Super Metroid Map Rando

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
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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.
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Plando Items

Generic items plando.
This option cannot be modified here. Please edit your .yaml file manually.

Remote Items

Indicates you get items sent from your own world. This allows coop play of a world.
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Death Link

When DeathLink is enabled and someone dies, you will die. With survive reserve tanks can save you.
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Preset

Skill assumptions determine which tricks the randomizer assumes the player is able to perform. Use "Custom" to specify your own Techs, Strats, Leniencies and Boss Proficiencies.
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Techs

Custom list of techs used when Preset is set to Custom. The list can also contain one of the Preset name to include all its Techs.

Strats

Custom list of strats used when Preset is set to Custom. The list can also contain one of the Preset name to include all its Strats.

Item Pool

This setting affects the amount of ammo and tanks which may be placed: - Full: 46 Missile packs, 10 Super packs, 10 Power Bomb packs, 14 Energy Tanks, 4 Reserve Tanks - Reduced: 12 Missile packs, 6 Super packs, 6 Power Bomb packs, 3 Energy Tanks, 3 Reserve Tanks - Custom: Use CustomItemPool to specify ammo and tanks Using a reduced amount of ammo and tanks causes some item locations to be missing an item. Regardless of the item pool settings, extra Energy Tanks may be added to ensure the game is beatable based on selected difficulty settings.
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Custom Item Pool

This setting is only used when ItemPool is set to Custom. The default is the vanilla amounts. Values must be in the following range: - Missile between 2 and 46 - ETank between 2 and 14 - ReserveTank between 1 and 4 - Super between 2 and 19 - PowerBomb between 2 and 19
This option cannot be modified here. Please edit your .yaml file manually.

Shinespark tiles count

Smaller values assume ability to short-charge over shorter distances
This is a range option.

Accepted values:
Normal range: 13 - 33
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Heated Shinespark tiles count

Smaller values assume ability to short-charge over shorter distances
This is a range option.

Accepted values:
Normal range: 14 - 33
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Heated Shinespark tiles count

Extra time assumed needed to position to activate a shinespark
This is a range option.

Accepted values:
Normal range: 0 - 120
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Resource multiplier

Leniency factor on assumed energy & ammo usage, between 1 and 300
This is a range option.

Accepted values:
Normal range: 1 - 300
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Gate Glitch Leniency

Expected failed attempts to get a successful gate glitch
This is a range option.

Accepted values:
Normal range: 0 - 100
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Door Stuck Leniency

Expected failed attempts to get door stuck for X-ray climbing
This is a range option.

Accepted values:
Normal range: 0 - 100
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Escape timer multiplier

Leniency factor on escape timer, between 1 and 300
This is a range option.

Accepted values:
Normal range: 1 - 300
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Start location

This setting determines where Samus begins the game: - Ship: Samus begins in Landing Site at the Ship. - RandomRoom: Samus begins in a random room somewhere on Zebes. - Escape: Samus begins in Mother Brain Room at the start of the escape sequence.
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Phantoon proficiency

Skill level at the Phantoon fight, between 0 and 100
This is a range option.

Accepted values:
Normal range: 0 - 100
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Draygon proficiency

Skill level at the Draygon fight, between 0 and 100
This is a range option.

Accepted values:
Normal range: 0 - 100
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Ridley proficiency

Skill level at the Ridley fight, between 0 and 100
This is a range option.

Accepted values:
Normal range: 0 - 100
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Botwoon proficiency

Skill level at the Botwoon fight, between 0 and 100
This is a range option.

Accepted values:
Normal range: 0 - 100
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Mother Brain proficiency

Skill level at the Mother Brain fight, between 0 and 100
This is a range option.

Accepted values:
Normal range: 0 - 100
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Save the animals

This setting affects whether saving the animals (Etecoons and Dachora) will be possible and/or required in the escape: - No: Saving the animals might not be possible to do. - Maybe: Extra escape time is given, making it possible but not required to save the animals. - Yes: Extra escape time is given, and the player is required to save the animals.
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Guaranteed early save station

This option ensures that a save station will be accessible early in the game, no later than during the second logical progression step. This has an effect only when using Random start location.
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Ultra-low quality of life

