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		<title>Castlevania Speedrunning - User contributions [en]</title>
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		<updated>2026-04-12T14:33:54Z</updated>
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	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=Castlevania:_Aria_of_Sorrow&amp;diff=2934</id>
		<title>Castlevania: Aria of Sorrow</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=Castlevania:_Aria_of_Sorrow&amp;diff=2934"/>
				<updated>2025-09-02T05:08:44Z</updated>
		
		<summary type="html">&lt;p&gt;Tohunga Berix: Added randomizer page links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Aria_of_Sorrow.jpg|220px|right]]&lt;br /&gt;
== Information ==&lt;br /&gt;
:*'''[https://www.speedrun.com/aos Main Leaderboards]'''&lt;br /&gt;
:*'''[https://www.speedrun.com/aos/levels Boss Rush Leaderboards]'''&lt;br /&gt;
:*'''[[AoS/Movement | Movement]]'''&lt;br /&gt;
:*'''[[AoS/Combat | Combat]]'''&lt;br /&gt;
:*'''[[AoS/RNG_manipulation | Manips]]&lt;br /&gt;
:*'''[[AoS/Glitches | Glitches]]&lt;br /&gt;
&lt;br /&gt;
== Soma categories ==&lt;br /&gt;
:*'''[[AoS/Soma_Any% | Soma Any%]]'''&lt;br /&gt;
:*'''[[AoS/Soma_Any%_No_0HP | Soma Any% No 0HP]]'''&lt;br /&gt;
:*'''[[AoS/Soma_Glitchless | Soma Glitchless]]'''&lt;br /&gt;
:*'''[[AoS/Soma_All_Bosses | Soma All Bosses]]'''&lt;br /&gt;
:*'''[[AoS/Soma_Debug | Soma Debug]]'''&lt;br /&gt;
:*'''[[AoS/Soma_100%_All_Souls | Soma 100% All Souls]]'''&lt;br /&gt;
&lt;br /&gt;
== Julius categories ==&lt;br /&gt;
:*'''[[AoS/Julius_Any% | Julius Any%]]'''&lt;br /&gt;
:*'''[[AoS/Julius_All_Bosses | Julius All Bosses]]'''&lt;br /&gt;
&lt;br /&gt;
== Boss Rush categories ==&lt;br /&gt;
:*'''[[AoS/Soma_Boss_Rush | Soma Boss Rush]]'''&lt;br /&gt;
:*'''[[AoS/Julius_Boss_Rush | Julius Boss Rush]]'''&lt;br /&gt;
&lt;br /&gt;
== Randomizer ==&lt;br /&gt;
:*'''[[AoS/Randomizer | Randomizer Main]]&lt;br /&gt;
:*'''[[AoSR/Settings | Settings]]&lt;br /&gt;
:*'''[[AoSR/Softlocks | Softlocks]]&lt;/div&gt;</summary>
		<author><name>Tohunga Berix</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=AoSR/Settings&amp;diff=2933</id>
		<title>AoSR/Settings</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=AoSR/Settings&amp;diff=2933"/>
				<updated>2025-09-02T05:04:51Z</updated>
		
		<summary type="html">&lt;p&gt;Tohunga Berix: typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Many of the settings can be confusing, especially with how they interact with [[AoS/Randomizer_Logic | Logic]]. Below is a brief explanation of each setting's options, and any specifics that they have.&lt;br /&gt;
&lt;br /&gt;
== Basic ==&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;Panther&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
The Panther settings all change how the Black Panther Blue Soul is placed.&lt;br /&gt;
&lt;br /&gt;
==== Rand70Dup ====&lt;br /&gt;
&lt;br /&gt;
Places Panther 70% of the time, and if it does it generally (will exist, unless existing violates the duping rules) places a 2nd copy as well. There is no known logic as to the limits of where these Panther canisters can be placed.&amp;lt;sup&amp;gt;[citation needed]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== FirstAlways ====&lt;br /&gt;
&lt;br /&gt;
FirstAlways always places Panther as first intended progression. When AreaRandom is turned on, this means Panther will be placed within the first six Castle Corridors checks (the three in vanilla Grave Keeper room, and the three checks immediately after Creaking Skull). If AreaRandom is off, then the first checks can also include the Pendant and Tasty Meat checks in Underground Reservoir, which are accessible through the first Castle Corridors left exit.&lt;br /&gt;
&lt;br /&gt;
==== ExtraFairRand ====&lt;br /&gt;
&lt;br /&gt;
ExtraFairRand places Panther as first progression 70% of the time, vanilla 20% of the time, and doesn't place it 10% of the time. &lt;br /&gt;
&lt;br /&gt;
==== Vanilla ====&lt;br /&gt;
&lt;br /&gt;
Self-explanatory. Panther is located behind Graham.&lt;br /&gt;
&lt;br /&gt;
==== AlwaysRand ====&lt;br /&gt;
&lt;br /&gt;
AlwaysRand makes Panther always exist. &lt;br /&gt;
&lt;br /&gt;
==== NeverExists ====&lt;br /&gt;
&lt;br /&gt;
NeverExists never places Panther.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
These settings define how the area and door connections function and are mapped out.&lt;br /&gt;
&lt;br /&gt;
==== Vanilla ====&lt;br /&gt;
&lt;br /&gt;
Self-explanatory. The map is the same as the vanilla game, excepting [[AoSR/Castle_changes | a few randomizer-specific geometry changes]].&lt;br /&gt;
&lt;br /&gt;
Both AreaRandom and AreaRandomLite shouldn't be used with old /Hard or /Hybrid logics, as the transitions were not mapped out. They are safe to use with any of the new 2-labeled logics.&lt;br /&gt;
&lt;br /&gt;
==== AreaRandom ====&lt;br /&gt;
&lt;br /&gt;
Rather than their vanilla connections, area connections (anything with a transition corridor, but also the entrance to Underground Cemetary—the room with a Flame Demon) are randomized to connect to an area with a matching directional entrance. In essence this means that, rather than Underground Reservoir, the first Castle Corridors exit can instead lead into Top Floor, Arena, or the Forbidden Area locked door, just to give a few examples. &lt;br /&gt;
&lt;br /&gt;
Areas are allowed to connect to themselves, allowing partial loops in areas such as Clock Tower, Top Floor, Underground Reservoir, Inner Quarters, and Castle Corridors.&lt;br /&gt;
&lt;br /&gt;
==== AreaRandomLite ====&lt;br /&gt;
&lt;br /&gt;
Attempts to connect similar difficulty areas together, giving it more of a progression of easier to hard areas avoiding difficulty spikes. &lt;br /&gt;
&lt;br /&gt;
==== DoorRandom ====&lt;br /&gt;
&lt;br /&gt;
Each room transition connects linearly with another door of a matching direction. These are NOT bi-directional connections—entering and leaving a room will &amp;lt;i&amp;gt;not&amp;lt;/i&amp;gt; bring you back where you started.&lt;br /&gt;
&lt;br /&gt;
Vertical transitions are unaffected by DoorRandom, as are the Top Floor and Julius save rooms, and the connections between Hammer, the first Corridors hallway, and vanilla Grave Keeper room. The Julius right exit is vanilla, the left exit of the room that sends you into is vanilla, as is the right exit of the garden room &amp;lt;i&amp;gt;that&amp;lt;/i&amp;gt; sends you into, which leads into Julius.&lt;br /&gt;
&lt;br /&gt;
DoorRandom should be considered no logic, but can generally be assumed to be beatable, even though there is a slight possibility it won't be. &lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;Boss&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
==== Vanilla ====&lt;br /&gt;
&lt;br /&gt;
Bosses are located in their vanilla locations, e.g., Great Armor in Study and Death in Clock Tower.&lt;br /&gt;
&lt;br /&gt;
==== Dead-endShuffle ====&lt;br /&gt;
&lt;br /&gt;
Creaking Skull, Manticore, Graham, Julius, and Chaos are always vanilla, but the others, Great Armor, Big Golem, Headhunter, Death, Legion, and Balore get shuffled. &lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;Level Exp&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Alters the curve for for much experience is needed to level up, or otherwise changes how leveling up works.&lt;br /&gt;
&lt;br /&gt;
==== Vanilla ====&lt;br /&gt;
&lt;br /&gt;
Level requirements are the same as in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
==== Hard ====&lt;br /&gt;
&lt;br /&gt;
Aimed so that you reach Level 15 by the time you would normally be Level 20 (exp-wise).&lt;br /&gt;
&lt;br /&gt;
==== Casual ====&lt;br /&gt;
&lt;br /&gt;
Aimed so that you reach level 25 by the time you would normally be Level 20 (exp-wise).&lt;br /&gt;
&lt;br /&gt;
==== Lvl1 ====&lt;br /&gt;
&lt;br /&gt;
Disables leveling entirely, resulting in Soma being stuck at Level 1 the entire game. Importantly this locks Soma's MP at 80, meaning he cannot cast the Chronomage, Mandragora, Balore, or Red Minotaur Red Souls. This results in Galamoth being required to access the time-locked checks in Inner Quarters.&lt;br /&gt;
&lt;br /&gt;
==== BossLevels4 ====&lt;br /&gt;
&lt;br /&gt;
Disables leveling through normal means, instead leveling Soma whenever he kills a boss, to a cap of Level 4.&amp;lt;sup&amp;gt;[citation needed]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== BossLevels6 ====&lt;br /&gt;
&lt;br /&gt;
Disables leveling through normal means, instead leveling Soma whenever he kills a boss, to a cap of Level 6.&amp;lt;sup&amp;gt;[citation needed]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;Teleport to Start(Left Trigger+Select)&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Turning it on allows teleporting to the start (Mina/Hammer room) by holding the left trigger and hitting select. Somewhat glitchy, and can cause enemies to despawn in some situations.&amp;lt;sup&amp;gt;[citation needed]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;Map Assist&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Reveals the full map, and shows breakable walls.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;Soul Compass&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Adds a number to the right of the health bar showing the number of soul canisters and Ancient Books (colloquially: Majors) remaining in the current area. &lt;br /&gt;
&lt;br /&gt;
If [[AoSR/Settings#ItemPool | ItemPool]] is set to [[AoSR/Settings#AllSouls | AllSouls]], then the Soul Compass will only count the canisters originally placed—six each of Red, Blue, and Yellow—and as such, only canisters counted on Soul Compass can be a Soul Objective/required Graham Soul.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;PaletteRandom&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Adjusts the palette of game's layers, changing the appearance of everything accept Soma, enemies, and items.&lt;br /&gt;
&lt;br /&gt;
==== Vanilla ====&lt;br /&gt;
&lt;br /&gt;
Self-explanatory. The game looks the same as in vanilla.&lt;br /&gt;
&lt;br /&gt;
==== Mode1 ====&lt;br /&gt;
&lt;br /&gt;
Shifts an area's palette's hue by a fixed amount. This is 'safe'st, but yields a much more limited selection of color combinations. &lt;br /&gt;
&lt;br /&gt;
=== Mode1.5 ====&lt;br /&gt;
&lt;br /&gt;
Also just shifts hue, however it shifts different colors different amounts based on a curve it generates, allowing far more combinations of colors. &lt;br /&gt;
&lt;br /&gt;
==== Mode2 ====&lt;br /&gt;
&lt;br /&gt;
Can also boost or cut the saturation. &lt;br /&gt;
&lt;br /&gt;
==== Harsh ====&lt;br /&gt;
&lt;br /&gt;
The old Mode2, considered a mess. Results in very strong changes.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;Music&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
I don't know how these settings work. They make the game sound AWFUL.&lt;br /&gt;
&lt;br /&gt;
==== Vanilla ====&lt;br /&gt;
&lt;br /&gt;
Self-explanatory. The game sounds normal.&lt;br /&gt;
&lt;br /&gt;
==== RandomSafe ====&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
==== RandomMedium ====&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
==== RandomExpanded ====&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
==== RandomHV ====&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
== Advanced ==&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;Logic&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
See [[AoSR/Logic | Logic]] for a more detailed breakdown.&lt;br /&gt;
&lt;br /&gt;
All of the logic settings are divided based on style, difficulty, and age.&lt;br /&gt;
&lt;br /&gt;
Age is indicated with a &amp;quot;2&amp;quot; at the end of the option, e.g. AreaTechTiers2. More modern logics are typically better, and Hard2/Expert2 are actually mapped for AreaRandom.&lt;br /&gt;
&lt;br /&gt;
Difficulty is marked through Hard, Expert, Easy, and HardOnly, and refer to the difficulty of tricks that can be required to complete a seed. See [[AoSR/Logic | Logic]] for a list of tricks expected for each difficulty.&amp;lt;sup&amp;gt;[citation needed]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
AreaTechTiers is the community default, and does something.&lt;br /&gt;
&lt;br /&gt;
VeryRandom places the items at complete random and then checks for completeability and will re-roll if needed.&lt;br /&gt;
&lt;br /&gt;
ForwardFeed is intended to have a more linear path of each progression leading to the next.&lt;br /&gt;
&lt;br /&gt;
Hybrid was an experiment from a while back that didn't work particularly well and should be considered obsolete.&lt;br /&gt;
&lt;br /&gt;
It's important to know that the logic will never expect you to go somewhere that you cannot return from, i.e. entering into a potential [[AoSR/Softlocks | softlock]] to search for progression.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;Start with Backdash&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
A checkbox that starts Soma with the Grave Keeper Ability Soul.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;Enemy&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Randomizes enemies by replacing which enemy appears where.&lt;br /&gt;
&lt;br /&gt;
==== Vanilla ====&lt;br /&gt;
&lt;br /&gt;
Self-explanatory. Enemies are the same as in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
==== Random ====&lt;br /&gt;
&lt;br /&gt;
Indicated with a P and M, standing for plus and minus, which gives the range of what an enemy can be changed into using their IDs (which reflect the Bestiary ordering). For example, RandomPM20 means that enemies can roll both up and down twenty IDs, resulting in getting either harder or easier. Max results in no limit, so PMaxM5 can increase enemies infinitely, and only make them easier by 5 IDs. There's no sanity checking that rooms can be completeable/reasonable, so NoLimit and PMaxM5 can easily generate horrible rooms.&lt;br /&gt;
&lt;br /&gt;
Certain enemies are not randomized: Examples.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;Enemy Stat&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
TODO when fuse gives me specific values&lt;br /&gt;
&lt;br /&gt;
==== Vanilla ====&lt;br /&gt;
&lt;br /&gt;
Self-explanatory. Enemy stats and weakness/resistances are the same as the vanilla game. By the way, Graham does not resist Dark and is not weak to Holy.&lt;br /&gt;
&lt;br /&gt;
==== Random ====&lt;br /&gt;
&lt;br /&gt;
==== RandomElementOnly ====&lt;br /&gt;
&lt;br /&gt;
Removes the stats (attack, defense, and HP) from the things that can be randomized, resulting in only stat weaknesses being randomized.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;Enemy Rando Partial&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Notably, even when an area/room is not enemy randomized, the progression logic still treats it as if it is enemy rando, which makes the top and bottom Arena challenge rooms (Wrecking Ball and DDR) not part of logic.&lt;br /&gt;
&lt;br /&gt;
==== Normal ====&lt;br /&gt;
&lt;br /&gt;
Has no effect. Enemy Rando occurs following the Enemy setting, either present in every room or not occurring.&lt;br /&gt;
&lt;br /&gt;
==== HalfAreas ====&lt;br /&gt;
&lt;br /&gt;
The chosen Enemy setting has a 50% chance of occurring in each &amp;lt;b&amp;gt;area&amp;lt;/b&amp;gt;. This does not guarantee that half of the areas are enemy rando'd.&lt;br /&gt;
&lt;br /&gt;
==== HalfRooms ====&lt;br /&gt;
&lt;br /&gt;
The chosen Enemy setting has a 50% chance of occurring in each &amp;lt;b&amp;gt;room&amp;lt;/b&amp;gt;. This does not guarantee that half of the rooms are enemy rando'd.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;Item Weight&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Ranging from 0 to 3.5, item weight changes how strongly better equipment is pushed towards later and more logically locked areas. 2.5 is the standard that most people like. Lower makes finding better equipment earlier more likely. Setting it to 0 disables the weighting entirely, and places at complete random. This has no impact on what equipment exists; it only affects how it is placed. &lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;Graham&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Selects what you need to get past Graham and get the true ending. When Ancient Books are present, there is a guaranteed copy of each color, with a 50% chance of each color receiving a duplicate for a max of six Books.&lt;br /&gt;
&lt;br /&gt;
==== BookSouls ====&lt;br /&gt;
&lt;br /&gt;
Most similar to the vanilla game, each Ancient Book will list a Soul and then in parenthesis the enemy that drops said soul. All three souls must be equipped to clear the True Ending check and pass Graham.&lt;br /&gt;
&lt;br /&gt;
==== AllBosses ====&lt;br /&gt;
&lt;br /&gt;
No books are placed. Instead, Graham checks if you've defeated all 8 non-final bosses: Creaking Skull, Manticore, Great Armor, Big Golem, Headhunter, Death, Legion, and Balore.&lt;br /&gt;
&lt;br /&gt;
==== SoulBossObjectives ====&lt;br /&gt;
&lt;br /&gt;
Similar to BookSouls, but with the addition of boss objectives. Books can require you defeat an area's boss (i.e., the boss that is randomized to be placed within that area). 1 Book of each type must exist, and the third book has a 50% chance of being either.&lt;br /&gt;
&lt;br /&gt;
==== NoCheck ====&lt;br /&gt;
&lt;br /&gt;
There is no check at Graham. Once you find him, you can defeat him.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;Start with Shop&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
As a note, in the vanilla game the shop is divided into thirds. The first comes unlocked with Hammer, the second unlocks after defeating Headhunter, and the third from defeating Death. However, if you skip Headhunter and defeat Death, it will unlock the full shop. The randomizer patches this, making Death unlock only one third of the shop regardless of when he is defeated.&lt;br /&gt;
&lt;br /&gt;
==== Vanilla ====&lt;br /&gt;
&lt;br /&gt;
Hammer is unlocked as normal, by defeating the Study boss and entering the vanilla Malphas room.&lt;br /&gt;
&lt;br /&gt;
==== Unlocked ====&lt;br /&gt;
&lt;br /&gt;
Hammer is available at the start of the seed, with the first third of his stock unlocked. The 3k and 30k options change how much money Soma starts with, 3k and 30k gold respectively.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;Shop Prices&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Affects how much items cost and sell for at Hammer's shop.&lt;br /&gt;
&lt;br /&gt;
==== Vanilla ====&lt;br /&gt;
&lt;br /&gt;
Items buy/sell for their vanilla prices.&lt;br /&gt;
&lt;br /&gt;
==== Rand ====&lt;br /&gt;
&lt;br /&gt;
Shop prices are randomized between a range. 100k goes between 0 and 100k, 10k is between 0 and 10k, while 2h2K is a range between 200 and 2000.&lt;br /&gt;
&lt;br /&gt;
==== AllZero ====&lt;br /&gt;
&lt;br /&gt;
Self-explanatory. All prices are 0.&lt;/div&gt;</summary>
		<author><name>Tohunga Berix</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=AoSR/Settings&amp;diff=2932</id>
		<title>AoSR/Settings</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=AoSR/Settings&amp;diff=2932"/>
				<updated>2025-09-02T00:45:33Z</updated>
		
