Settings

This page describes the settings available in the Basic options view of the seed generator. Each setting has an “Options detail” selector at the top of the config page (Basic / Advanced / Expert / Work in progress) — switching to a higher level reveals additional, more niche settings that are not covered here.

Settings are grouped by the randomizer they apply to. The A Link to the Past randomizer is available on its own, and is also part of the Combo (Quad) randomizer together with Zelda 1, Super Metroid and Metroid 1.


A Link to the Past

Goal

  • Goal — The victory condition for the seed.
    • Ganon — Defeat Agahnim’s tower, then defeat Ganon. The standard goal.
    • Fast Ganon — Like Ganon, but you can reach and defeat Ganon as soon as the crystal requirement is met, without first clearing the rest of the game.
    • Dungeons — All dungeons must be cleared before Ganon can be beaten.
    • Pedestal — Pull the Triforce from the Master Sword pedestal in the Lost Woods.
    • Triforce Hunt — Collect a number of scattered Triforce pieces, then turn them in.
    • Trifecta — A Triforce-hunt variant requiring all three goals.
  • Crystals Ganon — How many crystals are required to make Ganon vulnerable (0–7, or Dungeons to tie it to clearing all dungeons). Default 7.
  • Crystals Tower — How many crystals are required to open the entrance to Ganon’s Tower (0–7). Default 7.
  • Triforce Pieces — When the goal is Triforce Hunt / Trifecta, the total number of Triforce pieces placed in the world.
  • Goal Required Count — When the goal is Triforce Hunt / Trifecta, how many of those pieces you must collect to win.

Gameplay

  • State — The starting state of the world.
    • Standard — Begins with the rain/uncle intro sequence in Hyrule Castle.
    • Open — Skips the intro; you start free to explore. (Default.)
    • Inverted — The Light World and Dark World are swapped; you begin in the Dark World.
  • Weapon — How your sword is handled.
    • Randomized — Swords are shuffled into the item pool like any other item.
    • Assured — You are guaranteed to start with a sword.
    • Vanilla — Swords stay in their original locations.
    • Swordless — No swords at all; the game is balanced to be completable without one.
  • Entrance Shuffle — Randomizes which doors/entrances connect to which interiors.
    • None — Vanilla connections.
    • Simple / Restricted / Full / Crossed / Insanity — Progressively more chaotic shuffling of entrances, from light reshuffling up to fully scrambled connections.
  • Enemy Shuffle — Randomizes which enemies appear in rooms.
    • None — Vanilla enemies. Shuffled — enemies reshuffled within sensible limits. Random — fully random enemy placement.
  • Boss Shuffle — Randomizes dungeon bosses.
    • None — Vanilla bosses. Simple — bosses shuffled among their dungeons. Full — bosses placed more freely. Random — fully randomized.
  • Enable Hints — Adds in-game hint tiles/telepathy tiles that give clues about item locations.

Item Placement

  • Accessibility — How reachable item locations must be.
    • Items — Every item location must be reachable (100% accessibility). (Default.)
    • Locations — Only the items needed to beat the game must be reachable; some chests may be logically unreachable.
  • Small Keys shuffled outside dungeon — If off, randomly-placed small keys stay inside their own dungeon. If on, they can land anywhere in the world.
  • Big Keys shuffled outside dungeon — Same as above, for big keys.
  • Maps shuffled outside dungeon — Same as above, for dungeon maps.
  • Compasses shuffled outside dungeon — Same as above, for dungeon compasses.

