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	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Z3M3:Basic_Notes&amp;diff=1666</id>
		<title>Z3M3:Basic Notes</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Z3M3:Basic_Notes&amp;diff=1666"/>
		<updated>2019-11-10T13:23:45Z</updated>

		<summary type="html">&lt;p&gt;Rushlight!7597: /* Door connections */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= SM logic notes =&lt;br /&gt;
&lt;br /&gt;
== A paradigm shift in the logic ==&lt;br /&gt;
In the current (v10) logic, requirements for an item to be in logic combine the rules for getting to the room and the rules for actually getting the item.&lt;br /&gt;
&lt;br /&gt;
With an entrance randomizer, the rules for getting to any given room become dynamic, depending on room layout. Because of this, the logic likely needs to be reworked to have room-by-room traversal rules separately from the rules for grabbing an item.&lt;br /&gt;
&lt;br /&gt;
This rework would require:&lt;br /&gt;
* The ability to define separate rules for getting from any given door to any given door within a room.&lt;br /&gt;
* The ability to define separate rules for getting from any given door to any given item within a room.&lt;br /&gt;
&lt;br /&gt;
== Soft-locking risks ==&lt;br /&gt;
Because the player cannot be expected to know what room lies beyond any door, the risk of soft-locking is much greater with an entrance randomizer. To give the player a fighting chance, the logic should expect the player to only take paths that are deemed symmetrical, i.e. paths that the player is able to follow in reverse. Namely:&lt;br /&gt;
* Players should not be expected to traverse a room if they aren't able to re-enter that room and go back to the original door&lt;br /&gt;
* Players should not be expected to do maneuvers where failure would leave them unable to get back (similarly to current logic not expecting a player to get back out of Wave Beam without morph, even though it's technically possible)&lt;br /&gt;
* To stay in line with this expectation from the logic, other ideas are also proposed in the door placement section.&lt;br /&gt;
&lt;br /&gt;
An exception could possibly be made for this rule in a very specific case.&lt;br /&gt;
If the player is able to see an item spot without having access to it, then it would make sense to expect them them to go there if grabbing that item immediately gives them the ability to get back out.&lt;br /&gt;
&lt;br /&gt;
For example: A player without morphball enters the bottom-left section of bubble mountain, in a setting where the ice clip is in logic. They can see the item in that room even though they can't access it without morph. It would make sense to allow morph to be there if the player has access to Ice Beam and Power Bombs, since the player knows they'll be able to go back the way they came once they grab that item.&lt;br /&gt;
&lt;br /&gt;
== Instant soft-lock ==&lt;br /&gt;
The mere act of entering a room with some item sets can cause a soft-lock. [[m3-speedrun:Oasis|Oasis]] from the top door is an example (even assuming the door has been made blue): it's possible to drop into that door with neither the ability to jump back into it nor the ability to escape at the bottom.&lt;br /&gt;
&lt;br /&gt;
Is there a good solution to that?&lt;br /&gt;
&lt;br /&gt;
== Cumulative requirements across multiple rooms ==&lt;br /&gt;
In some situations, the requirements for being able to traverse may depend on what other rooms the player previously went through. Most glaring among those:&lt;br /&gt;
* Heat runs. Traversing one room requires less health than many rooms back-to-back&lt;br /&gt;
** Should each door-to-door connection in a heated room have hellrun health values in both directions?&lt;br /&gt;
** Should the logic be aware of the presence of health refills and farm spots?&lt;br /&gt;
* Power Bomb count. PB-hungry rooms being side-by-side could lead to softlocks. Logic needs to be aware of this, as it's essentially a dynamic version of being able to enter and leave gauntlet using PBs. The two questions above about hellruns apply to Power Bombs as well.&lt;br /&gt;
&lt;br /&gt;
It should be noted that if we want a &amp;quot;symmetrical&amp;quot; logic, the player should only be expected to follow these paths if they have enough resources to make it through and back again, regardless of what room lies beyond.&lt;br /&gt;
&lt;br /&gt;
== Thinking outside the room ==&lt;br /&gt;
Without an entrance randomizer, some rules for getting to an item are based on adjacent rooms. Namely, carrying momentum through a door (e.g. invisible bridge, reverse ice beam mockball) and charging a spark (e.g. Screw Attack room).&lt;br /&gt;
* Ideally, the logic should be able to tell whether the adjacent room fulfills the requirement, to determine whether to expect the player to do it.&lt;br /&gt;
** How far would that need to go? In current normal logic, you can charge a spark to get through pillars because there is enough room for it two rooms away.&lt;br /&gt;
* This is especially sensitive if we want a &amp;quot;symmetrical&amp;quot; logic. If the player comes from the other way, should they be expected to assume that the adjacent room does not fulfill the requirements?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Possible applications of outside-the-room requirements:&lt;br /&gt;
* The ability to come through a door running, either with blue suit or with some progress towards it. &lt;br /&gt;
** This could be represented by the number of blocks available for gathering momentum next to a door.&lt;br /&gt;
** If we can identify that it's possibly to run all the way between two doors, we could calculate this across multiple rooms&lt;br /&gt;
* The ability to charge a spark in an adjacent room and carry it through a door&lt;br /&gt;
* The ability to jump through a door while carrying momentum.&lt;br /&gt;
** This can probably also be represented by the number of blocks available for gathering momentum next to a door.&lt;br /&gt;
* The ability to bring a spikesuit into a room&lt;br /&gt;
** This could be handled by marking places where a spikesuit can be repeatedly acquired, and checking for a path that can go from there to a given door without consuming the spike suit.&lt;br /&gt;
&lt;br /&gt;
= SM room placement notes =&lt;br /&gt;
== Door symmetry ==&lt;br /&gt;
In short: The player cannot travel their path in reverse if a door they cannot open closes behind them. Notable thoughts:&lt;br /&gt;
* If a set of doors is given the same color, this problem cannot occur.&lt;br /&gt;
* It might be acceptable to have a one-way colored door if the means to open that door are found nearby, but is that worth the effort?&lt;br /&gt;
* One-way colored doors are definitely no issue when they guard the entrance to a dead-end, since it's impossible to open the blue side first.&lt;br /&gt;
* The game has grey doors with game flags to open them, such as defeating a boss found elsewhere. Those likely need to be symmetrical as well.&lt;br /&gt;
** [[Z3M3:Game Flag Effects|List of grey doors unlocked by game flags]]&lt;br /&gt;
* Some grey doors can never be opened. Those might need to be eliminated altogether?&lt;br /&gt;
** [[Z3M3:Permanent Grey Doors|List of permanent grey doors]]&lt;br /&gt;
&lt;br /&gt;
== One-way trips ==&lt;br /&gt;
Many paths from one door to another within a room are one-way trips. Sometimes this is absolute, regardless of items (crumble blocks, right-facing green gate, bowling alley). Sometimes it depends on items (getting up from the bottom of red tower, getting up Maridia main street).&lt;br /&gt;
&lt;br /&gt;
The biggest concern is the paths that are absolutely uni-directional, as they are by definition completely excluded from a &amp;quot;symmetrical&amp;quot; logic. Possible ideas to deal with those:&lt;br /&gt;
* Where possible, alter rooms to make them traversable in both directions. This has been done by other projects, such as VARIA.&lt;br /&gt;
* Instruct the entrance randomizer algorithm to make a way back possible, requiring no items at all. A simple way to do that would be to connect both ends of the one-way path to the same hub room.&lt;br /&gt;
&lt;br /&gt;
[[Z3M3:Absolute One-Way Paths|List of absolute one-way paths]]&lt;br /&gt;
&lt;br /&gt;
== Tourian and escape ==&lt;br /&gt;
It is probably preferable to keep Tourian and the escape path to the ship vanilla. All told, besides the Tourian doors, that is only 2 door transitions within Crateria.&lt;br /&gt;
&lt;br /&gt;
It might be possible not to do this, but it would require the door randomizer to decide on an escape path and lock doors accordingly during escape. Then it would need to decide on an adequate escape timer. Giving it the means to do that would require a lot of work, and there's a pretty good chance players would just kill Ganon second.&lt;br /&gt;
&lt;br /&gt;
== Boss rooms ==&lt;br /&gt;
When the player enters a mini-boss or boss room, they are locked in until the boss is dead. This could happen to a player even if the boss is out of logic, and it would be best to prevent this. Possible ideas:&lt;br /&gt;
* Refrain from randomizing the doors that connect to a boss room. That way, the player can know not to enter if they're not ready. As a bonus, this would also mean Kraid, Draygon and Ridley are at least directly guarding an item.&lt;br /&gt;
* Find another way to make the doors identifiable somehow (The purple door goes to Ridley?)&lt;br /&gt;
&lt;br /&gt;
== Other rooms with grey doors ==&lt;br /&gt;
There are non-boss rooms where the player must kill everything to make it back out. In some cases, the rooms have no requirements and are not a softlock threat. But in at least some cases (e.g. Brinstar pre-map room, Plasma room), such a room can have requirements. If the player stumbled into that room without the requirements, they would be softlocked.&lt;br /&gt;
&lt;br /&gt;
How should those rooms be handled?&lt;br /&gt;
&lt;br /&gt;
[[Z3M3:Grey Doors Unlocked in-Room|List of grey doors that are unlocked by actions performed inside the room]]&lt;br /&gt;
&lt;br /&gt;
== Door connections ==&lt;br /&gt;
There are at least two possible ways to execute door connections:&lt;br /&gt;
* Always connect right-facing doors to left facing doors, and top-facing doors to bottom-facing doors&lt;br /&gt;
* Connect doors regardless of where they face, and spawn Samus near the door. VARIA's area randomizer does this. One downside of this method is that it that conservation of momentum between rooms can no longer happen.&lt;br /&gt;
&lt;br /&gt;
== Elevators ==&lt;br /&gt;
Can elevators be randomized? Should they be randomized?&lt;br /&gt;
&lt;br /&gt;
== Save rooms ==&lt;br /&gt;
Should any thought be put into where the save rooms get placed?&lt;br /&gt;
* One concern that was brought up was the possibility that several save rooms connect to the same hub.&lt;br /&gt;
&lt;br /&gt;
== Possible room placement options ==&lt;br /&gt;
* The SM VARIA randomizer offers an area randomizer option, where Zebes is split into vanilla areas. Transition doors betweens these areas are then randomized, rather than every door. Would that be of interest?&lt;br /&gt;
* An option to set what % of transitions to randomize might help make less confusing versions of door rando?&lt;/div&gt;</summary>
		<author><name>Rushlight!7597</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Z3M3:Basic_Notes&amp;diff=1665</id>
		<title>Z3M3:Basic Notes</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Z3M3:Basic_Notes&amp;diff=1665"/>
		<updated>2019-11-10T13:21:34Z</updated>

		<summary type="html">&lt;p&gt;Rushlight!7597: /* Tourian and escape */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= SM logic notes =&lt;br /&gt;
&lt;br /&gt;
== A paradigm shift in the logic ==&lt;br /&gt;
In the current (v10) logic, requirements for an item to be in logic combine the rules for getting to the room and the rules for actually getting the item.&lt;br /&gt;
&lt;br /&gt;
With an entrance randomizer, the rules for getting to any given room become dynamic, depending on room layout. Because of this, the logic likely needs to be reworked to have room-by-room traversal rules separately from the rules for grabbing an item.&lt;br /&gt;
&lt;br /&gt;
This rework would require:&lt;br /&gt;
* The ability to define separate rules for getting from any given door to any given door within a room.&lt;br /&gt;
* The ability to define separate rules for getting from any given door to any given item within a room.&lt;br /&gt;
&lt;br /&gt;
== Soft-locking risks ==&lt;br /&gt;
Because the player cannot be expected to know what room lies beyond any door, the risk of soft-locking is much greater with an entrance randomizer. To give the player a fighting chance, the logic should expect the player to only take paths that are deemed symmetrical, i.e. paths that the player is able to follow in reverse. Namely:&lt;br /&gt;
* Players should not be expected to traverse a room if they aren't able to re-enter that room and go back to the original door&lt;br /&gt;
* Players should not be expected to do maneuvers where failure would leave them unable to get back (similarly to current logic not expecting a player to get back out of Wave Beam without morph, even though it's technically possible)&lt;br /&gt;
* To stay in line with this expectation from the logic, other ideas are also proposed in the door placement section.&lt;br /&gt;
&lt;br /&gt;
An exception could possibly be made for this rule in a very specific case.&lt;br /&gt;
If the player is able to see an item spot without having access to it, then it would make sense to expect them them to go there if grabbing that item immediately gives them the ability to get back out.&lt;br /&gt;
&lt;br /&gt;
For example: A player without morphball enters the bottom-left section of bubble mountain, in a setting where the ice clip is in logic. They can see the item in that room even though they can't access it without morph. It would make sense to allow morph to be there if the player has access to Ice Beam and Power Bombs, since the player knows they'll be able to go back the way they came once they grab that item.&lt;br /&gt;
&lt;br /&gt;
== Instant soft-lock ==&lt;br /&gt;
The mere act of entering a room with some item sets can cause a soft-lock. [[m3-speedrun:Oasis|Oasis]] from the top door is an example (even assuming the door has been made blue): it's possible to drop into that door with neither the ability to jump back into it nor the ability to escape at the bottom.&lt;br /&gt;
&lt;br /&gt;
Is there a good solution to that?&lt;br /&gt;
&lt;br /&gt;
== Cumulative requirements across multiple rooms ==&lt;br /&gt;
In some situations, the requirements for being able to traverse may depend on what other rooms the player previously went through. Most glaring among those:&lt;br /&gt;
* Heat runs. Traversing one room requires less health than many rooms back-to-back&lt;br /&gt;
** Should each door-to-door connection in a heated room have hellrun health values in both directions?&lt;br /&gt;
** Should the logic be aware of the presence of health refills and farm spots?&lt;br /&gt;
* Power Bomb count. PB-hungry rooms being side-by-side could lead to softlocks. Logic needs to be aware of this, as it's essentially a dynamic version of being able to enter and leave gauntlet using PBs. The two questions above about hellruns apply to Power Bombs as well.&lt;br /&gt;
&lt;br /&gt;
It should be noted that if we want a &amp;quot;symmetrical&amp;quot; logic, the player should only be expected to follow these paths if they have enough resources to make it through and back again, regardless of what room lies beyond.&lt;br /&gt;
&lt;br /&gt;
== Thinking outside the room ==&lt;br /&gt;
Without an entrance randomizer, some rules for getting to an item are based on adjacent rooms. Namely, carrying momentum through a door (e.g. invisible bridge, reverse ice beam mockball) and charging a spark (e.g. Screw Attack room).&lt;br /&gt;
* Ideally, the logic should be able to tell whether the adjacent room fulfills the requirement, to determine whether to expect the player to do it.&lt;br /&gt;
** How far would that need to go? In current normal logic, you can charge a spark to get through pillars because there is enough room for it two rooms away.&lt;br /&gt;
* This is especially sensitive if we want a &amp;quot;symmetrical&amp;quot; logic. If the player comes from the other way, should they be expected to assume that the adjacent room does not fulfill the requirements?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Possible applications of outside-the-room requirements:&lt;br /&gt;
* The ability to come through a door running, either with blue suit or with some progress towards it. &lt;br /&gt;
** This could be represented by the number of blocks available for gathering momentum next to a door.&lt;br /&gt;
** If we can identify that it's possibly to run all the way between two doors, we could calculate this across multiple rooms&lt;br /&gt;
* The ability to charge a spark in an adjacent room and carry it through a door&lt;br /&gt;
* The ability to jump through a door while carrying momentum.&lt;br /&gt;
** This can probably also be represented by the number of blocks available for gathering momentum next to a door.&lt;br /&gt;
* The ability to bring a spikesuit into a room&lt;br /&gt;
** This could be handled by marking places where a spikesuit can be repeatedly acquired, and checking for a path that can go from there to a given door without consuming the spike suit.&lt;br /&gt;
&lt;br /&gt;
= SM room placement notes =&lt;br /&gt;
== Door symmetry ==&lt;br /&gt;
In short: The player cannot travel their path in reverse if a door they cannot open closes behind them. Notable thoughts:&lt;br /&gt;
* If a set of doors is given the same color, this problem cannot occur.&lt;br /&gt;
* It might be acceptable to have a one-way colored door if the means to open that door are found nearby, but is that worth the effort?&lt;br /&gt;
* One-way colored doors are definitely no issue when they guard the entrance to a dead-end, since it's impossible to open the blue side first.&lt;br /&gt;
* The game has grey doors with game flags to open them, such as defeating a boss found elsewhere. Those likely need to be symmetrical as well.&lt;br /&gt;
** [[Z3M3:Game Flag Effects|List of grey doors unlocked by game flags]]&lt;br /&gt;
* Some grey doors can never be opened. Those might need to be eliminated altogether?&lt;br /&gt;
** [[Z3M3:Permanent Grey Doors|List of permanent grey doors]]&lt;br /&gt;
&lt;br /&gt;
== One-way trips ==&lt;br /&gt;
Many paths from one door to another within a room are one-way trips. Sometimes this is absolute, regardless of items (crumble blocks, right-facing green gate, bowling alley). Sometimes it depends on items (getting up from the bottom of red tower, getting up Maridia main street).&lt;br /&gt;
&lt;br /&gt;
The biggest concern is the paths that are absolutely uni-directional, as they are by definition completely excluded from a &amp;quot;symmetrical&amp;quot; logic. Possible ideas to deal with those:&lt;br /&gt;
* Where possible, alter rooms to make them traversable in both directions. This has been done by other projects, such as VARIA.&lt;br /&gt;
* Instruct the entrance randomizer algorithm to make a way back possible, requiring no items at all. A simple way to do that would be to connect both ends of the one-way path to the same hub room.&lt;br /&gt;
&lt;br /&gt;
[[Z3M3:Absolute One-Way Paths|List of absolute one-way paths]]&lt;br /&gt;
&lt;br /&gt;
== Tourian and escape ==&lt;br /&gt;
It is probably preferable to keep Tourian and the escape path to the ship vanilla. All told, besides the Tourian doors, that is only 2 door transitions within Crateria.&lt;br /&gt;
&lt;br /&gt;
It might be possible not to do this, but it would require the door randomizer to decide on an escape path and lock doors accordingly during escape. Then it would need to decide on an adequate escape timer. Giving it the means to do that would require a lot of work, and there's a pretty good chance players would just kill Ganon second.&lt;br /&gt;
&lt;br /&gt;
== Boss rooms ==&lt;br /&gt;
When the player enters a mini-boss or boss room, they are locked in until the boss is dead. This could happen to a player even if the boss is out of logic, and it would be best to prevent this. Possible ideas:&lt;br /&gt;
* Refrain from randomizing the doors that connect to a boss room. That way, the player can know not to enter if they're not ready. As a bonus, this would also mean Kraid, Draygon and Ridley are at least directly guarding an item.&lt;br /&gt;
* Find another way to make the doors identifiable somehow (The purple door goes to Ridley?)&lt;br /&gt;
&lt;br /&gt;
== Other rooms with grey doors ==&lt;br /&gt;
There are non-boss rooms where the player must kill everything to make it back out. In some cases, the rooms have no requirements and are not a softlock threat. But in at least some cases (e.g. Brinstar pre-map room, Plasma room), such a room can have requirements. If the player stumbled into that room without the requirements, they would be softlocked.&lt;br /&gt;
&lt;br /&gt;
How should those rooms be handled?&lt;br /&gt;
&lt;br /&gt;
[[Z3M3:Grey Doors Unlocked in-Room|List of grey doors that are unlocked by actions performed inside the room]]&lt;br /&gt;
&lt;br /&gt;
== Door connections ==&lt;br /&gt;
There are at least two possible ways to execute door connections:&lt;br /&gt;
* Always connect right-facing doors to left facing doors, and top-facing doors to bottom-facing doors&lt;br /&gt;
* Connect doors regardless of where they face, and spawn Samus near the door. VARIA's area randomizer does this&lt;br /&gt;
&lt;br /&gt;
== Elevators ==&lt;br /&gt;
Can elevators be randomized? Should they be randomized?&lt;br /&gt;
&lt;br /&gt;
== Save rooms ==&lt;br /&gt;
Should any thought be put into where the save rooms get placed?&lt;br /&gt;
* One concern that was brought up was the possibility that several save rooms connect to the same hub.&lt;br /&gt;
&lt;br /&gt;
== Possible room placement options ==&lt;br /&gt;
* The SM VARIA randomizer offers an area randomizer option, where Zebes is split into vanilla areas. Transition doors betweens these areas are then randomized, rather than every door. Would that be of interest?&lt;br /&gt;
* An option to set what % of transitions to randomize might help make less confusing versions of door rando?&lt;/div&gt;</summary>
		<author><name>Rushlight!7597</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Z3M3:Basic_Notes&amp;diff=1415</id>
		<title>Z3M3:Basic Notes</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Z3M3:Basic_Notes&amp;diff=1415"/>
		<updated>2018-12-30T16:04:11Z</updated>

		<summary type="html">&lt;p&gt;Rushlight!7597: /* Soft-locking risks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= SM logic notes =&lt;br /&gt;
&lt;br /&gt;
== A paradigm shift in the logic ==&lt;br /&gt;
In the current (v10) logic, requirements for an item to be in logic combine the rules for getting to the room and the rules for actually getting the item.&lt;br /&gt;
&lt;br /&gt;
With an entrance randomizer, the rules for getting to any given room become dynamic, depending on room layout. Because of this, the logic likely needs to be reworked to have room-by-room traversal rules separately from the rules for grabbing an item.&lt;br /&gt;
&lt;br /&gt;
This rework would require:&lt;br /&gt;
* The ability to define separate rules for getting from any given door to any given door within a room.&lt;br /&gt;
* The ability to define separate rules for getting from any given door to any given item within a room.&lt;br /&gt;
&lt;br /&gt;
== Soft-locking risks ==&lt;br /&gt;
Because the player cannot be expected to know what room lies beyond any door, the risk of soft-locking is much greater with an entrance randomizer. To give the player a fighting chance, the logic should expect the player to only take paths that are deemed symmetrical, i.e. paths that the player is able to follow in reverse. Namely:&lt;br /&gt;
* Players should not be expected to traverse a room if they aren't able to re-enter that room and go back to the original door&lt;br /&gt;
* Players should not be expected to do maneuvers where failure would leave them unable to get back (similarly to current logic not expecting a player to get back out of Wave Beam without morph, even though it's technically possible)&lt;br /&gt;
* To stay in line with this expectation from the logic, other ideas are also proposed in the door placement section.&lt;br /&gt;
&lt;br /&gt;
An exception could possibly be made for this rule in a very specific case.&lt;br /&gt;
If the player is able to see an item spot without having access to it, then it would make sense to expect them them to go there if grabbing that item immediately gives them the ability to get back out.&lt;br /&gt;
&lt;br /&gt;
For example: A player without morphball enters the bottom-left section of bubble mountain, in a setting where the ice clip is in logic. They can see the item in that room even though they can't access it without morph. It would make sense to allow morph to be there if the player has access to Ice Beam and Power Bombs, since the player knows they'll be able to go back the way they came once they grab that item.&lt;br /&gt;
&lt;br /&gt;
== Instant soft-lock ==&lt;br /&gt;
The mere act of entering a room with some item sets can cause a soft-lock. [[m3-speedrun:Oasis|Oasis]] from the top door is an example (even assuming the door has been made blue): it's possible to drop into that door with neither the ability to jump back into it nor the ability to escape at the bottom.&lt;br /&gt;
&lt;br /&gt;
Is there a good solution to that?&lt;br /&gt;
&lt;br /&gt;
== Cumulative requirements across multiple rooms ==&lt;br /&gt;
In some situations, the requirements for being able to traverse may depend on what other rooms the player previously went through. Most glaring among those:&lt;br /&gt;
* Heat runs. Traversing one room requires less health than many rooms back-to-back&lt;br /&gt;
** Should each door-to-door connection in a heated room have hellrun health values in both directions?&lt;br /&gt;
** Should the logic be aware of the presence of health refills and farm spots?&lt;br /&gt;
* Power Bomb count. PB-hungry rooms being side-by-side could lead to softlocks. Logic needs to be aware of this, as it's essentially a dynamic version of being able to enter and leave gauntlet using PBs. The two questions above about hellruns apply to Power Bombs as well.&lt;br /&gt;
&lt;br /&gt;
It should be noted that if we want a &amp;quot;symmetrical&amp;quot; logic, the player should only be expected to follow these paths if they have enough resources to make it through and back again, regardless of what room lies beyond.&lt;br /&gt;
&lt;br /&gt;
== Thinking outside the room ==&lt;br /&gt;
Without an entrance randomizer, some rules for getting to an item are based on adjacent rooms. Namely, carrying momentum through a door (e.g. invisible bridge, reverse ice beam mockball) and charging a spark (e.g. Screw Attack room).&lt;br /&gt;
* Ideally, the logic should be able to tell whether the adjacent room fulfills the requirement, to determine whether to expect the player to do it.&lt;br /&gt;
** How far would that need to go? In current normal logic, you can charge a spark to get through pillars because there is enough room for it two rooms away.&lt;br /&gt;
* This is especially sensitive if we want a &amp;quot;symmetrical&amp;quot; logic. If the player comes from the other way, should they be expected to assume that the adjacent room does not fulfill the requirements?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Possible applications of outside-the-room requirements:&lt;br /&gt;
* The ability to come through a door running, either with blue suit or with some progress towards it. &lt;br /&gt;
** This could be represented by the number of blocks available for gathering momentum next to a door.&lt;br /&gt;
** If we can identify that it's possibly to run all the way between two doors, we could calculate this across multiple rooms&lt;br /&gt;
* The ability to charge a spark in an adjacent room and carry it through a door&lt;br /&gt;
* The ability to jump through a door while carrying momentum.&lt;br /&gt;
** This can probably also be represented by the number of blocks available for gathering momentum next to a door.&lt;br /&gt;
* The ability to bring a spikesuit into a room&lt;br /&gt;
** This could be handled by marking places where a spikesuit can be repeatedly acquired, and checking for a path that can go from there to a given door without consuming the spike suit.&lt;br /&gt;
&lt;br /&gt;
= SM room placement notes =&lt;br /&gt;
== Door symmetry ==&lt;br /&gt;
In short: The player cannot travel their path in reverse if a door they cannot open closes behind them. Notable thoughts:&lt;br /&gt;
* If a set of doors is given the same color, this problem cannot occur.&lt;br /&gt;
* It might be acceptable to have a one-way colored door if the means to open that door are found nearby, but is that worth the effort?&lt;br /&gt;
* One-way colored doors are definitely no issue when they guard the entrance to a dead-end, since it's impossible to open the blue side first.&lt;br /&gt;
* The game has grey doors with game flags to open them, such as defeating a boss found elsewhere. Those likely need to be symmetrical as well.&lt;br /&gt;
** [[Z3M3:Game Flag Effects|List of grey doors unlocked by game flags]]&lt;br /&gt;
* Some grey doors can never be opened. Those might need to be eliminated altogether?&lt;br /&gt;
** [[Z3M3:Permanent Grey Doors|List of permanent grey doors]]&lt;br /&gt;
&lt;br /&gt;
== One-way trips ==&lt;br /&gt;
Many paths from one door to another within a room are one-way trips. Sometimes this is absolute, regardless of items (crumble blocks, right-facing green gate, bowling alley). Sometimes it depends on items (getting up from the bottom of red tower, getting up Maridia main street).&lt;br /&gt;
&lt;br /&gt;
The biggest concern is the paths that are absolutely uni-directional, as they are by definition completely excluded from a &amp;quot;symmetrical&amp;quot; logic. Possible ideas to deal with those:&lt;br /&gt;
* Where possible, alter rooms to make them traversable in both directions. This has been done by other projects, such as VARIA.&lt;br /&gt;
* Instruct the entrance randomizer algorithm to make a way back possible, requiring no items at all. A simple way to do that would be to connect both ends of the one-way path to the same hub room.&lt;br /&gt;
&lt;br /&gt;
[[Z3M3:Absolute One-Way Paths|List of absolute one-way paths]]&lt;br /&gt;
&lt;br /&gt;
== Tourian and escape ==&lt;br /&gt;
It is probably preferable to keep Tourian and the escape path to the ship vanilla. All told, besides the Tourian doors, that is only 2 door transitions within Crateria.&lt;br /&gt;
&lt;br /&gt;
== Boss rooms ==&lt;br /&gt;
When the player enters a mini-boss or boss room, they are locked in until the boss is dead. This could happen to a player even if the boss is out of logic, and it would be best to prevent this. Possible ideas:&lt;br /&gt;
* Refrain from randomizing the doors that connect to a boss room. That way, the player can know not to enter if they're not ready. As a bonus, this would also mean Kraid, Draygon and Ridley are at least directly guarding an item.&lt;br /&gt;
* Find another way to make the doors identifiable somehow (The purple door goes to Ridley?)&lt;br /&gt;
&lt;br /&gt;
== Other rooms with grey doors ==&lt;br /&gt;
There are non-boss rooms where the player must kill everything to make it back out. In some cases, the rooms have no requirements and are not a softlock threat. But in at least some cases (e.g. Brinstar pre-map room, Plasma room), such a room can have requirements. If the player stumbled into that room without the requirements, they would be softlocked.&lt;br /&gt;
&lt;br /&gt;
How should those rooms be handled?&lt;br /&gt;
&lt;br /&gt;
[[Z3M3:Grey Doors Unlocked in-Room|List of grey doors that are unlocked by actions performed inside the room]]&lt;br /&gt;
&lt;br /&gt;
== Door connections ==&lt;br /&gt;
There are at least two possible ways to execute door connections:&lt;br /&gt;
* Always connect right-facing doors to left facing doors, and top-facing doors to bottom-facing doors&lt;br /&gt;
* Connect doors regardless of where they face, and spawn Samus near the door. VARIA's area randomizer does this&lt;br /&gt;
&lt;br /&gt;
== Elevators ==&lt;br /&gt;
Can elevators be randomized? Should they be randomized?&lt;br /&gt;
&lt;br /&gt;
== Save rooms ==&lt;br /&gt;
Should any thought be put into where the save rooms get placed?&lt;br /&gt;
* One concern that was brought up was the possibility that several save rooms connect to the same hub.&lt;br /&gt;
&lt;br /&gt;
== Possible room placement options ==&lt;br /&gt;
* The SM VARIA randomizer offers an area randomizer option, where Zebes is split into vanilla areas. Transition doors betweens these areas are then randomized, rather than every door. Would that be of interest?&lt;br /&gt;
* An option to set what % of transitions to randomize might help make less confusing versions of door rando?&lt;/div&gt;</summary>
		<author><name>Rushlight!7597</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Z3M3:Basic_Notes&amp;diff=1414</id>
		<title>Z3M3:Basic Notes</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Z3M3:Basic_Notes&amp;diff=1414"/>
		<updated>2018-12-30T15:18:38Z</updated>

