Waters has taken pains to try and ensure that the higher-level tricks that skilled speedrunners employ to break Super Metroid in half, such as the mockball and horizontal bomb jumps, aren't required to play the Route Randomizer, but you won’t get far without at least mastering wall jumps and infinite bomb jumps. That's at the extreme end of things, but a certain amount of familiarity with both games is expected of anyone trying to randomize their experience. "The worst part was collecting all the data for each door and door object which took two to three days of waking up, starting work on it and only stopping to sleep and eat, all to get the value for 400-500 doors. Feel like playing Zelda swordless with any set of monsters capable of showing up on any screen, on top of shuffled sprites so you're not quite sure what they're capable of until a lowly Octorok starts sptting a Lionel’s swords? How about a version of Super Metroid which, rather than ever give you the insulated Varia suit, expects you to hustle through Norfair's heated rooms before your energy tanks run out? It's your funeral. Both the Zelda Randomizer and the Super Metroid Route Randomizer offer a ton of toggles and options for the player to customize just how crazy and foreign they want their run to be. The dedication is clear even before generating a randomized ROM in both programs. The worst part was collecting all the data for each door and door object which took two to three days of waking up, starting work on it and only stopping to sleep and eat, all to get the value for 400-500 doors. So you'll see an open door instead of a gray door if it's a possible way to go, by making it a blue door or weapon-controlled door, and obviously moving items around if the options allow. "First, it's changing the pointer for each door that points to their respective room to a new one, and second, it's switching the object value to stuff like collectible and locked doors. Not that the process was easy: "The randomizer is doing two things," Waters explains. But by the time I was done checking it, I realized I could do it with my own knowledge." "I was looking into it to see if the engine allowed it and eventually offer it to other people that know more about Super Metroid romhacking. Lioran Waters, creator of the Super Metroid Route Randomizer hadn't even intended to make his program himself. Before the flight, I had started researching it, and things took off from there." Zelda Randomizer creator Fred Coughlin remembers, "One night while waiting for a plane, LackAttack24 mentioned that he wished for a way to make the game fresh. The original idea came from an offhand comment. What if you could pick up an old favorite and play it again, not just going through the motions, but as if it was the first time? A pair of randomization programs, for The Legend of Zelda on NES and Super Metroid on SNES, can provide just that. But though one could say a beginner at Street Fighter isn't truly playing the same game as an EVO champion, this isn't strictly true - both players have access to the same characters with the same moves who populate the same stages. There are games we return to over and over, whether it's to hone our skills and improve our score, to practice and gain mastery over for the sake of tournament play, or simply to curl up with because you have fond memories of it. Some content, such as this article, has been migrated to VG247 for posterity after USgamer's closure - but it has not been edited or further vetted by the VG247 team.Ī hallmark of all truly classic games is replayability. This article first appeared on USgamer, a partner publication of VG247.
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