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Welcome to the home of the Zelda Randomizer project!  Have you ever wanted to replay the Legend of Zelda, but played it so often that you can't get it out of your head?  

Similar to the Super Metroid Randomizer, this can shuffle the game as you like to allow you to re-experience Zelda each time that you play it.  Feel free to check out the sections on the side menu to learn more about the game.

Randomizer Tourney forthcoming (and 3.1.1 release!)

posted Oct 25, 2017, 1:26 PM by Fred Coughlin

If you're looking for a Zelda Randomizer tourney to join, the upcoming Zelda Randomizer Fall 2017 Tourney is your tourney to join!  The tournament starts on November 3, so head on over to challonge today and sign up!  The Swiss 2017 preset will give you the flags that you need for playing in the Swiss stage of the tourney!

In preparation for this, we have released version 3.1.1, which you can download at the Download and Installation page!  Key changes include:

  • Fixed a bug where the wrong vcredist_x86 file was distributed, meaning that people who had not previously installed the right version couldn't open the randomizer.  We apologize sincerely for the inconvenience.
  • Fixed a bug where items could spawn on top of dungeon blocks (requiring key clips) in some mixed/2nd quest dungeons.
  • Due to the above fix, "Randomize Dungeon Rooms" will now shuffle rooms across all selected dungeon rooms.  This means that you may see rooms switch around in 2nd quest dungeons (aka different stair rooms or regular rooms).
  • Fixed a bug that prevented the wood sword cave from appearing at the grave (strictly, it could appear before, but had a 0.16% chance of doing so).
  • Fixed a bug that prevented the wood sword cave from appearing at the vanilla Level 2 location on 1st quest overworld.  (Due to the fact that this is a lake on 2nd/mixed, it should never appear there in those variants).
  • Fixed a bug where blue moblins would appear on the overworld with messed up palettes in some places.
  • Updated the logic when wizzrobes are placed on the overworld to prevent them from appearing in certain difficult-to-pass screens.
  • Thanks to fiskbit, updated the code for Wizzrobes to enable them to be able to phase through certain overworld obstacles, reducing the chance they will be trapped in certain places.
  • Miscellaneous other fixes to small bugs.

Thanks to everyone who has helped, and we look forward to hopefully seeing you in the tourney!

Zelda Randomizer 3.1 Released!

posted Oct 13, 2017, 2:29 PM by Fred Coughlin

After a long bout of testing, Zelda Randomizer 3.1 has been released!  The release contains the following new features/fixes:

  • We added "Shuffle Enemy Groups" and "Shuffle Overworld Group".  This means that you might see such exciting combinations as Lynels and Wizzrobes in the same room!  Good luck fighting through some of these combinations!
  • We added "Change Secret Spots", which can potentially move around the secret entrances that you need to bomb/burn/push.  They'll still be on the same screen, but best of luck finding them!
  • The condition to enter level 9 can now be selected in the drop down menu.  In addition to the old methods (8 triforce, open 9, blocked by an item), we have now also added the ability to have to collect a subset of triforces.  Now you can play a seed where you can choose which 5 triforces to get before entering Level 9!  If you need to know how many triforces you need (for example, selecting "Random Triforces"), you can go visit the old man at the entrance to Level 9 to find out what you need!
  • We added a "hash" code to the file screen.  This will allow you to quickly verify with a friend that both of you have generated the same ROM.  
  • When selecting hints, the option for "Blank" hints now exists.  Now, those talkative shopkeepers won't say a word!  (But good luck trying to skip out on a door repair!)
  • Stumped about where a particular item may have been?  When you finish a seed, the "credits" have been changed to tell you what items were in what levels!
  • If you enjoy playing Swordless, your game play just got more interesting!  Now in 3.1, there are NO swords available anymore in Swordless modes.  Instead, Gannon now is vulnerable to damage from the wand.  It causes the same damage to him as a white sword, meaning that it will take 8 wand "slashes" to kill him, with no HP shuffle on!  Best of luck!
  • The UI for Zelda Randomizer has been updated, to condense some options together into simpler drop-down boxes.  The "Change Dungeon Shapes" option, for instance, is now located in "Dungeon Quest".  Please note that, due to this change, flag sets from earlier versions will be incompatible with the current flags.  We apologize for this, but promise this will help with expanding this in the future.
  • A few game engine bugs have been fixed.  A fix preventing softlocks if you up+A during the "triforce grab" animation after killing Gannon has been added; it should now be safe to up+A as soon as you grab the triforce.  In addition, bugs have been fixed which cause graphical glitches when entering a level while taking damage, as well as issues that can happen with bomb walls in Gannon's room.  Thanks to Fiskbit who provided a lot of the help for many of these changes!
  • Other small various bug fixes likely occurred as well.