Items / quality of life

  • Retro bow — A Zelda 1-style bow that consumes rupees; arrow drops are replaced with blue rupees.
  • Retro keys — All small keys become generic keys that work in any door.
  • Silvers Only At Ganon — Restricts silver arrows so they only function in the Ganon fight.
  • Reveal Boots Location — Marks the Pegasus Boots location on the map from the start.
  • Map On Pickup — Only show uncollected crystals/pendants on the overworld map once you have picked up the matching dungeon map.
  • Compass Counter — Adds a HUD counter of remaining items in a dungeon (Off / on map Pickup / always On).
  • HUD Item Counter — Shows a count of certain items on the HUD.
  • Escape Assist — In Standard state, grants unlimited magic/arrows/bombs during the Hyrule Castle escape if your starting weapon needs them.
  • Pseudo Boots — Lets you dash without the Pegasus Boots (a quality-of-life/practice option).
  • Catchable Fairies — Allow catching fairies in a bottle. (Default on.)
  • Catchable Bees — Allow catching bees in a bottle. (Default on.)
  • Hookshot stuns enemies — Whether the hookshot stuns enemies. (Default on.)
  • Boomerang stuns enemies — Whether the boomerang stuns enemies. (Default on.)
  • Cane Of Byrna Invulnerability — Whether the Cane of Byrna grants invulnerability. (Default on.)
  • Silvers Auto Equip — When silver arrows are auto-equipped (Off / on Collection / at Ganon / Both).
  • Ganon Agahnim RNG — Controls the RNG pattern Ganon and Agahnim use for their attacks (Table uses the vanilla pattern; None removes it).

Cosmetic

  • Tile Room Pattern — Whether the falling-tile room trap layouts are Default or Random.
  • Moldorm Eye Count — A cosmetic tweak to how many eyes Moldorm has (0–8).
  • Molderp — “Everyone loves a derpy Moldorm.” A cosmetic Moldorm tweak; works best with 2 or more eyes.

Post-patch cosmetic options such as music, menu speed, heart color, heart-beep speed, quick swap and reduced flashing are applied after generation, on the seed/patch page, rather than on the config form.


Zelda 1 (Combo only)

Gameplay

  • Entrance ShuffleNone keeps vanilla overworld connections; Overworld shuffles overworld entrances.
  • Dungeon Shuffle — Generates brand-new randomized dungeon layouts instead of the vanilla ones. (Early testing — expect possible bugs and balance quirks.) The three options below only take effect when this is enabled:
    • Dungeon Style — Overall generation style.
      • Progressive — Vanilla-like scaling: small early dungeons, larger late ones. (Default.)
      • Wild — Each dungeon gets randomized size/complexity independent of level order.
      • Megadungeon — All dungeons are large and complex.
      • Nightmare — Maximum size and complexity.
      • Minimal — Smallest possible dungeons (quick to clear).
    • Enemy Placement — How enemies are chosen for generated dungeons.
      • Vanilla — Each dungeon only uses enemies from its matching vanilla level.
      • Progressive — Enemies are drawn from a matching difficulty tier. (Default.)
      • Random — Any dungeon-valid enemy can appear in any dungeon.
    • Hidden Items — Whether dungeon items are hidden until the room is cleared.
      • Off — Items are always visible on entry.
      • Sometimes — Item rooms that gate shutters behind a kill hide their item, plus a moderate chance for other killable rooms. (Default.)
      • Always — Every eligible item room hides its item until cleared.

Goal

  • Triforces — How many Triforce pieces (dungeon completions) are required (0–8). Default 8.

Super Metroid (Combo only)

Gameplay

  • Logic — The difficulty/skill level assumed by item placement.
    • Basic — Only fundamental techniques are required.
    • Medium — Adds intermediate tricks (heat runs, suitless Maridia, mid-air morph, etc.).
    • Hard — Adds advanced/precise tricks.
    • Custom — Use a custom technique set (configured elsewhere).
  • Map RandomizerNone uses the vanilla map; Standard enables map randomization.
  • Spawn All Items — Spawn every item immediately regardless of game state (e.g. without needing to kill bosses such as Phantoon).

Goal

  • Keycards — Whether boss keycards are required. None removes them; All requires keycards for the relevant doors.
  • Fast G4 — When Keycards = All, removes the extra key door before the Golden Four, shortening the path. (Only relevant with keycards enabled.)
  • Bosses — How many major bosses must be defeated for the goal (0–4). Default 4.

Metroid 1 (Combo only)

Gameplay

  • Logic — The skill level assumed by item placement. Currently only Basic is available.

Notes

  • The Language option is currently English-only.
  • The chosen randomizer (A Link to the Past or Combo/Quad) is determined by which “Create New … Seed” page you’re on, not by a setting on the form.
  • Many settings show a Random choice in the dropdown — picking it lets the generator roll that setting for you when the seed is created.