Randomizer Changes

2026-07-13

Quad Randomizer - Version 0.5.1

  • Systems Changes

    • Added a logical playthrough to spoiler logs. It groups the pickups needed to finish a seed into progression spheres, and can show the required items, route, cross-game travel, and resource costs for each pickup
      • An advanced playthrough view for logic events, flags, strategies, and complete routes is also available
  • Gameplay Changes

    • Added an Early Morph Ball option for Super Metroid and Metroid 1, which places Morph Ball in an early reachable location when enabled
    • Fixed ALTTP Ganon goal logic and boss-shuffle Ganon phase requirements so required equipment is evaluated correctly
    • Fixed Super Metroid combat and resource requirements, stateful traversal, and cross-game reachability checks that could produce invalid logic
    • Fixed Super Metroid Mother Brain and Tourian access logic issues

2026-07-11

Quad Randomizer - Version 0.5.0

  • Systems Changes

    • Any combination of games can now be chosen for a Combo seed - ALTTP is no longer forced to be included. Cross-game portals are generated dynamically for whichever games you pick, forming a full mesh of connections between them (direct SM↔M1, SM↔Z1 and M1↔Z1 portals in addition to the ALTTP ones); portals belonging to absent games are automatically reassigned to the games that remain
    • Added a “Include spoiler log” toggle on the config page (for race seeds) - turning it off hides the spoiler from the seed’s public page while still generating the seed
    • Added a Metroid 1 generated map viewer to the spoiler log, showing the rooms, area layout, doors/elevators and item placements of a shuffled M1 world
    • A large batch of NES rendering fixes for Zelda 1 and Metroid 1 during and after cross-game transitions (Andypro)
      • Fixed a “ghost Link” appearing for the first frames after entering ALTTP through a portal
      • Fixed sprite, tileset and tile-attribute flicker/corruption on door and portal transitions in both NES games
      • Fixed bomb clouds being drawn behind dungeon priority tiles in Zelda 1, and the priority tiles staying black during the bomb screen-flash effect
      • Portal destinations can now select the correct area palette (fixing wrong colors when arriving in Brinstar/Norfair)
  • Gameplay Changes

    • Added Super Metroid, Metroid 1 and Zelda 1 as directly portal-connected games in Combo - all four games are now woven together rather than everything routing through ALTTP
    • Added Metroid 1 Map Shuffle - generates a completely new randomized Metroid world map instead of the vanilla one (NOTE: this is in early testing, so expect potential bugs and balance issues)
      • Map Size option (Small, Standard, Large, Nightmare) controls how large and dense the generated world is; Nightmare saturates the grid, growing every area until nothing more fits
    • Added a Zelda 1 “Book reveals maps” option - the Magical Book reveals every dungeon map instead of its normal function, which is handy when playing with shuffled dungeons
    • Added a Zelda 1 Dungeon Shuffle “Map placement” option (Off, Early, Closest) - forces each generated dungeon’s Map into an item room near the entrance instead of shuffling it anywhere in the dungeon. Early keeps it within roughly the first 30% of the dungeon (scaled to dungeon size, may be behind a locked door); Closest puts it in the nearest item room. Either way it avoids being hidden behind a bombable wall when possible
    • Added Zelda 1 Shop Shuffle option (Off, Junk, Full)
      • Junk: shop caves sell randomized consumables at randomized prices and never gate progression
      • Full: shop slots join the main item pool and can hold progression items, gated in logic behind cave reachability and possession of a farmable weapon
    • Fixed a batch of NES item graphics issues when items from one game appear in another (Andypro)
      • Fixed Zelda 1, Metroid 1 and Zelda 3 custom NES item sprites and palettes showing the wrong colors or graphics
      • Fixed the Metroid 1 Fire Rod sprite colliding with the vanilla Ice Beam item, and duplicate progressive-item sprites loading when several copies spawned in the same area/dungeon
      • Fixed the Wrecked Ship keycard receipt graphics in Zelda 3
      • Fixed Zelda 1 heart container sprite graphics
    • Fixed a Metroid 1 bug where a “mellow” enemy in a certain enemy slot became indestructible and erratic (Andypro)
    • Improved Metroid 1 item persistence with a new bit-plane collection system, replacing the overflow-prone item/door history that could cause shuffled items and doors to respawn
    • Softened the Zelda 1 ocean wave sound effect so it is less grating (Andypro)
  • Hotfixes

    • Fixed an issue with Z1 items/state when Z1 is the starting game (0.5.0a)
    • When SM is the starting game with map randomization on, the starting room is the Crateria portal (0.5.0a)
    • Fixed another Z1 dungeon state bug when Z1 was the starting game (0.5.0b)
    • Fixed a bug that let progression items end up as take-anys in Z1 (0.5.0b)
    • Fixed a bug that put a Z1 to M1 transition inside vanilla Level 9 in Z1 (0.5.0c)
    • Improved M1 Map Shuffle logic to better consider specific screen combinations (0.5.0c)