Thanks again to everyone who helped test for this version!  We hope you enjoy playing more Zelda Randomizer!  

To download the Randomizer, feel free to download this at the Download and Installation page, or by opening up your old version of Zelda Randomizer!  Feel free to have fun with this, and also test out the 2017 Swiss preset, which will likely be the first round flags of an upcoming tournament!  More details to come soon on that front!

Zelda Randomizer 3.0 Released!

posted Dec 19, 2016, 8:34 PM by Fred Coughlin   [ updated Dec 19, 2016, 8:37 PM ]

It has been a long journey, frought with bugs, Zelda hiding in impossible-to-reach spots, and various other evil bugs, but in the end, most bugs have been squashed, and it is time to release Zelda Randomizer 3.0!  Head on over to the Download and Installation page to grab a copy, or click the "Check for Updates" button in the randomizer!

 For those who haven't seen it yet, the primary feature that was added in this version is the ability to change dungeon shapes.  This means you can have levels looking like this:


Other features that have been added include speed text, the ability to have 2nd quest features in 1st quest with shapes, and the ability to have the "Life or Money" man come into 1st quest (though he may demand other payment)!

The list of features/bugs added include:

  •             Added "Randomize Dungeon Shapes", allowing for dungeons to have randomly determined shapes.
  •             Added flags to allow for 2nd quest rooms and doors in the Shapes mode.
  •            Added a flag to allow for 2nd quest enemies to be mixed into 1st quest dungeon maps.
  •            Added "Add Life or Money" rooms, allowing those rooms from 2nd quest to be integrated into 1st quest, replacing normal old man rooms.
  •            Added "Change Leave Your... rooms", allowing you to have to pay hearts, money, bomb capacity, or keys to leave the room.
  •            Added "Speed Up Text", which triples the speed of the text in the game, allowing for quicker times.
  •            Fixed some helpful hints, to prevent hints like "Fire the arrow to locate the bow" from appearing, when a different path could get to the item.
  •            Helpful Hints have been updated to have community text in "non-helpful" places (such as shops/door repairs/etc.)
  •            Random% checkboxes have been rebalanced in some cases, to provide a better chance of the checkbox being unchecked in cases where there were dependent options.
  •            Changed sprites when you use an enemy sprite, resulting in enemy sprites becoming your "helpers" in shops and dungeons.
  •           Many other bugs fixed, which have not been directly documented here, but have improve the game.

As always, a big thanks to everyone who has helped out testing this madness.  A very large base of testers has assisted in the process of finding all of these bugs, and I definitely want to make sure they all know just how much I appreciate the awesome help they have provided.  There are so many people, and I'm sure I will miss some (but will edit them in when they remind me!), but special thanks go out (in no particular order whatsoever) to AmazingAmpharos1, AdirondackRick, CrimsonAvix, skybilz, Jaylow7, kababesh, rcdrone, TGE, putz12, Panzerdave, theseawolf1, zman, jkoper, and many others for all of your time and effort!  It has been greatly appreciated!

