Skyward Sword HD randomizer announced with release date and trailer

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Skyward Sword is a divisive title in the Zelda series. Hailed with praise at launch with a 93 Metacritic average, the game since received criticism for the often-unwieldy and frustrating control scheme that serves as the foundation of its gameplay, paired with a more linear experience than fans were previously used to. In 2020 we saw one of these issues fixed, as the Skyward Sword randomizer saw its first release. For those unfamiliar, a randomizer is a mod that shuffles parts of a game to provide an entirely unique playthrough. In games like Super Mario 64 we’ve seen Mario’s basic abilities be hidden in levels, in the Pokemon series we see wild encounters shuffled. For games like Zelda, you’ll generally find obtainable items being the key point of randomization, with logic in place to ensure no required item is unobtainable (for example, the Bow shouldn’t be hidden in a place you can only access using the Bow).

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Along with the item placements changing, the world is opened up. Instead of you progressing in the intended linear way, you’ll find yourself adapting and moving between areas based on the items you find and what they allow you to access. It’s an entirely different way to enjoy a Zelda game that revitalises Skyward Sword more than most with a previously-lacking sense of replayability. Through emulation and custom control schemes you could even have some semblance of a controller-based experience, though the best way to play did remain the Wiimote. Having played through the randomized game a few times myself, I can say the experience is great, and the randomizer has seen plenty of active development and improvement since its 2020 launch, going all the way up to the most recent release in February this year. To me, this was the definitive Skyward Sword. At least until Nintendo remade the game.

In July of 2021 Skyward Sword HD released. The resolution bump to 1080p was welcomed, and the Amiibo functionality sure was something that existed. Where the game really caught my eye, and the eye of many others, was its new non-motion control scheme. I won’t pretend it was perfect, and I’m not going to say it didn't take some getting used to, but it was there, and it sure worked better than the makeshift emulation solutions we had before it. What was it missing though? The randomizer. And it makes sense, these mods don’t just drop out of nowhere. It takes time to research, develop, test, and polish releases that so intricately weave their way into every corner of the game. Frankly I didn’t expect a Skyward Sword HD randomizer to release at all given we’ve still not seen similar projects for either Wind Waker or Twilight Princess on the Wii U. All I can say is that I’m happy to be wrong.


Now my preamble is out of the way, let’s get to the star of the show. Today Zelda speedrunner and randomizer developer gymnast86 posted a trailer to their channel earlier today to announce the upcoming release of a Skyward Sword HD randomizer. Created by the project lead CovenEsme, the trailer shows the updated graphics of the remake alongside a huge variety of items being picked up from places where they shouldn’t be. The project is set to release next week on the 7th of June, with a Discord server being available in advance for those interested in updates. If you want to be prepared to play as soon as the files release, you’ll need to dump your copy of Skyward Sword HD (and its 1.0.1 update) and extract the files. Full guides are available already on the Discord server, though I’m sure you can find help over on the Nintendo Switch forum here too if you are struggling.

With Majora’s Mask 3D getting its own randomizer earlier this year, on top of the already-available randomizers for Link’s Awakening on the Switch, Ocarina of Time 3D, and many more, it feels as though we’re in something of a golden era for Zelda randomization. There's already been ten months of work put into this project, with the development team consisting of CovenEsme, gymnast86, Ninou, TBPixel, and YourAverageLink. I’m incredibly excited to see how it develops in the coming weeks and months, and can’t wait to jump in for myself next Friday.

:arrow: Source
:arrow: Discord Server
 

BobsYurUncle

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I've been hoping someone would figure out a way to fix those awful controls. Just inverting the hold L to camera/sword would really go a long way. Can't stand holding L button for 98% of the game.
 

urbanman2004

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Not really sure what to make of this randomizer. I'm trying to understand what useful purpose this would have on the game. Forgive me since I've never played Skyward Sword before (although, I possess roms for use for both Dolphin & YuZu/Ryujinx)...
 

LoggerMan

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People love watching streams of Zelda randomisers. Nintendo really ought to be making these themselves, add them to NSO.
 

Sir Tortoise

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the same exact way they did in every single zelda before skyward sword and after skyward sword: by using the joystick (n64), d-pad (nes, snes), and the left joystick (every single pro controller for wii, wii u, and switch)
I'm not sure if you're aware how Skyward Sword's combat works, but its not equivalent to other Zelda games. Also, this is in response to people complaining that they have to use the joystick to input a direction for the slash - so using another joystick is probably not going to help.
 
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CoolMe

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About the controls, they were a major gripe and for good reason, not only was it a complete downgrade from TP and even WW, has no controllable camera, and forced motion controls. I remember instances where you had to throw bombs like a bowling ball in order to progress, nowhere around it, it was frustrating with the motion controls you'd only get it to go where you want it just by luck no skill involved whatsoever. And of course the horizontal/vertical etc slices requires to defeat certain enemies and even bosses it's not too bad in comparison to the aforementioned example, but yea i would rather not use any motion controls, if only was an available option, people would look back and think much favorably of this game and maybe be even one of their favs.
 
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Bladexdsl

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“And then Nintendo’s lawyers ruined the fun”
Quote from the future
Have Nintendo ever shut down a randomizer? There's a pretty hefty history there and I can't think of a single one that's been hit.
they can't do jack shit to this for sure this time (notice i haven't posted any memes? :P) this is basically just a mod
 
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_47iscool

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If only we could play it with a controller on Wii. Maybe eventually with Aurelio's RVLoader, but it still does not have Motion Plus support.
 

