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randomizers.debigare.com

Exhaustive list of all known video game randomizers.

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What is The BIG List of Video Game Randomizers?

The BIG List of Video Game Randomizers is a directory of randomizer tools for video games. A randomizer shuffles a game's items, levels, enemies or other content so each playthrough follows a different order. This site collects known randomizers in one place, notes which game each one covers, and records when its own entry was last updated.

What it covers

  • Many games, many eras. Entries span classic consoles, handhelds, modern releases and multi-game projects, from Super Mario Bros. 3 and Mega Man 3 to Deltarune and Nine Sols.
  • Different randomizer types. Some shuffle items, some rebuild maps or level orders, and some focus on multiplayer or cross-game setups.
  • Update tracking. The list tracks when its information for a randomizer changed, not when the randomizer itself was updated.
  • Open source. The project is now open source, and contributors can submit game requests and list updates through its GitHub repository.

Who it is for

Speedrunners and racing groups use randomizers to create fair, shareable seeds. Casual players use them to get a fresh reason to replay a favorite game. Developers and tinkerers use the list to see what already exists for a given title.

How to use it

Start by searching for the game you want to replay, then check whether its entry points to a tool that matches your platform and preferred style. If you want to race or play alongside friends, look for randomizers that support sharing a seed, since that gives everyone the identical game. If you want to help keep the list current, the open-source repository is the place to send corrections or new entries.

For broader context on randomizer communities and tools, you can also check Archipelago and Speedrun.com.

How do I find a randomizer for a specific game?

Use the site's search or your browser's find function on The BIG List of Video Game Randomizers to jump straight to a game title, then open the entry to see what kind of randomizer it is and what platform it targets.

The list is organized by game, with each entry naming the randomizer and often its author. Recent updates show the format: an entry might be a browser-based tool, a patch for a specific console release, or a multiworld project. For example, the Super Mario Bros. 3 entry notes a browser-based randomizer that runs on Windows, macOS, Linux or mobile with nothing to install and keeps the ROM on your machine. Other entries, like the Ratchet & Clank ones, point to specific releases or multiplayer mods, and some are labeled with "Multiworld: Archipelago," which tells you the randomizer is designed to work with other players in a shared multi-game session.

A practical search path:

  1. Find the game by name in the list.
  2. Read the entry's short description to identify the randomizer's scope—what gets shuffled, which version of the game it supports, and whether it is browser-based or a patch.
  3. Check the linked project page for setup instructions, supported regions or revisions, and any required base ROM.
  4. If the entry mentions a specific platform or region, match that to your copy before downloading anything.

If your game is not listed, the site's GitHub repository is where contributors post game requests and list updates, so that is the place to ask whether a randomizer exists or is being worked on. For games with multiple randomizers, compare the descriptions: a browser tool is easiest for a quick seed, while a patch or multiworld project may suit races or shared sessions.

Are the randomizers listed free to use?

The list does not present itself as a paid product, and nothing on the page suggests it sells or licenses the randomizers it catalogs. It functions as a directory: entries point to individual randomizer projects, and those projects decide their own terms. In practice, most randomizers in this scene are fan-made and distributed free, but "listed here" is not the same as "free to use," so treat each entry as its own case.

What to check per randomizer

  • Cost: Most are free downloads or browser tools, but a few may be tied to paid software or a specific commercial release.
  • Base game requirement: A randomizer usually patches or reads a game you must already own. The page notes that one browser-based entry runs without installation and keeps the ROM on your machine, which is a useful example of how distribution varies.
  • Platform and version locks: Some entries specify a particular regional or platform release, meaning you need that exact version to use it.
  • Licensing and reuse: "Open source" applies to this list itself, not automatically to every randomizer it indexes. A project's own repository or download page is where you confirm whether you can modify or redistribute it.

A practical next step

Pick the game you want to randomize, open its entry, and read the linked project page before downloading anything. If you are planning a race or group play, check whether the randomizer supports seed or flag sharing, since that affects whether everyone gets the same run.