		<summary type="html">&lt;p&gt;Tohunga Berix: Added more advanced settings.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Many of the settings can be confusing, especially with how they interact with [[AoS/Randomizer_Logic | Logic]]. Below is a brief explanation of each setting's options, and any specifics that they have.&lt;br /&gt;
&lt;br /&gt;
== Basic ==&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;Panther&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
The Panther settings all change how the Black Panther Blue Soul is placed.&lt;br /&gt;
&lt;br /&gt;
==== Rand70Dup ====&lt;br /&gt;
&lt;br /&gt;
Places Panther 70% of the time, and if it does it generally (will exist, unless existing violates the duping rules) places a 2nd copy as well. There is no known logic as to the limits of where these Panther canisters can be placed.&amp;lt;sup&amp;gt;[citation needed]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== FirstAlways ====&lt;br /&gt;
&lt;br /&gt;
FirstAlways always places Panther as first intended progression. When AreaRandom is turned on, this means Panther will be placed within the first six Castle Corridors checks (the three in vanilla Grave Keeper room, and the three checks immediately after Creaking Skull). If AreaRandom is off, then the first checks can also include the Pendant and Tasty Meat checks in Underground Reservoir, which are accessible through the first Castle Corridors left exit.&lt;br /&gt;
&lt;br /&gt;
==== ExtraFairRand ====&lt;br /&gt;
&lt;br /&gt;
ExtraFairRand places Panther as first progression 70% of the time, vanilla 20% of the time, and doesn't place it 10% of the time. &lt;br /&gt;
&lt;br /&gt;
==== Vanilla ====&lt;br /&gt;
&lt;br /&gt;
Self-explanatory. Panther is located behind Graham.&lt;br /&gt;
&lt;br /&gt;
==== AlwaysRand ====&lt;br /&gt;
&lt;br /&gt;
AlwaysRand makes Panther always exist. &lt;br /&gt;
&lt;br /&gt;
==== NeverExists ====&lt;br /&gt;
&lt;br /&gt;
NeverExists never places Panther.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
These settings define how the area and door connections function and are mapped out.&lt;br /&gt;
&lt;br /&gt;
==== Vanilla ====&lt;br /&gt;
&lt;br /&gt;
Self-explanatory. The map is the same as the vanilla game, excepting [[AoSR/Castle_changes | a few randomizer-specific geometry changes]].&lt;br /&gt;
&lt;br /&gt;
Both AreaRandom and AreaRandomLite shouldn't be used with old /Hard or /Hybrid logics, as the transitions were not mapped out. They are safe to use with any of the new 2-labeled logics.&lt;br /&gt;
&lt;br /&gt;
==== AreaRandom ====&lt;br /&gt;
&lt;br /&gt;
Rather than their vanilla connections, area connections (anything with a transition corridor, but also the entrance to Underground Cemetary—the room with a Flame Demon) are randomized to connect to an area with a matching directional entrance. In essence this means that, rather than Underground Reservoir, the first Castle Corridors exit can instead lead into Top Floor, Arena, or the Forbidden Area locked door, just to give a few examples. &lt;br /&gt;
&lt;br /&gt;
Areas are allowed to connect to themselves, allowing partial loops in areas such as Clock Tower, Top Floor, Underground Reservoir, Inner Quarters, and Castle Corridors.&lt;br /&gt;
&lt;br /&gt;
==== AreaRandomLite ====&lt;br /&gt;
&lt;br /&gt;
Attempts to connect similar difficulty areas together, giving it more of a progression of easier to hard areas avoiding difficulty spikes. &lt;br /&gt;
&lt;br /&gt;
==== DoorRandom ====&lt;br /&gt;
&lt;br /&gt;
Each room transition connects linearly with another door of a matching direction. These are NOT bi-directional connections—entering and leaving a room will &amp;lt;i&amp;gt;not&amp;lt;/i&amp;gt; bring you back where you started. V&lt;br /&gt;
&lt;br /&gt;
ertical transitions are unaffected by DoorRandom, as are the Top Floor and Julius save rooms, and the connections between Hammer, the first Corridors hallway, and vanilla Grave Keeper room. The Julius right exit is vanilla, the left exit of the room that sends you into is vanilla, as is the right exit of the garden room &amp;lt;i&amp;gt;that&amp;lt;/i&amp;gt; sends you into, which leads into Julius.&lt;br /&gt;
&lt;br /&gt;
DoorRandom should be considered no logic, but can generally be assumed to be beatable, even though there is a slight possibility it won't be. &lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;Boss&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
==== Vanilla ====&lt;br /&gt;
&lt;br /&gt;
Bosses are located in their vanilla locations, e.g., Great Armor in Study and Death in Clock Tower.&lt;br /&gt;
&lt;br /&gt;
==== Dead-endShuffle ====&lt;br /&gt;
&lt;br /&gt;
Creaking Skull, Manticore, Graham, Julius, and Chaos are always vanilla, but the others, Great Armor, Big Golem, Headhunter, Death, Legion, and Balore get shuffled. &lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;Level Exp&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Alters the curve for for much experience is needed to level up, or otherwise changes how leveling up works.&lt;br /&gt;
&lt;br /&gt;
==== Vanilla ====&lt;br /&gt;
&lt;br /&gt;
Level requirements are the same as in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
==== Hard ====&lt;br /&gt;
&lt;br /&gt;
Aimed so that you reach Level 15 by the time you would normally be Level 20 (exp-wise).&lt;br /&gt;
&lt;br /&gt;
==== Casual ====&lt;br /&gt;
&lt;br /&gt;
Aimed so that you reach level 25 by the time you would normally be Level 20 (exp-wise).&lt;br /&gt;
&lt;br /&gt;
==== Lvl1 ====&lt;br /&gt;
&lt;br /&gt;
Disables leveling entirely, resulting in Soma being stuck at Level 1 the entire game. Importantly this locks Soma's MP at 80, meaning he cannot cast the Chronomage, Mandragora, Balore, or Red Minotaur Red Souls. This results in Galamoth being required to access the time-locked checks in Inner Quarters.&lt;br /&gt;
&lt;br /&gt;
==== BossLevels4 ====&lt;br /&gt;
&lt;br /&gt;
Disables leveling through normal means, instead leveling Soma whenever he kills a boss, to a cap of Level 4.&amp;lt;sup&amp;gt;[citation needed]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== BossLevels6 ====&lt;br /&gt;
&lt;br /&gt;
Disables leveling through normal means, instead leveling Soma whenever he kills a boss, to a cap of Level 6.&amp;lt;sup&amp;gt;[citation needed]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;Teleport to Start(Left Trigger+Select)&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Turning it on allows teleporting to the start (Mina/Hammer room) by holding the left trigger and hitting select. Somewhat glitchy, and can cause enemies to despawn in some situations.&amp;lt;sup&amp;gt;[citation needed]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;Map Assist&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Reveals the full map, and shows breakable walls.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;Soul Compass&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Adds a number to the right of the health bar showing the number of soul canisters and Ancient Books (colloquially: Majors) remaining in the current area. &lt;br /&gt;
&lt;br /&gt;
If [[AoSR/Settings#ItemPool | ItemPool]] is set to [[AoSR/Settings#AllSouls | AllSouls]], then the Soul Compass will only count the canisters originally placed—six each of Red, Blue, and Yellow—and as such, only canisters counted on Soul Compass can be a Soul Objective/required Graham Soul.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;PaletteRandom&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Adjusts the palette of game's layers, changing the appearance of everything accept Soma, enemies, and items.&lt;br /&gt;
&lt;br /&gt;
==== Vanilla ====&lt;br /&gt;
&lt;br /&gt;
Self-explanatory. The game looks the same as in vanilla.&lt;br /&gt;
&lt;br /&gt;
==== Mode1 ====&lt;br /&gt;
&lt;br /&gt;
Shifts an area's palette's hue by a fixed amount. This is 'safe'st, but yields a much more limited selection of color combinations. &lt;br /&gt;
&lt;br /&gt;
=== Mode1.5 ====&lt;br /&gt;
&lt;br /&gt;
Also just shifts hue, however it shifts different colors different amounts based on a curve it generates, allowing far more combinations of colors. &lt;br /&gt;
&lt;br /&gt;
==== Mode2 ====&lt;br /&gt;
&lt;br /&gt;
Can also boost or cut the saturation. &lt;br /&gt;
&lt;br /&gt;
==== Harsh ====&lt;br /&gt;
&lt;br /&gt;
The old Mode2, considered a mess. Results in very strong changes.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;Music&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
I don't know how these settings work. They make the game sound AWFUL.&lt;br /&gt;
&lt;br /&gt;
==== Vanilla ====&lt;br /&gt;
&lt;br /&gt;
Self-explanatory. The game sounds normal.&lt;br /&gt;
&lt;br /&gt;
==== RandomSafe ====&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
==== RandomMedium ====&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
==== RandomExpanded ====&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
==== RandomHV ====&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
== Advanced ==&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;Logic&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
See [[AoSR/Logic | Logic]] for a more detailed breakdown.&lt;br /&gt;
&lt;br /&gt;
All of the logic settings are divided based on style, difficulty, and age.&lt;br /&gt;
&lt;br /&gt;
Age is indicated with a &amp;quot;2&amp;quot; at the end of the option, e.g. AreaTechTiers2. More modern logics are typically better, and Hard2/Expert2 are actually mapped for AreaRandom.&lt;br /&gt;
&lt;br /&gt;
Difficulty is marked through Hard, Expert, Easy, and HardOnly, and refer to the difficulty of tricks that can be required to complete a seed. See [[AoSR/Logic | Logic]] for a list of tricks expected for each difficulty.&amp;lt;sup&amp;gt;[citation needed]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
AreaTechTiers is the community default, and does something.&lt;br /&gt;
&lt;br /&gt;
VeryRandom places the items at complete random and then checks for completeability and will re-roll if needed.&lt;br /&gt;
&lt;br /&gt;
ForwardFeed is intended to have a more linear path of each progression leading to the next.&lt;br /&gt;
&lt;br /&gt;
Hybrid was an experiment from a while back that didn't work particularly well and should be considered obsolete.&lt;br /&gt;
&lt;br /&gt;
It's important to know that the logic will never expect you to go somewhere that you cannot return from, i.e. entering into a potential [[AoSR/Softlocks | softlock]] to search for progression.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;Start with Backdash&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
A checkbox that starts Soma with the Grave Keeper Ability Soul.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;Enemy&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Randomizes enemies by replacing which enemy appears where.&lt;br /&gt;
&lt;br /&gt;
==== Vanilla ====&lt;br /&gt;
&lt;br /&gt;
Self-explanatory. Enemies are the same as in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
==== Random ====&lt;br /&gt;
&lt;br /&gt;
Indicated with a P and M, standing for plus and minus, which gives the range of what an enemy can be changed into using their IDs (which reflect the Bestiary ordering). For example, RandomPM20 means that enemies can roll both up and down twenty IDs, resulting in getting either harder or easier. Max results in no limit, so PMaxM5 can increase enemies infinitely, and only make them easier by 5 IDs. There's no sanity checking that rooms can be completeable/reasonable, so NoLimit and PMaxM5 can easily generate horrible rooms.&lt;br /&gt;
&lt;br /&gt;
Certain enemies are not randomized: Examples.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;Enemy Stat&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
TODO when fuse gives me specific values&lt;br /&gt;
&lt;br /&gt;
==== Vanilla ====&lt;br /&gt;
&lt;br /&gt;
Self-explanatory. Enemy stats and weakness/resistances are the same as the vanilla game. By the way, Graham does not resist Dark and is not weak to Holy.&lt;br /&gt;
&lt;br /&gt;
==== Random ====&lt;br /&gt;
&lt;br /&gt;
==== RandomElementOnly ====&lt;br /&gt;
&lt;br /&gt;
Removes the stats (attack, defense, and HP) from the things that can be randomized, resulting in only stat weaknesses being randomized.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;Enemy Rando Partial&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Notably, even when an area/room is not enemy randomized, the progression logic still treats it as if it is enemy rando, which makes the top and bottom Arena challenge rooms (Wrecking Ball and DDR) not part of logic.&lt;br /&gt;
&lt;br /&gt;
==== Normal ====&lt;br /&gt;
&lt;br /&gt;
Has no effect. Enemy Rando occurs following the Enemy setting, either present in every room or not occurring.&lt;br /&gt;
&lt;br /&gt;
==== HalfAreas ====&lt;br /&gt;
&lt;br /&gt;
The chosen Enemy setting has a 50% chance of occurring in each &amp;lt;b&amp;gt;area&amp;lt;/b&amp;gt;. This does not guarantee that half of the areas are enemy rando'd.&lt;br /&gt;
&lt;br /&gt;
==== HalfRooms ====&lt;br /&gt;
&lt;br /&gt;
The chosen Enemy setting has a 50% chance of occurring in each &amp;lt;b&amp;gt;room&amp;lt;/b&amp;gt;. This does not guarantee that half of the rooms are enemy rando'd.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;Item Weight&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Ranging from 0 to 3.5, item weight changes how strongly better equipment is pushed towards later and more logically locked areas. 2.5 is the standard that most people like. Lower makes finding better equipment earlier more likely. Setting it to 0 disables the weighting entirely, and places at complete random. This has no impact on what equipment exists; it only affects how it is placed. &lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;Graham&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Selects what you need to get past Graham and get the true ending. When Ancient Books are present, there is a guaranteed copy of each color, with a 50% chance of each color receiving a duplicate for a max of six Books.&lt;br /&gt;
&lt;br /&gt;
==== BookSouls ====&lt;br /&gt;
&lt;br /&gt;
Most similar to the vanilla game, each Ancient Book will list a Soul and then in parenthesis the enemy that drops said soul. All three souls must be equipped to clear the True Ending check and pass Graham.&lt;br /&gt;
&lt;br /&gt;
==== AllBosses ====&lt;br /&gt;
&lt;br /&gt;
No books are placed. Instead, Graham checks if you've defeated all 8 non-final bosses: Creaking Skull, Manticore, Great Armor, Big Golem, Headhunter, Death, Legion, and Balore.&lt;br /&gt;
&lt;br /&gt;
==== SoulBossObjectives ====&lt;br /&gt;
&lt;br /&gt;
Similar to BookSouls, but with the addition of boss objectives. Books can require you defeat an area's boss (i.e., the boss that is randomized to be placed within that area). 1 Book of each type must exist, and the third book has a 50% chance of being either.&lt;br /&gt;
&lt;br /&gt;
==== NoCheck ====&lt;br /&gt;
&lt;br /&gt;
There is no check at Graham. Once you find him, you can defeat him.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;Start with Shop&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
As a note, in the vanilla game the shop is divided into thirds. The first comes unlocked with Hammer, the second unlocks after defeating Headhunter, and the third from defeating Death. However, if you skip Headhunter and defeat Death, it will unlock the full shop. The randomizer patches this, making Death unlock only one third of the shop regardless of when he is defeated.&lt;br /&gt;
&lt;br /&gt;
==== Vanilla ====&lt;br /&gt;
&lt;br /&gt;
Hammer is unlocked as normal, by defeating the Study boss and entering the vanilla Malphas room.&lt;br /&gt;
&lt;br /&gt;
==== Unlocked ====&lt;br /&gt;
&lt;br /&gt;
Hammer is available at the start of the seed, with the first third of his stock unlocked. The 3k and 30k options change how much money Soma starts with, 3k and 30k gold respectively.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;Shop Prices&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Affects how much items cost and sell for at Hammer's shop.&lt;br /&gt;
&lt;br /&gt;
==== Vanilla ====&lt;br /&gt;
&lt;br /&gt;
Items buy/sell for their vanilla prices.&lt;br /&gt;
&lt;br /&gt;
==== Rand ====&lt;br /&gt;
&lt;br /&gt;
Shop prices are randomized between a range. 100k goes between 0 and 100k, 10k is between 0 and 10k, while 2h2K is a range between 200 and 2000.&lt;br /&gt;
&lt;br /&gt;
==== AllZero ====&lt;br /&gt;
&lt;br /&gt;
Self-explanatory. All prices are 0.&lt;/div&gt;</summary>
		<author><name>Tohunga Berix</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=AoSR/Settings&amp;diff=2931</id>
		<title>AoSR/Settings</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=AoSR/Settings&amp;diff=2931"/>
				<updated>2025-09-01T23:59:23Z</updated>
		
