Release History
Version 114 (2024-10-16):
- New quality-of-life option "Opposite area connections revealed by map":
- When enabled, activating a map station reveals connected area transition markers (letters/arrows) in neighboring areas.
- New "4-tiered" setting is added for the "Item markers" quality-of-life option:
- When enabled, Supers and Power Bombs are shown as small X's, distinguishing them from Energy Tanks and Reserve Tanks which are drawn as O's.
- New quality-of-life preset "High" which enables "4-tiered" dots and "Opposite area connections revealed".
- New tile themes "Red Brinstar" and "Yellow Maridia" are available.
- The vanilla lava FX in Climb is restored, when not using the new quality-of-life option "Lava removed from Climb":
- If the option is disabled, lava rises when entering from the bottom-left door when Zebes is awake and not in the escape.
- The vanilla energy drain rate in Big Boy Room is restored.
- A new customization option "Screen flashing" is added:
- With the new "Reduced" option (enabled by default), large flashes are reduced in brightness, including lightning, escape sequence effects, boss damage, and the initial flash of Power Bomb explosions.
- In the "Normal" item progression preset, Bombs now have "Early" key item priority.
- A boss calculator is added (under the main Logic page).
- The Respin quality-of-life option is updated to prevent unwanted side effects.
- The spoiler map shows a logical route for clearing bosses, objectives, and other flags, by clicking on the associated room.
- Logic pages include videos for more strats, no longer limited to (toggleable) notable strats.
- Seed names are shortened.
- New Samus sprites:
- "Samus Returns Samus" by Mattroid.
- "PED Suit Samus" by Mattroid.
- "Ancient Chozo Samus" by Albert V.
- "Ascent Samus" by Benox50.
- "Super Duper Samus" by Metaquarius and Daltone.
- "Bruno" by Sunwu and Looking4Giants.
- "Mega Man X (Bearded)" by Involuntarymillenial.
- Crystal Flash animation is restored to vanilla in the default Samus sprite.
- Bugfixes:
- Certain speedball strats could be in logic without Morph (in v113, hotfixed: 2024-07-27).
- Many cross-room shinecharge strats were mistakenly not in not in logic (since v112).
- The tech canMomentumConservingMorph was missing a Morph item requirement (since v112).
- The amount of time to use Power Bombs on Ridley was greatly underestimated on lower difficulties.
- X-ray could cause graphical corruption or crashes in some situations where it shouldn't.
- Logic updates:
- Many cross-room strats are added involving runways not connected to a door:
- E.g., carrying blue speed using cross-room jumps, speedballs, spring ball bounces, Space Jump, and temporary blue chains.
- Ridley proficiency values are adjusted to be more lenient on Medium, Hard, and Very Hard.
- New tech:
- New notable strats:
- Tech moved to a different difficulty level:
- Notable strats moved to a different difficulty level:
Version 113 (2024-06-18):
- A new "Beam" doors option is added.
- Tile theming updates:
- New tile themes "Mecha Tourian" and "Practice Outlines" are available.
- A new "Area-themed" option for "Tile theme" is added.
- A "Room theming" customization option is added:
- This is a convenient way to select the main useful combinations of "Room palettes" and "Tile theme" settings.
- The individual settings are still available under "Other customization options".
- A new setting "Door locks size on map" is added (under "Other options"):
- With the "Large" option, door locks will stand out more on the map (enabled by default).
- For technical reasons, this is currently a generation-time option.
- A new customization setting "Door colors" is added.
- The "Alternate" colors may be easier to distinguish for color-blind players.
- The Tame map pool is enlarged from 9658 to 18051 maps.
- New Samus sprites:
- "Aroace Samus (New)" by mm2nescartridge.
- "Fight" by SpoonyBard.
- "Kiara" by ShinobuFujiko.
- Bugfixes:
- Escape timer had flickering and sometimes graphical corruption across door transitions.
- A "slowlock" could occur while gaining Hyper Beam with the Mother Brain "Skip" option.
- A crash could occur when X-ray climbing in rooms with a scrolling sky background.
- Reloading at the end of an elevator ride would load back to an earlier save.
- In Ridley's Room, the gray door would close when reserves triggered.
- Skipping a locked red door could cause memory corruption.
- Strats with a "leaveShinecharged" exit condition were ignored in logic in v112.
- Adjustments to how item placement works:
- The amount of key items placed per step is slightly reduced, for Fast and Uniform progression (e.g. Normal/Tricky).
- The randomizer always tries to fill one-way reachable locations with filler items.
- This now applies across all settings, whereas previously it applied only to Slow progression (e.g. Challenge/Desolate).
- Logic updates:
- Refined logic in Metal Pirates Room and Magdollite Tunnel to account for energy drops.
- New tech:
- canPowerBombMidIBJ (Hard)
- canFarmWhileShooting (Expert)
- canHighPixelCeilingClip (Extreme)
- New notable strats:
- Lava Dive with HiJump (Hard)
- Ice Beam Tutorial Room Impressive Damage Boost (Very Hard)
- East Sand Hall Cross-Room Blue Spring Ball Bounce (Expert)
- Crab Shaft Sciser High Pixel Ice Clip Door Lock Skip (Insane)
- Spore Spawn Kihunter Ice Clip Door Lock Skip Without Morph and X-Ray (Insane)
Version 112 (2024-05-19):
- The amount of lag is reduced and should now be similar to the vanilla game.
- Hazard markers are added on doors leading to Bug Sand Hole.
- A new objective option "Random" is added.
- New Samus sprites:
- "Ceroba Ketsukane" by Dewutt610.
- "Junko" by P. Yoshi.
- "Samus Maid" by Ouily644.
- A new setting "Map station activation reveal" is added (under "Other options"):
- The "Partial" option causes map stations to only partially reveal the map, showing room outlines but not details such as item dots, door locks, heat, and water.
- Ammo-only refill stations are now marked with a distinct missile-shaped map tile.
- Fixed an issue affecting Fast and Uniform item progression rate (e.g. Normal and Tricky):
- Key items were often being placed more slowly than they should have been.
- A new option "Item priority strength" is added:
- The new setting "Moderate" improves seed variety by not enforcing key item priority as rigidly.
- The other setting "Heavy" can be used to get the old behavior.
- Item progression presets are updated:
- ETank is now an Early filler item in "Tricky" (same as in "Normal").
- All the item progression presets now use the new "Moderate" item priority strength.
- Key item priority settings are adjusted:
- Varia and Gravity continue to have "Late" priority across all presets.
- Screw Attack and Space Jump are moved from "Late" to "Default".
- Wall Jump continues to have "Default" priority.
- In "Tricky", all other items are moved to "Early" priority.
- "Challenge" and "Desolate" priorities are the same as "Tricky", except Morph is "Default" instead of "Early".
- ETank is no longer an Early key item in "Normal" (though still an Early filler item).
- Logic updates:
- Draygon logic is tightened, especially for low-ammo scenarios on high difficulty settings.
- New tech:
- canMidAirMorph (Basic)
- canPreciseSpaceJump (Expert)
- canMomentumConservingMorph (Expert)
- canLongChainTemporaryBlue (Extreme)
- canSandBombBoost (Extreme)
- canSandGrappleBoost (Insane)
- canFreeFallClip (Insane)
- New notable strats:
- Cacatac Alley Bomb Jump Water Escape (Expert)
- Brinstar Reserve Temporary Blue Spring Ball Bounce (Expert)
- Landing Site Big Jump Leave With Temporary Blue (Extreme)
- Warehouse Zeela Ice Moonfall (Extreme)
- Crab Hole Ice Clip (Extreme)
- Tourian Escape Room 4 Suitless Acid Bath Shinespark (Extreme)
- LN Firefleas G-Mode Morph Blind Top to Bottom (Extreme)
- Mother Brain R-Mode Reduced Tanks (Extreme)
- Mother Brain R-Mode Light Pillar (Extreme)
- Botwoon Energy Tank Room Sand Grapple Boost (Insane)
- Crocomire Escape High Speed Gate Glitch (Insane)
- PCJR G-Mode Morph Long Diagonal Bomb Jump (Insane)
- Fish Tank Very Long Underwater Walljump Climb (Insane)
- Halfie Climb Very Long Underwater Walljump Climb (Insane)
- The following tech and notable strats are moved from Hard to Very Hard:
- "canBounceBall"
- "Crumble Shaft Top Item Precise Walljump"
- "Maridia Bug Room Frozen Menu Bridge"
- The following tech and notable strat are moved from Insane to Extreme:
- "canEnemyStuckMoonfall"
- "West Sand Hall Insane Bomb Jump"
- The more difficult uses of "canEnemyStuckMoonfall" are kept in Insane through the new tech "canFreeFallClip".
Version 111 (2024-04-15):
- Bug fixes:
- Metroid Room 4 was wrongly treated as logically waking the planet (hotfixed: 2024-03-31).
- Certain rooms used non-vanilla palettes even with Vanilla palette and tile theme settings.
- Buffering a spring ball jump in the unpause black screen did not work in certain rooms.
- Glitched grapple hanging could crash the game when using custom Samus sprites (or "Split" Screw Attack animation).
- Logic updates:
- Cross-room strats through the Toilet are now in logic.
- New tech:
- canJumpIntoRespawningBlock (Very Hard)
- canGrappleBombHang (Extreme)
- canUnmorphGrappleHang (Extreme)
- canLongCeilingBombJump (Beyond)
- canBeExtremelyPatient (Beyond)
- New notable strats:
- Upper Norfair Farming Room Gate Glitch With Farming (Hard)
- Blue Hopper Room Squeeze Under Hoppers (Very Hard)
- Blue Hopper Room Screw Attack Jumps (Very Hard)
- Colosseum Bomb Jump Water Escape (Expert)
- Pants Room Bomb Jump Water Escape (Expert)
- Spiky Acid Snakes Suitless Damage Boosts (Expert)
- Metroid Room 1 Rinka Boost (Expert)
- HiJump E-Tank Sova Boost (Expert)
- Moat Leave With Grapple Teleport (Extreme)
- Green Hills Grapple Teleport Fling to Right (Extreme)
- Below Spazer Grapple Teleport Clip (Extreme)
- Red Tower Grapple Teleport Inside Wall (Extreme)
- Lower Norfair Jail Grapple Teleport Inside Wall (Extreme)
- Screw Attack Room Grapple Teleport Inside Wall (Extreme)
- Colosseum Grapple Bomb Hang Door Lock Skip (Extreme)
- Colosseum Unmorph Grapple Hang Door Lock Skip (Extreme)
- Kihunter Shaft Grapple Teleport Semi-Blind Movement (Extreme)
- Warehouse Zeela Ice Moonfall Screw Attack Clip (Insane)
- Lava Dive GT Max Suitless Right Side Climb (Insane)
- Lava Dive HiJumpless Nahime Morph Kago (Insane)
- Green Hills Grapple Teleport into Grapple Jump (Insane)
- Croc Speedway Speed Block Moondance (Insane)
- Frog Speedway Speed Block Moondance (Insane)
- Bowling Alley Speed Block Moondance (Insane)
- Colosseum Stored Moonfall Grapple Door Lock Skip (Insane)
- Halfie Climb Top Left Suitless Bombless Leave With Grapple Teleport (Insane)
- Metroid Room 1 Acid Skip CWJ (Insane)
- Red Brinstar Firefleas Ceiling Bomb Jump (Beyond)
Version 110 (2024-03-19):
- New map pools:
- The Toilet is decoupled from Aqueduct and can pass through any one of many possible rooms.