For multi-game setups, cross-game projects exist that combine several titles into one randomized run, such as the Super Mario All-Stars + Super Mario World crossgame randomizer described on the page, which uses the SMB3 map as a hub and can pull levels from five source games. Those still depend on you owning the relevant base ROMs.

As general advice rather than a statement about this list: when a randomizer is free, the cost usually shifts to setup time, version matching and troubleshooting, so budget for that rather than for a purchase.

Can I contribute new randomizers or updates to the list?

Yes. The list is now open source, and the site points contributors to its GitHub repository for game requests and list updates. You can also reach the project through its Discord and About page, which are linked from the site itself.

What you can contribute

  • New randomizer entries for games that aren't listed yet.
  • Updates to existing entries, such as corrected developer names, links or platform notes.
  • Game requests, if you want a title considered but aren't submitting a full entry yourself.

How the process works in practice Because the project is open source and accepts list updates through GitHub, the natural path is to open an issue or pull request in the repository rather than emailing the maintainer. A useful submission includes the game title, the randomizer's name, who made it, where it can be downloaded or played, and which platforms or ROM versions it supports. The list already records details like that — for example, noting that a randomizer is browser-based and runs on Windows, macOS, Linux or mobile, or that it targets a specific regional release.

A concrete example Suppose you maintain a randomizer for a 16-bit platformer. You'd submit the game name, your randomizer's name, the supported ROM version, and a link to its release page. If the game is already listed, you'd instead propose an edit to that entry. If you only want the game tracked, a game request is enough.

Decision criterion Submit a pull request if you can supply accurate, verifiable details and a working link. Open an issue if you're unsure where the entry belongs or only have a request. Check the repository's contribution guidance first, since it defines the accepted format and what counts as a valid source.

For context on how the list is organized and what an entry typically contains, see The BIG List of Video Game Randomizers.

What is the difference between a randomizer and a multiworld randomizer?

A randomizer shuffles the contents of one game so you have to find key items in a different order; a multiworld randomizer links several players' games so items can cross between them. You are still playing your own copy of a game, but some of the items you need may be sitting in someone else's world.

The practical difference

  • Single-game randomizer: One player, one seed, one game. You share a seed code with friends if you want to race or compare routes. The list's Super Mario Bros. 3 entry is a good example: sharing a seed and flag key gives everyone the identical game.
  • Multiworld randomizer: Multiple players, multiple games, one shared item pool. Each player runs their own game, and the server or host tracks which items have been sent where. You often need to check in with the group before you can finish.

Which one fits your situation

Situation Better choice
You want a solo run you can start and stop freely Single-game randomizer
You want a race where everyone gets the same seed Single-game randomizer with seed sharing
You and friends want to play different games at the same time Multiworld randomizer
You want a run that requires coordination and voice chat Multiworld randomizer
You have a short, unpredictable schedule Single-game randomizer

Trade-offs to expect

Multiworld adds setup work: everyone needs a compatible randomizer, a shared seed, and usually a host or server. It also adds waiting, because your progress can depend on another player finding your item. In exchange you get cross-game surprises, like a sword from one title unlocking a door in another.

Single-game randomizers are simpler to install and easier to restart, but they offer less social overlap. If you want to see how the multiworld pattern is listed, the page groups entries such as Archipelago Multiworld separately from standalone randomizers.

A useful next step: pick one game you already know well, run a single-game randomizer first to learn how seeds and logic work, then try a multiworld with a small group. The BIG List of Video Game Randomizers at The BIG List of Video Game Randomizers is a reasonable place to look up which games have either option.

How do I set up and play a randomizer from the list?

The list is a directory, not a launcher. Each entry points to a specific randomizer project, and setup steps differ from project to project — so the practical path is: pick a game, open that entry's project page, and follow its own instructions.

