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Games

Once you know where every key is, survival horror stops being horror. So I shuffle it.

  • 1.4M+seeds generated
  • 60,000+players
  • 80%came back for a second seed
spencer_gallery.tim 320×240 · PSX
Chris Redfield stands in the mansion gallery beside a stone statue in Resident Evil (Capcom, 1996).
Era 1996–2000 survival horror
Tooling RE Engine randomizers & graph solvers
Also playing Metroidvanias & indie horror
Resident Evil · Capcom, 1996

01 · Randomizers

Every run different, every run finishable

I build them in C#, Python, Lua and Go.

  1. Shuffle the map

    These games only work while you do not know what is behind the door. My tools move the keys, the items and the enemies, and I am lost in a map I know by heart.

  2. Prove every seed is finishable

    The worst bug a randomizer can have is a key locked behind its own door, because the player finds out two hours in. So my solver walks the whole map before it lets a seed out.

  3. Patch the scene archives

    This is where the day job helps. RE Engine keeps every room in scn.19 and pfb.16 archives, and Capcom does not document them. I read them the way I read malware, then rewrite the objects inside.

Resident Evil · Graph Solver

Lock & Key Reachability Check

Seed 0x1996A4F2 ✓ SOLVABLE SEED

A small version of that solver. Shuffle the items, swap two rooms yourself, or break it on purpose and watch it refuse the seed.

Click two rooms, or press Enter on them, to swap their items.

    02 · Games

    What I build for

    • Resident Evil 2 Remake key artResident Evil 2 RemakeRandomizer
    • Resident Evil Village key artResident Evil VillageRandomizer
    • Onimusha Way of the Sword key artOnimusha Way of the SwordRandomizer
    • Resident Evil 3: Last Escape (1999 PlayStation) key artResident Evil 1, 2 and 3REviewer: live timer, inventory and enemy tracking

    Game art belongs to Capcom and Koei Tecmo. Resident Evil and Onimusha are their trademarks. See them on the Work page.

    03 · Where it started

    Why 1996 still works

    Resident Evil had 2 MB of RAM. Almost everything I like about it comes from that limit.

    The PlayStation could not light a detailed room in real time. So every room is a painting, and only the characters are 3D. Even the door animation is a trick: it hides the disc loading the next room.

    People complain about tank controls. I think they are the only scheme that survives a camera cut, because up always means forward. Walk the corridor below and you will feel it.

    Interactive · Spencer Corridor

    One corridor, three fixed lenses

    canvas · tank controls

    Step 0 of 6 to first camera cut · Camera 1 of 3

    Camera 1 sits behind you and watches the west end of the hall. Tap the arrows to step, or hold to walk. With a keyboard, focus the map and use the arrow keys. Up always walks forward, wherever the camera points.

    04 · 1999

    Capcom shipped randomizers first

    I did not invent anything. Two official releases already shuffled their own items in 1999.

    01 · Capcom · PlayStation, 1999

    Resident Evil 3: Last Escape

    The retail disc already changes item spawns, gunpowder and puzzle solutions between runs. And Nemesis follows you through doors, which still feels unfair today.

    02 · Angel Studios & Factor 5 · N64, 1999

    1.2 GB on a 64 MB cartridge

    Two PlayStation CDs of Resident Evil 2 squeezed onto one Nintendo 64 cartridge, video included. It should not have been possible. It also shipped with an official item randomizer.

    Read the SUPERJUMP article