- New tile theme options "West Maridia" and "Scrambled" are available.
- The "Scrambled" option will give each room a random theme.
- Area-themed "Room palettes" are revamped:
- Colors are adjusted to improve the aesthetics and coherence of the palettes.
- Area-themed glows are now included.
- Area-themed palettes can now be combined with "Tile theme".
- Sand exits are restored to their vanilla layout:
- This affects the bottom of Bug Sand Hole, Aqueduct, and Botwoon Energy Tank Room.
- Through sand transitions, Samus' X position is clamped to fit the entrance in the room below.
- The quality-of-life option "Enemy drops are buffed" is buffed further:
- The drop rate of Supers is doubled for Zebs, Geegas, and Kagos.
- In "Desolate" or "Reduced Items" presets, the Power Bomb pool size is reduced to 25 Power Bombs.
- Heated shinecharge tiles are adjusted to be less lenient in Medium, Hard, and Very Hard.
- With MSU-1, songs resume when returning from item/elevator rooms.
- When no item is placed in Bomb Torizo Room, the fight can be activated by touching the item location.
- Fixes to bugs:
- Space Jump Room was not indicated as a water room on the map.
- With Spin Lock, pressing down out of a wall jump could still cause Samus to morph.
- With "Stop item placement early", logically assumed items could sometimes fail to be placed.
- Shinecharge leniency frames were not taken into account in certain situations.
- Clearing a Metroid room was incorrectly treated as logically waking the planet.
- Grapple teleport could be logically required without Grapple.
- Certain IBJ strats could be logically required without Morph or Bombs.
- Logic updates:
- New notable strats:
- Golden Torizo Crystal Flash (Expert)
- West Sand Hall Spring Fling with Momentum (Expert)
- Croc Escape Frozen Geruta Shinecharge (Extreme)
- Gauntlet Energy Tank Room Spark Master (Extreme)
- Crossing Colosseum using Ice without HiJump is moved from Very Hard to Expert.
- "Crocomire with 5 Missiles" is moved from Insane to Extreme.
Version 109 (2024-02-27):
- Spin Lock (L + R + Up + X) can be used to temporarily prevent up or down from breaking spin.
- This can make it easier to perform chains of wall jumps on a controller/D-pad.
- The input combination can be customized (or disabled) on the seed page.
- Spin lock is canceled by pressing shot.
- Charge and Spazer are now filler items on "Challenge" item progression.
- New group of settings "Item pool" (under Item progression > Customize):
- Adjustable amount of Missiles, Supers, Power Bombs, ETanks, and Reserve Tanks.
- Option "Stop item placement early" (under Item progression > Customize > Item pool):
- If enabled, no more items are placed after the game becomes logically beatable.
- "Reduced" item pool preset uses "Stop item placement early" and a small amount of ammo/tanks:
- 12 Missile packs, 6 Super packs, 6 Power Bomb packs, 3 Energy Tanks, 3 Reserve Tanks
- More tanks may be placed depending on difficulty settings.
- New item progression preset "Desolate" is added:
- This is like "Challenge" but also enables the "Reduced" item pool.
- Logic updates:
- New tech:
- canManageReserves (Hard)
- canGrappleTeleport (Expert)
- canTrickyGrappleJump (Insane)
- New notable strats:
- Mother Brain Speed Zebetite Skip (Hard)
- Mother Brain Ice Zebetite Skip (Hard)
- East Sand Hall Cross-Room Speed Jump (Expert)
- Red Tower Frozen Beetom Ice Climb (Extreme)
- Warehouse Entrance Arm Pump Jump (Extreme)
- Watering Hole Double Frozen Zeb Runway (Extreme)
- Green Brinstar Main Shaft Bottom Ice Clip (Extreme)
- Fish Tank Grapple Teleport into Grapple Jump (Insane)
- Glass Tunnel Grapple Teleport into Grapple Jump (or Tube Intact) (Insane)
- Green Hills Grapple Teleport into Grapple Jump (Insane)
- Notable strat "Green Hills Grapple Gate Glitch" is moved from Extreme to Expert.
Version 108 (2024-02-12):
- New option "Starting items" under "Item progression" > "Customize".
- Videos are added for many tech and notable strats.
- Logic updates:
- Ridley logic is adjusted and is now generally more lenient (except on Insane).
- Slow Kihunter farms are removed from logic.
- Shortcharges across a door transition now have an extra tile of leniency.
- New tech:
- "canDeepTransition" (Extreme)
- "canTrickyEnemyExtendRunway" (Extreme)
- New notable strats:
- Red Fish Space Jump Spring Ball Jump (Very Hard)
- Pink Brinstar Hopper X-Ray Climb (Expert)
- Mission Impossible Walljumpless (Extreme)
- Mission Impossible Shinespark (Extreme)
- Cathedral Entrance 10 Power Bomb Crystal Flash (Extreme)
- Bowling Alley Path Double Frozen Choot Runway (Extreme)
- Alcatraz Escape with Grapple X-Ray Ceiling Clip (Extreme)
- Alcatraz Escape with HiJump Ceiling Clip (Insane)
- Alcatraz Escape Double Damage Boost (Insane)
- Bowling Alley Path Triple Frozen Choot Runway (Insane)
- Everest Crab HiJump Bomb-Grapple-Jump (Insane)
- Red Fish Space Jump Escape (Insane)
- Wrecked Ship Main Shaft Spooky Missiles Temporary Blue with Frozen Enemy Runway (Insane)
- Alcatraz Escape G-Mode Crystal Flash Then Forced Standup (Beyond)
- Some tech and notable strats are moved to a different difficulty:
- "canXRayStandUp" and "canXRayCeilingClip", "Etecoon E-Tank Beetom Clip", and "East Pants Room Puyo Clip" are moved from Very Hard to Hard.
- "can10PowerBombCrystalFlash" is moved from Very Hard to Expert.
- "Ridley without Heat Protection" is moved from Hard to Very Hard.
- "Climb G-Mode Morph Insane IBJ to Top" and "Climb G-Mode Morph Blind Climb to the Top" are moved from Insane to Beyond.
Version 107 (2024-02-03):
- A new tile theme option "Wrecked Ship" is available.
- Lag is reduced when the escape sequence music restarts after reloading.
- Heat damage multipliers for Basic and Medium are adjusted to be more lenient.
- "Ultra-low quality-of-life" behaves even more like the vanilla game:
- Enhanced map details are removed, including markers for doors, heat, water, and refills.
- Hazard markers ("caution tape") on doors are removed.
- Item dots no longer fade (or disappear) after collection.
- Logic updates:
- New tech:
- canHorizontalShinespark (Medium)
- canAwakenZebes (Medium)
- canSpringFling (Expert)
- canEnemyExtendRunway (Expert), in progress, currently only in Brinstar rooms
- canInsaneJump (Extreme)
- The tech "canMidairShinespark" is moved from Medium to Hard.
- The tech "can3HighMidAirMorph" is renamed to "can4HighMidAirMorph" and moved from Very Hard to Hard.
- The tech "can2HighWallMidAirMorph" is renamed to "can3HighWallMidAirMorph".
- New notable strats:
- Metal Pirates Speed Echoes Kill (Very Hard)
- Lower Norfair Pillar Room with Two Power Bombs (Very Hard)
- Green Brinstar Beetom Room Frozen Beetom Bridge (Expert)
- Wasteland Avoid Dessgeegas by Rolling (Expert)
- Wasteland Statue Clip Damage Boost (Expert)
- Wasteland HiJumpless Statue Clip Damage Boost (Extreme)
- Warehouse Energy Tank Frozen Beetom Runway (Extreme)
- Hellway Frozen Zeb Runway (Extreme)
- Early Supers Right Door Frozen Zeb Runway (Extreme)
- East Sand Hole Suitless HiJump Perfect Bomb Boost (Insane)
- Dachora Room G-Mode Setup: Lure the Zeela Down Below (Insane)
- Lower Norfair Pillar Room with Bombs (Insane)
Version 106 (2024-01-17):
- A new setting "Partial" is added for "Maps revealed from start" (under "Other options").
- A new option "Energy-free shinesparks" is added (under "Other options").
- The logic takes into account if this is enabled.
- A new setting "Escape" is added for "Start location".
- When enabled, the game begins in the escape sequence, and the only goal is to complete it.
- The quality-of-life option "Enemy drops are buffed" now has an additional effect:
- Power Bomb drops give 2 Power Bombs.
- Adjustments to how escape timer multipliers work:
- The base leniency factor (previously 1.05) is removed.
- With the new scale, 1.0 is now the minimum multiplier guaranteed to be beatable.
- The default multipliers are updated.
- When using a low multiplier (1.0 or less), the escape timer now rounds up to the nearest
second instead of to a multiple of 5 seconds.
- New Samus sprites: "Buffed Eggplant" and "Buffed Pug", by Fredz00z.
- New notable strats:
- Warehouse Kihunter Room Bottom Leave Shinecharged (Expert)
- Tourian Escape Room 4 Acid Bath Shinespark (Expert)
- Tourian Escape Room 4 IBJ and Acid Bath (Extreme)
Version 105 (2024-01-07):
- Update to item progression settings:
- Plasma and XRayScope are added as filler items on "Normal" and "Tricky" presets.
- A new option "Spazer before Plasma" is added and enabled on all presets.
- New quality-of-life option "Room outline revealed on entry" is added (enabled by default).
- When enabled, entering a room partially reveals all its tiles in the pause map.
- Partially revealed tiles show the room outline but not details such as item dots or door locks.
- Map behavior in boss rooms is cleaned up:
- Boss room tiles become explored by entering them, even if the mini-map is disabled.
- If "Room outline revealed on entry" is enabled, then the vanilla game's quirky auto-exploration of boss room tiles does not happen.
- Locked doors are drawn using smaller markers on the map.
- Previously the door markers covered the entire wall, which could obscure room boundaries.
- The size is now consistent with the normal size of doors on the map.
- The escape timer base leniency is reduced from 10% to 5%.
- For MSU-1, extended tracks are now supported (e.g. boss-specific music).
- New Samus sprite: "Agender Samus" by Abyss.
- Logic updates:
- Many more strats are added for carrying a shinecharge/shinespark across multiple rooms.
- New setting "Shinecharge leniency frames" is added (under "Skill Assumptions").
- The tech "canWaterShineCharge" is moved from Very Hard to Hard.
- Riding Mama Turtle without taking damage now requires "canCarefulJump" (Medium).
- New tech "canShinechargeMovementTricky" is added (Expert).
- New notable strats:
- Red Tower Climb with Space Jump (Very Hard)
- Final Missile Bombway Shinespark (Extreme)
- WS East Supers R-Mode Standup Clip (Extreme)
- Basement G-mode Morph Workrobot Ride (Insane)
Version 104 (2024-01-01):
- Revamped Reserve HUD now shows greater contrast between filled and unfilled bars.
- A new setting "Heated shinecharge tiles" is added under "Skill assumptions".
- More difficult short-charges can be required in unheated rooms (or with Varia).
- Fixed several bugs:
- Certain cross-room speedball strats were wrongly in logic without Morph or with too short of runway.