		<summary type="html">&lt;p&gt;Tohunga Berix: Added more door rando stuff&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Many of the settings can be confusing, especially with how they interact with [[AoS/Randomizer_Logic | Logic]]. Below is a brief explanation of each setting's options, and any specifics that they have.&lt;br /&gt;
&lt;br /&gt;
== Basic ==&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;Panther&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
The Panther settings all change how the Black Panther Blue Soul is placed.&lt;br /&gt;
&lt;br /&gt;
==== Rand70Dup ====&lt;br /&gt;
&lt;br /&gt;
Places Panther 70% of the time, and if it does it generally (will exist, unless existing violates the duping rules) places a 2nd copy as well. There is no known logic as to the limits of where these Panther canisters can be placed.&amp;lt;sup&amp;gt;[citation needed]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== FirstAlways ====&lt;br /&gt;
&lt;br /&gt;
FirstAlways always places Panther as first intended progression. When AreaRandom is turned on, this means Panther will be placed within the first six Castle Corridors checks (the three in vanilla Grave Keeper room, and the three checks immediately after Creaking Skull). If AreaRandom is off, then the first checks can also include the Pendant and Tasty Meat checks in Underground Reservoir, which are accessible through the first Castle Corridors left exit.&lt;br /&gt;
&lt;br /&gt;
==== ExtraFairRand ====&lt;br /&gt;
&lt;br /&gt;
ExtraFairRand places Panther as first progression 70% of the time, vanilla 20% of the time, and doesn't place it 10% of the time. &lt;br /&gt;
&lt;br /&gt;
==== Vanilla ====&lt;br /&gt;
&lt;br /&gt;
Self-explanatory. Panther is located behind Graham.&lt;br /&gt;
&lt;br /&gt;
==== AlwaysRand ====&lt;br /&gt;
&lt;br /&gt;
AlwaysRand makes Panther always exist. &lt;br /&gt;
&lt;br /&gt;
==== NeverExists ====&lt;br /&gt;
&lt;br /&gt;
NeverExists never places Panther.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
These settings define how the area and door connections function and are mapped out.&lt;br /&gt;
&lt;br /&gt;
==== Vanilla ====&lt;br /&gt;
&lt;br /&gt;
Self-explanatory. The map is the same as the vanilla game, excepting [[AoSR/Castle_changes | a few randomizer-specific geometry changes]].&lt;br /&gt;
&lt;br /&gt;
Both AreaRandom and AreaRandomLite shouldn't be used with old /Hard or /Hybrid logics, as the transitions were not mapped out. They are safe to use with any of the new 2-labeled logics.&lt;br /&gt;
&lt;br /&gt;
==== AreaRandom ====&lt;br /&gt;
&lt;br /&gt;
Rather than their vanilla connections, area connections (anything with a transition corridor, but also the entrance to Underground Cemetary—the room with a Flame Demon) are randomized to connect to an area with a matching directional entrance. In essence this means that, rather than Underground Reservoir, the first Castle Corridors exit can instead lead into Top Floor, Arena, or the Forbidden Area locked door, just to give a few examples. &lt;br /&gt;
&lt;br /&gt;
Areas are allowed to connect to themselves, allowing partial loops in areas such as Clock Tower, Top Floor, Underground Reservoir, Inner Quarters, and Castle Corridors.&lt;br /&gt;
&lt;br /&gt;
==== AreaRandomLite ====&lt;br /&gt;
&lt;br /&gt;
Attempts to connect similar difficulty areas together, giving it more of a progression of easier to hard areas avoiding difficulty spikes. &lt;br /&gt;
&lt;br /&gt;
==== DoorRandom ====&lt;br /&gt;
&lt;br /&gt;
Each room transition connects linearly with another door of a matching direction. These are NOT bi-directional connections—entering and leaving a room will &amp;lt;i&amp;gt;not&amp;lt;/i&amp;gt; bring you back where you started. V&lt;br /&gt;
&lt;br /&gt;
ertical transitions are unaffected by DoorRandom, as are the Top Floor and Julius save rooms, and the connections between Hammer, the first Corridors hallway, and vanilla Grave Keeper room. The Julius right exit is vanilla, the left exit of the room that sends you into is vanilla, as is the right exit of the garden room &amp;lt;i&amp;gt;that&amp;lt;/i&amp;gt; sends you into, which leads into Julius.&lt;br /&gt;
&lt;br /&gt;
DoorRandom should be considered no logic, but can generally be assumed to be beatable, even though there is a slight possibility it won't be. &lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;Boss&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
==== Vanilla ====&lt;br /&gt;
&lt;br /&gt;
Bosses are located in their vanilla locations, e.g., Great Armor in Study and Death in Clock Tower.&lt;br /&gt;
&lt;br /&gt;
==== Dead-endShuffle ====&lt;br /&gt;
&lt;br /&gt;
Creaking Skull, Manticore, Graham, Julius, and Chaos are always vanilla, but the others, Great Armor, Big Golem, Headhunter, Death, Legion, and Balore get shuffled. &lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;Level Exp&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Alters the curve for for much experience is needed to level up, or otherwise changes how leveling up works.&lt;br /&gt;
&lt;br /&gt;
==== Vanilla ====&lt;br /&gt;
&lt;br /&gt;
Level requirements are the same as in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
==== Hard ====&lt;br /&gt;
&lt;br /&gt;
Aimed so that you reach Level 15 by the time you would normally be Level 20 (exp-wise).&lt;br /&gt;
&lt;br /&gt;
==== Casual ====&lt;br /&gt;
&lt;br /&gt;
Aimed so that you reach level 25 by the time you would normally be Level 20 (exp-wise).&lt;br /&gt;
&lt;br /&gt;
==== Lvl1 ====&lt;br /&gt;
&lt;br /&gt;
Disables leveling entirely, resulting in Soma being stuck at Level 1 the entire game. Importantly this locks Soma's MP at 80, meaning he cannot cast the Chronomage, Mandragora, Balore, or Red Minotaur Red Souls. This results in Galamoth being required to access the time-locked checks in Inner Quarters.&lt;br /&gt;
&lt;br /&gt;
==== BossLevels4 ====&lt;br /&gt;
&lt;br /&gt;
Disables leveling through normal means, instead leveling Soma whenever he kills a boss, to a cap of Level 4.&amp;lt;sup&amp;gt;[citation needed]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== BossLevels6 ====&lt;br /&gt;
&lt;br /&gt;
Disables leveling through normal means, instead leveling Soma whenever he kills a boss, to a cap of Level 6.&amp;lt;sup&amp;gt;[citation needed]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;Teleport to Start(Left Trigger+Select)&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Turning it on allows teleporting to the start (Mina/Hammer room) by holding the left trigger and hitting select. Somewhat glitchy, and can cause enemies to despawn in some situations.&amp;lt;sup&amp;gt;[citation needed]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;Map Assist&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Reveals the full map, and shows breakable walls.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;Soul Compass&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Adds a number to the right of the health bar showing the number of soul canisters and Ancient Books (colloquially: Majors) remaining in the current area. &lt;br /&gt;
&lt;br /&gt;
If [[AoSR/Settings#ItemPool | ItemPool]] is set to [[AoSR/Settings#AllSouls | AllSouls]], then the Soul Compass will only count the canisters originally placed—six each of Red, Blue, and Yellow—and as such, only canisters counted on Soul Compass can be a Soul Objective/required Graham Soul.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;PaletteRandom&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Adjusts the palette of game's layers, changing the appearance of everything accept Soma, enemies, and items.&lt;br /&gt;
&lt;br /&gt;
==== Vanilla ====&lt;br /&gt;
&lt;br /&gt;
Self-explanatory. The game looks the same as in vanilla.&lt;br /&gt;
&lt;br /&gt;
==== Mode1 ====&lt;br /&gt;
&lt;br /&gt;
Shifts an area's palette's hue by a fixed amount. This is 'safe'st, but yields a much more limited selection of color combinations. &lt;br /&gt;
&lt;br /&gt;
=== Mode1.5 ====&lt;br /&gt;
&lt;br /&gt;
Also just shifts hue, however it shifts different colors different amounts based on a curve it generates, allowing far more combinations of colors. &lt;br /&gt;
&lt;br /&gt;
==== Mode2 ====&lt;br /&gt;
&lt;br /&gt;
Can also boost or cut the saturation. &lt;br /&gt;
&lt;br /&gt;
==== Harsh ====&lt;br /&gt;
&lt;br /&gt;
The old Mode2, considered a mess. Results in very strong changes.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;Music&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
I don't know how these settings work. They make the game sound AWFUL.&lt;br /&gt;
&lt;br /&gt;
==== Vanilla ====&lt;br /&gt;
&lt;br /&gt;
Self-explanatory. The game sounds normal.&lt;br /&gt;
&lt;br /&gt;
==== RandomSafe ====&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
==== RandomMedium ====&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
==== RandomExpanded ====&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
==== RandomHV ====&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
== Advanced ==&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;Logic&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
See [[AoSR/Logic | Logic]] for a more detailed breakdown.&lt;br /&gt;
&lt;br /&gt;
All of the logic settings are divided based on style, difficulty, and age.&lt;br /&gt;
&lt;br /&gt;
Age is indicated with a &amp;quot;2&amp;quot; at the end of the option, e.g. AreaTechTiers2. More modern logics are typically better, and Hard2/Expert2 are actually mapped for AreaRandom.&lt;br /&gt;
&lt;br /&gt;
Difficulty is marked through Hard, Expert, Easy, and HardOnly, and refer to the difficulty of tricks that can be required to complete a seed. See [[AoSR/Logic | Logic]] for a list of tricks expected for each difficulty.&amp;lt;sup&amp;gt;[citation needed]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
AreaTechTiers is the community default, and does something.&lt;br /&gt;
&lt;br /&gt;
VeryRandom places the items at complete random and then checks for completeability and will re-roll if needed.&lt;br /&gt;
&lt;br /&gt;
ForwardFeed is intended to have a more linear path of each progression leading to the next.&lt;br /&gt;
&lt;br /&gt;
Hybrid was an experiment from a while back that didn't work particularly well and should be considered obsolete.&lt;br /&gt;
&lt;br /&gt;
It's important to know that the logic will never expect you to go somewhere that you cannot return from, i.e. entering into a potential [[AoSR/Softlocks | softlock]] to search for progression.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;Start with Backdash&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
A checkbox that starts Soma with the Grave Keeper Ability Soul.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;Enemy&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Randomizes enemies by replacing which enemy appears where.&lt;br /&gt;
&lt;br /&gt;
==== Vanilla ====&lt;br /&gt;
&lt;br /&gt;
Self-explanatory. Enemies are the same as in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
==== Random ====&lt;br /&gt;
&lt;br /&gt;
Indicated with a P and M, standing for plus and minus, which gives the range of what an enemy can be changed into using their IDs (which reflect the Bestiary ordering). For example, RandomPM20 means that enemies can roll both up and down twenty IDs, resulting in getting either harder or easier. Max results in no limit, so PMaxM5 can increase enemies infinitely, and only make them easier by 5 IDs. There's no sanity checking that rooms can be completeable/reasonable, so NoLimit and PMaxM5 can easily generate horrible rooms.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;Enemy Stat&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
TODO when fuse gives me specific values&lt;br /&gt;
&lt;br /&gt;
==== Vanilla ====&lt;br /&gt;
&lt;br /&gt;
Self-explanatory. Enemy stats and weakness/resistances are the same as the vanilla game. By the way, Graham does not resist Dark and is not weak to Holy.&lt;br /&gt;
&lt;br /&gt;
==== Random ====&lt;br /&gt;
&lt;br /&gt;
==== RandomElementOnly ====&lt;br /&gt;
&lt;br /&gt;
Removes the stats (attack, defense, and HP) from the things that can be randomized, resulting in only stat weaknesses being randomized.&lt;/div&gt;</summary>
		<author><name>Tohunga Berix</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=AoSR/Settings&amp;diff=2930</id>
		<title>AoSR/Settings</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=AoSR/Settings&amp;diff=2930"/>
				<updated>2025-09-01T22:20:49Z</updated>
		
