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"Lightspeed" mode, or "Light World Mode" is a set of customizer settings designed to create a consistently short yet competitive game mode. The mode requires you to beat all Light World dungeons, and the game is over once you defeat Agahnim 1 and grab the Triforce on the Pyramid Ledge.
"Lightspeed" mode, or "[[Light World]] Mode" is a set of customizer settings designed to create a consistently short yet competitive game mode. The mode requires you to beat all [[Light World]] dungeons, and the game is over once you defeat [[Agahnim]] 1 and grab the [[Triforce]] on the [[Pyramid Ledge]].


== What to Expect ==
== What to Expect ==


This is a "Standard" start with a random Uncle Weapon. All three Light World dungeons are pendants and are required to pull a Progressive Sword from the Pedestal, with no possible ways to sequence break this requirement using minor glitches. The only locations logically available are locations which are accessible without the Moon Pearl. There is one Progressive Sword on the Pedestal, and one other Progressive Sword randomly placed somewhere else logically available. The game is over when you defeat Aga1 and grab the Triforce on the Pyramid Ledge.
By default this is a "[[Standard State]]" start with a random [[Uncle]] Weapon. All three [[Light World]] dungeons are [[pendant]]s and you are required to pull a [[Progressive Sword]] from the [[Pedestal]], with no possible ways to sequence break this requirement using [[minor glitch]]es. The only locations logically-available are locations which are accessible without the [[Moon Pearl]]. There is one [[Progressive Sword]] on the [[Pedestal]], and one other [[Progressive Sword]] randomly placed somewhere else logically-available. The game is over when you defeat [[Agahnim]] 1 and grab the [[Triforce]] on the [[Pyramid Ledge]].


Some consequences of the settings are:
Some consequences of the settings are:


* Boots will more often be available in the Light World than what you would expect in a normal Open seed partially due to the key placement of Desert Palace, however boots will not be available every seed.
* [[Pegasus Boots]] will more-often be available in the [[Light World]] than what you would expect in a normal [[Open State]] seed partially due to the key placement of [[Desert Palace]], however [[boots]] will not be available every seed.


* If you decide to go up Aga Tower without the Lamp, you will always at least have the Fire Rod because a fire source is forced for Desert Palace.
* If you decide to go up [[Agahnim's Tower]] without the [[Lamp]], you will always at least have the [[Fire Rod]] because a [[fire source]] is forced for [[Desert Palace]].


* You will always be forced to go through Escape and the three Light World pendant dungeons with either no sword or a Fighter Sword at maximum, and you will always ascend Agahnim Tower with a Master Sword.
* You will always be forced to go through [[Hyrule Castle Escape]] and the three [[Light World]] [[pendant]] dungeons with either no sword or a Fighter Sword at maximum, and you will always ascend [[Agahnim's Tower]] with a [[Master Sword]].


* You may be required to navigate through the Dark World to reach locations which are considered logically accessible without the moon pearl, such as Checkerboard Cave, Desert Palace, Tower of Hera, and East Light World Death Mountain.
* You may be required to navigate through the [[Dark World]] to reach locations which are considered logically-accessible without the [[Moon Pearl]], such as [[Checkerboard Cave]], [[Desert Palace]], [[Tower of Hera]], and East [[Light World]] [[Death Mountain]].


* Sequence breaking with bunny glitches ([[Bunny#Minor_Glitches]]) is possible, for example to get into the Mire Shed, Superbunny Cave, or [[Dungeon Bunny Revival]] inside Ice Palace, however you will never find an item required by the playthrough, and you will absolutely never find an item which allows you to skip pulling the Master Sword Pedestal and defeating Aga1. It is possible that you may find helpful items with bunny glitches, such as a Progressive Bow or a Hammer, but because of the shortness of the mode and the fewer opportunities for high variance decisions, this kind of sequence breaking is highly unlikely to pay off.
* Sequence breaking with bunny glitches ([[Bunny#Minor_Glitches]]) is possible, for example to get into the [[Mire Shed]], [[Superbunny Cave]], or [[Dungeon Bunny Revival]] inside [[Ice Palace]], however you will never find an item required by the playthrough, and you will absolutely never find an item which allows you to skip pulling the [[Master Sword Pedestal]] and defeating [[Agahnim]] 1. It is possible that you may find helpful items with bunny glitches, such as a [[Progressive Bow]] or a [[Hammer]], but because of the shortness of the mode and the fewer opportunities for high-variance decisions, this kind of sequence breaking is highly unlikely to pay off.