- G-mode strats showed up in logic pages for lower difficulties (though not in logic).
- Hazard markings could appear on the left side of Mother Brain Room.
- The escape route was not working in the spoiler map.
- The tech "canCrystalFlash" is moved from Hard to Very Hard.
- The Draygon logic is now more lenient in situations with low Missile count.
- New notable strats:
- Pink Hoppers Shinespark into the Wall to Ride the Elevator (Very Hard)
- Pink Hoppers Screw and Kago to Ride the Elevator (Very Hard)
- Bubble Mountain Tricky Spring Ball Jump with Grapple (Very Hard)
- Parlor Carry Shinecharge From Right to Bottom (Expert)
- Mt. Everest Top Left Shinecharge (Insane)
Version 103 (2023-12-22):
- Fixed a logic issue where a cross-room walljump could be required when walljump is not available (a bug introduced in v102).
- Fixed a couple spoiler map issues:
- Double-clicking a step would sometimes show a route for an item on a different step.
- Hovering over an item would sometimes show an incorrect step number for the item.
- New notable strats:
- Pink Hoppers Shot Clip to Ride the Elevator (Very Hard)
- West Ocean: Get Inside the Bridge (Extreme)
- Mt. Everest Cross Room Jump through Top Door (Insane)
Version 102 (2023-12-20):
- A new objective option "None" is added.
- A new customization setting "Reserve tank HUD style" is added.
- The "Revamped" option adds bars to the HUD to show how full the reserve tanks are.
- Three more doors are given hazard markings when using "Collectible" or "Disabled" wall jump.
- Door leading left to the top of Ridley's Room.
- Door leading left to the drop-off in West Ocean (e.g. from Gravity Suit Room in vanilla).
- Door leading down to Crocomire's Room.
- The escape timer now shows the final time remaining during the escape cutscene.
- Improvements to the fast Big Boy cutscene:
- The start of the cutscene is accelerated slightly more (~1 additional second).
- The timing of when Sidehopper becomes a corpse (relative to when Big Boy rises up from it) now aligns with vanilla.
- Fixes to bugs:
- Gravity incorrectly gave partial heat protection when combined with lava, acid, etc.
- Item collection rate was shown incorrectly (a bug introduced in v100).
- In the logic pages and spoiler routes, node names are now shorter and more consistent.
- Logic updates:
- New notable strats:
- Ice Beam Gate Room Frozen Sova Platform (Very Hard)
- Ice Beam Gate Room Sova Boost (Expert)
- Mt. Everest SpringBall out of Morph Tunnel (Extreme)
- Gauntlet E-Tank R-Mode Blue Suit (Insane)
- West Ocean - Enemy Stuck Moonfall Super Block Clip (Insane)
- Blue Brinstar Energy Tank Room - Geemer Ice Stuck XRay Climb (Insane)
Version 101 (2023-12-09):
- Fixes to several bugs:
- Incorrect logic in Plasma Spark Room.
- "canGrappleClip" did not show up as a tech that could be enabled.
- Extraneous item collection time showed in credits when not using Collectible wall-jump.
- In spoiler map, route would close when dragging the map.
- Second "Beyond" appeared in tech logic pages.
Version 100 (2023-12-08):
- New "Wall jump" option "Collectible" (under "Other options").
- When enabled, a "Wall-jump boots" item is placed, and wall jumping is possible only after collecting it.
- New setting "E-Tank energy refill" (under "Other options"):
- Disabled: E-Tanks do not provide an energy refill.
- Vanilla: E-Tanks behave as in the vanilla game, refilling regular energy but not reserve energy.
- Full: E-Tanks also refill reserves, on top of regular energy.
- Change to how filler items are randomized:
- Filler items are randomized only once per step, instead of being rerolled for each possible key item.
- This reduces the bias for filler items to give progression (e.g. Crystal Flash ammo).
- On Slow progression, it prevents unneeded unique items being placed when filler provides progression.
- Improvements to the spoiler map:
- The logic overview now has a more compact layout.
- Double-clicking a step shows step details, including all collectible items on that step.
- Clicking an item icon in the logic overview or step details shows a route to the item.
- Step details show the logical difficulty of reaching key items (only with Forced mode).
- Clicking away from a route makes the highlighted path disappear.
- Return routes indicate resources needed instead of resources remaining.
- This leads to greater accuracy as it aligns better with how the randomizer logic works.
- Logic updates:
- Many strats to bypass door locks are added:
- Ice moonfalls, ice ceiling clips, very deep stuck X-ray climbs, and grapple clips.
- To be enabled, these now require a new general tech "canSkipDoorLock" (Extreme).
- Notable strat "Lower Norfair Pillar Room with Power Bombs" is moved from Hard to Very Hard.
- Notable strat "Cacatac Alley Springball Spike Boost" is moved from Expert to Extreme.
Version 99 (2023-11-29):
- Changes to item progression logic relating to Energy Tanks and Reserve Tanks:
- The filler item option "No" is renamed to "Semi", and a new "No" option is introduced.
- "Semi": after the item is first obtainable, it becomes a filler item on later steps.
- "No": the item is never used as filler.
- In "Challenge", Super and PowerBomb are "Semi" filler, but ETank and ReserveTank are "No".
- This reduces access to extra tanks not required for progression.
- A new option "Random tank priority" is added, enabled on all item progression presets.
- This makes it more likely to get a mixture of Energy Tank and Reserve Tank items, rather than all of one type.
- "SpaceJump" now has "Late" item priority across all item progression presets.
- Change to "Normal" and "Tricky" item progression preset: "Plasma" is no longer a filler item.
Version 98 (2023-11-28):
- Map colors are brightened further to improve contrast.
- Logic updates:
- Crystal Flash strats for refilling energy are added to logic.
- Cross-room moondance strats are starting to be added.
- Strats for bypassing door locks are starting to be added.
- New difficulty tier "Beyond" is added to the Generate page, for strats above "Insane".
- "Beyond" strats are not enabled in any preset but can be toggled on individually.
- Some tech/strats are moved into a higher difficulty tier:
- Tech "canCrystalFlash" is moved from Medium to Hard.
- Tech "canCrumbleJump" is moved from Hard to Very Hard.
- Notable strat "Cacatac Alley HiJumpless Double SpringBall Jump and Bomb-Grapple-Jump" is moved from Insane to Beyond.
- Notable strat "Everest Double Crab Bomb-Grapple-Jump" is moved from Insane to Beyond.
- New tech:
- can10PowerBombCrystalFlash (Very Hard)
- canExtendedMoondance (Insane)
- New notable strats:
- Bubble Mountain Right Side Delayed Walljumps (Very Hard)
- Draygon Shinespark out the Right with a Gravity Jump (Very Hard)
- Etecoon Shaft Moonfall Spark (Expert)
- Tourian Blue Hopper Crystal Flash (Expert)
- Butterfly Room Door Lock Wall Ice Clip (Extreme)
- Dachora Room Blockade Extended Moondance (Insane)
- Red Tower Door Frame Extended Moondance (Insane)
- Sporespawn Moondance Clip (Beyond)
- Big Pink Extended Moondance Clip (Beyond)
- TAS Dance (Beyond)
- Notable strat "Big Pink Reo Ice Clip" is split into two notable strats:
- Big Pink Reo Ice Clip With Morph and X-Ray (Extreme)
- Big Pink Reo Ice Clip Without Morph and X-Ray (Insane)
Version 97 (2023-11-19):
- New option for random "Area assignment".
- When enabled, the Ship may no longer be in Crateria.
- Fixed bug in the new "Reduced" screen shake option (introduced in v96).
- Move "Vanilla" map option from "Other options" into the "Map layout" setting.
Version 96 (2023-11-14):
- New customization option to reduce or disable screen shaking.
- New customization option to set controller bindings.
- Quality-of-life option "Lenient Space Jump" (Max) is reworked:
- When enabled, there is no longer a maximum downward speed limit to use Space Jump.
- This option no longer affects the minimum downward speed limit (to avoid disrupting short-hop mockball strats).
- Fixed logic bug where cross-room strats could fail to take into account a gray door in certain cases.
Version 95 (2023-11-11):
- New quality-of-life option "Enemy drops are buffed" is added (enabled by default).
- Title screens are randomized.
- Fixed an issue that caused spoiler "obtain" and "return" routes to be swapped, among other odd behavior (a bug introduced in v94).
Version 94 (2023-11-09):
- Randomizer performance is improved, running much faster.
- During the escape, the gray door in Bomb Torizo Room spawns and behaves as it does in vanilla, unlocking only
after the animals are saved.
- "Guaranteed early save station" is converted to a quality-of-life option and is enabled by default.
- This option no longer considers the Wrecked Ship Save Room to be a logical save.
- Ammo doors will not be placed on the left door of Amphitheatre or Tourian Blue Hopper Room
(as the logic is not yet set up to be able to model the extra requirements these can create).
- Website update:
- Video playback controls are improved. Press "." or "," to move forward/back by a frame.
- A development version of the randomizer/website is available at dev.maprando.com.
- The development version will give a preview of upcoming changes.
- It may have a higher chance of containing bugs.
- Try it out and give us early feedback on new features!
- Logic update:
- New notable strat "Early Supers Leave With Spark To The Left" (Extreme).
Version 93 (2023-11-05):
- A new "Map layout" option is added, with two options "Tame" and "Wild":
- "Tame" uses a new map pool in which return paths from one-ways are shorter on average.
- "Wild" uses the same map pool as in previous versions.
- Crateria music is changed to use the full variety of available tracks:
- The subarea containing the Ship continues to play the Prologue song initially:
- If Power Bombs are obtained, it plays the "Return to Crateria" song.
- If Zebes is awake, without Power Bombs, it plays the plain stormy track (no music).
- The subarea not containing the Ship initially plays the stormy Zebes asleep music.
- If Zebes is awake, it plays the "Space Pirates" music.
- If Power Bombs are obtained, without Zebes awake, it plays the non-stormy Zebes asleep music.
- Wrecked Ship music is changed to no longer depend on subarea, only on if Phantoon is defeated.
- A new tile theme option "Upper Norfair" is available.
Version 92 (2023-11-02):
- Some map colors are brightened, to improve contrast with water rooms.
- Website updates:
- Room, tech, and strat logic pages now include animated GIFs for notable strats.
- Clicking on an animated GIF opens a full video with input display.
- Double-clicking a room in the interactive spoiler map opens the room's logic page.
- In spoiler map routes, non-trivial steps link to the strat's logic page.
- Tile themes:
- Fix to the Maridia tube across all themes.
- Various minor improvements to the "Green Brinstar" theme.
- Logic update:
- New notable strat "Botwoon Hallway Reverse Shinespark" (Very Hard).
Version 91 (2023-10-30):
- Significant bodies of water are indicated on the map by a dark/checkered background.
- Several bugfixes to "Green Brinstar" tile theme.
Version 90 (2023-10-28):
- The lower two item progression presets are renamed:
- "Quick" is renamed to "Normal".
- "Standard" is renamed to "Tricky".
- "Challenge" remains unchanged.
- The item progression rate "Normal" is renamed to "Uniform".
- MSU-1 support is now included.
- New map pool:
- Maps are more connected, having shorter paths from one end of the map to the other.
- Save station balancing is improved a little more.
- A new setting "Heated door stuck setup leniency" is added under "Skill assumptions".
