Randomizer Mode
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Randomizer Mode is a mode in Axiom Verge that changes where items appear. Credits for its creation can be found on Thomas Happ's blog[1] and the game's credits.
Like Speedrun Mode, it is accessed from the main menu and creates its own save file separate from the main ones.
Options
The game allows inputting a specific seed or generating one randomly, in the range from 0 to 9,999,999,999 (10 digits). Due to the way pseudorandom number generation works on computers, you will always get the same results with the same seed and other options.
There are 3 types of "progression":
- Default, which randomizes "using vanilla item progression logic" and "assumes that you will be playing through the game in much the same way that anyone would progress through it"[1]
- Advanced, which randomizes "using speedrun progressional logic" and "assumes that you’ll play through the game the way a speedrunner familiar with exploiting certain glitches may go through it"[1]
- Masochist, which randomizes "using low% speedrun item progression logic" and was included for the "exactly 4 people in the world able to play this mode", including some of its developers[1]
If the option is enabled to display the seed on the screen, these progression types show the seed in blue, green, and red text respectively.
Mechanics
Randomizer only affects the placement of items — enemies, room layouts, destructible elements, etc. will still be the same. Items cannot appear in any location, instead they will always be found where an item usually appears — but almost certainly it will be a different one.
The item randomization is done in an intelligent fashion to avoid progression softlocks, but this does not mean that the normal progression item is always the one that is found first — any upgrades or sidegrades may appear instead. Nor does it always appear in the usual location — it may appear anywhere in between the start of the game and when it is first required. For a non-exhaustive list of examples:
- The first item obtained, where the Axiom Disruptor is usually found, will always be a weapon so that the bubbles on the right side of the initial save room can be destroyed[1].
- A weapon that shoots through walls may be placed anywhere in between the start of the game and where the Kilver is usually acquired[1].
- The Drone may be acquired before the Laser Drill.
- The Red Coat may appear before either the Lab Coat or the Trench Coat.
Considering this, a map of the game will still be useful, or even more useful than usual, as it is possible "you may have to explore some of the nooks and crannies of the areas... that you might normally only explore later" to obtain a necessary item[1]. On the other hand, if a late-game item is obtained early, it may enable signficant out-of-order exploration.
Just in case a softlock occurs anyway, there is a new option in the pause menu to respawn in the first room (e.g. falling into the room where the Field Disruptor is normally found without having already obtained it).
On Default progression, only 4 Notes appear: the two language translation notes, "Proverb" (these 3 provide hints for the Passcode Tool), and "English". On Advanced and Masochist, none appear. Notes that are missing are replaced in the pool of items by additional Health Node Fragments, Power Node Fragments, Size Nodes, and Range Nodes, and even Secret World weapons! In particular, the Heat Seeker and Fat Beam always replace something else, while the Scissor Beam is still found in a Secret World as usual[2].