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* ArtifactTitle: ''Ocarina of Time'' is a fitting name for the original game, as the eponymous item is key in accessing the second half of the game and is a crucial part of the overall plot. However, with the randomizer skipping over plot details and the Fairy Ocarina serving the same purpose, the Ocarina of Time is ''completely useless.''
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Inspired by the popularity of ''VideoGame/ALinkToThePastRandomizer'', the ''Ocarina of Time: Randomizer'' [[VideoGameRandomizer generates a randomized version]] of the [[UsefulNotes/Nintendo64 N64]] classic ''[[VideoGame/TheLegendOfZeldaOcarinaOfTime Ocarina of Time]]''. It can be found [[https://ootrandomizer.com/ here]].

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Inspired by the popularity of ''VideoGame/ALinkToThePastRandomizer'', the ''Ocarina of Time: Randomizer'' [[VideoGameRandomizer generates a randomized version]] of the [[UsefulNotes/Nintendo64 [[Platform/Nintendo64 N64]] classic ''[[VideoGame/TheLegendOfZeldaOcarinaOfTime Ocarina of Time]]''. It can be found [[https://ootrandomizer.com/ here]].
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* CouchGag: Ganondorf will have a random line right before giving the Light Arrow hint, such as talking about taking over Lon Lon Ranch or somehow not realizing that Sheik is Zelda despite this being after he captured Zelda right as she took off the Sheik disguise.

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* AlienGeometries: The entrance randomizer can result in a particularly large dungeon existing inside an entrance to a tiny building. The entire Shadow Temple fitting neatly inside of Link's House in Kokiri Forest is one such example.

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* AlienGeometries: AlienGeometries
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The entrance randomizer can result in a particularly large dungeon existing inside an entrance to a tiny building. The entire Shadow Temple fitting neatly inside of Link's House in Kokiri Forest is one such example.example.
** A seperate randomizer that combines Ocarina of Time and Majora's Mask has the player swap between games using the Happy Mask Shop and Clock Tower in each respective game, so both fairly small buildings now include an entire country, alongside any entrance randomizer settings set for the seed, which can include other cross-game entrances, so the barn in Romani Ranch could contain the entirity of Hyrule Field.
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** Keysanity has the option to make the keys have unique designs based on the dungeon they correspond to. If the player knows that a dungeon isn't worth going to, then this gives them a good way to know which keys to ignore, and conversly, if they know a dungeon is necessary, they'll know which keys are worth the time to grab.
** Keysanity has the option to add key rings, which replace a dungeon's set of small keys with a single item containing the whole set. This can reduce the time in collecting the sets, especially for the larger ones like the Fire Temple, and may also give a suggestion as to where the logic might expect them to go.
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As with any ''Zelda'' [[RandomlyGeneratedLevels randomizer]], items and chest contents can be shuffled around to produce different routing. This includes rewards for completing {{sidequest}}s (like collecting Golden Skultulla tokens). Among other things, Link will discover that the many cows in the game hold items.

Like in ''Ocarina'', your objective is to [[GottaCatchEmAll collect the six Medallions]] (now guarded by randomly selected dungeon [[BossBattle bosses]]), [[BrokenBridge open the bridge]] to [[TheVeryDefinitelyFinalDungeon Ganon's castle]], and [[CoupDeGraceCutscene stab that son of a bitch in the head.]] Naturally, the average run is much longer than ''Link to the Past'', and ''Ocarina'' has many [[RandomNumberGenerator potentially useless]] logic choices, e.g. having a Gossip Stone inform Link that Sheik will teach him a…rupee. The randomizer sticking a rupee in the shop for way more than it's worth. The Deku Trader charging Link 15 rupees and then giving him 1 rupee with the dialog "''CURSE YOU...!''" This is essentially the same feature which [[MoneyForNothing spawns rupees when you cut grass!]] (If only rupees mattered in this game.)