- A new tile theme option "Green Brinstar" is available.
- Bugfixes:
- Fix to bug where Phantoon could be locked behind Bowling Alley.
- Fix to bug where certain cross-room shinesparks could be missing logical requirements.
- Website updates:
- Home page updated with a new section "How to not get stuck".
- Animated GIFs added for more tech and notable strats.
- Logic updates (highlights):
- Many new cross-room shinespark strats are added.
- New notable strats:
- Gauntlet Entrance Shinecharge Under Yapping Maw (Very Hard)
- Warehouse Kihunter Room Tunnel Charge (Very Hard)
- Warehouse Kihunter Room Bottom Spark Out (Very Hard)
Version 89 (2023-10-18):
- New tile theme option "InnerCrateria" (under "Other options" on the customization/seed page).
- New map pool with improved balance of save stations.
- Logic updates (highlights):
- Fixes to several logic bugs.
- Start a process of refining cross-room strats (only partially complete):
- More cross-room strats are now shown in the logic pages (e.g., "Leave with Runway" and "Leave Shinecharged" strats).
- Effective runway lengths are calculated more accurately for shortcharges, taking slopes into account.
- Heat frames are calculated more accurately for cross-room strats using runways.
- New tech "canSpeedKeep" (Insane).
- New notable strats:
- East Ocean Floor Shinespark Left (Very Hard)
- West Ocean Floor Shinecharge, Fast Spacejump Wallclimb to Gravity Door (Very Hard)
- West Ocean Floor Shinecharge, Fast Wallclimb to Gravity Door (Expert)
- West Ocean Shinespark, Morph Tunnel Rush (Expert)
- PCJR Left Side Diagonal Shinespark (Expert)
- Croc Escape Ice Only Geruta Platforming (Expert)
- Crateria Supers In-Room X-Mode BlueSuit (Extreme)
- Climb Supers In-Room SpeedKeep for Temporary Blue (Insane)
- Lower Norfair Jail Crystal Flash Clip (Insane)
Version 88 (2023-09-30):
- New map pool:
- Further increase in variety of room connections
- Some tendency for map stations to be centrally located in their area (rather than being closer to Landing Site)
- Minor improvements to balancing of save stations
- A few more fixes to the experimental customization option "Tile theme".
Version 87 (2023-09-16):
- Many bugfixes to the experimental customization option "Tile theme".
Version 86 (2023-09-14):
- New experimental customization option "Tile theme".
Version 85 (2023-09-09):
- Parallelism is used to accelerate seed generation, so timeouts should not occur as frequently.
- Logic updates (highlights):
- New tech:
- canUpwardGModeSetup (Extreme)
- canUnderwaterBombIntoSpringBallJump (Insane)
- New notable strats:
- WRITG with PowerBombs and a Jump Assist (Expert)
- West Sand Hall Suitless Damage Boost Center to Left (Extreme)
- Landing Site Crystal Flash X-Ray Climb (Extreme)
- Cacatac Alley HiJumpless Double SpringBall Jump and Bomb-Grapple-Jump (Insane)
- Climb Morph Tunnel SpeedBall (Insane)
Version 84 (2023-09-01):
- Added a "Maybe" option for "Save the animals".
- Ammo door markers disappear from the map after they are unlocked.
- While Zebes is asleep, prologue music is used in the Crateria sub-area containing the Ship.
- Fixes to some bugs:
- Hazard markings didn't show up in Homing Geemer Room, East Pants Room, and Aqueduct.
- Palette colors were messed up in the equipment screen of the pause menu.
- Quick reloading on the same frame as another game state change (e.g., death, pause, unpause) caused strange behavior.
- When quick reloading in item/elevator rooms, sometimes the music would not change tracks.
Version 83 (2023-08-29):
- Fixes to several bugs:
- Ammo door were sometimes placed in Kraid's room, conflicting with the gray doors.
- Spore Spawn Room gray door shared a state with an ammo door in a different room.
- Ammo doors did not spawn correctly in Homing Geemer Room and Aqueduct.
- Red and green ammo door graphics in Red Brinstar Elevator Room did not initially appear.
- Item dot was not drawn in Bomb Torizo Room with the "Save the animals" option.
- Logic updates:
- New tech "canSpeedball" (Very Hard).
- This helps limit the difficulty of tricks enabled by "canMockball" (Hard)
- New notable strats:
- Big Pink Zeb Ice Clip (Expert)
- Big Pink Reo Ice Clip (Extreme)
- Big Pink Wall Ice Clip the Mission Impossible Crumble Blocks (Extreme)
- Green Hills Grapple Gate Glitch (Extreme)
Version 82 (2023-08-27):
- Fixed issue that could cause a crash when leaving Mother Brain Room on the left before the escape
(a bug introduced in version 81).
Version 81 (2023-08-26):
- New "Ammo" doors option is added, for randomizing door colors (disabled by default).
- All item progression presets now have Late priority for Varia, Gravity, and Screw Attack.
- Logic updates:
- The following tech can now be toggled (previously they were implicitly assumed):
- canDisableEquipment (Medium)
- canPseudoScrew (Medium)
- canCameraManip (Medium)
- New tech canTrickySpringBallJump is added (Hard).
- This helps limit the difficulty of strats enabled by canSpringBallJumpMidAir (Medium).
- New notable strats are added:
- Main Street Climb with Ice and Spring Ball (Expert)
- East Ocean Springball Bounce to the Door with SpaceJump (Extreme)
- Spring Ball Room Escape - Suitless, Bootless, Bomb into Springball Jump (Insane)
- East Sand Hole Insane Walljump Morph (Insane)
- Green Hill Zone X-Ray Wiggle is now a notable strat and is moved from Very Hard to Expert.
Version 80 (2023-08-20):
- Changes to "Other options":
- New option "Guaranteed early save station" is added (disabled by default).
- Option to make item dots disappear after collection is added back.
- Option "Area transitions marked as letters on map" is moved to "Other options".
- Adjustments to "Challenge" item progression:
- Morph is set to "Default" priority instead of "Late".
- Screw Attack is set to "Late" priority instead of "Default".
- Logic updates:
- Fixed randomizer bug where heated gate glitch leniency did not take into account Varia suit.
- Notable strat "East Ocean Space Jump Water Escape (Left to Right)" is moved from Expert to Extreme.
- Several more strats are added in East Ocean.
Version 79 (2023-08-15):
- Some more improvement to map clarity (minimap and pause map):
- Gray doors are marked on the map.
- The "Save The Animals" option no longer causes Bomb Torizo Room to be marked with an X on the map
(so the item dot shape is now visible again).
- Fixed some bugs involving hazard markers (introduced in version 78):
- Fixed graphical glitches in Kraid Room and Kraid Eye Door Room.
- Fixed memory corruption bug in Tourian Escape Room 1 when hazard markers occur on the right.
- Fixed RNG initialization in rooms with Sidehoppers, Dessgeegas, and Beetoms.
- Enemies in these rooms should now consistently behave like they do in the vanilla game.
- Logic updates: Heat frames tightened in several rooms.
Version 78 (2023-08-10):
- Hazard markers are added to doors leading into the following locations (either directly or via the Toilet):
- Mt. Everest top door
- Oasis top door
- Fish Tank top left door
- Fish Tank top right door
- Amphitheatre left door
- Tourian Blue Hoppers left door
- Big Pink crumble block left door
- Ice Beam Gate Room crumble block top left door
- Enemy positioning is restored to vanilla in the Tourian Blue Hoppers room.
- Website update: Remaining animated GIFs are added for notable strats (Insane).
Version 77 (2023-08-07):
- New customization option to change E-Tank color in the HUD.
- More ways to switch maps in the pause menu:
- Y can be pressed in the pause menu to switch to the next map, as an alternative to Select.
- X can be pressed in the pause menu to switch to the previous map.
- Improvements to "Fast pause menu" quality-of-life option (Default):
- Map scrolling is twice as fast.
- Diagonal map scrolling is possible.
- The fade-out of the pause menu during unpausing is twice as fast.
- It is now consistent with the speed of pause menu fade-in while pausing.
- Fade-in/fade-out of gameplay remains unaffected.
- "Zebes asleep" music now plays in Crateria before the planet is awake.
- More starting locations are added for Random start (mainly in refill, save, item, and map rooms).
- Website update: Logic pages are added for individual strats, to make it easy to share a link to a strat.
Version 76 (2023-08-04):
- New map pool with more variety in room connections.
- Added a passage marking to the map for Spore Spawn Room, to make it appear distinct from Red Pirate Shaft.
- Removed invisible solid tile in the right doorway of Tourian Escape Room 1.
- Fixed several graphical issues involving FX palettes and tiles (bugs introduced in version 75).
- Fixed issue where many items showed with "Route Unavailable" in the spoiler map:
- Now "Route Unavailable" should only occur for logically unobtainable items (e.g., the Main Street Missile item on Basic settings).
- Logic update: Fixed bug in Three Musketeers Room.
Version 75 (2023-08-02):
- Improvements to map clarity (minimap and pause map):
- Heated rooms are distinguished on the map by a lighter color.
- When an item is collected, its dot on the map fades instead of disappearing.
- This obsoletes the quality-of-life option "Item dots disappear after collection" and the unexplore
special input, which are now removed.
- Area map colors are adjusted; in particular, Tourian is no longer gray.
- Sand transitions are marked on the map differently from doors.
- Map station tiles have a normal background color (instead of black).
- Passage markings are added in some simple-shaped rooms to make them more identifiable:
- Final Missile Bombway
- Ice Beam Tutorial Room
- Brinstar Pre-Map Room
- Fast Rippers Room
- Spiky Platforms Tunnel
- Pillar Room
- Crab Tunnel
- Shaktool Room
- Big Boy Room
- Gauntlet Entrance
- Logic updates (highlights):
- canDamageBoost is split into canNeutralDamageBoost (Medium) and canHorizontalDamageBoost (Hard).
- canFrozenEnemyMoonfall is renamed to canEnemyStuckMoonfall (Insane), and many strats are added.
- Frozen Pirate Plasma Escape now requires "canTrickyUseFrozenEnemies" (Hard).
- The logic is refined in Norfair Reserve Tank Room and Double Chamber (made more lenient on lower settings, tightened on higher settings).
Version 74 (2023-07-27):
- Quick bugfix involving default value for gate glitch leniency, which in some cases caused seed generation to fail.
Version 73 (2023-07-27):
- New quality-of-life option "Momentum conservation" is added (enabled in Max preset).
- More custom sprite options are added.
- Fix to the "Vanilla music" customization option (which was buggy and could cause crashes).
- Website update: More animated GIFs are added, for notable strats in Expert and Extreme.
- Logic updates (highlights):
- The escape timer is tightened by 10% (except only 5% on Extreme, and 0% on Expert).
- Heat damage multiplier is now more lenient in Extreme (by 5%) and Expert (by 10%).
- New tech:
- canPauseAbuse (Expert)
- canBombGrappleJump (Insane)
- Non-respawning farms are added to the logic (but only those with good drop rates).
- Farms of all kinds are now defined as regular strats and are visible in the logic pages.
- Obstacles are reworked and now appear more intuitively in the logic pages.
- Strat difficulty tiers shown in the logic pages are now more accurate.
- canBePatient is split into two tech:
- canBeVeryPatient (Insane) is defined as waiting or doing the same thing for ~3 minutes.
