Post subject: Randomizers
Joined: 5/13/2013
Posts: 180
This may not be a good candidate for TASing, but it was a unique idea: use a program to generate a shuffled version of a game, then TAS that shuffled game. I see a few problems with this though: 1. Randomizer programs that aren't inside the game don't create roguelike games; they just shuffle game content by way of RNG, spit out a new ROM with that shuffled content, and there it is. This means that only that specific copy of the game will have that specific order of content, so, if you randomize a copy of ALTTP and you find the pegasus boots in Link's house, you won't go back to that copy and find something different. 2. The appeal. Yes, it's the same game, and the order of content is different, but is that what people would want to see? Wouldn't it get boring after a while? Also, there probably wouldn't be much point in seperate entries for randomized seeds of Zelda or Metroid. There are a few ROM hacks that build randomizers into the game, where you can tweak randomization options from save files, and such, one example being Super Metroid. Just my head bein' full of ideas.
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Joined: 9/17/2009
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While that sounds interesting, having never played one, what would (type of) game you suggest that would benefit from this? For the ones you listed, given how glitchy they are, I doubt randomizing would do much TAS-wise (ie. a TAS would likely skip almost everything still lol).
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The Super Mario World Randomizer adds a lot of variety into the game, it's very popular among speedrunners (it was made by one). I guess short branches, like "warps", would be interesting to watch when levels, enemies, music, palettes are shuffled, and have water physics in levels that shouldn't and vice-versa.
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Pokota
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Joined: 2/5/2014
Posts: 779
I like watching runs of Randomizers, but the inherent appeal for me in this is watching the player react to how the world has changed and (for randomizers based on exploration-centered games) listening to them try and follow the logic. A TAS of a randomized game of Link to the Past would probably not hold my interest (despite it being the most common one I watch) for the simple fact that I'm not hearing the player think their way through what the logic could be. With that said, a randomized game cranked up to the most insane settings and then demolished with ease - perhaps SMW with All Exits and limited memory corruption (sorry, stun glitch), or Link to the Past set to Entrance Insanity All Dungeons Insane Difficulty Swordless OHKO with all the enemizer shuffles maxed out - would be a good experiment. (SMW would be easier for unfamiliar viewers to follow, while LttP would be an example of how crazy randomizer runs can get)
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