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As with any ''Zelda'' [[RandomlyGeneratedLevels randomizer]], items and chest contents can be shuffled around to produce different routing. This includes rewards for completing {{sidequest}}s (like collecting Golden Skultulla tokens). Among other things, Link will discover that the many cows in the game may hold items.

Like in ''Ocarina'', your objective is to [[GottaCatchEmAll collect the six Medallions]] (now guarded by randomly selected dungeon [[BossBattle bosses]]), [[BrokenBridge open the bridge]] to [[TheVeryDefinitelyFinalDungeon Ganon's castle]], and [[CoupDeGraceCutscene stab that son of a bitch in the head.]] Naturally, the average run is much longer than ''Link to the Past'', and ''Ocarina'' has many [[RandomNumberGenerator potentially useless]] useless logic choices, e.g. having a Gossip Stone inform Link that Sheik will teach him a…rupee. The randomizer sticking a rupee in the shop for way more than it's worth. The Deku Trader charging Link 15 rupees and then giving him 1 rupee with the dialog "''CURSE YOU...!''" This is essentially the same feature which [[MoneyForNothing spawns rupees when you cut grass!]] (If only rupees mattered in this game.)



* '''Scrubsanity''': adds the many Deku Scrub vendors into the mix . Settings that range from affordable prices (10 rupees each) to Random (anywhere from 0-99 per vendor).

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* '''Scrubsanity''': adds the many Deku Scrub vendors into the mix . mix. Settings that range from affordable prices (10 rupees each) to Random (anywhere from 0-99 0 to 99 per vendor).



* '''Text Shuffle''': shuffles all the dialogue that NPC's say and most, if not all item pickups. There are a few exceptions, like hints, Shopsanity items and which dungeon each map, compass and key you pick up. Other than that, you never know what they're gonna say. You could have Guru-Guru introduce himself as Darunia, Zelda calling you disgusting for literally no reason or Navi cursing you, Zelda and the sages. The possibilities are endless!


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* '''Text Shuffle''': shuffles all the dialogue that NPC's [=NPCs=] say and most, if not all item pickups. There are a few exceptions, like hints, Shopsanity items and which dungeon each map, compass and key you pick up. Other than that, you never know what they're gonna say. You could have Guru-Guru introduce himself as Darunia, Zelda calling you disgusting for literally no reason or Navi cursing you, Zelda and the sages. The possibilities are endless!

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* '''Text Shuffle''': shuffles all the dialogue that NPC's say and most, if not all item pickups. There are a few exceptions, like hints, Shopsanity items and which dungeon each map, compass and key you pick up. Other than that, you never know what they're gonna say. You could have Guru-Guru introduce himself as Darunia, Zelda calling you disgusting for literally no reason or Navi cursing you, Zelda and the sages. The possibilities are endless!

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** Hints can be toggled to cut down significantly on excess searching. The cursed House of Skulltula family can be set to tell what they will give out after collecting a certain number of tokens, letting the player know if it is worth hunting down anywhere up to fifty of them. Ganondorf can also be set to tell the player the general location where the Light Arrows are found, if that is the final item they need.

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* NotCompletelyUseless: The Blue Fire Arrows randomizer option allows the Ice Arrow, which was completely useless in the Vanilla game, to also melt red ice in the Ice Caverns...in the event you somehow get the Bow, Magic, and the Ice Arrow before any of the ''multiple'' bottles.

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* NotCompletelyUseless: The Blue Fire Arrows randomizer option allows the Ice Arrow, Arrows, which was completely useless had a similar status in the Vanilla game, to also melt red ice in the Ice Caverns...in the event you somehow get the Bow, Magic, and the Ice Arrow Arrows before any of the ''multiple'' bottles.


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*** There's a possibility of a Catch-22 situation in No Logic, such as the Shadow Temple Boss rewarding the Shadow Boss Key, or Volvagia rewarding the Megaton Hammer, where there's no way to even glitch around it.

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* BondVillainStupidity: If Misc. Hints is enabled, Ganondorf will tell you where the Light Arrows are, which are required to defeat him.