A workable setup routine

  1. Choose a game you already know well. Randomizers assume familiarity with the base game; a shuffled map is much harder to read if you're also learning the game.
  2. Open the specific randomizer's page, not just the list entry. The list records what exists and when its info changed, not how each tool is installed.
  3. Check what you need to supply. Some randomizers patch a ROM you own; others, like the SMB3-RS entry, run in the browser and never upload your ROM. That distinction decides whether you need local files at all.
  4. Generate a seed, then save the settings. The seed plus the flag string is what makes a run reproducible.
  5. Share the seed and flag key if you're racing or playing alongside others — that's how everyone gets an identical game.

Two broad categories

Type What it means for you Example from the list
Browser-based Nothing to install; works across Windows, macOS, Linux and mobile SMB3-RS (Super Mario Bros. 3)
Local tool / patch You supply the ROM and run the generator yourself Mega Man 3 (XenoStar54), GoldenEye 007 (Murk-17's)
Multiworld Several players' games are linked into one shared session Archipelago entries (e.g. Nine Sols, Ratchet & Clank)

Multiworld is the biggest jump in complexity: it isn't a solo randomizer with a seed code, it's a coordinated session where items you find can belong to another player. Treat it as a separate project with its own setup guide.

A concrete first run

Pick a game with a browser-based randomizer, generate a seed, copy the flag string somewhere you'll find it again, and play with a map or notes open. Once that feels normal, move to a local tool for a game you know better, and only then try a multiworld session with a friend.

Because the list is now open source and accepts game requests and list updates through its repository, entries get added and corrected over time — if a page looks stale, check the project's own site before assuming the list is wrong.

Related questions

More questions →
What Are Open-Source UI Element Libraries and How Do They Differ From UI Frameworks?

An open-source UI element library is a collection of individual, ready-made interface pieces—buttons, cards, inputs, toggles, loaders—that you copy into your own project and adapt. A UI framework, by contrast, is a structured system of components, conventions, and often a theming layer that governs how your whole interface is built. The practical difference: an element library gives you a snippet; a framework gives you a way of working. If you need a polished button in ten minutes, reach for the element library. If you're building a 40-screen product with a team, you probably want the framework.

What "open-source UI element library" actually means

The term gets used loosely, so it helps to separate the parts:

  • Open-source: the code is publicly available, and the license tells you what you may do with it—copy, modify, redistribute, or use commercially.
  • UI element: a single, self-contained piece of interface, usually small enough to read in one sitting. A button with hover states, a pricing card, a search field.
  • Library: a browsable, searchable collection of those elements, typically contributed by many different people.

On a site like Uiverse, elements are shared by a community and written in plain CSS or Tailwind. You find one you like, copy the markup and styles, paste them into your project, and adjust colors, spacing, and text to fit. There's no package to install and no build step required—which is exactly the appeal, and also the source of most of the confusion.

Element library vs. UI framework: the core differences

Dimension Open-source UI element library UI framework / design system
Unit of reuse A single snippet you copy A component you import or call
Installation None; paste into your code Package install, config, sometimes a provider
Consistency Depends on you; each element may look different Enforced by shared tokens and APIs
Theming Manual edits per element Central theme/config file
Updates You own the copy; no upstream updates Version bumps bring fixes and changes
Accessibility Varies per contributor; must be checked Usually tested and documented
Best for Prototypes, landing pages, small sites, one-off needs Multi-page apps, teams, long-lived products
Learning curve Low—read the CSS Higher—learn the API and conventions

The table isn't a verdict. It's a map of trade-offs. Element libraries win on speed and freedom; frameworks win on consistency and maintenance.

Licensing and attribution: what to check before you paste

This is where people get into trouble, and it's worth slowing down for.

  1. Find the license. Every element or collection should state one. Common open-source licenses include MIT, Apache-2.0, and BSD. Some projects use copyleft licenses like GPL, which can impose obligations if you redistribute your code.
  2. Understand what the license permits. MIT and Apache-2.0 are permissive: you can typically use the code in commercial and closed-source projects. Copyleft licenses may require you to release derivative source under the same terms.
  3. Check attribution requirements. Permissive licenses usually require you to keep the copyright notice and license text somewhere in your project. That's a real obligation, not a formality.
  4. Look for per-element terms. On community sites, the site's overall terms and the individual contributor's stated wishes may differ. If a contributor asks for credit, honor it.
  5. When in doubt, ask or avoid. If a snippet has no license at all, you don't have clear permission to reuse it. Treat "no license" as "not open source," even if the code is publicly visible.