- canBePatient (Extreme) is defined as waiting or doing the same thing for ~1.5 minutes.
- canXRayClimb is moved from Extreme down to Expert, but patience requirements are added:
- Climbing more than 4 screens now requires canBeVeryPatient (Insane).
- Climbing more than 2 screens now requires canBePatient (Extreme).
- Climbing 2 screens or less is now in logic on Expert.
- X-ray climb tech are simplified and given more intuitive names:
- canXRayClimb (Expert) now includes getting stuck in a left-side door.
- canRightSideDoorStuck (Expert) replaces the old tech canLeftFacingDoorXRayClimb.
- canRightSideDoorStuckFromWater (Extreme) replaces the old tech canSubmergedLeftFacingDoorXRayClimb.
- Suitless bootless strats in West and East Sand Hall (with Ice or Spring Ball) are moved from Expert to Extreme.
Version 72 (2023-07-19):
- New customization options:
- Customized Samus sprites
- Split Screw Attack animation
- Vanilla music option
- Help buttons added to describe the customization options.
- Improved organization and readability of "Seed Info" on the seed page.
- Animated GIFs are shown for notable strats up through Very Hard, on the Generate page.
- Logic updates:
- Crocomire fight is now more lenient on lower settings (assumes more Missiles available).
- Notable strat "Crocomire with 5 Missiles" is added (Insane).
- Ceiling clip tech are restructured and simplified (replacing existing ice clip and snail clip tech):
- canCeilingClip (Hard) now includes the easiest ice clips, i.e. using a Mochtroid in Botwoon Hallway.
- canXRayCeilingClip (Very Hard) is added, including ice clips and snail clips, but only in cases
where Morph and X-Ray are available to make the clip more lenient.
- canPreciseCeilingClip (Expert) is added, including ice clips and snail clips without the
assistance of X-Ray.
- Adjustments to tech/strat difficulty tiers:
- Snail clips are moved up in difficulty from Hard, to either Very Hard or Expert depending on
whether Morph and X-Ray are available.
- canDodgeWhileShooting is moved from Medium to Hard.
- Aqueduct Bootless Suitless Snail Climb is moved from Hard to Very Hard.
- West Sand Hall Ice Beam Only strats are moved from Very Hard into Expert.
- New tech is added: canSubmergedLeftFacingDoorXRayClimb.
Version 71 (2023-07-08):
- Added customized in-game credits, with gameplay statistics and item location information.
- Logic updates:
- New tech:
- canWallJumpInstantMorph (Hard)
- canAutoCancelWeapon (Very Hard)
- canUnderwaterWalljump (Extreme)
- canMoondance (Insane)
- canFrozenEnemyMoonfall (Insane)
- New notable strats, including the following:
- Spiky Acid Snake Frozen Platforms (Very Hard)
- Dodge the Three Musketeers (Expert)
- Pants Room Grapple Jump (Extreme)
- WS East Supers Robot Clip Run-In-Place (Insane)
- Many corrections & refinements in Lower Norfair rooms.
- Many new strats using canSpeedKeep to break blocks.
- Added canIframeSpikeJump requirement in Wrecked Ship Energy Tank Room (power off).
- Added missing Morph requirement to use Power Bombs in Golden Torizo Room.
Version 70 (2023-06-30):
- Fixed a severe graphical bug that occurred with the "Randomized start location" option when starting in
West Ocean, East Ocean, or Homing Geemer Room.
Version 69 (2023-06-28):
- New game variation "Randomized start location" is added (under "Other options").
- Bugfixes:
- Two slope tiles at the bottom of Aqueduct are patched to prevent going out-of-bounds.
- Going out-of-bounds while grabbed by Draygon no longer triggers death.
- Fixed an issue with the gray door that spawns at the start of the escape.
Version 68 (2023-06-22):
- New objective "Pirates" is added.
- Changes to quality-of-life options:
- With the "Short" Mother Brain quality-of-life option, the Mother Brain phase 2 fight is restored to behave like the vanilla game:
- Mother Brain will continue attacking Samus (e.g. with multiple rainbow beams) until the vanilla conditions are met to end the phase.
- Time can be saved by damaging Samus down before the rainbow beam.
- New quality-of-life option "Refill energy for escape" is added (enabled by default).
- New quality-of-life preset "Low" is added, and the preset "No" is renamed to "Off".
- Quality-of-life "Item markers" option "Basic" is renamed to "Simple".
- New behaviors when "Save the animals" option is enabled:
- It now enforces that the player save the animals in order to beat the game.
- It causes Bomb Torizo Room to be marked with an "X" on the map like an objective (only revealed by visiting
the room or obtaining the map station in the area).
- Some small improvements are made to "Forced" item progression (e.g. on "Standard" or "Challenge" presets),
to better select hard locations for key items.
- Website update: A "Logic" section is added, allowing users to browse the game logic.
- Logic update: Botwoon, Ridley, and Phantoon assumptions are adjusted to be more lenient on lower difficulty settings.
Version 67 (2023-06-15):
- Fix issue where using the Bowling Alley statue could cause crashes in Big Boy Room (a bug introduced in v65).
- "Beginner" and "Intermediate" difficulties are renamed to "Basic" and "Medium" respectively.
- Website update: reorganization of the Generate page.
- Logic bugfix: Add HiJump requirement to East Cac Alley Spike Boost.
Version 66 (2023-06-14):
- "Disable low-energy beeping" is moved from "Quality-of-life" to "Customization" (on the seed page).
- Added customization option "Disable music".
- "Save the Animals" option is moved from "Skill assumptions" to "Game variations".
- Fixed graphical glitch that could occur during the Bomb Torizo crumbling animation (a vanilla bug).
- Item progression now includes "Early" filler item options, to prioritize placing at least one instance of
the item early if possible.
- Particularly when combined with the existing Early key item option, the new Early filler item option creates
a stronger tendency for an item to be placed early.
- The Quick preset now includes an Early ETank filler item and key item, making it very likely that at least
one ETank will be obtainable early in the game.
- Website updates:
- The site is reorganized:
- A home page and navigation bar are added.
- The changelog is moved to a Releases page.
- A new About page is added.
- Dark/light-mode toggle control is added.
- Each GIF under "Skill Assumptions" only animates while hovering over the given tech.
Version 65 (2023-06-10):
- New quality-of-life option "Acid Chozo does not require Space Jump" is added (enabled by default).
- New objective option "Chozos" is added.
- New game variation "Maps revealed from start" is added.
- Going out of bounds triggers death.
- Out-of-bounds is defined as any part of Samus' hitbox going outside the rectangular bounds of the room.
- Going off-camera into normally-inaccessible screens (e.g. with black map tiles) is fine as long as Samus stays within the rectangle defining the room boundary.
- Note that other major glitches have already been patched out: glitched beams and GT code (since version 1).
- Going forward, the creator of a Race Mode seed can unlock its spoiler information.
- When spoiler information is unlocked, anyone can view it on the seed page.
- The seed page also shows the timestamp of when spoiler information was unlocked.
- Race Mode seeds now always generate a fresh random seed internally, ignoring any "Random Seed" specified by the user.
- Website updates:
- Animated GIFs are included under "Skill Assumptions" to illustrate tech.
- Dark mode support is added (automatically enabled based on system preference).
- Logic updates (highlights):
- Many strats are added in West Sand Hall and East Sand Hall.
- Crab Shaft Ice Only Crab Climb is moved from Hard to Very Hard.
- canMultiviolaIceClip is moved from Expert to Extreme.
- Bugfixes:
- Fixed problem where access to Metal Pirates, Baby Kraid Room, or Plasma Room could put Zebes Awake
into logic without a way to defeat the enemies.
- Removed cross-room jump strats through the Toilet from being in logic. These were not
always doable because of how the Toilet centers Samus horizontally.
Version 64 (2023-06-01):
- The effects of Infinite Space Jump (quality-of-life option) are now less extreme and it is renamed "Lenient Space Jump":
- Lenient Space Jump changes Space Jump to behave the same in air as it does underwater with Gravity.
- This provides a wider window of time to perform Space Jumps in air, but not as wide as in the earlier version.
- With the new behavior, Lenient Space Jump does not interfere as much with performing short-hop mockballs.
- The lower three difficulty tiers are restructured:
- The lowest tier is now Beginner and is between the previous Easy and Medium settings.
- The next tier is now Intermediate and is between the previous Medium and Hard settings.
- The Hard tier is now between the previous Hard and Very Hard settings.
- Logic updates:
- Vertical cross-room jumps into water are added (Hard).
- Deep stuck X-ray climbs are added, using shinesparks or G-mode (Extreme).
- New tech canDodgeWhileShooting (Intermediate) for combat situations that are non-trivial but not too difficult.
- Many room-specific changes, including the following:
- West Ocean: New notable strat West Ocean Bug Ice Clip is added.
- Post Crocomire Jump Room: Springwall strat is added on the left side.
- Pseudo Plasma Spark Room: Crouch-jump down-grab strat is added for getting out of the water on the right.
- East Cactus Alley: Space Jump strat is added with X-ray climbing out of the water on the right side.
- Colosseum: Notable strats for crossing using the spike platforms are refined.
Version 63 (2023-05-22):
- Added quality-of-life options (disabled by default):
- Spin jump restart (respin)
- Infinite Space Jump
- Disable low-energy beeping
- Added a new group of settings "Game variations" with three options:
- Disable wall jumps (experimental)
- Vanilla map
- Ultra-low quality of life
Version 62 (2023-05-17):
- Logic updates:
- Cross-room water shinecharge strats are added in all applicable rooms.
- Many speedball strats are added, including cross-room speedballs.
- Fighting Ridley suitless with Missiles has been adjusted to be more lenient.
- The tech canCrystalFlashClip is split into two: canBombIntoCrystalFlashClip (Expert), canJumpIntoCrystalFlashClip (Extreme).
- New tech:
- canHeroShot (Hard)
- canWalljumpWithCharge (Very Hard)
- canWaterShineCharge (Very Hard)
- canStutterWaterShineCharge (Expert)
- canSlowShortCharge (Expert)
- The escape logic now requires canHeroShot in order to use Hyper Beam to pass left-to-right through
the Power Bomb block at the bottom of Big Pink.
Version 61 (2023-05-07):
- "Fast doors" option no longer affects Samus' position after door transitions.
- Fixed graphical glitch that occurred when Kraid's Room was connected to East Pants Room.
- Fixed issue where fast reload could unintentionally load a previous save if L + R + Select + Start were held too long.
- Simplified SRAM check to improve compatibility with some flash carts such as Everdrive.
- Logic updates:
- "canInsaneWalljump" and "canCrouchGateClip" tech are moved up from Expert to Extreme.
- Several notable strats are moved up in difficulty.
- Requirements for Tourian Escape Room 4 are reworked.
Version 60 (2023-05-04):
- Quality-of-life option "Item dots disappear after collection" is added (enabled by default).
Version 59 (2023-05-03):
- Fixed issue with "Map stations always visible on map" (bug introduced in version 58).
- Sometimes in the pause menu map it was not possible to scroll to see the location of the map station.
Version 58 (2023-05-03):
- Seed hash is shown in the options menu before game start (using enemy names, similar to other Super Metroid randomizers).
- Map tile progress is always maintained, even after dying, reloading, resetting, or switching/creating save files.