		<summary type="html">&lt;p&gt;Tohunga Berix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Many of the settings can be confusing, especially with how they interact with [[AoS/Randomizer_Logic | Logic]]. Below is a brief explanation of each setting's options, and any specifics that they have.&lt;br /&gt;
&lt;br /&gt;
== Basic ==&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;Panther&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
The Panther settings all change how the Black Panther Blue Soul is placed.&lt;br /&gt;
&lt;br /&gt;
==== Rand70Dup ====&lt;br /&gt;
&lt;br /&gt;
Places Panther 70% of the time, and if it does it generally places a 2nd copy as well. There is no known logic as to the limits of where these Panther canisters can be placed.&amp;lt;sup&amp;gt;[citation needed]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== FirstAlways ====&lt;br /&gt;
&lt;br /&gt;
FirstAlways always places Panther as first intended progression. When AreaRandom is turned on, this means Panther will be placed within the first six Castle Corridors checks (the three in vanilla Grave Keeper room, and the three checks immediately after Creaking Skull). If AreaRandom is off, then the first checks can also include the Pendant and Tasty Meat checks in Underground Reservoir, which are accessible through the first Castle Corridors left exit.&lt;br /&gt;
&lt;br /&gt;
==== ExtraFairRand ====&lt;br /&gt;
&lt;br /&gt;
ExtraFairRand places Panther as first progression 70% of the time, vanilla 20% of the time, and doesn't place it 10% of the time. &lt;br /&gt;
&lt;br /&gt;
==== Vanilla ====&lt;br /&gt;
&lt;br /&gt;
Self-explanatory. Panther is located behind Graham.&lt;br /&gt;
&lt;br /&gt;
==== AlwaysRand ====&lt;br /&gt;
&lt;br /&gt;
AlwaysRand makes Panther always exist. &lt;br /&gt;
&lt;br /&gt;
==== NeverExists ====&lt;br /&gt;
&lt;br /&gt;
NeverExists never places Panther.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
These settings define how the area and door connections function and are mapped out.&lt;br /&gt;
&lt;br /&gt;
==== Vanilla ====&lt;br /&gt;
&lt;br /&gt;
Self-explanatory. The map is the same as the vanilla game, excepting [[AoSR/Castle_changes | a few randomizer-specific geometry changes]].&lt;br /&gt;
&lt;br /&gt;
Both AreaRandom and AreaRandomLite shouldn't be used with old /Hard or /Hybrid logics, as the transitions were not mapped out. They are safe to use with any of the new 2-labeled logics.&lt;br /&gt;
&lt;br /&gt;
==== AreaRandom ====&lt;br /&gt;
&lt;br /&gt;
Rather than their vanilla connections, area connections (anything with a transition corridor, but also the entrance to Underground Cemetary—the room with a Flame Demon) are randomized to connect to an area with a matching directional entrance. In essence this means that, rather than Underground Reservoir, the first Castle Corridors exit can instead lead into Top Floor, Arena, or the Forbidden Area locked door, just to give a few examples. &lt;br /&gt;
&lt;br /&gt;
Areas are allowed to connect to themselves, allowing partial loops in areas such as Clock Tower, Top Floor, Underground Reservoir, Inner Quarters, and Castle Corridors.&lt;br /&gt;
&lt;br /&gt;
==== AreaRandomLite ====&lt;br /&gt;
&lt;br /&gt;
Attempts to connect similar difficulty areas together, giving it more of a progression of easier to hard areas avoiding difficulty spikes. &lt;br /&gt;
&lt;br /&gt;
==== DoorRandom ====&lt;br /&gt;
&lt;br /&gt;
Each room transition connects linearly with another door of a matching direction. These are NOT bi-directional connections—entering and leaving a room will &amp;lt;i&amp;gt;not&amp;lt;/i&amp;gt; bring you back where you started. Vertical transitions are unaffected by DoorRandom, as are the Top Floor and Julius save rooms, and the connections between Hammer, the first Corridors hallway, and vanilla Grave Keeper room.&lt;br /&gt;
&lt;br /&gt;
DoorRandom should be considered no logic, but can generally be assumed to be beatable, even though there is a slight possibility it won't be. &lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;Boss&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
==== Vanilla ====&lt;br /&gt;
&lt;br /&gt;
Bosses are located in their vanilla locations, e.g., Great Armor in Study and Death in Clock Tower.&lt;br /&gt;
&lt;br /&gt;
==== Dead-endShuffle ====&lt;br /&gt;
&lt;br /&gt;
Creaking Skull, Manticore, Graham, Julius, and Chaos are always vanilla, but the others, Great Armor, Big Golem, Headhunter, Death, Legion, and Balore get shuffled. &lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;Level Exp&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Alters the curve for for much experience is needed to level up, or otherwise changes how leveling up works.&lt;br /&gt;
&lt;br /&gt;
==== Vanilla ====&lt;br /&gt;
&lt;br /&gt;
Level requirements are the same as in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
==== Hard ====&lt;br /&gt;
&lt;br /&gt;
Aimed so that you reach Level 15 by the time you would normally be Level 20 (exp-wise).&lt;br /&gt;
&lt;br /&gt;
==== Casual ====&lt;br /&gt;
&lt;br /&gt;
Aimed so that you reach level 25 by the time you would normally be Level 20 (exp-wise).&lt;br /&gt;
&lt;br /&gt;
==== Lvl1 ====&lt;br /&gt;
&lt;br /&gt;
Disables leveling entirely, resulting in Soma being stuck at Level 1 the entire game. Importantly this locks Soma's MP at 80, meaning he cannot cast the Chronomage, Mandragora, Balore, or Red Minotaur Red Souls. This results in Galamoth being required to access the time-locked checks in Inner Quarters.&lt;br /&gt;
&lt;br /&gt;
==== BossLevels4 ====&lt;br /&gt;
&lt;br /&gt;
Disables leveling through normal means, instead leveling Soma whenever he kills a boss, to a cap of Level 4.&amp;lt;sup&amp;gt;[citation needed]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== BossLevels6 ====&lt;br /&gt;
&lt;br /&gt;
Disables leveling through normal means, instead leveling Soma whenever he kills a boss, to a cap of Level 6.&amp;lt;sup&amp;gt;[citation needed]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;Teleport to Start(Left Trigger+Select)&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Turning it on allows teleporting to the start (Mina/Hammer room) by holding the left trigger and hitting select. Somewhat glitchy, and can cause enemies to despawn in some situations.&amp;lt;sup&amp;gt;[citation needed]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;Map Assist&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Reveals the full map, and shows breakable walls.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;Soul Compass&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Adds a number to the right of the health bar showing the number of soul canisters and Ancient Books (colloquially: Majors) remaining in the current area. &lt;br /&gt;
&lt;br /&gt;
If [[AoSR/Settings#ItemPool | ItemPool]] is set to [[AoSR/Settings#AllSouls | AllSouls]], then the Soul Compass will only count the canisters originally placed—six each of Red, Blue, and Yellow—and as such, only canisters counted on Soul Compass can be a Soul Objective/required Graham Soul.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;PaletteRandom&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Adjusts the palette of game's layers, changing the appearance of everything accept Soma, enemies, and items.&lt;br /&gt;
&lt;br /&gt;
==== Vanilla ====&lt;br /&gt;
&lt;br /&gt;
Self-explanatory. The game looks the same as in vanilla.&lt;br /&gt;
&lt;br /&gt;
==== Mode1 ====&lt;br /&gt;
&lt;br /&gt;
Shifts an area's palette's hue by a fixed amount. This is 'safe'st, but yields a much more limited selection of color combinations. &lt;br /&gt;
&lt;br /&gt;
=== Mode1.5 ====&lt;br /&gt;
&lt;br /&gt;
Also just shifts hue, however it shifts different colors different amounts based on a curve it generates, allowing far more combinations of colors. &lt;br /&gt;
&lt;br /&gt;
==== Mode2 ====&lt;br /&gt;
&lt;br /&gt;
Can also boost or cut the saturation. &lt;br /&gt;
&lt;br /&gt;
==== Harsh ====&lt;br /&gt;
&lt;br /&gt;
The old Mode2, considered a mess. Results in very strong changes.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;Music&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
I don't know how these settings work. They make the game sound AWFUL.&lt;br /&gt;
&lt;br /&gt;
==== Vanilla ====&lt;br /&gt;
&lt;br /&gt;
Self-explanatory. The game sounds normal.&lt;br /&gt;
&lt;br /&gt;
==== RandomSafe ====&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
==== RandomMedium ====&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
==== RandomExpanded ====&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
==== RandomHV ====&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
== Advanced ==&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;Logic&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
See [[AoSR/Logic | Logic]] for a more detailed breakdown.&lt;br /&gt;
&lt;br /&gt;
All of the logic settings are divided based on style, difficulty, and age.&lt;br /&gt;
&lt;br /&gt;
Age is indicated with a &amp;quot;2&amp;quot; at the end of the option, e.g. AreaTechTiers2. More modern logics are typically better, and Hard2/Expert2 are actually mapped for AreaRandom.&lt;br /&gt;
&lt;br /&gt;
Difficulty is marked through Hard, Expert, Easy, and HardOnly, and refer to the difficulty of tricks that can be required to complete a seed. See [[AoSR/Logic | Logic]] for a list of tricks expected for each difficulty.&amp;lt;sup&amp;gt;[citation needed]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
AreaTechTiers is the community default, and does something.&lt;br /&gt;
&lt;br /&gt;
VeryRandom places the items at complete random and then checks for completeability and will re-roll if needed.&lt;br /&gt;
&lt;br /&gt;
ForwardFeed is intended to have a more linear path of each progression leading to the next.&lt;br /&gt;
&lt;br /&gt;
Hybrid was an experiment from a while back that didn't work particularly well and should be considered obsolete.&lt;br /&gt;
&lt;br /&gt;
It's important to know that the logic will never expect you to go somewhere that you cannot return from, i.e. entering into a potential [[AoSR/Softlocks | softlock]] to search for progression.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;Start with Backdash&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
A checkbox that starts Soma with the Grave Keeper Ability Soul.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;Enemy&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Randomizes enemies by replacing which enemy appears where.&lt;br /&gt;
&lt;br /&gt;
==== Vanilla ====&lt;br /&gt;
&lt;br /&gt;
Self-explanatory. Enemies are the same as in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
==== Random ====&lt;br /&gt;
&lt;br /&gt;
Indicated with a P and M, standing for plus and minus, which gives the range of what an enemy can be changed into using their IDs (which reflect the Bestiary ordering). For example, RandomPM20 means that enemies can roll both up and down twenty IDs, resulting in getting either harder or easier. Max results in no limit, so PMaxM5 can increase enemies infinitely, and only make them easier by 5 IDs. There's no sanity checking that rooms can be completeable/reasonable, so NoLimit and PMaxM5 can easily generate horrible rooms.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;Enemy Stat&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
TODO when fuse gives me specific values&lt;br /&gt;
&lt;br /&gt;
==== Vanilla ====&lt;br /&gt;
&lt;br /&gt;
Self-explanatory. Enemy stats and weakness/resistances are the same as the vanilla game. By the way, Graham does not resist Dark and is not weak to Holy.&lt;br /&gt;
&lt;br /&gt;
==== Random ====&lt;br /&gt;
&lt;br /&gt;
==== RandomElementOnly ====&lt;br /&gt;
&lt;br /&gt;
Removes the stats (attack, defense, and HP) from the things that can be randomized, resulting in only stat weaknesses being randomized.&lt;/div&gt;</summary>
		<author><name>Tohunga Berix</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=AoSR/Settings&amp;diff=2929</id>
		<title>AoSR/Settings</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=AoSR/Settings&amp;diff=2929"/>
				<updated>2025-09-01T22:03:22Z</updated>
		
		<summary type="html">&lt;p&gt;Tohunga Berix: ahhhh there are so many fucking settings&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Many of the settings can be confusing, especially with how they interact with [[AoS/Randomizer_Logic | Logic]]. Below is a brief explanation of each setting's options, and any specifics that they have.&lt;br /&gt;
&lt;br /&gt;
== Basic ==&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;Panther&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
The Panther settings all change how the Black Panther Blue Soul is placed.&lt;br /&gt;
&lt;br /&gt;
==== Rand70Dup ====&lt;br /&gt;
&lt;br /&gt;
Places Panther 70% of the time, and if it does it generally places a 2nd copy as well. There is no known logic as to the limits of where these Panther canisters can be placed.&amp;lt;sup&amp;gt;[citation needed]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== FirstAlways ====&lt;br /&gt;
&lt;br /&gt;
FirstAlways always places Panther as first intended progression. When AreaRandom is turned on, this means Panther will be placed within the first six Castle Corridors checks (the three in vanilla Grave Keeper room, and the three checks immediately after Creaking Skull). If AreaRandom is off, then the first checks can also include the Pendant and Tasty Meat checks in Underground Reservoir, which are accessible through the first Castle Corridors left exit.&lt;br /&gt;
&lt;br /&gt;
==== ExtraFairRand ====&lt;br /&gt;
&lt;br /&gt;
ExtraFairRand places Panther as first progression 70% of the time, vanilla 20% of the time, and doesn't place it 10% of the time. &lt;br /&gt;
&lt;br /&gt;
==== Vanilla ====&lt;br /&gt;
&lt;br /&gt;
Self-explanatory. Panther is located behind Graham.&lt;br /&gt;
&lt;br /&gt;
==== AlwaysRand ====&lt;br /&gt;
&lt;br /&gt;
AlwaysRand makes Panther always exist. &lt;br /&gt;
&lt;br /&gt;
==== NeverExists ====&lt;br /&gt;
&lt;br /&gt;
NeverExists never places Panther.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
These settings define how the area and door connections function and are mapped out.&lt;br /&gt;
&lt;br /&gt;
==== Vanilla ====&lt;br /&gt;
&lt;br /&gt;
Self-explanatory. The map is the same as the vanilla game, excepting [[AoSR/Castle_changes | a few randomizer-specific geometry changes]].&lt;br /&gt;
&lt;br /&gt;
Both AreaRandom and AreaRandomLite shouldn't be used with old /Hard or /Hybrid logics, as the transitions were not mapped out. They are safe to use with any of the new 2-labeled logics.&lt;br /&gt;
&lt;br /&gt;
==== AreaRandom ====&lt;br /&gt;
&lt;br /&gt;
Rather than their vanilla connections, area connections (anything with a transition corridor, but also the entrance to Underground Cemetary—the room with a Flame Demon) are randomized to connect to an area with a matching directional entrance. In essence this means that, rather than Underground Reservoir, the first Castle Corridors exit can instead lead into Top Floor, Arena, or the Forbidden Area locked door, just to give a few examples. &lt;br /&gt;
&lt;br /&gt;
Areas are allowed to connect to themselves, allowing partial loops in areas such as Clock Tower, Top Floor, Underground Reservoir, Inner Quarters, and Castle Corridors.&lt;br /&gt;
&lt;br /&gt;
==== AreaRandomLite ====&lt;br /&gt;
&lt;br /&gt;
Attempts to connect similar difficulty areas together, giving it more of a progression of easier to hard areas avoiding difficulty spikes. &lt;br /&gt;
&lt;br /&gt;
==== DoorRandom ====&lt;br /&gt;
&lt;br /&gt;
Each room transition connects linearly with another door of a matching direction. These are NOT bi-directional connections—entering and leaving a room will &amp;lt;i&amp;gt;not&amp;lt;/i&amp;gt; bring you back where you started. Vertical transitions are unaffected by DoorRandom, as are the Top Floor and Julius save rooms, and the connections between Hammer, the first Corridors hallway, and vanilla Grave Keeper room.&lt;br /&gt;
&lt;br /&gt;
DoorRandom should be considered no logic, but can generally be assumed to be beatable, even though there is a slight possibility it won't be. &lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;Boss&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
==== Vanilla ====&lt;br /&gt;
&lt;br /&gt;
Bosses are located in their vanilla locations, e.g., Great Armor in Study and Death in Clock Tower.&lt;br /&gt;
&lt;br /&gt;
==== Dead-endShuffle ====&lt;br /&gt;
&lt;br /&gt;
Creaking Skull, Manticore, Graham, Julius, and Chaos are always vanilla, but the others, Great Armor, Big Golem, Headhunter, Death, Legion, and Balore get shuffled. &lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;Level Exp&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Alters the curve for for much experience is needed to level up, or otherwise changes how leveling up works.&lt;br /&gt;
&lt;br /&gt;
==== Vanilla ====&lt;br /&gt;
&lt;br /&gt;
Level requirements are the same as in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
==== Hard ====&lt;br /&gt;
&lt;br /&gt;
Aimed so that you reach Level 15 by the time you would normally be Level 20 (exp-wise).&lt;br /&gt;
&lt;br /&gt;
==== Casual ====&lt;br /&gt;
&lt;br /&gt;
Aimed so that you reach level 25 by the time you would normally be Level 20 (exp-wise).&lt;br /&gt;
&lt;br /&gt;
==== Lvl1 ====&lt;br /&gt;
&lt;br /&gt;
Disables leveling entirely, resulting in Soma being stuck at Level 1 the entire game. Importantly this locks Soma's MP at 80, meaning he cannot cast the Chronomage, Mandragora, Balore, or Red Minotaur Red Souls. This results in Galamoth being required to access the time-locked checks in Inner Quarters.&lt;br /&gt;
&lt;br /&gt;
==== BossLevels4 ====&lt;br /&gt;
&lt;br /&gt;
Disables leveling through normal means, instead leveling Soma whenever he kills a boss, to a cap of Level 4.&amp;lt;sup&amp;gt;[citation needed]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== BossLevels6 ====&lt;br /&gt;
&lt;br /&gt;
Disables leveling through normal means, instead leveling Soma whenever he kills a boss, to a cap of Level 6.&amp;lt;sup&amp;gt;[citation needed]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;Teleport to Start(Left Trigger+Select)&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Turning it on allows teleporting to the start by holding the left trigger and hitting select. Somewhat glitchy, and can cause enemies to despawn in some situations.&amp;lt;sup&amp;gt;[citation needed]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;Map Assist&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Reveals the full map, and shows breakable walls.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;Soul Compass&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Adds a number to the right of the health bar showing the number of soul canisters and Ancient Books (colloquially: Majors) remaining in the current area. &lt;br /&gt;
&lt;br /&gt;
If [[AoSR/Settings#ItemPool | ItemPool]] is set to [[AoSR/Settings#AllSouls | AllSouls]], then the Soul Compass will only count the canisters originally placed—six each of Red, Blue, and Yellow—and as such, only canisters counted on Soul Compass can be a Soul Objective/required Graham Soul.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;PaletteRandom&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Adjusts the palette of game's layers, changing the appearance of everything accept Soma, enemies, and items.&lt;br /&gt;
&lt;br /&gt;
==== Vanilla ====&lt;br /&gt;
&lt;br /&gt;
Self-explanatory. The game looks the same as in vanilla.&lt;br /&gt;
&lt;br /&gt;
==== Mode1 ====&lt;br /&gt;
&lt;br /&gt;
Shifts an area's palette's hue by a fixed amount. This is 'safe'st, but yields a much more limited selection of color combinations. &lt;br /&gt;
&lt;br /&gt;
=== Mode1.5 ====&lt;br /&gt;
&lt;br /&gt;
Also just shifts hue, however it shifts different colors different amounts based on a curve it generates, allowing far more combinations of colors. &lt;br /&gt;
&lt;br /&gt;
==== Mode2 ====&lt;br /&gt;
&lt;br /&gt;
Can also boost or cut the saturation. &lt;br /&gt;
&lt;br /&gt;
==== Harsh ====&lt;br /&gt;
&lt;br /&gt;
The old Mode2, considered a mess. Results in very strong changes.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;Music&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
I don't know how these settings work. They make the game sound AWFUL.&lt;br /&gt;
&lt;br /&gt;
==== Vanilla ====&lt;br /&gt;
&lt;br /&gt;
Self-explanatory. The game sounds normal.&lt;br /&gt;
&lt;br /&gt;
==== RandomSafe ====&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
==== RandomMedium ====&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
==== RandomExpanded ====&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
==== RandomHV ====&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
== Advanced ==&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;Logic&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
See [[AoSR/Logic | Logic]] for a more detailed breakdown.&lt;br /&gt;
&lt;br /&gt;
All of the logic settings are divided based on style, difficulty, and age.&lt;br /&gt;
&lt;br /&gt;
Age is indicated with a &amp;quot;2&amp;quot; at the end of the option, e.g. AreaTechTiers2. More modern logics are typically better, and Hard2/Expert2 are actually mapped for AreaRandom.&lt;br /&gt;
&lt;br /&gt;
Difficulty is marked through Hard, Expert, Easy, and HardOnly, and refer to the difficulty of tricks that can be required to complete a seed. See [[AoSR/Logic | Logic]] for a list of tricks expected for each difficulty.&amp;lt;sup&amp;gt;[citation needed]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
AreaTechTiers is the community default, and does something.&lt;br /&gt;
&lt;br /&gt;
VeryRandom places the items at complete random and then checks for completeability and will re-roll if needed.&lt;br /&gt;
&lt;br /&gt;
ForwardFeed is intended to have a more linear path of each progression leading to the next.&lt;br /&gt;
&lt;br /&gt;
Hybrid was an experiment from a while back that didn't work particularly well and should be considered obsolete.&lt;br /&gt;
&lt;br /&gt;
It's important to know that the logic will never expect you to go somewhere that you cannot return from, i.e. entering into a potential [[AoSR/Softlocks | softlock]] to search for progression.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;Start with Backdash&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
A checkbox that starts Soma with the Grave Keeper Ability Soul.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;Enemy&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Randomizes enemies by replacing which enemy appears where.&lt;br /&gt;
&lt;br /&gt;
==== Vanilla ====&lt;br /&gt;
&lt;br /&gt;
Self-explanatory. Enemies are the same as in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
==== Random ====&lt;br /&gt;
&lt;br /&gt;
Indicated with a P and M, standing for plus and minus, which gives the range of what an enemy can be changed into using their IDs (which reflect the Bestiary ordering). For example, RandomPM20 means that enemies can roll both up and down twenty IDs, resulting in getting either harder or easier. Max results in no limit, so PMaxM5 can increase enemies infinitely, and only make them easier by 5 IDs. There's no sanity checking that rooms can be completeable/reasonable, so NoLimit and PMaxM5 can easily generate horrible rooms.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;Enemy Stat&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
TODO when fuse gives me specific values&lt;br /&gt;
&lt;br /&gt;
==== Vanilla ====&lt;br /&gt;
&lt;br /&gt;
Self-explanatory. Enemy stats and weakness/resistances are the same as the vanilla game. By the way, Graham does not resist Dark and is not weak to Holy.&lt;br /&gt;
&lt;br /&gt;
==== Random ====&lt;br /&gt;
&lt;br /&gt;
==== RandomElementOnly ====&lt;br /&gt;
&lt;br /&gt;
Removes the stats (attack, defense, and HP) from the things that can be randomized, resulting in only stat weaknesses being randomized.&lt;/div&gt;</summary>
		<author><name>Tohunga Berix</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=AoS/Randomizer&amp;diff=2927</id>
		<title>AoS/Randomizer</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=AoS/Randomizer&amp;diff=2927"/>
				<updated>2025-09-01T21:31:26Z</updated>
		
