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* ''Random'' itemswappers allow for many different paths, where there is no unique route. One famous example is [[Which One Next?]] by [[Jimmy Vermeer]]. | * ''Random'' itemswappers allow for many different paths, where there is no unique route. One famous example is [[Which One Next?]] by [[Jimmy Vermeer]]. | ||
* ''Structured'' itemswappers follow a strict pattern, where one stage explicitly leads to the next. [[Smorgasbord]]'s southwest section is structured. | * ''Structured'' itemswappers follow a strict pattern, where one stage explicitly leads to the next. [[Smorgasbord]]'s southwest section is structured. | ||
* ''Single-themed'' itemswappers usually stick with one type of tile: [[lock]]s, [[boot]]s or [[computer chip]]s. One of the most famous itemswappers of all time, based solely on a giant jumble of locks and keys, is [[David Stolp]]'s | * ''Single-themed'' itemswappers usually stick with one type of tile: [[lock]]s, [[boot]]s or [[computer chip]]s. One of the most famous itemswappers of all time, based solely on a giant jumble of locks and keys, is [[David Stolp]]'s ''too many keys''. A [[CC1]] example is [[Steam]]. | ||
* ''Eclectic'' itemswappers add many kinds of obstacles, often adding unconventional twists such as using [[monster]]s to remove [[destructive obstacle]]s as a stage. | * ''Eclectic'' itemswappers add many kinds of obstacles, often adding unconventional twists such as using [[monster]]s to remove [[destructive obstacle]]s as a stage. | ||