- Map tiles preserved in this way appear gray, the same as tiles revealed by map stations.
- Map progress is only cleared by creating a new file when all three save slots are empty.
- Unexploring a tile (with Angle Up + Item Cancel) now changes the tile to gray (instead of black) even if
the area's map station has not been obtained.
- Fixed issue with the palette transition after the Phantoon fight (a bug introduced in version 57).
Version 57 (2023-05-01):
- Maps of other explored areas can be viewed in the pause menu by pressing Select.
- Explored map tiles are colored based on area.
- Quality-of-life option "Fast pause menu" is added (enabled by default).
- Quality-of-life option "Area transitions marked as letters on map" is added (disabled by default).
- Item collection percentage is now shown correctly when beating the game after loading from the escape auto-save.
- The interactive spoiler map now has a grid in the background similar to the in-game map.
Version 56 (2023-04-28):
- Mother Brain Room has acid again (fixes a bug introduced in version 55).
- Quick reload (L + R + Select + Start) can be used to cycle through previous saves.
- When using quick reload during the death animation, audio is now less glitchy.
Version 55 (2023-04-27):
- Reworked "Mother Brain fight" quality-of-life setting (affecting Mother Brain phases 2 and 3):
- The option "Skip" corresponds to "Short Mother Brain fight" from previous versions.
- A new option "Short" (now the default) ends the fight after the first rainbow beam.
- Escape timer is now based on actual room timings instead of a heuristic based on room geometry.
- This results in a more consistent (and typically somewhat higher) level of difficulty.
- An auto-save is now created at the start of the escape.
- A new difficulty tier "Extreme" is added between "Expert" and "Insane".
- X-ray climbing, long tunnel crawls, and crystal flash clips are moved from Expert into Extreme.
- Tech for glitched X-ray modes (G-mode, R-mode, X-mode) are added to Extreme. Adding strats to logic is still an early work-in-progress.
- The interactive spoiler map now shows which parts of rooms are reachable on a given step.
- A couple bugs are fixed relating to quick reloading:
- The game would sometimes crash when quick-reloading during the death animation.
- When quick-reloading (or dying) while riding an elevator, Samus would not regain control after the reload.
- In the controller settings, angle up/down can now be bound to any button.
Version 54 (2023-04-12):
- Tourian Blue Hopper Room is restored to have vanilla enemy behavior when entering from the top.
- When entering from the left, the position of the left enemy is still adjusted to prevent an unavoidable hit.
- An issue is fixed that caused enemy farms not to be logic (a bug since version 29).
Version 53 (2023-04-10):
- A new "Objectives" setting is added, determining the condition for the barriers in Mother Brain Room to clear:
- Bosses: Defeat Kraid, Phantoon, Draygon, and Ridley (default, the same as before).
- Minibosses: Defeat Spore Spawn, Crocomire, Botwoon, and Golden Torizo.
- Metroids: Defeat all the Metroids in the four Metroid rooms.
- Issue is fixed that caused a crash in the Mother Brain fight when "Short Mother Brain fight" was disabled but
"Hyper Beam gives all movement items" was enabled (a bug introduced in version 52).
Version 52 (2023-04-10):
- A new quality-of-life option "Short Mother Brain fight" is added and enabled by default.
- This skips phases 2 and 3 of the fight.
- Quality-of-life option "Streamlined escape" is split into two separate options "Hyper Beam gives all movement items" and "Enemies cleared during escape".
- The other behavior of "Streamlined escape", modifying Rainbow Beam to not drain ammo, is discarded.
- The "Fast doors" option no longer affects fade-out speed.
- Escape time in Tourian Escape Room 3 and Terminator Room is adjusted.
- Info buttons are added to the web site, providing more detail about most of the randomizer settings.
- New strats in logic:
- Brinstar Reserve Speed Keep
- Crab Hole Suitless Crab Climb Superless with Springball
- Dachora Room X-Ray Climb
Version 51 (2023-03-30):
- Some improvements/fixes to the interactive spoiler map.
- Descriptions added to notable strats.
- Logic updates.
Version 50 (2023-03-26):
- Fixed a couple bugs that previously could occur when using "fast doors".
- The Baby Metroid no longer spawns when entering Big Boy Room from the left from Kraid's Room.
- Corrupted graphics no longer appear when re-entering Kraid's Room after Kraid is defeated.
- Logic updates:
- More strats added to the logic in outer Maridia: crab climbs, spring ball jumps, gravity jumps.
- More cross-room shinespark strats added to the logic.
Version 49 (2023-03-24):
- Fixed an issue that sometimes caused the game to crash in Bomb Torizo Room (a bug introduced in version 48).
Version 48 (2023-03-20):
- All boss and miniboss rooms (except for Mother Brain) now have gray doors.
- Gray doors now have a consistent behavior throughout the game:
- When entering a room, a gray door behind Samus remains open until one of the following conditions is satisfied:
- An item in the room is collected.
- A boss in the room is hurt.
- All the enemies in the room are killed (which also unlocks the door).
- The door then closes after a brief delay, like the door in Bomb Torizo room does in the vanilla game.
- If Samus is in the doorway when a left-facing or right-facing gray door would close, it will wait for Samus to move out of the way.
- A couple logic bugs are fixed to align with the behavior of complementary suits introduced in Version 47.
Version 47 (2023-03-17):
- Interactive spoiler map visualizer is added.
- This shows the intended progression sequence, items locations, and routes to reach them.
- It also includes the ability to modify the items, for creating a plando.
- Complementary suits: Gravity alone no longer provides any heat protection, and its lava protection is reduced to 50%.
- Power Suit, Varia, and combined Varia + Gravity continue to behave the same as in vanilla.
- Suit protection can be summarized by the following table:
Suit combination |
Heat |
Lava |
Rainbow beam |
Other damage |
Varia |
100% |
50% |
50% |
50% |
Gravity |
0% |
50% |
0% |
50% |
Varia + Gravity |
100% |
100% |
50% |
75% |
Version 46 (2023-03-13):
- Bug is fixed which had caused gray doors not to appear in Pit Room (old Mother Brain room) when
using the quality-of-life option "All items spawn at start of game".
- Skill assumption settings are expanded and adjusted:
- A new preset "Insane" is added.
- Descriptions are added for each preset.
- Tech dependencies are shown.
- Several tech are moved into a higher or lower difficulty preset.
- Shinespark tiles are adjusted to be a little more lenient (except in "Insane").
- Notable strats are added to skill assumptions, allowing individual strats to be toggled, in cases where
the difficulty or obscurity of the strat exceeds that of the general tech that it uses.
Version 45 (2023-03-09):
- Logic updates:
- Enemy kill strats using ammo are now in logic.
- Fixed a logic bug in the Climb involving breaking the bomb wall with Speedbooster.
- Other logic updates (diff)
- "Progression style", "Item placement", and "Item priority" settings are consolidated into a new "Item progression" group of settings.
- This simplifies the process of generating a seed, by grouping multiple settings under a single preset.
- Progression style (Open, Semiclosed, Closed) is replaced by more granular settings:
- "Progression rate" setting is added. "Normal" is what Open mode used before, while "Slow" is what
Semiclosed and Closed used. A new option "Fast" is also added.
- "Filler items" settings are added. Enabling ammo, tanks, and beams as filler items is equivalent
to what Open mode used before.
- Three presets are introduced for "Item progression":
- Quick: This corresponds to "Open", "Neutral", "Early Morph" from previous versions, except
"Fast" progression rate is also now enabled. This mode is now the default, since it is probably the best choice
for first-time players.
- Standard: This corresponds to "Open", "Forced", "Default" from previous versions. The use of "Forced"
here helps to bring the difficulty of a seed into closer alignment with the selected skill assumptions.
- Challenge: This corresponds roughly to "Closed", "Forced", while also setting the most powerful items
(Morph, Varia, Gravity) to Late priority, to more consistently provide a challenge.
- Like the old Closed mode, "Challenge" mode has no filler items except for Missiles.
- The placement of Supers and Power Bombs is more like the old Semiclosed mode: after one is placed
as a key item, additional copies will be placed as filler.
- There is more variability in the accessibility of E-Tanks and Reserve Tanks. Some seeds will have
very late access to tanks (later than was possible with the old Closed mode) while others will have earlier access
to a larger amount of tanks, leading to a higher probability of longer hell-runs with a more delayed Varia.
- Players wanting the more consistent extra energy of the old Semiclosed mode can enable "ETank" and/or "ReserveTank"
as a filler item.
Version 44 (2023-03-05):
- A quality-of-life option is added to spawn all items from the start of the game, and is enabled by default:
- This allows earlier access to items which would otherwise be locked by waking Zebes or defeating Phantoon.
- The item in Wrecked Ship East Super Room remains inaccessible until Phantoon is defeated,
due to the deactivated robot blocking the item.
- The item in the ceiling of Blue Brinstar Energy Tank Room remains less accessible until Zebes is awake,
due to the absence of enemies to use for a damage boost.
- If enabled, this option is taken into account in the logic.
- A quality-of-life option is added for fast door transitions, and is enabled by default.
- Fade-out and scroll speeds are doubled.
- To avoid disrupting strats on room entry, fade-in speed is unchanged (a difference from "fast doors" in
other randomizers).
Version 43 (2023-03-04):
- Gray doors are restored in a few special rooms to bring them closer to vanilla, while continuing to avoid
surprise softlocks:
- "Bomb Torizo"-type doors are added to Plasma Room and Golden Torizo's Room:
- When entering Plasma Room, the door remains open until the item in the room is collected, at which
point it closes gray and is unlocked by killing the Space Pirates in the room.
- When entering Golden Torizo's Room from the right side, the right door remains open until an item in
the room is collected, at which point it closes gray and is unlocked by defeating Golden Torizo. (As before,
when entering from the left side, the right door is already gray and is unlocked by defeating Golden Torizo.)
- Gray doors are added to Baby Kraid Room and Metal Pirates Room. The door through which Samus enters remains blue,
but the door on the opposite side is now gray, unlocked by killing the enemies in the room.
- In Baby Kraid Room, the two gray doors have separate state from each other (as they do in vanilla), but at most
one is spawned at a time, which means that to unlock both doors the player must clear the room twice,
once in each direction.
- In Metal Pirates Room, the two gray doors share a common state, so after clearing the room once it will
remain cleared when passing the other direction.
- With these changes, Zebes can now be awakened by unlocking a gray door in any of the following rooms:
- Pit Room, Baby Kraid Room, Metal Pirates Room, Plasma Room.
- To help remember this list: These are exactly the rooms which require killing Space Pirates to unlock the doors (in vanilla, as well
as in the randomizer).
- Two earlier modes are brought back for marking items on the map. There are now four options:
- Basic: All items are marked on the map with small dots.
- Majors: Unique items, E-Tanks, and Reserve Tanks are marked with large solid dots; other items are marked with small dots.
- Uniques: Unique items are marked with large solid dots; other items are marked with small dots.
- 3-Tiered: Unique items are marked with large solid dots; Supers, Power Bombs, E-Tanks, and Reserve Tanks are marked with
large hollow dots; Missiles are marked with small dots.
- Fixed the closing animation for the door going left-to-right from Green Brinstar Main Shaft to itself (to Etecoons);
this was a vanilla bug that caused the closing blue door to appear one screen to the left of where it should be.