2026-06-01

Quad Randomizer - Version 0.4.0

  • Systems Changes

    • Added a “Settings” help page describing every setting available in the Basic options view
    • Added a dungeon map viewer to the spoiler log for Zelda 1 generated dungeons
    • Made the Combo hint fallback more obvious when no specific hint is available
    • Overhauled the NES audio engine used by Zelda 1 and Metroid 1 to emulate the NES APU at a much lower level (Andypro)
      • More accurate length counters, DMC sample length and register write handling, fixing short sounds, mid-playback sample switching and incorrectly silenced channels
      • Added a noise complement channel for better white noise, reduced audio latency and optimized CPU/SPC communication
  • Gameplay Changes

    • Added Zelda 1 Dungeon Shuffle - generates brand-new randomized dungeon layouts instead of the vanilla ones (NOTE: this is in early testing, so expect potential bugs and balance issues)
      • Dungeon Style option (Progressive, Wild, Megadungeon, Nightmare, Minimal) controls overall size and complexity
      • Enemy Placement option (Vanilla, Progressive, Random) controls how enemies are chosen for generated dungeons
      • Hidden Items option (Off, Sometimes, Always) controls whether dungeon items are hidden until the room is cleared
    • Improved ALTTP entrance shuffle by overriding certain outlet locations so players can no longer get stuck
    • Fixed an ALTTP logic issue where the logic wrongly assumed that you could walk back from cactus to throne room
    • Added a few more enemy bans in ALTTP that could cause issues (Ganon’s Tower, Ice Palace, Swamp Palace)
  • Hotfix: 0.4.0a

    • Fixed Zelda 1 dungeon progress (collected items, explored rooms on the map, defeated bosses and the triforce) resetting in level 1 and the bottom row of level 9 after returning from another game - the dungeon state region was being overwritten during the transition by the restored routine data and the temporary stack
    • Fixed a Zelda 1 generated dungeon softlock where the shutter behind the triforce room (levels 1-8) closed on entry with no way to reopen it, trapping the player after defeating the boss
    • Fixed Zelda 1 generated level 9 dungeons where the triforce gate could be bypassed - a cellar stairway connected to the entry check room, or shutters being reopened by an adjacent room, could let players into the rest of the dungeon without the required triforces
    • Fixed Zelda 1 generated dungeons placing item locations inside walled-off “chute” rooms (the screens with a sealed middle passage) where the item could be impossible to reach; rooms whose layout would strand an item are now rejected, and as a safety net any item still left unreachable swaps the room to a layout that can be picked up
    • Fixed Zelda 1 generated dungeon logic not requiring the Stepladder to clear a room whose kill-required enemies can only be reached across a water gap, which could leave a kill-gated door or item unobtainable
    • Fixed a Zelda 1 bug where enabling both Overworld shuffle and Dungeon Shuffle would cause “Take any road” stairs to freeze the game
    • Fixed Zelda 1 generated Minimal dungeon size to generate properly
    • Improved Zelda 1 dungeon generation reliability by reserving grid space for cellar and stairway rooms, preventing occasional generation failures
    • The spoiler log for quad combo seeds now properly shows the game which an item is from

2025-11-06

Alttpr - Version 32.0

  • Initial release

Quad Randomizer - Version 0.3.0

  • Systems Changes

    • New website with more configuration options and better integration with the alttpr randomizer
    • A huge set of behind-the-scene changes to better integrate quad into the general codebase
    • Custom sprite support for Z1 and M1 (Andypro & total)
    • A huge set of QoL and bugfixes for Z1 and M1 (Andypro)
  • Gameplay Changes

    • Massively improved SM Map randomization support with newer maps and better map rendering and a lot of bug fixes
    • Added a soft-reset into SM that reloads the last save (Sel+Start+R+L)
    • Map Rando: In SM the game is now autosaved to the portal room when entering through a portal
  • Hotfix: 0.3.0d

    • Some chests in light world dungeons/entrances didn’t properly account for bunny status in entrance shuffle when placed in the dark world.
    • Friendly/Unkillable enemies placed in “challenge”-rooms could make it impossible to progress.
    • Aga2 bat not showing the correct sprite
    • Aginah’s cave not being shuffled in entrance rando
    • Issues with Blind in TT when boss shuffle is used
  • Hotfix: 0.3.0e

    • Fixed issues with Blind when place in dark world
    • Fixed boss shuffle issues with Kholdstare and Trinexx rooms
    • Fixed invalid door data in West Ocean causing the MB door lock to possibly appear on the wrong door
    • Fixed Shaktool scroll issue
    • Fixed a potential heat run issue in SM
    • Changed the escape timer to 5 minutes and added an automatic refill when defating MB in SM to make map rando escapes better
    • Fixed Z1 Triforce goal not being written
  • Hotfix: 0.3.0f