Stay tuned, as we will be scheduling an official 3.0 race at some point in January, once the madness of the holidays, AGDQ, and other fun madness ends!  Good luck!  We're all counting on you.

Zelda Randomizer 2.5.2 Release!

posted Aug 2, 2016, 6:35 AM by Fred Coughlin

Apologies for the delay on posting this update here, but we have now released Zelda Randomizer 2.5.2.  It can be picked up from the Download and Installation page, or automatically updated by launching the randomizer (or clicking the "Check for Updates" button).  Things we've added since 2.4 include, but are not limited to:

  • Drop changes!  There are now 3 options related to changing what items enemies drop, the rate of drop, and the third option...
  • "Make Important Items Drops" - this fun option allows enemies to drop important items, such as magical swords, red rings, books, boomerangs, etc.  Use this for a very unique experience, and feel free to try Insanity.
  • The game will now correctly place a drop in the skull room if Gannon is shuffled to a drop room (the drop will be laying on the floor, with no need to kill enemies to see it if it's there)
  • "Triforce" is no longer an item that can block level 9 if "Allow Other Items to Block 9" is selected.
  • Fixed some bugs where the ladder (or an item that leads to the ladder) could be water blocked in dungeons.  We apologize for any angst this may have caused.

Zelda Randomizer 2.4 Release!

posted Apr 11, 2016, 9:32 PM by Fred Coughlin

We are proud to announce the release of Zelda Randomizer 2.4!  We've put a bunch of work in, fixing some features, adding a few, and we hope you enjoy!  Here's a list of what is included in the new version!
  • Added Shuffle Level 9 Monsters - now you can have Gibdos/Darknuts/Goriyas in level 9 instead of Wizzrobes!  (Beware:  this makes it more likely you'll find wizzrobe dungeons elsewhere)
  • Added Starting Tunic Color options - now Link can have a different color tunic than the normal green to start!</li>
  • Added Replace Book Fire with Explosion - If selected, the power of the book to create fire will be replaced by an explosion (like a bomb).  The book can be purchased from a shop (replacing the most expensive shield, which will replace the book in the item shuffle).  Book will cost 200 rupees, and if shops are shuffled, will be guaranteed to be found in exactly 1 shop on the overworld.
  • Fixed some UI bugs, including accidental space at the start/end of flags.
  • Fixed a few text errors in hints</li>
  • Fixed a couple of unwinnable seed bugs that were found!
  • Other fixes probably were done, but not properly documented.  The appropriate documentor has been punished to 12 minutes without eating cookie bar for his transgression.
  • A mysterious "Tournament" button appeared.  What is that button for?   Stay tuned...
Feel free to download the files from one of these links!
MediaFire
DropBox

Zelda Randomizer 2.3 Released

posted Feb 2, 2016, 8:06 AM by Fred Coughlin   [ updated Feb 2, 2016, 8:23 AM ]

Zelda Randomizer 2.3 has now been released to the public!  You can get it from the following download links, or alternatively by opening the Randomizer and/or clicking "Check for Updates" within the interface. 

MediaFire Link
Dropbox Link

New features (eaten from yesterday's post for some reason):

  • Change Start Screen - Link can now start on almost any overworld screen.
  • Change Bomb Upgrade Men - the bomb upgrade men will be shuffled with other old men, possibly moving to other dungeons (dungeons 1-8).   I bet you'd like to have more bombs!
  • Change Hungry Goriya - The hungry Goriya can be moved to any dungeon (including 9).  He may even block your path to Zelda!
  • Randomize Dungeon Rooms - now rooms can be moved between dungeons (for example, the "reverse C" room may be found in level 4).  Now you'll need better intuition to determine which dungeon you're in.
  • Allow Other Item to Block 9 - This option allows different items to possibly block level 9, instead of the triforce.  Now you may need the Letter or Book to get in, as well as possibly the triforce.  For more information, see the Features page (may take a couple of minutes to update).
  • Randomize Boss HP - The boss HP (like regular enemies) can now be changed plus or minus up to 4 HP.  Ready for a multi-bomb manhandla?
  • Set enemy HP to 0 - You can set enemy/boss/Gannon HP to 0 now.  A single hit can now possibly kill Gannon!  Go go gadget wood sword!
  • Blackout - makes the dungeons pitch black.  How well do you know your dungeons?
  • New Palettes added!
  • New Link Shuffle sprites - thanks to LEmental for the great work!
  • Random % - now you can customize the features you want in random percent.  Each check box has three states - when the checkbox contains a box, that option will be randomly selected as either on or off.  Now have fun not even knowing your flags before you start!