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* BondVillainStupidity: If the corresponding Misc. Hints Hint option is enabled, Ganondorf will tell you where the Light Arrows are, which are absolutely required to defeat him.


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* NotCompletelyUseless: The Blue Fire Arrows randomizer option allows the Ice Arrow, which was completely useless in the Vanilla game, to also melt red ice in the Ice Caverns...in the event you somehow get the Bow, Magic, and the Ice Arrow before any of the ''multiple'' bottles.
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Up To Eleven is a defunct trope


* NowWhereWasIGoingAgain: Can easily happen when you have over 100 unique item locations to check and dozens of unique items to find, many of which help you gain access to more locations. 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 UpToEleven 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.

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* NowWhereWasIGoingAgain: Can easily happen when you have over 100 unique item locations to check and dozens of unique items to find, many of which help you gain access to more locations. 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 UpToEleven 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.



* WalletOfHolding: Taken UpToEleven compared to the original game: The randomizer lets you carry up to 999 rupees at once, instead of merely 500, but you have to find the Tycoon's Wallet to do it. This is a particularly useful change, especially for completionists, because you never know how much certain items in the stores will cost if you're playing Shopsanity (though it's always less than 500).

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* WalletOfHolding: Taken UpToEleven Exaggerated compared to the original game: The randomizer lets you carry up to 999 rupees at once, instead of merely 500, but you have to find the Tycoon's Wallet to do it. This is a particularly useful change, especially for completionists, because you never know how much certain items in the stores will cost if you're playing Shopsanity (though it's always less than 500).
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* BondVillainStupidity: If Misc. Hints is enabled, Ganondorf will tell you where the Light Arrows are, which are required to defeat him.



* WalletOfHolding: Taken UpToEleven compared to the original game: The randomizer lets you carry up to 999 rupees at once, instead of merely 500, but you have to find the Tycoon's Wallet to do it. This is a particularly useful change, especially for completionists, because you never know how much certain items in the stores will cost if you're playing Shopsanity (though it's always less than 500).

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* WalletOfHolding: Taken UpToEleven compared to the original game: The randomizer lets you carry up to 999 rupees at once, instead of merely 500, but you have to find the Tycoon's Wallet to do it. This is a particularly useful change, especially for completionists, because you never know how much certain items in the stores will cost if you're playing Shopsanity (though it's always less than 500).500).
* YouFool: Ice Traps obtained via an event will have the game helpfully inform you that "You are a FOOL!"
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** Your current Ocarina and both the Iron and Hover Boots get assignments on the d-pad that is unused in vanilla. This makes it a lot quicker to bring these items out when needed, as you don't need to open the menu.

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Corrected some language, including removing impossible situations (Everything in a shop is sold in a multiple of 5, so 24 rupees for a huge rupee is impossible). Also removed the "Boss in Mook Clothing" example, as its only reference was to an enemy randomizer, which does not exist within this randomizer.


* AscendedGlitch: As with most randomizers, the use of well-known glitches and exploits is expected in order to complete a seed generated under Glitch Logic. The randomizer also allows you to turn specific glitches on to be considered in custom logic settings, allowing you to tailor the experience to what glitches you know/are comfortable using.

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* AscendedGlitch: As with most randomizers, the use of well-known glitches and exploits is expected in order to complete a seed generated under Glitch Logic. The randomizer also allows you to turn specific glitches tricks and techniques on to be considered in custom logic settings, allowing you to tailor the experience to what glitches you know/are comfortable using.



* {{Backtracking}}: Called "dipping" by the community. 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.

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* {{Backtracking}}: Called "dipping" "double dipping" by the community. 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.



* BossInMookClothing: 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.