		<summary type="html">&lt;p&gt;Tohunga Berix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Aria of Sorrow Randomizer, a feature-dense web-hosted randomizer.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Link: https://aosrando.surge.sh/&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Important Information ==&lt;br /&gt;
[[AoSR/Settings | Randomizer Settings]]&lt;br /&gt;
&lt;br /&gt;
[[AoSR/Castle_changes | Castle Changes]]&lt;br /&gt;
&lt;br /&gt;
[[AoSR/Softlocks | Softlocks]]&lt;/div&gt;</summary>
		<author><name>Tohunga Berix</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=AoS/Randomizer&amp;diff=2926</id>
		<title>AoS/Randomizer</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=AoS/Randomizer&amp;diff=2926"/>
				<updated>2025-09-01T21:31:19Z</updated>
		
		<summary type="html">&lt;p&gt;Tohunga Berix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Aria of Sorrow Randomizer, a feature-dense web-hosted randomizer.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Link: https://aosrando.surge.sh/&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Important Information ==&lt;br /&gt;
[[AoSR/Settings | Randomizer Settings]]&amp;lt;/p&amp;gt;&lt;br /&gt;
[[AoSR/Castle_changes | Castle Changes]]&amp;lt;/p&amp;gt;&lt;br /&gt;
[[AoSR/Softlocks | Softlocks]]&lt;/div&gt;</summary>
		<author><name>Tohunga Berix</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=AoS/Randomizer&amp;diff=2925</id>
		<title>AoS/Randomizer</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=AoS/Randomizer&amp;diff=2925"/>
				<updated>2025-09-01T21:31:10Z</updated>
		
		<summary type="html">&lt;p&gt;Tohunga Berix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Aria of Sorrow Randomizer, a feature-dense web-hosted randomizer.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Link: https://aosrando.surge.sh/&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Important Information ==&lt;br /&gt;
[[AoSR/Settings | Randomizer Settings]]&lt;br /&gt;
[[AoSR/Castle_changes | Castle Changes]]&lt;br /&gt;
[[AoSR/Softlocks | Softlocks]]&lt;/div&gt;</summary>
		<author><name>Tohunga Berix</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=AoSR/Settings&amp;diff=2924</id>
		<title>AoSR/Settings</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=AoSR/Settings&amp;diff=2924"/>
				<updated>2025-09-01T21:28:17Z</updated>
		
		<summary type="html">&lt;p&gt;Tohunga Berix: Created and added all (*most) basic settings&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Many of the settings can be confusing, especially with how they interact with [[AoS/Randomizer_Logic | Logic]]. Below is a brief explanation of each setting's options, and any specifics that they have.&lt;br /&gt;
&lt;br /&gt;
== Basic ==&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;Panther&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
The Panther settings all change how the Black Panther Blue Soul is placed.&lt;br /&gt;
&lt;br /&gt;
==== Rand70Dup ====&lt;br /&gt;
&lt;br /&gt;
Places Panther 70% of the time, and if it does it generally places a 2nd copy as well. There is no known logic as to the limits of where these Panther canisters can be placed.&amp;lt;sup&amp;gt;[citation needed]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== FirstAlways ====&lt;br /&gt;
&lt;br /&gt;
FirstAlways always places Panther as first intended progression. When AreaRandom is turned on, this means Panther will be placed within the first six Castle Corridors checks (the three in vanilla Grave Keeper room, and the three checks immediately after Creaking Skull). If AreaRandom is off, then the first checks can also include the Pendant and Tasty Meat checks in Underground Reservoir, which are accessible through the first Castle Corridors left exit.&lt;br /&gt;
&lt;br /&gt;
==== ExtraFairRand ====&lt;br /&gt;
&lt;br /&gt;
ExtraFairRand places Panther as first progression 70% of the time, vanilla 20% of the time, and doesn't place it 10% of the time. &lt;br /&gt;
&lt;br /&gt;
==== Vanilla ====&lt;br /&gt;
&lt;br /&gt;
Self-explanatory. Panther is located behind Graham.&lt;br /&gt;
&lt;br /&gt;
==== AlwaysRand ====&lt;br /&gt;
&lt;br /&gt;
AlwaysRand makes Panther always exist. &lt;br /&gt;
&lt;br /&gt;
==== NeverExists ====&lt;br /&gt;
&lt;br /&gt;
NeverExists never places Panther.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;Map&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
These settings define how the area and door connections function and are mapped out.&lt;br /&gt;
&lt;br /&gt;
==== Vanilla ====&lt;br /&gt;
&lt;br /&gt;
Self-explanatory. The map is the same as the vanilla game, excepting [[AoSR/Castle_changes | a few randomizer-specific geometry changes]].&lt;br /&gt;
&lt;br /&gt;
Both AreaRandom and AreaRandomLite shouldn't be used with old /Hard or /Hybrid logics, as the transitions were not mapped out. They are safe to use with any of the new 2-labeled logics.&lt;br /&gt;
&lt;br /&gt;
==== AreaRandom ====&lt;br /&gt;
&lt;br /&gt;
Rather than their vanilla connections, area connections (anything with a transition corridor, but also the entrance to Underground Cemetary—the room with a Flame Demon) are randomized to connect to an area with a matching directional entrance. In essence this means that, rather than Underground Reservoir, the first Castle Corridors exit can instead lead into Top Floor, Arena, or the Forbidden Area locked door, just to give a few examples. &lt;br /&gt;
&lt;br /&gt;
Areas are allowed to connect to themselves, allowing partial loops in areas such as Clock Tower, Top Floor, Underground Reservoir, Inner Quarters, and Castle Corridors.&lt;br /&gt;
&lt;br /&gt;
==== AreaRandomLite ====&lt;br /&gt;
&lt;br /&gt;
Attempts to connect similar difficulty areas together, giving it more of a progression of easier to hard areas avoiding difficulty spikes. &lt;br /&gt;
&lt;br /&gt;
==== DoorRandom ====&lt;br /&gt;
&lt;br /&gt;
Each room transition connects linearly with another door of a matching direction. These are NOT bi-directional connections—entering and leaving a room will &amp;lt;i&amp;gt;not&amp;lt;/i&amp;gt; bring you back where you started. Vertical transitions are unaffected by DoorRandom, as are the Top Floor and Julius save rooms, and the connections between Hammer, the first Corridors hallway, and vanilla Grave Keeper room.&lt;br /&gt;
&lt;br /&gt;
DoorRandom should be considered no logic, but can generally be assumed to be beatable, even though there is a slight possibility it won't be. &lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;Boss&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
==== Vanilla ====&lt;br /&gt;
&lt;br /&gt;
Bosses are located in their vanilla locations, e.g., Great Armor in Study and Death in Clock Tower.&lt;br /&gt;
&lt;br /&gt;
==== Dead-endShuffle ====&lt;br /&gt;
&lt;br /&gt;
Creaking Skull, Manticore, Graham, Julius, and Chaos are always vanilla, but the others, Great Armor, Big Golem, Headhunter, Death, Legion, and Balore get shuffled. &lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;Level Exp&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Alters the curve for for much experience is needed to level up, or otherwise changes how leveling up works.&lt;br /&gt;
&lt;br /&gt;
==== Vanilla ====&lt;br /&gt;
&lt;br /&gt;
Level requirements are the same as in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
==== Hard ====&lt;br /&gt;
&lt;br /&gt;
Aimed so that you reach Level 15 by the time you would normally be Level 20 (exp-wise).&lt;br /&gt;
&lt;br /&gt;
==== Casual ====&lt;br /&gt;
&lt;br /&gt;
Aimed so that you reach level 25 by the time you would normally be Level 20 (exp-wise).&lt;br /&gt;
&lt;br /&gt;
==== Lvl1 ====&lt;br /&gt;
&lt;br /&gt;
Disables leveling entirely, resulting in Soma being stuck at Level 1 the entire game. Importantly this locks Soma's MP at 80, meaning he cannot cast the Chronomage, Mandragora, Balore, or Red Minotaur Red Souls. This results in Galamoth being required to access the time-locked checks in Inner Quarters.&lt;br /&gt;
&lt;br /&gt;
==== BossLevels4 ====&lt;br /&gt;
&lt;br /&gt;
Disables leveling through normal means, instead leveling Soma whenever he kills a boss, to a cap of Level 4.&amp;lt;sup&amp;gt;[citation needed]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== BossLevels6 ====&lt;br /&gt;
&lt;br /&gt;
Disables leveling through normal means, instead leveling Soma whenever he kills a boss, to a cap of Level 6.&amp;lt;sup&amp;gt;[citation needed]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;Teleport to Start(Left Trigger+Select)&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Turning it on allows teleporting to the start by holding the left trigger and hitting select. Somewhat glitchy, and can cause enemies to despawn in some situations.&amp;lt;sup&amp;gt;[citation needed]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;Map Assist&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Reveals the full map, and shows breakable walls.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;Soul Compass&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Adds a number to the right of the health bar showing the number of soul canisters and Ancient Books (colloquially: Majors) remaining in the current area. &lt;br /&gt;
&lt;br /&gt;
If [[AoSR/Settings#ItemPool | ItemPool]] is set to [[AoSR/Settings#AllSouls | AllSouls]], then the Soul Compass will only count the canisters originally placed—six each of Red, Blue, and Yellow—and as such, only canisters counted on Soul Compass can be a Soul Objective/required Graham Soul.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;PaletteRandom&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Adjusts the palette of game's layers, changing the appearance of everything accept Soma, enemies, and items.&lt;br /&gt;
&lt;br /&gt;
==== Vanilla ====&lt;br /&gt;
&lt;br /&gt;
Self-explanatory. The game looks the same as in vanilla.&lt;br /&gt;
&lt;br /&gt;
==== Mode1 ====&lt;br /&gt;
&lt;br /&gt;
Shifts an area's palette's hue by a fixed amount. This is 'safe'st, but yields a much more limited selection of color combinations. &lt;br /&gt;
&lt;br /&gt;
=== Mode1.5 ====&lt;br /&gt;
&lt;br /&gt;
Also just shifts hue, however it shifts different colors different amounts based on a curve it generates, allowing far more combinations of colors. &lt;br /&gt;
&lt;br /&gt;
==== Mode2 ====&lt;br /&gt;
&lt;br /&gt;
Can also boost or cut the saturation. &lt;br /&gt;
&lt;br /&gt;
==== Harsh ====&lt;br /&gt;
&lt;br /&gt;
The old Mode2, considered a mess. Results in very strong changes.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;Music&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
I don't know how these settings work. They make the game sound AWFUL.&lt;br /&gt;
&lt;br /&gt;
==== Vanilla ====&lt;br /&gt;
&lt;br /&gt;
Self-explanatory. The game sounds normal.&lt;br /&gt;
&lt;br /&gt;
==== RandomSafe ====&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
==== RandomMedium ====&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
==== RandomExpanded ====&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
==== RandomHV ====&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
== Advanced ==&lt;/div&gt;</summary>
		<author><name>Tohunga Berix</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=AoS/Randomizer&amp;diff=2919</id>
		<title>AoS/Randomizer</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=AoS/Randomizer&amp;diff=2919"/>
				<updated>2025-09-01T20:22:44Z</updated>
		