* The bias of the fill algorithm is exacerbated in this game mode due to having much fewer locations (69) which are ever logically fillable with required items, but still having 216 items to fill. If you find an item which unlocks relatively few locations, it is more likely than normal to lead to something logically required. [http://alttp.mymm1.com/wiki/File:LightspeedFillBiasMeme.jpg Kekw]
* The bias of the fill algorithm is exacerbated in this game mode due to having much fewer locations (71) which are ever logically-fillable with required items. If you find an item which unlocks relatively few locations it is more likely than normal to lead to something logically required (particularly if you find that item in an early "sphere"). [http://alttp.mymm1.com/wiki/File:LightspeedFillBiasMeme.jpg Kekw]


* Don't forget to pull the pedestal before going to Aga Tower (lul)
* Don't forget to pull the [[pedestal]] before going to [[Agahnim's Tower]] (lul)


* In play testing so far, seeds will take an experienced runner about 30-45 minutes to finish.
* In play testing so far, seeds will take an experienced runner about 30-45 minutes to finish.


== How to Play ==
* If you generate the seed via the customizer, prizepacks are totally shuffled (a current limitation of the customizer). Generating the seed via [[SahasrahBot]] allows prize packs to be shuffled within pools, as is the current default setting in the randomizer.


To generate a seed:
== How to Play ([[SahasrahBot]] Presets) ==


1) Download the current version of the [http://alttp.mymm1.com/w/images/b/b7/Lightspeed_v0.4.4-settings.json customizer settings file]
The easiest way to generate a seed is to use the [[SahasrahBot]] preset in Discord. You can generate a seed using the command:
/alttpr preset preset:lightspeed


2) Go to the [https://alttpr.com/en/customizer customizer on the alttpr.com website]
If you would like to generate a seed with starting [[pseudoboots]], you can use the command:
/alttpr preset preset:qirn/lightspeedpseudoboots


4) Go to the "Save/Restore" tab
You may run these commands in the ''ALttP Randomizer'' Discord, <code>#sahasrahbot</code> channel.


5) Click "Load" and select the downloaded customizer settings file
== How to Play (Customizer) ==


6) Go to the "Generate" tab
To generate a seed:


7) (Optional) Change "Spoilers" to "Disabled" (currently left on "Enabled" for play testing purposes in case a logical bug is found)
# Download the current version of the [https://cdn.discordapp.com/attachments/525757490336497675/707291927300800583/Lightspeed_v0.4.5-settings.json customizer settings file]
 
# Go to the [https://alttpr.com/en/customizer customizer on the alttpr.com website]
8) Click "Generate Race ROM"
# Go to the "Save/Restore" tab
# Click "Load" and select the downloaded customizer settings file
# Go to the "Generate" tab
# (Optional) Select your settings
#* Change "[[World State]]" to "[[Open State]]" if you would like to play [[Open State]] instead of [[Standard State]] start
#* Change the "Dungeon Item Shuffle" if you want (all [[Dark World]] dungeon items have been manually placed in their dungeons, so this will only shuffle [[Light World]] dungeon items, as you would probably hope/expect it would)
#* Most settings can be changed, although "Accessibility" must remain on "Beatable" for the seed to generate properly
# Click "Generate Race ROM"


This will create a permalink for you to download the patch from and distribute as normal.
This will create a permalink for you to download the patch from and distribute as normal.
Line 45: Line 54:
== Design Goals of the Mode ==
== Design Goals of the Mode ==


This mode is currently in development. The design goals of the mode are:
This "mode" is still currently being tweaked. The design goals of the mode are:


* A consistently fast game mode option
* A consistently fast game mode option
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* Intuitive and easy to understand the settings of the mode, and how those settings will effect a run
* Intuitive and easy to understand the settings of the mode, and how those settings will effect a run


* Consistent with the theme: "Light World" (e.g. Standard start, Master Sword on Pedestal for Aga Tower access, all Light World dungeons, no Ganon boss at the end,  etc)
* Consistent with the theme: "[[Light World]]" (e.g. [[Standard State]] start, [[Master Sword]] on [[Pedestal]] for [[Agahnim's Tower]] access, all [[Light World]] dungeons, no [[Ganon]] boss at the end,  etc)


Our options for fast game modes are currently limited, with many of them having a very high spread of expected finish times; unusually high variance attached to routing choices; and/or a focus on Overworld routing over Dungeon completion and execution. The goal was to design a consistently fast mode that was fun to play for experienced and new runners and which still provides a competitive experience.
Our options for fast game modes are currently limited, with many of them having a very high spread of expected finish times; unusually high variance attached to routing choices; and/or a focus on Overworld routing over Dungeon completion and execution. The goal was to design a consistently fast mode that was fun to play for experienced and new runners and which still provides a competitive experience.


The game forces you to defeat all Pendant dungeons with at most the Fighter Sword, only giving you the Master Sword for your Aga Tower climb. This keeps the difficulty curve consistent compared to having more swords in the pool and creates a meaningful challenge for experienced runners while remaining accessible to new runners. Although it is possible to complete the mode without the Lamp, you must have a fire source to have completed Desert Palace and enter Aga Tower, so Dark Aga with no Fire Rod is never a possibility, also keeping the mode accessible. This sword placement and count is also necessary to force the completion of all Light World dungeons.
The game forces you to defeat all [[Pendant]] dungeons with at most the [[Fighters' Sword]], only giving you the [[Master Sword]] for your [[Agahnim's Tower]] climb. This keeps the difficulty curve consistent compared to having more swords in the pool and creates a meaningful challenge for experienced runners while remaining accessible to new runners. Although it is possible to complete the mode without the [[Lamp]], you must have a [[fire source]] to have completed [[Desert Palace]] and enter [[Agahnim's Tower]], so Dark Aga with no [[Fire Rod]] is never a possibility, also keeping the mode accessible. This sword placement and count is also necessary to force the completion of all [[Light World]] dungeons.


A goal is to reduce the number of tweaks made in the customizer so that it is easy to explain and understand the mode. A runner or viewer should be able to intuitively understand what the game mode is and how the run is effected by these tweaks.
A goal is to reduce the number of tweaks made in the customizer so that it is easy to explain and understand the mode. A runner or viewer should be able to intuitively understand what the game mode is and how the run is effected by these tweaks. The number of revisions made to the item pools has been kept to a minimum so that it's easier to explain the mode, intuitive to pick up and start playing, and analogous enough to other modes.


The theming complements the other design goals and helps to keep the mode intuitive, but is not the highest design priority on its own.
The theming complements the other design goals and helps to keep the mode intuitive, but is not the highest design priority on its own.
Line 73: Line 82:
Most items are still placed randomly using the normal fill algorithm, making the experience mostly analogous to playing the game in other game modes.
Most items are still placed randomly using the normal fill algorithm, making the experience mostly analogous to playing the game in other game modes.


* All Light World dungeon bosses have a (shuffled) pendant prize
* All [[Light World]] dungeon bosses have a (shuffled) [[pendant]] prize
 
* The Moon Pearl has been removed from the item pool
 
* The Cape has been remove from the item pool (this is so you will never get Cape access to Aga Tower, even with Bunny sequence breaks)


* The Pedestal has a Progressive Sword
* The [[Moon Pearl]] has been removed from the item pool and replaced with a {{Item|Red Rupee}}[[Twenty Rupee]]


* There is only one other Progressive Sword randomly placed from the item pool. This along with the Cape being removed means that both available swords will be required to beat the seed and forces the completion of the pendant dungeons.
* The [[Cape]] has been removed from the item pool and replaced with a {{Item|Red Rupee}}[[Twenty Rupee]] (this is so you will never get [[Cape]] access to [[Agahnim's Tower]], even with Bunny sequence breaks)