    • Fixes issues with enemies and bosses related to shallow water
    • Fixes incorrect item text for SM keys in ALTTP
  • Hotfix: 0.3.0g

    • Fixed water physics bug when entering certain rooms suitless from an underwater room
    • Fixed Z3 progressive item state not being set correct after a reset out of another game after a save
    • Added better support for notable strategies in SM to make sure they’re coupled with the correct logic levels
    • Added an option to spawn all item in SM directly, independent of event states such as boss kills
    • Further Z3 enemizer fixes and adjustments
    • NOTE: Z3 boss shuffle is still broken in some cases and can lead to broken seeds for now

Old Quad Randomizer Changes

2024-11-03 - Version 0.1.11

  • Systems Changes

    • Added the missing DPCM samples for the Z1 music engine. (Andypro)
    • Fixed a bunch of inaccuracies in the NES music engine for Z1 and M1 (Andypro)
    • Fixed a bug in the M1 port that could cause crashes in certain situations
  • Gameplay Changes

    • Fixed corrupted graphics for the Wrecked Ship keycards.
    • Fixed a graphical bug in Z1 where Link would appear on top of doors in dungeons.
    • Fixed an issue with certain characters appearing incorrectly in the Z1/M1 item text overlays.

2024-08-08 - Version 0.1.10

  • Gameplay Changes
    • Fixed logic bug in SM where the logic didn’t account for colored doors properly.
    • Added key shuffle option - This will let you shuffle ALTTP dungeon items and add SM keycards.
    • Note that this is very experimental still so it might have unexpected bugs.
2024-08-06 - Version 0.1.9
  • Gameplay Changes
    • Corrected the backtracking check in logic for SM locations to ensure that it is always possible to get back out from a location.
    • Improved saving code in Z1 and M1 to hopefully prevent lost items in some cases.

2024-07-21 - Version 0.1.8

  • Gameplay Changes
    • Rewrote Z1 dungeon screen logic to properly take into account the placement position of items in a room in logic.

2024-07-15 - Version 0.1.7

  • Gameplay Changes
    • Fixed a bug when Z1 Overworld shuffle was enabled that cause the coast item and armos item to not be placed properly.
    • Fixed a bug in M1 where the top right energy tank location did not get its item written properly.

2024-07-15 - Version 0.1.6

  • Gameplay Changes
    • Added an initial implementation of Zelda 1 Overworld Shuffle (WARNING: Be aware that this may be very buggy)
    • Fixed a bug that cause Turtle Rock and Misery Mire entry logic checks not to work properlyin Zelda 3
    • Fixed a bug with ammo calcuation in Super Metroid that caused ammo checks to be broken
    • Reverted the music engine change for Z1 since it caused notes to be stuck
    • Fixed the issue where Bombos would be invisible in Z1 dungeons
    • Fixed issues with the Super Metroid logic where it didn’t properly connect the starting location.

2024-07-15 - Version 0.1.5

  • Gameplay Changes
    • Moved the Up+A (Up+B on a SNES controller) shorcuts in Z1 and M1 to controller one.
    • Fixed a placement issue where Long Beam and Screw Attach when placed in M1 would not function correctly.
    • Fixed the crash in M1 after defeating Mother Brain if it was not the final boss.
    • Moved the auto-saving in M1 to direclty when the Password screen shows up.
    • Fixed an issue in Z1 where it was not saving items correctly, it now saves when the “Continue/Save/Retry” screen shows up.
    • Fixed a bug in the music engine for Z1 and M1 that should now make some music and effects sound better.

2024-07-13 - Version 0.1.4

  • Systems Changes

    • The website has been updated to use a version of the website used for SMZ3.
  • Gameplay Changes

    • Fixed an issue where the Z1 triforces and SM bosses goal was not correctly written to the ROM.
    • Fixed an issue where certain items (like Hookshot) did not work properly when placed in M1.

Version 0.1.3

  • Systems Changes

    • Reworked a lot of internal data, so beware that this might cause new issues
    • Added support for custom sprites in SM and added basic sprite selection support to the website for Z3 and SM
  • Gameplay Changes

    • Hopefully fixed the random Z1 transition crashes

Version 0.1.2

  • Gameplay Changes
    • Added selectable crystal/boss/triforce goals for Z1, Z3 and SM
    • Fixed a bug where pausing in SM would corrupt items graphics
    • Fixed the incorrect Z3 standard state
    • Fixed an issue with some entrances in Z3 going to the wrong place
    • Rewrote the quick swap functionality in Z1 to work better