* FollowThePlottedLine: While the ultimate goal of defeating Ganon still makes sense (assuming you're not playing Triforce Hunt), the path you have to take to get there is almost guaranteed to be ''very'' weird. Why would Mido have Din's Fire in a random chest in his house? Why is the Song of Time hidden underwater in Lake Hylia? Why did this merchant just agree to sell me a huge rupee (200) for the price of 24? Who knows, but if you gotta do all those things then you better go do it!

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* FollowThePlottedLine: While the ultimate goal of defeating Ganon still makes sense (assuming you're not playing Triforce Hunt), the path you have to take to get there is almost guaranteed to be ''very'' weird. Why would Mido have Din's Fire in a random chest in his house? Why is the Song of Time hidden underwater in Lake Hylia? Why did this merchant just agree to sell me a huge rupee (200) for the price of 24? 25? Who knows, but if you gotta do all those things then you better go do it!



** Generally averted thanks to the built-in logic, but particularly in earlier versions of the randomizer you would occasionally encounter a seed where some unforeseen combination of circumstances rendered the game unwinnable, at least without the help of glitches. The developers are always hard at work to improve the logic with each new version to account for these circumstances but there's always the possibility that something slips through the cracks. Keysanity can lead to this, if the keys to other dungeons are locked behind doors where the keys are locked behind doors in other dungeons with no way forward.

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** Generally averted thanks to the built-in logic, but particularly in earlier versions of the randomizer you would occasionally encounter a seed where some unforeseen combination of circumstances rendered the game unwinnable, at least without the help of glitches. The developers are always hard at work to improve the logic with each new version to account for these circumstances but there's always the possibility that something slips through the cracks. Keysanity can lead to this, if the keys to other dungeons are locked behind doors where the keys are locked behind doors in other dungeons with no way forward.
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As with any ''Zelda'' [[RandomlyGeneratedLevels randomizer]], items and chest contents can be shuffled around to produce different routing. This includes rewards for completing {{sidequest}}s (like collecting Golden Skultulla tokens). Among other things, Link will discover that the many [[EverythingsBetterWithCows cows]] in the game hold items.

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As with any ''Zelda'' [[RandomlyGeneratedLevels randomizer]], items and chest contents can be shuffled around to produce different routing. This includes rewards for completing {{sidequest}}s (like collecting Golden Skultulla tokens). Among other things, Link will discover that the many [[EverythingsBetterWithCows cows]] cows in the game hold items.

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* AscendedGlitch: As with most randomizers, the use of well-known glitches and exploits is expected in order to complete a seed generated under Glitch Logic.

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*** Bypassing the "sneak past the guards" sequence in Hyrule Castle and the tower escape after beating Ganondorf.
*** Allowing you to immediately leave Kokiri Forest as child Link (typically requires beating the Deku Tree first) and opening the Door of Time in both past and future (the former requires the Song of Time, while the latter requires you to obtain the Forest Medallion).
* AscendedGlitch: As with most randomizers, the use of well-known glitches and exploits is expected in order to complete a seed generated under Glitch Logic. The randomizer also allows you to turn specific glitches on to be considered in custom logic settings, allowing you to tailor the experience to what glitches you know/are comfortable using.


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* GuideDangIt: The randomizer can seriously test even the most devoted ''Ocarina of Time'' fan's knowledge of the game, sometimes in ways the vanilla game never does. For instance, did you know that you DON'T need the spiritual stones OR the Ocarina of Time to open the Door of Time as a child? Despite what the cutscene implies, the only thing required is the Song of Time. Similarly, did you know that you don't need all medallions to enter Ganon's Castle under normal settings? The rainbow bridge will spawn with just the shadow and spirit medallions, as well as the Light Arrows (admittedly, the most common settings change this to have the rainbow bridge spawn with all medallions and no light arrows). There are a couple of dozen similar bits of "knowledge" - including obscure ways to access specific checks (or, in an entrance randomizer, exits/entrances to an area) - that the game will consider in logic and a player may need to know to finish a randomizer seed.

