31, there's an option to place a sword on Link's starting equipment (assured setting).
  • Now, Where Was I Going Again?: When you have over 200 unique item locations to check and dozens of unique items to find, many of which help you gain access to more locations, it's easy to lose track of your immediate destination. Keeping track of which locations you have and haven't checked and which items give you access to which new locations is very important to ensuring a good run. This is taken Up to Eleven in modes such as Keysanity and the Entrance Randomizer. Fortunately, the third-party item trackers are a godsend to help combat this, including some which keep track of what locations you have access to with your current inventory. Some of these trackers, such as EmoTracker, even allow you to save your input so you won't lose track of your progress if your computer loses power for some reason.
  • Plot Lock: The entrance to Ganon's Tower in Inverted Mode is 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 a certain number of 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. Averted when the number of crystals required to enter is 0.
  • Power-Up Letdown:
    • In very early versions of the randomizer, collecting a sword overwrote your currently equipped sword. So, for example, it was entirely possible to find the ultra-powerful Golden Sword in the first chest, only to have it irreversibly replaced by the weak Fighter Sword in the second. This was corrected in subsequent versions by making swords "progressive" items; the first sword you find will always be the Fighter Sword, the second the Master Sword, etc.
    • It is possible to use the Enemizer to randomize enemy damage values so thoroughly that they may actually do more damage against the Blue or Red mails than the Green Mail. In this case, collecting these "upgrades" is actually a disadvantage, there's no way of knowing without picking them up, and once they're picked up, they can't be dropped.
  • Pungeon Master: Almost every randomized line Blind gets is a pun. Ganon has quite a few of these as well, though not as consistently - sometimes he also has a Shout-Out (for instance, he may quote "In the Flesh?" from Pink Floyd's The Wall).
  • Recurring Boss: 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.
  • Reward from Nowhere: The somewhat logical context of some of the original game's item locations are often lost during randomization. For example: finding an old book on a bookshelf makes sense but finding the legendary Master Sword there makes less so. Finding a lonely Mushroom on the forest floor is nothing strange but finding the Big Key to Ganon's Tower in the same spot can make you question how responsible the dark lord really is with his stuff.
  • Rocket-Tag Gameplay: The Enemy Randomizer has options to 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).
  • Sequence Breaking: 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 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.
  • Skippable Boss:
    • Out of the two types of Boss Prizes, Crystals and Pendants, only the Crystals are guaranteed to be 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 Agahnim is often skippable, 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. It is also possible for the Moon Pearl to be found on the Pyramid in such seeds. Twitch chat pretty much lives in hope of the elusive Agahnim or pedestal-required seed.
    • 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 (well, without Sequence Breaking - it's possible to use the hover glitch to skip the Moldorm refight if you have the Boots. This isn't considered a major glitch, so it's allowed in most tournaments if you can pull it off without a turbo controller. However, that's easier said than done).
  • Sidetrack Bonus: 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, strictly speaking, isn't required, but would nonetheless be very helpful. This most commonly happens in search of the Silver Arrows, which greatly speed up several boss fights and especially the fight against Ganonnote , 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.
  • Silliness Switch:
    • 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 acapella covers.
  • Starter Equipment: You usually start 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 completable and the Boots makes several of those glitches much easier (or, in some cases, possible at all) to execute. Sword-Assured mode starts you off with a sword. The Customizer gives you the option of starting Link off with any equipment of your choosing; "Casual Boots" (which starts the player with the Fighter Sword and Pegasus Boots) is a popular preset among racers.
  • Wallet of Holding: Taken Up to Eleven 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, 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 Palace of Darkness (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.

Tropes for the playable sprites

  • Easter Egg: Half the fun of selecting different character sprites is just finding out what their bunny form is. For instance, Esper Terra from Final Fantasy VI turns into her human form, while Ultros from the same game turns into Chupon. People familiar with the original material may frequently get a kick out of discovering these.
  • Evil vs. Evil: With sprites like Bowser or Ganondorf, you can have them and Ganon fight each other. The latter being a Mirror Boss except without the same moves.
  • One Size Fits All: The blue and red mails (and the starter green mail as seen in your inventory) all have the same sprites as in the original game regardless of what character sprite you're using. In spite of this they all fit just fine on any one of the selectable player sprites, regardless of size, shape or number of limbs. Same goes for the Pegasus Boots, which apparently can be worn and used even by character sprites that lack feet.
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