Super Metroid Randomizer:
Super Metroid is an absolute classic of a game, being a consistent top 10 game in the SNES library. The third title in the series introduced novel concepts such as: running, crouching, wall-jumping, and shooting diagonally. Many new upgrades were also introduced such as the power bomb, super missiles, grapple beam, and my favorite: the speed booster.
Now, the game isn't exactly a difficult one, and a casual playthrough can be over and done with in a matter of hours. (7.5 if you believe How Long To Beat propaganda) And those of us who have already played it before could easily finish the game in the 5 hour time limit, so this wheel entry is being randomized!
What does it mean that this game is randomized?
There are exactly 100 items to potentially collect, though not every one is needed to finish the game. (In fact, most are not needed.) The randomizer will shuffle the item contents throughout the game, but they will stay in the same locations. What was once the morph ball location could now contain the charge beam. (Or, much more likely, 5 missile capacity.)
Doesn't this mean I could get stuck with the item needed to progress locked behind its own obstacle?
The randomizer has a logic system to prevent just that from occurring. We will also be using logic that won't require any glitches or exploits to progress.
This is bullshit! I have to not only learn how a game plays, but then I have to play it scrambled up, not fair!
That's why I'm allowing two things to help even the playing field on this entry.
1.) You are allowed to play vanilla Super Metroid as much as you want outside of the 5 timed hours. Get a feel for the controls, learn the techniques. I recommend figuring out three things before you get stuck on them in the game: basic controls, wall-jumping, and how to shinespark. (Shinespark requires the speed booster. Run until Samus turns blue, then crouch to store that power, then jump to rocket directly up while consuming life energy. This can also be done horizontally and diagonally!)
2.) You are allowed a treasure map to show all the hidden item locations. It will be up to you to overcome the obstacles getting there, but knowing an item is hidden in a specific brick of wall is 90% of the fight.
Tiebreakers are as follows:
1.) Time you beat the game.
2.) Number of bosses you killed. I'm counting mini-bosses and both Ridley fights for granularity, so there are 11 total. Basically, if it plays different music and locks you in the room, count it.
3.) Items collected. The randomizer gives a handy item percentage in your equipment menu.
Tips:
1.) In testing seeds, I did find a softlock quite early. I've added an anti-softlock patch to the seed, but as a precaution, save often.
2.) To help with this, save points will restore full health and ammo.
3.) To save time, you may want to only use the map if you feel stuck.
Full map with vanilla items revealed:
https://www.snesmaps.com/maps/SuperMetroid/SuperMetroidMapZebes.html