This article is general information, not legal advice. For commercial products with real exposure, have someone qualified review the licenses you're relying on.

How to use a community element in your project: a practical workflow

Here's a repeatable process that avoids most of the usual mess.

1. Start from a real need, not a browsing session

Decide what you need first—"a compact primary button with a loading state"—then search. Browsing aimlessly produces a pile of pretty snippets that don't fit together.

2. Copy the smallest version that works

Take the markup and the styles. Strip anything you don't need: demo wrappers, extra animations, decorative layers. Less code means fewer surprises.

3. Convert it to your conventions

If your project uses design tokens or CSS variables, replace hard-coded values:

/* Before: hard-coded */
.button { background: #4f46e5; border-radius: 8px; }

/* After: token-based */
.button { background: var(--color-primary); border-radius: var(--radius-md); }

This one step is what keeps a copied element from looking like a foreign object in your UI.

4. Check accessibility before you ship

Community elements vary widely here. Verify at minimum:

  • Keyboard focus is visible and the element is reachable by Tab.
  • Color contrast meets WCAG AA (4.5:1 for normal text).
  • Interactive elements use semantic HTML (<button>, not a clickable <div>).
  • Form inputs have associated labels.
  • Motion respects prefers-reduced-motion.

5. Test in context

Paste it into a real page with real content. Long labels, small screens, and dark mode break more copied elements than anything else.

6. Note where it came from

Keep a short comment or an internal credits file: source, license, date. Future you—and your legal reviewer—will be grateful.

Where element libraries genuinely shine

  • Prototypes and demos: you need something clickable today, not a design system.
  • Landing pages and marketing sites: a handful of distinctive elements, each custom.
  • Filling gaps: your framework lacks one specific component, and you don't want to build it from scratch.
  • Learning: reading well-made CSS is one of the fastest ways to improve.
  • Small projects: a personal site doesn't need a theming architecture.

Where they fall short

  • Consistency at scale: ten elements from ten contributors rarely look like one product.
  • Maintenance: you own every copy. When your design changes, you edit each one.
  • Accessibility debt: you inherit whatever the contributor did or didn't do.
  • No upstream fixes: a bug fixed in the original won't reach your copy.
  • Integration friction: different naming conventions, different units, different assumptions about resets.

When to choose which

Choose an element library when the scope is small, the timeline is short, or you need a few distinctive pieces rather than a whole system.

Choose a framework or design system when multiple people build multiple screens over months, when consistency is a product requirement, or when accessibility and theming need to be guaranteed rather than checked.

A hybrid works well for many teams: adopt a framework for the structural components—forms, navigation, layout—and borrow individual elements for the places where you want personality. Just route every borrowed element through the same token and accessibility checks, so it lands as part of your system rather than beside it.

The short version: open-source UI element libraries are a fast, flexible way to get good-looking interface pieces into a project. They are not a substitute for a design system, and the license and accessibility details are the part worth reading carefully.

How to Find a Randomizer for a Specific Game on The BIG List of Video Game Randomizers

The BIG List of Video Game Randomizers is an exhaustive, alphabetically organized index of known randomizers, so the fastest way to find one for a specific game is to scan or search the list for that game's title, then read the entry's randomizer name, author, and any platform or ROM notes. This works for any game already listed; if your game isn't there, the list is open source and accepts requests through its GitHub repository.

How the list is organized

Entries are grouped under the game's name, and each entry typically gives you:

  • The randomizer's name — often the author's handle plus a short label (for example, "Murk-17's" for GoldenEye 007, or "Ixrec's NineSols Archipelago Randomizer" for Nine Sols).
  • The author or project — a person, a handle, or a named project such as Archipelago.
  • Platform or version constraints — some entries state exactly which release they work with. Mega Man X4, for instance, is noted "For use with the NTSC North American Playstation version," and Ratchet & Clank (bordplate's rac1-multiplayer) is described as a multiplayer mod for the PS3 HD release.
  • Multiworld tags — entries tied to Archipelago are marked "Multiworld: Archipelago," which tells you the randomizer supports cross-game multiworld play.