* The Triforce is on the Pyramid Ledge (a future version may include ROM changes in a branch of the randomizer which automatically sends you to the Triforce Room after defeating Aga1)
* The [[Pedestal]] has a [[Progressive Sword]]


* Dark World dungeon items have been manually placed in their dungeons. This does not effect the mode at all - it is currently required to generate seeds with the customizer due to the jankiness of what we're doing here, otherwise the customizer will freak out.
* There is only one other [[Progressive Sword]] randomly placed from the item pool. This along with the [[Cape]] being removed means that both available swords will be required to beat the seed and forces the completion of the [[pendant]] dungeons.


* Standard start (though play it in Open mode if you want - you can do this as normal by just changing the "World State" to "Open" on seed generation)
* The [[Triforce]] is on the [[Pyramid Ledge]] (a future version may include ROM changes in a branch of the randomizer which automatically sends you to the [[Triforce Room]] after defeating Aga1)


* The goal currently says "Defeat Ganon 7/7", however you cannot finish the game this way without the use of major glitches
* [[Dark World]] dungeon items have been manually placed in their dungeons. This does not effect the mode at all - it is currently required to generate seeds with the customizer due to the jankiness of what we're doing here, otherwise the customizer will freak out.


* There is currently a Triforce Piece counter on the HUD when you play the game (probably because of the Triforce placed on the Pyramid, but it would be nice to remove this from the HUD in a future version)
* [[Standard State]] start (though play it in [[Open State]] mode if you want - you can do this as normal by just changing the "World State" to "[[Open State]]" on seed generation)


* The goal currently says "[[Defeat Ganon]] 7/7", however you cannot finish the game this way without the use of major glitches


== Nice ==
* There is currently a [[Triforce Piece]] counter on the HUD when you play the game (probably because of the [[Triforce]] placed on the [[Pyramid]], but it would be nice to remove this from the HUD in a future version)


When the fill algorithm is filling the required items it has only 69 places that it can logically consider... nice. Because there are only 69 logically available locations and 216 items to fill, this increases the fill bias. But guess what... 216/69 is an approximation of Pi. Illuminati confirmed.
* Prizepacks are totally shuffled if you generate the seed using the customizer (a current limitation of the customizer)

Latest revision as of 23:43, 1 May 2022

"Lightspeed" mode, or "Light World Mode" is a set of customizer settings designed to create a consistently short yet competitive game mode. The mode requires you to beat all Light World dungeons, and the game is over once you defeat Agahnim 1 and grab the Triforce on the Pyramid Ledge.

What to Expect

By default this is a "Standard State" start with a random Uncle Weapon. All three Light World dungeons are pendants and you are required to pull a Progressive Sword from the Pedestal, with no possible ways to sequence break this requirement using minor glitches. The only locations logically-available are locations which are accessible without the Moon Pearl. There is one Progressive Sword on the Pedestal, and one other Progressive Sword randomly placed somewhere else logically-available. The game is over when you defeat Agahnim 1 and grab the Triforce on the Pyramid Ledge.

Some consequences of the settings are:

  • Sequence breaking with bunny glitches (Bunny#Minor_Glitches) is possible, for example to get into the Mire Shed, Superbunny Cave, or Dungeon Bunny Revival inside Ice Palace, however you will never find an item required by the playthrough, and you will absolutely never find an item which allows you to skip pulling the Master Sword Pedestal and defeating Agahnim 1. It is possible that you may find helpful items with bunny glitches, such as a Progressive Bow or a Hammer, but because of the shortness of the mode and the fewer opportunities for high-variance decisions, this kind of sequence breaking is highly unlikely to pay off.
  • The bias of the fill algorithm is exacerbated in this game mode due to having much fewer locations (71) which are ever logically-fillable with required items. If you find an item which unlocks relatively few locations it is more likely than normal to lead to something logically required (particularly if you find that item in an early "sphere"). Kekw
  • In play testing so far, seeds will take an experienced runner about 30-45 minutes to finish.
  • If you generate the seed via the customizer, prizepacks are totally shuffled (a current limitation of the customizer). Generating the seed via SahasrahBot allows prize packs to be shuffled within pools, as is the current default setting in the randomizer.