- Fixed a logic bug involving the flag for the Maridia Tube being broken earlier than it should be.
Version 42 (2023-03-03):
- Escape timer base rate is reduced from 1.8 to 1.6 seconds per screen, and adjustments are made
for elevators and speedways.
- Item dot quality-of-life options are replaced with a single quality-of-life option featuring three item marker types:
- Solid large dots: Unique items
- Hollow large dots: Supers, Power Bombs, E-Tanks, and Reserve Tanks
- Small dots: Missiles
- Logic improvements:
- Add cross-room strats:
- X-Ray climbs are back (with many more strats than before).
- Running through a door to gain extra space to charge a shinespark.
- Charging a shinespark and using or carrying it into a neighboring room.
- Using momentum through a horizontal door transition to execute a jump in (or into) the next room.
This includes jumping through a door from a non-water environment to a water environment, to retain
extra momentum similar to a Gravity jump.
- Shinespark energy requirements are relaxed in cases where Samus goes far enough even when stopped by reaching 29 energy.
- Added tech:
- canCarefulJump, canCrossRoomJumpIntoWater, canMidairShinespark, canShinechargeMovement, canShinechargeMovementComplex, canMidairWiggle
- Adjust how Open logic works: a key item is now considered to provide progression if it opens a return path from
an item location that was already one-way-reachable. (We may apply a similar change to Semiclosed and Closed
modes later.)
- This leads to more diversity in the possible order of key item placement.
- As a result, "Item priority" settings more consistently have the intended effect.
- On average, early item progression tends to occur at a higher rate but with less powerful items.
- It increases the likelihood of key items being placed in locations that initially are only one-way reachable
(meaning the player may need to be more careful not to be fooled into going after such items with no way out).
- Fixed a couple logic bugs involving waking Zebes and the Beetom ice clip.
- Save stations are disabled again during the escape (fixes a bug introduced in version 39).
- Bug where tiles sometimes wrap around vertically on the pause map is (mostly) fixed.
Version 41 (2023-02-26):
- In the Tourian Blue Hopper Room, the left enemy position is adjusted four tiles to the right,
so Samus can leave without taking damage when entering from the left.
- The screen no longer flashes red when entering Draygon's Room (a bug introduced in version 39).
- The message "Missile Reload Completed" is changed to "Ammo Reload Completed", to accurately reflect what the reload does.
- The Crateria scrolling sky is restored.
- A fake gray door no longer appears during the Phantoon fight.
- When Grapple and X-Ray are collected with Hyper Beam (with "streamlined escape" option), they are now visible in the HUD.
Version 40 (2023-02-24):
- In Open mode, beams now have a more reasonable chance of being accessible earlier.
- "Early Morph" mode is available, along with the ability to customize item priority more generally.
- "Forced" mode is available, making key items tend to be in locations requiring harder
techniques to reach. Enable this if you want an extra challenge!
- Fixed an issue in Semiclosed & Closed modes where a key item would needlessly be placed
on steps where ammo/tanks being placed are enough to provide progression.
- Strat notes are added to the spoiler log.
Version 39 (2023-02-21):
- Speed up parts of the game where Samus does not have control or cannot do anything useful:
- Save stations skip the confirmation prompt and have an accelerated animation.
- Energy stations, refill stations, map stations, and the Ship have accelerated animations.
- Message boxes (e.g. after item collection) can be closed slightly sooner.
- The Baby Metroid cutscene in Big Boy Room is condensed. Baby Skip setups should be unaffected.
- The delay before the start of Mother Brain 2 is removed.
- Rooms load faster. This is a small change only noticeable when entering large rooms (not the same
as "fast doors").
Version 38 (2023-02-20):
- Refinements to balancing algorithm:
- Map stations are placed in more accessible locations on average.
- Save stations and refill stations are less likely to be at the end of a hallway.
- Logic updates (diff)
Version 37 (2023-02-18):
- Bomb Torizo's door now closes if you pick up the item in the room (rather than if you have Morph Bombs).
- Improvements to Phantoon and Draygon logic which make the fights more lenient, especially
at lower difficulty settings:
- Proficiency settings are added to allow players to customize the difficulty (similar to the settings for
Ridley and Botwoon). Lower values of these settings will ensure that helpful items
such as tanks, suits, and beams will be obtainable before the fight is in logic.
- A bug that prevented the "Save the Animals" setting from being taken into account in the escape timer is fixed.
- Fast reload (L + R + Select + Start) now works during the death animation.
- Pause-menu tiles next to area names are corrected to be black instead of transparent.
Version 36 (2023-02-14):
- Map glitch in the top and bottom rows of tiles should no longer occur.
- Samus animation is no longer glitched when transitioning from water FX to non-water FX rooms.
- Fast elevators is now a Quality-of-life option so it can be disabled.
- Waking Zebes is now in logic again (fixes a bug introduced in Version 35).
- Other logic updates (diff)
- New tech added: canMoonwalk, canConsecutiveWalljump, canStaggeredWalljump,
canMomentumConservingTurnaround, canFlatleyJump, canDoubleBombJump, canDiagonalBombJump, canResetFallSpeed,
canMellaIceClip, canCrystalFlashClip, canCrystalFlashGrappleClip, canWallJumpBombBoost,
canCrouchGateClip, canStaggeredIBJ, canPrepareForNextRoom
Version 35 (2023-02-08):
- Improvements to Botwoon and Golden Torizo logic which overall make the fights more lenient, especially
at lower difficulty settings:
- The possibility of killing Botwoon with ammo is taken into account (for left-side kills only); previously Charge
was required. A new "Botwoon proficiency" setting is added to model the player's accuracy, firing rate, and ability to
dodge Botwoon's attacks. For details see the
code.
- A new tech "canSafeSpotGT" is added to represent that the player knows how to use the "safe spot" during the
Golden Torizo fight. Previously this was implicitly assumed at all difficulty levels, but now by default it is
enabled only at Hard difficulty and higher. Also, to be in logic, very long fights now require "canBePatient".
- Changes to the item placement strategies to try to make the game less punishing when the player chooses
a "wrong" one-way path to go down:
- When using Open item placement, eliminate a quirk where one-way-reachable item locations were very likely
to contain only tanks & ammo. Now key items are placed more randomly, so if a player goes down a one-way path
before intended, they have more chance of finding an item that could allow them to get out, though there is
no guarantee.
- For Semiclosed and Closed item placement strategies, although the game still fills one-way-reachable
locations only with non-key items, it now tries to avoid creating situations with an excessive amount of
one-way-reachable item locations to begin with. This should help cut back on extreme scenarios where the player
could find themselves in large areas with dozens of items but no way out.
- For all item placement modes, progression still should always be possible by collecting items that have a
path back to the Ship without needing to use the new item.
- Other logic updates (diff).
- Some adjustments to the area-themed palettes.
Version 34 (2023-02-06):
- Area-themed room palettes are here!
- These are optional but enabled by default.
- There are a few rough spots, mainly in Brinstar rooms using CRE colors from blue doors (making them hard to change)
which we can hopefully improve later.
- If "Streamlined escape" option is not set, then Mother Brain rainbow beam drains ammo, restoring the vanilla behavior.
- The escape should always still be beatable since in this game Hyper Beam destroys Super, Bomb, and Power Bomb blocks
and can open green (and blue) gates.
- The only tricky case is going through the morph tunnel from left to right at the bottom of Big Pink. This
requires following a Hyper Beam shot through the tunnel to destroy the Power Bomb block.
- If "Streamlined escape" option is enabled then, as before, rainbow beam will not drain ammo.
- Event flags are set at start of the escape instead of when entering the next room.
- This ensures an open path even if the first room of the escape is Acid Statue Room or Shaktool Room.
- When leaving Mother Brain Room at the start of escape, the door is turned gray to block the way going back to the right.
- It was already impossible to escape back through the right, but the way was blocked only by the G4
barriers which was confusing.
- The white whole-screen flashing after Mother Brain 1 is removed.
- The setting to mark major items (as large dots on the map) is split into two settings, one for unique items and
one for tanks.
- Adjust the behavior of Shaktool Room:
- In order to set the game flag that keeps the way cleared, Samus must first cross to the opposite side of
the room from which she entered.
- The cheesy strat (possible in vanilla) of simply entering, exiting, and re-entering the right door
no longer works.
- Note: To cross the room from the right to left, use the snails to dig through the sand. A Power Bomb
is needed to cross in either direction until the way is cleared.
Version 33 (2023-02-01):
- Improved logic for Ridley fight:
- A new setting "Ridley proficiency" is added to adjust the logic for the Ridley fight.
- The new logic is generally more lenient, ensuring that enough relevant items
such as beams, ammo, tanks, and/or suits are obtainable before the fight. (Previously the logic
required exactly Charge and Varia).
- On the other hand, now neither Charge nor Varia are logically required for the fight
(assuming "canHeatRun" is enabled) if enough ammo/tanks are obtainable.
- If the fight is expected to require more than 3 minutes, it will not be in logic at that
point unless "canBePatient" is enabled.
- For details on how the proficiency setting affects the player's assumed firing speed & accuracy,
dodge rate, etc., see the code.
- "Streamlined escape" is converted to a quality-of-life option
- If this is left on, then there is no change from previous versions (enemies are cleared during the escape,
and all movement items are acquired with Hyper Beam).
- Fixed a few bugs that occasionally caused the server to crash with "Service Unavailable".
Version 32 (2023-01-30):
- Major items are now indicated by large dots on the map.
- A few quality-of-life changes (including major item marking) can be switched off.
Version 31 (2023-01-29):
- The website now remembers the user's settings (using local storage in the browser).
- The "Random seed" field can be left blank and the randomizer will automatically choose a seed.
- Seeds are saved and can be shared with other players by sending them the URL.
- A "race mode" option is added, which prevents spoiler information from being generated. It also
ensures that using the same random seed for a race-mode game will give different results than
for a non-race-mode game.
- The server validates that the input ROM is the correct vanilla ROM before generating a game.
After the game is generated, the base ROM can still be customized.
Version 30 (2023-01-27):
- Fix an issue that caused the game to crash when entering Tourian Eye Door Room.
Version 29 (2023-01-27):
- The randomizer is rewritten in Rust. This is an internal change but it has some observable effects:
- The randomization runs much faster.
- Improved flexibility in the implementation allows some logic issues to be resolved (more to come soon):
- The Baby Metroid drain is taken into account.
- Reserve energy is taken into account properly. As a result, Reserve Tanks may now be placed as progression items
(Previously they were the only item that could not be; they would only be placed at the end.)
- The Shinespark minimum of 29 energy is taken into account properly, and as a result the logic assumes (and
spoiler log shows) an initial maximum of 99 energy instead of 70 as it was before.
- With an overhaul like this, it is expected that inevitably some bugs are introduced. If you
notice problems, please let us know (on GitHub
or the Discord)!
- Escape time is reduced by 10%.
- Spoiler maps are now drawn using in-game map tiles, so they show items, saves, bosses, etc.
- Minor changes to spoiler log:
- Routes show total resources remaining (e.g., energy, Missiles, etc.) instead of resources consumed in a given step.
- Escape route shows cumulative distance instead of distance on each step. If applicable, the routes
to and from the animals are shown separately.
- The pause-menu map is now centered in the available space (instead of being skewed to the top-left corner).
- Elevator tiles are restored to their vanilla form with blue/pink pixels indicating if they have been explored.