		<summary type="html">&lt;p&gt;Tohunga Berix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Aria of Sorrow Randomizer, a feature-dense web-hosted randomizer.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Link: https://aosrando.surge.sh/&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Important Information ==&lt;br /&gt;
[[AoSR/Settings | Randomizer Settings]]&lt;/div&gt;</summary>
		<author><name>Tohunga Berix</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=AoS/Randomizer&amp;diff=2918</id>
		<title>AoS/Randomizer</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=AoS/Randomizer&amp;diff=2918"/>
				<updated>2025-09-01T20:18:15Z</updated>
		
		<summary type="html">&lt;p&gt;Tohunga Berix: Created page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Aria of Sorrow Randomizer, a feature-dense web-hosted randomizer.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Link: https://aosrando.surge.sh/&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Important Information ==&lt;br /&gt;
[[AoS/Randomizer_Settings | Randomizer Settings]]&lt;/div&gt;</summary>
		<author><name>Tohunga Berix</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=Main_Page&amp;diff=2916</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=Main_Page&amp;diff=2916"/>
				<updated>2025-09-01T19:54:25Z</updated>
		
		<summary type="html">&lt;p&gt;Tohunga Berix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{| style=&amp;quot;width: 100%; background:none; border-spacing: 6px 3px; text-align:center;&amp;quot;&lt;br /&gt;
| style=background:none; width: 100%; padding: 6px; vertical-align: top;&amp;quot; | &amp;lt;center&amp;gt;&amp;lt;div id=&amp;quot;krool&amp;quot; class=&amp;quot;paused pop-out&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;[[File:Cvspeedrunslogo.png|center|700px|link=Special:Random]]&amp;lt;br /&amp;gt; '''Welcome to the Castlevania Speedruns Wiki!''' &lt;br /&gt;
This is the place for all your CV Speedrunning needs!&amp;lt;br&amp;gt;&lt;br /&gt;
'''[[Community]]   [[File:candle.png]]   [[Help_Out | Help Out!]]''' [[File:candle.png]] '''[https://discord.gg/Zht4W36 Discord]'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:100%;text-align:center;font-size:85%;color:#777&amp;quot;&amp;gt;Currently there are '''[[Special:Statistics|{{NUMBEROFARTICLES}}]]''' articles.&amp;lt;/div&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:100%;text-align:center;font-size:85%;color:#777&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%; background:none; border-spacing: 6px 3px&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 50%; min-width: 300px; border: 3px solid #333333; background:none; padding: 6px; vertical-align: top; text-align:left;&amp;quot; |&lt;br /&gt;
== Announcements ==&lt;br /&gt;
&lt;br /&gt;
*Welcome to the Castlevania Speedruns wiki!&lt;br /&gt;
*'''Sign up''' using the &amp;quot;Twitch Login&amp;quot; link in the top right of the page, authenticate and start using the wiki!&lt;br /&gt;
*Make sure you follow the [https://www.twitch.tv/castlevaniaspeedruns new twitch page] for castlevaniaspeedruns!&lt;br /&gt;
*Happy New Year 2025!&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;width: 50%; min-width: 300px; border: 3px solid #333333; background:none; padding: 6px; vertical-align: top; text-align:left;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
== Weekly Race Schedule ==&lt;br /&gt;
For more information on how to join a weekly race visit the [[Community#Events | Community]] section of the wiki! If you have a weekly time you'd like to have added here please feel free to do so!&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;border: 1px solid; background:none; padding: 6px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;border: 1px solid #f4f4f4; background:none; padding: 6px;&amp;quot; width=&amp;quot;400&amp;quot; | Game + Category&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;border: 1px solid #f4f4f4; background:none; padding: 6px;&amp;quot; width=&amp;quot;200&amp;quot; | Time (PST)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;border: 1px solid #f4f4f4; background:none; padding: 6px;&amp;quot; width=&amp;quot;200&amp;quot; | Time (EST)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;border: 1px solid #f4f4f4; background:none; padding: 6px;&amp;quot; width=&amp;quot;200&amp;quot; | Time (GMT)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;border: 1px solid #f4f4f4; background:none; padding: 6px;&amp;quot; width=&amp;quot;200&amp;quot; | Time (AEST)&lt;br /&gt;
|-&lt;br /&gt;
| CV1 Any% (Thursdays) ||  3PM  ||  6PM ||  10PM  ||  9AM&lt;br /&gt;
|-&lt;br /&gt;
| CV4 Any% (Sundays)  ||  1PM  ||  4PM ||  8PM  ||  6AM&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Game List =&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%; background:none; border-spacing: 6px 3px&amp;quot;&lt;br /&gt;
| style=&amp;quot;border: 3px solid #383838; background:#383838; width: 25%; padding: 6px; vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
==[[Castlevania (NES) | Castlevania]]==&lt;br /&gt;
:* '''[[Castlevania (NES) | Main]]'''&lt;br /&gt;
:* '''[[cv1/tutorials | Tutorials]]'''&lt;br /&gt;
:* '''[[cv1/hacking | Hacking]]'''&lt;br /&gt;
:* '''[https://www.speedrun.com/cv1 Leaderboards]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;border: 3px solid #303030; background:#303030; width: 25%; padding: 6px; vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
==[[Castlevania II: Simon's Quest | Castlevania II: Simon's Quest]]==&lt;br /&gt;
:* '''[https://cv2r.herokuapp.com Randomizer]'''&lt;br /&gt;
:* '''[https://discord.gg/uDsGhRB Randomizer Discord]'''&lt;br /&gt;
:* '''[[cv2/tutorials | Tutorials]]'''&lt;br /&gt;
:* '''[https://www.speedrun.com/cv2sq Leaderboards]'''&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;border: 3px solid #383838; background:#383838; width: 25%; padding: 6px; vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
==[[cv3 | Castlevania III: Dracula's Curse]]==&lt;br /&gt;
:* '''[[cv3 | Main]]'''&lt;br /&gt;
:* '''[[cv3/tricks | Tricks and Tutorials]]'''&lt;br /&gt;
:* '''[[cv3/glitches_softlocks | Glitches and Softlocks]]'''&lt;br /&gt;
:* '''[[cv3/hacking | Hacking]]'''&lt;br /&gt;
:* '''[https://www.speedrun.com/cv3dc Leaderboards]'''&lt;br /&gt;
I'm working on it. - Love, levelengine&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;border: 3px solid #303030; background:#303030; width: 25%; padding: 6px; vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
==[[cv4 | Super Castlevania IV]]==&lt;br /&gt;
:* '''[[cv4 | Main]]'''&lt;br /&gt;
:* '''[[cv4/general| General Information]]'''&lt;br /&gt;
:* '''[[cv4/tricks| Tricks and Game Mechanics]]'''&lt;br /&gt;
:* '''[[cv4/tutorials| Tutorials]]'''&lt;br /&gt;
:* '''[[cv4/glitches_softlocks | Glitches and Softlocks]]'''&lt;br /&gt;
:* '''[https://www.speedrun.com/scv4 Leaderboards]'''&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;width: 100%; background:none; border-spacing: 6px 3px&amp;quot;&lt;br /&gt;
| style=&amp;quot;border: 3px solid #383838; background:#383838; width: 25%; padding: 6px; vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
==[[rondo | Castlevania: Rondo of Blood]]==&lt;br /&gt;
:* '''[[rondo| Main]]'''&lt;br /&gt;
:* '''[[rondo/tutorials| Tutorials]]'''&lt;br /&gt;
:* '''[https://www.speedrun.com/rondo Leaderboards]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;border: 3px solid #303030; background:#303030; width: 25%; padding: 6px; vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
==[[SOTN | Castlevania: Symphony of the Night]]==&lt;br /&gt;
:* '''[[SOTN | Main]]'''&lt;br /&gt;
:* '''[[SOTN/Alucard |Alucard]]'''&lt;br /&gt;
:* '''[[SOTN/Richter | Richter]]'''&lt;br /&gt;
:* '''[[SOTN/Maria | Maria]]'''&lt;br /&gt;
:* '''[https://www.speedrun.com/sotn Leaderboards]'''&lt;br /&gt;
:* '''[https://discord.gg/Ncy9gHWmJA Discord]'''&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;border: 3px solid #383838; background:#383838; width: 25%; padding: 6px; vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
==[[dracx | Castlevania: Dracula X]]==&lt;br /&gt;
:* '''[[dracx | Main]]'''&lt;br /&gt;
:* '''[[dracx/tutorials| Tutorials]]'''&lt;br /&gt;
:* '''[https://www.speedrun.com/dracx Leaderboards]'''&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;border: 3px solid #303030; background:#303030; width: 25%; padding: 6px; vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
==[[bloodlines | Castlevania: Bloodlines]]==&lt;br /&gt;
:* '''[[bloodlines | Main]]'''&lt;br /&gt;
:* '''[https://castlevaniaspeedruns.com/Bloodlines/Tutorials Tutorials]'''&lt;br /&gt;
:* '''[https://www.speedrun.com/castlevania_bloodlines Leaderboards]'''&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;width: 100%; background:none; border-spacing: 6px 3px&amp;quot;&lt;br /&gt;
| style=&amp;quot;border: 3px solid #383838; background:#383838; width: 25%; padding: 6px; vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
==[[Castlevania:_Aria_of_Sorrow | Castlevania: Aria of Sorrow]]==&lt;br /&gt;
:* '''[[Castlevania:_Aria_of_Sorrow | Main]]'''&lt;br /&gt;
:* '''[https://www.speedrun.com/aos Leaderboards]'''&lt;br /&gt;
:* '''[https://discord.gg/4tPB3NpwP8 Discord]'''&lt;br /&gt;
:* '''[https://aosrando.surge.sh/ Randomizer Website]'''&lt;br /&gt;
:* '''[https://discord.gg/VEtVYNr Randomizer Discord]'''&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;border: 3px solid #303030; background:#303030; width: 25%; padding: 6px; vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Tohunga Berix</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=AoS/Glitches&amp;diff=2913</id>
		<title>AoS/Glitches</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=AoS/Glitches&amp;diff=2913"/>
				<updated>2025-08-13T22:08:11Z</updated>
		
		<summary type="html">&lt;p&gt;Tohunga Berix: No clue how to remove the obnoxious spaces after links, but hey, now that citation looks nicer&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Soma glitches =&lt;br /&gt;
&lt;br /&gt;
== Major glitches ==&lt;br /&gt;
These glitches have a significant impact on gameplay. Most Soma categories will disallow at least one of them, so make sure to check their rules.&lt;br /&gt;
&lt;br /&gt;
=== 0HP glitch ===&lt;br /&gt;
TODO description + video&lt;br /&gt;
&lt;br /&gt;
=== Zips ===&lt;br /&gt;
==== Cow zip ====&lt;br /&gt;
:''Main article [[AoS/Cow_zip | Cow zip]]''&lt;br /&gt;
TODO description + video&lt;br /&gt;
&lt;br /&gt;
==== Bat zip ====&lt;br /&gt;
:''Main article [[AoS/Bat_zip | Bat zip]]''&lt;br /&gt;
TODO description + video&lt;br /&gt;
&lt;br /&gt;
==== Hippo zip ====&lt;br /&gt;
:''Main article [[AoS/Hippo_zip | Hippo zip]]''&lt;br /&gt;
TODO description + GIF&lt;br /&gt;
&lt;br /&gt;
==== Rush soul zip ====&lt;br /&gt;
TODO description + video&lt;br /&gt;
&lt;br /&gt;
==== Boat zip ====&lt;br /&gt;
TODO description + video&lt;br /&gt;
&lt;br /&gt;
==== Box/crate zip ====&lt;br /&gt;
With sufficient speed (obtainable with both Kicker Skeleton and Black Panther) Soma can clip inside of the boxes within Study. Using Skeleton Blaze, Soma can push himself out of the box and into the wall, zipping up.&lt;br /&gt;
https://www.youtube.com/watch?v=drVCLlgVS1Y (Panther + Slide)&lt;br /&gt;
&lt;br /&gt;
TODO description + video&lt;br /&gt;
&lt;br /&gt;
=== OoB warp ===&lt;br /&gt;
TODO description + video&lt;br /&gt;
&lt;br /&gt;
=== Shop glitch ===&lt;br /&gt;
TODO description + video&lt;br /&gt;
&lt;br /&gt;
==== Extended shop glitch ====&lt;br /&gt;
TODO description + video&lt;br /&gt;
&lt;br /&gt;
=== Debug mode ===&lt;br /&gt;
TODO description + video&lt;br /&gt;
&lt;br /&gt;
== Minor glitches ==&lt;br /&gt;
These glitches are allowed in all Soma categories, including [[AoS/Soma Glitchless | Soma Glitchless]] despite its name.&lt;br /&gt;
&lt;br /&gt;
=== Platform clip ===&lt;br /&gt;
TODO description + video&lt;br /&gt;
&lt;br /&gt;
=== Map cancel ===&lt;br /&gt;
TODO description + video&lt;br /&gt;
&lt;br /&gt;
=== Soulverlap ===&lt;br /&gt;
It is possible for Soma to level up and collect a new soul on the same frame, usually by standing inside of the enemy which drops the soul when killed. If this happens, the soul description text box will be visually distorted during the levelup pause, and once the game unpauses the soul description text box will be automatically dismissed, saving a small amount of time.&lt;br /&gt;
&lt;br /&gt;
TODO video&lt;br /&gt;
&lt;br /&gt;
=== Hippoglitch ===&lt;br /&gt;
TODO video&lt;br /&gt;
&lt;br /&gt;
=== Suspend jump ===&lt;br /&gt;
TODO description + video&lt;br /&gt;
&lt;br /&gt;
=== Waterfall climb ===&lt;br /&gt;
When Soma exits the waterfall in Reservoir, his double jump will be reset to be usable again. By weaving into and out of the waterfall repeatedly Soma can gain height with these jumps. This can be made easier by using either [https://www.youtube.com/watch?v=tLyhRnXKQMo Black Panther] or [https://www.youtube.com/watch?v=S3xcS_HfHHQ Flying Armor].&lt;br /&gt;
&lt;br /&gt;
= Julius glitches =&lt;br /&gt;
These glitches are allowed in all Julius categories.&lt;br /&gt;
&lt;br /&gt;
=== Zips ===&lt;br /&gt;
==== Uppercut zip ====&lt;br /&gt;
Discovered by klmz and Darkman (a.k.a. 黑暗人), both Soma and Julius have forms of Hippogryph/High Jump/Uppercut zips. The underlying principles are explained best by hellagels who participated in the TASing of the Julius runs where these were first showcased:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The left and right sides of the player have no wall collision detection in vertical direction. By doing neutral jump, player can clip into the wall less than 3px.&lt;br /&gt;
&lt;br /&gt;
When player is close to ceiling and clips into the wall deep enough, do a high jump (Soma)/uppercut (Julius) away from the wall, player will be fully pushed into the wall and then zip upwards. To make this zipping success, Soma needs to clip into the wall no less than 1.5px, Julius needs to clip no less than 2px.&lt;br /&gt;
&lt;br /&gt;
There is another setup that need no wall clipping at the beginning. In this setup player need to be close to the ceiling, take damage to fly away from the wall, and do a high jump/uppercut towards the wall at the same frame.&lt;br /&gt;
&lt;br /&gt;
For Julius, uppercut can be replaced with a precise double jump, but basically using double jump is slower.&amp;lt;sup&amp;gt;[https://tasvideos.org/8039S]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An example of the enemy knockback + uppercut zip can be found [https://youtu.be/gT0IjdRFzjQ?si=uL5yJbSKAp17CZl1 here], where it is frame advanced and viewed with hitboxes for clarity.&lt;br /&gt;
&lt;br /&gt;
==== Cow zip ====&lt;br /&gt;
TODO description + video&lt;br /&gt;
&lt;br /&gt;
=== Multi orb spawn ===&lt;br /&gt;
TODO description + video&lt;br /&gt;
&lt;br /&gt;
=== Graham Phase 2 skip ===&lt;br /&gt;
Graham 2 Skip follows the same underlying principles as the modern martial arts double orb glitch, where dealing the last hit on Graham Phase 1 with both a subweapon and a martial art on the same frame will result in Phase 2 being skipped, and Graham entering Phase 3 immediately. This can be seen in many modern Julius speedruns, such as [https://youtu.be/Xf8p6VErKpA?si=TEg6kgV22ZlLGafk&amp;amp;t=171 this Boss Rush speedrun by Tateha_BelmonDue.]&lt;/div&gt;</summary>
		<author><name>Tohunga Berix</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=AoS/Glitches&amp;diff=2912</id>
		<title>AoS/Glitches</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=AoS/Glitches&amp;diff=2912"/>
				<updated>2025-08-13T22:03:26Z</updated>
		