How to Play (SahasrahBot Presets)

The easiest way to generate a seed is to use the SahasrahBot preset in Discord. You can generate a seed using the command:

/alttpr preset preset:lightspeed

If you would like to generate a seed with starting pseudoboots, you can use the command:

/alttpr preset preset:qirn/lightspeedpseudoboots

You may run these commands in the ALttP Randomizer Discord, #sahasrahbot channel.

How to Play (Customizer)

To generate a seed:

  1. Download the current version of the customizer settings file
  2. Go to the customizer on the alttpr.com website
  3. Go to the "Save/Restore" tab
  4. Click "Load" and select the downloaded customizer settings file
  5. Go to the "Generate" tab
  6. (Optional) Select your settings
    • Change "World State" to "Open State" if you would like to play Open State instead of Standard State start
    • Change the "Dungeon Item Shuffle" if you want (all Dark World dungeon items have been manually placed in their dungeons, so this will only shuffle Light World dungeon items, as you would probably hope/expect it would)
    • Most settings can be changed, although "Accessibility" must remain on "Beatable" for the seed to generate properly
  7. Click "Generate Race ROM"

This will create a permalink for you to download the patch from and distribute as normal.

Design Goals of the Mode

This "mode" is still currently being tweaked. The design goals of the mode are:

  • A consistently fast game mode option
  • Accessible to new runners while still being meaningfully challenging to experienced runners
  • Not too much variance
  • Competitive
  • Presents meaningful routing choices (despite reduced variance)
  • Intuitive and easy to understand the settings of the mode, and how those settings will effect a run

Our options for fast game modes are currently limited, with many of them having a very high spread of expected finish times; unusually high variance attached to routing choices; and/or a focus on Overworld routing over Dungeon completion and execution. The goal was to design a consistently fast mode that was fun to play for experienced and new runners and which still provides a competitive experience.

The game forces you to defeat all Pendant dungeons with at most the Fighters' Sword, only giving you the Master Sword for your Agahnim's Tower climb. This keeps the difficulty curve consistent compared to having more swords in the pool and creates a meaningful challenge for experienced runners while remaining accessible to new runners. Although it is possible to complete the mode without the Lamp, you must have a fire source to have completed Desert Palace and enter Agahnim's Tower, so Dark Aga with no Fire Rod is never a possibility, also keeping the mode accessible. This sword placement and count is also necessary to force the completion of all Light World dungeons.

A goal is to reduce the number of tweaks made in the customizer so that it is easy to explain and understand the mode. A runner or viewer should be able to intuitively understand what the game mode is and how the run is effected by these tweaks. The number of revisions made to the item pools has been kept to a minimum so that it's easier to explain the mode, intuitive to pick up and start playing, and analogous enough to other modes.

The theming complements the other design goals and helps to keep the mode intuitive, but is not the highest design priority on its own.

Settings Details

Most items are still placed randomly using the normal fill algorithm, making the experience mostly analogous to playing the game in other game modes.

  • There is only one other Progressive Sword randomly placed from the item pool. This along with the Cape being removed means that both available swords will be required to beat the seed and forces the completion of the pendant dungeons.
  • The Triforce is on the Pyramid Ledge (a future version may include ROM changes in a branch of the randomizer which automatically sends you to the Triforce Room after defeating Aga1)
  • Dark World dungeon items have been manually placed in their dungeons. This does not effect the mode at all - it is currently required to generate seeds with the customizer due to the jankiness of what we're doing here, otherwise the customizer will freak out.
  • The goal currently says "Defeat Ganon 7/7", however you cannot finish the game this way without the use of major glitches
  • There is currently a Triforce Piece counter on the HUD when you play the game (probably because of the Triforce placed on the Pyramid, but it would be nice to remove this from the HUD in a future version)
  • Prizepacks are totally shuffled if you generate the seed using the customizer (a current limitation of the customizer)