		<summary type="html">&lt;p&gt;Rushlight!7597: /* Possible room placement options */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= SM logic notes =&lt;br /&gt;
&lt;br /&gt;
== A paradigm shift in the logic ==&lt;br /&gt;
In the current (v10) logic, requirements for an item to be in logic combine the rules for getting to the room and the rules for actually getting the item.&lt;br /&gt;
&lt;br /&gt;
With an entrance randomizer, the rules for getting to any given room become dynamic, depending on room layout. Because of this, the logic likely needs to be reworked to have room-by-room traversal rules separately from the rules for grabbing an item.&lt;br /&gt;
&lt;br /&gt;
This rework would require:&lt;br /&gt;
* The ability to define separate rules for getting from any given door to any given door within a room.&lt;br /&gt;
* The ability to define separate rules for getting from any given door to any given item within a room.&lt;br /&gt;
&lt;br /&gt;
== Soft-locking risks ==&lt;br /&gt;
Because the player cannot be expected to know what room lies beyond any door, the risk of soft-locking is much greater with an entrance randomizer. To give the player a fighting chance, the logic should expect the player to only take paths that are deemed symmetrical, i.e. paths that the player is able to follow in reverse. Namely:&lt;br /&gt;
* Players should not be expected to traverse a room if they aren't able to re-enter that room and go back to the original door&lt;br /&gt;
* Players should not be expected to do maneuvers where failure would leave them unable to get back (similarly to current logic not expecting a player to get back out of Wave Beam without morph, even though it's technically possible)&lt;br /&gt;
* To stay in line with this expectation from the logic, other ideas are also proposed in the door placement section.&lt;br /&gt;
&lt;br /&gt;
== Instant soft-lock ==&lt;br /&gt;
The mere act of entering a room with some item sets can cause a soft-lock. [[m3-speedrun:Oasis|Oasis]] from the top door is an example (even assuming the door has been made blue): it's possible to drop into that door with neither the ability to jump back into it nor the ability to escape at the bottom.&lt;br /&gt;
&lt;br /&gt;
Is there a good solution to that?&lt;br /&gt;
&lt;br /&gt;
== Cumulative requirements across multiple rooms ==&lt;br /&gt;
In some situations, the requirements for being able to traverse may depend on what other rooms the player previously went through. Most glaring among those:&lt;br /&gt;
* Heat runs. Traversing one room requires less health than many rooms back-to-back&lt;br /&gt;
** Should each door-to-door connection in a heated room have hellrun health values in both directions?&lt;br /&gt;
** Should the logic be aware of the presence of health refills and farm spots?&lt;br /&gt;
* Power Bomb count. PB-hungry rooms being side-by-side could lead to softlocks. Logic needs to be aware of this, as it's essentially a dynamic version of being able to enter and leave gauntlet using PBs. The two questions above about hellruns apply to Power Bombs as well.&lt;br /&gt;
&lt;br /&gt;
It should be noted that if we want a &amp;quot;symmetrical&amp;quot; logic, the player should only be expected to follow these paths if they have enough resources to make it through and back again, regardless of what room lies beyond.&lt;br /&gt;
&lt;br /&gt;
== Thinking outside the room ==&lt;br /&gt;
Without an entrance randomizer, some rules for getting to an item are based on adjacent rooms. Namely, carrying momentum through a door (e.g. invisible bridge, reverse ice beam mockball) and charging a spark (e.g. Screw Attack room).&lt;br /&gt;
* Ideally, the logic should be able to tell whether the adjacent room fulfills the requirement, to determine whether to expect the player to do it.&lt;br /&gt;
** How far would that need to go? In current normal logic, you can charge a spark to get through pillars because there is enough room for it two rooms away.&lt;br /&gt;
* This is especially sensitive if we want a &amp;quot;symmetrical&amp;quot; logic. If the player comes from the other way, should they be expected to assume that the adjacent room does not fulfill the requirements?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Possible applications of outside-the-room requirements:&lt;br /&gt;
* The ability to come through a door running, either with blue suit or with some progress towards it. &lt;br /&gt;
** This could be represented by the number of blocks available for gathering momentum next to a door.&lt;br /&gt;
** If we can identify that it's possibly to run all the way between two doors, we could calculate this across multiple rooms&lt;br /&gt;
* The ability to charge a spark in an adjacent room and carry it through a door&lt;br /&gt;
* The ability to jump through a door while carrying momentum.&lt;br /&gt;
** This can probably also be represented by the number of blocks available for gathering momentum next to a door.&lt;br /&gt;
* The ability to bring a spikesuit into a room&lt;br /&gt;
** This could be handled by marking places where a spikesuit can be repeatedly acquired, and checking for a path that can go from there to a given door without consuming the spike suit.&lt;br /&gt;
&lt;br /&gt;
= SM room placement notes =&lt;br /&gt;
== Door symmetry ==&lt;br /&gt;
In short: The player cannot travel their path in reverse if a door they cannot open closes behind them. Notable thoughts:&lt;br /&gt;
* If a set of doors is given the same color, this problem cannot occur.&lt;br /&gt;
* It might be acceptable to have a one-way colored door if the means to open that door are found nearby, but is that worth the effort?&lt;br /&gt;
* One-way colored doors are definitely no issue when they guard the entrance to a dead-end, since it's impossible to open the blue side first.&lt;br /&gt;
* The game has grey doors with game flags to open them, such as defeating a boss found elsewhere. Those likely need to be symmetrical as well.&lt;br /&gt;
** [[Z3M3:Game Flag Effects|List of grey doors unlocked by game flags]]&lt;br /&gt;
* Some grey doors can never be opened. Those might need to be eliminated altogether?&lt;br /&gt;
** [[Z3M3:Permanent Grey Doors|List of permanent grey doors]]&lt;br /&gt;
&lt;br /&gt;
== One-way trips ==&lt;br /&gt;
Many paths from one door to another within a room are one-way trips. Sometimes this is absolute, regardless of items (crumble blocks, right-facing green gate, bowling alley). Sometimes it depends on items (getting up from the bottom of red tower, getting up Maridia main street).&lt;br /&gt;
&lt;br /&gt;
The biggest concern is the paths that are absolutely uni-directional, as they are by definition completely excluded from a &amp;quot;symmetrical&amp;quot; logic. Possible ideas to deal with those:&lt;br /&gt;
* Where possible, alter rooms to make them traversable in both directions. This has been done by other projects, such as VARIA.&lt;br /&gt;
* Instruct the entrance randomizer algorithm to make a way back possible, requiring no items at all. A simple way to do that would be to connect both ends of the one-way path to the same hub room.&lt;br /&gt;
&lt;br /&gt;
[[Z3M3:Absolute One-Way Paths|List of absolute one-way paths]]&lt;br /&gt;
&lt;br /&gt;
== Tourian and escape ==&lt;br /&gt;
It is probably preferable to keep Tourian and the escape path to the ship vanilla. All told, besides the Tourian doors, that is only 2 door transitions within Crateria.&lt;br /&gt;
&lt;br /&gt;
== Boss rooms ==&lt;br /&gt;
When the player enters a mini-boss or boss room, they are locked in until the boss is dead. This could happen to a player even if the boss is out of logic, and it would be best to prevent this. Possible ideas:&lt;br /&gt;
* Refrain from randomizing the doors that connect to a boss room. That way, the player can know not to enter if they're not ready. As a bonus, this would also mean Kraid, Draygon and Ridley are at least directly guarding an item.&lt;br /&gt;
* Find another way to make the doors identifiable somehow (The purple door goes to Ridley?)&lt;br /&gt;
&lt;br /&gt;
== Other rooms with grey doors ==&lt;br /&gt;
There are non-boss rooms where the player must kill everything to make it back out. In some cases, the rooms have no requirements and are not a softlock threat. But in at least some cases (e.g. Brinstar pre-map room, Plasma room), such a room can have requirements. If the player stumbled into that room without the requirements, they would be softlocked.&lt;br /&gt;
&lt;br /&gt;
How should those rooms be handled?&lt;br /&gt;
&lt;br /&gt;
[[Z3M3:Grey Doors Unlocked in-Room|List of grey doors that are unlocked by actions performed inside the room]]&lt;br /&gt;
&lt;br /&gt;
== Door connections ==&lt;br /&gt;
There are at least two possible ways to execute door connections:&lt;br /&gt;
* Always connect right-facing doors to left facing doors, and top-facing doors to bottom-facing doors&lt;br /&gt;
* Connect doors regardless of where they face, and spawn Samus near the door. VARIA's area randomizer does this&lt;br /&gt;
&lt;br /&gt;
== Elevators ==&lt;br /&gt;
Can elevators be randomized? Should they be randomized?&lt;br /&gt;
&lt;br /&gt;
== Save rooms ==&lt;br /&gt;
Should any thought be put into where the save rooms get placed?&lt;br /&gt;
* One concern that was brought up was the possibility that several save rooms connect to the same hub.&lt;br /&gt;
&lt;br /&gt;
== Possible room placement options ==&lt;br /&gt;
* The SM VARIA randomizer offers an area randomizer option, where Zebes is split into vanilla areas. Transition doors betweens these areas are then randomized, rather than every door. Would that be of interest?&lt;br /&gt;
* An option to set what % of transitions to randomize might help make less confusing versions of door rando?&lt;/div&gt;</summary>
		<author><name>Rushlight!7597</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Z3M3:Basic_Notes&amp;diff=1413</id>
		<title>Z3M3:Basic Notes</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Z3M3:Basic_Notes&amp;diff=1413"/>
		<updated>2018-12-30T15:11:06Z</updated>

		<summary type="html">&lt;p&gt;Rushlight!7597: /* Cumulative requirements across multiple rooms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= SM logic notes =&lt;br /&gt;
&lt;br /&gt;
== A paradigm shift in the logic ==&lt;br /&gt;
In the current (v10) logic, requirements for an item to be in logic combine the rules for getting to the room and the rules for actually getting the item.&lt;br /&gt;
&lt;br /&gt;
With an entrance randomizer, the rules for getting to any given room become dynamic, depending on room layout. Because of this, the logic likely needs to be reworked to have room-by-room traversal rules separately from the rules for grabbing an item.&lt;br /&gt;
&lt;br /&gt;
This rework would require:&lt;br /&gt;
* The ability to define separate rules for getting from any given door to any given door within a room.&lt;br /&gt;
* The ability to define separate rules for getting from any given door to any given item within a room.&lt;br /&gt;
&lt;br /&gt;
== Soft-locking risks ==&lt;br /&gt;
Because the player cannot be expected to know what room lies beyond any door, the risk of soft-locking is much greater with an entrance randomizer. To give the player a fighting chance, the logic should expect the player to only take paths that are deemed symmetrical, i.e. paths that the player is able to follow in reverse. Namely:&lt;br /&gt;
* Players should not be expected to traverse a room if they aren't able to re-enter that room and go back to the original door&lt;br /&gt;
* Players should not be expected to do maneuvers where failure would leave them unable to get back (similarly to current logic not expecting a player to get back out of Wave Beam without morph, even though it's technically possible)&lt;br /&gt;
* To stay in line with this expectation from the logic, other ideas are also proposed in the door placement section.&lt;br /&gt;
&lt;br /&gt;
== Instant soft-lock ==&lt;br /&gt;
The mere act of entering a room with some item sets can cause a soft-lock. [[m3-speedrun:Oasis|Oasis]] from the top door is an example (even assuming the door has been made blue): it's possible to drop into that door with neither the ability to jump back into it nor the ability to escape at the bottom.&lt;br /&gt;
&lt;br /&gt;
Is there a good solution to that?&lt;br /&gt;
&lt;br /&gt;
== Cumulative requirements across multiple rooms ==&lt;br /&gt;
In some situations, the requirements for being able to traverse may depend on what other rooms the player previously went through. Most glaring among those:&lt;br /&gt;
* Heat runs. Traversing one room requires less health than many rooms back-to-back&lt;br /&gt;
** Should each door-to-door connection in a heated room have hellrun health values in both directions?&lt;br /&gt;
** Should the logic be aware of the presence of health refills and farm spots?&lt;br /&gt;
* Power Bomb count. PB-hungry rooms being side-by-side could lead to softlocks. Logic needs to be aware of this, as it's essentially a dynamic version of being able to enter and leave gauntlet using PBs. The two questions above about hellruns apply to Power Bombs as well.&lt;br /&gt;
&lt;br /&gt;
It should be noted that if we want a &amp;quot;symmetrical&amp;quot; logic, the player should only be expected to follow these paths if they have enough resources to make it through and back again, regardless of what room lies beyond.&lt;br /&gt;
&lt;br /&gt;
== Thinking outside the room ==&lt;br /&gt;
Without an entrance randomizer, some rules for getting to an item are based on adjacent rooms. Namely, carrying momentum through a door (e.g. invisible bridge, reverse ice beam mockball) and charging a spark (e.g. Screw Attack room).&lt;br /&gt;
* Ideally, the logic should be able to tell whether the adjacent room fulfills the requirement, to determine whether to expect the player to do it.&lt;br /&gt;
** How far would that need to go? In current normal logic, you can charge a spark to get through pillars because there is enough room for it two rooms away.&lt;br /&gt;
* This is especially sensitive if we want a &amp;quot;symmetrical&amp;quot; logic. If the player comes from the other way, should they be expected to assume that the adjacent room does not fulfill the requirements?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Possible applications of outside-the-room requirements:&lt;br /&gt;
* The ability to come through a door running, either with blue suit or with some progress towards it. &lt;br /&gt;
** This could be represented by the number of blocks available for gathering momentum next to a door.&lt;br /&gt;
** If we can identify that it's possibly to run all the way between two doors, we could calculate this across multiple rooms&lt;br /&gt;
* The ability to charge a spark in an adjacent room and carry it through a door&lt;br /&gt;
* The ability to jump through a door while carrying momentum.&lt;br /&gt;
** This can probably also be represented by the number of blocks available for gathering momentum next to a door.&lt;br /&gt;
* The ability to bring a spikesuit into a room&lt;br /&gt;
** This could be handled by marking places where a spikesuit can be repeatedly acquired, and checking for a path that can go from there to a given door without consuming the spike suit.&lt;br /&gt;
&lt;br /&gt;
= SM room placement notes =&lt;br /&gt;
== Door symmetry ==&lt;br /&gt;
In short: The player cannot travel their path in reverse if a door they cannot open closes behind them. Notable thoughts:&lt;br /&gt;
* If a set of doors is given the same color, this problem cannot occur.&lt;br /&gt;
* It might be acceptable to have a one-way colored door if the means to open that door are found nearby, but is that worth the effort?&lt;br /&gt;
* One-way colored doors are definitely no issue when they guard the entrance to a dead-end, since it's impossible to open the blue side first.&lt;br /&gt;
* The game has grey doors with game flags to open them, such as defeating a boss found elsewhere. Those likely need to be symmetrical as well.&lt;br /&gt;
** [[Z3M3:Game Flag Effects|List of grey doors unlocked by game flags]]&lt;br /&gt;
* Some grey doors can never be opened. Those might need to be eliminated altogether?&lt;br /&gt;
** [[Z3M3:Permanent Grey Doors|List of permanent grey doors]]&lt;br /&gt;
&lt;br /&gt;
== One-way trips ==&lt;br /&gt;
Many paths from one door to another within a room are one-way trips. Sometimes this is absolute, regardless of items (crumble blocks, right-facing green gate, bowling alley). Sometimes it depends on items (getting up from the bottom of red tower, getting up Maridia main street).&lt;br /&gt;
&lt;br /&gt;
The biggest concern is the paths that are absolutely uni-directional, as they are by definition completely excluded from a &amp;quot;symmetrical&amp;quot; logic. Possible ideas to deal with those:&lt;br /&gt;
* Where possible, alter rooms to make them traversable in both directions. This has been done by other projects, such as VARIA.&lt;br /&gt;
* Instruct the entrance randomizer algorithm to make a way back possible, requiring no items at all. A simple way to do that would be to connect both ends of the one-way path to the same hub room.&lt;br /&gt;
&lt;br /&gt;
[[Z3M3:Absolute One-Way Paths|List of absolute one-way paths]]&lt;br /&gt;
&lt;br /&gt;
== Tourian and escape ==&lt;br /&gt;
It is probably preferable to keep Tourian and the escape path to the ship vanilla. All told, besides the Tourian doors, that is only 2 door transitions within Crateria.&lt;br /&gt;
&lt;br /&gt;
== Boss rooms ==&lt;br /&gt;
When the player enters a mini-boss or boss room, they are locked in until the boss is dead. This could happen to a player even if the boss is out of logic, and it would be best to prevent this. Possible ideas:&lt;br /&gt;
* Refrain from randomizing the doors that connect to a boss room. That way, the player can know not to enter if they're not ready. As a bonus, this would also mean Kraid, Draygon and Ridley are at least directly guarding an item.&lt;br /&gt;
* Find another way to make the doors identifiable somehow (The purple door goes to Ridley?)&lt;br /&gt;
&lt;br /&gt;
== Other rooms with grey doors ==&lt;br /&gt;
There are non-boss rooms where the player must kill everything to make it back out. In some cases, the rooms have no requirements and are not a softlock threat. But in at least some cases (e.g. Brinstar pre-map room, Plasma room), such a room can have requirements. If the player stumbled into that room without the requirements, they would be softlocked.&lt;br /&gt;
&lt;br /&gt;
How should those rooms be handled?&lt;br /&gt;
&lt;br /&gt;
[[Z3M3:Grey Doors Unlocked in-Room|List of grey doors that are unlocked by actions performed inside the room]]&lt;br /&gt;
&lt;br /&gt;
== Door connections ==&lt;br /&gt;
There are at least two possible ways to execute door connections:&lt;br /&gt;
* Always connect right-facing doors to left facing doors, and top-facing doors to bottom-facing doors&lt;br /&gt;
* Connect doors regardless of where they face, and spawn Samus near the door. VARIA's area randomizer does this&lt;br /&gt;
&lt;br /&gt;
== Elevators ==&lt;br /&gt;
Can elevators be randomized? Should they be randomized?&lt;br /&gt;
&lt;br /&gt;
== Save rooms ==&lt;br /&gt;
Should any thought be put into where the save rooms get placed?&lt;br /&gt;
* One concern that was brought up was the possibility that several save rooms connect to the same hub.&lt;br /&gt;
&lt;br /&gt;
== Possible room placement options ==&lt;br /&gt;
* The SM VARIA randomizer offers an area randomizer option, where Zebes is split into vanilla areas. Transition doors betweens these areas are then randomized, rather than every door. Would that be of interest?&lt;/div&gt;</summary>
		<author><name>Rushlight!7597</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Z3M3:Basic_Notes&amp;diff=1412</id>
		<title>Z3M3:Basic Notes</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Z3M3:Basic_Notes&amp;diff=1412"/>
		<updated>2018-12-08T16:28:15Z</updated>

		<summary type="html">&lt;p&gt;Rushlight!7597: /* Instant soft-lock */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= SM logic notes =&lt;br /&gt;
&lt;br /&gt;
== A paradigm shift in the logic ==&lt;br /&gt;
In the current (v10) logic, requirements for an item to be in logic combine the rules for getting to the room and the rules for actually getting the item.&lt;br /&gt;
&lt;br /&gt;
With an entrance randomizer, the rules for getting to any given room become dynamic, depending on room layout. Because of this, the logic likely needs to be reworked to have room-by-room traversal rules separately from the rules for grabbing an item.&lt;br /&gt;
&lt;br /&gt;
This rework would require:&lt;br /&gt;
* The ability to define separate rules for getting from any given door to any given door within a room.&lt;br /&gt;
* The ability to define separate rules for getting from any given door to any given item within a room.&lt;br /&gt;
&lt;br /&gt;
== Soft-locking risks ==&lt;br /&gt;
Because the player cannot be expected to know what room lies beyond any door, the risk of soft-locking is much greater with an entrance randomizer. To give the player a fighting chance, the logic should expect the player to only take paths that are deemed symmetrical, i.e. paths that the player is able to follow in reverse. Namely:&lt;br /&gt;
* Players should not be expected to traverse a room if they aren't able to re-enter that room and go back to the original door&lt;br /&gt;
* Players should not be expected to do maneuvers where failure would leave them unable to get back (similarly to current logic not expecting a player to get back out of Wave Beam without morph, even though it's technically possible)&lt;br /&gt;
* To stay in line with this expectation from the logic, other ideas are also proposed in the door placement section.&lt;br /&gt;
&lt;br /&gt;
== Instant soft-lock ==&lt;br /&gt;
The mere act of entering a room with some item sets can cause a soft-lock. [[m3-speedrun:Oasis|Oasis]] from the top door is an example (even assuming the door has been made blue): it's possible to drop into that door with neither the ability to jump back into it nor the ability to escape at the bottom.&lt;br /&gt;
&lt;br /&gt;
Is there a good solution to that?&lt;br /&gt;
&lt;br /&gt;
== Cumulative requirements across multiple rooms ==&lt;br /&gt;
In some situations, the requirements for being able to traverse may depend on what other rooms the player previously went through. Most glaring among those:&lt;br /&gt;
* Hellruns. Traversing one room requires less health than many rooms back-to-back&lt;br /&gt;
** Should each door-to-door connection in a heated room have hellrun health values in both directions?&lt;br /&gt;
** Should the logic be aware of the presence of health refills and farm spots?&lt;br /&gt;
* Power Bomb count. PB-hungry rooms being side-by-side could lead to softlocks. Logic needs to be aware of this, as it's essentially a dynamic version of being able to enter and leave gauntlet using PBs. The two questions above about hellruns apply to Power Bombs as well.&lt;br /&gt;
&lt;br /&gt;
It should be noted that if we want a &amp;quot;symmetrical&amp;quot; logic, the player should only be expected to follow these paths if they have enough resources to make it through and back again, regardless of what room lies beyond.&lt;br /&gt;
&lt;br /&gt;
== Thinking outside the room ==&lt;br /&gt;
Without an entrance randomizer, some rules for getting to an item are based on adjacent rooms. Namely, carrying momentum through a door (e.g. invisible bridge, reverse ice beam mockball) and charging a spark (e.g. Screw Attack room).&lt;br /&gt;
* Ideally, the logic should be able to tell whether the adjacent room fulfills the requirement, to determine whether to expect the player to do it.&lt;br /&gt;
** How far would that need to go? In current normal logic, you can charge a spark to get through pillars because there is enough room for it two rooms away.&lt;br /&gt;
* This is especially sensitive if we want a &amp;quot;symmetrical&amp;quot; logic. If the player comes from the other way, should they be expected to assume that the adjacent room does not fulfill the requirements?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Possible applications of outside-the-room requirements:&lt;br /&gt;
* The ability to come through a door running, either with blue suit or with some progress towards it. &lt;br /&gt;
** This could be represented by the number of blocks available for gathering momentum next to a door.&lt;br /&gt;
** If we can identify that it's possibly to run all the way between two doors, we could calculate this across multiple rooms&lt;br /&gt;
* The ability to charge a spark in an adjacent room and carry it through a door&lt;br /&gt;
* The ability to jump through a door while carrying momentum.&lt;br /&gt;
** This can probably also be represented by the number of blocks available for gathering momentum next to a door.&lt;br /&gt;
* The ability to bring a spikesuit into a room&lt;br /&gt;
** This could be handled by marking places where a spikesuit can be repeatedly acquired, and checking for a path that can go from there to a given door without consuming the spike suit.&lt;br /&gt;
&lt;br /&gt;
= SM room placement notes =&lt;br /&gt;
== Door symmetry ==&lt;br /&gt;
In short: The player cannot travel their path in reverse if a door they cannot open closes behind them. Notable thoughts:&lt;br /&gt;
* If a set of doors is given the same color, this problem cannot occur.&lt;br /&gt;
* It might be acceptable to have a one-way colored door if the means to open that door are found nearby, but is that worth the effort?&lt;br /&gt;
* One-way colored doors are definitely no issue when they guard the entrance to a dead-end, since it's impossible to open the blue side first.&lt;br /&gt;
* The game has grey doors with game flags to open them, such as defeating a boss found elsewhere. Those likely need to be symmetrical as well.&lt;br /&gt;
** [[Z3M3:Game Flag Effects|List of grey doors unlocked by game flags]]&lt;br /&gt;
* Some grey doors can never be opened. Those might need to be eliminated altogether?&lt;br /&gt;
** [[Z3M3:Permanent Grey Doors|List of permanent grey doors]]&lt;br /&gt;
&lt;br /&gt;
== One-way trips ==&lt;br /&gt;
Many paths from one door to another within a room are one-way trips. Sometimes this is absolute, regardless of items (crumble blocks, right-facing green gate, bowling alley). Sometimes it depends on items (getting up from the bottom of red tower, getting up Maridia main street).&lt;br /&gt;
&lt;br /&gt;
The biggest concern is the paths that are absolutely uni-directional, as they are by definition completely excluded from a &amp;quot;symmetrical&amp;quot; logic. Possible ideas to deal with those:&lt;br /&gt;
* Where possible, alter rooms to make them traversable in both directions. This has been done by other projects, such as VARIA.&lt;br /&gt;
* Instruct the entrance randomizer algorithm to make a way back possible, requiring no items at all. A simple way to do that would be to connect both ends of the one-way path to the same hub room.&lt;br /&gt;
&lt;br /&gt;
[[Z3M3:Absolute One-Way Paths|List of absolute one-way paths]]&lt;br /&gt;
&lt;br /&gt;
== Tourian and escape ==&lt;br /&gt;
It is probably preferable to keep Tourian and the escape path to the ship vanilla. All told, besides the Tourian doors, that is only 2 door transitions within Crateria.&lt;br /&gt;
&lt;br /&gt;
== Boss rooms ==&lt;br /&gt;
When the player enters a mini-boss or boss room, they are locked in until the boss is dead. This could happen to a player even if the boss is out of logic, and it would be best to prevent this. Possible ideas:&lt;br /&gt;
* Refrain from randomizing the doors that connect to a boss room. That way, the player can know not to enter if they're not ready. As a bonus, this would also mean Kraid, Draygon and Ridley are at least directly guarding an item.&lt;br /&gt;
* Find another way to make the doors identifiable somehow (The purple door goes to Ridley?)&lt;br /&gt;
&lt;br /&gt;
== Other rooms with grey doors ==&lt;br /&gt;
There are non-boss rooms where the player must kill everything to make it back out. In some cases, the rooms have no requirements and are not a softlock threat. But in at least some cases (e.g. Brinstar pre-map room, Plasma room), such a room can have requirements. If the player stumbled into that room without the requirements, they would be softlocked.&lt;br /&gt;
&lt;br /&gt;
How should those rooms be handled?&lt;br /&gt;
&lt;br /&gt;
[[Z3M3:Grey Doors Unlocked in-Room|List of grey doors that are unlocked by actions performed inside the room]]&lt;br /&gt;
&lt;br /&gt;
== Door connections ==&lt;br /&gt;
There are at least two possible ways to execute door connections:&lt;br /&gt;
* Always connect right-facing doors to left facing doors, and top-facing doors to bottom-facing doors&lt;br /&gt;
* Connect doors regardless of where they face, and spawn Samus near the door. VARIA's area randomizer does this&lt;br /&gt;
&lt;br /&gt;
== Elevators ==&lt;br /&gt;
Can elevators be randomized? Should they be randomized?&lt;br /&gt;
&lt;br /&gt;
== Save rooms ==&lt;br /&gt;
Should any thought be put into where the save rooms get placed?&lt;br /&gt;
* One concern that was brought up was the possibility that several save rooms connect to the same hub.&lt;br /&gt;
&lt;br /&gt;
== Possible room placement options ==&lt;br /&gt;
* The SM VARIA randomizer offers an area randomizer option, where Zebes is split into vanilla areas. Transition doors betweens these areas are then randomized, rather than every door. Would that be of interest?&lt;/div&gt;</summary>
		<author><name>Rushlight!7597</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Z3M3:Basic_Notes&amp;diff=1411</id>
		<title>Z3M3:Basic Notes</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Z3M3:Basic_Notes&amp;diff=1411"/>
		<updated>2018-12-08T16:27:42Z</updated>

		<summary type="html">&lt;p&gt;Rushlight!7597: /* Instant soft-lock */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= SM logic notes =&lt;br /&gt;
&lt;br /&gt;
== A paradigm shift in the logic ==&lt;br /&gt;
In the current (v10) logic, requirements for an item to be in logic combine the rules for getting to the room and the rules for actually getting the item.&lt;br /&gt;
&lt;br /&gt;
With an entrance randomizer, the rules for getting to any given room become dynamic, depending on room layout. Because of this, the logic likely needs to be reworked to have room-by-room traversal rules separately from the rules for grabbing an item.&lt;br /&gt;
&lt;br /&gt;
This rework would require:&lt;br /&gt;
* The ability to define separate rules for getting from any given door to any given door within a room.&lt;br /&gt;
* The ability to define separate rules for getting from any given door to any given item within a room.&lt;br /&gt;
&lt;br /&gt;
== Soft-locking risks ==&lt;br /&gt;
Because the player cannot be expected to know what room lies beyond any door, the risk of soft-locking is much greater with an entrance randomizer. To give the player a fighting chance, the logic should expect the player to only take paths that are deemed symmetrical, i.e. paths that the player is able to follow in reverse. Namely:&lt;br /&gt;
* Players should not be expected to traverse a room if they aren't able to re-enter that room and go back to the original door&lt;br /&gt;
* Players should not be expected to do maneuvers where failure would leave them unable to get back (similarly to current logic not expecting a player to get back out of Wave Beam without morph, even though it's technically possible)&lt;br /&gt;
* To stay in line with this expectation from the logic, other ideas are also proposed in the door placement section.&lt;br /&gt;
&lt;br /&gt;
== Instant soft-lock ==&lt;br /&gt;
The mere act of entering a room with some item sets can cause a soft-lock. [[m3-speedrun:Oasis|Oasis]] from the top door is an example: it's possible to drop into that door with neither the ability to jump back into it nor the ability to escape at the bottom.&lt;br /&gt;
&lt;br /&gt;
Is there a good solution to that?&lt;br /&gt;
&lt;br /&gt;
== Cumulative requirements across multiple rooms ==&lt;br /&gt;
In some situations, the requirements for being able to traverse may depend on what other rooms the player previously went through. Most glaring among those:&lt;br /&gt;
* Hellruns. Traversing one room requires less health than many rooms back-to-back&lt;br /&gt;
** Should each door-to-door connection in a heated room have hellrun health values in both directions?&lt;br /&gt;
** Should the logic be aware of the presence of health refills and farm spots?&lt;br /&gt;
* Power Bomb count. PB-hungry rooms being side-by-side could lead to softlocks. Logic needs to be aware of this, as it's essentially a dynamic version of being able to enter and leave gauntlet using PBs. The two questions above about hellruns apply to Power Bombs as well.&lt;br /&gt;
&lt;br /&gt;
It should be noted that if we want a &amp;quot;symmetrical&amp;quot; logic, the player should only be expected to follow these paths if they have enough resources to make it through and back again, regardless of what room lies beyond.&lt;br /&gt;
&lt;br /&gt;
== Thinking outside the room ==&lt;br /&gt;
Without an entrance randomizer, some rules for getting to an item are based on adjacent rooms. Namely, carrying momentum through a door (e.g. invisible bridge, reverse ice beam mockball) and charging a spark (e.g. Screw Attack room).&lt;br /&gt;
* Ideally, the logic should be able to tell whether the adjacent room fulfills the requirement, to determine whether to expect the player to do it.&lt;br /&gt;
** How far would that need to go? In current normal logic, you can charge a spark to get through pillars because there is enough room for it two rooms away.&lt;br /&gt;
* This is especially sensitive if we want a &amp;quot;symmetrical&amp;quot; logic. If the player comes from the other way, should they be expected to assume that the adjacent room does not fulfill the requirements?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Possible applications of outside-the-room requirements:&lt;br /&gt;
* The ability to come through a door running, either with blue suit or with some progress towards it. &lt;br /&gt;
** This could be represented by the number of blocks available for gathering momentum next to a door.&lt;br /&gt;
** If we can identify that it's possibly to run all the way between two doors, we could calculate this across multiple rooms&lt;br /&gt;
* The ability to charge a spark in an adjacent room and carry it through a door&lt;br /&gt;
* The ability to jump through a door while carrying momentum.&lt;br /&gt;
** This can probably also be represented by the number of blocks available for gathering momentum next to a door.&lt;br /&gt;
* The ability to bring a spikesuit into a room&lt;br /&gt;
** This could be handled by marking places where a spikesuit can be repeatedly acquired, and checking for a path that can go from there to a given door without consuming the spike suit.&lt;br /&gt;
&lt;br /&gt;
= SM room placement notes =&lt;br /&gt;
== Door symmetry ==&lt;br /&gt;
In short: The player cannot travel their path in reverse if a door they cannot open closes behind them. Notable thoughts:&lt;br /&gt;
* If a set of doors is given the same color, this problem cannot occur.&lt;br /&gt;
* It might be acceptable to have a one-way colored door if the means to open that door are found nearby, but is that worth the effort?&lt;br /&gt;
* One-way colored doors are definitely no issue when they guard the entrance to a dead-end, since it's impossible to open the blue side first.&lt;br /&gt;
* The game has grey doors with game flags to open them, such as defeating a boss found elsewhere. Those likely need to be symmetrical as well.&lt;br /&gt;
** [[Z3M3:Game Flag Effects|List of grey doors unlocked by game flags]]&lt;br /&gt;
* Some grey doors can never be opened. Those might need to be eliminated altogether?&lt;br /&gt;
** [[Z3M3:Permanent Grey Doors|List of permanent grey doors]]&lt;br /&gt;
&lt;br /&gt;
== One-way trips ==&lt;br /&gt;
Many paths from one door to another within a room are one-way trips. Sometimes this is absolute, regardless of items (crumble blocks, right-facing green gate, bowling alley). Sometimes it depends on items (getting up from the bottom of red tower, getting up Maridia main street).&lt;br /&gt;
&lt;br /&gt;
The biggest concern is the paths that are absolutely uni-directional, as they are by definition completely excluded from a &amp;quot;symmetrical&amp;quot; logic. Possible ideas to deal with those:&lt;br /&gt;
* Where possible, alter rooms to make them traversable in both directions. This has been done by other projects, such as VARIA.&lt;br /&gt;
* Instruct the entrance randomizer algorithm to make a way back possible, requiring no items at all. A simple way to do that would be to connect both ends of the one-way path to the same hub room.&lt;br /&gt;
&lt;br /&gt;
[[Z3M3:Absolute One-Way Paths|List of absolute one-way paths]]&lt;br /&gt;
&lt;br /&gt;
== Tourian and escape ==&lt;br /&gt;
It is probably preferable to keep Tourian and the escape path to the ship vanilla. All told, besides the Tourian doors, that is only 2 door transitions within Crateria.&lt;br /&gt;
&lt;br /&gt;
== Boss rooms ==&lt;br /&gt;
When the player enters a mini-boss or boss room, they are locked in until the boss is dead. This could happen to a player even if the boss is out of logic, and it would be best to prevent this. Possible ideas:&lt;br /&gt;
* Refrain from randomizing the doors that connect to a boss room. That way, the player can know not to enter if they're not ready. As a bonus, this would also mean Kraid, Draygon and Ridley are at least directly guarding an item.&lt;br /&gt;
* Find another way to make the doors identifiable somehow (The purple door goes to Ridley?)&lt;br /&gt;
&lt;br /&gt;
== Other rooms with grey doors ==&lt;br /&gt;
There are non-boss rooms where the player must kill everything to make it back out. In some cases, the rooms have no requirements and are not a softlock threat. But in at least some cases (e.g. Brinstar pre-map room, Plasma room), such a room can have requirements. If the player stumbled into that room without the requirements, they would be softlocked.&lt;br /&gt;
&lt;br /&gt;
How should those rooms be handled?&lt;br /&gt;
&lt;br /&gt;
[[Z3M3:Grey Doors Unlocked in-Room|List of grey doors that are unlocked by actions performed inside the room]]&lt;br /&gt;
&lt;br /&gt;
== Door connections ==&lt;br /&gt;
There are at least two possible ways to execute door connections:&lt;br /&gt;
* Always connect right-facing doors to left facing doors, and top-facing doors to bottom-facing doors&lt;br /&gt;
* Connect doors regardless of where they face, and spawn Samus near the door. VARIA's area randomizer does this&lt;br /&gt;
&lt;br /&gt;
== Elevators ==&lt;br /&gt;
Can elevators be randomized? Should they be randomized?&lt;br /&gt;
&lt;br /&gt;
== Save rooms ==&lt;br /&gt;
Should any thought be put into where the save rooms get placed?&lt;br /&gt;
* One concern that was brought up was the possibility that several save rooms connect to the same hub.&lt;br /&gt;
&lt;br /&gt;
== Possible room placement options ==&lt;br /&gt;
* The SM VARIA randomizer offers an area randomizer option, where Zebes is split into vanilla areas. Transition doors betweens these areas are then randomized, rather than every door. Would that be of interest?&lt;/div&gt;</summary>
		<author><name>Rushlight!7597</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Z3M3:Basic_Notes&amp;diff=1410</id>
		<title>Z3M3:Basic Notes</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Z3M3:Basic_Notes&amp;diff=1410"/>
		<updated>2018-12-08T16:27:29Z</updated>

