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Re:How “randomizers” are breathing new life into old games by nwallin on Thursday December 05, 2019 @01:59PM (#21715181)
As others have noted, the logic is designed as such that it's always possible. It's a graph theory problem, although I don't know if it's coded that way or just a giant pile of if/else.

One interesting thing to note is that some of them have difficulty settings. Certain item dependency chains are more difficult than others, and the locations can be done such that it will always give you easy seeds or always give you hard seeds. Some of them are designed such that you'll always be required to do speedrun tech which are borderline exploits.

Re:How “randomizers” are breathing new life into old games by Orphis on Thursday December 05, 2019 @06:31PM (#21717826)
Some are graph based, some aren't. ALttP was a giant pile of if/else last time I checked the logic, which makes adding new modes a bit complex.