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Project Description

This is a simple program that moves around items in Super Metroid. It is used for racing the game.

When racing the game, it is suggested that each player play the same seed to ensure a level playing field.

Using the Program

When you start the program, you will see there are two tabs, one for "Current Randomizer" and one for "Old Randomizer". "Current Randomizer" is more difficult than "Old Randomizer", so if you aren't as experienced at Super Metroid, you may wish to create a rom under the "Old Randomizer" setting.

That said, if you want to play "Current Randomizer", read on...

Tricks You Should Know

Believe it or not, every rom created with "Current Randomizer" is completable! There are just a few tricks you have to know.

Mockball

This is a very important trick to know! It will allow for so many new areas to be open to you. Here's a short demo: https://www.youtube.com/watch?v=C5FlyJod8qk

Short Charge

If you drew Speed Booster as your first item, this move is mandatory. Just wait to press run when building a charge, like so: https://www.youtube.com/watch?v=rNV9yS6xvas

This will enable you to make it past the bomb blocks in the room left of your ship (simply wait about half a second to press run, then jump into the block with blue speed.)

Continuous Wall Jump

Going to Wrecked Ship early is pretty good in Randomizer, so knowing how to get across without using Grapple or Speed Booster is pretty important. Here's a demonstration: https://www.youtube.com/watch?v=4HVhTwwax6g

Gravity Jump

This will allow you to enter lower Norfair without the use of Space Jump. Here's a demonstration: https://www.youtube.com/watch?v=nK1phV5WRPA

Green Gate Glitch

This is a technique allowing you to open green gates and wave gates without wave beam, both from the "wrong" side. The Green Gate Glitch is also valid on blue gates, allowing you to retrace your steps from red Brinstar to green Brinstar, as well as sneak past to get whatever is hiding in Screw Attack's spot. Here's a demo: https://www.youtube.com/watch?v=7I2Ff1dafEI

You can also open right facing gates from the "wrong" side in certain circumstances, as shown here: http://www.twitch.tv/dessyreqt/c/4390398

Zebetite Glitch

Probably you will want to know this with how little ammo there is in randomizer nowadays. Here's an entire article on the subject: http://deanyd.net/sm/index.php?title=Zebetite_Glitch




Source code checked in, #113182

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- Added Hard Mode. Hard mode has only 3 energy tanks, missiles, super missiles, and 2 power bomb. It removes Reserve Tanks, Spring Ball, Plasma Beam and Spazer. - Updated logic for some pink Brinstar items.

Source code checked in, #113187

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- Hard mode now includes Spazer and one reserve tank. - Missile spot below top green Brinstar super missile can no longer be hidden. - Changed logic for blue Brinstar energy tank. - Changed logic for green Brinstar missile behind missile behind reserve tank.

Source code checked in, #113190

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- Defaults to "Easy" mode. - Seed clears when you change mode - Reworked logic for Wrecked Ship, Norfair, and Brinstar items in easy mode.

Source code checked in, #113200

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- UI indicates difficulty selection better. - Removed Space Jump from hard mode and added third Power Bomb pack. - Added algorithms to fill unavailable spots with nothing (relevant for hard mode, where you can't get space jump). - More easy mode algorithm changes.

Released: Super Metroid Randomizer v19 (Mar 06, 2015)

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v19 (2015-03-06)
- Hard mode added. Hard mode has only 3 energy tanks, 3 missiles, 3 super missiles, 3 power bombs, and 1 Reserve Tank. It removes Spring Ball, Plasma Beam and Space Jump.
- Defaults to "Easy" mode.
- Added algorithms to fill unavailable spots with nothing (relevant for hard mode, where you can't get space jump).
- Seed clears when you change mode.
- Many easy mode logic changes.
- Fixed some logic with the blue Brinstar energy tank location.
- Updated logic for some pink Brinstar items.
- Missile spot below top green Brinstar super missile can no longer be hidden.
- Changed logic for blue Brinstar energy tank.
- Changed logic for green Brinstar missile behind missile behind reserve tank.

v18 (2015-03-04)
- Easy mode added. Easy mode adds 10 missile packs, 4 super missile packs, 4 power bomb packs, and 7 energy tanks. Easy mode can't start with Speed Booster.
- Automatically applies .sfc extension to rom name if no extension specified.
- Corrected some faulty logic for accessing the Crateria gauntlet missile locations.

v17 (2015-03-01)
- Added ability to set default controls for the generated ROM. These controls are saved as you use the program.
- Minor change to update check code.
- Added an icon.
- Embedded seed in ROM (shows up as game name in SNES9x.)

v16 (2015-02-28)
- Slightly updated logic for when to not hide items.
- Gravity Suit will no longer spawn in Crateria or Brinstar, and selected places in upper Norfair and Wrecked Ship. This addresses the issue of having seeds that are too easy because you find Gravity Suit right away.

