About
The Diddy Kong Racing Randomizer is an app that modifies a vanilla NTSC-U v1.0 DKR ROM to randomly shuffle different aspects of the game during gameplay. Randomization options are tersely described via tooltips for each option, and are elaborated on below.
For copyright reasons, the randomizer can only patch a vanilla ROM into a randomized one; it cannot make a ROM from scratch. A vanilla NTSC-U v1.0 DKR ROM must be provided by the user.
The randomizer features two main modes; ATR randos and hundo randos:
- ATR randos only allow playing in Tracks mode, and are designed for "All Trophy Races" playthroughs. Unlike in 100% randos, each track is reassigned a random world so that each trophy race can have a set of any 4 tracks.
- Hundo randos only allow playing in Adventure mode, and are designed to expect 100% completion of a savefile. All warps can be randomized (with the exception of Wizpig 2), where entering a warp will the player to a random location. Hub world exits are adjusted so they always take you outside of the warp that goes back to said hub world. With sufficient options enabled, the completion of a rando is effectively a puzzle. To aid in tracking progress of a playthrough, a completion tracker can be found here. Logic is set in place such that 100% completion is always possible, but it is possible to softlock a playthrough if things aren't completed in the right order. See the Softlocks tab for details.
Randomization options include:
- Maps. In hundo, this can include races, minigames, bosses, and hub worlds. all maps of the selected types are pooled together and reassigned. E.g. minigame warps may go to any other randomized map, not necessarily another minigame. In ATR, only races may be randomized.
- Vehicles. Different vehicle randomization options can be selected for different flavors of randomess. Vehicles that would make beating a track impossible against the AI (e.g. PL car) are never chosen.
- Lap counts. Each track can be randomized to have anywhere from 1 to 5 laps per race. This includes the Taj challenges. Tricky and Bluey will always have a single lap, as their tracks do not form a closed loop.
- Balloon powerups. The in-game balloon powerups can be randomized such that each balloon may be any one of the five vanilla powerup types. This randomization is overridden by any magic codes active that affect the balloon types.
- Magic codes. For each race, a random subset of magic codes may be active for the duration of the race. See the randomizer option for a full list of potential magic codes. In the case of "invisible" magic codes, the game is slightly altered to hint that these codes are active:
- OFFROAD: When active, racers' wheels will be slightly enlarged.
- VITAMINB: When active, the HUD banana will be extra shiny.
- BOGUSBANANAS: When active, the HUD banana will be green.
- Adventure 2. A configurable percent change that any given track will be in Adventure 2 mode.
- Silver coin races. This option allows vehicle, lap count, powerup, and magic code options to be re-randomized for silver coin races, so long as they are enabled in the first place. Besides making each track a little less stale, this also allows for more extensive vehicle randomization for the standard races. This is because, without this option enabled, only vehicles that can be used to complete both the standard and silver coin races can be chosen (e.g. HTV will always be plane, because only plane can complete the silver coin race). With this option enabled, this unrestricts the standard races to a looser vehicle requirement (e.g. HTV could be in hover, or even car). Note that this only affects silver coin races; trophy races revert back to the settings used in the original race. This option is only valid for hundo randos.
The randomizer supports configuring a peak difficulty for tracks. This designed such that a set of randomizations for an individual track that is deemed "too hard" for the configured peak difficulty is discarded and rerolled. This does not affect how difficult all tracks are, it only limits how hard tracks can be. A 1/5 difficulty is suitable for a casual player with minimal DKR experience. A 5/5 difficulty is suitable for a seasoned DKR speedrunner looking for a challenge. Some difficult configurations that aren't based simply on the player's ability to drive fast are exclusive to 5/5 randos, such as:
- WB car (requires AI rendering manipulation)
- IP with no red balloons (requires strategic hazard placement)
- DB with no red balloons (requires strategic hazard placement)
Some of the above settings can be overridden on a per-track basis via the Track Overrides tab.
For Hundo randos, optional sequence breaks may be selected. These are specific tricks a player may perform in order to bypass a particular in-game barrier. By selecting any of these options, this signals to the routing algorithm that their corresponding skips are "fair game", resulting in a rando that may require the selected sequence break(s) to be performed in order for the ROM to be completable. All available sequence breaks are:
- OW OoB. If enabled, the player may be required to perform an Out-of-Bounds in the Overworld. This OoB may be necessary to get into CI, DF, and/or Wizpig1 earlier than intended.
- HTV WW. If enabled, the player may be required to perform an Out-of-Bounds in Hot Top Volcano and utilize its wrong warp. Wrong warps will warp the player to a random track, with its destination being deterministic. The wrong warp may be necessary to access other maps early (or in some cases, at all). If HTV's vehicle is plane for the standard race, trophy storage may additionally be required in order to complete the rando.
- SV Early. If enabled, the player may be required to perform an Out-of-Bounds to clip into the Snowball Valley loading zone, bypassing the 6/14 balloon requirement.
- SM Balloon. If enabled, the player may be required to perform an Out-of-Bounds in Smokey1 and/or Smokey2 to collect the OoB golden balloon. This allows the player to have a higher-than-expected balloon count, as well as the ability to re-visit the Smokey1 warp with 9/10 Dragon Forest balloons (see Softlocks section for details). Although it is possible to save-and-quit to respawn the balloon, the logic assumes the player will never collect either of the balloons more than once.
- IP Early. If enabled, the player may be required to perform an Out-of-Bounds to clip into the Icicle Pyramid loading zone, bypassing the key door requirement.
- TT Stomp. If enabled, the player may be required to perform a TT stomp into any warp where possible. This includes AL, FC, JF, HTV, Tricky, EP, WC, SV, FV, IP, Bluey, GV, WP, HW (if the BC door is open), Smokey, SdA, DC, SC, SpA, and Wizpig 2.