		<summary type="html">&lt;p&gt;Rushlight!7597: /* Instant soft-lock */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= SM logic notes =&lt;br /&gt;
&lt;br /&gt;
== A paradigm shift in the logic ==&lt;br /&gt;
In the current (v10) logic, requirements for an item to be in logic combine the rules for getting to the room and the rules for actually getting the item.&lt;br /&gt;
&lt;br /&gt;
With an entrance randomizer, the rules for getting to any given room become dynamic, depending on room layout. Because of this, the logic likely needs to be reworked to have room-by-room traversal rules separately from the rules for grabbing an item.&lt;br /&gt;
&lt;br /&gt;
This rework would require:&lt;br /&gt;
* The ability to define separate rules for getting from any given door to any given door within a room.&lt;br /&gt;
* The ability to define separate rules for getting from any given door to any given item within a room.&lt;br /&gt;
&lt;br /&gt;
== Soft-locking risks ==&lt;br /&gt;
Because the player cannot be expected to know what room lies beyond any door, the risk of soft-locking is much greater with an entrance randomizer. To give the player a fighting chance, the logic should expect the player to only take paths that are deemed symmetrical, i.e. paths that the player is able to follow in reverse. Namely:&lt;br /&gt;
* Players should not be expected to traverse a room if they aren't able to re-enter that room and go back to the original door&lt;br /&gt;
* Players should not be expected to do maneuvers where failure would leave them unable to get back (similarly to current logic not expecting a player to get back out of Wave Beam without morph, even though it's technically possible)&lt;br /&gt;
* To stay in line with this expectation from the logic, other ideas are also proposed in the door placement section.&lt;br /&gt;
&lt;br /&gt;
== Instant soft-lock ==&lt;br /&gt;
The mere act of entering a room with some item sets can cause a soft-lock. [[m3-speedrun:Oasis|Oasis]]from the top door is an example: it's possible to drop into that door with neither the ability to jump back into it nor the ability to escape at the bottom.&lt;br /&gt;
&lt;br /&gt;
Is there a good solution to that?&lt;br /&gt;
&lt;br /&gt;
== Cumulative requirements across multiple rooms ==&lt;br /&gt;
In some situations, the requirements for being able to traverse may depend on what other rooms the player previously went through. Most glaring among those:&lt;br /&gt;
* Hellruns. Traversing one room requires less health than many rooms back-to-back&lt;br /&gt;
** Should each door-to-door connection in a heated room have hellrun health values in both directions?&lt;br /&gt;
** Should the logic be aware of the presence of health refills and farm spots?&lt;br /&gt;
* Power Bomb count. PB-hungry rooms being side-by-side could lead to softlocks. Logic needs to be aware of this, as it's essentially a dynamic version of being able to enter and leave gauntlet using PBs. The two questions above about hellruns apply to Power Bombs as well.&lt;br /&gt;
&lt;br /&gt;
It should be noted that if we want a &amp;quot;symmetrical&amp;quot; logic, the player should only be expected to follow these paths if they have enough resources to make it through and back again, regardless of what room lies beyond.&lt;br /&gt;
&lt;br /&gt;
== Thinking outside the room ==&lt;br /&gt;
Without an entrance randomizer, some rules for getting to an item are based on adjacent rooms. Namely, carrying momentum through a door (e.g. invisible bridge, reverse ice beam mockball) and charging a spark (e.g. Screw Attack room).&lt;br /&gt;
* Ideally, the logic should be able to tell whether the adjacent room fulfills the requirement, to determine whether to expect the player to do it.&lt;br /&gt;
** How far would that need to go? In current normal logic, you can charge a spark to get through pillars because there is enough room for it two rooms away.&lt;br /&gt;
* This is especially sensitive if we want a &amp;quot;symmetrical&amp;quot; logic. If the player comes from the other way, should they be expected to assume that the adjacent room does not fulfill the requirements?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Possible applications of outside-the-room requirements:&lt;br /&gt;
* The ability to come through a door running, either with blue suit or with some progress towards it. &lt;br /&gt;
** This could be represented by the number of blocks available for gathering momentum next to a door.&lt;br /&gt;
** If we can identify that it's possibly to run all the way between two doors, we could calculate this across multiple rooms&lt;br /&gt;
* The ability to charge a spark in an adjacent room and carry it through a door&lt;br /&gt;
* The ability to jump through a door while carrying momentum.&lt;br /&gt;
** This can probably also be represented by the number of blocks available for gathering momentum next to a door.&lt;br /&gt;
* The ability to bring a spikesuit into a room&lt;br /&gt;
** This could be handled by marking places where a spikesuit can be repeatedly acquired, and checking for a path that can go from there to a given door without consuming the spike suit.&lt;br /&gt;
&lt;br /&gt;
= SM room placement notes =&lt;br /&gt;
== Door symmetry ==&lt;br /&gt;
In short: The player cannot travel their path in reverse if a door they cannot open closes behind them. Notable thoughts:&lt;br /&gt;
* If a set of doors is given the same color, this problem cannot occur.&lt;br /&gt;
* It might be acceptable to have a one-way colored door if the means to open that door are found nearby, but is that worth the effort?&lt;br /&gt;
* One-way colored doors are definitely no issue when they guard the entrance to a dead-end, since it's impossible to open the blue side first.&lt;br /&gt;
* The game has grey doors with game flags to open them, such as defeating a boss found elsewhere. Those likely need to be symmetrical as well.&lt;br /&gt;
** [[Z3M3:Game Flag Effects|List of grey doors unlocked by game flags]]&lt;br /&gt;
* Some grey doors can never be opened. Those might need to be eliminated altogether?&lt;br /&gt;
** [[Z3M3:Permanent Grey Doors|List of permanent grey doors]]&lt;br /&gt;
&lt;br /&gt;
== One-way trips ==&lt;br /&gt;
Many paths from one door to another within a room are one-way trips. Sometimes this is absolute, regardless of items (crumble blocks, right-facing green gate, bowling alley). Sometimes it depends on items (getting up from the bottom of red tower, getting up Maridia main street).&lt;br /&gt;
&lt;br /&gt;
The biggest concern is the paths that are absolutely uni-directional, as they are by definition completely excluded from a &amp;quot;symmetrical&amp;quot; logic. Possible ideas to deal with those:&lt;br /&gt;
* Where possible, alter rooms to make them traversable in both directions. This has been done by other projects, such as VARIA.&lt;br /&gt;
* Instruct the entrance randomizer algorithm to make a way back possible, requiring no items at all. A simple way to do that would be to connect both ends of the one-way path to the same hub room.&lt;br /&gt;
&lt;br /&gt;
[[Z3M3:Absolute One-Way Paths|List of absolute one-way paths]]&lt;br /&gt;
&lt;br /&gt;
== Tourian and escape ==&lt;br /&gt;
It is probably preferable to keep Tourian and the escape path to the ship vanilla. All told, besides the Tourian doors, that is only 2 door transitions within Crateria.&lt;br /&gt;
&lt;br /&gt;
== Boss rooms ==&lt;br /&gt;
When the player enters a mini-boss or boss room, they are locked in until the boss is dead. This could happen to a player even if the boss is out of logic, and it would be best to prevent this. Possible ideas:&lt;br /&gt;
* Refrain from randomizing the doors that connect to a boss room. That way, the player can know not to enter if they're not ready. As a bonus, this would also mean Kraid, Draygon and Ridley are at least directly guarding an item.&lt;br /&gt;
* Find another way to make the doors identifiable somehow (The purple door goes to Ridley?)&lt;br /&gt;
&lt;br /&gt;
== Other rooms with grey doors ==&lt;br /&gt;
There are non-boss rooms where the player must kill everything to make it back out. In some cases, the rooms have no requirements and are not a softlock threat. But in at least some cases (e.g. Brinstar pre-map room, Plasma room), such a room can have requirements. If the player stumbled into that room without the requirements, they would be softlocked.&lt;br /&gt;
&lt;br /&gt;
How should those rooms be handled?&lt;br /&gt;
&lt;br /&gt;
[[Z3M3:Grey Doors Unlocked in-Room|List of grey doors that are unlocked by actions performed inside the room]]&lt;br /&gt;
&lt;br /&gt;
== Door connections ==&lt;br /&gt;
There are at least two possible ways to execute door connections:&lt;br /&gt;
* Always connect right-facing doors to left facing doors, and top-facing doors to bottom-facing doors&lt;br /&gt;
* Connect doors regardless of where they face, and spawn Samus near the door. VARIA's area randomizer does this&lt;br /&gt;
&lt;br /&gt;
== Elevators ==&lt;br /&gt;
Can elevators be randomized? Should they be randomized?&lt;br /&gt;
&lt;br /&gt;
== Save rooms ==&lt;br /&gt;
Should any thought be put into where the save rooms get placed?&lt;br /&gt;
* One concern that was brought up was the possibility that several save rooms connect to the same hub.&lt;br /&gt;
&lt;br /&gt;
== Possible room placement options ==&lt;br /&gt;
* The SM VARIA randomizer offers an area randomizer option, where Zebes is split into vanilla areas. Transition doors betweens these areas are then randomized, rather than every door. Would that be of interest?&lt;/div&gt;</summary>
		<author><name>Rushlight!7597</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Z3M3:Basic_Notes&amp;diff=1409</id>
		<title>Z3M3:Basic Notes</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Z3M3:Basic_Notes&amp;diff=1409"/>
		<updated>2018-12-08T16:26:45Z</updated>

		<summary type="html">&lt;p&gt;Rushlight!7597: /* Instant soft-lock */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= SM logic notes =&lt;br /&gt;
&lt;br /&gt;
== A paradigm shift in the logic ==&lt;br /&gt;
In the current (v10) logic, requirements for an item to be in logic combine the rules for getting to the room and the rules for actually getting the item.&lt;br /&gt;
&lt;br /&gt;
With an entrance randomizer, the rules for getting to any given room become dynamic, depending on room layout. Because of this, the logic likely needs to be reworked to have room-by-room traversal rules separately from the rules for grabbing an item.&lt;br /&gt;
&lt;br /&gt;
This rework would require:&lt;br /&gt;
* The ability to define separate rules for getting from any given door to any given door within a room.&lt;br /&gt;
* The ability to define separate rules for getting from any given door to any given item within a room.&lt;br /&gt;
&lt;br /&gt;
== Soft-locking risks ==&lt;br /&gt;
Because the player cannot be expected to know what room lies beyond any door, the risk of soft-locking is much greater with an entrance randomizer. To give the player a fighting chance, the logic should expect the player to only take paths that are deemed symmetrical, i.e. paths that the player is able to follow in reverse. Namely:&lt;br /&gt;
* Players should not be expected to traverse a room if they aren't able to re-enter that room and go back to the original door&lt;br /&gt;
* Players should not be expected to do maneuvers where failure would leave them unable to get back (similarly to current logic not expecting a player to get back out of Wave Beam without morph, even though it's technically possible)&lt;br /&gt;
* To stay in line with this expectation from the logic, other ideas are also proposed in the door placement section.&lt;br /&gt;
&lt;br /&gt;
== Instant soft-lock ==&lt;br /&gt;
The mere act of entering a room with some item sets can cause a soft-lock. Oasis from the top door is an example: it's possible to drop into that door with neither the ability to jump back into it nor the ability to escape at the bottom.&lt;br /&gt;
&lt;br /&gt;
Is there a good solution to that?&lt;br /&gt;
&lt;br /&gt;
== Cumulative requirements across multiple rooms ==&lt;br /&gt;
In some situations, the requirements for being able to traverse may depend on what other rooms the player previously went through. Most glaring among those:&lt;br /&gt;
* Hellruns. Traversing one room requires less health than many rooms back-to-back&lt;br /&gt;
** Should each door-to-door connection in a heated room have hellrun health values in both directions?&lt;br /&gt;
** Should the logic be aware of the presence of health refills and farm spots?&lt;br /&gt;
* Power Bomb count. PB-hungry rooms being side-by-side could lead to softlocks. Logic needs to be aware of this, as it's essentially a dynamic version of being able to enter and leave gauntlet using PBs. The two questions above about hellruns apply to Power Bombs as well.&lt;br /&gt;
&lt;br /&gt;
It should be noted that if we want a &amp;quot;symmetrical&amp;quot; logic, the player should only be expected to follow these paths if they have enough resources to make it through and back again, regardless of what room lies beyond.&lt;br /&gt;
&lt;br /&gt;
== Thinking outside the room ==&lt;br /&gt;
Without an entrance randomizer, some rules for getting to an item are based on adjacent rooms. Namely, carrying momentum through a door (e.g. invisible bridge, reverse ice beam mockball) and charging a spark (e.g. Screw Attack room).&lt;br /&gt;
* Ideally, the logic should be able to tell whether the adjacent room fulfills the requirement, to determine whether to expect the player to do it.&lt;br /&gt;
** How far would that need to go? In current normal logic, you can charge a spark to get through pillars because there is enough room for it two rooms away.&lt;br /&gt;
* This is especially sensitive if we want a &amp;quot;symmetrical&amp;quot; logic. If the player comes from the other way, should they be expected to assume that the adjacent room does not fulfill the requirements?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Possible applications of outside-the-room requirements:&lt;br /&gt;
* The ability to come through a door running, either with blue suit or with some progress towards it. &lt;br /&gt;
** This could be represented by the number of blocks available for gathering momentum next to a door.&lt;br /&gt;
** If we can identify that it's possibly to run all the way between two doors, we could calculate this across multiple rooms&lt;br /&gt;
* The ability to charge a spark in an adjacent room and carry it through a door&lt;br /&gt;
* The ability to jump through a door while carrying momentum.&lt;br /&gt;
** This can probably also be represented by the number of blocks available for gathering momentum next to a door.&lt;br /&gt;
* The ability to bring a spikesuit into a room&lt;br /&gt;
** This could be handled by marking places where a spikesuit can be repeatedly acquired, and checking for a path that can go from there to a given door without consuming the spike suit.&lt;br /&gt;
&lt;br /&gt;
= SM room placement notes =&lt;br /&gt;
== Door symmetry ==&lt;br /&gt;
In short: The player cannot travel their path in reverse if a door they cannot open closes behind them. Notable thoughts:&lt;br /&gt;
* If a set of doors is given the same color, this problem cannot occur.&lt;br /&gt;
* It might be acceptable to have a one-way colored door if the means to open that door are found nearby, but is that worth the effort?&lt;br /&gt;
* One-way colored doors are definitely no issue when they guard the entrance to a dead-end, since it's impossible to open the blue side first.&lt;br /&gt;
* The game has grey doors with game flags to open them, such as defeating a boss found elsewhere. Those likely need to be symmetrical as well.&lt;br /&gt;
** [[Z3M3:Game Flag Effects|List of grey doors unlocked by game flags]]&lt;br /&gt;
* Some grey doors can never be opened. Those might need to be eliminated altogether?&lt;br /&gt;
** [[Z3M3:Permanent Grey Doors|List of permanent grey doors]]&lt;br /&gt;
&lt;br /&gt;
== One-way trips ==&lt;br /&gt;
Many paths from one door to another within a room are one-way trips. Sometimes this is absolute, regardless of items (crumble blocks, right-facing green gate, bowling alley). Sometimes it depends on items (getting up from the bottom of red tower, getting up Maridia main street).&lt;br /&gt;
&lt;br /&gt;
The biggest concern is the paths that are absolutely uni-directional, as they are by definition completely excluded from a &amp;quot;symmetrical&amp;quot; logic. Possible ideas to deal with those:&lt;br /&gt;
* Where possible, alter rooms to make them traversable in both directions. This has been done by other projects, such as VARIA.&lt;br /&gt;
* Instruct the entrance randomizer algorithm to make a way back possible, requiring no items at all. A simple way to do that would be to connect both ends of the one-way path to the same hub room.&lt;br /&gt;
&lt;br /&gt;
[[Z3M3:Absolute One-Way Paths|List of absolute one-way paths]]&lt;br /&gt;
&lt;br /&gt;
== Tourian and escape ==&lt;br /&gt;
It is probably preferable to keep Tourian and the escape path to the ship vanilla. All told, besides the Tourian doors, that is only 2 door transitions within Crateria.&lt;br /&gt;
&lt;br /&gt;
== Boss rooms ==&lt;br /&gt;
When the player enters a mini-boss or boss room, they are locked in until the boss is dead. This could happen to a player even if the boss is out of logic, and it would be best to prevent this. Possible ideas:&lt;br /&gt;
* Refrain from randomizing the doors that connect to a boss room. That way, the player can know not to enter if they're not ready. As a bonus, this would also mean Kraid, Draygon and Ridley are at least directly guarding an item.&lt;br /&gt;
* Find another way to make the doors identifiable somehow (The purple door goes to Ridley?)&lt;br /&gt;
&lt;br /&gt;
== Other rooms with grey doors ==&lt;br /&gt;
There are non-boss rooms where the player must kill everything to make it back out. In some cases, the rooms have no requirements and are not a softlock threat. But in at least some cases (e.g. Brinstar pre-map room, Plasma room), such a room can have requirements. If the player stumbled into that room without the requirements, they would be softlocked.&lt;br /&gt;
&lt;br /&gt;
How should those rooms be handled?&lt;br /&gt;
&lt;br /&gt;
[[Z3M3:Grey Doors Unlocked in-Room|List of grey doors that are unlocked by actions performed inside the room]]&lt;br /&gt;
&lt;br /&gt;
== Door connections ==&lt;br /&gt;
There are at least two possible ways to execute door connections:&lt;br /&gt;
* Always connect right-facing doors to left facing doors, and top-facing doors to bottom-facing doors&lt;br /&gt;
* Connect doors regardless of where they face, and spawn Samus near the door. VARIA's area randomizer does this&lt;br /&gt;
&lt;br /&gt;
== Elevators ==&lt;br /&gt;
Can elevators be randomized? Should they be randomized?&lt;br /&gt;
&lt;br /&gt;
== Save rooms ==&lt;br /&gt;
Should any thought be put into where the save rooms get placed?&lt;br /&gt;
* One concern that was brought up was the possibility that several save rooms connect to the same hub.&lt;br /&gt;
&lt;br /&gt;
== Possible room placement options ==&lt;br /&gt;
* The SM VARIA randomizer offers an area randomizer option, where Zebes is split into vanilla areas. Transition doors betweens these areas are then randomized, rather than every door. Would that be of interest?&lt;/div&gt;</summary>
		<author><name>Rushlight!7597</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Z3M3:Basic_Notes&amp;diff=1408</id>
		<title>Z3M3:Basic Notes</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Z3M3:Basic_Notes&amp;diff=1408"/>
		<updated>2018-12-08T16:26:31Z</updated>

		<summary type="html">&lt;p&gt;Rushlight!7597: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= SM logic notes =&lt;br /&gt;
&lt;br /&gt;
== A paradigm shift in the logic ==&lt;br /&gt;
In the current (v10) logic, requirements for an item to be in logic combine the rules for getting to the room and the rules for actually getting the item.&lt;br /&gt;
&lt;br /&gt;
With an entrance randomizer, the rules for getting to any given room become dynamic, depending on room layout. Because of this, the logic likely needs to be reworked to have room-by-room traversal rules separately from the rules for grabbing an item.&lt;br /&gt;
&lt;br /&gt;
This rework would require:&lt;br /&gt;
* The ability to define separate rules for getting from any given door to any given door within a room.&lt;br /&gt;
* The ability to define separate rules for getting from any given door to any given item within a room.&lt;br /&gt;
&lt;br /&gt;
== Soft-locking risks ==&lt;br /&gt;
Because the player cannot be expected to know what room lies beyond any door, the risk of soft-locking is much greater with an entrance randomizer. To give the player a fighting chance, the logic should expect the player to only take paths that are deemed symmetrical, i.e. paths that the player is able to follow in reverse. Namely:&lt;br /&gt;
* Players should not be expected to traverse a room if they aren't able to re-enter that room and go back to the original door&lt;br /&gt;
* Players should not be expected to do maneuvers where failure would leave them unable to get back (similarly to current logic not expecting a player to get back out of Wave Beam without morph, even though it's technically possible)&lt;br /&gt;
* To stay in line with this expectation from the logic, other ideas are also proposed in the door placement section.&lt;br /&gt;
&lt;br /&gt;
== Instant soft=lock ==&lt;br /&gt;
The mere act of entering a room with some item sets can cause a soft-lock. Oasis from the top door is an example: it's possible to drop into that door with neither the ability to jump back into it nor the ability to escape at the bottom.&lt;br /&gt;
&lt;br /&gt;
Is there a good solution to that?&lt;br /&gt;
&lt;br /&gt;
== Cumulative requirements across multiple rooms ==&lt;br /&gt;
In some situations, the requirements for being able to traverse may depend on what other rooms the player previously went through. Most glaring among those:&lt;br /&gt;
* Hellruns. Traversing one room requires less health than many rooms back-to-back&lt;br /&gt;
** Should each door-to-door connection in a heated room have hellrun health values in both directions?&lt;br /&gt;
** Should the logic be aware of the presence of health refills and farm spots?&lt;br /&gt;
* Power Bomb count. PB-hungry rooms being side-by-side could lead to softlocks. Logic needs to be aware of this, as it's essentially a dynamic version of being able to enter and leave gauntlet using PBs. The two questions above about hellruns apply to Power Bombs as well.&lt;br /&gt;
&lt;br /&gt;
It should be noted that if we want a &amp;quot;symmetrical&amp;quot; logic, the player should only be expected to follow these paths if they have enough resources to make it through and back again, regardless of what room lies beyond.&lt;br /&gt;
&lt;br /&gt;
== Thinking outside the room ==&lt;br /&gt;
Without an entrance randomizer, some rules for getting to an item are based on adjacent rooms. Namely, carrying momentum through a door (e.g. invisible bridge, reverse ice beam mockball) and charging a spark (e.g. Screw Attack room).&lt;br /&gt;
* Ideally, the logic should be able to tell whether the adjacent room fulfills the requirement, to determine whether to expect the player to do it.&lt;br /&gt;
** How far would that need to go? In current normal logic, you can charge a spark to get through pillars because there is enough room for it two rooms away.&lt;br /&gt;
* This is especially sensitive if we want a &amp;quot;symmetrical&amp;quot; logic. If the player comes from the other way, should they be expected to assume that the adjacent room does not fulfill the requirements?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Possible applications of outside-the-room requirements:&lt;br /&gt;
* The ability to come through a door running, either with blue suit or with some progress towards it. &lt;br /&gt;
** This could be represented by the number of blocks available for gathering momentum next to a door.&lt;br /&gt;
** If we can identify that it's possibly to run all the way between two doors, we could calculate this across multiple rooms&lt;br /&gt;
* The ability to charge a spark in an adjacent room and carry it through a door&lt;br /&gt;
* The ability to jump through a door while carrying momentum.&lt;br /&gt;
** This can probably also be represented by the number of blocks available for gathering momentum next to a door.&lt;br /&gt;
* The ability to bring a spikesuit into a room&lt;br /&gt;
** This could be handled by marking places where a spikesuit can be repeatedly acquired, and checking for a path that can go from there to a given door without consuming the spike suit.&lt;br /&gt;
&lt;br /&gt;
= SM room placement notes =&lt;br /&gt;
== Door symmetry ==&lt;br /&gt;
In short: The player cannot travel their path in reverse if a door they cannot open closes behind them. Notable thoughts:&lt;br /&gt;
* If a set of doors is given the same color, this problem cannot occur.&lt;br /&gt;
* It might be acceptable to have a one-way colored door if the means to open that door are found nearby, but is that worth the effort?&lt;br /&gt;
* One-way colored doors are definitely no issue when they guard the entrance to a dead-end, since it's impossible to open the blue side first.&lt;br /&gt;
* The game has grey doors with game flags to open them, such as defeating a boss found elsewhere. Those likely need to be symmetrical as well.&lt;br /&gt;
** [[Z3M3:Game Flag Effects|List of grey doors unlocked by game flags]]&lt;br /&gt;
* Some grey doors can never be opened. Those might need to be eliminated altogether?&lt;br /&gt;
** [[Z3M3:Permanent Grey Doors|List of permanent grey doors]]&lt;br /&gt;
&lt;br /&gt;
== One-way trips ==&lt;br /&gt;
Many paths from one door to another within a room are one-way trips. Sometimes this is absolute, regardless of items (crumble blocks, right-facing green gate, bowling alley). Sometimes it depends on items (getting up from the bottom of red tower, getting up Maridia main street).&lt;br /&gt;
&lt;br /&gt;
The biggest concern is the paths that are absolutely uni-directional, as they are by definition completely excluded from a &amp;quot;symmetrical&amp;quot; logic. Possible ideas to deal with those:&lt;br /&gt;
* Where possible, alter rooms to make them traversable in both directions. This has been done by other projects, such as VARIA.&lt;br /&gt;
* Instruct the entrance randomizer algorithm to make a way back possible, requiring no items at all. A simple way to do that would be to connect both ends of the one-way path to the same hub room.&lt;br /&gt;
&lt;br /&gt;
[[Z3M3:Absolute One-Way Paths|List of absolute one-way paths]]&lt;br /&gt;
&lt;br /&gt;
== Tourian and escape ==&lt;br /&gt;
It is probably preferable to keep Tourian and the escape path to the ship vanilla. All told, besides the Tourian doors, that is only 2 door transitions within Crateria.&lt;br /&gt;
&lt;br /&gt;
== Boss rooms ==&lt;br /&gt;
When the player enters a mini-boss or boss room, they are locked in until the boss is dead. This could happen to a player even if the boss is out of logic, and it would be best to prevent this. Possible ideas:&lt;br /&gt;
* Refrain from randomizing the doors that connect to a boss room. That way, the player can know not to enter if they're not ready. As a bonus, this would also mean Kraid, Draygon and Ridley are at least directly guarding an item.&lt;br /&gt;
* Find another way to make the doors identifiable somehow (The purple door goes to Ridley?)&lt;br /&gt;
&lt;br /&gt;
== Other rooms with grey doors ==&lt;br /&gt;
There are non-boss rooms where the player must kill everything to make it back out. In some cases, the rooms have no requirements and are not a softlock threat. But in at least some cases (e.g. Brinstar pre-map room, Plasma room), such a room can have requirements. If the player stumbled into that room without the requirements, they would be softlocked.&lt;br /&gt;
&lt;br /&gt;
How should those rooms be handled?&lt;br /&gt;
&lt;br /&gt;
[[Z3M3:Grey Doors Unlocked in-Room|List of grey doors that are unlocked by actions performed inside the room]]&lt;br /&gt;
&lt;br /&gt;
== Door connections ==&lt;br /&gt;
There are at least two possible ways to execute door connections:&lt;br /&gt;
* Always connect right-facing doors to left facing doors, and top-facing doors to bottom-facing doors&lt;br /&gt;
* Connect doors regardless of where they face, and spawn Samus near the door. VARIA's area randomizer does this&lt;br /&gt;
&lt;br /&gt;
== Elevators ==&lt;br /&gt;
Can elevators be randomized? Should they be randomized?&lt;br /&gt;
&lt;br /&gt;
== Save rooms ==&lt;br /&gt;
Should any thought be put into where the save rooms get placed?&lt;br /&gt;
* One concern that was brought up was the possibility that several save rooms connect to the same hub.&lt;br /&gt;
&lt;br /&gt;
== Possible room placement options ==&lt;br /&gt;
* The SM VARIA randomizer offers an area randomizer option, where Zebes is split into vanilla areas. Transition doors betweens these areas are then randomized, rather than every door. Would that be of interest?&lt;/div&gt;</summary>
		<author><name>Rushlight!7597</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Z3M3:Basic_Notes&amp;diff=1381</id>
		<title>Z3M3:Basic Notes</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Z3M3:Basic_Notes&amp;diff=1381"/>
		<updated>2018-11-14T04:32:36Z</updated>

		<summary type="html">&lt;p&gt;Rushlight!7597: /* Thinking outside the room */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= SM logic notes =&lt;br /&gt;
&lt;br /&gt;
== A paradigm shift in the logic ==&lt;br /&gt;
In the current (v10) logic, requirements for an item to be in logic combine the rules for getting to the room and the rules for actually getting the item.&lt;br /&gt;
&lt;br /&gt;
With an entrance randomizer, the rules for getting to any given room become dynamic, depending on room layout. Because of this, the logic likely needs to be reworked to have room-by-room traversal rules separately from the rules for grabbing an item.&lt;br /&gt;
&lt;br /&gt;
This rework would require:&lt;br /&gt;
* The ability to define separate rules for getting from any given door to any given door within a room.&lt;br /&gt;
* The ability to define separate rules for getting from any given door to any given item within a room.&lt;br /&gt;
&lt;br /&gt;
== Soft-locking risks ==&lt;br /&gt;
Because the player cannot be expected to know what room lies beyond any door, the risk of soft-locking is much greater with an entrance randomizer. To give the player a fighting chance, the logic should expect the player to only take paths that are deemed symmetrical, i.e. paths that the player is able to follow in reverse. Namely:&lt;br /&gt;
* Players should not be expected to traverse a room if they aren't able to re-enter that room and go back to the original door&lt;br /&gt;
* Players should not be expected to do maneuvers where failure would leave them unable to get back (similarly to current logic not expecting a player to get back out of Wave Beam without morph, even though it's technically possible)&lt;br /&gt;
* To stay in line with this expectation from the logic, other ideas are also proposed in the door placement section.&lt;br /&gt;
&lt;br /&gt;
== Cumulative requirements across multiple rooms ==&lt;br /&gt;
In some situations, the requirements for being able to traverse may depend on what other rooms the player previously went through. Most glaring among those:&lt;br /&gt;
* Hellruns. Traversing one room requires less health than many rooms back-to-back&lt;br /&gt;
** Should each door-to-door connection in a heated room have hellrun health values in both directions?&lt;br /&gt;
** Should the logic be aware of the presence of health refills and farm spots?&lt;br /&gt;
* Power Bomb count. PB-hungry rooms being side-by-side could lead to softlocks. Logic needs to be aware of this, as it's essentially a dynamic version of being able to enter and leave gauntlet using PBs. The two questions above about hellruns apply to Power Bombs as well.&lt;br /&gt;
&lt;br /&gt;
It should be noted that if we want a &amp;quot;symmetrical&amp;quot; logic, the player should only be expected to follow these paths if they have enough resources to make it through and back again, regardless of what room lies beyond.&lt;br /&gt;
&lt;br /&gt;
== Thinking outside the room ==&lt;br /&gt;
Without an entrance randomizer, some rules for getting to an item are based on adjacent rooms. Namely, carrying momentum through a door (e.g. invisible bridge, reverse ice beam mockball) and charging a spark (e.g. Screw Attack room).&lt;br /&gt;
* Ideally, the logic should be able to tell whether the adjacent room fulfills the requirement, to determine whether to expect the player to do it.&lt;br /&gt;
** How far would that need to go? In current normal logic, you can charge a spark to get through pillars because there is enough room for it two rooms away.&lt;br /&gt;
* This is especially sensitive if we want a &amp;quot;symmetrical&amp;quot; logic. If the player comes from the other way, should they be expected to assume that the adjacent room does not fulfill the requirements?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Possible applications of outside-the-room requirements:&lt;br /&gt;
* The ability to come through a door running, either with blue suit or with some progress towards it. &lt;br /&gt;
** This could be represented by the number of blocks available for gathering momentum next to a door.&lt;br /&gt;
** If we can identify that it's possibly to run all the way between two doors, we could calculate this across multiple rooms&lt;br /&gt;
* The ability to charge a spark in an adjacent room and carry it through a door&lt;br /&gt;
* The ability to jump through a door while carrying momentum.&lt;br /&gt;
** This can probably also be represented by the number of blocks available for gathering momentum next to a door.&lt;br /&gt;
* The ability to bring a spikesuit into a room&lt;br /&gt;
** This could be handled by marking places where a spikesuit can be repeatedly acquired, and checking for a path that can go from there to a given door without consuming the spike suit.&lt;br /&gt;
&lt;br /&gt;
= SM room placement notes =&lt;br /&gt;
== Door symmetry ==&lt;br /&gt;
In short: The player cannot travel their path in reverse if a door they cannot open closes behind them. Notable thoughts:&lt;br /&gt;
* If a set of doors is given the same color, this problem cannot occur.&lt;br /&gt;
* It might be acceptable to have a one-way colored door if the means to open that door are found nearby, but is that worth the effort?&lt;br /&gt;
* One-way colored doors are definitely no issue when they guard the entrance to a dead-end, since it's impossible to open the blue side first.&lt;br /&gt;
* The game has grey doors with game flags to open them, such as defeating a boss found elsewhere. Those likely need to be symmetrical as well.&lt;br /&gt;
** [[Z3M3:Game Flag Effects|List of grey doors unlocked by game flags]]&lt;br /&gt;
* Some grey doors can never be opened. Those might need to be eliminated altogether?&lt;br /&gt;
** [[Z3M3:Permanent Grey Doors|List of permanent grey doors]]&lt;br /&gt;
&lt;br /&gt;
== One-way trips ==&lt;br /&gt;
Many paths from one door to another within a room are one-way trips. Sometimes this is absolute, regardless of items (crumble blocks, right-facing green gate, bowling alley). Sometimes it depends on items (getting up from the bottom of red tower, getting up Maridia main street).&lt;br /&gt;
&lt;br /&gt;
The biggest concern is the paths that are absolutely uni-directional, as they are by definition completely excluded from a &amp;quot;symmetrical&amp;quot; logic. Possible ideas to deal with those:&lt;br /&gt;
* Where possible, alter rooms to make them traversable in both directions. This has been done by other projects, such as VARIA.&lt;br /&gt;
* Instruct the entrance randomizer algorithm to make a way back possible, requiring no items at all. A simple way to do that would be to connect both ends of the one-way path to the same hub room.&lt;br /&gt;
&lt;br /&gt;
[[Z3M3:Absolute One-Way Paths|List of absolute one-way paths]]&lt;br /&gt;
&lt;br /&gt;
== Tourian and escape ==&lt;br /&gt;
It is probably preferable to keep Tourian and the escape path to the ship vanilla. All told, besides the Tourian doors, that is only 2 door transitions within Crateria.&lt;br /&gt;
&lt;br /&gt;
== Boss rooms ==&lt;br /&gt;
When the player enters a mini-boss or boss room, they are locked in until the boss is dead. This could happen to a player even if the boss is out of logic, and it would be best to prevent this. Possible ideas:&lt;br /&gt;
* Refrain from randomizing the doors that connect to a boss room. That way, the player can know not to enter if they're not ready. As a bonus, this would also mean Kraid, Draygon and Ridley are at least directly guarding an item.&lt;br /&gt;
* Find another way to make the doors identifiable somehow (The purple door goes to Ridley?)&lt;br /&gt;
&lt;br /&gt;
== Other rooms with grey doors ==&lt;br /&gt;
There are non-boss rooms where the player must kill everything to make it back out. In some cases, the rooms have no requirements and are not a softlock threat. But in at least some cases (e.g. Brinstar pre-map room, Plasma room), such a room can have requirements. If the player stumbled into that room without the requirements, they would be softlocked.&lt;br /&gt;
&lt;br /&gt;
How should those rooms be handled?&lt;br /&gt;
&lt;br /&gt;
[[Z3M3:Grey Doors Unlocked in-Room|List of grey doors that are unlocked by actions performed inside the room]]&lt;br /&gt;
&lt;br /&gt;
== Door connections ==&lt;br /&gt;
There are at least two possible ways to execute door connections:&lt;br /&gt;
* Always connect right-facing doors to left facing doors, and top-facing doors to bottom-facing doors&lt;br /&gt;
* Connect doors regardless of where they face, and spawn Samus near the door. VARIA's area randomizer does this&lt;br /&gt;
&lt;br /&gt;
== Elevators ==&lt;br /&gt;
Can elevators be randomized? Should they be randomized?&lt;br /&gt;
&lt;br /&gt;
== Save rooms ==&lt;br /&gt;
Should any thought be put into where the save rooms get placed?&lt;br /&gt;
* One concern that was brought up was the possibility that several save rooms connect to the same hub.&lt;br /&gt;
&lt;br /&gt;
== Possible room placement options ==&lt;br /&gt;
* The SM VARIA randomizer offers an area randomizer option, where Zebes is split into vanilla areas. Transition doors betweens these areas are then randomized, rather than every door. Would that be of interest?&lt;/div&gt;</summary>
		<author><name>Rushlight!7597</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Z3M3:Basic_Notes&amp;diff=1380</id>
		<title>Z3M3:Basic Notes</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Z3M3:Basic_Notes&amp;diff=1380"/>
		<updated>2018-11-14T04:32:19Z</updated>