v15 (2015-02-18)
- Added automatic check for updates.
- Added regions to PLMs for later use.
- Fixed a bug involving creating a rom without specifying a directory.
- Added 2 more locations where hidden items won't spawn.
- Charge beams will no longer be invisible items.
- Changed item logic for the super missile in pink brinstar.

v14 (2015-01-30)
- Added 50% chance for items to be nothing
- Will create folders if they don't exist instead of throwing an error
- Added chance for non- chozo ball items to be invisible (shoot to reveal)
- Added extra copies of Charge Beam; these items share an index, so collecting one will remove them all
- Created fixed distribution of items; max 7 energy tanks, 4 reserve tanks, 50 missiles, 30 super missiles, and 20 power bombs. Singleton items are unchanged.

v13 (2014-07-07)
- Made RNG portable, so users on Wine/Linux should receive the same results as those on Windows.

v12 (2014-05-29)
- Reenabled autosaving at the beginning of Ceres. Thanks Scyzer!

v11 (2014-05-26)
- Moved all of v10 features to an "Old Randomizer" tab.
- Created a new randomization algorithm; now any item can spawn anywhere. Progression though the game should still be possible. Average difficulty should be higher than vanilla Super Metroid, but can vary from super easy to super hard. It's random, what do you expect?
- Removed the intro sequence from both versions of randomization. As a side effect, this also removes the autosave from the beginning of Ceres. This will be looked into, but until it is fixed, be aware.
- For the new randomizer, reverted the Reserve Tanks back from the Kappa image. The Kappa made sense when you knew you could just look at major items for all of your upgrade, and getting a reserve tank is a big disappoinment. Now that every item location is a roughly 1/5 chance for a big item, reserve tanks aren't as bad as they used to be.

v10 (2012-12-21)
- Special update for Twitch.tv users.

v9 (2012-12-08)
- Fixed an issue where Speed could appear in Lower Norfair and Hi- Jump at Maridia reserve while Suitless is forced.
- Added a feature where the randomizer will tell you if the seed it is given is likely to be impossible.

v8 (2012-12-05)
- Fixed an issue where Speed could be trapped behind Draygon and Ice could be at the WS Reserve.

v7 (2012-11-25)
- Fixed an issue where Hi- Jump could be trapped at Wrecked Ship reserve with Speed in Maridia and Gravity in Lower Norfair.

v6 (2012-11-23)
- Fixed an issue relating to Speed Booster spawning in Maridia and important items (such as Gravity Suit if suitless disabled) spawning at Wrecked Ship reserve.

v5 (2012-11-15)
- Added command line functionality for automation purposes.
- Implented Krankdud's change to randomize the Etecoon's item.
NOTE: this version will not accept seeds from a previous version. The seed format has changed by necessity.

v4 (2012-11-15)
- Started putting version numbers at the top of the form.
- Added a warning when suitless Maridia is required in a parsed seed.

v3 (2012-11-15)
- Changed seed to only generate filename- legal characters. Using old seeds will still work exactly the same.
- Files can now be saved with the <seed> tag, which will insert the seed of the file in its place when creating the rom. For example, "SM Random <seed>.sfc" might become "SM Random TIZyl7NXfeAa76R9+ugqtmolZ+nsWBykeVN- TQ.sfc"
- Added a dialog box to the save window reminding the user to press "create" to actually generate the rom.

v2 (2012-11-14)
- Fixed problem that allowed Gravity to spawn when "disable suitless" checked

v1 (2012-11-13)
- Initial release

Updated Release: Super Metroid Randomizer v19 (Mar 06, 2015)

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v19 (2015-03-06)
- Hard mode added. Hard mode has only 3 energy tanks, 3 missiles, 3 super missiles, 3 power bombs, and 1 Reserve Tank. It removes Spring Ball, Plasma Beam and Space Jump.
- Defaults to "Easy" mode.
- Added algorithms to fill unavailable spots with nothing (relevant for hard mode, where you can't get space jump).
- Seed clears when you change mode.
- Many easy mode logic changes.
- Fixed some logic with the blue Brinstar energy tank location.
- Updated logic for some pink Brinstar items.
- Missile spot below top green Brinstar super missile can no longer be hidden.
- Changed logic for blue Brinstar energy tank.
- Changed logic for green Brinstar missile behind missile behind reserve tank.

v18 (2015-03-04)
- Easy mode added. Easy mode adds 10 missile packs, 4 super missile packs, 4 power bomb packs, and 7 energy tanks. Easy mode can't start with Speed Booster.
- Automatically applies .sfc extension to rom name if no extension specified.
- Corrected some faulty logic for accessing the Crateria gauntlet missile locations.

