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One method commonly employed was to start a timer when the console powered up, then grab the current value from that as required. Another method was to modify the current random value by a number based on the controller input each frame. This would appear random to the user. However, through [[Emulation]], one can actually determine the algorithm in question by reverse-engineering and then provide controller input to get whatever random number you want. In tool-assisted speed running, this is known as "luck manipulation".
Some games look to other sources for a seed value. For example, the [[Game Boy Advance|GBA]] game ''[[Golden Sun (Video Game)|Golden Sun]]}'' based its [[Randomly Drops|random drops]] on the enemies you fought, how your party was equipped, the turn order throughout the battle, and so on - That is to say, if a player managed to win an item as a random drop using certain battle tactics - be it [[Vendor Trash]] or the [[Infinity
Whether a video game using a timer-based random number generator is more "random" than a real set of dice is debatable. In practise, so long as the program is using a fresh seed every time it starts, and the player doesn't know what that seed is ahead of time, there should be no way to consistently predicting the outcome of a decent-coded random number generator. If the seed ''is'' predictable, then the results of the random number generator are, too.
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