		<summary type="html">&lt;p&gt;Rushlight!7597: /* Thinking outside the room */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= SM logic notes =&lt;br /&gt;
&lt;br /&gt;
== A paradigm shift in the logic ==&lt;br /&gt;
In the current (v10) logic, requirements for an item to be in logic combine the rules for getting to the room and the rules for actually getting the item.&lt;br /&gt;
&lt;br /&gt;
With an entrance randomizer, the rules for getting to any given room become dynamic, depending on room layout. Because of this, the logic likely needs to be reworked to have room-by-room traversal rules separately from the rules for grabbing an item.&lt;br /&gt;
&lt;br /&gt;
This rework would require:&lt;br /&gt;
* The ability to define separate rules for getting from any given door to any given door within a room.&lt;br /&gt;
* The ability to define separate rules for getting from any given door to any given item within a room.&lt;br /&gt;
&lt;br /&gt;
== Soft-locking risks ==&lt;br /&gt;
Because the player cannot be expected to know what room lies beyond any door, the risk of soft-locking is much greater with an entrance randomizer. To give the player a fighting chance, the logic should expect the player to only take paths that are deemed symmetrical, i.e. paths that the player is able to follow in reverse. Namely:&lt;br /&gt;
* Players should not be expected to traverse a room if they aren't able to re-enter that room and go back to the original door&lt;br /&gt;
* Players should not be expected to do maneuvers where failure would leave them unable to get back (similarly to current logic not expecting a player to get back out of Wave Beam without morph, even though it's technically possible)&lt;br /&gt;
* To stay in line with this expectation from the logic, other ideas are also proposed in the door placement section.&lt;br /&gt;
&lt;br /&gt;
== Cumulative requirements across multiple rooms ==&lt;br /&gt;
In some situations, the requirements for being able to traverse may depend on what other rooms the player previously went through. Most glaring among those:&lt;br /&gt;
* Hellruns. Traversing one room requires less health than many rooms back-to-back&lt;br /&gt;
** Should each door-to-door connection in a heated room have hellrun health values in both directions?&lt;br /&gt;
** Should the logic be aware of the presence of health refills and farm spots?&lt;br /&gt;
* Power Bomb count. PB-hungry rooms being side-by-side could lead to softlocks. Logic needs to be aware of this, as it's essentially a dynamic version of being able to enter and leave gauntlet using PBs. The two questions above about hellruns apply to Power Bombs as well.&lt;br /&gt;
&lt;br /&gt;
It should be noted that if we want a &amp;quot;symmetrical&amp;quot; logic, the player should only be expected to follow these paths if they have enough resources to make it through and back again, regardless of what room lies beyond.&lt;br /&gt;
&lt;br /&gt;
== Thinking outside the room ==&lt;br /&gt;
Without an entrance randomizer, some rules for getting to an item are based on adjacent rooms. Namely, carrying momentum through a door (e.g. invisible bridge, reverse ice beam mockball) and charging a spark (e.g. Screw Attack room).&lt;br /&gt;
* Ideally, the logic should be able to tell whether the adjacent room fulfills the requirement, to determine whether to expect the player to do it.&lt;br /&gt;
** How far would that need to go? In current normal logic, you can charge a spark to get through pillars because there is enough room for it two rooms away.&lt;br /&gt;
* This is especially sensitive if we want a &amp;quot;symmetrical&amp;quot; logic. If the player comes from the other way, should they be expected to assume that the adjacent room does not fulfill the requirements?&lt;br /&gt;
&lt;br /&gt;
Possible applications of outside-the-room requirements:&lt;br /&gt;
* The ability to come through a door running, either with blue suit or with some progress towards it. &lt;br /&gt;
** This could be represented by the number of blocks available for gathering momentum next to a door.&lt;br /&gt;
** If we can identify that it's possibly to run all the way between two doors, we could calculate this across multiple rooms&lt;br /&gt;
* The ability to charge a spark in an adjacent room and carry it through a door&lt;br /&gt;
* The ability to jump through a door while carrying momentum.&lt;br /&gt;
** This can probably also be represented by the number of blocks available for gathering momentum next to a door.&lt;br /&gt;
* The ability to bring a spikesuit into a room&lt;br /&gt;
** This could be handled by marking places where a spikesuit can be repeatedly acquired, and checking for a path that can go from there to a given door without consuming the spike suit.&lt;br /&gt;
&lt;br /&gt;
= SM room placement notes =&lt;br /&gt;
== Door symmetry ==&lt;br /&gt;
In short: The player cannot travel their path in reverse if a door they cannot open closes behind them. Notable thoughts:&lt;br /&gt;
* If a set of doors is given the same color, this problem cannot occur.&lt;br /&gt;
* It might be acceptable to have a one-way colored door if the means to open that door are found nearby, but is that worth the effort?&lt;br /&gt;
* One-way colored doors are definitely no issue when they guard the entrance to a dead-end, since it's impossible to open the blue side first.&lt;br /&gt;
* The game has grey doors with game flags to open them, such as defeating a boss found elsewhere. Those likely need to be symmetrical as well.&lt;br /&gt;
** [[Z3M3:Game Flag Effects|List of grey doors unlocked by game flags]]&lt;br /&gt;
* Some grey doors can never be opened. Those might need to be eliminated altogether?&lt;br /&gt;
** [[Z3M3:Permanent Grey Doors|List of permanent grey doors]]&lt;br /&gt;
&lt;br /&gt;
== One-way trips ==&lt;br /&gt;
Many paths from one door to another within a room are one-way trips. Sometimes this is absolute, regardless of items (crumble blocks, right-facing green gate, bowling alley). Sometimes it depends on items (getting up from the bottom of red tower, getting up Maridia main street).&lt;br /&gt;
&lt;br /&gt;
The biggest concern is the paths that are absolutely uni-directional, as they are by definition completely excluded from a &amp;quot;symmetrical&amp;quot; logic. Possible ideas to deal with those:&lt;br /&gt;
* Where possible, alter rooms to make them traversable in both directions. This has been done by other projects, such as VARIA.&lt;br /&gt;
* Instruct the entrance randomizer algorithm to make a way back possible, requiring no items at all. A simple way to do that would be to connect both ends of the one-way path to the same hub room.&lt;br /&gt;
&lt;br /&gt;
[[Z3M3:Absolute One-Way Paths|List of absolute one-way paths]]&lt;br /&gt;
&lt;br /&gt;
== Tourian and escape ==&lt;br /&gt;
It is probably preferable to keep Tourian and the escape path to the ship vanilla. All told, besides the Tourian doors, that is only 2 door transitions within Crateria.&lt;br /&gt;
&lt;br /&gt;
== Boss rooms ==&lt;br /&gt;
When the player enters a mini-boss or boss room, they are locked in until the boss is dead. This could happen to a player even if the boss is out of logic, and it would be best to prevent this. Possible ideas:&lt;br /&gt;
* Refrain from randomizing the doors that connect to a boss room. That way, the player can know not to enter if they're not ready. As a bonus, this would also mean Kraid, Draygon and Ridley are at least directly guarding an item.&lt;br /&gt;
* Find another way to make the doors identifiable somehow (The purple door goes to Ridley?)&lt;br /&gt;
&lt;br /&gt;
== Other rooms with grey doors ==&lt;br /&gt;
There are non-boss rooms where the player must kill everything to make it back out. In some cases, the rooms have no requirements and are not a softlock threat. But in at least some cases (e.g. Brinstar pre-map room, Plasma room), such a room can have requirements. If the player stumbled into that room without the requirements, they would be softlocked.&lt;br /&gt;
&lt;br /&gt;
How should those rooms be handled?&lt;br /&gt;
&lt;br /&gt;
[[Z3M3:Grey Doors Unlocked in-Room|List of grey doors that are unlocked by actions performed inside the room]]&lt;br /&gt;
&lt;br /&gt;
== Door connections ==&lt;br /&gt;
There are at least two possible ways to execute door connections:&lt;br /&gt;
* Always connect right-facing doors to left facing doors, and top-facing doors to bottom-facing doors&lt;br /&gt;
* Connect doors regardless of where they face, and spawn Samus near the door. VARIA's area randomizer does this&lt;br /&gt;
&lt;br /&gt;
== Elevators ==&lt;br /&gt;
Can elevators be randomized? Should they be randomized?&lt;br /&gt;
&lt;br /&gt;
== Save rooms ==&lt;br /&gt;
Should any thought be put into where the save rooms get placed?&lt;br /&gt;
* One concern that was brought up was the possibility that several save rooms connect to the same hub.&lt;br /&gt;
&lt;br /&gt;
== Possible room placement options ==&lt;br /&gt;
* The SM VARIA randomizer offers an area randomizer option, where Zebes is split into vanilla areas. Transition doors betweens these areas are then randomized, rather than every door. Would that be of interest?&lt;/div&gt;</summary>
		<author><name>Rushlight!7597</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Z3M3:Basic_Notes&amp;diff=1371</id>
		<title>Z3M3:Basic Notes</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Z3M3:Basic_Notes&amp;diff=1371"/>
		<updated>2018-11-13T00:28:17Z</updated>

		<summary type="html">&lt;p&gt;Rushlight!7597: /* Save rooms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= SM logic notes =&lt;br /&gt;
&lt;br /&gt;
== A paradigm shift in the logic ==&lt;br /&gt;
In the current (v10) logic, requirements for an item to be in logic combine the rules for getting to the room and the rules for actually getting the item.&lt;br /&gt;
&lt;br /&gt;
With an entrance randomizer, the rules for getting to any given room become dynamic, depending on room layout. Because of this, the logic likely needs to be reworked to have room-by-room traversal rules separately from the rules for grabbing an item.&lt;br /&gt;
&lt;br /&gt;
This rework would require:&lt;br /&gt;
* The ability to define separate rules for getting from any given door to any given door within a room.&lt;br /&gt;
* The ability to define separate rules for getting from any given door to any given item within a room.&lt;br /&gt;
&lt;br /&gt;
== Soft-locking risks ==&lt;br /&gt;
Because the player cannot be expected to know what room lies beyond any door, the risk of soft-locking is much greater with an entrance randomizer. To give the player a fighting chance, the logic should expect the player to only take paths that are deemed symmetrical, i.e. paths that the player is able to follow in reverse. Namely:&lt;br /&gt;
* Players should not be expected to traverse a room if they aren't able to re-enter that room and go back to the original door&lt;br /&gt;
* Players should not be expected to do maneuvers where failure would leave them unable to get back (similarly to current logic not expecting a player to get back out of Wave Beam without morph, even though it's technically possible)&lt;br /&gt;
* To stay in line with this expectation from the logic, other ideas are also proposed in the door placement section.&lt;br /&gt;
&lt;br /&gt;
== Cumulative requirements across multiple rooms ==&lt;br /&gt;
In some situations, the requirements for being able to traverse may depend on what other rooms the player previously went through. Most glaring among those:&lt;br /&gt;
* Hellruns. Traversing one room requires less health than many rooms back-to-back&lt;br /&gt;
** Should each door-to-door connection in a heated room have hellrun health values in both directions?&lt;br /&gt;
** Should the logic be aware of the presence of health refills and farm spots?&lt;br /&gt;
* Power Bomb count. PB-hungry rooms being side-by-side could lead to softlocks. Logic needs to be aware of this, as it's essentially a dynamic version of being able to enter and leave gauntlet using PBs. The two questions above about hellruns apply to Power Bombs as well.&lt;br /&gt;
&lt;br /&gt;
It should be noted that if we want a &amp;quot;symmetrical&amp;quot; logic, the player should only be expected to follow these paths if they have enough resources to make it through and back again, regardless of what room lies beyond.&lt;br /&gt;
&lt;br /&gt;
== Thinking outside the room ==&lt;br /&gt;
Without an entrance randomizer, some rules for getting to an item are based on adjacent rooms. Namely, carrying momentum through a door (e.g. invisible bridge, reverse ice beam mockball) and charging a spark (e.g. Screw Attack room).&lt;br /&gt;
* Ideally, the logic should be able to tell whether the adjacent room fulfills the requirement, to determine whether to expect the player to do it.&lt;br /&gt;
** How far would that need to go? In current normal logic, you can charge a spark to get through pillars because there is enough room for it two rooms away.&lt;br /&gt;
* This is especially sensitive if we want a &amp;quot;symmetrical&amp;quot; logic. If the player comes from the other way, should they be expected to assume that the adjacent room does not fulfill the requirements?&lt;br /&gt;
&lt;br /&gt;
= SM room placement notes =&lt;br /&gt;
== Door symmetry ==&lt;br /&gt;
In short: The player cannot travel their path in reverse if a door they cannot open closes behind them. Notable thoughts:&lt;br /&gt;
* If a set of doors is given the same color, this problem cannot occur.&lt;br /&gt;
* It might be acceptable to have a one-way colored door if the means to open that door are found nearby, but is that worth the effort?&lt;br /&gt;
* One-way colored doors are definitely no issue when they guard the entrance to a dead-end, since it's impossible to open the blue side first.&lt;br /&gt;
* The game has grey doors with game flags to open them, such as defeating a boss found elsewhere. Those likely need to be symmetrical as well.&lt;br /&gt;
** [[Z3M3:Game Flag Effects|List of grey doors unlocked by game flags]]&lt;br /&gt;
* Some grey doors can never be opened. Those might need to be eliminated altogether?&lt;br /&gt;
** [[Z3M3:Permanent Grey Doors|List of permanent grey doors]]&lt;br /&gt;
&lt;br /&gt;
== One-way trips ==&lt;br /&gt;
Many paths from one door to another within a room are one-way trips. Sometimes this is absolute, regardless of items (crumble blocks, right-facing green gate, bowling alley). Sometimes it depends on items (getting up from the bottom of red tower, getting up Maridia main street).&lt;br /&gt;
&lt;br /&gt;
The biggest concern is the paths that are absolutely uni-directional, as they are by definition completely excluded from a &amp;quot;symmetrical&amp;quot; logic. Possible ideas to deal with those:&lt;br /&gt;
* Where possible, alter rooms to make them traversable in both directions. This has been done by other projects, such as VARIA.&lt;br /&gt;
* Instruct the entrance randomizer algorithm to make a way back possible, requiring no items at all. A simple way to do that would be to connect both ends of the one-way path to the same hub room.&lt;br /&gt;
&lt;br /&gt;
[[Z3M3:Absolute One-Way Paths|List of absolute one-way paths]]&lt;br /&gt;
&lt;br /&gt;
== Tourian and escape ==&lt;br /&gt;
It is probably preferable to keep Tourian and the escape path to the ship vanilla. All told, besides the Tourian doors, that is only 2 door transitions within Crateria.&lt;br /&gt;
&lt;br /&gt;
== Boss rooms ==&lt;br /&gt;
When the player enters a mini-boss or boss room, they are locked in until the boss is dead. This could happen to a player even if the boss is out of logic, and it would be best to prevent this. Possible ideas:&lt;br /&gt;
* Refrain from randomizing the doors that connect to a boss room. That way, the player can know not to enter if they're not ready. As a bonus, this would also mean Kraid, Draygon and Ridley are at least directly guarding an item.&lt;br /&gt;
* Find another way to make the doors identifiable somehow (The purple door goes to Ridley?)&lt;br /&gt;
&lt;br /&gt;
== Other rooms with grey doors ==&lt;br /&gt;
There are non-boss rooms where the player must kill everything to make it back out. In some cases, the rooms have no requirements and are not a softlock threat. But in at least some cases (e.g. Brinstar pre-map room, Plasma room), such a room can have requirements. If the player stumbled into that room without the requirements, they would be softlocked.&lt;br /&gt;
&lt;br /&gt;
How should those rooms be handled?&lt;br /&gt;
&lt;br /&gt;
[[Z3M3:Grey Doors Unlocked in-Room|List of grey doors that are unlocked by actions performed inside the room]]&lt;br /&gt;
&lt;br /&gt;
== Door connections ==&lt;br /&gt;
There are at least two possible ways to execute door connections:&lt;br /&gt;
* Always connect right-facing doors to left facing doors, and top-facing doors to bottom-facing doors&lt;br /&gt;
* Connect doors regardless of where they face, and spawn Samus near the door. VARIA's area randomizer does this&lt;br /&gt;
&lt;br /&gt;
== Elevators ==&lt;br /&gt;
Can elevators be randomized? Should they be randomized?&lt;br /&gt;
&lt;br /&gt;
== Save rooms ==&lt;br /&gt;
Should any thought be put into where the save rooms get placed?&lt;br /&gt;
* One concern that was brought up was the possibility that several save rooms connect to the same hub.&lt;br /&gt;
&lt;br /&gt;
== Possible room placement options ==&lt;br /&gt;
* The SM VARIA randomizer offers an area randomizer option, where Zebes is split into vanilla areas. Transition doors betweens these areas are then randomized, rather than every door. Would that be of interest?&lt;/div&gt;</summary>
		<author><name>Rushlight!7597</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Z3M3:Absolute_One-Way_Paths&amp;diff=1370</id>
		<title>Z3M3:Absolute One-Way Paths</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Z3M3:Absolute_One-Way_Paths&amp;diff=1370"/>
		<updated>2018-11-11T16:50:58Z</updated>

		<summary type="html">&lt;p&gt;Rushlight!7597: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of paths in Super Metroid that can only be taken in one direction, regardless of items. This ignores [[Z3M3:Permanent Grey Doors|permanent grey doors]].&lt;br /&gt;
In the context of a door randomizer where helping players avoid softlocking is important, one-way paths complicate matters for the logic.&lt;br /&gt;
&lt;br /&gt;
= One-way traversal through rooms =&lt;br /&gt;
&lt;br /&gt;
* [[m3-speedrun:Crateria Super Room|Crateria Super Room]]&lt;br /&gt;
** Bottom door to top door&lt;br /&gt;
* [[m3-speedrun:Green Pirates Shaft|Green Pirates Shaft]]&lt;br /&gt;
** Top door to any of the following&lt;br /&gt;
*** Mid-right door&lt;br /&gt;
*** Bottom left door&lt;br /&gt;
*** Bottom right door&lt;br /&gt;
* [[m3-speedrun:West Ocean|West Ocean]]&lt;br /&gt;
** All paths with a combination of&lt;br /&gt;
*** Origin door among the following&lt;br /&gt;
**** Top right door&lt;br /&gt;
**** Lower top right door (connected to top left door of [[m3-speedrun:Bowling Alley|Bowling Alley]]&lt;br /&gt;
**** Door to [[m3-speedrun:Bowling Alley Path|Bowling Alley Path]]&lt;br /&gt;
*** End door among the following&lt;br /&gt;
**** Left door&lt;br /&gt;
**** Entrance to Wrecked Ship&lt;br /&gt;
**** Door to [[m3-speedrun:Gravity Suit Room|Gravity Suit Room]] (assuming it's not grey)&lt;br /&gt;
* [[m3-speedrun:Green Brinstar Main Shaft|Green Brinstar Main Shaft / Etecoon Room]] (technically the same room)&lt;br /&gt;
** All paths with a combination of&lt;br /&gt;
*** Origin door among the following&lt;br /&gt;
**** Top Etecoon room door&lt;br /&gt;
**** Bottom Etecoon room door&lt;br /&gt;
*** End door among the following&lt;br /&gt;
**** Left-most door to [[m3-speedrun:Etecoon Energy Tank Room|Etecoon Energy Tank Room]]&lt;br /&gt;
**** Door to Etecoon Room (assuming it's not grey)&lt;br /&gt;
**** Door to [[m3-speedrun:Dachora Room|Dachora Room]]&lt;br /&gt;
**** Door to [[m3-speedrun:Green Brinstar Fireflea Room|Green Brinstar Fireflea Room]]&lt;br /&gt;
**** Door to Save room&lt;br /&gt;
**** Door to [[m3-speedrun:Brinstar Pre-Map Room|Brinstar Pre-Map Room]]&lt;br /&gt;
**** Door to [[m3-speedrun:Early Supers Room|Early Supers Room]]&lt;br /&gt;
**** Elevator to Crateria&lt;br /&gt;
* [[m3-speedrun:Etecoon Energy Tank Room|Etecoon Energy Tank Room]]&lt;br /&gt;
** Top left door or top right door TO bottom left door or bottom right door&lt;br /&gt;
* [[m3-speedrun:Big Pink|Big Pink]]&lt;br /&gt;
** Door from bottom of [[m3-speedrun:Pink Brinstar Power Bomb Room|Pink Brinstar Power Bomb Room]], to any other door in the room&lt;br /&gt;
* [[m3-speedrun:Pink Brinstar Power Bomb Room|Pink Brinstar Power Bomb Room]]&lt;br /&gt;
** Top door to bottom door&lt;br /&gt;
* [[m3-speedrun:Spore Spawn Room|Spore Spawn Room]]&lt;br /&gt;
** Bottom door to top door&lt;br /&gt;
*** Explanation: It's not possible to kill Spore Spawn when coming in from the top door, so the first traversal is absolutely one-way&lt;br /&gt;
* [[m3-speedrun:Spore Spawn Super Room|Spore Spawn Super Room]]&lt;br /&gt;
** Top door to bottom door&lt;br /&gt;
* [[m3-speedrun:Single Chamber|Single Chamber]]&lt;br /&gt;
** Door from [[m3-speedrun:Three Musketeers' Room|Three Musketeers' Room]] to any other door in the room&lt;br /&gt;
* [[m3-speedrun:Ice Beam Gate Room|Ice Beam Gate Room]]&lt;br /&gt;
** Door from [[m3-speedrun:Ice Beam Tutorial Room|Ice Beam Tutorial Room]] to any other room&lt;br /&gt;
* [[m3-speedrun:Crocomire Speedway|Crocomire Speedway]]&lt;br /&gt;
** Left-most door to any other door&lt;br /&gt;
*** Note: Not an absolute one-way path in vanilla, but depends on adjacent rooms to be possible. Can be absolute one-way with randomized doors&lt;br /&gt;
* [[m3-speedrun:Crocomire's Room|Crocomire's Room]]&lt;br /&gt;
** Top door to left door&lt;br /&gt;
*** Explanation: It's not possible to kill Crocomire when coming in from the left door, so the first traversal is absolutely one-way&lt;br /&gt;
* [[m3-speedrun:Mickey Mouse Room|Mickey Mouse Room]]&lt;br /&gt;
** Right door to left door&lt;br /&gt;
* [[m3-speedrun:Lower Norfair Spring Ball Maze Room|Lower Norfair Spring Ball Maze Room]]&lt;br /&gt;
** From left door or door from [[m3-speedrun:Lower Norfair Fireflea Room|Lower Norfair Fireflea Room]] to top right door&lt;br /&gt;
* [[m3-speedrun:Lower Norfair Escape Power Bomb Room|Lower Norfair Escape Power Bomb Room]]&lt;br /&gt;
** Top door to left door&lt;br /&gt;
* [[m3-speedrun:Acid Statue Room|Acid Statue Room]]&lt;br /&gt;
** Top door to bottom door&lt;br /&gt;
*** Explanation: It can be traversed backwards, but not the first time&lt;br /&gt;
* [[m3-speedrun:Golden Torizo's Room|Golden Torizo's Room]]&lt;br /&gt;
** Left door to right door&lt;br /&gt;
* [[m3-speedrun:Bowling Alley|Bowling Alley]]&lt;br /&gt;
** Door from [[m3-speedrun:West Ocean|West Ocean]] corridor to [[m3-speedrun:Gravity Suit Room|Gravity Suit Room]] door&lt;br /&gt;
* [[m3-speedrun:Pants Room|Pants Room]]&lt;br /&gt;
** Bottom left door or center left door TO right door or center right door&lt;br /&gt;
* [[m3-speedrun:Botwoon Quicksand Room|Botwoon Quicksand Room]]&lt;br /&gt;
** Top left or top right TO bottom left or bottom right (there is a morph passage in the middle)&lt;br /&gt;
* [[m3-speedrun:West Aqueduct Quicksand Room|West Aqueduct Quicksand Room]]&lt;br /&gt;
** Top to bottom&lt;br /&gt;
* [[m3-speedrun:East Aqueduct Quicksand Room|East Aqueduct Quicksand Room]]&lt;br /&gt;
** Top to bottom&lt;br /&gt;
* [[m3-speedrun:Plasma Beach Quicksand Room|Plasma Beach Quicksand Room]]&lt;br /&gt;
** Top to bottom&lt;br /&gt;
* [[m3-speedrun:East Sand Hole|East Sand Hole]]&lt;br /&gt;
** Top to bottom&lt;br /&gt;
* [[m3-speedrun:West Sand Hole|West Sand Hole]]&lt;br /&gt;
** Top to bottom&lt;br /&gt;
&lt;br /&gt;
= One-way traversal through rooms unless a reverse GGG is done =&lt;br /&gt;
* [[m3-speedrun:East Tunnel|East Tunnel]]&lt;br /&gt;
** Top right door to left tunnel door or right tunnel door&lt;br /&gt;
* [[m3-speedrun:Caterpillar Room|Caterpillar Room]]&lt;br /&gt;
** Exit from [[m3-speedrun:Red Fish Room|Red Fish Room]] to any other door or elevator in the room&lt;br /&gt;
* [[m3-speedrun:Crocomire Escape|Crocomire Escape]]&lt;br /&gt;
** Right door to left door&lt;br /&gt;
&lt;br /&gt;
= One-way traversal through rooms unless a regular GGG is done =&lt;br /&gt;
* [[m3-speedrun:Fast Ripper Room|Fast Ripper Room]]&lt;br /&gt;
** Left door to right door&lt;br /&gt;
* [[m3-speedrun:Crab Tunnel|Crab Tunnel]]&lt;br /&gt;
** Left door to right door&lt;br /&gt;
* [[m3-speedrun:Grapple Tutorial Room 3|Grapple Tutorial Room 3]]&lt;br /&gt;
** Left door to right door&lt;br /&gt;
&lt;br /&gt;
= One-way exits out of a room via quicksand =&lt;br /&gt;
&lt;br /&gt;
* [[m3-speedrun:Botwoon Energy Tank Room|Botwoon Energy Tank Room]]&lt;br /&gt;
** Left sand exit&lt;br /&gt;
** Right sand exit&lt;br /&gt;
* [[m3-speedrun:Botwoon Quicksand Room|Botwoon Quicksand Room]]&lt;br /&gt;
** Left sand exit&lt;br /&gt;
** Right sand exit&lt;br /&gt;
* [[m3-speedrun:Aqueduct|Aqueduct]]&lt;br /&gt;
** Left sand exit&lt;br /&gt;
** Right sand exit&lt;br /&gt;
* [[m3-speedrun:West Aqueduct Quicksand Room|West Aqueduct Quicksand Room]]&lt;br /&gt;
** Only sand exit&lt;br /&gt;
* [[m3-speedrun:East Aqueduct Quicksand Room|East Aqueduct Quicksand Room]]&lt;br /&gt;
** Only sand exit&lt;br /&gt;
* [[m3-speedrun:West Sand Hole|West Sand Hole]]&lt;br /&gt;
** Only sand exit&lt;br /&gt;
* [[m3-speedrun:East Sand Hole|East Sand Hole]]&lt;br /&gt;
** Only sand exit&lt;br /&gt;
* [[m3-speedrun:Bug Sand Hole|Bug Sand Hole]]&lt;br /&gt;
** Only sand exit&lt;br /&gt;
&lt;br /&gt;
= One-way entrances into a room via quicksand =&lt;br /&gt;
* [[m3-speedrun:Botwoon Quicksand Room|Botwoon Quicksand Room]]&lt;br /&gt;
** Left sand entrance&lt;br /&gt;
** Right sand entrance&lt;br /&gt;
* [[m3-speedrun:Below Botwoon Energy Tank|Below Botwoon Energy Tank]]&lt;br /&gt;
** Left sand entrance&lt;br /&gt;
** Right sand entrance&lt;br /&gt;
* [[m3-speedrun:West Aqueduct Quicksand Room|West Aqueduct Quicksand Room]]&lt;br /&gt;
** Only sand entrance&lt;br /&gt;
* [[m3-speedrun:East Aqueduct Quicksand Room|East Aqueduct Quicksand Room]]&lt;br /&gt;
** Only sand entrance&lt;br /&gt;
* [[m3-speedrun:West Sand Hole|West Sand Hole]]&lt;br /&gt;
** Only sand entrance&lt;br /&gt;
* [[m3-speedrun:East Sand Hole|East Sand Hole]]&lt;br /&gt;
** Only sand entrance&lt;br /&gt;
* [[m3-speedrun:West Sand Hall|West Sand Hall]]&lt;br /&gt;
** Only sand entrance&lt;br /&gt;
* [[m3-speedrun:East Sand Hall|East Sand Hall]]&lt;br /&gt;
** Only sand entrance&lt;br /&gt;
* [[m3-speedrun:Butterfly Room|Butterfly Room]]&lt;br /&gt;
** Only sand entrance&lt;/div&gt;</summary>
		<author><name>Rushlight!7597</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Z3M3:Absolute_One-Way_Paths&amp;diff=1369</id>
		<title>Z3M3:Absolute One-Way Paths</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Z3M3:Absolute_One-Way_Paths&amp;diff=1369"/>
		<updated>2018-11-11T16:48:37Z</updated>

		<summary type="html">&lt;p&gt;Rushlight!7597: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of paths in Super Metroid that can only be taken in one direction, regardless of items. This ignores [[Z3M3:Permanent Grey Doors|permanent grey doors]].&lt;br /&gt;
&lt;br /&gt;
= One-way traversal through rooms =&lt;br /&gt;
&lt;br /&gt;
* [[m3-speedrun:Crateria Super Room|Crateria Super Room]]&lt;br /&gt;
** Bottom door to top door&lt;br /&gt;
* [[m3-speedrun:Green Pirates Shaft|Green Pirates Shaft]]&lt;br /&gt;
** Top door to any of the following&lt;br /&gt;
*** Mid-right door&lt;br /&gt;
*** Bottom left door&lt;br /&gt;
*** Bottom right door&lt;br /&gt;
* [[m3-speedrun:West Ocean|West Ocean]]&lt;br /&gt;
** All paths with a combination of&lt;br /&gt;
*** Origin door among the following&lt;br /&gt;
**** Top right door&lt;br /&gt;
**** Lower top right door (connected to top left door of [[m3-speedrun:Bowling Alley|Bowling Alley]]&lt;br /&gt;
**** Door to [[m3-speedrun:Bowling Alley Path|Bowling Alley Path]]&lt;br /&gt;
*** End door among the following&lt;br /&gt;
**** Left door&lt;br /&gt;
**** Entrance to Wrecked Ship&lt;br /&gt;
**** Door to [[m3-speedrun:Gravity Suit Room|Gravity Suit Room]] (assuming it's not grey)&lt;br /&gt;
* [[m3-speedrun:Green Brinstar Main Shaft|Green Brinstar Main Shaft / Etecoon Room]] (technically the same room)&lt;br /&gt;
** All paths with a combination of&lt;br /&gt;
*** Origin door among the following&lt;br /&gt;
**** Top Etecoon room door&lt;br /&gt;
**** Bottom Etecoon room door&lt;br /&gt;
*** End door among the following&lt;br /&gt;
**** Left-most door to [[m3-speedrun:Etecoon Energy Tank Room|Etecoon Energy Tank Room]]&lt;br /&gt;
**** Door to Etecoon Room (assuming it's not grey)&lt;br /&gt;
**** Door to [[m3-speedrun:Dachora Room|Dachora Room]]&lt;br /&gt;
**** Door to [[m3-speedrun:Green Brinstar Fireflea Room|Green Brinstar Fireflea Room]]&lt;br /&gt;
**** Door to Save room&lt;br /&gt;
**** Door to [[m3-speedrun:Brinstar Pre-Map Room|Brinstar Pre-Map Room]]&lt;br /&gt;
**** Door to [[m3-speedrun:Early Supers Room|Early Supers Room]]&lt;br /&gt;
**** Elevator to Crateria&lt;br /&gt;
* [[m3-speedrun:Etecoon Energy Tank Room|Etecoon Energy Tank Room]]&lt;br /&gt;
** Top left door or top right door TO bottom left door or bottom right door&lt;br /&gt;
* [[m3-speedrun:Big Pink|Big Pink]]&lt;br /&gt;
** Door from bottom of [[m3-speedrun:Pink Brinstar Power Bomb Room|Pink Brinstar Power Bomb Room]], to any other door in the room&lt;br /&gt;
* [[m3-speedrun:Pink Brinstar Power Bomb Room|Pink Brinstar Power Bomb Room]]&lt;br /&gt;
** Top door to bottom door&lt;br /&gt;
* [[m3-speedrun:Spore Spawn Room|Spore Spawn Room]]&lt;br /&gt;
** Bottom door to top door&lt;br /&gt;
*** Explanation: It's not possible to kill Spore Spawn when coming in from the top door, so the first traversal is absolutely one-way&lt;br /&gt;
* [[m3-speedrun:Spore Spawn Super Room|Spore Spawn Super Room]]&lt;br /&gt;
** Top door to bottom door&lt;br /&gt;
* [[m3-speedrun:Single Chamber|Single Chamber]]&lt;br /&gt;
** Door from [[m3-speedrun:Three Musketeers' Room|Three Musketeers' Room]] to any other door in the room&lt;br /&gt;
* [[m3-speedrun:Ice Beam Gate Room|Ice Beam Gate Room]]&lt;br /&gt;
** Door from [[m3-speedrun:Ice Beam Tutorial Room|Ice Beam Tutorial Room]] to any other room&lt;br /&gt;
* [[m3-speedrun:Crocomire Speedway|Crocomire Speedway]]&lt;br /&gt;
** Left-most door to any other door&lt;br /&gt;
*** Note: Not an absolute one-way path in vanilla, but depends on adjacent rooms to be possible. Can be absolute one-way with randomized doors&lt;br /&gt;
* [[m3-speedrun:Crocomire's Room|Crocomire's Room]]&lt;br /&gt;
** Top door to left door&lt;br /&gt;
*** Explanation: It's not possible to kill Crocomire when coming in from the left door, so the first traversal is absolutely one-way&lt;br /&gt;
* [[m3-speedrun:Mickey Mouse Room|Mickey Mouse Room]]&lt;br /&gt;
** Right door to left door&lt;br /&gt;
* [[m3-speedrun:Lower Norfair Spring Ball Maze Room|Lower Norfair Spring Ball Maze Room]]&lt;br /&gt;
** From left door or door from [[m3-speedrun:Lower Norfair Fireflea Room|Lower Norfair Fireflea Room]] to top right door&lt;br /&gt;
* [[m3-speedrun:Lower Norfair Escape Power Bomb Room|Lower Norfair Escape Power Bomb Room]]&lt;br /&gt;
** Top door to left door&lt;br /&gt;
* [[m3-speedrun:Acid Statue Room|Acid Statue Room]]&lt;br /&gt;
** Top door to bottom door&lt;br /&gt;
*** Explanation: It can be traversed backwards, but not the first time&lt;br /&gt;
* [[m3-speedrun:Golden Torizo's Room|Golden Torizo's Room]]&lt;br /&gt;
** Left door to right door&lt;br /&gt;
* [[m3-speedrun:Bowling Alley|Bowling Alley]]&lt;br /&gt;
** Door from [[m3-speedrun:West Ocean|West Ocean]] corridor to [[m3-speedrun:Gravity Suit Room|Gravity Suit Room]] door&lt;br /&gt;
* [[m3-speedrun:Pants Room|Pants Room]]&lt;br /&gt;
** Bottom left door or center left door TO right door or center right door&lt;br /&gt;
* [[m3-speedrun:Botwoon Quicksand Room|Botwoon Quicksand Room]]&lt;br /&gt;
** Top left or top right TO bottom left or bottom right (there is a morph passage in the middle)&lt;br /&gt;
* [[m3-speedrun:West Aqueduct Quicksand Room|West Aqueduct Quicksand Room]]&lt;br /&gt;
** Top to bottom&lt;br /&gt;
* [[m3-speedrun:East Aqueduct Quicksand Room|East Aqueduct Quicksand Room]]&lt;br /&gt;
** Top to bottom&lt;br /&gt;
* [[m3-speedrun:Plasma Beach Quicksand Room|Plasma Beach Quicksand Room]]&lt;br /&gt;
** Top to bottom&lt;br /&gt;
* [[m3-speedrun:East Sand Hole|East Sand Hole]]&lt;br /&gt;
** Top to bottom&lt;br /&gt;
* [[m3-speedrun:West Sand Hole|West Sand Hole]]&lt;br /&gt;
** Top to bottom&lt;br /&gt;
&lt;br /&gt;
= One-way traversal through rooms unless a reverse GGG is done =&lt;br /&gt;
* [[m3-speedrun:East Tunnel|East Tunnel]]&lt;br /&gt;
** Top right door to left tunnel door or right tunnel door&lt;br /&gt;
* [[m3-speedrun:Caterpillar Room|Caterpillar Room]]&lt;br /&gt;
** Exit from [[m3-speedrun:Red Fish Room|Red Fish Room]] to any other door or elevator in the room&lt;br /&gt;
* [[m3-speedrun:Crocomire Escape|Crocomire Escape]]&lt;br /&gt;
** Right door to left door&lt;br /&gt;
&lt;br /&gt;
= One-way traversal through rooms unless a regular GGG is done =&lt;br /&gt;
* [[m3-speedrun:Fast Ripper Room|Fast Ripper Room]]&lt;br /&gt;
** Left door to right door&lt;br /&gt;
* [[m3-speedrun:Crab Tunnel|Crab Tunnel]]&lt;br /&gt;
** Left door to right door&lt;br /&gt;
* [[m3-speedrun:Grapple Tutorial Room 3|Grapple Tutorial Room 3]]&lt;br /&gt;
** Left door to right door&lt;br /&gt;
&lt;br /&gt;
= One-way exits out of a room via quicksand =&lt;br /&gt;
&lt;br /&gt;
* [[m3-speedrun:Botwoon Energy Tank Room|Botwoon Energy Tank Room]]&lt;br /&gt;
** Left sand exit&lt;br /&gt;
** Right sand exit&lt;br /&gt;
* [[m3-speedrun:Botwoon Quicksand Room|Botwoon Quicksand Room]]&lt;br /&gt;
** Left sand exit&lt;br /&gt;
** Right sand exit&lt;br /&gt;
* [[m3-speedrun:Aqueduct|Aqueduct]]&lt;br /&gt;
** Left sand exit&lt;br /&gt;
** Right sand exit&lt;br /&gt;
* [[m3-speedrun:West Aqueduct Quicksand Room|West Aqueduct Quicksand Room]]&lt;br /&gt;
** Only sand exit&lt;br /&gt;
* [[m3-speedrun:East Aqueduct Quicksand Room|East Aqueduct Quicksand Room]]&lt;br /&gt;
** Only sand exit&lt;br /&gt;
* [[m3-speedrun:West Sand Hole|West Sand Hole]]&lt;br /&gt;
** Only sand exit&lt;br /&gt;
* [[m3-speedrun:East Sand Hole|East Sand Hole]]&lt;br /&gt;
** Only sand exit&lt;br /&gt;
* [[m3-speedrun:Bug Sand Hole|Bug Sand Hole]]&lt;br /&gt;
** Only sand exit&lt;br /&gt;
&lt;br /&gt;
= One-way entrances into a room via quicksand =&lt;br /&gt;
* [[m3-speedrun:Botwoon Quicksand Room|Botwoon Quicksand Room]]&lt;br /&gt;
** Left sand entrance&lt;br /&gt;
** Right sand entrance&lt;br /&gt;
* [[m3-speedrun:Below Botwoon Energy Tank|Below Botwoon Energy Tank]]&lt;br /&gt;
** Left sand entrance&lt;br /&gt;
** Right sand entrance&lt;br /&gt;
* [[m3-speedrun:West Aqueduct Quicksand Room|West Aqueduct Quicksand Room]]&lt;br /&gt;
** Only sand entrance&lt;br /&gt;
* [[m3-speedrun:East Aqueduct Quicksand Room|East Aqueduct Quicksand Room]]&lt;br /&gt;
** Only sand entrance&lt;br /&gt;
* [[m3-speedrun:West Sand Hole|West Sand Hole]]&lt;br /&gt;
** Only sand entrance&lt;br /&gt;
* [[m3-speedrun:East Sand Hole|East Sand Hole]]&lt;br /&gt;
** Only sand entrance&lt;br /&gt;
* [[m3-speedrun:West Sand Hall|West Sand Hall]]&lt;br /&gt;
** Only sand entrance&lt;br /&gt;
* [[m3-speedrun:East Sand Hall|East Sand Hall]]&lt;br /&gt;
** Only sand entrance&lt;br /&gt;
* [[m3-speedrun:Butterfly Room|Butterfly Room]]&lt;br /&gt;
** Only sand entrance&lt;/div&gt;</summary>
		<author><name>Rushlight!7597</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Z3M3:Absolute_One-Way_Paths&amp;diff=1368</id>
		<title>Z3M3:Absolute One-Way Paths</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Z3M3:Absolute_One-Way_Paths&amp;diff=1368"/>
		<updated>2018-11-11T16:39:09Z</updated>