		<summary type="html">&lt;p&gt;Tohunga Berix: Added an example video&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Soma glitches =&lt;br /&gt;
&lt;br /&gt;
== Major glitches ==&lt;br /&gt;
These glitches have a significant impact on gameplay. Most Soma categories will disallow at least one of them, so make sure to check their rules.&lt;br /&gt;
&lt;br /&gt;
=== 0HP glitch ===&lt;br /&gt;
TODO description + video&lt;br /&gt;
&lt;br /&gt;
=== Zips ===&lt;br /&gt;
==== Cow zip ====&lt;br /&gt;
:''Main article [[AoS/Cow_zip | Cow zip]]''&lt;br /&gt;
TODO description + video&lt;br /&gt;
&lt;br /&gt;
==== Bat zip ====&lt;br /&gt;
:''Main article [[AoS/Bat_zip | Bat zip]]''&lt;br /&gt;
TODO description + video&lt;br /&gt;
&lt;br /&gt;
==== Hippo zip ====&lt;br /&gt;
:''Main article [[AoS/Hippo_zip | Hippo zip]]''&lt;br /&gt;
TODO description + GIF&lt;br /&gt;
&lt;br /&gt;
==== Rush soul zip ====&lt;br /&gt;
TODO description + video&lt;br /&gt;
&lt;br /&gt;
==== Boat zip ====&lt;br /&gt;
TODO description + video&lt;br /&gt;
&lt;br /&gt;
==== Box/crate zip ====&lt;br /&gt;
With sufficient speed (obtainable with both Kicker Skeleton and Black Panther) Soma can clip inside of the boxes within Study. Using Skeleton Blaze, Soma can push himself out of the box and into the wall, zipping up.&lt;br /&gt;
https://www.youtube.com/watch?v=drVCLlgVS1Y (Panther + Slide)&lt;br /&gt;
&lt;br /&gt;
TODO description + video&lt;br /&gt;
&lt;br /&gt;
=== OoB warp ===&lt;br /&gt;
TODO description + video&lt;br /&gt;
&lt;br /&gt;
=== Shop glitch ===&lt;br /&gt;
TODO description + video&lt;br /&gt;
&lt;br /&gt;
==== Extended shop glitch ====&lt;br /&gt;
TODO description + video&lt;br /&gt;
&lt;br /&gt;
=== Debug mode ===&lt;br /&gt;
TODO description + video&lt;br /&gt;
&lt;br /&gt;
== Minor glitches ==&lt;br /&gt;
These glitches are allowed in all Soma categories, including [[AoS/Soma Glitchless | Soma Glitchless]] despite its name.&lt;br /&gt;
&lt;br /&gt;
=== Platform clip ===&lt;br /&gt;
TODO description + video&lt;br /&gt;
&lt;br /&gt;
=== Map cancel ===&lt;br /&gt;
TODO description + video&lt;br /&gt;
&lt;br /&gt;
=== Soulverlap ===&lt;br /&gt;
It is possible for Soma to level up and collect a new soul on the same frame, usually by standing inside of the enemy which drops the soul when killed. If this happens, the soul description text box will be visually distorted during the levelup pause, and once the game unpauses the soul description text box will be automatically dismissed, saving a small amount of time.&lt;br /&gt;
&lt;br /&gt;
TODO video&lt;br /&gt;
&lt;br /&gt;
=== Hippoglitch ===&lt;br /&gt;
TODO video&lt;br /&gt;
&lt;br /&gt;
=== Suspend jump ===&lt;br /&gt;
TODO description + video&lt;br /&gt;
&lt;br /&gt;
=== Waterfall climb ===&lt;br /&gt;
When Soma exits the waterfall in Reservoir, his double jump will be reset to be usable again. By weaving into and out of the waterfall repeatedly Soma can gain height with these jumps. This can be made easier by using either [https://www.youtube.com/watch?v=tLyhRnXKQMo Black Panther] or [https://www.youtube.com/watch?v=S3xcS_HfHHQ Flying Armor].&lt;br /&gt;
&lt;br /&gt;
= Julius glitches =&lt;br /&gt;
These glitches are allowed in all Julius categories.&lt;br /&gt;
&lt;br /&gt;
=== Zips ===&lt;br /&gt;
==== Uppercut zip ====&lt;br /&gt;
Discovered by klmz and Darkman (a.k.a. 黑暗人), both Soma and Julius have forms of Hippogryph/High Jump/Uppercut zips. The underlying principles are explained best by hellagels who participated in the TASing of the Julius runs where these were first showcased:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The left and right sides of the player have no wall collision detection in vertical direction. By doing neutral jump, player can clip into the wall less than 3px.&lt;br /&gt;
&lt;br /&gt;
When player is close to ceiling and clips into the wall deep enough, do a high jump (Soma)/uppercut (Julius) away from the wall, player will be fully pushed into the wall and then zip upwards. To make this zipping success, Soma needs to clip into the wall no less than 1.5px, Julius needs to clip no less than 2px.&lt;br /&gt;
&lt;br /&gt;
There is another setup that need no wall clipping at the beginning. In this setup player need to be close to the ceiling, take damage to fly away from the wall, and do a high jump/uppercut towards the wall at the same frame.&lt;br /&gt;
&lt;br /&gt;
For Julius, uppercut can be replaced with a precise double jump, but basically using double jump is slower.&amp;lt;sup&amp;gt;[https://tasvideos.org/8039S 1]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An example of the enemy knockback + uppercut zip can be found [https://youtu.be/gT0IjdRFzjQ?si=uL5yJbSKAp17CZl1 here], where it is frame advanced and viewed with hitboxes for clarity.&lt;br /&gt;
&lt;br /&gt;
==== Cow zip ====&lt;br /&gt;
TODO description + video&lt;br /&gt;
&lt;br /&gt;
=== Multi orb spawn ===&lt;br /&gt;
TODO description + video&lt;br /&gt;
&lt;br /&gt;
=== Graham Phase 2 skip ===&lt;br /&gt;
Graham 2 Skip follows the same underlying principles as the modern martial arts double orb glitch, where dealing the last hit on Graham Phase 1 with both a subweapon and a martial art on the same frame will result in Phase 2 being skipped, and Graham entering Phase 3 immediately. This can be seen in many modern Julius speedruns, such as [https://youtu.be/Xf8p6VErKpA?si=TEg6kgV22ZlLGafk&amp;amp;t=171 this Boss Rush speedrun by Tateha_BelmonDue.]&lt;/div&gt;</summary>
		<author><name>Tohunga Berix</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=AoS/Glitches&amp;diff=2911</id>
		<title>AoS/Glitches</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=AoS/Glitches&amp;diff=2911"/>
				<updated>2025-08-13T21:23:18Z</updated>
		
		<summary type="html">&lt;p&gt;Tohunga Berix: Added waterfall climb &amp;amp; Graham 2 Skip and Uppercut zip&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Soma glitches =&lt;br /&gt;
&lt;br /&gt;
== Major glitches ==&lt;br /&gt;
These glitches have a significant impact on gameplay. Most Soma categories will disallow at least one of them, so make sure to check their rules.&lt;br /&gt;
&lt;br /&gt;
=== 0HP glitch ===&lt;br /&gt;
TODO description + video&lt;br /&gt;
&lt;br /&gt;
=== Zips ===&lt;br /&gt;
==== Cow zip ====&lt;br /&gt;
:''Main article [[AoS/Cow_zip | Cow zip]]''&lt;br /&gt;
TODO description + video&lt;br /&gt;
&lt;br /&gt;
==== Bat zip ====&lt;br /&gt;
:''Main article [[AoS/Bat_zip | Bat zip]]''&lt;br /&gt;
TODO description + video&lt;br /&gt;
&lt;br /&gt;
==== Hippo zip ====&lt;br /&gt;
:''Main article [[AoS/Hippo_zip | Hippo zip]]''&lt;br /&gt;
TODO description + GIF&lt;br /&gt;
&lt;br /&gt;
==== Rush soul zip ====&lt;br /&gt;
TODO description + video&lt;br /&gt;
&lt;br /&gt;
==== Boat zip ====&lt;br /&gt;
TODO description + video&lt;br /&gt;
&lt;br /&gt;
==== Box/crate zip ====&lt;br /&gt;
With sufficient speed (obtainable with both Kicker Skeleton and Black Panther) Soma can clip inside of the boxes within Study. Using Skeleton Blaze, Soma can push himself out of the box and into the wall, zipping up.&lt;br /&gt;
https://www.youtube.com/watch?v=drVCLlgVS1Y (Panther + Slide)&lt;br /&gt;
&lt;br /&gt;
TODO description + video&lt;br /&gt;
&lt;br /&gt;
=== OoB warp ===&lt;br /&gt;
TODO description + video&lt;br /&gt;
&lt;br /&gt;
=== Shop glitch ===&lt;br /&gt;
TODO description + video&lt;br /&gt;
&lt;br /&gt;
==== Extended shop glitch ====&lt;br /&gt;
TODO description + video&lt;br /&gt;
&lt;br /&gt;
=== Debug mode ===&lt;br /&gt;
TODO description + video&lt;br /&gt;
&lt;br /&gt;
== Minor glitches ==&lt;br /&gt;
These glitches are allowed in all Soma categories, including [[AoS/Soma Glitchless | Soma Glitchless]] despite its name.&lt;br /&gt;
&lt;br /&gt;
=== Platform clip ===&lt;br /&gt;
TODO description + video&lt;br /&gt;
&lt;br /&gt;
=== Map cancel ===&lt;br /&gt;
TODO description + video&lt;br /&gt;
&lt;br /&gt;
=== Soulverlap ===&lt;br /&gt;
It is possible for Soma to level up and collect a new soul on the same frame, usually by standing inside of the enemy which drops the soul when killed. If this happens, the soul description text box will be visually distorted during the levelup pause, and once the game unpauses the soul description text box will be automatically dismissed, saving a small amount of time.&lt;br /&gt;
&lt;br /&gt;
TODO video&lt;br /&gt;
&lt;br /&gt;
=== Hippoglitch ===&lt;br /&gt;
TODO video&lt;br /&gt;
&lt;br /&gt;
=== Suspend jump ===&lt;br /&gt;
TODO description + video&lt;br /&gt;
&lt;br /&gt;
=== Waterfall climb ===&lt;br /&gt;
When Soma exits the waterfall in Reservoir, his double jump will be reset to be usable again. By weaving into and out of the waterfall repeatedly Soma can gain height with these jumps. This can be made easier by using either [https://www.youtube.com/watch?v=tLyhRnXKQMo Black Panther] or [https://www.youtube.com/watch?v=S3xcS_HfHHQ Flying Armor].&lt;br /&gt;
&lt;br /&gt;
= Julius glitches =&lt;br /&gt;
These glitches are allowed in all Julius categories.&lt;br /&gt;
&lt;br /&gt;
=== Zips ===&lt;br /&gt;
==== Uppercut zip ====&lt;br /&gt;
Discovered by klmz and Darkman (a.k.a. 黑暗人), both Soma and Julius have forms of Hippogryph/High Jump/Uppercut zips. The underlying principles are explained best by hellagels who participated in the TASing of the Julius runs where these were first showcased:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The left and right sides of the player have no wall collision detection in vertical direction. By doing neutral jump, player can clip into the wall less than 3px.&lt;br /&gt;
&lt;br /&gt;
When player is close to ceiling and clips into the wall deep enough, do a high jump (Soma)/uppercut (Julius) away from the wall, player will be fully pushed into the wall and then zip upwards. To make this zipping success, Soma needs to clip into the wall no less than 1.5px, Julius needs to clip no less than 2px.&lt;br /&gt;
&lt;br /&gt;
There is another setup that need no wall clipping at the beginning. In this setup player need to be close to the ceiling, take damage to fly away from the wall, and do a high jump/uppercut towards the wall at the same frame.&lt;br /&gt;
&lt;br /&gt;
For Julius, uppercut can be replaced with a precise double jump, but basically using double jump is slower.&amp;lt;sup&amp;gt;[https://tasvideos.org/8039S 1]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Cow zip ====&lt;br /&gt;
TODO description + video&lt;br /&gt;
&lt;br /&gt;
=== Multi orb spawn ===&lt;br /&gt;
TODO description + video&lt;br /&gt;
&lt;br /&gt;
=== Graham Phase 2 skip ===&lt;br /&gt;
Graham 2 Skip follows the same underlying principles as the modern martial arts double orb glitch, where dealing the last hit on Graham Phase 1 with both a subweapon and a martial art on the same frame will result in Phase 2 being skipped, and Graham entering Phase 3 immediately. This can be seen in many modern Julius speedruns, such as [https://youtu.be/Xf8p6VErKpA?si=TEg6kgV22ZlLGafk&amp;amp;t=171 this Boss Rush speedrun by Tateha_BelmonDue.]&lt;/div&gt;</summary>
		<author><name>Tohunga Berix</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=AoS/Glitches&amp;diff=2910</id>
		<title>AoS/Glitches</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=AoS/Glitches&amp;diff=2910"/>
				<updated>2025-08-05T23:08:12Z</updated>
		
		<summary type="html">&lt;p&gt;Tohunga Berix: I love box zips I DISCOVERED BOX ZIPS they have no use NONE not a single one&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Soma glitches =&lt;br /&gt;
&lt;br /&gt;
== Major glitches ==&lt;br /&gt;
These glitches have a significant impact on gameplay. Most Soma categories will disallow at least one of them, so make sure to check their rules.&lt;br /&gt;
&lt;br /&gt;
=== 0HP glitch ===&lt;br /&gt;
TODO description + video&lt;br /&gt;
&lt;br /&gt;
=== Zips ===&lt;br /&gt;
==== Cow zip ====&lt;br /&gt;
:''Main article [[AoS/Cow_zip | Cow zip]]''&lt;br /&gt;
TODO description + video&lt;br /&gt;
&lt;br /&gt;
==== Bat zip ====&lt;br /&gt;
:''Main article [[AoS/Bat_zip | Bat zip]]''&lt;br /&gt;
TODO description + video&lt;br /&gt;
&lt;br /&gt;
==== Hippo zip ====&lt;br /&gt;
:''Main article [[AoS/Hippo_zip | Hippo zip]]''&lt;br /&gt;
TODO description + GIF&lt;br /&gt;
&lt;br /&gt;
==== Rush soul zip ====&lt;br /&gt;
TODO description + video&lt;br /&gt;
&lt;br /&gt;
==== Boat zip ====&lt;br /&gt;
TODO description + video&lt;br /&gt;
&lt;br /&gt;
==== Box/crate zip ====&lt;br /&gt;
With sufficient speed (obtainable with both Kicker Skeleton and Black Panther) Soma can clip inside of the boxes within Study. Using Skeleton Blaze, Soma can push himself out of the box and into the wall, zipping up.&lt;br /&gt;
https://www.youtube.com/watch?v=drVCLlgVS1Y (Panther + Slide)&lt;br /&gt;
&lt;br /&gt;
TODO description + video&lt;br /&gt;
&lt;br /&gt;
=== OoB warp ===&lt;br /&gt;
TODO description + video&lt;br /&gt;
&lt;br /&gt;
=== Shop glitch ===&lt;br /&gt;
TODO description + video&lt;br /&gt;
&lt;br /&gt;
==== Extended shop glitch ====&lt;br /&gt;
TODO description + video&lt;br /&gt;
&lt;br /&gt;
=== Debug mode ===&lt;br /&gt;
TODO description + video&lt;br /&gt;
&lt;br /&gt;
== Minor glitches ==&lt;br /&gt;
These glitches are allowed in all Soma categories, including [[AoS/Soma Glitchless | Soma Glitchless]] despite its name.&lt;br /&gt;
&lt;br /&gt;
=== Platform clip ===&lt;br /&gt;
TODO description + video&lt;br /&gt;
&lt;br /&gt;
=== Map cancel ===&lt;br /&gt;
TODO description + video&lt;br /&gt;
&lt;br /&gt;
=== Soulverlap ===&lt;br /&gt;
It is possible for Soma to level up and collect a new soul on the same frame, usually by standing inside of the enemy which drops the soul when killed. If this happens, the soul description text box will be visually distorted during the levelup pause, and once the game unpauses the soul description text box will be automatically dismissed, saving a small amount of time.&lt;br /&gt;
&lt;br /&gt;
TODO video&lt;br /&gt;
&lt;br /&gt;
=== Hippoglitch ===&lt;br /&gt;
TODO video&lt;br /&gt;
&lt;br /&gt;
=== Suspend jump ===&lt;br /&gt;
TODO description + video&lt;br /&gt;
&lt;br /&gt;
=== Waterfall climb ===&lt;br /&gt;
TODO description + video&lt;br /&gt;
&lt;br /&gt;
= Julius glitches =&lt;br /&gt;
These glitches are allowed in all Julius categories.&lt;br /&gt;
&lt;br /&gt;
=== Zips ===&lt;br /&gt;
==== Uppercut zip ====&lt;br /&gt;
TODO description + video&lt;br /&gt;
&lt;br /&gt;
==== Cow zip ====&lt;br /&gt;
TODO description + video&lt;br /&gt;
&lt;br /&gt;
=== Multi orb spawn ===&lt;br /&gt;
TODO description + video&lt;br /&gt;
&lt;br /&gt;
=== Graham Phase 2 skip ===&lt;br /&gt;
TODO description + video&lt;/div&gt;</summary>
		<author><name>Tohunga Berix</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=AoS/Julius_Any%25&amp;diff=2000</id>
		<title>AoS/Julius Any%</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=AoS/Julius_Any%25&amp;diff=2000"/>
				<updated>2021-11-20T18:27:28Z</updated>
		