Finding your game

  1. Identify the exact game title. The list is alphabetical by game, so knowing the precise name (including subtitles or chapter numbers) saves time.
  2. Scan to that title. Entries appear as headings like "A Hat In Time," "A Short Hike," or "ActRaiser."
  3. Read the entry's notes before downloading. Platform and ROM-version notes matter — a randomizer built for one regional release may not work on another.
  4. Check whether it's browser-based or a local tool. Some entries, such as SMB3-RS for Super Mario Bros. 3, run in a browser on Windows, macOS, Linux, or mobile with nothing to install, and the ROM never leaves your machine. Others require you to supply and patch a ROM locally.

Using Recent List Updates

The "Recent List Updates" section shows when the list's information about a randomizer changed — not when the randomizer itself was updated. The site states this explicitly: "We do not track when randomizers are updated, we only track when our info for them is updated."

Use it to spot newly added or revised entries, which are dated. Examples from the list include:

Date Game Entry
2026-08-30 Super Mario Bros. 3 SMB3-RS
2026-08-26 Mega Man 3 XenoStar54
2026-08-25 GoldenEye 007 Murk-17's
2026-08-24 Sonic Racing: CrossWorlds bova_'s
2026-06-14 Super Mario Bros. (series) ColPanic's Crossgame Randomizer
2026-06-13 Deltarune (Chapter 4) Skywatcher's Chaos Randomizer

If your game isn't listed

The list is now open source. Contributors can post game requests and list updates to the GitHub repository, and the site links a full announcement. So a missing game is a request away rather than a dead end — check the GitHub repo before assuming no randomizer exists.

Quick checklist

  • Search or scan by exact game title.
  • Read the entry's author, platform, and ROM-version notes.
  • Note whether it's browser-based or a local patch.
  • Check "Multiworld: Archipelago" if you want cross-game play.
  • Use Recent List Updates for new or changed entries.
  • Submit missing games via the GitHub repository.
What is The BIG List of Video Game Randomizers?

The BIG List of Video Game Randomizers (randomizers.debigare.com) is an index of known video game randomizers. It catalogs randomizer projects by game and notes when the list's information about each entry was last updated. It is a reference list, not a download host or a randomizer itself.

What the site actually is

The site describes itself as an "exhaustive list of all known video game randomizers." Its purpose is discovery: you look up a game and find out whether a randomizer exists for it, who made it, and where the project lives.

A few things follow from that positioning:

  • It is an index, not a repository. The list points you toward randomizers; it does not host the tools or ROMs.
  • It tracks list updates, not tool updates. The site states plainly that it does not track when randomizers are updated — only when its own information about them is updated. So a recent date next to a game means the entry was touched, not that the randomizer shipped a new version.
  • Coverage is broad and cross-platform. Entries span console generations and platforms, from NES-era games to modern titles.

How the list is organized

Entries are grouped by game, and each entry carries a short description and a date. The description usually tells you what the randomizer does and any notable constraints.

Field What it tells you
Game name The title the randomizer targets
Author / project name Who maintains the randomizer
Description What gets randomized and any platform or region requirements
Update date When the list's info for that entry was last revised

Some entries also note a multiworld framework, such as Archipelago, which lets multiple players' games interact in a shared session.