		<summary type="html">&lt;p&gt;Rushlight!7597: /* One-way traversal through rooms unless a reverse GGG is done */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of paths in Super Metroid that can only be taken in one direction, regardless of items. This ignores [[Z3M3:Permanent Grey Doors|permanent grey doors]].&lt;br /&gt;
&lt;br /&gt;
= One-way traversal through rooms =&lt;br /&gt;
&lt;br /&gt;
* [[m3-speedrun:Crateria Super Room|Crateria Super Room]]&lt;br /&gt;
** Bottom door to top door&lt;br /&gt;
* [[m3-speedrun:Green Pirates Shaft|Green Pirates Shaft]]&lt;br /&gt;
** Top door to any of the following&lt;br /&gt;
*** Mid-right door&lt;br /&gt;
*** Bottom left door&lt;br /&gt;
*** Bottom right door&lt;br /&gt;
* [[m3-speedrun:West Ocean|West Ocean]]&lt;br /&gt;
** All paths with a combination of&lt;br /&gt;
*** Origin door among the following&lt;br /&gt;
**** Top right door&lt;br /&gt;
**** Lower top right door (connected to top left door of [[m3-speedrun:Bowling Alley|Bowling Alley]]&lt;br /&gt;
**** Door to [[m3-speedrun:Bowling Alley Path|Bowling Alley Path]]&lt;br /&gt;
*** End door among the following&lt;br /&gt;
**** Left door&lt;br /&gt;
**** Entrance to Wrecked Ship&lt;br /&gt;
**** Door to [[m3-speedrun:Gravity Suit Room|Gravity Suit Room]] (assuming it's not grey)&lt;br /&gt;
* [[m3-speedrun:Green Brinstar Main Shaft|Green Brinstar Main Shaft / Etecoon Room]] (technically the same room)&lt;br /&gt;
** All paths with a combination of&lt;br /&gt;
*** Origin door among the following&lt;br /&gt;
**** Top Etecoon room door&lt;br /&gt;
**** Bottom Etecoon room door&lt;br /&gt;
*** End door among the following&lt;br /&gt;
**** Left-most door to [[m3-speedrun:Etecoon Energy Tank Room|Etecoon Energy Tank Room]]&lt;br /&gt;
**** Door to Etecoon Room (assuming it's not grey)&lt;br /&gt;
**** Door to [[m3-speedrun:Dachora Room|Dachora Room]]&lt;br /&gt;
**** Door to [[m3-speedrun:Green Brinstar Fireflea Room|Green Brinstar Fireflea Room]]&lt;br /&gt;
**** Door to Save room&lt;br /&gt;
**** Door to [[m3-speedrun:Brinstar Pre-Map Room|Brinstar Pre-Map Room]]&lt;br /&gt;
**** Door to [[m3-speedrun:Early Supers Room|Early Supers Room]]&lt;br /&gt;
**** Elevator to Crateria&lt;br /&gt;
* [[m3-speedrun:Etecoon Energy Tank Room|Etecoon Energy Tank Room]]&lt;br /&gt;
** Top left door or top right door TO bottom left door or bottom right door&lt;br /&gt;
* [[m3-speedrun:Big Pink|Big Pink]]&lt;br /&gt;
** Door from bottom of [[m3-speedrun:Pink Brinstar Power Bomb Room|Pink Brinstar Power Bomb Room]], to any other door in the room&lt;br /&gt;
* [[m3-speedrun:Pink Brinstar Power Bomb Room|Pink Brinstar Power Bomb Room]]&lt;br /&gt;
** Top door to bottom door&lt;br /&gt;
* [[m3-speedrun:Spore Spawn Room|Spore Spawn Room]]&lt;br /&gt;
** Bottom door to top door&lt;br /&gt;
*** Explanation: It's not possible to kill Spore Spawn when coming in from the top door, so the first traversal is absolutely one-way&lt;br /&gt;
* [[m3-speedrun:Spore Spawn Super Room|Spore Spawn Super Room]]&lt;br /&gt;
** Top door to bottom door&lt;br /&gt;
* [[m3-speedrun:Single Chamber|Single Chamber]]&lt;br /&gt;
** Door from [[m3-speedrun:Three Musketeers' Room|Three Musketeers' Room]] to any other door in the room&lt;br /&gt;
* [[m3-speedrun:Ice Beam Gate Room|Ice Beam Gate Room]]&lt;br /&gt;
** Door from [[m3-speedrun:Ice Beam Tutorial Room|Ice Beam Tutorial Room]] to any other room&lt;br /&gt;
* [[m3-speedrun:Crocomire Speedway|Crocomire Speedway]]&lt;br /&gt;
** Left-most door to any other door&lt;br /&gt;
*** Note: Not an absolute one-way path in vanilla, but depends on adjacent rooms to be possible. Can be absolute one-way with randomized doors&lt;br /&gt;
* [[m3-speedrun:Crocomire's Room|Crocomire's Room]]&lt;br /&gt;
** Top door to left door&lt;br /&gt;
*** Explanation: It's not possible to kill Crocomire when coming in from the left door, so the first traversal is absolutely one-way&lt;br /&gt;
* [[m3-speedrun:Mickey Mouse Room|Mickey Mouse Room]]&lt;br /&gt;
** Right door to left door&lt;br /&gt;
* [[m3-speedrun:Lower Norfair Spring Ball Maze Room|Lower Norfair Spring Ball Maze Room]]&lt;br /&gt;
** From left door or door from [[m3-speedrun:Lower Norfair Fireflea Room|Lower Norfair Fireflea Room]] to top right door&lt;br /&gt;
* [[m3-speedrun:Lower Norfair Escape Power Bomb Room|Lower Norfair Escape Power Bomb Room]]&lt;br /&gt;
** Top door to left door&lt;br /&gt;
* [[m3-speedrun:Acid Statue Room|Acid Statue Room]]&lt;br /&gt;
** Top door to bottom door&lt;br /&gt;
*** Explanation: It can be traversed backwards, but not the first time&lt;br /&gt;
* [[m3-speedrun:Golden Torizo's Room|Golden Torizo's Room]]&lt;br /&gt;
** Left door to right door&lt;br /&gt;
* [[m3-speedrun:Bowling Alley|Bowling Alley]]&lt;br /&gt;
** Door from [[m3-speedrun:West Ocean|West Ocean]] corridor to [[m3-speedrun:Gravity Suit Room|Gravity Suit Room]] door&lt;br /&gt;
* [[m3-speedrun:Pants Room|Pants Room]]&lt;br /&gt;
** Bottom left door or center left door TO right door or center right door&lt;br /&gt;
* [[m3-speedrun:Botwoon Quicksand Room|Botwoon Quicksand Room]]&lt;br /&gt;
** Top left or top right TO bottom left or bottom right (there is a morph passage in the middle)&lt;br /&gt;
* [[m3-speedrun:West Aqueduct Quicksand Room|West Aqueduct Quicksand Room]]&lt;br /&gt;
** Top to bottom&lt;br /&gt;
* [[m3-speedrun:East Aqueduct Quicksand Room|East Aqueduct Quicksand Room]]&lt;br /&gt;
** Top to bottom&lt;br /&gt;
* [[m3-speedrun:Plasma Beach Quicksand Room|Plasma Beach Quicksand Room]]&lt;br /&gt;
** Top to bottom&lt;br /&gt;
* [[m3-speedrun:East Sand Hole|East Sand Hole]]&lt;br /&gt;
** Top to bottom&lt;br /&gt;
* [[m3-speedrun:West Sand Hole|West Sand Hole]]&lt;br /&gt;
** Top to bottom&lt;br /&gt;
&lt;br /&gt;
= One-way traversal through rooms unless a reverse GGG is done =&lt;br /&gt;
* [[m3-speedrun:East Tunnel|East Tunnel]]&lt;br /&gt;
** Top right door to left tunnel door or right tunnel door&lt;br /&gt;
* [[m3-speedrun:Caterpillar Room|Caterpillar Room]]&lt;br /&gt;
** Exit from [[m3-speedrun:Red Fish Room|Red Fish Room]] to any other door or elevator in the room&lt;br /&gt;
* [[m3-speedrun:Crocomire Escape|Crocomire Escape]]&lt;br /&gt;
** Right door to left door&lt;br /&gt;
&lt;br /&gt;
= One-way traversal through rooms unless a regular GGG is done =&lt;br /&gt;
* [[m3-speedrun:Fast Ripper Room|Fast Ripper Room]]&lt;br /&gt;
** Left door to right door&lt;br /&gt;
* [[m3-speedrun:Crab Tunnel|Crab Tunnel]]&lt;br /&gt;
** Left door to right door&lt;br /&gt;
* [[m3-speedrun:Grapple Tutorial Room 3|Grapple Tutorial Room 3]]&lt;br /&gt;
** Left door to right door&lt;/div&gt;</summary>
		<author><name>Rushlight!7597</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Z3M3:Absolute_One-Way_Paths&amp;diff=1367</id>
		<title>Z3M3:Absolute One-Way Paths</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Z3M3:Absolute_One-Way_Paths&amp;diff=1367"/>
		<updated>2018-11-11T16:37:49Z</updated>

		<summary type="html">&lt;p&gt;Rushlight!7597: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of paths in Super Metroid that can only be taken in one direction, regardless of items. This ignores [[Z3M3:Permanent Grey Doors|permanent grey doors]].&lt;br /&gt;
&lt;br /&gt;
= One-way traversal through rooms =&lt;br /&gt;
&lt;br /&gt;
* [[m3-speedrun:Crateria Super Room|Crateria Super Room]]&lt;br /&gt;
** Bottom door to top door&lt;br /&gt;
* [[m3-speedrun:Green Pirates Shaft|Green Pirates Shaft]]&lt;br /&gt;
** Top door to any of the following&lt;br /&gt;
*** Mid-right door&lt;br /&gt;
*** Bottom left door&lt;br /&gt;
*** Bottom right door&lt;br /&gt;
* [[m3-speedrun:West Ocean|West Ocean]]&lt;br /&gt;
** All paths with a combination of&lt;br /&gt;
*** Origin door among the following&lt;br /&gt;
**** Top right door&lt;br /&gt;
**** Lower top right door (connected to top left door of [[m3-speedrun:Bowling Alley|Bowling Alley]]&lt;br /&gt;
**** Door to [[m3-speedrun:Bowling Alley Path|Bowling Alley Path]]&lt;br /&gt;
*** End door among the following&lt;br /&gt;
**** Left door&lt;br /&gt;
**** Entrance to Wrecked Ship&lt;br /&gt;
**** Door to [[m3-speedrun:Gravity Suit Room|Gravity Suit Room]] (assuming it's not grey)&lt;br /&gt;
* [[m3-speedrun:Green Brinstar Main Shaft|Green Brinstar Main Shaft / Etecoon Room]] (technically the same room)&lt;br /&gt;
** All paths with a combination of&lt;br /&gt;
*** Origin door among the following&lt;br /&gt;
**** Top Etecoon room door&lt;br /&gt;
**** Bottom Etecoon room door&lt;br /&gt;
*** End door among the following&lt;br /&gt;
**** Left-most door to [[m3-speedrun:Etecoon Energy Tank Room|Etecoon Energy Tank Room]]&lt;br /&gt;
**** Door to Etecoon Room (assuming it's not grey)&lt;br /&gt;
**** Door to [[m3-speedrun:Dachora Room|Dachora Room]]&lt;br /&gt;
**** Door to [[m3-speedrun:Green Brinstar Fireflea Room|Green Brinstar Fireflea Room]]&lt;br /&gt;
**** Door to Save room&lt;br /&gt;
**** Door to [[m3-speedrun:Brinstar Pre-Map Room|Brinstar Pre-Map Room]]&lt;br /&gt;
**** Door to [[m3-speedrun:Early Supers Room|Early Supers Room]]&lt;br /&gt;
**** Elevator to Crateria&lt;br /&gt;
* [[m3-speedrun:Etecoon Energy Tank Room|Etecoon Energy Tank Room]]&lt;br /&gt;
** Top left door or top right door TO bottom left door or bottom right door&lt;br /&gt;
* [[m3-speedrun:Big Pink|Big Pink]]&lt;br /&gt;
** Door from bottom of [[m3-speedrun:Pink Brinstar Power Bomb Room|Pink Brinstar Power Bomb Room]], to any other door in the room&lt;br /&gt;
* [[m3-speedrun:Pink Brinstar Power Bomb Room|Pink Brinstar Power Bomb Room]]&lt;br /&gt;
** Top door to bottom door&lt;br /&gt;
* [[m3-speedrun:Spore Spawn Room|Spore Spawn Room]]&lt;br /&gt;
** Bottom door to top door&lt;br /&gt;
*** Explanation: It's not possible to kill Spore Spawn when coming in from the top door, so the first traversal is absolutely one-way&lt;br /&gt;
* [[m3-speedrun:Spore Spawn Super Room|Spore Spawn Super Room]]&lt;br /&gt;
** Top door to bottom door&lt;br /&gt;
* [[m3-speedrun:Single Chamber|Single Chamber]]&lt;br /&gt;
** Door from [[m3-speedrun:Three Musketeers' Room|Three Musketeers' Room]] to any other door in the room&lt;br /&gt;
* [[m3-speedrun:Ice Beam Gate Room|Ice Beam Gate Room]]&lt;br /&gt;
** Door from [[m3-speedrun:Ice Beam Tutorial Room|Ice Beam Tutorial Room]] to any other room&lt;br /&gt;
* [[m3-speedrun:Crocomire Speedway|Crocomire Speedway]]&lt;br /&gt;
** Left-most door to any other door&lt;br /&gt;
*** Note: Not an absolute one-way path in vanilla, but depends on adjacent rooms to be possible. Can be absolute one-way with randomized doors&lt;br /&gt;
* [[m3-speedrun:Crocomire's Room|Crocomire's Room]]&lt;br /&gt;
** Top door to left door&lt;br /&gt;
*** Explanation: It's not possible to kill Crocomire when coming in from the left door, so the first traversal is absolutely one-way&lt;br /&gt;
* [[m3-speedrun:Mickey Mouse Room|Mickey Mouse Room]]&lt;br /&gt;
** Right door to left door&lt;br /&gt;
* [[m3-speedrun:Lower Norfair Spring Ball Maze Room|Lower Norfair Spring Ball Maze Room]]&lt;br /&gt;
** From left door or door from [[m3-speedrun:Lower Norfair Fireflea Room|Lower Norfair Fireflea Room]] to top right door&lt;br /&gt;
* [[m3-speedrun:Lower Norfair Escape Power Bomb Room|Lower Norfair Escape Power Bomb Room]]&lt;br /&gt;
** Top door to left door&lt;br /&gt;
* [[m3-speedrun:Acid Statue Room|Acid Statue Room]]&lt;br /&gt;
** Top door to bottom door&lt;br /&gt;
*** Explanation: It can be traversed backwards, but not the first time&lt;br /&gt;
* [[m3-speedrun:Golden Torizo's Room|Golden Torizo's Room]]&lt;br /&gt;
** Left door to right door&lt;br /&gt;
* [[m3-speedrun:Bowling Alley|Bowling Alley]]&lt;br /&gt;
** Door from [[m3-speedrun:West Ocean|West Ocean]] corridor to [[m3-speedrun:Gravity Suit Room|Gravity Suit Room]] door&lt;br /&gt;
* [[m3-speedrun:Pants Room|Pants Room]]&lt;br /&gt;
** Bottom left door or center left door TO right door or center right door&lt;br /&gt;
* [[m3-speedrun:Botwoon Quicksand Room|Botwoon Quicksand Room]]&lt;br /&gt;
** Top left or top right TO bottom left or bottom right (there is a morph passage in the middle)&lt;br /&gt;
* [[m3-speedrun:West Aqueduct Quicksand Room|West Aqueduct Quicksand Room]]&lt;br /&gt;
** Top to bottom&lt;br /&gt;
* [[m3-speedrun:East Aqueduct Quicksand Room|East Aqueduct Quicksand Room]]&lt;br /&gt;
** Top to bottom&lt;br /&gt;
* [[m3-speedrun:Plasma Beach Quicksand Room|Plasma Beach Quicksand Room]]&lt;br /&gt;
** Top to bottom&lt;br /&gt;
* [[m3-speedrun:East Sand Hole|East Sand Hole]]&lt;br /&gt;
** Top to bottom&lt;br /&gt;
* [[m3-speedrun:West Sand Hole|West Sand Hole]]&lt;br /&gt;
** Top to bottom&lt;br /&gt;
&lt;br /&gt;
= One-way traversal through rooms unless a reverse GGG is done =&lt;br /&gt;
* [[m3-speedrun:East Tunnel|East Tunnel]]&lt;br /&gt;
** Left tunnel door or right tunnel door to top right door&lt;br /&gt;
* [[m3-speedrun:Caterpillar Room|Caterpillar Room]]&lt;br /&gt;
** Exit from [[m3-speedrun:Red Fish Room|Red Fish Room]] to any other door or elevator in the room&lt;br /&gt;
* [[m3-speedrun:Crocomire Escape|Crocomire Escape]]&lt;br /&gt;
** Right door to left door&lt;br /&gt;
&lt;br /&gt;
= One-way traversal through rooms unless a regular GGG is done =&lt;br /&gt;
* [[m3-speedrun:Fast Ripper Room|Fast Ripper Room]]&lt;br /&gt;
** Left door to right door&lt;br /&gt;
* [[m3-speedrun:Crab Tunnel|Crab Tunnel]]&lt;br /&gt;
** Left door to right door&lt;br /&gt;
* [[m3-speedrun:Grapple Tutorial Room 3|Grapple Tutorial Room 3]]&lt;br /&gt;
** Left door to right door&lt;/div&gt;</summary>
		<author><name>Rushlight!7597</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Z3M3:Absolute_One-Way_Paths&amp;diff=1366</id>
		<title>Z3M3:Absolute One-Way Paths</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Z3M3:Absolute_One-Way_Paths&amp;diff=1366"/>
		<updated>2018-11-11T16:20:30Z</updated>

		<summary type="html">&lt;p&gt;Rushlight!7597: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of paths in Super Metroid that can only be taken in one direction, regardless of items. This ignores [[Z3M3:Permanent Grey Doors|permanent grey doors]].&lt;br /&gt;
&lt;br /&gt;
= One-way traversal through rooms =&lt;br /&gt;
* [[m3-speedrun:Crateria Super Room|Crateria Super Room]]&lt;br /&gt;
** Bottom door to top door&lt;br /&gt;
* [[m3-speedrun:Green Pirates Shaft|Green Pirates Shaft]]&lt;br /&gt;
** Top door to any of the following&lt;br /&gt;
*** Mid-right door&lt;br /&gt;
*** Bottom left door&lt;br /&gt;
*** Bottom right door&lt;br /&gt;
* [[m3-speedrun:West Ocean|West Ocean]]&lt;br /&gt;
** All paths with a combination of&lt;br /&gt;
*** Origin door among the following&lt;br /&gt;
**** Top right door&lt;br /&gt;
**** Lower top right door (connected to top left door of [[m3-speedrun:Bowling Alley|Bowling Alley]]&lt;br /&gt;
**** Door to [[m3-speedrun:Bowling Alley Path|Bowling Alley Path]]&lt;br /&gt;
*** End door among the following&lt;br /&gt;
**** Left door&lt;br /&gt;
**** Entrance to Wrecked Ship&lt;br /&gt;
**** Door to [[m3-speedrun:Gravity Suit Room|Gravity Suit Room]] (assuming it's not grey)&lt;br /&gt;
* [[m3-speedrun:Green Brinstar Main Shaft|Green Brinstar Main Shaft / Etecoon Room]] (technically the same room)&lt;br /&gt;
** All paths with a combination of&lt;br /&gt;
*** Origin door among the following&lt;br /&gt;
**** Top Etecoon room door&lt;br /&gt;
**** Bottom Etecoon room door&lt;br /&gt;
*** End door among the following&lt;br /&gt;
**** Left-most door to [[m3-speedrun:Etecoon Energy Tank Room|Etecoon Energy Tank Room]]&lt;br /&gt;
**** Door to Etecoon Room (assuming it's not grey)&lt;br /&gt;
**** Door to [[m3-speedrun:Dachora Room|Dachora Room]]&lt;br /&gt;
**** Door to [[m3-speedrun:Green Brinstar Fireflea Room|Green Brinstar Fireflea Room]]&lt;br /&gt;
**** Door to Save room&lt;br /&gt;
**** Door to [[m3-speedrun:Brinstar Pre-Map Room|Brinstar Pre-Map Room]]&lt;br /&gt;
**** Door to [[m3-speedrun:Early Supers Room|Early Supers Room]]&lt;br /&gt;
**** Elevator to Crateria&lt;br /&gt;
* [[m3-speedrun:Etecoon Energy Tank Room|Etecoon Energy Tank Room]]&lt;br /&gt;
** Top left door or top right door TO bottom left door or bottom right door&lt;br /&gt;
* [[m3-speedrun:Big Pink|Big Pink]]&lt;br /&gt;
** Door from bottom of [[m3-speedrun:Pink Brinstar Power Bomb Room|Pink Brinstar Power Bomb Room]], to any other door in the room&lt;br /&gt;
* [[m3-speedrun:Pink Brinstar Power Bomb Room|Pink Brinstar Power Bomb Room]]&lt;br /&gt;
** Top door to bottom door&lt;br /&gt;
* [[m3-speedrun:Spore Spawn Room|Spore Spawn Room]]&lt;br /&gt;
** Bottom door to top door&lt;br /&gt;
*** Explanation: It's not possible to kill Spore Spawn when coming in from the top door, so the first traversal is absolutely one-way&lt;br /&gt;
* [[m3-speedrun:Spore Spawn Super Room|Spore Spawn Super Room]]&lt;br /&gt;
** Top door to bottom door&lt;br /&gt;
* [[m3-speedrun:East Tunnel|East Tunnel]]&lt;br /&gt;
** Left tunnel door or right tunnel door to top right door (Barring some sort of reverse GGG))&lt;br /&gt;
* [[m3-speedrun:Caterpillar Room|Caterpillar Room]]&lt;br /&gt;
** Exit from [[m3-speedrun:Red Fish Room|Red Fish Room]] to any other door or elevator in the room (Barring some sort of reverse GGG))&lt;br /&gt;
* [[m3-speedrun:Single Chamber|Single Chamber]]&lt;br /&gt;
** Door from [[m3-speedrun:Three Musketeers' Room|Three Musketeers' Room]] to any other door in the room&lt;br /&gt;
* [[m3-speedrun:Ice Beam Gate Room|Ice Beam Gate Room]]&lt;br /&gt;
** Door from [[m3-speedrun:Ice Beam Tutorial Room|Ice Beam Tutorial Room]] to any other room&lt;br /&gt;
* [[m3-speedrun:Crocomire Speedway|Crocomire Speedway]]&lt;br /&gt;
** Left-most door to any other door&lt;br /&gt;
*** Note: Not an absolute one-way path in vanilla, but depends on adjacent rooms to be possible. Can be absolute one-way with randomized doors&lt;br /&gt;
* [[m3-speedrun:Crocomire's Room|Crocomire's Room]]&lt;br /&gt;
** Top door to left door&lt;br /&gt;
*** Explanation: It's not possible to kill Crocomire when coming in from the left door, so the first traversal is absolutely one-way&lt;br /&gt;
* [[m3-speedrun:Crocomire Escape|Crocomire Escape]]&lt;br /&gt;
** Right door to left door (Barring some sort of reverse GGG))&lt;br /&gt;
* [[m3-speedrun:Mickey Mouse Room|Mickey Mouse Room]]&lt;br /&gt;
** Right door to left door&lt;br /&gt;
* [[m3-speedrun:Lower Norfair Spring Ball Maze Room|Lower Norfair Spring Ball Maze Room]]&lt;br /&gt;
** From left door or door from [[m3-speedrun:Lower Norfair Fireflea Room|Lower Norfair Fireflea Room]] to top right door&lt;br /&gt;
* [[m3-speedrun:Lower Norfair Escape Power Bomb Room|Lower Norfair Escape Power Bomb Room]]&lt;br /&gt;
** Top door to left door&lt;br /&gt;
* [[m3-speedrun:Acid Statue Room|Acid Statue Room]]&lt;br /&gt;
** Top door to bottom door&lt;br /&gt;
*** Explanation: It can be traversed backwards, but not the first time&lt;br /&gt;
* [[m3-speedrun:Golden Torizo's Room|Golden Torizo's Room]]&lt;br /&gt;
** Left door to right door&lt;br /&gt;
* [[m3-speedrun:Bowling Alley|Bowling Alley]]&lt;br /&gt;
** Door from [[m3-speedrun:West Ocean|West Ocean]] corridor to [[m3-speedrun:Gravity Suit Room|Gravity Suit Room]] door&lt;br /&gt;
* [[m3-speedrun:Pants Room|Pants Room]]&lt;br /&gt;
** Bottom left door or center left door TO right door or center right door&lt;/div&gt;</summary>
		<author><name>Rushlight!7597</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Z3M3:Absolute_One-Way_Paths&amp;diff=1365</id>
		<title>Z3M3:Absolute One-Way Paths</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Z3M3:Absolute_One-Way_Paths&amp;diff=1365"/>
		<updated>2018-11-11T15:58:05Z</updated>

		<summary type="html">&lt;p&gt;Rushlight!7597: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of paths in Super Metroid that can only be taken in one direction, regardless of items.&lt;br /&gt;
&lt;br /&gt;
= One-way traversal through rooms =&lt;br /&gt;
* [[m3-speedrun:Crateria Super Room|Crateria Super Room]]&lt;br /&gt;
** Bottom door to top door&lt;br /&gt;
* [[m3-speedrun:Green Pirates Shaft|Green Pirates Shaft]]&lt;br /&gt;
** Top door to any of the following&lt;br /&gt;
*** Mid-right door&lt;br /&gt;
*** Bottom left door&lt;br /&gt;
*** Bottom right door&lt;br /&gt;
* [[m3-speedrun:West Ocean|West Ocean]]&lt;br /&gt;
** All paths with a combination of&lt;br /&gt;
*** Origin door among the following&lt;br /&gt;
**** Top right door&lt;br /&gt;
**** Lower top right door (connected to top left door of [[m3-speedrun:Bowling Alley|Bowling Alley]]&lt;br /&gt;
**** Door to [[m3-speedrun:Bowling Alley Path|Bowling Alley Path]]&lt;br /&gt;
*** End door among the following&lt;br /&gt;
**** Left door&lt;br /&gt;
**** Entrance to Wrecked Ship&lt;br /&gt;
**** Door to [[m3-speedrun:Gravity Suit Room|Gravity Suit Room]] (assuming it's not grey)&lt;br /&gt;
* [[m3-speedrun:Green Brinstar Main Shaft|Green Brinstar Main Shaft / Etecoon Room]] (technically the same room)&lt;br /&gt;
** All paths with a combination of&lt;br /&gt;
*** Origin door among the following&lt;br /&gt;
**** Top Etecoon room door&lt;br /&gt;
**** Bottom Etecoon room door&lt;br /&gt;
*** End door among the following&lt;br /&gt;
**** Left-most door to [[m3-speedrun:Etecoon Energy Tank Room|Etecoon Energy Tank Room]]&lt;br /&gt;
**** Door to Etecoon Room (assuming it's not grey)&lt;br /&gt;
**** Door to [[m3-speedrun:Dachora Room|Dachora Room]]&lt;br /&gt;
**** Door to [[m3-speedrun:Green Brinstar Fireflea Room|Green Brinstar Fireflea Room]]&lt;br /&gt;
**** Door to Save room&lt;br /&gt;
**** Door to [[m3-speedrun:Brinstar Pre-Map Room|Brinstar Pre-Map Room]]&lt;br /&gt;
**** Door to [[m3-speedrun:Early Supers Room|Early Supers Room]]&lt;br /&gt;
**** Elevator to Crateria&lt;br /&gt;
* [[m3-speedrun:Etecoon Energy Tank Room|Etecoon Energy Tank Room]]&lt;br /&gt;
** Top left door or top right door TO bottom left door or bottom right door&lt;br /&gt;
* [[m3-speedrun:Big Pink|Big Pink]]&lt;br /&gt;
** Door from bottom of [[m3-speedrun:Pink Brinstar Power Bomb Room|Pink Brinstar Power Bomb Room]], to any other door in the room&lt;br /&gt;
* [[m3-speedrun:Pink Brinstar Power Bomb Room|Pink Brinstar Power Bomb Room]]&lt;br /&gt;
** Top door to bottom door&lt;br /&gt;
* [[m3-speedrun:Spore Spawn Room|Spore Spawn Room]]&lt;br /&gt;
** Bottom door to top door&lt;br /&gt;
*** Explanation: It's not possible to kill Spore Spawn when coming in from the top door, so the first traversal is absolutely one-way&lt;br /&gt;
* [[m3-speedrun:Spore Spawn Super Room|Spore Spawn Super Room]]&lt;br /&gt;
** Top door to bottom door&lt;br /&gt;
* [[m3-speedrun:East Tunnel|East Tunnel]]&lt;br /&gt;
** Left tunnel door or right tunnel door to top right door (Barring some sort of reverse GGG))&lt;br /&gt;
* [[m3-speedrun:Caterpillar Room|Caterpillar Room]]&lt;br /&gt;
** Exit from [[m3-speedrun:Red Fish Room|Red Fish Room]] to any other door or elevator in the room&lt;/div&gt;</summary>
		<author><name>Rushlight!7597</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Z3M3:Absolute_One-Way_Paths&amp;diff=1364</id>
		<title>Z3M3:Absolute One-Way Paths</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Z3M3:Absolute_One-Way_Paths&amp;diff=1364"/>
		<updated>2018-11-11T15:45:57Z</updated>