We will be posting more here when the release race date is determined, so stay tuned for more!

2.1 Release!

posted Aug 21, 2015, 10:14 AM by Fred Coughlin

We have now released version 2.1 of the Randomizer.  Included in this release are a few bug fixes:
  • Fixed a bug in 2nd quest where enemies sometimes had some messed up sprites.  Thanks to DH Stom for reporting!
  • Fixed a bug in the UI where you couldn't copy/paste flags if the flags had Deception hints.  Thanks to DrJasonKimball for reporting!
  • Fixed some text for Community hints that didn't properly wrap.  Thanks to murfshay22 for reporting!
  • Added a few extra palettes for Shuffle Dungeon Palettes.  Thanks to QuestWizard for the suggestions!
  • Fixed the hint for the Power Bracelet rock in the northeast of the map to "LOST HILLS" instead of "ALONG THE COAST".  Thanks to Ategenos for reporting!
 Hopefully you're all practicing for the release race on the 23rd!  Again that'll be at 1:29 PM on SRL.  Tune in to fcoughlin's Twitch for a restream of several of the racers, as well as commentary with The_Greenleaf_Effect and rep2369!

2.0 - Release Race!

posted Aug 18, 2015, 6:47 PM by Fred Coughlin   [ updated Aug 18, 2015, 6:49 PM ]

Interested in racing Randomizer 2.0 against other players?  If so, come join us Sunday, August 23 at 1:29 PM EST for the Randomizer release race (click the time link for conversion to your local time)!  The flags for this race are:  Q36CW3Y9, corresponding to a Maelstrom race, but with the Wood Sword at the start cave, and the White Sword in its own cave (wherever that ends up on the map).  Everything else will be shuffled like mad!  So get practicing, and we hope to see you there!

The race will be held on SpeedRunsLive; you'll need an account there to join the race.  If you use IRC, you can join the #tloz channel on the irc.speedrunslive.com server as well to talk to players, get hints etc.

2.0 - Official Release!

posted Aug 17, 2015, 1:36 PM by Fred Coughlin

After all the hard work to put this together, we are pleased to finally release version 2.0 of the Zelda Randomizer!  To download, feel free to click on either of the links at the end of this post.

I want to take a moment to thank all of the beta testers who helped test the product.  Your feedback has been invaluable at taking a small project and turning it into a powerful randomizer.  So thank you to everyone who has helped with this!

We do race the Randomizer regularly on speedrunslive.com.  If you join the IRC chat, feel free to stop by #tloz and say hi, and join in any races we have.  I will post the official flags for this weekend's release race later tonight, so stay tuned for that information!

2.0 - Link Shuffle

posted Aug 17, 2015, 6:56 AM by Fred Coughlin

Just a bit later today, we will be releasing version 2.0 of the Randomizer!  If you're not psyched yet for it, we wanted to show you a new feature in 2.0:  Link Shuffle. 

On the Misc tab of the menu, you can select from a number of different sprites to use for LInk, as seen in the sample screen shot below.  This lets you play as Gibdos, Darknuts, Lynels, or a few other of Hyrule's evil denizens.



Here are a couple of examples of what you will see.  That being said, feel free to try it out, as there may be more surprises in store!  More to come later today, including the release!







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