Metroid Zero Mission

Weighted Options

Weighted options allow you to choose how likely a particular option's value is to be used in game generation. The higher a value is weighted, the more likely the option will be chosen. Think of them like entries in a raffle.

Choose the options you would like to play with! You may generate a single-player game from this page, or download an options file you can use to participate in a MultiWorld.

A list of all games you have generated can be found on the User Content page.


Game Options

Progression Balancing

A system that can move progression earlier, to try and prevent the player from getting stuck and bored early. A lower setting means more getting stuck. A higher setting means less getting stuck.
This is a range option.

Accepted values:
Normal range: 0 - 99

The following values have special meanings, and may fall outside the normal range.
  • 0: Disabled
  • 50: Normal
  • 99: Extreme
0
25
0
0
0
0
0

Accessibility

Set rules for reachability of your items/locations. **Full:** ensure everything can be reached and acquired. **Minimal:** ensure what is needed to reach your goal can be acquired.
25
0
0

Goal

What you will be required to do to beat the game. Mecha Ridley: Mecha Ridley is always open and can be reached as long as you have the right items. Bosses: The door to Mecha Ridley is locked until Kraid, Ridley, Mother Brain, and the Chozo Ghost are defeated.
0
25
0

Game Difficulty

Which in-game difficulty you will play on. Normal: Easy and Normal will be available, and Hard will not. Hard: Hard will be the only available difficulty. Either: All difficulty options will be available. Hard has a small effect on logic due to enemy placements. If Either is selected, logic will not require any tricks that can't be done on all three difficulties. Either also forces logic to assume Hard Mode tank amounts, which may slightly influence item placements.
0
0
25
0

Remote Items

Indicates you get items sent from your own world, allowing co-op play of a world. When enabled, you will not lose the items you've collected from your own world if you reset or game-over. Regardless of this setting, you can still play a single-player game without connecting to a server. However, you will not benefit from your items being returned to you when you reload a save.
0
25
0

Death Link

When you die, everyone who enabled death link dies. Of course, the reverse is true too.
25
0
0
World

Chozodia Access

Open: You can access Chozodia at any time by using a Power Bomb to open the doors. Closed: You must defeat Mother Brain to access Chozodia.
25
0
0

Unknown Items Always Usable

Unknown Items (Plasma Beam, Space Jump, and Gravity Suit) are activated and usable as soon as they are received. When this option is disabled, the player will need to defeat the Chozo Ghost in Chozodia as ZSS in order to unlock Samus' fully-powered suit, after which they may then use the Plasma Beam, Space Jump, and Gravity Suit, as in the unmodified game.
0
25
0

Layout Patches

Slightly modify the layout of some rooms to reduce softlocks. NOTE: You can warp to the starting room from any save station or Samus' ship by holding L+R while selecting "No" when asked to save.
0
25
0
0

Selected Layout Patches

If Layout Patches is set to Choice, list of layout patches to apply. The names of valid layout patches can be found in the compatible_patches and expansion_required_patches lists in rom_data here: https://github.com/lilDavid/Archipelago-Metroid-Zero-Mission/blob/main/rom_data.py#L486 Descriptions can be found in the apply_layout_patches function below that.

Morph Ball Placement

Influences where the Morph Ball will be placed. Normal: Shuffled into the pool with no special treatment. Early: Forced to be local in an early location.
0
25
0
Logic

Logic Difficulty

Determines the difficulty of room traversal and game knowledge required by the game's logic. Simple: For beginners to Zero Mission randomizer. Should be comfortable to anyone who has beaten the game. Includes mostly routes similar to vanilla or otherwise intuitive to players that have not sequence broken the game. Normal: For players with more familiarity with the game. Should be comfortable to anyone who has sequence broken or skipped items. Includes developer-intended sequence breaks, unintuitive paths, and some tricks. Advanced: For experts who want all their skills challenged. Should be comfortable to MZM Randomizer veterans and speedrunners. Includes all tricks, very difficult shinespark chains, crumble jumps, Acid Worm Skip, etc. This setting does not affect the difficulty of non-suited runs through heated rooms or acid/lava. Specific tricks can be included or excluded in other options.
25
0
0
0