		<summary type="html">&lt;p&gt;Rushlight!7597: Created page with &amp;quot;This is a list of paths in Super Metroid that can only be taken in one direction.  * Crateria Super Room ** Bottom door to top door * m3-...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of paths in Super Metroid that can only be taken in one direction.&lt;br /&gt;
&lt;br /&gt;
* [[m3-speedrun:Crateria Super Room|Crateria Super Room]]&lt;br /&gt;
** Bottom door to top door&lt;br /&gt;
* [[m3-speedrun:Green Pirates Shaft|Green Pirates Shaft]]&lt;br /&gt;
** Top door to any of the following&lt;br /&gt;
*** Mid-right door&lt;br /&gt;
*** Bottom left door&lt;br /&gt;
*** Bottom right door&lt;br /&gt;
* [[m3-speedrun:West Ocean|West Ocean]]&lt;br /&gt;
** All paths with a combination of&lt;br /&gt;
*** Origin door among the following&lt;br /&gt;
**** Top right door&lt;br /&gt;
**** Lower top right door (connected to top left door of [[m3-speedrun:Bowling Alley|Bowling Alley]]&lt;br /&gt;
**** Door to [[m3-speedrun:Bowling Alley Path|Bowling Alley Path]]&lt;br /&gt;
*** End door among the following&lt;br /&gt;
**** Left door&lt;br /&gt;
**** Entrance to Wrecked Ship&lt;br /&gt;
**** Door to [[m3-speedrun:Gravity Suit Room|Gravity Suit Room]] (assuming it's not grey)&lt;br /&gt;
* [[m3-speedrun:Green Brinstar Main Shaft|Green Brinstar Main Shaft / Etecoon Room]] (technically the same room)&lt;br /&gt;
** All paths with a combination of&lt;br /&gt;
*** Origin door among the following&lt;br /&gt;
**** Top Etecoon room door&lt;br /&gt;
**** Bottom Etecoon room door&lt;br /&gt;
*** End door among the following&lt;br /&gt;
**** Left-most door to [[m3-speedrun:Etecoon Energy Tank Room|Etecoon Energy Tank Room]]&lt;br /&gt;
**** Door to Etecoon Room (assuming it's not grey)&lt;br /&gt;
**** Door to [[m3-speedrun:Dachora Room|Dachora Room]]&lt;br /&gt;
**** Door to [[m3-speedrun:Green Brinstar Fireflea Room|Green Brinstar Fireflea Room]]&lt;br /&gt;
**** Door to Save room&lt;br /&gt;
**** Door to [[m3-speedrun:Brinstar Pre-Map Room|Brinstar Pre-Map Room]]&lt;br /&gt;
**** Door to [[m3-speedrun:Early Supers Room|Early Supers Room]]&lt;br /&gt;
**** Elevator to Crateria&lt;/div&gt;</summary>
		<author><name>Rushlight!7597</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Z3M3:Basic_Notes&amp;diff=1363</id>
		<title>Z3M3:Basic Notes</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Z3M3:Basic_Notes&amp;diff=1363"/>
		<updated>2018-11-11T15:30:29Z</updated>

		<summary type="html">&lt;p&gt;Rushlight!7597: /* One-way trips */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= SM logic notes =&lt;br /&gt;
&lt;br /&gt;
== A paradigm shift in the logic ==&lt;br /&gt;
In the current (v10) logic, requirements for an item to be in logic combine the rules for getting to the room and the rules for actually getting the item.&lt;br /&gt;
&lt;br /&gt;
With an entrance randomizer, the rules for getting to any given room become dynamic, depending on room layout. Because of this, the logic likely needs to be reworked to have room-by-room traversal rules separately from the rules for grabbing an item.&lt;br /&gt;
&lt;br /&gt;
This rework would require:&lt;br /&gt;
* The ability to define separate rules for getting from any given door to any given door within a room.&lt;br /&gt;
* The ability to define separate rules for getting from any given door to any given item within a room.&lt;br /&gt;
&lt;br /&gt;
== Soft-locking risks ==&lt;br /&gt;
Because the player cannot be expected to know what room lies beyond any door, the risk of soft-locking is much greater with an entrance randomizer. To give the player a fighting chance, the logic should expect the player to only take paths that are deemed symmetrical, i.e. paths that the player is able to follow in reverse. Namely:&lt;br /&gt;
* Players should not be expected to traverse a room if they aren't able to re-enter that room and go back to the original door&lt;br /&gt;
* Players should not be expected to do maneuvers where failure would leave them unable to get back (similarly to current logic not expecting a player to get back out of Wave Beam without morph, even though it's technically possible)&lt;br /&gt;
* To stay in line with this expectation from the logic, other ideas are also proposed in the door placement section.&lt;br /&gt;
&lt;br /&gt;
== Cumulative requirements across multiple rooms ==&lt;br /&gt;
In some situations, the requirements for being able to traverse may depend on what other rooms the player previously went through. Most glaring among those:&lt;br /&gt;
* Hellruns. Traversing one room requires less health than many rooms back-to-back&lt;br /&gt;
** Should each door-to-door connection in a heated room have hellrun health values in both directions?&lt;br /&gt;
** Should the logic be aware of the presence of health refills and farm spots?&lt;br /&gt;
* Power Bomb count. PB-hungry rooms being side-by-side could lead to softlocks. Logic needs to be aware of this, as it's essentially a dynamic version of being able to enter and leave gauntlet using PBs. The two questions above about hellruns apply to Power Bombs as well.&lt;br /&gt;
&lt;br /&gt;
It should be noted that if we want a &amp;quot;symmetrical&amp;quot; logic, the player should only be expected to follow these paths if they have enough resources to make it through and back again, regardless of what room lies beyond.&lt;br /&gt;
&lt;br /&gt;
== Thinking outside the room ==&lt;br /&gt;
Without an entrance randomizer, some rules for getting to an item are based on adjacent rooms. Namely, carrying momentum through a door (e.g. invisible bridge, reverse ice beam mockball) and charging a spark (e.g. Screw Attack room).&lt;br /&gt;
* Ideally, the logic should be able to tell whether the adjacent room fulfills the requirement, to determine whether to expect the player to do it.&lt;br /&gt;
** How far would that need to go? In current normal logic, you can charge a spark to get through pillars because there is enough room for it two rooms away.&lt;br /&gt;
* This is especially sensitive if we want a &amp;quot;symmetrical&amp;quot; logic. If the player comes from the other way, should they be expected to assume that the adjacent room does not fulfill the requirements?&lt;br /&gt;
&lt;br /&gt;
= SM room placement notes =&lt;br /&gt;
== Door symmetry ==&lt;br /&gt;
In short: The player cannot travel their path in reverse if a door they cannot open closes behind them. Notable thoughts:&lt;br /&gt;
* If a set of doors is given the same color, this problem cannot occur.&lt;br /&gt;
* It might be acceptable to have a one-way colored door if the means to open that door are found nearby, but is that worth the effort?&lt;br /&gt;
* One-way colored doors are definitely no issue when they guard the entrance to a dead-end, since it's impossible to open the blue side first.&lt;br /&gt;
* The game has grey doors with game flags to open them, such as defeating a boss found elsewhere. Those likely need to be symmetrical as well.&lt;br /&gt;
** [[Z3M3:Game Flag Effects|List of grey doors unlocked by game flags]]&lt;br /&gt;
* Some grey doors can never be opened. Those might need to be eliminated altogether?&lt;br /&gt;
** [[Z3M3:Permanent Grey Doors|List of permanent grey doors]]&lt;br /&gt;
&lt;br /&gt;
== One-way trips ==&lt;br /&gt;
Many paths from one door to another within a room are one-way trips. Sometimes this is absolute, regardless of items (crumble blocks, right-facing green gate, bowling alley). Sometimes it depends on items (getting up from the bottom of red tower, getting up Maridia main street).&lt;br /&gt;
&lt;br /&gt;
The biggest concern is the paths that are absolutely uni-directional, as they are by definition completely excluded from a &amp;quot;symmetrical&amp;quot; logic. Possible ideas to deal with those:&lt;br /&gt;
* Where possible, alter rooms to make them traversable in both directions. This has been done by other projects, such as VARIA.&lt;br /&gt;
* Instruct the entrance randomizer algorithm to make a way back possible, requiring no items at all. A simple way to do that would be to connect both ends of the one-way path to the same hub room.&lt;br /&gt;
&lt;br /&gt;
[[Z3M3:Absolute One-Way Paths|List of absolute one-way paths]]&lt;br /&gt;
&lt;br /&gt;
== Tourian and escape ==&lt;br /&gt;
It is probably preferable to keep Tourian and the escape path to the ship vanilla. All told, besides the Tourian doors, that is only 2 door transitions within Crateria.&lt;br /&gt;
&lt;br /&gt;
== Boss rooms ==&lt;br /&gt;
When the player enters a mini-boss or boss room, they are locked in until the boss is dead. This could happen to a player even if the boss is out of logic, and it would be best to prevent this. Possible ideas:&lt;br /&gt;
* Refrain from randomizing the doors that connect to a boss room. That way, the player can know not to enter if they're not ready. As a bonus, this would also mean Kraid, Draygon and Ridley are at least directly guarding an item.&lt;br /&gt;
* Find another way to make the doors identifiable somehow (The purple door goes to Ridley?)&lt;br /&gt;
&lt;br /&gt;
== Other rooms with grey doors ==&lt;br /&gt;
There are non-boss rooms where the player must kill everything to make it back out. In some cases, the rooms have no requirements and are not a softlock threat. But in at least some cases (e.g. Brinstar pre-map room, Plasma room), such a room can have requirements. If the player stumbled into that room without the requirements, they would be softlocked.&lt;br /&gt;
&lt;br /&gt;
How should those rooms be handled?&lt;br /&gt;
&lt;br /&gt;
[[Z3M3:Grey Doors Unlocked in-Room|List of grey doors that are unlocked by actions performed inside the room]]&lt;br /&gt;
&lt;br /&gt;
== Door connections ==&lt;br /&gt;
There are at least two possible ways to execute door connections:&lt;br /&gt;
* Always connect right-facing doors to left facing doors, and top-facing doors to bottom-facing doors&lt;br /&gt;
* Connect doors regardless of where they face, and spawn Samus near the door. VARIA's area randomizer does this&lt;br /&gt;
&lt;br /&gt;
== Elevators ==&lt;br /&gt;
Can elevators be randomized? Should they be randomized?&lt;br /&gt;
&lt;br /&gt;
== Save rooms ==&lt;br /&gt;
Should any thought be put into where the save rooms get placed?&lt;br /&gt;
&lt;br /&gt;
== Possible room placement options ==&lt;br /&gt;
* The SM VARIA randomizer offers an area randomizer option, where Zebes is split into vanilla areas. Transition doors betweens these areas are then randomized, rather than every door. Would that be of interest?&lt;/div&gt;</summary>
		<author><name>Rushlight!7597</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Z3M3:Basic_Notes&amp;diff=1362</id>
		<title>Z3M3:Basic Notes</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Z3M3:Basic_Notes&amp;diff=1362"/>
		<updated>2018-11-11T06:17:12Z</updated>

		<summary type="html">&lt;p&gt;Rushlight!7597: /* Door symmetry */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= SM logic notes =&lt;br /&gt;
&lt;br /&gt;
== A paradigm shift in the logic ==&lt;br /&gt;
In the current (v10) logic, requirements for an item to be in logic combine the rules for getting to the room and the rules for actually getting the item.&lt;br /&gt;
&lt;br /&gt;
With an entrance randomizer, the rules for getting to any given room become dynamic, depending on room layout. Because of this, the logic likely needs to be reworked to have room-by-room traversal rules separately from the rules for grabbing an item.&lt;br /&gt;
&lt;br /&gt;
This rework would require:&lt;br /&gt;
* The ability to define separate rules for getting from any given door to any given door within a room.&lt;br /&gt;
* The ability to define separate rules for getting from any given door to any given item within a room.&lt;br /&gt;
&lt;br /&gt;
== Soft-locking risks ==&lt;br /&gt;
Because the player cannot be expected to know what room lies beyond any door, the risk of soft-locking is much greater with an entrance randomizer. To give the player a fighting chance, the logic should expect the player to only take paths that are deemed symmetrical, i.e. paths that the player is able to follow in reverse. Namely:&lt;br /&gt;
* Players should not be expected to traverse a room if they aren't able to re-enter that room and go back to the original door&lt;br /&gt;
* Players should not be expected to do maneuvers where failure would leave them unable to get back (similarly to current logic not expecting a player to get back out of Wave Beam without morph, even though it's technically possible)&lt;br /&gt;
* To stay in line with this expectation from the logic, other ideas are also proposed in the door placement section.&lt;br /&gt;
&lt;br /&gt;
== Cumulative requirements across multiple rooms ==&lt;br /&gt;
In some situations, the requirements for being able to traverse may depend on what other rooms the player previously went through. Most glaring among those:&lt;br /&gt;
* Hellruns. Traversing one room requires less health than many rooms back-to-back&lt;br /&gt;
** Should each door-to-door connection in a heated room have hellrun health values in both directions?&lt;br /&gt;
** Should the logic be aware of the presence of health refills and farm spots?&lt;br /&gt;
* Power Bomb count. PB-hungry rooms being side-by-side could lead to softlocks. Logic needs to be aware of this, as it's essentially a dynamic version of being able to enter and leave gauntlet using PBs. The two questions above about hellruns apply to Power Bombs as well.&lt;br /&gt;
&lt;br /&gt;
It should be noted that if we want a &amp;quot;symmetrical&amp;quot; logic, the player should only be expected to follow these paths if they have enough resources to make it through and back again, regardless of what room lies beyond.&lt;br /&gt;
&lt;br /&gt;
== Thinking outside the room ==&lt;br /&gt;
Without an entrance randomizer, some rules for getting to an item are based on adjacent rooms. Namely, carrying momentum through a door (e.g. invisible bridge, reverse ice beam mockball) and charging a spark (e.g. Screw Attack room).&lt;br /&gt;
* Ideally, the logic should be able to tell whether the adjacent room fulfills the requirement, to determine whether to expect the player to do it.&lt;br /&gt;
** How far would that need to go? In current normal logic, you can charge a spark to get through pillars because there is enough room for it two rooms away.&lt;br /&gt;
* This is especially sensitive if we want a &amp;quot;symmetrical&amp;quot; logic. If the player comes from the other way, should they be expected to assume that the adjacent room does not fulfill the requirements?&lt;br /&gt;
&lt;br /&gt;
= SM room placement notes =&lt;br /&gt;
== Door symmetry ==&lt;br /&gt;
In short: The player cannot travel their path in reverse if a door they cannot open closes behind them. Notable thoughts:&lt;br /&gt;
* If a set of doors is given the same color, this problem cannot occur.&lt;br /&gt;
* It might be acceptable to have a one-way colored door if the means to open that door are found nearby, but is that worth the effort?&lt;br /&gt;
* One-way colored doors are definitely no issue when they guard the entrance to a dead-end, since it's impossible to open the blue side first.&lt;br /&gt;
* The game has grey doors with game flags to open them, such as defeating a boss found elsewhere. Those likely need to be symmetrical as well.&lt;br /&gt;
** [[Z3M3:Game Flag Effects|List of grey doors unlocked by game flags]]&lt;br /&gt;
* Some grey doors can never be opened. Those might need to be eliminated altogether?&lt;br /&gt;
** [[Z3M3:Permanent Grey Doors|List of permanent grey doors]]&lt;br /&gt;
&lt;br /&gt;
== One-way trips ==&lt;br /&gt;
Many paths from one door to another within a room are one-way trips. Sometimes this is absolute, regardless of items (crumble blocks, right-facing green gate, bowling alley). Sometimes it depends on items (getting up from the bottom of red tower, getting up Maridia main street).&lt;br /&gt;
&lt;br /&gt;
The biggest concern is the paths that are absolutely uni-directional, as they are by definition completely excluded from a &amp;quot;symmetrical&amp;quot; logic. Possible ideas to deal with those:&lt;br /&gt;
* Where possible, alter rooms to make them traversable in both directions. This has been done by other projects, such as VARIA.&lt;br /&gt;
* Instruct the entrance randomizer algorithm to make a way back possible, requiring no items at all. A simple way to do that would be to connect both ends of the one-way path to the same hub room.&lt;br /&gt;
&lt;br /&gt;
== Tourian and escape ==&lt;br /&gt;
It is probably preferable to keep Tourian and the escape path to the ship vanilla. All told, besides the Tourian doors, that is only 2 door transitions within Crateria.&lt;br /&gt;
&lt;br /&gt;
== Boss rooms ==&lt;br /&gt;
When the player enters a mini-boss or boss room, they are locked in until the boss is dead. This could happen to a player even if the boss is out of logic, and it would be best to prevent this. Possible ideas:&lt;br /&gt;
* Refrain from randomizing the doors that connect to a boss room. That way, the player can know not to enter if they're not ready. As a bonus, this would also mean Kraid, Draygon and Ridley are at least directly guarding an item.&lt;br /&gt;
* Find another way to make the doors identifiable somehow (The purple door goes to Ridley?)&lt;br /&gt;
&lt;br /&gt;
== Other rooms with grey doors ==&lt;br /&gt;
There are non-boss rooms where the player must kill everything to make it back out. In some cases, the rooms have no requirements and are not a softlock threat. But in at least some cases (e.g. Brinstar pre-map room, Plasma room), such a room can have requirements. If the player stumbled into that room without the requirements, they would be softlocked.&lt;br /&gt;
&lt;br /&gt;
How should those rooms be handled?&lt;br /&gt;
&lt;br /&gt;
[[Z3M3:Grey Doors Unlocked in-Room|List of grey doors that are unlocked by actions performed inside the room]]&lt;br /&gt;
&lt;br /&gt;
== Door connections ==&lt;br /&gt;
There are at least two possible ways to execute door connections:&lt;br /&gt;
* Always connect right-facing doors to left facing doors, and top-facing doors to bottom-facing doors&lt;br /&gt;
* Connect doors regardless of where they face, and spawn Samus near the door. VARIA's area randomizer does this&lt;br /&gt;
&lt;br /&gt;
== Elevators ==&lt;br /&gt;
Can elevators be randomized? Should they be randomized?&lt;br /&gt;
&lt;br /&gt;
== Save rooms ==&lt;br /&gt;
Should any thought be put into where the save rooms get placed?&lt;br /&gt;
&lt;br /&gt;
== Possible room placement options ==&lt;br /&gt;
* The SM VARIA randomizer offers an area randomizer option, where Zebes is split into vanilla areas. Transition doors betweens these areas are then randomized, rather than every door. Would that be of interest?&lt;/div&gt;</summary>
		<author><name>Rushlight!7597</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Z3M3:Game_Flag_Effects&amp;diff=1358</id>
		<title>Z3M3:Game Flag Effects</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Z3M3:Game_Flag_Effects&amp;diff=1358"/>
		<updated>2018-11-11T05:42:41Z</updated>

		<summary type="html">&lt;p&gt;Rushlight!7597: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page contains a list of things that depend on in-game flags (mostly, killing bosses)&lt;br /&gt;
&lt;br /&gt;
= Grey Doors = &lt;br /&gt;
Many grey doors stay locked until a specific flag unlocks them. This is different from [[Z3M3:Grey Doors Unlocked in-Room|grey doors that can be un locked by killing enemies in the room]]&lt;br /&gt;
&lt;br /&gt;
* [[m3-speedrun:Warehouse Zeela Room|Warehouse Zeela Room]]&lt;br /&gt;
** Bottom-left door requires Kraid killed&lt;br /&gt;
* [[m3-speedrun:Wrecked Ship Main Shaft|Wrecked Ship Main Shaft]]&lt;br /&gt;
** Door to [[m3-speedrun:Sponge Bath|Sponge Bath]]: requires Phantoon killed&lt;br /&gt;
** Door to [[m3-speedrun:Wrecked Ship West Super Room|Wrecked Ship West Super Room]]: requires Phantoon killed&lt;br /&gt;
* [[m3-speedrun:Attic|Attic]]&lt;br /&gt;
** Besides killing the enemies, left door also requires Phantoon killed&lt;br /&gt;
** Besides killing the enemies, right door also requires Phantoon killed&lt;br /&gt;
* [[m3-speedrun:Halfie Climb Room|Halfie Climb Room]]&lt;br /&gt;
** Top left door requires Draygon killed&lt;br /&gt;
* [[m3-speedrun:Plasma Spark Room|Plasma Spark Room]]&lt;br /&gt;
** Top right door requires Draygon killed&lt;br /&gt;
* [[m3-speedrun:Butterfly Room|Butterfly Room]]&lt;br /&gt;
** Right door requires Draygon killed&lt;br /&gt;
&lt;br /&gt;
= Room traversal =&lt;br /&gt;
Some rooms cannot be traversed unless a flag is active&lt;br /&gt;
&lt;br /&gt;
* [[m3-speedrun:Bowling Alley|Bowling Alley]]&lt;br /&gt;
** Going from mid-left door (connected to [[m3-speedrun:West Ocean|West Ocean]] to bottom left door (connected to [[m3-speedrun:Gravity Suit Room|Gravity Suit Room]]): requires Phantoon killed (The Chozo isn't active otherwise)&lt;br /&gt;
* [[m3-speedrun:Statues Room|Statues Room]]&lt;br /&gt;
** Going from left room to elevator requires Kraid killed, Phantoon killed, Draygon killed, and Ridley killed&lt;br /&gt;
&lt;br /&gt;
= Items =&lt;br /&gt;
Some items are either unreachable, or simply don't appear, unless a flag is active&lt;br /&gt;
&lt;br /&gt;
* [[m3-speedrun:Wrecked Ship East Super Room|Wrecked Ship East Super Room]]&lt;br /&gt;
** The Super Missiles are unreachable (and presumably don't spawn) unless Phantoon is killed&lt;br /&gt;
* [[m3-speedrun:Wrecked Ship West Super Room|Wrecked Ship West Super Room]]&lt;br /&gt;
** The Super Missiles don't spawn unless Phantoon is killed&lt;br /&gt;
* [[m3-speedrun:Wrecked Ship Energy Tank Room|Wrecked Ship Energy Tank Room]]&lt;br /&gt;
** The Energy Tank doesn't spawn unless Phantoon is killed&lt;br /&gt;
* [[m3-speedrun:Wrecked Ship East Missile Room|Wrecked Ship East Missile Room]]&lt;br /&gt;
** The Missiles don't spawn unless Phantoon is killed&lt;br /&gt;
* [[m3-speedrun:Gravity Suit Room|Gravity Suit Room]]&lt;br /&gt;
** The Gravity Suit doesn't spawn unless Phantoon is killed&lt;br /&gt;
* [[m3-speedrun:Bowling Alley|Bowling Alley]]&lt;br /&gt;
** The Missiles don't spawn unless Phantoon is killed&lt;br /&gt;
** The Reserve Tank doesn't spawn unless Phantoon is killed&lt;/div&gt;</summary>
		<author><name>Rushlight!7597</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Z3M3:Game_Flag_Effects&amp;diff=1357</id>
		<title>Z3M3:Game Flag Effects</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Z3M3:Game_Flag_Effects&amp;diff=1357"/>
		<updated>2018-11-11T05:36:46Z</updated>

		<summary type="html">&lt;p&gt;Rushlight!7597: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page contains a list of things that depend on in-game flags (mostly, killing bosses)&lt;br /&gt;
&lt;br /&gt;
= Grey Doors = &lt;br /&gt;
Many grey doors stay locked until a specific flag unlocks them. This is different from [[Z3M3:Grey Doors Unlocked in-Room|grey doors that can be un locked by killing enemies in the room]]&lt;br /&gt;
&lt;br /&gt;
* [[m3-speedrun:Warehouse Zeela Room|Warehouse Zeela Room]]&lt;br /&gt;
** Bottom-left door requires Kraid killed&lt;br /&gt;
* [[m3-speedrun:Wrecked Ship Main Shaft|Wrecked Ship Main Shaft]]&lt;br /&gt;
** Door to [[m3-speedrun:Sponge Bath|Sponge Bath]]: requires Phantoon killed&lt;br /&gt;
** Door to [[m3-speedrun:Wrecked Ship West Super Room|Wrecked Ship West Super Room]]: requires Phantoon killed&lt;br /&gt;
* [[m3-speedrun:Attic|Attic]]&lt;br /&gt;
** Besides killing the enemies, left door also requires Phantoon killed&lt;br /&gt;
** Besides killing the enemies, right door also requires Phantoon killed&lt;br /&gt;
* [[m3-speedrun:Halfie Climb Room|Halfie Climb Room]]&lt;br /&gt;
** Top left door requires Draygon killed&lt;br /&gt;
* [[m3-speedrun:Plasma Spark Room|Plasma Spark Room]]&lt;br /&gt;
** Top right door requires Draygon killed&lt;br /&gt;
* [[m3-speedrun:Butterfly Room|Butterfly Room]]&lt;br /&gt;
** Right door requires Draygon killed&lt;br /&gt;
&lt;br /&gt;
= Room traversal =&lt;br /&gt;
Some rooms cannot be traversed unless a flag is active&lt;br /&gt;
* [[m3-speedrun:Bowling Alley|Bowling Alley]]&lt;br /&gt;
** Going from mid-left door (connected to [[m3-speedrun:West Ocean|West Ocean]] to bottom left door (connected to [[m3-speedrun:Gravity Suit Room|Gravity Suit Room]]): requires Phantoon killed (The Chozo isn't active otherwise)&lt;br /&gt;
* [[m3-speedrun:Statues Room|Statues Room]]&lt;br /&gt;
** Going from left room to elevator requires Kraid killed, Phantoon killed, Draygon killed, and Ridley killed&lt;br /&gt;
&lt;br /&gt;
= Items =&lt;br /&gt;
Some items are either unreachable, or simply don't appear, unless a flag is active&lt;/div&gt;</summary>
		<author><name>Rushlight!7597</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Z3M3:Grey_Doors_Unlocked_in-Room&amp;diff=1356</id>
		<title>Z3M3:Grey Doors Unlocked in-Room</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Z3M3:Grey_Doors_Unlocked_in-Room&amp;diff=1356"/>
		<updated>2018-11-11T05:11:31Z</updated>

		<summary type="html">&lt;p&gt;Rushlight!7597: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of Grey doors that can be unlocked by doing something (typically killing enemies) inside the same room.&lt;br /&gt;
&lt;br /&gt;
* [[m3-speedrun:Pit Room|Pit Room]]&lt;br /&gt;
** Left door: Unlocked by killing all enemies (5 grey space pirates)&lt;br /&gt;
** Right door: Unlocked by killing all enemies (5 grey space pirates)&lt;br /&gt;
* [[m3-speedrun:Morph Ball Room|Morph Ball Room]]&lt;br /&gt;
** Left door: Unlocked by killing the three Sidehoppers&lt;br /&gt;
* [[m3-speedrun:Brinstar Pre-Map Room|Brinstar Pre-Map Room]]&lt;br /&gt;
** Right door: Unlocked by killing all enemies (1 small Sidehopper and 3 Zeelas)&lt;br /&gt;
** Note: Left door is not locked&lt;br /&gt;
* [[m3-speedrun:Spore Spawn Kihunter Room|Spore Spawn Kihunter Room]]&lt;br /&gt;
** Left door: Unlocked by killing all enemies (3 Green Kihunters)&lt;br /&gt;
** Top door: Unlocked by killing all enemies (3 Green Kihunters)&lt;br /&gt;
* [[m3-speedrun:Pink Brinstar Hopper Room|Pink Brinstar Hopper Room]]&lt;br /&gt;
** Left door: Unlocked by killing all enemies (1 Sidehopper and 2 Small Sidehoppers)&lt;br /&gt;
** Right door: Unlocked by killing all enemies (1 Sidehopper and 2 Small Sidehoppers)&lt;br /&gt;
* [[m3-speedrun:Pink Brinstar Power Bomb Room|Pink Brinstar Power Bomb Room]]&lt;br /&gt;
** Top door: Unlocked by killing all enemies (2 Sidehoppers)&lt;br /&gt;
** Note: Bottom door is not locked&lt;br /&gt;
* [[m3-speedrun:Beta Power Bomb Room|Beta Power Bomb Room]]&lt;br /&gt;
** Only door: Unlocked by killing 3 enemies (Sidehoppers or Yapping Maws)&lt;br /&gt;
* [[m3-speedrun:Warehouse Energy Tank Room|Warehouse Energy Tank Room]]&lt;br /&gt;
** Only door: Unlocked by killing the 4 Beetoms&lt;br /&gt;
* [[m3-speedrun:Baby Kraid Room|Baby Kraid Room]]&lt;br /&gt;
** Left door: Unlocked by killing all enemies (3 Greeen Space Pirates and 1 Mini-Kraid)&lt;br /&gt;
** Right door: Unlocked by killing all enemies (3 Greeen Space Pirates and 1 Mini-Kraid)&lt;br /&gt;
* [[m3-speedrun:Attic|Attic]]&lt;br /&gt;
** Left door: Unlocked by killing all enemies (4 Yellow(?) Kihunters and 4 Atomics)&lt;br /&gt;
** Bottom door: Unlocked by killing all enemies (4 Yellow(?) Kihunters and 4 Atomics)&lt;br /&gt;
** Right door: Unlocked by killing all enemies (4 Yellow(?) Kihunters and 4 Atomics)&lt;br /&gt;
* [[m3-speedrun:Plasma Room|Plasma Room]]&lt;br /&gt;
** Only door: Unlocked by killing the 6 Pink Space Pirates&lt;br /&gt;
* [[m3-speedrun:Mickey Mouse Room|Mickey Mouse Room]]&lt;br /&gt;
** Left door: Unlocked by killing 5 enemies (Desgeegas or Multiviolas)&lt;br /&gt;
** Note: Right door is not locked&lt;br /&gt;
* [[m3-speedrun:Metal Pirates Room|Metal Pirates Room]]&lt;br /&gt;
** Left door: Unlocked by killing the two Metal Pirates&lt;br /&gt;
** Note: Right door is not locked&lt;br /&gt;
* [[m3-speedrun:Metroid Room 1|Metroid Room 1]]&lt;br /&gt;
** Left door: Unlocked by killing the 4 Metroids&lt;br /&gt;
** Note: Right door is not locked&lt;br /&gt;
* [[m3-speedrun:Metroid Room 2|Metroid Room 2]]&lt;br /&gt;
** Bottom door: Unlocked by killing the 2 Metroids&lt;br /&gt;
** Note: Top door is not locked&lt;br /&gt;
* [[m3-speedrun:Metroid Room 3|Metroid Room 3]]&lt;br /&gt;
** Right door: Unlocked by killing the 3 Metroids&lt;br /&gt;
** Note: Left door is not locked&lt;br /&gt;
* [[m3-speedrun:Metroid Room 4|Metroid Room 4]]&lt;br /&gt;
** Bottom door: Unlocked by killing the 3 Metroids&lt;br /&gt;
** Note: Top door is not locked&lt;/div&gt;</summary>
		<author><name>Rushlight!7597</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Z3M3:Grey_Doors_Unlocked_in-Room&amp;diff=1355</id>
		<title>Z3M3:Grey Doors Unlocked in-Room</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Z3M3:Grey_Doors_Unlocked_in-Room&amp;diff=1355"/>
		<updated>2018-11-11T04:47:08Z</updated>

		<summary type="html">&lt;p&gt;Rushlight!7597: Created page with &amp;quot;This is a list of Grey doors that can be unlocked by doing something (typically killing enemies) inside the same room.  * Pit Room ** Left door: Unloc...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of Grey doors that can be unlocked by doing something (typically killing enemies) inside the same room.&lt;br /&gt;
&lt;br /&gt;
* [[m3-speedrun:Pit Room|Pit Room]]&lt;br /&gt;
** Left door: Unlocked by killing all enemies (5 grey space pirates)&lt;br /&gt;
** Right door: Unlocked by killing all enemies (5 grey space pirates)&lt;br /&gt;
* [[m3-speedrun:Morph Ball Room|Morph Ball Room]]&lt;br /&gt;
** Left door: Unlocked by killing the three Sidehoppers&lt;br /&gt;
* [[m3-speedrun:Brinstar Pre-Map Room|Brinstar Pre-Map Room]]&lt;br /&gt;
** Right door: Unlocked by killing all enemies (1 small Sidehopper and 3 Zeelas)&lt;br /&gt;
** Note: Left door is not locked&lt;br /&gt;
* [[m3-speedrun:Spore Spawn Kihunter Room|Spore Spawn Kihunter Room]]&lt;br /&gt;
** Left door: Unlocked by killing all enemies (3 Green Kihunters)&lt;br /&gt;
** Top door: Unlocked by killing all enemies (3 Green Kihunters)&lt;br /&gt;
* [[m3-speedrun:Pink Brinstar Hopper Room|Pink Brinstar Hopper Room]]&lt;br /&gt;
** Left door: Unlocked by killing all enemies (1 Sidehopper and 2 Small Sidehoppers)&lt;br /&gt;
** Right door: Unlocked by killing all enemies (1 Sidehopper and 2 Small Sidehoppers)&lt;/div&gt;</summary>
		<author><name>Rushlight!7597</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Z3M3:Basic_Notes&amp;diff=1354</id>
		<title>Z3M3:Basic Notes</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Z3M3:Basic_Notes&amp;diff=1354"/>
		<updated>2018-11-11T04:45:48Z</updated>

