Link to the Past (Part 1)
Randomized a decent number of things. Includes the sprite this time. Added a bunch of (mainly) Pokemon sprites with equal weighting. Got this:
First check of the multiworld: Ocarina of Time's Magic Meter. Solid.
Went on a small journey of discovery, regarding the settings. Did not get the 1 in 6 chance for Inverted, the 15% chance for a Triforce Hunt, or the 50/50 on glitched boots (all the speed, but none of the bonking power). Spotted some odd enemies, indicating the 75% enemizer chance.
Opened the Sanctuary chest for a Big Key to Ice Palace. Suspected local Big Keys, despite being a 5% chance for own dungeon and 10% chance for own dungeon. Nearly confirmed it later with a Big Key to Skull Woods in Blind's Hideout.
Hunted around for some bombs. Lucked into a fish being right in Kakariko. (Swears on that being nearby every seed.) Tossed it at the merchant for a general ammo refill, aaaaaand no bomb bag. Oh boy. Shuts out a lot of early checks. Could be the all-in-one bomb capacity (33%) or multiple small upgrades (67%).
Randomized the shop cost types. (Increases the value of capacity upgrades.) Cost only a little bit of magic in one shop (which was Setsuna's Money Wrench). Bought another item elsewhere for two hearts of damage. Not bad. Costs an exhorbitant 38 bombs for a red potion. Left the Witch's Hut alone, however. Still costs rupees there.
Stepped into Eastern Palace for the few things there. Found a hint for Bomb Capacity in Doom 1. Knew where some bombs where, at least. (Already got some bombs since then, so not a big deal anymore.) Tried to clear the dark room there. No dice. Lived for quite a long time, though. Could be viable.
Used the Fake Flipper glitch to grab a few items out of logic: some Shroom Pants and a Miniature Railway for Rollercoaster Tycoon. Not bad. Only knows how to pull off one or two glitches. Views this one as simple enough.
Exhausted all the practical checks, so on to the next game.
Open RCT2 (Part 1)
Chose easier settings on this game. Has not played this game (or the original) in years. Typically just fooled around, rather than play it seriously.
Started with...the Monorail. Pssssh. Stinks for money generation (probably?). Got a Swinging Ship and Miniature Railway (also not good), at least, but no actual roller coasters.
Earns checks in this game by paying for them. Costs $452 per check. Knows who it goes to, but no more than that. May also append ride requirements (like 3 Monorails) to money cost checks. Also earns some checks by sacrificing guests.
Loaded up the park with three of the swinging ships, as a low cost ride. Also got a Hat Shop and First Aid station (helpful near extreme rides, which is not this park yet). Gained money too slowly to be worthwhile, so on to the next game.
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Slay the Spire (Part 1)
Favored easier settings on this one too. Plays on the same random seed every time. Could lead to a bad start that you cannot escape. Allows you to start at the beginning of your highest floor, on the plus side.
Chose the Defect at Ascension level 1 to 5 somewhere. Rolled a 4. Not too bad. (Plays 5-10 for Ironclad.) Spawns more elites, on top of making normal enemies, elites, and bosses harder.
Considers this game quite different from vanilla. Begins weak and ends strong in vanilla. Usually begins strong and ends weak in Archipelago. Receives card draws, rare card draws, relics, and boss relics as items at the start. Pays the price during the run, however. Counts every other card draw as a check. Essentially gains about half the cards you normally would during play. Replaces almost all of your relics with checks as well.
Began with absolutely nothing. Chose 3 random potions, which were okay. Was pleased to see
Link Eevee to the Past's Flute early on. Helps a ton for movement.
Lucked out hard versus an elite boss. Faced the group of 3 enemies that fill your hand with bad cards. Drank a Colorless Potion for The Bomb card, which deals 40 damage to all enemies after 3 turns. Turned into a survival match. Managed easily. Stood no chance versus another elite that came to play, unfortunately
Restarted. Followed a path with no elites. (Gains fairly little from fighting them.) Reached Hexaghost, the first boss, with little more than a Go for the Eyes (3 damage + 1 weak if being attacked), Loop (trigger orb passive at start of turn), Chill (+1 Frost Orb per enemy), and some upgraded cards. Squeaked by with about 9 health remaining.
Already accomplished the main hope. Struggled through the second map. Somehow almost made it to the boss. Died on the fight before it. Still quite good. (Only went through 6 card draws, though, so a bit weak on that side.)
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Eevee to the Past (again)
Got +5 bomb capacity and the Flute. Good enough. Put those to use immediately. Beat the mini Moldorm cave south of your house with only three bombs. Rescued the old man on the mountain in the dark with little resistance.
Received a Lamp from Setsuna while playing. Just rescued the old man. Opens up the Eastern Palace dark room and Hyrule Castle escape, though. Grabbed the Palace of Darkness Big Key where the Eastern Big Key usually is, funnily enough. Fared just fine in Hyrule Castle too, shockingly. Saw no rollers or anything. Mercifully stashed a small key in the Dark Cross chest and a key on a Hinox (who dies to a single bomb). Could not head to Zelda's cell, however, due to a Gibdo (the mummy) blocking the way there. Survives five bomb hits.
Was going to post everything above. Saw enough good stuff roll by to open up more stuff: a progressive glove, Hammer, and Moon Pearl. Definitely appreciates the hammer to actually kill stuff.
Headed to the pyramid for the goal: 6 crystals and beat Ganon's Tower. Reasonable.
...Hold on. Realized all of Skull Woods is in logic. Got the Fire Rod too. Ooooh boy. Only has 4 hearts.
Ran through Skull Woods. Hated the Pokey + Roller combo in the overworld along the way. Reached the curtain. Riiiiight. Needs a sword first. Whoops. Just as well, honestly.
For anyone curious about Eevee's dark world sprite: egg.
Smirks. 18 hearts for a red potion.
Before going into Palace of Darkness: Dear game. Please do not put one of those spike balls, bouncing spikes, rollers, chain chomps, and similar nonsense on the falling bridge. Please and thank you.
Answer: Anti-fairies on the bridge and several movement-sensitive spikes along the way. With four hearts. Sighs. Suspects a small pool of enemies for the bridge because of the size. May not be as random as you would like, possibly to prevent unwinnable situations. Noticed mini Moldorm cave only has, like, two different enemies it can be.
Completed a total of 97 checks in Eevee to the Past. Amassed quite a few big keys (Hyrule Castle, Palace of Darkness, Swamp, Skull, Ice, and Ganon's Tower). No dungeon clears yet, however.
Received plenty more stuff in Open RCT2 and Slay the Spire. Wraps up this post for now.