Version 28 (2023-01-10):
- Overhaul of the item placement algorithm:
- The algorithm now runs faster, especially on Easy and Open modes, which should greatly reduce or eliminate
timeouts that were common before.
- Key items are now only placed at locations that are both able to be reached from the Ship and able to
return back to the Ship without the use of the new item.
- This means it is now less likely for a player to need to take a leap of faith down a path that they
apparently cannot return from.
- Note, however, that the return path back to the Ship doesn't necessarily need to be the same as the
path to the item from the Ship. This means that in some cases a leap of faith can still be required,
unless the player has enough map information to either identify or rule out the possibility of a return
path back to the Ship with their current items.
- The structure of the spoiler log is updated: consistent with the new placement algorithm, for each key
item a possible route is indicated for how to get from the Ship to the item and back.
- Various quirks of the old algorithm are eliminated:
- Key items are no longer biased to be placed in rooms with obstacles such as Big Pink.
- It should no longer happen that extra unnecessary key items are sometimes dumped right at the beginning
of the game (which occasionally happened before).
- A new item placement strategy "Semiclosed" is added:
- This is similar to "Closed" except it does not have the same tendency to withhold Energy Tanks and
additional Supers & Power Bombs (only the first Supers and PowerBombs).
- See the updated descriptions of all three item placement strategies.
- When going down Warehouse Entrance elevator, an elevator map tile is revealed which was previously missed.
Version 27 (2023-01-08):
- Enable Bowling Alley chozo during escape (to be able to activate bowling).
- Adjustments to escape timer, which overall make it more lenient:
- Make corrections to distances for rooms where a straight-shot path is not possible.
- Simplify the computation to assume a speed of 2.0 seconds per unit of map-tile Manhattan distance
on Expert settings (eliminated an upper-confidence limit calculation that was used before).
- Adjust the difficulty presets so that the default escape timer multipliers align with resource multipliers
(with Expert now having a multiplier of 1.0).
Version 26 (2023-01-06):
- Fix the far right platform in Mother Brain Room to be solid tiles instead of slopes,
to avoid the possibility of falling through the tiles and being trapped by running into the room (since
the attempted fix in Version 19 didn't go through).
- Fix the area names in the spoiler log.
- Logic updates from sm-json-data (diff).
Version 25 (2023-01-04):
- Arrows on the pause menu map are colored according to the destination area:
- Dark gray = Crateria
- Green = Brinstar
- Red = Norfair
- Yellow = Wrecked Ship
- Blue = Maridia
- Light gray = Tourian
Version 24 (2023-01-03):
- When Samus dies, skip game over screens, reloading immediately from last save.
- Reload from last save during gameplay by pressing L + R + Select + Start.
Version 23 (2023-01-03):
- A couple improvements applicable before acquiring the area map:
- When using elevators, mark its tiles explored (fixes a gap in map tiles which previously affected elevators).
- When crossing areas, mark the corresponding arrow tiles as explored.
- Restore the vanilla message box font (which was unintentionally changed in Version 19 as a side effect of the
new map patch).
Version 22 (2023-01-02):
- Fix crash that happened in Version 21 when picking up X-Ray.
Version 21 (2023-01-02):
- Escape timer is tailored to the seed based on the distance back to the ship.
- A multiplier is available under "Customize skill assumptions" to adjust the escape time.
- An option is available to include the extra distance needed for saving the animals.
- Samus collects & equips all items (excluding beams, ammo, and tanks) when acquiring Hyper Beam.
- Items collected in this way do not count toward the "rate for collecting items" shown after the credits.
Version 20 (2023-01-01):
- During the Kraid, Draygon, Ridley, and Golden Torizo fights, restore gray door locks, making it no longer
possible to run through the room without defeating the boss.
- The door through which you entered is kept blue, so it is still possible to back out of the fight.
- Allow Samus to move freely during the Kraid fight (instead of being constrained to the left half of the room
during the first phase), making it possible to exit to the right if you entered from that direction.
- Note: The camera is still constrained to bottom screens during the first phase of the
fight, which means it is possible for Samus to go off-camera here.
- During the escape, allow passage through the Acid Statue room (by spawning the Acid Chozo "enemy"
that stopped spawning in Version 19).
Version 19 (2022-12-30):
- During the escape, enemies and bosses no longer spawn.
- During the escape, entering Kraid's room no longer cancels the escape music.
- Fixed glitched graphics when pausing during Kraid fight (caused by map changes in version 18).
- Fixed some issues with the Mother Brain room:
- Prevent (non-existent) door from closing when entering the room from the left.
- Fixed the far right platform to be solid tiles instead of slopes,
to avoid the possibility of falling through the tiles and being trapped by running into the room.
- During the escape, the escape door on the left is now always open.
- During the escape, the invisible spike tiles where Mother Brain used to be are now gone.
- Corrected a few map tiles: right door in Fish Tank, item dot in West Ocean, and passage in Green Hills (errors in version 18).
- The map station on the title screen is animated.
Version 18 (2022-12-29):
- Improvements to map/mini-map:
- Doors are shown as 2-pixel-wide openings (vs. as solid walls in vanilla).
- False walls/passageways within rooms are shown as 4-pixel-wide openings (vs. as solid walls in vanilla).
Version 17 (2022-12-27):
- Music is based on map area! (This causes some glitches with sound effects which can be fixed later.)
Version 16 (2022-12-26):
- Tech is partially cleaned up and grouped by difficulty for easier navigation.
- Logic updates (diff).
Version 15 (2022-12-26):
- Refining the behavior introduced in version 10 on how Phantoon's Room is placed:
- Phantoon's Room will always be two rooms away from the Wrecked Ship Map Room (which is as close as possible).
- The Wrecked Ship Save Room will always be in the same area as Phantoon's Room and the Wrecked Ship Map Room.
- These rooms no longer have any tendency to be in a smaller area.
- They can still be in an area with any name, including possibly Crateria.
- Bugfix: Include Frog Savestation in the algorithm for balancing save stations.
- Include good farm rooms (those with 5x Gamet spawns) in the algorithm for balancing refills.
- Add "Map Rando" to the title screen.
Version 14 (2022-12-24):
- With the rolling save functionality introduced in version 13, also advance the current save slot. This ensures
that after a reset the default save slot to load will be the one most recently saved.
Version 13 (2022-12-23):
- Supers now do double damage to Mother Brain 2.
- Saving at a different save station from the last save will advance to the next slot before saving (wrapping
back to slot 1 if the last save was on slot 3).
- Fix graphical glitches that sometimes occurred when leaving Phantoon's Room before defeating Phantoon.
Version 12 (2022-12-23):
- Fix an issue that caused new games (other than the first new game) to start at the wrong save location.
- Fix graphical glitches that sometimes occurred when leaving Crocomire's Room before defeating Crocomire.
Version 11 (2022-12-22):
- Using a Missile Refill station refills all ammo types: Missiles, Supers, and Power Bombs.
- The current tile can be un-explored (i.e., turned back to black/blue on the map) by pressing Angle Up and Item Cancel
simultaneously. To be effective, these inputs must be held while exiting the tile, since otherwise the game will
immediately re-explore the tile.
- Max ammo is shown in the HUD.
- Restore rising acid in Tourian Escape Room 4 (unintentionally removed in version 8).
Version 10 (2022-12-21):
- Replace the special behavior for Wrecked Ship introduced in version 9 with the following instead:
- The Wrecked Ship Map Room and Wrecked Ship Save Room will always be in the same area as Phantoon's Room.
- The area with Phantoon's Room will tend to be smaller than the other areas.
- Note: Phantoon's Room can once again be in any area, including Crateria.
- A new "-config.json" file is added to the returned ZIP, containing details about the version, random seed, and
difficulty config used to generate the ROM.
Version 9 (2022-12-21):
- Spread out the distribution of Save Room and Refill Rooms more evenly.
- Add special behavior for the Wrecked Ship area:
- Phantoon's Room will always be in Wrecked Ship.
- The Wrecked Ship Map Station will always be in Wrecked Ship.
- Wrecked Ship will tend to be smaller than the other areas.
- Various corrections to the logic used for item placement (diff).
Version 8 (2022-12-19):
- Add blue door in Tourian Eye Door Room, removing Gadora graphics.
- Remove explosions & shaking in Tourian Escape rooms when not in escape sequence.
- Restore sandfall layouts to be more similar to vanilla game, with only minimal changes to ensure safe transitions.
- Remove the wall that spawned when entering Tourian Escape Room 1 from the right.
- Set up door-specific FX correctly (applicable when entering rooms through a certain door):
- Rising Tide left door: lava rises
- Volcano Room left door: lava rises and room is heated
- Speed Booster Hall right door: lava rises if Speed Booster is collected (Note: only happens until completed
once, and the lava will never rise or be high when entering from the left.)
- Acid Statue Room bottom-right door: acid is lowered
- Amphitheatre right door: acid is raised
- Climb bottom-left door: disable door-specific FX from the vanilla game, to prevent the
lava from rising when entering from Tourian Escape Room 4 (except during the escape).
Version 7 (2022-12-18):
- Map station tiles are visible from the start of the game.
- Spoiler log is simplified; areas and a summary section are added.
- Fixed bug in West Ocean that caused Tripper graphics to be messed up and G4 statues sounds to play.
- Fix Wrecked Ship Save Room, which had a broken map instead of a usable save station (bug introduced in version 6).
- Minor graphical fixes to map: fix external wall in Lower Norfair Firefleas Room, and remove an item dot from
Big Pink that wasn't supposed to be there.
Version 6 (2022-12-17):
- Upper Tourian Save Room is replaced with a map station.
- Entering Tourian First Room no longer gives the area map.
- Each area gets exactly one map station.
- Cross-region arrow markers are added, becoming visible after getting the area map.
- Fixed a problem where the new tiles (e.g., the concentric square map tile) overwrote water graphics.
Version 5 (2022-12-16):
- Fixed graphics after leaving Kraid.
- Unlocked camera in Spore Spawn Room so that entering from the right with Spore Spawn alive does not glitch the graphics.
- Fixed graphics when entering Shaktool Room from the right (before Shaktool finishes digging).
- Changes to make the in-game map more informative (more to come soon):
- Refill stations (and the Ship) are marked by "+"-shaped tiles.
- Map stations are marked by concentric square-shaped tiles.
- G4 bosses and Mother Brain are marked by "X"-shaped tiles.
- Items are consistently marked by a dot (and only tiles with an item have a dot).
- Walls within a room are now consistently one pixel wide on the map.
- Walls between rooms are now consistently two pixels wide on the map.
- Added a description of Open/Closed item placement, and a link to the new Discord server.
Version 4 (2022-12-14):
- Mother Brain rainbow beam no longer drains ammo (in case ammo is needed in the escape).
- Mother Brain is marked defeated after the Mother Brain fight, so that if the player re-enters Mother Brain room
Mother Brain will not spawn again.
Version 3 (2022-12-14):
- Stop Crateria map from getting messed up when save station is used.
- Skip map screens in file select. This was originally a temporary change for debugging the save map problem, but
seemed worth keeping as a tiny quality-of-life change, making it faster to restart after resetting.
Version 2 (2022-12-13):
- Fixed left door entrance to Crocomire Room and Mother Brain room.
- Disabled demo (which was broken).
Version 1 (2022-12-11):