v17 (2015-03-01)
- Added ability to set default controls for the generated ROM. These controls are saved as you use the program.
- Minor change to update check code.
- Added an icon.
- Embedded seed in ROM (shows up as game name in SNES9x.)

v16 (2015-02-28)
- Slightly updated logic for when to not hide items.
- Gravity Suit will no longer spawn in Crateria or Brinstar, and selected places in upper Norfair and Wrecked Ship. This addresses the issue of having seeds that are too easy because you find Gravity Suit right away.

v15 (2015-02-18)
- Added automatic check for updates.
- Added regions to PLMs for later use.
- Fixed a bug involving creating a rom without specifying a directory.
- Added 2 more locations where hidden items won't spawn.
- Charge beams will no longer be invisible items.
- Changed item logic for the super missile in pink brinstar.

v14 (2015-01-30)
- Added 50% chance for items to be nothing
- Will create folders if they don't exist instead of throwing an error
- Added chance for non- chozo ball items to be invisible (shoot to reveal)
- Added extra copies of Charge Beam; these items share an index, so collecting one will remove them all
- Created fixed distribution of items; max 7 energy tanks, 4 reserve tanks, 50 missiles, 30 super missiles, and 20 power bombs. Singleton items are unchanged.

v13 (2014-07-07)
- Made RNG portable, so users on Wine/Linux should receive the same results as those on Windows.

v12 (2014-05-29)
- Reenabled autosaving at the beginning of Ceres. Thanks Scyzer!

v11 (2014-05-26)
- Moved all of v10 features to an "Old Randomizer" tab.
- Created a new randomization algorithm; now any item can spawn anywhere. Progression though the game should still be possible. Average difficulty should be higher than vanilla Super Metroid, but can vary from super easy to super hard. It's random, what do you expect?
- Removed the intro sequence from both versions of randomization. As a side effect, this also removes the autosave from the beginning of Ceres. This will be looked into, but until it is fixed, be aware.
- For the new randomizer, reverted the Reserve Tanks back from the Kappa image. The Kappa made sense when you knew you could just look at major items for all of your upgrade, and getting a reserve tank is a big disappoinment. Now that every item location is a roughly 1/5 chance for a big item, reserve tanks aren't as bad as they used to be.

v10 (2012-12-21)
- Special update for Twitch.tv users.

v9 (2012-12-08)
- Fixed an issue where Speed could appear in Lower Norfair and Hi- Jump at Maridia reserve while Suitless is forced.
- Added a feature where the randomizer will tell you if the seed it is given is likely to be impossible.

v8 (2012-12-05)
- Fixed an issue where Speed could be trapped behind Draygon and Ice could be at the WS Reserve.

v7 (2012-11-25)
- Fixed an issue where Hi- Jump could be trapped at Wrecked Ship reserve with Speed in Maridia and Gravity in Lower Norfair.

v6 (2012-11-23)
- Fixed an issue relating to Speed Booster spawning in Maridia and important items (such as Gravity Suit if suitless disabled) spawning at Wrecked Ship reserve.

v5 (2012-11-15)
- Added command line functionality for automation purposes.
- Implented Krankdud's change to randomize the Etecoon's item.
NOTE: this version will not accept seeds from a previous version. The seed format has changed by necessity.

v4 (2012-11-15)
- Started putting version numbers at the top of the form.
- Added a warning when suitless Maridia is required in a parsed seed.

v3 (2012-11-15)
- Changed seed to only generate filename- legal characters. Using old seeds will still work exactly the same.
- Files can now be saved with the <seed> tag, which will insert the seed of the file in its place when creating the rom. For example, "SM Random <seed>.sfc" might become "SM Random TIZyl7NXfeAa76R9+ugqtmolZ+nsWBykeVN- TQ.sfc"
- Added a dialog box to the save window reminding the user to press "create" to actually generate the rom.

v2 (2012-11-14)
- Fixed problem that allowed Gravity to spawn when "disable suitless" checked

v1 (2012-11-13)
- Initial release

Source code checked in, #113201

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- Easy mode - Adjusted logic for Crateria Power Bomb location.

Source code checked in, #113202

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- Easy mode - Adjusted logic for Crateria gauntlet locations.

Source code checked in, #113203

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- Easy mode - Adjusted logic for Crateria gauntlet locations.

Source code checked in, #113204

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- Fixed logic for how items are placed when there are unavailable spots.

Source code checked in, #113206

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- Disabled GT code on both versions.

Source code checked in, #113621

Reviewed: Super Metroid Randomizer v19 (Apr 12, 2015)

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Rated 2 Stars (out of 5) - I played this thing for 15 Minutes or so and i'm not happy about this. What is this 50% thing? It's so annoying.. i'm searching for items and got mostly nothing (This happens very often; one after the other!) I don't like this feature. Nope. Sorry. What do you mean with the item logics? I'm confused. And i'm wondering why you not let the older versions online.