		<summary type="html">&lt;p&gt;Tohunga Berix: Created page with &amp;quot;== Movement ==  Contrary to Soma, Julius can perform his divekick after performing a single jump. Due to the very fast movement speed of the divekick, you'll want to be perfor...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Movement ==&lt;br /&gt;
&lt;br /&gt;
Contrary to Soma, Julius can perform his divekick after performing a single jump. Due to the very fast movement speed of the divekick, you'll want to be performing this constantly at literally any time you can. Ideally you want to let go of down before Julius hits the ground so that he will immediately begin traveling right, instead of stalling on the ground for a moment.&lt;br /&gt;
&lt;br /&gt;
It is faster to repeatedly shorthop+divekick than to double jump+divekick, I believe.&lt;br /&gt;
&lt;br /&gt;
Instead of a backdash, Julius' L button performs Omnia Vanitas. This move turns Julius intangible for a brief period, as well as letting him cross gaps if timed right. Omnia Vanitas is slower than Julius' normal movement due to the end lag, but is useful on occasions to avoid damage and knockback.&lt;br /&gt;
&lt;br /&gt;
== Route ==&lt;br /&gt;
&lt;br /&gt;
The current fastest route is shown in Ponpon's world record run below. To summarize:&lt;br /&gt;
&lt;br /&gt;
- Kill Creaking Skull&lt;br /&gt;
&lt;br /&gt;
- Head into Inner Quarters&lt;br /&gt;
&lt;br /&gt;
- Activate the teleporter in Inner Quarters&lt;br /&gt;
&lt;br /&gt;
- Leave Inner Quarters the way you entered&lt;br /&gt;
&lt;br /&gt;
- Head to the room with the Catoblepas and perform a Zip off the Catoblepas&lt;br /&gt;
&lt;br /&gt;
- Zip to the Chapel teleport room&lt;br /&gt;
&lt;br /&gt;
- Enter Manticore from the left, and perform the Double Orb Glitch&lt;br /&gt;
&lt;br /&gt;
- Head to the Chapel teleport room and teleport to Inner Quarters&lt;br /&gt;
&lt;br /&gt;
- Enter Top Floor, and head to Graham&lt;br /&gt;
&lt;br /&gt;
- Kill Graham&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|https://youtu.be/FDJqhRJy3iM|480}}&lt;br /&gt;
&lt;br /&gt;
== Double Orb Glitch ==&lt;br /&gt;
&lt;br /&gt;
For every Boss Orb that Julius collects, his stats increase. The any% route collects three boss orbs for the fastest power gain, while not taking longer than it would take to kill Graham without.&lt;br /&gt;
&lt;br /&gt;
The first boss orb is from Creaking Skull, while the other two are from the Manticore, via the Double Orb Glitch. &lt;br /&gt;
&lt;br /&gt;
The Double Orb Glitch relies on the Manticore having two separate hitboxes: one for its body, and one for its tail. If Julius kills both hitboxes as the same time, the game thinks he killed two bosses, and spawns two orbs. There are two setups for the Double Orb Glitch.&lt;br /&gt;
&lt;br /&gt;
The faster (but riskier) setup is the Grand Cross method, which involves manipulating the Manticore into striking with its tail while Julius uses Grand Cross.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|https://youtu.be/CJ51h_o1Db8|480}}&lt;br /&gt;
&lt;br /&gt;
The slower (but safer) method involves landing 4 Axe hits (over two double-hits), a single whip hit, and then striking both segments of the Manticore with a single whip strike as it attacks Julius.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|https://youtu.be/sO2aXhmos7w|480}}&lt;/div&gt;</summary>
		<author><name>Tohunga Berix</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=Main_Page&amp;diff=1999</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=Main_Page&amp;diff=1999"/>
				<updated>2021-11-20T07:12:41Z</updated>
		
		<summary type="html">&lt;p&gt;Tohunga Berix: /*  Castlevania: Aria of Sorrow */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{| style=&amp;quot;width: 100%; background:none; border-spacing: 6px 3px; text-align:center;&amp;quot;&lt;br /&gt;
| style=background:none; width: 100%; padding: 6px; vertical-align: top;&amp;quot; | &amp;lt;center&amp;gt;&amp;lt;div id=&amp;quot;krool&amp;quot; class=&amp;quot;paused pop-out&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;[[File:Cvspeedrunslogo.png|center|700px|link=Special:Random]]&amp;lt;br /&amp;gt; '''Welcome to the Castlevania Speedruns Wiki!''' &lt;br /&gt;
This is the place for all your CV Speedrunning needs!&amp;lt;br&amp;gt;&lt;br /&gt;
'''[[Community]]   [[File:candle.png]]   [[Help_Out | Help Out!]]''' [[File:candle.png]] '''[https://discord.gg/Zht4W36 Discord]'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:100%;text-align:center;font-size:85%;color:#777&amp;quot;&amp;gt;Currently there are '''[[Special:Statistics|{{NUMBEROFARTICLES}}]]''' articles.&amp;lt;/div&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
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&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:100%;text-align:center;font-size:85%;color:#777&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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== Announcements ==&lt;br /&gt;
&lt;br /&gt;
*Welcome to the brand new Castlevania Speedruns wiki!&lt;br /&gt;
*'''Sign up''' using the &amp;quot;Twitch Login&amp;quot; link in the top right of the page, authenticate and start using the wiki!&lt;br /&gt;
*Make sure you follow the [https://www.twitch.tv/castlevaniaspeedruns new twitch page] for castlevaniaspeedruns!&lt;br /&gt;
&lt;br /&gt;
===TOURNAMENT ANNOUNCEMENTS===&lt;br /&gt;
* CV4 Tournament: The tournament is over, congrats to Vruche for being crowned the whipman master of 2021!&lt;br /&gt;
* CV1 Any% Tournament 2021: The tournament is over, congratulations to shockra_tease who is now the fastest Belmont in the world in 2021!&lt;br /&gt;
&lt;br /&gt;
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== Weekly Race Schedule ==&lt;br /&gt;
For more information on how to join a weekly race visit the [[Community#Events | Community]] section of the wiki! If you have a weekly time you'd like to have added here please feel free to do so!&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;border: 1px solid; background:none; padding: 6px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;border: 1px solid #f4f4f4; background:none; padding: 6px;&amp;quot; width=&amp;quot;400&amp;quot; | Game + Category&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;border: 1px solid #f4f4f4; background:none; padding: 6px;&amp;quot; width=&amp;quot;200&amp;quot; | Time (PST)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;border: 1px solid #f4f4f4; background:none; padding: 6px;&amp;quot; width=&amp;quot;200&amp;quot; | Time (EST)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;border: 1px solid #f4f4f4; background:none; padding: 6px;&amp;quot; width=&amp;quot;200&amp;quot; | Time (GMT)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;border: 1px solid #f4f4f4; background:none; padding: 6px;&amp;quot; width=&amp;quot;200&amp;quot; | Time (AEST)&lt;br /&gt;
|-&lt;br /&gt;
| CV1 Any% (Thursdays) ||  3PM  ||  6PM ||  10PM  ||  9AM&lt;br /&gt;
|-&lt;br /&gt;
| CV4 Any% (Sundays)  ||  1PM  ||  4PM ||  8PM  ||  6AM&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Game List =&lt;br /&gt;
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{| style=&amp;quot;width: 100%; background:none; border-spacing: 6px 3px&amp;quot;&lt;br /&gt;
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| style=&amp;quot;border: none; background:none; width: 15%;min-width: 250px; padding: 6px; vertical-align: top;&amp;quot; |&lt;br /&gt;
==[[Castlevania (NES) | Castlevania]]==&lt;br /&gt;
Quick links:&lt;br /&gt;
:* '''[https://www.speedrun.com/cv1 Leaderboards]'''&lt;br /&gt;
:* '''[[Castlevania (NES) | Main]]'''&lt;br /&gt;
:* '''[[cv1/tutorials | Tutorials]]'''&lt;br /&gt;
:* '''[[cv1/hacking | Hacking]]'''&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
==[[Castlevania II: Simon's Quest | Castlevania II: Simon's Quest]]==&lt;br /&gt;
Quick links:&lt;br /&gt;
:* '''[https://www.speedrun.com/cv2sq Leaderboards]'''&lt;br /&gt;
:* '''[https://cv2r.herokuapp.com Randomizer]'''&lt;br /&gt;
:* '''[https://discord.gg/uDsGhRB Randomizer Discord]'''&lt;br /&gt;
:* '''[[cv2/tutorials | Tutorials]]'''&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;border: none; background:none; width: 15%; min-width: 250px;padding: 6px; vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
==[[cv3 | Castlevania III: Dracula's Curse]]==&lt;br /&gt;
Quick links:&lt;br /&gt;
:* '''[https://www.speedrun.com/cv3dc Leaderboards]'''&lt;br /&gt;
:* '''[[cv3 | Main]]'''&lt;br /&gt;
:* '''[[cv3/tricks | Tricks and Tutorials]]'''&lt;br /&gt;
:* '''[[cv3/glitches_softlocks | Glitches and Softlocks]]'''&lt;br /&gt;
:* '''[[cv3/hacking | Hacking]]'''&lt;br /&gt;
I'm working on it. - Love, levelengine&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;border: none; background:none; width: 15%; min-width: 250px;padding: 6px; vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
==[[cv4 | Super Castlevania IV]]==&lt;br /&gt;
Quick links:&lt;br /&gt;
&lt;br /&gt;
:* '''[https://www.speedrun.com/scv4 Leaderboards]'''&lt;br /&gt;
:* '''[[cv4 | Main]]'''&lt;br /&gt;
:* '''[[cv4/tricks| Tricks and Game Mechanics]]'''&lt;br /&gt;
:* '''[[cv4/tutorials| Tutorials]]'''&lt;br /&gt;
:* '''[[cv4/glitches_softlocks | Glitches and Softlocks]]'''&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
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&lt;br /&gt;
==[[rondo | Castlevania:  Rondo of Blood (WIP)]]==&lt;br /&gt;
Quick links:&lt;br /&gt;
:* '''[https://www.speedrun.com/rondo Leaderboards]'''&lt;br /&gt;
:* '''[[rondo| Main]]'''&lt;br /&gt;
:* '''[[rondo/tutorials| Tutorials]]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;border: none; background:none; width: 15%; padding: 6px; vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
==[[Castlevania: Symphony of the Night | Castlevania: Symphony of the Night]]==&lt;br /&gt;
Quick links:&lt;br /&gt;
:* '''[[SOTN Alucard |Alucard]]'''&lt;br /&gt;
:* '''[[SOTN Richter|Richter]]'''&lt;br /&gt;
:* '''[[SOTN Maria|Maria]]'''&lt;br /&gt;
:* '''[https://www.speedrun.com/sotn Leaderboards]'''&lt;br /&gt;
:* '''[https://discordapp.com/invite/wGMdDRG Discord]'''&lt;br /&gt;
&lt;br /&gt;
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| style=&amp;quot;border: none; background:none; width: 15%; min-width: 250px;padding: 6px; vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
==[[dracx | Castlevania: Dracula X]]==&lt;br /&gt;
Quick links:&lt;br /&gt;
&lt;br /&gt;
:* '''[https://www.speedrun.com/dracx Leaderboards]'''&lt;br /&gt;
:* '''[[dracx | Main]]'''&lt;br /&gt;
:* '''[[dracx/tutorials| Tutorials]]'''&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;border: none; background:none; width: 25%; padding: 6px; vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
==[[bloodlines | Castlevania: Bloodlines]]==&lt;br /&gt;
Quick links:&lt;br /&gt;
&lt;br /&gt;
:* '''[https://www.speedrun.com/castlevania_bloodlines Leaderboards]'''&lt;br /&gt;
:* '''[[bloodlines | Main]]'''&lt;br /&gt;
:* '''[https://castlevaniaspeedruns.com/Bloodlines/Tutorials Tutorials]'''&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
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&lt;br /&gt;
==[[Castlevania:_Aria_of_Sorrow | Castlevania: Aria of Sorrow]]==&lt;br /&gt;
Quick links:&lt;br /&gt;
&lt;br /&gt;
:* '''[https://www.speedrun.com/aos Leaderboards]'''&lt;br /&gt;
:* '''[[Castlevania:_Aria_of_Sorrow | Main]]'''&lt;br /&gt;
:* '''[https://aosrando.surge.sh/ Randomizer]'''&lt;br /&gt;
:* '''[https://discord.gg/y4GDCsfrZx Discord]'''&lt;br /&gt;
:* '''[https://discord.gg/VEtVYNr Randomizer Discord]'''&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;border: none; background:none; width: 15%; min-width: 250px;padding: 6px; vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Tohunga Berix</name></author>	</entry>

	<entry>
		<id>https://castlevaniaspeedruns.com/mediawiki/index.php?title=Castlevania:_Aria_of_Sorrow&amp;diff=1998</id>
		<title>Castlevania: Aria of Sorrow</title>
		<link rel="alternate" type="text/html" href="https://castlevaniaspeedruns.com/mediawiki/index.php?title=Castlevania:_Aria_of_Sorrow&amp;diff=1998"/>
				<updated>2021-11-20T07:06:41Z</updated>
		
		<summary type="html">&lt;p&gt;Tohunga Berix: Added a link to Julius Any% - page yet to be created. Added Boss Rush category; linked to leaderboards and (not yet existent) Soma and Julius pages for it&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Aria_of_Sorrow.jpg|220px|right]]&lt;br /&gt;
== Information ==&lt;br /&gt;
:*'''[https://www.speedrun.com/aos Leaderboards]'''&lt;br /&gt;
:*'''[https://castlevaniaspeedruns.com/AoS/Movement Movement]'''&lt;br /&gt;
:*'''[https://castlevaniaspeedruns.com/AoS/Combat Combat]'''&lt;br /&gt;
:*'''[https://castlevaniaspeedruns.com/AoS/Manips RNG manipulation]&lt;br /&gt;
&lt;br /&gt;
== Any% ==&lt;br /&gt;
&lt;br /&gt;
== Any% No 0HP ==&lt;br /&gt;
&lt;br /&gt;
== Glitchless ==&lt;br /&gt;
&lt;br /&gt;
== Julius mode ==&lt;br /&gt;
&lt;br /&gt;
:*'''[https://castlevaniaspeedruns.com/AoS/Julius_Mode_Any% Any%]'''&lt;br /&gt;
&lt;br /&gt;
== Boss Rush ==&lt;br /&gt;
&lt;br /&gt;
:*'''[https://www.speedrun.com/aos/levels Leaderboards]'''&lt;br /&gt;
:*'''[https://castlevaniaspeedruns.com/AoS/Soma_Boss_Rush Soma]'''&lt;br /&gt;
:*'''[https://castlevaniaspeedruns.com/AoS/Julius_Boss_Rush Julius]'''&lt;/div&gt;</summary>
		<author><name>Tohunga Berix</name></author>	</entry>

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