Examples of what entries look like

The descriptions are where the useful detail lives. A few representative entries:

  • Super Mario Bros. 3 (SMB3-RS) — Browser-based, so it runs on Windows, macOS, Linux, or mobile with nothing to install, and the ROM never leaves your machine. It rebuilds each world map rather than only shuffling levels, and also randomizes powerups, enemies, chest items, and palettes. Sharing a seed and flag key gives everyone the identical game, for races or playing alongside friends.
  • Crossgame Randomizer (ColPanic's) — A randomizer for the Super Mario All-Stars + Super Mario World combined ROM that uses the SMB3 map as a hub. Levels can come from any of the five source games (SMB1, Lost Levels, SMB2U, SMB3, SMW).
  • Deltarune (Chapter 4), Skywatcher's Chaos Randomizer — Supports all chapters (1–4).
  • Mega Man X4 (MottZilla) — For use with the NTSC North American PlayStation version.
  • Castlevania: Symphony of the Night (MottZilla's SotN Integrated Rando) — An integrated randomizer for the PlayStation version.

These show the kind of constraints you should expect to check before downloading anything: region, platform, base ROM, and whether the tool runs in a browser or needs a local install.

Open source, Discord, and GitHub

The site is now open source. Contributors can post game requests and list updates to the GitHub repository, and there is a Discord for discussion. If you want to suggest a randomizer that is missing or correct an entry, those are the channels the site points to.

What it does not do

  • It does not host randomizer downloads.
  • It does not host game ROMs.
  • It does not track randomizer version history.
  • It does not guarantee that a listed project is still maintained.

Treat it as a starting point: find the game, read the entry, then follow the project's own link for downloads, setup instructions, and current status.

What the Update Dates Mean in The BIG List of Video Game Randomizers

The dates on randomizers.debigare.com track when the list's own entry for a game was last edited — not when the randomizer itself released a new version. The site states this directly: "We do not track when randomizers are updated, we only track when our info for them is updated." So a recent date means the listing's information is fresh, while an old date tells you nothing about whether the randomizer is still maintained or has newer releases elsewhere.

Why the distinction matters

If you're deciding whether a randomizer is actively developed, the list's date won't answer that. A game can sit at an old date while its randomizer ships updates constantly, and a game can show a recent date because someone fixed a link or added a note — not because the tool changed.

Use the date for what it actually measures:

  • Entry freshness — whether the description, links, or notes in the list reflect current information.
  • List activity — which entries contributors have touched recently.
  • Not randomizer release status, version numbers, or development activity.

How to read the dates in practice

The list shows a "Latest revision" for the whole page (30 August, 2026 in the current data) plus per-entry dates under "Recent List Updates." The section carries its own caveat: "We do not track when randomizers are updated, we only track when our info for them is updated."

A few examples from the recent updates illustrate the range:

Entry Date shown What the date reflects
Super Mario Bros. 3 (SMB3-RS) 2026-08-30 The list's info for this entry was updated
Mega Man 3 (XenoStar54) 2026-08-26 Entry info updated
GoldenEye 007 (Murk-17's) 2026-08-25 Entry info updated
Sonic Racing: CrossWorlds (bova_'s) 2026-08-24 Entry info updated
Top Gear 2 (Oipo's) 2026-06-14 Entry info updated

Notice the entries cluster by date rather than by randomizer release. Several unrelated games share 2026-08-24, which fits a batch of list edits rather than simultaneous randomizer launches.

What to check instead

To judge whether a randomizer is current, go past the list date:

  1. Follow the entry's own link — the randomizer's repository, site, or thread is where release history lives.
  2. Check the source repository — the list is open source, and contributors post game requests and updates to GitHub, so the entry's edit history is visible there.
  3. Look for version or changelog info at the destination, not in the list.

The list is a discovery index — an "exhaustive list of all known video game randomizers" — and its dates serve that index. Treat them as a signal of how recently someone curated the entry, then verify the tool's own status at its source.

How to Contribute a Game Request or List Update to The BIG List of Video Game Randomizers

The BIG List of Video Game Randomizers accepts contributions through its GitHub repository, which the site announced as open source. According to the site, contributors can post game requests and list updates there, and the full announcement is linked from the site itself. If you want a randomizer added or an existing entry corrected, GitHub is the channel the site points to.