		<summary type="html">&lt;p&gt;Rushlight!7597: /* Other rooms with grey doors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= SM logic notes =&lt;br /&gt;
&lt;br /&gt;
== A paradigm shift in the logic ==&lt;br /&gt;
In the current (v10) logic, requirements for an item to be in logic combine the rules for getting to the room and the rules for actually getting the item.&lt;br /&gt;
&lt;br /&gt;
With an entrance randomizer, the rules for getting to any given room become dynamic, depending on room layout. Because of this, the logic likely needs to be reworked to have room-by-room traversal rules separately from the rules for grabbing an item.&lt;br /&gt;
&lt;br /&gt;
This rework would require:&lt;br /&gt;
* The ability to define separate rules for getting from any given door to any given door within a room.&lt;br /&gt;
* The ability to define separate rules for getting from any given door to any given item within a room.&lt;br /&gt;
&lt;br /&gt;
== Soft-locking risks ==&lt;br /&gt;
Because the player cannot be expected to know what room lies beyond any door, the risk of soft-locking is much greater with an entrance randomizer. To give the player a fighting chance, the logic should expect the player to only take paths that are deemed symmetrical, i.e. paths that the player is able to follow in reverse. Namely:&lt;br /&gt;
* Players should not be expected to traverse a room if they aren't able to re-enter that room and go back to the original door&lt;br /&gt;
* Players should not be expected to do maneuvers where failure would leave them unable to get back (similarly to current logic not expecting a player to get back out of Wave Beam without morph, even though it's technically possible)&lt;br /&gt;
* To stay in line with this expectation from the logic, other ideas are also proposed in the door placement section.&lt;br /&gt;
&lt;br /&gt;
== Cumulative requirements across multiple rooms ==&lt;br /&gt;
In some situations, the requirements for being able to traverse may depend on what other rooms the player previously went through. Most glaring among those:&lt;br /&gt;
* Hellruns. Traversing one room requires less health than many rooms back-to-back&lt;br /&gt;
** Should each door-to-door connection in a heated room have hellrun health values in both directions?&lt;br /&gt;
** Should the logic be aware of the presence of health refills and farm spots?&lt;br /&gt;
* Power Bomb count. PB-hungry rooms being side-by-side could lead to softlocks. Logic needs to be aware of this, as it's essentially a dynamic version of being able to enter and leave gauntlet using PBs. The two questions above about hellruns apply to Power Bombs as well.&lt;br /&gt;
&lt;br /&gt;
It should be noted that if we want a &amp;quot;symmetrical&amp;quot; logic, the player should only be expected to follow these paths if they have enough resources to make it through and back again, regardless of what room lies beyond.&lt;br /&gt;
&lt;br /&gt;
== Thinking outside the room ==&lt;br /&gt;
Without an entrance randomizer, some rules for getting to an item are based on adjacent rooms. Namely, carrying momentum through a door (e.g. invisible bridge, reverse ice beam mockball) and charging a spark (e.g. Screw Attack room).&lt;br /&gt;
* Ideally, the logic should be able to tell whether the adjacent room fulfills the requirement, to determine whether to expect the player to do it.&lt;br /&gt;
** How far would that need to go? In current normal logic, you can charge a spark to get through pillars because there is enough room for it two rooms away.&lt;br /&gt;
* This is especially sensitive if we want a &amp;quot;symmetrical&amp;quot; logic. If the player comes from the other way, should they be expected to assume that the adjacent room does not fulfill the requirements?&lt;br /&gt;
&lt;br /&gt;
= SM room placement notes =&lt;br /&gt;
== Door symmetry ==&lt;br /&gt;
In short: The player cannot travel their path in reverse if a door they cannot open closes behind them. Notable thoughts:&lt;br /&gt;
* If a set of doors is given the same color, this problem cannot occur.&lt;br /&gt;
* It might be acceptable to have a one-way colored door if the means to open that door are found nearby, but is that worth the effort?&lt;br /&gt;
* One-way colored doors are definitely no issue when they guard the entrance to a dead-end, since it's impossible to open the blue side first.&lt;br /&gt;
* The game has grey doors with triggers to open them, such as defeating a boss found elsewhere. Those likely need to be symmetrical as well.&lt;br /&gt;
** [[Z3M3:Z3M3:Grey Doors Unlocked by Triggers|List of rooms with grey doors unlocked by triggers]]&lt;br /&gt;
* Some grey doors can never be opened. Those might need to be eliminated altogether?&lt;br /&gt;
** [[Z3M3:Permanent Grey Doors|List of permanent grey doors]]&lt;br /&gt;
&lt;br /&gt;
== One-way trips ==&lt;br /&gt;
Many paths from one door to another within a room are one-way trips. Sometimes this is absolute, regardless of items (crumble blocks, right-facing green gate, bowling alley). Sometimes it depends on items (getting up from the bottom of red tower, getting up Maridia main street).&lt;br /&gt;
&lt;br /&gt;
The biggest concern is the paths that are absolutely uni-directional, as they are by definition completely excluded from a &amp;quot;symmetrical&amp;quot; logic. Possible ideas to deal with those:&lt;br /&gt;
* Where possible, alter rooms to make them traversable in both directions. This has been done by other projects, such as VARIA.&lt;br /&gt;
* Instruct the entrance randomizer algorithm to make a way back possible, requiring no items at all. A simple way to do that would be to connect both ends of the one-way path to the same hub room.&lt;br /&gt;
&lt;br /&gt;
== Tourian and escape ==&lt;br /&gt;
It is probably preferable to keep Tourian and the escape path to the ship vanilla. All told, besides the Tourian doors, that is only 2 door transitions within Crateria.&lt;br /&gt;
&lt;br /&gt;
== Boss rooms ==&lt;br /&gt;
When the player enters a mini-boss or boss room, they are locked in until the boss is dead. This could happen to a player even if the boss is out of logic, and it would be best to prevent this. Possible ideas:&lt;br /&gt;
* Refrain from randomizing the doors that connect to a boss room. That way, the player can know not to enter if they're not ready. As a bonus, this would also mean Kraid, Draygon and Ridley are at least directly guarding an item.&lt;br /&gt;
* Find another way to make the doors identifiable somehow (The purple door goes to Ridley?)&lt;br /&gt;
&lt;br /&gt;
== Other rooms with grey doors ==&lt;br /&gt;
There are non-boss rooms where the player must kill everything to make it back out. In some cases, the rooms have no requirements and are not a softlock threat. But in at least some cases (e.g. Brinstar pre-map room, Plasma room), such a room can have requirements. If the player stumbled into that room without the requirements, they would be softlocked.&lt;br /&gt;
&lt;br /&gt;
How should those rooms be handled?&lt;br /&gt;
&lt;br /&gt;
[[Z3M3:Grey Doors Unlocked in-Room|List of grey doors that are unlocked by actions performed inside the room]]&lt;br /&gt;
&lt;br /&gt;
== Door connections ==&lt;br /&gt;
There are at least two possible ways to execute door connections:&lt;br /&gt;
* Always connect right-facing doors to left facing doors, and top-facing doors to bottom-facing doors&lt;br /&gt;
* Connect doors regardless of where they face, and spawn Samus near the door. VARIA's area randomizer does this&lt;br /&gt;
&lt;br /&gt;
== Elevators ==&lt;br /&gt;
Can elevators be randomized? Should they be randomized?&lt;br /&gt;
&lt;br /&gt;
== Save rooms ==&lt;br /&gt;
Should any thought be put into where the save rooms get placed?&lt;br /&gt;
&lt;br /&gt;
== Possible room placement options ==&lt;br /&gt;
* The SM VARIA randomizer offers an area randomizer option, where Zebes is split into vanilla areas. Transition doors betweens these areas are then randomized, rather than every door. Would that be of interest?&lt;/div&gt;</summary>
		<author><name>Rushlight!7597</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Z3M3:Basic_Notes&amp;diff=1353</id>
		<title>Z3M3:Basic Notes</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Z3M3:Basic_Notes&amp;diff=1353"/>
		<updated>2018-11-11T04:31:59Z</updated>

		<summary type="html">&lt;p&gt;Rushlight!7597: /* Door symmetry */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= SM logic notes =&lt;br /&gt;
&lt;br /&gt;
== A paradigm shift in the logic ==&lt;br /&gt;
In the current (v10) logic, requirements for an item to be in logic combine the rules for getting to the room and the rules for actually getting the item.&lt;br /&gt;
&lt;br /&gt;
With an entrance randomizer, the rules for getting to any given room become dynamic, depending on room layout. Because of this, the logic likely needs to be reworked to have room-by-room traversal rules separately from the rules for grabbing an item.&lt;br /&gt;
&lt;br /&gt;
This rework would require:&lt;br /&gt;
* The ability to define separate rules for getting from any given door to any given door within a room.&lt;br /&gt;
* The ability to define separate rules for getting from any given door to any given item within a room.&lt;br /&gt;
&lt;br /&gt;
== Soft-locking risks ==&lt;br /&gt;
Because the player cannot be expected to know what room lies beyond any door, the risk of soft-locking is much greater with an entrance randomizer. To give the player a fighting chance, the logic should expect the player to only take paths that are deemed symmetrical, i.e. paths that the player is able to follow in reverse. Namely:&lt;br /&gt;
* Players should not be expected to traverse a room if they aren't able to re-enter that room and go back to the original door&lt;br /&gt;
* Players should not be expected to do maneuvers where failure would leave them unable to get back (similarly to current logic not expecting a player to get back out of Wave Beam without morph, even though it's technically possible)&lt;br /&gt;
* To stay in line with this expectation from the logic, other ideas are also proposed in the door placement section.&lt;br /&gt;
&lt;br /&gt;
== Cumulative requirements across multiple rooms ==&lt;br /&gt;
In some situations, the requirements for being able to traverse may depend on what other rooms the player previously went through. Most glaring among those:&lt;br /&gt;
* Hellruns. Traversing one room requires less health than many rooms back-to-back&lt;br /&gt;
** Should each door-to-door connection in a heated room have hellrun health values in both directions?&lt;br /&gt;
** Should the logic be aware of the presence of health refills and farm spots?&lt;br /&gt;
* Power Bomb count. PB-hungry rooms being side-by-side could lead to softlocks. Logic needs to be aware of this, as it's essentially a dynamic version of being able to enter and leave gauntlet using PBs. The two questions above about hellruns apply to Power Bombs as well.&lt;br /&gt;
&lt;br /&gt;
It should be noted that if we want a &amp;quot;symmetrical&amp;quot; logic, the player should only be expected to follow these paths if they have enough resources to make it through and back again, regardless of what room lies beyond.&lt;br /&gt;
&lt;br /&gt;
== Thinking outside the room ==&lt;br /&gt;
Without an entrance randomizer, some rules for getting to an item are based on adjacent rooms. Namely, carrying momentum through a door (e.g. invisible bridge, reverse ice beam mockball) and charging a spark (e.g. Screw Attack room).&lt;br /&gt;
* Ideally, the logic should be able to tell whether the adjacent room fulfills the requirement, to determine whether to expect the player to do it.&lt;br /&gt;
** How far would that need to go? In current normal logic, you can charge a spark to get through pillars because there is enough room for it two rooms away.&lt;br /&gt;
* This is especially sensitive if we want a &amp;quot;symmetrical&amp;quot; logic. If the player comes from the other way, should they be expected to assume that the adjacent room does not fulfill the requirements?&lt;br /&gt;
&lt;br /&gt;
= SM room placement notes =&lt;br /&gt;
== Door symmetry ==&lt;br /&gt;
In short: The player cannot travel their path in reverse if a door they cannot open closes behind them. Notable thoughts:&lt;br /&gt;
* If a set of doors is given the same color, this problem cannot occur.&lt;br /&gt;
* It might be acceptable to have a one-way colored door if the means to open that door are found nearby, but is that worth the effort?&lt;br /&gt;
* One-way colored doors are definitely no issue when they guard the entrance to a dead-end, since it's impossible to open the blue side first.&lt;br /&gt;
* The game has grey doors with triggers to open them, such as defeating a boss found elsewhere. Those likely need to be symmetrical as well.&lt;br /&gt;
** [[Z3M3:Z3M3:Grey Doors Unlocked by Triggers|List of rooms with grey doors unlocked by triggers]]&lt;br /&gt;
* Some grey doors can never be opened. Those might need to be eliminated altogether?&lt;br /&gt;
** [[Z3M3:Permanent Grey Doors|List of permanent grey doors]]&lt;br /&gt;
&lt;br /&gt;
== One-way trips ==&lt;br /&gt;
Many paths from one door to another within a room are one-way trips. Sometimes this is absolute, regardless of items (crumble blocks, right-facing green gate, bowling alley). Sometimes it depends on items (getting up from the bottom of red tower, getting up Maridia main street).&lt;br /&gt;
&lt;br /&gt;
The biggest concern is the paths that are absolutely uni-directional, as they are by definition completely excluded from a &amp;quot;symmetrical&amp;quot; logic. Possible ideas to deal with those:&lt;br /&gt;
* Where possible, alter rooms to make them traversable in both directions. This has been done by other projects, such as VARIA.&lt;br /&gt;
* Instruct the entrance randomizer algorithm to make a way back possible, requiring no items at all. A simple way to do that would be to connect both ends of the one-way path to the same hub room.&lt;br /&gt;
&lt;br /&gt;
== Tourian and escape ==&lt;br /&gt;
It is probably preferable to keep Tourian and the escape path to the ship vanilla. All told, besides the Tourian doors, that is only 2 door transitions within Crateria.&lt;br /&gt;
&lt;br /&gt;
== Boss rooms ==&lt;br /&gt;
When the player enters a mini-boss or boss room, they are locked in until the boss is dead. This could happen to a player even if the boss is out of logic, and it would be best to prevent this. Possible ideas:&lt;br /&gt;
* Refrain from randomizing the doors that connect to a boss room. That way, the player can know not to enter if they're not ready. As a bonus, this would also mean Kraid, Draygon and Ridley are at least directly guarding an item.&lt;br /&gt;
* Find another way to make the doors identifiable somehow (The purple door goes to Ridley?)&lt;br /&gt;
&lt;br /&gt;
== Other rooms with grey doors ==&lt;br /&gt;
There are non-boss rooms where the player must kill everything to make it back out. In some cases, the rooms have no requirements and are not a softlock threat. But in at least some cases (e.g. Brinstar pre-map room, Plasma room), such a room can have requirements. If the player stumbled into that room without the requirements, they would be softlocked.&lt;br /&gt;
&lt;br /&gt;
How should those rooms be handled?&lt;br /&gt;
&lt;br /&gt;
== Door connections ==&lt;br /&gt;
There are at least two possible ways to execute door connections:&lt;br /&gt;
* Always connect right-facing doors to left facing doors, and top-facing doors to bottom-facing doors&lt;br /&gt;
* Connect doors regardless of where they face, and spawn Samus near the door. VARIA's area randomizer does this&lt;br /&gt;
&lt;br /&gt;
== Elevators ==&lt;br /&gt;
Can elevators be randomized? Should they be randomized?&lt;br /&gt;
&lt;br /&gt;
== Save rooms ==&lt;br /&gt;
Should any thought be put into where the save rooms get placed?&lt;br /&gt;
&lt;br /&gt;
== Possible room placement options ==&lt;br /&gt;
* The SM VARIA randomizer offers an area randomizer option, where Zebes is split into vanilla areas. Transition doors betweens these areas are then randomized, rather than every door. Would that be of interest?&lt;/div&gt;</summary>
		<author><name>Rushlight!7597</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Z3M3:Game_Flag_Effects&amp;diff=1352</id>
		<title>Z3M3:Game Flag Effects</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Z3M3:Game_Flag_Effects&amp;diff=1352"/>
		<updated>2018-11-10T23:43:13Z</updated>

		<summary type="html">&lt;p&gt;Rushlight!7597: Created page with &amp;quot;This is a list of doors that are grey until a specific trigger happens (usually, defeating a boss)  * Warehouse Zeela Room ** Bottom-left...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of doors that are grey until a specific trigger happens (usually, defeating a boss)&lt;br /&gt;
&lt;br /&gt;
* [[m3-speedrun:Warehouse Zeela Room|Warehouse Zeela Room]]&lt;br /&gt;
** Bottom-left door requires Kraid killed&lt;br /&gt;
* [[m3-speedrun:Wrecked Ship Main Shaft|Wrecked Ship Main Shaft]]&lt;br /&gt;
** Door to [[m3-speedrun:Sponge Bath|Sponge Bath]]: requires Phantoon killed&lt;br /&gt;
** Door to [[m3-speedrun:Wrecked Ship West Super Room|Wrecked Ship West Super Room]]: requires Phantoon killed&lt;br /&gt;
* [[m3-speedrun:Attic|Attic]]&lt;br /&gt;
** Besides killing the enemies, left door also requires Phantoon killed&lt;br /&gt;
** Besides killing the enemies, right door also requires Phantoon killed&lt;br /&gt;
* [[m3-speedrun:Halfie Climb Room|Halfie Climb Room]]&lt;br /&gt;
** Top left door requires Draygon killed&lt;br /&gt;
* [[m3-speedrun:Plasma Spark Room|Plasma Spark Room]]&lt;br /&gt;
** Top right door requires Draygon killed&lt;br /&gt;
* [[m3-speedrun:Butterfly Room|Butterfly Room]]&lt;br /&gt;
** Right door requries Draygon killed&lt;/div&gt;</summary>
		<author><name>Rushlight!7597</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Z3M3:Basic_Notes&amp;diff=1351</id>
		<title>Z3M3:Basic Notes</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Z3M3:Basic_Notes&amp;diff=1351"/>
		<updated>2018-11-10T23:38:01Z</updated>

		<summary type="html">&lt;p&gt;Rushlight!7597: /* Door symmetry */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= SM logic notes =&lt;br /&gt;
&lt;br /&gt;
== A paradigm shift in the logic ==&lt;br /&gt;
In the current (v10) logic, requirements for an item to be in logic combine the rules for getting to the room and the rules for actually getting the item.&lt;br /&gt;
&lt;br /&gt;
With an entrance randomizer, the rules for getting to any given room become dynamic, depending on room layout. Because of this, the logic likely needs to be reworked to have room-by-room traversal rules separately from the rules for grabbing an item.&lt;br /&gt;
&lt;br /&gt;
This rework would require:&lt;br /&gt;
* The ability to define separate rules for getting from any given door to any given door within a room.&lt;br /&gt;
* The ability to define separate rules for getting from any given door to any given item within a room.&lt;br /&gt;
&lt;br /&gt;
== Soft-locking risks ==&lt;br /&gt;
Because the player cannot be expected to know what room lies beyond any door, the risk of soft-locking is much greater with an entrance randomizer. To give the player a fighting chance, the logic should expect the player to only take paths that are deemed symmetrical, i.e. paths that the player is able to follow in reverse. Namely:&lt;br /&gt;
* Players should not be expected to traverse a room if they aren't able to re-enter that room and go back to the original door&lt;br /&gt;
* Players should not be expected to do maneuvers where failure would leave them unable to get back (similarly to current logic not expecting a player to get back out of Wave Beam without morph, even though it's technically possible)&lt;br /&gt;
* To stay in line with this expectation from the logic, other ideas are also proposed in the door placement section.&lt;br /&gt;
&lt;br /&gt;
== Cumulative requirements across multiple rooms ==&lt;br /&gt;
In some situations, the requirements for being able to traverse may depend on what other rooms the player previously went through. Most glaring among those:&lt;br /&gt;
* Hellruns. Traversing one room requires less health than many rooms back-to-back&lt;br /&gt;
** Should each door-to-door connection in a heated room have hellrun health values in both directions?&lt;br /&gt;
** Should the logic be aware of the presence of health refills and farm spots?&lt;br /&gt;
* Power Bomb count. PB-hungry rooms being side-by-side could lead to softlocks. Logic needs to be aware of this, as it's essentially a dynamic version of being able to enter and leave gauntlet using PBs. The two questions above about hellruns apply to Power Bombs as well.&lt;br /&gt;
&lt;br /&gt;
It should be noted that if we want a &amp;quot;symmetrical&amp;quot; logic, the player should only be expected to follow these paths if they have enough resources to make it through and back again, regardless of what room lies beyond.&lt;br /&gt;
&lt;br /&gt;
== Thinking outside the room ==&lt;br /&gt;
Without an entrance randomizer, some rules for getting to an item are based on adjacent rooms. Namely, carrying momentum through a door (e.g. invisible bridge, reverse ice beam mockball) and charging a spark (e.g. Screw Attack room).&lt;br /&gt;
* Ideally, the logic should be able to tell whether the adjacent room fulfills the requirement, to determine whether to expect the player to do it.&lt;br /&gt;
** How far would that need to go? In current normal logic, you can charge a spark to get through pillars because there is enough room for it two rooms away.&lt;br /&gt;
* This is especially sensitive if we want a &amp;quot;symmetrical&amp;quot; logic. If the player comes from the other way, should they be expected to assume that the adjacent room does not fulfill the requirements?&lt;br /&gt;
&lt;br /&gt;
= SM room placement notes =&lt;br /&gt;
== Door symmetry ==&lt;br /&gt;
In short: The player cannot travel their path in reverse if a door they cannot open closes behind them. Notable thoughts:&lt;br /&gt;
* If a set of doors is given the same color, this problem cannot occur.&lt;br /&gt;
* It might be acceptable to have a one-way colored door if the means to open that door are found nearby, but is that worth the effort?&lt;br /&gt;
* One-way colored doors are definitely no issue when they guard the entrance to a dead-end&lt;br /&gt;
* The game has grey doors with triggers to open them, such as defeating a boss found elsewhere. Those likely need to be symmetrical as well.&lt;br /&gt;
** [[Z3M3:Z3M3:Grey Doors Unlocked by Triggers|List of rooms with grey doors unlocked by triggers]]&lt;br /&gt;
* Some grey doors can never be opened. Those might need to be eliminated altogether?&lt;br /&gt;
** [[Z3M3:Permanent Grey Doors|List of permanent grey doors]]&lt;br /&gt;
&lt;br /&gt;
== One-way trips ==&lt;br /&gt;
Many paths from one door to another within a room are one-way trips. Sometimes this is absolute, regardless of items (crumble blocks, right-facing green gate, bowling alley). Sometimes it depends on items (getting up from the bottom of red tower, getting up Maridia main street).&lt;br /&gt;
&lt;br /&gt;
The biggest concern is the paths that are absolutely uni-directional, as they are by definition completely excluded from a &amp;quot;symmetrical&amp;quot; logic. Possible ideas to deal with those:&lt;br /&gt;
* Where possible, alter rooms to make them traversable in both directions. This has been done by other projects, such as VARIA.&lt;br /&gt;
* Instruct the entrance randomizer algorithm to make a way back possible, requiring no items at all. A simple way to do that would be to connect both ends of the one-way path to the same hub room.&lt;br /&gt;
&lt;br /&gt;
== Tourian and escape ==&lt;br /&gt;
It is probably preferable to keep Tourian and the escape path to the ship vanilla. All told, besides the Tourian doors, that is only 2 door transitions within Crateria.&lt;br /&gt;
&lt;br /&gt;
== Boss rooms ==&lt;br /&gt;
When the player enters a mini-boss or boss room, they are locked in until the boss is dead. This could happen to a player even if the boss is out of logic, and it would be best to prevent this. Possible ideas:&lt;br /&gt;
* Refrain from randomizing the doors that connect to a boss room. That way, the player can know not to enter if they're not ready. As a bonus, this would also mean Kraid, Draygon and Ridley are at least directly guarding an item.&lt;br /&gt;
* Find another way to make the doors identifiable somehow (The purple door goes to Ridley?)&lt;br /&gt;
&lt;br /&gt;
== Other rooms with grey doors ==&lt;br /&gt;
There are non-boss rooms where the player must kill everything to make it back out. In some cases, the rooms have no requirements and are not a softlock threat. But in at least some cases (e.g. Brinstar pre-map room, Plasma room), such a room can have requirements. If the player stumbled into that room without the requirements, they would be softlocked.&lt;br /&gt;
&lt;br /&gt;
How should those rooms be handled?&lt;br /&gt;
&lt;br /&gt;
== Door connections ==&lt;br /&gt;
There are at least two possible ways to execute door connections:&lt;br /&gt;
* Always connect right-facing doors to left facing doors, and top-facing doors to bottom-facing doors&lt;br /&gt;
* Connect doors regardless of where they face, and spawn Samus near the door. VARIA's area randomizer does this&lt;br /&gt;
&lt;br /&gt;
== Elevators ==&lt;br /&gt;
Can elevators be randomized? Should they be randomized?&lt;br /&gt;
&lt;br /&gt;
== Save rooms ==&lt;br /&gt;
Should any thought be put into where the save rooms get placed?&lt;br /&gt;
&lt;br /&gt;
== Possible room placement options ==&lt;br /&gt;
* The SM VARIA randomizer offers an area randomizer option, where Zebes is split into vanilla areas. Transition doors betweens these areas are then randomized, rather than every door. Would that be of interest?&lt;/div&gt;</summary>
		<author><name>Rushlight!7597</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Z3M3:Basic_Notes&amp;diff=1350</id>
		<title>Z3M3:Basic Notes</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Z3M3:Basic_Notes&amp;diff=1350"/>
		<updated>2018-11-10T23:14:46Z</updated>

		<summary type="html">&lt;p&gt;Rushlight!7597: /* Door symmetry */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= SM logic notes =&lt;br /&gt;
&lt;br /&gt;
== A paradigm shift in the logic ==&lt;br /&gt;
In the current (v10) logic, requirements for an item to be in logic combine the rules for getting to the room and the rules for actually getting the item.&lt;br /&gt;
&lt;br /&gt;
With an entrance randomizer, the rules for getting to any given room become dynamic, depending on room layout. Because of this, the logic likely needs to be reworked to have room-by-room traversal rules separately from the rules for grabbing an item.&lt;br /&gt;
&lt;br /&gt;
This rework would require:&lt;br /&gt;
* The ability to define separate rules for getting from any given door to any given door within a room.&lt;br /&gt;
* The ability to define separate rules for getting from any given door to any given item within a room.&lt;br /&gt;
&lt;br /&gt;
== Soft-locking risks ==&lt;br /&gt;
Because the player cannot be expected to know what room lies beyond any door, the risk of soft-locking is much greater with an entrance randomizer. To give the player a fighting chance, the logic should expect the player to only take paths that are deemed symmetrical, i.e. paths that the player is able to follow in reverse. Namely:&lt;br /&gt;
* Players should not be expected to traverse a room if they aren't able to re-enter that room and go back to the original door&lt;br /&gt;
* Players should not be expected to do maneuvers where failure would leave them unable to get back (similarly to current logic not expecting a player to get back out of Wave Beam without morph, even though it's technically possible)&lt;br /&gt;
* To stay in line with this expectation from the logic, other ideas are also proposed in the door placement section.&lt;br /&gt;
&lt;br /&gt;
== Cumulative requirements across multiple rooms ==&lt;br /&gt;
In some situations, the requirements for being able to traverse may depend on what other rooms the player previously went through. Most glaring among those:&lt;br /&gt;
* Hellruns. Traversing one room requires less health than many rooms back-to-back&lt;br /&gt;
** Should each door-to-door connection in a heated room have hellrun health values in both directions?&lt;br /&gt;
** Should the logic be aware of the presence of health refills and farm spots?&lt;br /&gt;
* Power Bomb count. PB-hungry rooms being side-by-side could lead to softlocks. Logic needs to be aware of this, as it's essentially a dynamic version of being able to enter and leave gauntlet using PBs. The two questions above about hellruns apply to Power Bombs as well.&lt;br /&gt;
&lt;br /&gt;
It should be noted that if we want a &amp;quot;symmetrical&amp;quot; logic, the player should only be expected to follow these paths if they have enough resources to make it through and back again, regardless of what room lies beyond.&lt;br /&gt;
&lt;br /&gt;
== Thinking outside the room ==&lt;br /&gt;
Without an entrance randomizer, some rules for getting to an item are based on adjacent rooms. Namely, carrying momentum through a door (e.g. invisible bridge, reverse ice beam mockball) and charging a spark (e.g. Screw Attack room).&lt;br /&gt;
* Ideally, the logic should be able to tell whether the adjacent room fulfills the requirement, to determine whether to expect the player to do it.&lt;br /&gt;
** How far would that need to go? In current normal logic, you can charge a spark to get through pillars because there is enough room for it two rooms away.&lt;br /&gt;
* This is especially sensitive if we want a &amp;quot;symmetrical&amp;quot; logic. If the player comes from the other way, should they be expected to assume that the adjacent room does not fulfill the requirements?&lt;br /&gt;
&lt;br /&gt;
= SM room placement notes =&lt;br /&gt;
== Door symmetry ==&lt;br /&gt;
In short: The player cannot travel their path in reverse if a door they cannot open closes behind them. Notable thoughts:&lt;br /&gt;
* If a set of doors is given the same color, this problem cannot occur.&lt;br /&gt;
* It might be acceptable to have a one-way colored door if the means to open that door are found nearby, but is that worth the effort?&lt;br /&gt;
* The game has grey doors with triggers to open them, such as defeating a boss found elsewhere. Those likely need to be symmetrical as well.&lt;br /&gt;
* Some grey doors can never be opened. Those might need to be eliminated altogether?&lt;br /&gt;
&lt;br /&gt;
[[Z3M3:Permanent Grey Doors|List of permanent grey doors]]&lt;br /&gt;
&lt;br /&gt;
== One-way trips ==&lt;br /&gt;
Many paths from one door to another within a room are one-way trips. Sometimes this is absolute, regardless of items (crumble blocks, right-facing green gate, bowling alley). Sometimes it depends on items (getting up from the bottom of red tower, getting up Maridia main street).&lt;br /&gt;
&lt;br /&gt;
The biggest concern is the paths that are absolutely uni-directional, as they are by definition completely excluded from a &amp;quot;symmetrical&amp;quot; logic. Possible ideas to deal with those:&lt;br /&gt;
* Where possible, alter rooms to make them traversable in both directions. This has been done by other projects, such as VARIA.&lt;br /&gt;
* Instruct the entrance randomizer algorithm to make a way back possible, requiring no items at all. A simple way to do that would be to connect both ends of the one-way path to the same hub room.&lt;br /&gt;
&lt;br /&gt;
== Tourian and escape ==&lt;br /&gt;
It is probably preferable to keep Tourian and the escape path to the ship vanilla. All told, besides the Tourian doors, that is only 2 door transitions within Crateria.&lt;br /&gt;
&lt;br /&gt;
== Boss rooms ==&lt;br /&gt;
When the player enters a mini-boss or boss room, they are locked in until the boss is dead. This could happen to a player even if the boss is out of logic, and it would be best to prevent this. Possible ideas:&lt;br /&gt;
* Refrain from randomizing the doors that connect to a boss room. That way, the player can know not to enter if they're not ready. As a bonus, this would also mean Kraid, Draygon and Ridley are at least directly guarding an item.&lt;br /&gt;
* Find another way to make the doors identifiable somehow (The purple door goes to Ridley?)&lt;br /&gt;
&lt;br /&gt;
== Other rooms with grey doors ==&lt;br /&gt;
There are non-boss rooms where the player must kill everything to make it back out. In some cases, the rooms have no requirements and are not a softlock threat. But in at least some cases (e.g. Brinstar pre-map room, Plasma room), such a room can have requirements. If the player stumbled into that room without the requirements, they would be softlocked.&lt;br /&gt;
&lt;br /&gt;
How should those rooms be handled?&lt;br /&gt;
&lt;br /&gt;
== Door connections ==&lt;br /&gt;
There are at least two possible ways to execute door connections:&lt;br /&gt;
* Always connect right-facing doors to left facing doors, and top-facing doors to bottom-facing doors&lt;br /&gt;
* Connect doors regardless of where they face, and spawn Samus near the door. VARIA's area randomizer does this&lt;br /&gt;
&lt;br /&gt;
== Elevators ==&lt;br /&gt;
Can elevators be randomized? Should they be randomized?&lt;br /&gt;
&lt;br /&gt;
== Save rooms ==&lt;br /&gt;
Should any thought be put into where the save rooms get placed?&lt;br /&gt;
&lt;br /&gt;
== Possible room placement options ==&lt;br /&gt;
* The SM VARIA randomizer offers an area randomizer option, where Zebes is split into vanilla areas. Transition doors betweens these areas are then randomized, rather than every door. Would that be of interest?&lt;/div&gt;</summary>
		<author><name>Rushlight!7597</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Z3M3:Permanent_Grey_Doors&amp;diff=1349</id>
		<title>Z3M3:Permanent Grey Doors</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Z3M3:Permanent_Grey_Doors&amp;diff=1349"/>
		<updated>2018-11-10T23:13:11Z</updated>

		<summary type="html">&lt;p&gt;Rushlight!7597: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of doors in Super Metroid that are always grey and can never be opened by the player. Their existence crates a one-way path.&lt;br /&gt;
* [[m3-speedrun:Climb|Climb]]: Top-right door (connects to top door of [[m3-speedrun:Crateria Super Room|Crateria Super Room]]&lt;br /&gt;
* [[m3-speedrun:Bowling Alley|Bowling Alley]]: Mid-left door (connects to [[m3-speedrun:West Ocean|West Ocean]])&lt;br /&gt;
** This door is actually blue before Phantoon dies, but that's probably not a factor for the logic&lt;br /&gt;
* [[m3-speedrun:West Ocean|West Ocean]]: door to [[m3-speedrun:Gravity Suit Room|Gravity Suit Room]]&lt;br /&gt;
* [[m3-speedrun:Green Brinstar Main Shaft|Green Brinstar Main Shaft]]: Door to [[m3-speedrun:Etecoon Room|Etecoon Room]]&lt;br /&gt;
&lt;br /&gt;
A few additional doors are also permanently grey, but are part of Tourian or the subsequent escape and are likely not important.&lt;br /&gt;
* [[m3-speedrun:Climb|Climb]]: Bottom left door&lt;br /&gt;
* [[m3-speedrun:Dust Torizo Room|Dust Torizo Room]]: Right door&lt;br /&gt;
* [[m3-speedrun:Big Boy Room|Big Boy Room]]: Right door&lt;/div&gt;</summary>
		<author><name>Rushlight!7597</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Z3M3:Basic_Notes&amp;diff=1348</id>
		<title>Z3M3:Basic Notes</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Z3M3:Basic_Notes&amp;diff=1348"/>
		<updated>2018-11-10T23:04:04Z</updated>

