I suppose these will work on Analogue 3D when it gets released?
You can also build an actual N64 rom and play in an emulator or on a real N64 using a flashcart. RetroArch N64 cores will work fine with it.
In general, if you can play the game on the system you can probably get the randomized ROM to play on it.
This is a multi-game randomizer, where items will be scattered accross all games in the multiworld, and so players will have to find items in their own games, but for eachother.
It's really fun, and I am just amazed by the fact that it works so well for a ton of games.
What I like most about it is the "Container Appearance Matches Content" option, which specifically colors every randomizable element and makes the run-throughs feel very dynamic. The last time I tried Ship of Harkanian, I was disappointed to see it missing.
There are people that do "No Logic" randomizers. That's a very different kind of game than the original base game.
[1] https://github.com/OoTRandomizer/OoT-Randomizer/blob/d1bb6c2...
Now does the DAG make sense to humans? Does it ever put things in absurd places, eg. a necessary dungeon key in a random grotto halfway across the map (or in another time)? Without clues, how would you know where to check next? Does the game help at all?
How out of sequence can the game get?
Is Master Quest just the moral equivalent of a single static random roll of the Randomizer?
Someone should do this with Majora's Mask, but in a way that can somehow combine the two games.
It can be configured with options as to how items are distributed. But yeah, in general anything can be anywhere. Without clues: sometimes there are clues, those silly gossip stones in OoT can output a message about the general location of a thing, but you check everything you can. You learn which items open up each logic path and then open every chest, do every quest, etc.
>How out of sequence can the game get?
Completely. There are randomizer settings that require glitches and sometimes if the logic is wrong (it is sometimes) there are unwinnable seeds.
> Someone should do this with Majora's Mask, but in a way that can somehow combine the two games.
Someone did:
There are a few multi-game randomizers out there.
Some of them even run on real SNES hardware
I've find that it becomes quite an interesting spectator sport too, since people will compete on completing a given random map as quickly as possible, effectively having to perform difficult platforming tricks while also having to solve a non-trivial constraint satisfaction problem to understand the map layout, and different speedrunners have evolved different probabilistic heuristics for how to do that.
Some good showcases:
- The AGDQ 2025 finale: https://www.youtube.com/watch?v=it_xbTZHan8
- The grand finals of a recent tournament: https://www.twitch.tv/videos/2485240928
I haven't played this OOT randomizer, but with the Wind Waker randomizer I've been playing, you can configure things like that - so dungeon keys could spawn in their own dungeon only, or literally anywhere in the world, or just other dungeons. It also has settings that allow you to talk to an NPC to get hints where game-progressing items are.
I don't know the specifics of the OoTR algorithm but in general they work by considering a set of items which are currently "available", and then progressively picking a random item to place only in locations which are reachable with that current set of available items (which is expanded with each placement).
I played through a Dark Souls randomizer a few years ago and it really made me explore a lot more like I haven't really done since my first playthrough, since I eventually learned where to get all the equipment I like and which areas aren't worth going to.
For quite awhile there, a lot of randomizers would include potential requirements like knowing how to do some arbitrary wrong warp, or some highly technical unintended interaction. They felt like toys only for the speedrunning community.
Like the variety of games and of course mawio! The only thing I don't like is barb insisting on doing those fake sneezes all the time...
Edit: I own a Wii U, I'm not trying to be a hater. For years, it really was the ultimate Zelda box.
It's possible I just had a Wii U with an unusually tight joystick or something.
Does cemu not provide comparable preservation for the HD versions? I played through both WW:HD and TP:HD on my Steam Deck using cemu and found it a great experience.
The Wii U was indeed a fantastic Zelda box though.
It would be fun to play Windwaker someday with my kids. I never played it.
Without that context however, the game is indisputably great. And the fact that they used vector graphics is a lucky win as it means the game renders crisply on modern TV's and monitors.
I would not call that a design choice. It's a consequence of putting Mario branding on an unrelated game.
However, I still think it is a "design choice" to not just do the same thing again. The safe and boring bet.
I.e. releasing something like "the lost levels" as SM2.
An example No Logic run he did at Awesome Games Done Quick 2025 (which required shenanigans): https://www.youtube.com/watch?v=u-lBi4_g6HQ
Happy to see Clint streaming a bit again.
Do users still need to obtain (an obviously legal, Nintendo approved) ROM of classic OOT to use the randomizer?
And then it runs perfectly on the Steam Deck for example.