What the site says about contributing

The site's own wording is narrow and worth taking literally:

  • The list is described as an "exhaustive list of all known video game randomizers."
  • A heading on the page reads "Now open source!"
  • Under it: "Contributors can post game requests & list updates to the GitHub repository."
  • A link to "the full announcement" is provided on the site.

That is the entire documented contribution path. Anything beyond it — review timelines, formatting rules, whether requests are guaranteed to be added — is not stated on the page, so treat those as unknown rather than assumed.

What counts as a game request vs. a list update

The site draws a distinction between the two, and it matters for how you frame a submission.

Contribution type What it means Example
Game request Asking for a randomizer that is not yet on the list to be added A randomizer for a game with no current entry
List update Correcting or refreshing information for an entry that already exists Fixing an author name, link, or platform note

The site is explicit that it does not track when randomizers themselves are updated — only when its own information about them is updated. So a "list update" is about the list's data, not about announcing a new version of someone's randomizer.

Reading the update dates before you submit

Every entry carries an "Updated" date, and the page states plainly: "We do not track when randomizers are updated, we only track when our info for them is updated."

This has a practical consequence. If you see an old date next to a game, it does not mean the randomizer is abandoned — it means the list's entry for it hasn't been touched. Before filing a list update, check whether what you're reporting is a change to the list's information (a dead link, a renamed author, a moved repository) rather than a new release of the randomizer itself.

The most recent revision shown on the page is 30 August, 2026, and individual entries carry their own dates, such as:

  • Super Mario Bros. 3 — updated 2026-08-30
  • Mega Man 3 — updated 2026-08-26
  • GoldenEye 007 — updated 2026-08-25
  • Sonic Racing: CrossWorlds — updated 2026-08-24

Where Discord fits

The page lists Discord alongside GitHub in its header links. The site does not describe what the Discord is used for or state that it accepts contributions. Treat it as a linked community channel, not as a documented submission route — the site's own instruction names GitHub specifically.

A practical submission checklist

Because the site gives no template, base your submission on what the list itself records for each entry:

  1. Identify the game by the title the list would use.
  2. Name the randomizer and its author, matching the style of existing entries (for example, "MottZilla's SotN Integrated Rando" or "bropacman's Shadow Man Remastered").
  3. Note platform or version constraints where they exist — several entries specify them, such as "For use with the NTSC North American Playstation version" or a browser-based randomizer that "runs on Windows, macOS, Linux or mobile with nothing to install."
  4. Include the link the list should point to.
  5. Say whether it's a new game request or an update to an existing entry.
  6. Post it to the GitHub repository, which is the channel the site names.

Common sticking points

  • Submitting a randomizer update as a list update. The list doesn't track randomizer version changes, so a "new release" report may not be actionable.
  • Assuming a response time. The site states no review process or turnaround.
  • Using Discord as the submission channel. The site points to GitHub for requests and updates; Discord is only listed as a link.
  • Expecting the list to be complete on its own. It calls itself exhaustive, but "all known" depends on people filing requests — which is exactly what the open-source setup is for.

Website Overview

An established domain and managed infrastructure suggest continuity of operations and may support dependable delivery, although neither guarantees service quality. Page metadata, canonical configuration and social previews work together to provide more consistent search and sharing presentation.

Domain and Registration

Registered in 2016, this domain has about 9 years of history. That suggests continuity, although ownership and purpose may have changed. Transfer-protection status is present, helping reduce the risk of unauthorized domain transfers. The registrar is NameCheap, Inc., a widely used domain service provider. The domain uses the common .com extension, which is not an independent safety signal.

DNS and Email

Nameservers are provided by Namecheap, indicating managed DNS hosting. MX records point to the Fastmail email service. DNSSEC is enabled, allowing validating resolvers to authenticate signed DNS data. CAA records restrict which certificate authorities are authorized to issue certificates. The CNAME points to video-game-randomizers.github.io, associated with GitHub Pages.

TLS and Certificates

The certificate uses an RSA 2048-bit public key, offering broad client compatibility. The server supplied a complete certificate chain. No organization name is present in the certificate; the available fields are consistent with domain validation. The certificate was issued by Let's Encrypt, commonly associated with automated certificate services. The certificate's total validity is about 89 days, consistent with a short renewal cycle.