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** The randomizer includes several options to shorten lengthy minigames or sidequests, including:
*** Allowing the player to earn both rewards from Dampe's Grave and/or Gerudo Archery if they do well enough on the first playthrough.
*** Opening the Kakariko Gate and allowing all masks to be rented at the Happy Mask Shop immediately.
*** Reducing the number of cuccos needed to be turned in to the cucco lady in Kakariko, or big poes turned in to the big poe merchant in order to get their respective rewards.



* SequenceBreaking: Aside from the fact that the randomizer inherently breaks the sequence of [[VideoGame/TheLegendOfZeldaOcarinaOfTime 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 instance, you can get an item from a person sitting on a roof in Kakariko Village which normally requires you to have the hookshot by side-hopping at a specific angle as Child Link from the top of the Kakariko Watchtower). This being said, the randomizer allows you to account for these glitches, and to allow for this kind of sequence breaking to be considered in-logic. The game also makes sure to question whether you want Bombchus to be in-logic for bombs or not.

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* SequenceBreaking: SequenceBreaking:
**
Aside from the fact that the randomizer inherently breaks the sequence of [[VideoGame/TheLegendOfZeldaOcarinaOfTime 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 instance, you can get an item from a person sitting on a roof in Kakariko Village which normally requires you to have the hookshot by side-hopping at a specific angle as Child Link from the top of the Kakariko Watchtower). This being said, the randomizer allows you to account for these glitches, and to allow for this kind of sequence breaking to be considered in-logic. The game also makes sure to question whether you want Bombchus to be in-logic for bombs or not.not.
** The game can require you to pseudo-sequence break, particularly in entrance randomizer, by accessing locations via unorthodox pathing. For instance, the game may expect you to access the Fire Temple from upper Death Mountain Crater by jumping down onto the platforms immersed in the lava, then longshotting over onto the wooden bridge to the temple entrance. Similarly, if dungeon entrances are shuffled, the game's expected pathway to Desert Colossus can be going partway through Spirit Temple, then exiting out the door behind either of the Iron Knuckle Minibosses and jumping off the Colossus hands. Arguably the rarest and most unorthodox of these can require the player to set Farore's Wind inside the central column of the Water Temple, then raise the water to its highest level before using Farore's Wind to return into the column; doing so provides a way to access the skulltulla in that room without the longshot, which may be required for progression in skullsanity runs.
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* AscendedGlitch: As with most randomizers, the use of well-known glitches and exploits is expected in order to complete a seed generated under Glitch Logic.
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Merged per TRS


* UnwinnableByMistake:

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* UnwinnableByMistake:UnintentionallyUnwinnable:
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* DifficultySpike: If enabled, ''Master Quest'' dungeons can take the place of vanilla ones. If shuffled into the main item pool, dungeon maps will reveal which variant of dungeon it is.
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** '''Delinked Entrance Randomization''': The above, but even more confusing, as entering a door and then leaving doesn't guarantee you'll be in the same place. Using the previous example, exiting Link's house might take him to Goron City, but going back in the door the player just came out of might lead to the Shadow Temple.


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*** Mostly, though, key logic is coded to assume players will use their keys in the worst possible order. As an example, the central chest in Gerudo Training Grounds is behind seven locked doors, but since there are also two locked doors on the other side of the maze, logic will require nine keys to be available to reach the central chest.
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* SidetrackBonus: Occasionally you will end up in a situation where you either already have all items needed to beat the game 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 Nayru's Love, which greatly increases your survivability in certain boss fights and especially the fight against Ganon, but can also be done to find the Biggoron Sword upgrade, 2x Magic Meter, or Defense Upgrade.

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* SidetrackBonus: Occasionally you will end up in a situation where you either already have all items needed to beat the game game[[note]]aka "Go mode"[[/note]] or at least know where all items you need are located, located[[note]]aka "Know mode"[[/note]], 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 Nayru's Love, which greatly increases your survivability in certain boss fights and especially the fight against Ganon, but can also be done to find the Biggoron Sword upgrade, 2x Magic Meter, or Defense Upgrade.

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