Source code checked in, #113939

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- Refactored RomPlms into three separate classes. - Removed icon from project, was crashing on certain systems.

Created Unassigned: Unaccessible morph ball [21894]

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Seed easy 555 sets the morph ball to Address = 0x78C2A, in Norfair, which can't be reached without the morphing ball to begin with.

Available powerups are screw attack, super missiles, space jump, gravity suit, power bombs.

Reviewed: Super Metroid Randomizer v19 (Aug 25, 2015)

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Rated 2 Stars (out of 5) - I played this thing for 15 Minutes or so and i'm not happy about this. What is this 50% thing? It's so annoying.. i'm searching for items and got mostly nothing (This happens very often; one after the other!) I don't like this feature. Nope. Sorry. Or make it optional, for those who likes it hard. What do you mean with the item logics? I'm confused. And i'm wondering why you not let the older versions online.

Created Unassigned: items missing in normal mode [22064]

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Hello, i just generated a rom with the seed 32 (0000032) in normal difficulty using the current randomizer, changed the control scheme and got speedbooster as first item, however, when reaching brinstar i noticed the super missile from the room where you can use mockball is missing, among others places where it should have missile and super missile only has missing items,
the main room were you normally get charge beam, where you seem to need graple hook but can be reached with wall jump seems to have a missing item, but is actually transparent and shooting it reveals a energy tank (normally here you find a missile)
seems like the program generated a hard rom instead, or normal mode has missing items ?

Thanks in advance

New Post: Future of SMR - randomize door types or elevators

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Super Metroid Randomizer is still way rougher than Zelda Randomizer. I think a lot of this comes from how navigation in Super Metroid is considerably more dependant on items than Zelda is.

TLoZ has a lot of places where "naked Link" can still access (caves, Armos knights, roundabout pathways), but even the early SM game is near impossible to navigate without Morph Ball, bombs, and missiles. Super Missiles and Power Bombs can compensate somewhat, but even the latter doesn't work without Morph Ball.

One Super Metroid result started me with Screw Attack, I dug left at the surface with it to find Plasma Shot... And that's about where it stopped. There was nothing else I could access.

Maybe recoding some missile doors to normal doors and vice versa, out which elevator goes where, could open things up, but yeah. Back to start.

New Post: Crumble Blocks, Speed Boost Blocks, and Missile Shutters

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I've played about eight runs of the Randomizer, some with the classic version (all items, randomized) and some with the modern version (only 50% items total, randomized). The classic version is the more entertaining of the two, but I like both.

However, I'm noticing my play-throughs are starting to take on predictable paths, even though the items are random. I believe this is because the base game is designed to lock players on one-way tracks.

To that end, it might be a good idea to include some optional scripts in future versions of the program.
Auto Crumble (Crumble blocks are replaced with no-collision blocks, so that Samus falls right through them)
This would allow several back-entrance approaches to areas, such as getting into lower Norfair with the high jump and the jump-ball through its exit. While it might seem like this would cause an issue with the mockball spot in Green Brinstar, the powerup would still be accessible by jumping up through the gap beneath the super missile (since the crumble block would have no collision and wouldn't block the bomb climb or wall jump). It also resolves two common points where the player can become stuck: the power-up after Spore Spawn (if it's not a super missile, removing the crumble blocks would let the player wall-jump back up) and the mockball in Green Brinstar (without bombs, failing the mockball gets the player inescapably stuck).
Speed Boost Blocks to Blast Blocks (Replace all Speed boost blocks with blast blocks, which can be broken by bombs, screw attack, AND speed boost)
This would open up a great deal of Norfair if the player has not discovered the speed booster or Varia suit yet, and would also prevent a few situations where the randomizer can cause the player to become stuck or turn out to be unbeatable (For instance; I've had a playthrough where I could not reach Draygon because the speed booster was not available, and so I could not beat the game). This would also help to (but not completely) resolve the most frustrating point getting stuck in a Speedboost-first run: being trapped with the Dachora in the Speedboost tutorial (If have less than two energy tanks, accidentally falling down that shaft results in an inescapable situation).
Missile Shutters converted to Beam Shutters
I'm not sure how feasible this is, and I know there's already a workaround (the green shutter glitch) but I believe it would be better if there were an option to replace missile shutters with beam shutters, so that the wave beam could be used to bypass them. Again, this would make certain back entrances more viable--such as the Golden Torizo or the Maridia exit to Red Brinstar. Making an option to replace shutter types would also allow speedrun contests to decide just which advanced techniques and glitches are necessary for their competitors to utilize.
Since the randomizer already alters the function of certain blocks in the game (making them spawn over certain items to conceal them) I believe the above features would be compatible if implemented and could really go a long way to tailoring the speedrun experience.
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