Ligeia

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How do they do a "normal control scheme" without completely redesigning the game though? Being able to swipe in 8 directions is a base part of the game that is used thousands of times throughout it.
It is so simple it almost hurts to have to write this : just press a direction + B. You could already do that in Ocarina of Time and it worked great.

And well, some redesign wouldn't hurt that game either, I mean these Bokoblins look beyond silly holding their shields in uncanny ways, and having to swipe in precise direction for each and every single enemy can turn the most mundane encounter into a test of patience. Not fun at all.
 

Ryab

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It is so simple it almost hurts to have to write this : just press a direction + B. You could already do that in Ocarina of Time and it worked great.

And well, some redesign wouldn't hurt that game either, I mean these Bokoblins look beyond silly holding their shields in uncanny ways, and having to swipe in precise direction for each and every single enemy can turn the most mundane encounter into a test of patience. Not fun at all.
The first thing isnt far off of what they did in HD. You have the Wii control scheme or a button scheme that uses the right stick as a sword.

Though I completely disagree with that second part.
 

seseiSeki

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People seem to really hate it when a game puts anything other than the camera controls on the right stick.
Is there any reason for that other than "I don't want to"? Any arguments why that is a bad thing? I'm just genuinely curious.
 

SillyBee

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People seem to really hate it when a game puts anything other than the camera controls on the right stick.
Is there any reason for that other than "I don't want to"? Any arguments why that is a bad thing? I'm just genuinely curious.
I love Skyward Sword, it's probably one of the Zelda's I have replayed the most, so I'm on the unpopular side of the spectrum.

That said, yeah the control scheme just kinda sucks. It's more an issue of how Nintendo decided to port the game one-on-one with the gimmick part, which yes, makes Skyward Sword "special" on it's own right but also makes things cluncky af (more than it kinda already was)

It was a bit more understandable on the Wii because that was the kind of thing Nintendo used (and sometimes still does) in that era, therefore it was a bit more tailored for that experience. The port just shows it's faults more, the lack of good camera control + the use of the right stick for sword combat makes it feel really unresponsive at times, makes some puzzles more unbearable, you often take more "bullshit" hits and can make repositioning harder (I have fell in lava more than I'm willing to admit); overall it taints the experience a lot more than it should

It's not unplayable but I can understand people not willing to engage with a game that obviously wasn't made with a normal control scheme in mind and that isn't really well adapted either
 

MultiKoopa

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Look at Neo: The World Ends With You for a good adaptation of a game's controls that was designed around a Nintendo gimmick.
 
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seseiSeki

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I love Skyward Sword, it's probably one of the Zelda's I have replayed the most, so I'm on the unpopular side of the spectrum.

That said, yeah the control scheme just kinda sucks. It's more an issue of how Nintendo decided to port the game one-on-one with the gimmick part, which yes, makes Skyward Sword "special" on it's own right but also makes things cluncky af (more than it kinda already was)

It was a bit more understandable on the Wii because that was the kind of thing Nintendo used (and sometimes still does) in that era, therefore it was a bit more tailored for that experience. The port just shows it's faults more, the lack of good camera control + the use of the right stick for sword combat makes it feel really unresponsive at times, makes some puzzles more unbearable, you often take more "bullshit" hits and can make repositioning harder (I have fell in lava more than I'm willing to admit); overall it taints the experience a lot more than it should

It's not unplayable but I can understand people not willing to engage with a game that obviously wasn't made with a normal control scheme in mind and that isn't really well adapted either
I played through all of Skyward Sword HD on my Switch lite (liked it a lot) with button controls and I gotta say, having everything easily accessible makes the game very easy. I beat the final boss without even needing all the potions I got ^^' Later, I tried motion controls and that made the fight a lot more challenging, since the response time is way slower, so I wouldn't say that button controls are particularly clunky or unresponsive. Rather, that they're more responsive, since you can instantly move your sword, item or puzzle element where you want it.
What do you mean by "lack of good camera control"? You just... move the camera into the direction you want to move it and it stays there until you center it or focus something.
Overall, I'd say they adapted it pretty well without remaking the whole game. Playing the game with a Wiimote still feels more natural, but botton controls make things a lot easier.

You didn't mention why the controls are clunky. Why exactly do you consider putting something that's not the camera on the right stick as clunky or unresponsive?
 

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The resolution bump to 1080p was welcomed​
No, not all. The game looks terrible at 1080p without updating the graphics themselves. 480i/p was good on the Wii because on a CRT you could hide a lot of the nasty details it has (the jaggies and blurriness were good to hide the great number of low-poly vertices such as the trees or the Pumpkin Landing). The art style of the game was good for the Wii environment.
Heck, even the Wii U with 1080p upscaling looks better, you have the sharpness of 1080p, but the jaggies of 480p, so details are still lost and you obviously have them masked, but those nasty issues are present when you have true 1080p.

This was a really bad port, which even has emulated parts, the art style was designed for another system and it did great on the original Wii. Controls are even worse now, on Wii with M+ it worked all right, as long sun-light didn't kick in on my house and cause interference with the sensor bar.

Maybe the 60fps part is fine? But completely unnecessary for a game like this, would had been more useful for PMTTYD since the GC one was 60fps (although, it's also unnecessary for a slow paced game).
 

DS1

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Look at Neo: The World Ends With You for a good adaptation of a game's controls that was designed around a Nintendo gimmick.
Yup, I was thinking of this exactly (and to be fair everything about the original on DS which used EVERYTHING from the touch screen, to the mic, to even the system’s sleep mode (like closing the clamshell) as a means of attack.

I’ll also throw in twin-stick shooters, a lot of mech games and flight combat games.
 

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