		<summary type="html">&lt;p&gt;Rushlight!7597: /* Door symmetry */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= SM logic notes =&lt;br /&gt;
&lt;br /&gt;
== A paradigm shift in the logic ==&lt;br /&gt;
In the current (v10) logic, requirements for an item to be in logic combine the rules for getting to the room and the rules for actually getting the item.&lt;br /&gt;
&lt;br /&gt;
With an entrance randomizer, the rules for getting to any given room become dynamic, depending on room layout. Because of this, the logic likely needs to be reworked to have room-by-room traversal rules separately from the rules for grabbing an item.&lt;br /&gt;
&lt;br /&gt;
This rework would require:&lt;br /&gt;
* The ability to define separate rules for getting from any given door to any given door within a room.&lt;br /&gt;
* The ability to define separate rules for getting from any given door to any given item within a room.&lt;br /&gt;
&lt;br /&gt;
== Soft-locking risks ==&lt;br /&gt;
Because the player cannot be expected to know what room lies beyond any door, the risk of soft-locking is much greater with an entrance randomizer. To give the player a fighting chance, the logic should expect the player to only take paths that are deemed symmetrical, i.e. paths that the player is able to follow in reverse. Namely:&lt;br /&gt;
* Players should not be expected to traverse a room if they aren't able to re-enter that room and go back to the original door&lt;br /&gt;
* Players should not be expected to do maneuvers where failure would leave them unable to get back (similarly to current logic not expecting a player to get back out of Wave Beam without morph, even though it's technically possible)&lt;br /&gt;
* To stay in line with this expectation from the logic, other ideas are also proposed in the door placement section.&lt;br /&gt;
&lt;br /&gt;
== Cumulative requirements across multiple rooms ==&lt;br /&gt;
In some situations, the requirements for being able to traverse may depend on what other rooms the player previously went through. Most glaring among those:&lt;br /&gt;
* Hellruns. Traversing one room requires less health than many rooms back-to-back&lt;br /&gt;
** Should each door-to-door connection in a heated room have hellrun health values in both directions?&lt;br /&gt;
** Should the logic be aware of the presence of health refills and farm spots?&lt;br /&gt;
* Power Bomb count. PB-hungry rooms being side-by-side could lead to softlocks. Logic needs to be aware of this, as it's essentially a dynamic version of being able to enter and leave gauntlet using PBs. The two questions above about hellruns apply to Power Bombs as well.&lt;br /&gt;
&lt;br /&gt;
It should be noted that if we want a &amp;quot;symmetrical&amp;quot; logic, the player should only be expected to follow these paths if they have enough resources to make it through and back again, regardless of what room lies beyond.&lt;br /&gt;
&lt;br /&gt;
== Thinking outside the room ==&lt;br /&gt;
Without an entrance randomizer, some rules for getting to an item are based on adjacent rooms. Namely, carrying momentum through a door (e.g. invisible bridge, reverse ice beam mockball) and charging a spark (e.g. Screw Attack room).&lt;br /&gt;
* Ideally, the logic should be able to tell whether the adjacent room fulfills the requirement, to determine whether to expect the player to do it.&lt;br /&gt;
** How far would that need to go? In current normal logic, you can charge a spark to get through pillars because there is enough room for it two rooms away.&lt;br /&gt;
* This is especially sensitive if we want a &amp;quot;symmetrical&amp;quot; logic. If the player comes from the other way, should they be expected to assume that the adjacent room does not fulfill the requirements?&lt;br /&gt;
&lt;br /&gt;
= SM room placement notes =&lt;br /&gt;
== Door symmetry ==&lt;br /&gt;
In short: The player cannot travel their path in reverse if a door they cannot open closes behind them. Notable thoughts:&lt;br /&gt;
* If a set of doors is given the same color, this problem cannot occur.&lt;br /&gt;
* It might be acceptable to have a one-way colored door if the means to open that door are found nearby, but is that worth the effort?&lt;br /&gt;
* The game has grey doors with triggers to open them, such as defeating a boss found elsewhere. Those likely need to be symmetrical as well.&lt;br /&gt;
* Some grey doors can never be opened, like the grey door at the top right of the climb. Those might need to be eliminated altogether?&lt;br /&gt;
&lt;br /&gt;
[[Z3M3:Permanent Grey Doors|List of permanent grey doors]]&lt;br /&gt;
&lt;br /&gt;
== One-way trips ==&lt;br /&gt;
Many paths from one door to another within a room are one-way trips. Sometimes this is absolute, regardless of items (crumble blocks, right-facing green gate, bowling alley). Sometimes it depends on items (getting up from the bottom of red tower, getting up Maridia main street).&lt;br /&gt;
&lt;br /&gt;
The biggest concern is the paths that are absolutely uni-directional, as they are by definition completely excluded from a &amp;quot;symmetrical&amp;quot; logic. Possible ideas to deal with those:&lt;br /&gt;
* Where possible, alter rooms to make them traversable in both directions. This has been done by other projects, such as VARIA.&lt;br /&gt;
* Instruct the entrance randomizer algorithm to make a way back possible, requiring no items at all. A simple way to do that would be to connect both ends of the one-way path to the same hub room.&lt;br /&gt;
&lt;br /&gt;
== Tourian and escape ==&lt;br /&gt;
It is probably preferable to keep Tourian and the escape path to the ship vanilla. All told, besides the Tourian doors, that is only 2 door transitions within Crateria.&lt;br /&gt;
&lt;br /&gt;
== Boss rooms ==&lt;br /&gt;
When the player enters a mini-boss or boss room, they are locked in until the boss is dead. This could happen to a player even if the boss is out of logic, and it would be best to prevent this. Possible ideas:&lt;br /&gt;
* Refrain from randomizing the doors that connect to a boss room. That way, the player can know not to enter if they're not ready. As a bonus, this would also mean Kraid, Draygon and Ridley are at least directly guarding an item.&lt;br /&gt;
* Find another way to make the doors identifiable somehow (The purple door goes to Ridley?)&lt;br /&gt;
&lt;br /&gt;
== Other rooms with grey doors ==&lt;br /&gt;
There are non-boss rooms where the player must kill everything to make it back out. In some cases, the rooms have no requirements and are not a softlock threat. But in at least some cases (e.g. Brinstar pre-map room, Plasma room), such a room can have requirements. If the player stumbled into that room without the requirements, they would be softlocked.&lt;br /&gt;
&lt;br /&gt;
How should those rooms be handled?&lt;br /&gt;
&lt;br /&gt;
== Door connections ==&lt;br /&gt;
There are at least two possible ways to execute door connections:&lt;br /&gt;
* Always connect right-facing doors to left facing doors, and top-facing doors to bottom-facing doors&lt;br /&gt;
* Connect doors regardless of where they face, and spawn Samus near the door. VARIA's area randomizer does this&lt;br /&gt;
&lt;br /&gt;
== Elevators ==&lt;br /&gt;
Can elevators be randomized? Should they be randomized?&lt;br /&gt;
&lt;br /&gt;
== Save rooms ==&lt;br /&gt;
Should any thought be put into where the save rooms get placed?&lt;br /&gt;
&lt;br /&gt;
== Possible room placement options ==&lt;br /&gt;
* The SM VARIA randomizer offers an area randomizer option, where Zebes is split into vanilla areas. Transition doors betweens these areas are then randomized, rather than every door. Would that be of interest?&lt;/div&gt;</summary>
		<author><name>Rushlight!7597</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Z3M3:Basic_Notes&amp;diff=1347</id>
		<title>Z3M3:Basic Notes</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Z3M3:Basic_Notes&amp;diff=1347"/>
		<updated>2018-11-10T23:03:32Z</updated>

		<summary type="html">&lt;p&gt;Rushlight!7597: /* Door symmetry */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= SM logic notes =&lt;br /&gt;
&lt;br /&gt;
== A paradigm shift in the logic ==&lt;br /&gt;
In the current (v10) logic, requirements for an item to be in logic combine the rules for getting to the room and the rules for actually getting the item.&lt;br /&gt;
&lt;br /&gt;
With an entrance randomizer, the rules for getting to any given room become dynamic, depending on room layout. Because of this, the logic likely needs to be reworked to have room-by-room traversal rules separately from the rules for grabbing an item.&lt;br /&gt;
&lt;br /&gt;
This rework would require:&lt;br /&gt;
* The ability to define separate rules for getting from any given door to any given door within a room.&lt;br /&gt;
* The ability to define separate rules for getting from any given door to any given item within a room.&lt;br /&gt;
&lt;br /&gt;
== Soft-locking risks ==&lt;br /&gt;
Because the player cannot be expected to know what room lies beyond any door, the risk of soft-locking is much greater with an entrance randomizer. To give the player a fighting chance, the logic should expect the player to only take paths that are deemed symmetrical, i.e. paths that the player is able to follow in reverse. Namely:&lt;br /&gt;
* Players should not be expected to traverse a room if they aren't able to re-enter that room and go back to the original door&lt;br /&gt;
* Players should not be expected to do maneuvers where failure would leave them unable to get back (similarly to current logic not expecting a player to get back out of Wave Beam without morph, even though it's technically possible)&lt;br /&gt;
* To stay in line with this expectation from the logic, other ideas are also proposed in the door placement section.&lt;br /&gt;
&lt;br /&gt;
== Cumulative requirements across multiple rooms ==&lt;br /&gt;
In some situations, the requirements for being able to traverse may depend on what other rooms the player previously went through. Most glaring among those:&lt;br /&gt;
* Hellruns. Traversing one room requires less health than many rooms back-to-back&lt;br /&gt;
** Should each door-to-door connection in a heated room have hellrun health values in both directions?&lt;br /&gt;
** Should the logic be aware of the presence of health refills and farm spots?&lt;br /&gt;
* Power Bomb count. PB-hungry rooms being side-by-side could lead to softlocks. Logic needs to be aware of this, as it's essentially a dynamic version of being able to enter and leave gauntlet using PBs. The two questions above about hellruns apply to Power Bombs as well.&lt;br /&gt;
&lt;br /&gt;
It should be noted that if we want a &amp;quot;symmetrical&amp;quot; logic, the player should only be expected to follow these paths if they have enough resources to make it through and back again, regardless of what room lies beyond.&lt;br /&gt;
&lt;br /&gt;
== Thinking outside the room ==&lt;br /&gt;
Without an entrance randomizer, some rules for getting to an item are based on adjacent rooms. Namely, carrying momentum through a door (e.g. invisible bridge, reverse ice beam mockball) and charging a spark (e.g. Screw Attack room).&lt;br /&gt;
* Ideally, the logic should be able to tell whether the adjacent room fulfills the requirement, to determine whether to expect the player to do it.&lt;br /&gt;
** How far would that need to go? In current normal logic, you can charge a spark to get through pillars because there is enough room for it two rooms away.&lt;br /&gt;
* This is especially sensitive if we want a &amp;quot;symmetrical&amp;quot; logic. If the player comes from the other way, should they be expected to assume that the adjacent room does not fulfill the requirements?&lt;br /&gt;
&lt;br /&gt;
= SM room placement notes =&lt;br /&gt;
== Door symmetry ==&lt;br /&gt;
In short: The player cannot travel their path in reverse if a door they cannot open closes behind them. Notable thoughts:&lt;br /&gt;
* If a set of doors is given the same color, this problem cannot occur.&lt;br /&gt;
* It might be acceptable to have a one-way colored door if the means to open that door are found nearby, but is that worth the effort?&lt;br /&gt;
* The game has grey doors with triggers to open them, such as defeating a boss found elsewhere. Those likely need to be symmetrical as well.&lt;br /&gt;
* Some grey doors can never be opened, like the grey door at the top right of the climb. Those might need to be eliminated altogether? [[Z3M3:Permanent Grey Doors|List of permanent grey doors]]&lt;br /&gt;
&lt;br /&gt;
== One-way trips ==&lt;br /&gt;
Many paths from one door to another within a room are one-way trips. Sometimes this is absolute, regardless of items (crumble blocks, right-facing green gate, bowling alley). Sometimes it depends on items (getting up from the bottom of red tower, getting up Maridia main street).&lt;br /&gt;
&lt;br /&gt;
The biggest concern is the paths that are absolutely uni-directional, as they are by definition completely excluded from a &amp;quot;symmetrical&amp;quot; logic. Possible ideas to deal with those:&lt;br /&gt;
* Where possible, alter rooms to make them traversable in both directions. This has been done by other projects, such as VARIA.&lt;br /&gt;
* Instruct the entrance randomizer algorithm to make a way back possible, requiring no items at all. A simple way to do that would be to connect both ends of the one-way path to the same hub room.&lt;br /&gt;
&lt;br /&gt;
== Tourian and escape ==&lt;br /&gt;
It is probably preferable to keep Tourian and the escape path to the ship vanilla. All told, besides the Tourian doors, that is only 2 door transitions within Crateria.&lt;br /&gt;
&lt;br /&gt;
== Boss rooms ==&lt;br /&gt;
When the player enters a mini-boss or boss room, they are locked in until the boss is dead. This could happen to a player even if the boss is out of logic, and it would be best to prevent this. Possible ideas:&lt;br /&gt;
* Refrain from randomizing the doors that connect to a boss room. That way, the player can know not to enter if they're not ready. As a bonus, this would also mean Kraid, Draygon and Ridley are at least directly guarding an item.&lt;br /&gt;
* Find another way to make the doors identifiable somehow (The purple door goes to Ridley?)&lt;br /&gt;
&lt;br /&gt;
== Other rooms with grey doors ==&lt;br /&gt;
There are non-boss rooms where the player must kill everything to make it back out. In some cases, the rooms have no requirements and are not a softlock threat. But in at least some cases (e.g. Brinstar pre-map room, Plasma room), such a room can have requirements. If the player stumbled into that room without the requirements, they would be softlocked.&lt;br /&gt;
&lt;br /&gt;
How should those rooms be handled?&lt;br /&gt;
&lt;br /&gt;
== Door connections ==&lt;br /&gt;
There are at least two possible ways to execute door connections:&lt;br /&gt;
* Always connect right-facing doors to left facing doors, and top-facing doors to bottom-facing doors&lt;br /&gt;
* Connect doors regardless of where they face, and spawn Samus near the door. VARIA's area randomizer does this&lt;br /&gt;
&lt;br /&gt;
== Elevators ==&lt;br /&gt;
Can elevators be randomized? Should they be randomized?&lt;br /&gt;
&lt;br /&gt;
== Save rooms ==&lt;br /&gt;
Should any thought be put into where the save rooms get placed?&lt;br /&gt;
&lt;br /&gt;
== Possible room placement options ==&lt;br /&gt;
* The SM VARIA randomizer offers an area randomizer option, where Zebes is split into vanilla areas. Transition doors betweens these areas are then randomized, rather than every door. Would that be of interest?&lt;/div&gt;</summary>
		<author><name>Rushlight!7597</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Z3M3:Permanent_Grey_Doors&amp;diff=1346</id>
		<title>Z3M3:Permanent Grey Doors</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Z3M3:Permanent_Grey_Doors&amp;diff=1346"/>
		<updated>2018-11-10T23:03:22Z</updated>

		<summary type="html">&lt;p&gt;Rushlight!7597: Created page with &amp;quot;This is a list of doors in Super Metroid that are always grey and can never be opened by the player. Their existence crates a one-way path. * Climb: Top-right door (connects t...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of doors in Super Metroid that are always grey and can never be opened by the player. Their existence crates a one-way path.&lt;br /&gt;
* Climb: Top-right door (connects to top door of Crateria Supers&lt;br /&gt;
* Bowling Alley: Mid-left door (connects to West Ocean)&lt;br /&gt;
** This door is actually blue before Phantoon dies, but that's probably not a factor for the logic&lt;br /&gt;
* West Ocean: door to Gravity Suit&lt;br /&gt;
* Green Brinstar Main Shaft: Door to Etecoons&lt;br /&gt;
&lt;br /&gt;
A few additional doors are also permanently grey, but are part of Tourian or the subsequent escape and are likely not important.&lt;br /&gt;
* Climb: Bottom left door&lt;br /&gt;
* Dust Torizo Room: Right door&lt;br /&gt;
* Big Boy Room: Right door&lt;/div&gt;</summary>
		<author><name>Rushlight!7597</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Z3M3:Basic_Notes&amp;diff=1344</id>
		<title>Z3M3:Basic Notes</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Z3M3:Basic_Notes&amp;diff=1344"/>
		<updated>2018-11-04T21:00:33Z</updated>

		<summary type="html">&lt;p&gt;Rushlight!7597: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= SM logic notes =&lt;br /&gt;
&lt;br /&gt;
== A paradigm shift in the logic ==&lt;br /&gt;
In the current (v10) logic, requirements for an item to be in logic combine the rules for getting to the room and the rules for actually getting the item.&lt;br /&gt;
&lt;br /&gt;
With an entrance randomizer, the rules for getting to any given room become dynamic, depending on room layout. Because of this, the logic likely needs to be reworked to have room-by-room traversal rules separately from the rules for grabbing an item.&lt;br /&gt;
&lt;br /&gt;
This rework would require:&lt;br /&gt;
* The ability to define separate rules for getting from any given door to any given door within a room.&lt;br /&gt;
* The ability to define separate rules for getting from any given door to any given item within a room.&lt;br /&gt;
&lt;br /&gt;
== Soft-locking risks ==&lt;br /&gt;
Because the player cannot be expected to know what room lies beyond any door, the risk of soft-locking is much greater with an entrance randomizer. To give the player a fighting chance, the logic should expect the player to only take paths that are deemed symmetrical, i.e. paths that the player is able to follow in reverse. Namely:&lt;br /&gt;
* Players should not be expected to traverse a room if they aren't able to re-enter that room and go back to the original door&lt;br /&gt;
* Players should not be expected to do maneuvers where failure would leave them unable to get back (similarly to current logic not expecting a player to get back out of Wave Beam without morph, even though it's technically possible)&lt;br /&gt;
* To stay in line with this expectation from the logic, other ideas are also proposed in the door placement section.&lt;br /&gt;
&lt;br /&gt;
== Cumulative requirements across multiple rooms ==&lt;br /&gt;
In some situations, the requirements for being able to traverse may depend on what other rooms the player previously went through. Most glaring among those:&lt;br /&gt;
* Hellruns. Traversing one room requires less health than many rooms back-to-back&lt;br /&gt;
** Should each door-to-door connection in a heated room have hellrun health values in both directions?&lt;br /&gt;
** Should the logic be aware of the presence of health refills and farm spots?&lt;br /&gt;
* Power Bomb count. PB-hungry rooms being side-by-side could lead to softlocks. Logic needs to be aware of this, as it's essentially a dynamic version of being able to enter and leave gauntlet using PBs. The two questions above about hellruns apply to Power Bombs as well.&lt;br /&gt;
&lt;br /&gt;
It should be noted that if we want a &amp;quot;symmetrical&amp;quot; logic, the player should only be expected to follow these paths if they have enough resources to make it through and back again, regardless of what room lies beyond.&lt;br /&gt;
&lt;br /&gt;
== Thinking outside the room ==&lt;br /&gt;
Without an entrance randomizer, some rules for getting to an item are based on adjacent rooms. Namely, carrying momentum through a door (e.g. invisible bridge, reverse ice beam mockball) and charging a spark (e.g. Screw Attack room).&lt;br /&gt;
* Ideally, the logic should be able to tell whether the adjacent room fulfills the requirement, to determine whether to expect the player to do it.&lt;br /&gt;
** How far would that need to go? In current normal logic, you can charge a spark to get through pillars because there is enough room for it two rooms away.&lt;br /&gt;
* This is especially sensitive if we want a &amp;quot;symmetrical&amp;quot; logic. If the player comes from the other way, should they be expected to assume that the adjacent room does not fulfill the requirements?&lt;br /&gt;
&lt;br /&gt;
= SM room placement notes =&lt;br /&gt;
== Door symmetry ==&lt;br /&gt;
In short: The player cannot travel their path in reverse if a door they cannot open closes behind them. Notable thoughts:&lt;br /&gt;
* If a set of doors is given the same color, this problem cannot occur.&lt;br /&gt;
* It might be acceptable to have a one-way colored door if the means to open that door are found nearby, but is that worth the effort?&lt;br /&gt;
* The game has grey doors with triggers to open them, such as defeating a boss found elsewhere. Those likely need to be symmetrical as well.&lt;br /&gt;
* Some grey doors can never be opened, like the grey door at the top right of the climb. Those might need to be eliminated altogether?&lt;br /&gt;
&lt;br /&gt;
== One-way trips ==&lt;br /&gt;
Many paths from one door to another within a room are one-way trips. Sometimes this is absolute, regardless of items (crumble blocks, right-facing green gate, bowling alley). Sometimes it depends on items (getting up from the bottom of red tower, getting up Maridia main street).&lt;br /&gt;
&lt;br /&gt;
The biggest concern is the paths that are absolutely uni-directional, as they are by definition completely excluded from a &amp;quot;symmetrical&amp;quot; logic. Possible ideas to deal with those:&lt;br /&gt;
* Where possible, alter rooms to make them traversable in both directions. This has been done by other projects, such as VARIA.&lt;br /&gt;
* Instruct the entrance randomizer algorithm to make a way back possible, requiring no items at all. A simple way to do that would be to connect both ends of the one-way path to the same hub room.&lt;br /&gt;
&lt;br /&gt;
== Tourian and escape ==&lt;br /&gt;
It is probably preferable to keep Tourian and the escape path to the ship vanilla. All told, besides the Tourian doors, that is only 2 door transitions within Crateria.&lt;br /&gt;
&lt;br /&gt;
== Boss rooms ==&lt;br /&gt;
When the player enters a mini-boss or boss room, they are locked in until the boss is dead. This could happen to a player even if the boss is out of logic, and it would be best to prevent this. Possible ideas:&lt;br /&gt;
* Refrain from randomizing the doors that connect to a boss room. That way, the player can know not to enter if they're not ready. As a bonus, this would also mean Kraid, Draygon and Ridley are at least directly guarding an item.&lt;br /&gt;
* Find another way to make the doors identifiable somehow (The purple door goes to Ridley?)&lt;br /&gt;
&lt;br /&gt;
== Other rooms with grey doors ==&lt;br /&gt;
There are non-boss rooms where the player must kill everything to make it back out. In some cases, the rooms have no requirements and are not a softlock threat. But in at least some cases (e.g. Brinstar pre-map room, Plasma room), such a room can have requirements. If the player stumbled into that room without the requirements, they would be softlocked.&lt;br /&gt;
&lt;br /&gt;
How should those rooms be handled?&lt;br /&gt;
&lt;br /&gt;
== Door connections ==&lt;br /&gt;
There are at least two possible ways to execute door connections:&lt;br /&gt;
* Always connect right-facing doors to left facing doors, and top-facing doors to bottom-facing doors&lt;br /&gt;
* Connect doors regardless of where they face, and spawn Samus near the door. VARIA's area randomizer does this&lt;br /&gt;
&lt;br /&gt;
== Elevators ==&lt;br /&gt;
Can elevators be randomized? Should they be randomized?&lt;br /&gt;
&lt;br /&gt;
== Save rooms ==&lt;br /&gt;
Should any thought be put into where the save rooms get placed?&lt;br /&gt;
&lt;br /&gt;
== Possible room placement options ==&lt;br /&gt;
* The SM VARIA randomizer offers an area randomizer option, where Zebes is split into vanilla areas. Transition doors betweens these areas are then randomized, rather than every door. Would that be of interest?&lt;/div&gt;</summary>
		<author><name>Rushlight!7597</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Z3M3:Basic_Notes&amp;diff=1331</id>
		<title>Z3M3:Basic Notes</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Z3M3:Basic_Notes&amp;diff=1331"/>
		<updated>2018-11-02T19:50:00Z</updated>

		<summary type="html">&lt;p&gt;Rushlight!7597: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= SM logic notes =&lt;br /&gt;
&lt;br /&gt;
== A paradigm shift in the logic ==&lt;br /&gt;
In the current (v10) logic, requirements for an item to be in logic combine the rules for getting to the room and the rules for actually getting the item.&lt;br /&gt;
&lt;br /&gt;
With an entrance randomizer, the rules for getting to any given room become dynamic, depending on room layout. Because of this, the logic likely needs to be reworked to have room-by-room traversal rules separately from the rules for grabbing an item.&lt;br /&gt;
&lt;br /&gt;
This rework would require:&lt;br /&gt;
* The ability to define separate rules for getting from any given door to any given door within a room.&lt;br /&gt;
* The ability to define separate rules for getting from any given door to any given item within a room.&lt;br /&gt;
&lt;br /&gt;
== Soft-locking risks ==&lt;br /&gt;
Because the player cannot be expected to know what room lies beyond any door, the risk of soft-locking is much greater with an entrance randomizer. To give the player a fighting chance, the logic should expect the player to only take paths that are deemed symmetrical, i.e. paths that the player is able to follow in reverse. Namely:&lt;br /&gt;
* Players should not be expected to traverse a room if they aren't able to re-enter that room and go back to the original door&lt;br /&gt;
* Players should not be expected to do maneuvers where failure would leave them unable to get back (similarly to current logic not expecting a player to get back out of Wave Beam without morph, even though it's technically possible)&lt;br /&gt;
* To stay in line with this expectation from the logic, other ideas are also proposed in the door placement section.&lt;br /&gt;
&lt;br /&gt;
== Cumulative requirements across multiple rooms ==&lt;br /&gt;
In some situations, the requirements for being able to traverse may depend on what other rooms the player previously went through. Most glaring among those:&lt;br /&gt;
* Hellruns. Traversing one room requires less health than many rooms back-to-back&lt;br /&gt;
** Should each door-to-door connection in a heated room have hellrun health values in both directions?&lt;br /&gt;
** Should the logic be aware of the presence of health refills and farm spots?&lt;br /&gt;
* Power Bomb count. PB-hungry rooms being side-by-side could lead to softlocks. Logic needs to be aware of this, as it's essentially a dynamic version of being able to enter and leave gauntlet using PBs. The two questions above about hellruns apply to Power Bombs as well.&lt;br /&gt;
&lt;br /&gt;
It should be noted that if we want a &amp;quot;symmetrical&amp;quot; logic, the player should only be expected to follow these paths if they have enough resources to make it through and back again, regardless of what room lies beyond.&lt;br /&gt;
&lt;br /&gt;
== Thinking outside the room ==&lt;br /&gt;
Without an entrance randomizer, some rules for getting to an item are based on adjacent rooms. Namely, carrying momentum through a door (e.g. invisible bridge, reverse ice beam mockball) and charging a spark (e.g. Screw Attack room).&lt;br /&gt;
* Ideally, the logic should be able to tell whether the adjacent room fulfills the requirement, to determine whether to expect the player to do it.&lt;br /&gt;
** How far would that need to go? In current normal logic, you can charge a spark to get through pillars because there is enough room for it two rooms away.&lt;br /&gt;
* This is especially sensitive if we want a &amp;quot;symmetrical&amp;quot; logic. If the player comes from the other way, should they be expected to assume that the adjacent room does not fulfill the requirements?&lt;br /&gt;
&lt;br /&gt;
= SM room placement notes =&lt;br /&gt;
== Door symmetry ==&lt;br /&gt;
In short: The player cannot travel their path in reverse if a door they cannot open closes behind them. Notable thoughts:&lt;br /&gt;
* If a set of doors is given the same color, this problem cannot occur.&lt;br /&gt;
* It might be acceptable to have a one-way colored door if the means to open that door are found nearby, but is that worth the effort?&lt;br /&gt;
* The game has grey doors with triggers to open them, such as defeating a boss found elsewhere. Those likely need to be symmetrical as well.&lt;br /&gt;
* Some grey doors can never be opened, like the grey door at the top right of the climb. Those might need to be eliminated altogether?&lt;br /&gt;
&lt;br /&gt;
== One-way trips ==&lt;br /&gt;
Many paths from one door to another within a room are one-way trips. Sometimes this is absolute, regardless of items (crumble blocks, right-facing green gate, bowling alley). Sometimes it depends on items (getting up from the bottom of red tower, getting up Maridia main street).&lt;br /&gt;
&lt;br /&gt;
The biggest concern is the paths that are absolutely uni-directional, as they are by definition completely excluded from a &amp;quot;symmetrical&amp;quot; logic. Possible ideas to deal with those:&lt;br /&gt;
* Where possible, alter rooms to make them traversable in both directions. This has been done by other projects, such as VARIA.&lt;br /&gt;
* Instruct the entrance randomizer algorithm to make a way back possible, requiring no items at all. A simple way to do that would be to connect both ends of the one-way path to the same hub room.&lt;br /&gt;
&lt;br /&gt;
== Tourian and escape ==&lt;br /&gt;
It is probably preferable to keep Tourian and the escape path to the ship vanilla. All told, besides the Tourian doors, that is only 2 door transitions within Crateria.&lt;br /&gt;
&lt;br /&gt;
== Boss rooms ==&lt;br /&gt;
When the player enters a mini-boss or boss room, they are locked in until the boss is dead. This could happen to a player even if the boss is out of logic, and it would be best to prevent this. Possible ideas:&lt;br /&gt;
* Refrain from randomizing the doors that connect to a boss room. That way, the player can know not to enter if they're not ready. As a bonus, this would also mean Kraid, Draygon and Ridley are at least directly guarding an item.&lt;br /&gt;
* Find another way to make the doors identifiable somehow (The purple door goes to Ridley?)&lt;br /&gt;
&lt;br /&gt;
== Door connections ==&lt;br /&gt;
There are at least two possible ways to execute door connections:&lt;br /&gt;
* Always connect right-facing doors to left facing doors, and top-facing doors to bottom-facing doors&lt;br /&gt;
* Connect doors regardless of where they face, and spawn Samus near the door. VARIA's area randomizer does this&lt;br /&gt;
&lt;br /&gt;
== Elevators ==&lt;br /&gt;
Can elevators be randomized? Should they be randomized?&lt;br /&gt;
&lt;br /&gt;
== Save rooms ==&lt;br /&gt;
Should any thought be put into where the save rooms get placed?&lt;br /&gt;
&lt;br /&gt;
== Possible room placement options ==&lt;br /&gt;
* The SM VARIA randomizer offers an area randomizer option, where Zebes is split into vanilla areas. Transition doors betweens these areas are then randomized, rather than every door. Would that be of interest?&lt;/div&gt;</summary>
		<author><name>Rushlight!7597</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Z3M3:Basic_Notes&amp;diff=1330</id>
		<title>Z3M3:Basic Notes</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Z3M3:Basic_Notes&amp;diff=1330"/>
		<updated>2018-11-02T19:04:38Z</updated>

		<summary type="html">&lt;p&gt;Rushlight!7597: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= SM logic notes =&lt;br /&gt;
&lt;br /&gt;
== A paradigm shift in the logic ==&lt;br /&gt;
In the current (v10) logic, requirements for an item to be in logic combine the rules for getting to the room and the rules for actually getting the item.&lt;br /&gt;
&lt;br /&gt;
With an entrance randomizer, the rules for getting to any given room become dynamic, depending on room layout. Because of this, the logic likely needs to be reworked to have room-by-room traversal rules separately from the rules for grabbing an item.&lt;br /&gt;
&lt;br /&gt;
This rework would require:&lt;br /&gt;
* The ability to define separate rules for getting from any given door to any given door within a room.&lt;br /&gt;
* The ability to define separate rules for getting from any given door to any given item within a room.&lt;br /&gt;
&lt;br /&gt;
== Soft-locking risks ==&lt;br /&gt;
Because the player cannot be expected to know what room lies beyond any door, the risk of soft-locking is much greater with an entrance randomizer. To give the player a fighting chance, the logic should expect the player to only take paths that are deemed symmetrical, i.e. paths that the player is able to follow in reverse. Namely:&lt;br /&gt;
* Players should not be expected to traverse a room if they aren't able to re-enter that room and go back to the original door&lt;br /&gt;
* Players should not be expected to do maneuvers where failure would leave them unable to get back (similarly to current logic not expecting a player to get back out of Wave Beam without morph)&lt;br /&gt;
* To stay in line with this expectation from the logic, other changes are also proposed in the door placement section.&lt;br /&gt;
&lt;br /&gt;
== Cumulative requirements across multiple rooms ==&lt;br /&gt;
In some situations, the requirements for being able to traverse may depend on what other rooms the player previously went through. Most glaring among those:&lt;br /&gt;
* Hellruns. Traversing one room requires less health than many rooms back-to-back&lt;br /&gt;
** Should each door-to-door connection in a heated room have hellrun health values in both directions?&lt;br /&gt;
** Should the logic be aware of the presence of health refills and farm spots?&lt;br /&gt;
* Power Bomb count. PB-hungry rooms being side-by-side could lead to softlocks. Logic needs to be aware of this. The two questions above about hellruns apply to Power Bombs as well.&lt;br /&gt;
&lt;br /&gt;
It should be noted that if we want a &amp;quot;symmetrical&amp;quot; logic, the player should only be expected to follow these paths if they have enough resources to make it through and back again.&lt;br /&gt;
&lt;br /&gt;
== Thinking outside the room ==&lt;br /&gt;
Without an entrance randomizer, some rules for getting to an item are based on adjacent rooms. Namely, carrying momentum through a door (e.g. invisible bridge, reverse ice beam mockball) and charging a spark (e.g. Screw Attack room).&lt;br /&gt;
* Ideally, the logic should be able to tell whether the adjacent room fulfills the requirement, to determine whether to expect the player to do it.&lt;br /&gt;
** How far would that need to go? In current normal logic, you can charge a spark to get through pillars because there is enough room for it two rooms away.&lt;br /&gt;
* This is especially sensitive if we want a &amp;quot;symmetrical&amp;quot; logic. If the player comes from the other way, should they be expected to assume that the adjacent room does not fulfill the requirements?&lt;br /&gt;
&lt;br /&gt;
= SM room placement notes =&lt;br /&gt;
* Doors a player can't open should not close behind them, so connected doors likely need to be the same color. This should also be true for grey doors that open after a condition is met.&lt;br /&gt;
* Many rooms contain one-way trips. This would place them entirely out of a symmetrical logic. Other projects have altered those rooms to make them bi-directional, e.g. by removing crumble blocks or gates. Would that be a good idea?&lt;br /&gt;
* It is probably preferable to keep Tourian and the escape path to the ship vanilla. All told, besides the Tourian doors, that is only 2 door transitions in Crateria.&lt;br /&gt;
* The SM VARIA randomizer offers an area randomizer option, where Zebes is split into vanilla areas. Transition doors betweens these areas are then randomized, rather than every door. /wiykd that be of interest?&lt;/div&gt;</summary>
		<author><name>Rushlight!7597</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Z3M3:Basic_Notes&amp;diff=1329</id>
		<title>Z3M3:Basic Notes</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Z3M3:Basic_Notes&amp;diff=1329"/>
		<updated>2018-11-02T04:57:55Z</updated>

		<summary type="html">&lt;p&gt;Rushlight!7597: Created page with &amp;quot; == SM logic notes ==  * Logic probably needs to define rules for traversal, room-by-room, rather than just accessing items. Notably: ** Getting from any door to any other doo...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== SM logic notes ==&lt;br /&gt;
&lt;br /&gt;
* Logic probably needs to define rules for traversal, room-by-room, rather than just accessing items. Notably:&lt;br /&gt;
** Getting from any door to any other door in a room may have requirements&lt;br /&gt;
** Getting from any door to a specific item in a room may have requirements&lt;br /&gt;
* To reduce the risk of players soft-locking, logic should work in a symmetrical way:&lt;br /&gt;
** Players should not be expected to follow a path they aren't able to reverse&lt;br /&gt;
** Players should not be expected to do maneuvers where failure would leave them unable to get back (similarly to current logic not expecting a player to get back out of Wave Beam without morph)&lt;br /&gt;
** Doors a player can't open should not close behind them, so connected doors likely need to be the same color. This should also be true for grey doors that open after a condition is met.&lt;br /&gt;
* Requirements for Hellruns are a concern&lt;br /&gt;
** Should heated rooms have hellrun health values for each door-to-door connection, in both directions?&lt;br /&gt;
** Should logic be aware of refills and farm spots along the way?&lt;br /&gt;
* Power Bomb count and Power Bomb farming spots may be a similar problem to hellruns&lt;br /&gt;
* Without an entrance randomizer, some logical requirements are based on adjacent rooms. Namely, carrying momentum through a door (e.g. invisible bridge, reverse ice beam mockball) and charging a spark (e.g. Screw Attack room)&lt;br /&gt;
** Ideally, the logic should be able to tell whether the adjacent room fulfills the requirement, to determine whether to expect the player to do it.&lt;br /&gt;
** This is especially sensitive if the logic needs to expect symmetry. If the player comes from the other way, should they be expected to assume that the adjacent room does not fulfill the requirements?&lt;br /&gt;
&lt;br /&gt;
== SM room placement notes ==&lt;br /&gt;
* Many rooms contain one-way trips. This would place them entirely out of a symmetrical logic. Other projects have altered those rooms to make them bi-directional, e.g. by removing crumble blocks or gates. Would that be a good idea?&lt;br /&gt;
* It is probably preferable to keep Tourian and the escape path to the ship vanilla. All told, besides the Tourian doors, that is only 2 door transitions in Crateria.&lt;br /&gt;
* The SM VARIA randomizer offers an area randomizer option, where Zebes is split into vanilla areas. Transition doors betweens these areas are then randomized, rather than every door. /wiykd that be of interest?&lt;/div&gt;</summary>
		<author><name>Rushlight!7597</name></author>
	</entry>
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