HTTP and Browser Security

The response lacks these common security headers: CSP, X-Content-Type-Options, Referrer-Policy, Permissions-Policy, clickjacking protection. CORS permits any origin to read this response. This is common for public resources; sensitive responses need narrower handling. No X-Powered-By header was found, reducing one common source of backend fingerprinting information. The x-cache, x-served-by, via response header indicates a CDN or caching proxy in the delivery path. No obvious internal addresses or debug information were found in the headers.

Technology Stack Analysis

The public page identifies Bootstrap, Fastly without precise versions, leaving fewer clues for version-specific scanning.

Search and Social Sharing

The title has 38 characters, within a common display range. A meta description is present, with 52 characters. The observed directives allow indexing and link following. No Generator meta tag is publicly exposed. A viewport declaration is present, providing a basis for mobile layout.

Hosting and Email

DNSNamecheap
HostingFastly
EmailFastmail
Approximate IP geolocation (inferred; a CDN or proxy may differ from the origin server) United States flagUnited States Inferred 185.199.108.153

Registration details

RDAP / WHOIS

RegistrarNameCheap, Inc.
Registered2016-12-11
Expires2026-12-11
Domain statusclient transfer prohibited
Nameserversdns1.registrar-servers.com、dns2.registrar-servers.com
DNSSECsigned

DNS records

DNS

TypeNameValueTTLPriority
Avideo-game-randomizers.github.io185.199.108.1533600—
Avideo-game-randomizers.github.io185.199.109.1533600—
Avideo-game-randomizers.github.io185.199.110.1533600—
Avideo-game-randomizers.github.io185.199.111.1533600—
AAAAvideo-game-randomizers.github.io2606:50c0:8000::1533600—
AAAAvideo-game-randomizers.github.io2606:50c0:8001::1533600—
AAAAvideo-game-randomizers.github.io2606:50c0:8002::1533600—
AAAAvideo-game-randomizers.github.io2606:50c0:8003::1533600—
MXdebigare.comin1-smtp.messagingengine.com360010
MXdebigare.comin2-smtp.messagingengine.com360020
NSdebigare.comdns1.registrar-servers.com1800—
NSdebigare.comdns2.registrar-servers.com1800—
TXTdebigare.comgoogle-site-verification=w7Q8LMiztfdAfHYmh3JWunv8hSWM0OS59MZHEtPfKJk3600—
TXTdebigare.comv=spf1 include:_spf.google.com include:spf.messagingengine.com -all3600—
CNAMErandomizers.debigare.comvideo-game-randomizers.github.io3600—
CAAdebigare.com0 issue "letsencrypt.org"3600—
DSdebigare.com8415 13 2 cbd5a87314eaac2d5881140d07c938c27b8d4f7d8bcdb402ed601816b6c5d04386400—
DMARC_dmarc.debigare.comv=DMARC1;p=reject;aspf=s;adkim=s;psd=n3600—

TLS and certificates

TLS / SSL

AssessmentNormal configuration
Supported protocolsTLSv1.2、TLSv1.3
Negotiated protocolTLSv1.3
Certificate subjectrandomizers.debigare.com
IssuerLet's Encrypt
Valid until2026-12-05T16:16 · Remaining when checked: 61 days
Verification detailsCertificate trust: Passed · Hostname match: Passed

HTTP response headers

HTTP

HeaderValue
content-typetext/html; charset=utf-8
cache-controlmax-age=600
serverGitHub.com
strict-transport-securitymax-age=31556952; includeSubDomains; preload
access-control-allow-origin*

Identified technologies

BootstrapFastly

Pages, Search and Sharing

Meta descriptionExhaustive list of all known video game randomizers.
Canonical URLhttps://randomizers.debigare.com/
LanguageEnglish (default)
Twitter CardNot detected
All bots 1 allowed · 0 disallowed
  • Allow/

User reviews (0)

  • No reviews yet.