Combat Logic Difficulty

Determines the difficulty of combat required by the game's logic. Relaxed: Requires the player have an ample amount of resources to defeat bosses and traverse areas. Should be comfortable to anyone who has beaten the game. Bosses will not be a problem. Normal: Requires the player have enough resources to defeat bosses and traverse areas with some wiggle room. Bosses may be somewhat challenging. Minimal: Requires only the minimum amount of resources to complete the game. You may have to fight bosses like in a low% run or find progression items deep in late-game areas with low energy.
25
0
0
0

IBJ In Logic

Allows for using IBJ (infinite bomb jumping) in logic. Enabling this option may require you to traverse long vertical and/or horizontal distances using only bombs. If disabled, this option does not disable performing IBJ, but it will never be logically required.
25
0
0
0

Hazard Runs

Allows for traversing heated rooms and acid/lava dives without the appropriate suit(s) in logic. When enabled, logic will ensure you have a reasonable amount of energy before requiring an environmental damage run. When disabled, you will not be required to endure any environmental damage before receiving the appropriate mitigating suit.
25
0
0

Wall Jumps In Logic

Allows for using walljumps in logic. You may be required to walljump instead of using items such as Hi-Jump or Power Grip in order to logically progress, where possible. Disabling this option will not remove the ability to walljump, but it will never be logically required.
0
25
0

Tricky Shinesparks

If enabled, logic will include long, difficult, and/or unintuitive Shinesparks as valid methods of collecting items or traversing areas that normally would not require an advanced Shinespark to collect. This has no effect on long Shinespark puzzles which are the intended way of collecting an item, such as the long Shinespark chain in Chozodia near the Chozo Ghost room.
25
0
0
Quality of Life

Skip Chozodia Stealth

After escaping Tourian, place Samus in the save room just outside of the Chozo Ghost's room in Chozodia.
0
25
0

Buff Power Bomb Drops

Make Power Bombs drop from enemies twice as often and give 2 units of ammo.
25
0
0

Elevator Speed

Speed up elevators. Fast: Double the vanilla speed Way Too Fast: Triple the vanilla speed
0
25
0
0

Start with Maps

Start the game with all map stations visited.
0
25
0

Fast Item Banners

Makes the banner that appears when you collect an item much quicker, and makes it play a sound related to the item when it appears.
0
25
0

Skip Tourian Opening Sequence

Skip the cutscenes that show the Tourian statue's eyes lighting up when you defeat Ridley and Kraid, as well as the animation of the statue's mouths opening.
0
25
0
Cosmetic

Display Other Players' Items

How to display items that will be sent to other players. Match Series: Items from Super Metroid and SMZ3 display as their counterpart in Zero Mission. Match Game: Items for other Zero Mission worlds appear as the item that will be sent. None: All items for other players appear as Archipelago logos.
0
0
25
0
Item & Location Options

Junk Fill Weights

Specify the distribution of extra capacity expansions that should be used to fill vacancies in the pool. This option only has any effect if there are unfilled locations, e.g. when some items are removed.
This option cannot be modified here. Please edit your .yaml file manually.

Local Items

Forces these items to be in their native world.
 

Non-local Items

Forces these items to be outside their native world.
 

Start Inventory

Start with these items.

Start Inventory from Pool

Start with these items and don't place them in the world. The game decides what the replacement items will be.

Start Hints

Start with these item's locations prefilled into the ``!hint`` command.
 

Start Location Hints

Start with these locations and their item prefilled into the ``!hint`` command.
 

Excluded Locations

Prevent these locations from having an important item.
 

Priority Locations

Prevent these locations from having an unimportant item.
 

Item Links

Share part of your item pool with other players.
This option cannot be modified here. Please edit your .yaml file manually.