This disables many quality-of-life changes that are normally built into the randomizer, including: - Faster cutscenes (e.g., involving Baby Metroid, Mother Brain, save & refill stations) - Refill stations giving Supers and Power Bombs in addition to Missiles - The auto-save before the escape sequence - Patching out major glitches: Spacetime beam, GT code, and out-of-bounds (death trigger) - Fast decompression (for quicker room loading) - Camera fix when entering Kraid's, Crocomire's, or Spore Spawn's room - Graphical fixes when exiting boss rooms - Graphical fix to Bomb Torizo statue crumble animation This setting also automatically disables all other quality-of-life options. For AP, enabling any quality-of-life option DOESNT causes this setting to be automatically disabled. Also, item fanfares are always disabled. This setting is not recommended for most players, but it is an option for those wanting the game to feel and behave as vanilla as possible. If enabled, expect to encounter a significant amount of graphical glitches. Note: If this setting is enabled, the logic will take into account that refill stations no longer give Supers and Power Bombs.
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Quality-of-life options

These options help provide a smoother, more intuitive, and less tedious game experience. Players wanting a full experience of exploration may want to disable some of these options. Three presets are provided: - Off: All quality-of-life options are turned off. This is for players who want a full experience of exploration, with a similar feel to the original game. This may involve a lot of wandering around and backtracking to figure out where to go. Map stations are harder to find and provide minimal assistance as all item dots look the same. - Low: Many quality-of-life options are turned off, restoring some unintuitive but potentially interesting vanilla game behavior: some items do not spawn until defeating Phantoon or waking the planet, Acid Chozo statue requires Space Jump to use it, and completing the escape may require collecting certain items and/or carefully managing energy in the Mother Brain fight. Map stations are somewhat less powerful because all ammo and tank items appear as small dots the same as Missiles. - Default: Quality-of-life options are turned to their generally recommended settings (mostly on). Map stations are very useful, with different item dot shapes to distinguish three tiers of items: Missiles, other ammo/tank items, and unique items. - Max: All quality-of-life options are turned on to their highest settings. This includes respin, lenient Space Jump, and momentum conservation to more easily control Samus, and an extra-fast Mother Brain fight that completely skips the second and third phases. - Custom: Uses your specified quality of life options, defaulting to "Default" Quality-of-life values if not specified.
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Objective

This setting determines the conditions needed to open the way to Mother Brain: - None: The way is already open from the start of the game. - Bosses: Defeat Kraid, Phantoon, Draygon, and Ridley. - Minibosses: Defeat Spore Spawn, Crocomire, Botwoon, and Golden Torizo. - Metroids: Defeat all the Metroids in the four Metroid rooms. - Chozos: Defeat Bomb Torizo and Golden Torizo, and activate Bowling Alley and Acid Chozo statues. Note that Phantoon must be defeated before the Bowling Alley statue can be activated. - Pirates: Defeat the enemies in Pit Room, Baby Kraid Room, Plasma Room, and Metal Pirates Room. Note that Morph and Missiles must be collected before the enemies spawn in Pit Room. In every case, the way to beat the game is to escape after defeating Mother Brain. Objective rooms are marked with X's on the map.
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Doors

This setting determines the types of non-gray doors that exist in the game: - Blue: All doors are blue, except for gray doors. - Ammo: Red, green, and yellow doors are randomly mixed in. Gray doors are unaffected by this setting and always exist in the same set of rooms: boss/miniboss rooms and the four Pirates rooms (Pit Room, Baby Kraid Room, Plasma Room, and Metal Pirates Room). For ammo doors, both sides of the door will have the same color and share a lock, so that unlocking one side of the door also unlocks the other.
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Area Assignment

Each map is partitioned into six connected regions, which are assigned to in-game areas in different ways depending on this setting: - Standard: Landing Site is always in Crateria. The other areas are assigned based on their size (in number of map tiles), in order from largest to smallest: Norfair, Brinstar, Maridia, Tourian, Wrecked Ship. - Randomized: The areas are assigned randomly. In particular, Landing Site can be in any area.
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Supers double

If enabled, Supers will deal double damage to Mother Brain, applying to all three phases of the fight. Given that the randomizer does not change the ammo distribution (there are only 50 Supers in the game), this option reduces the need for a long "ammo hunt" before fighting Mother Brain if the player has not found Charge Beam. This option can be set independently of the "Mother Brain fight" setting, though in case of a "Short" Mother Brain fight, its practical effect is minimal.
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Mother brain short

This option affects the length of the Mother Brain fight, affecting only phases 2 and 3: - Vanilla: The fight behaves as in the vanilla game. Some cutscenes are accelerated, but only in ways that should not interfere with how the player executes the fight (including the stand-up glitch). - Short: The fight ends immediately after Mother Brain finishes the first Rainbow Beam attack. - Skip: The fight is skipped entirely. With the "Short" and "Skip" options, Samus will not get an energy refill before the escape, as the cutscene is skipped where the refill would normally happen. However, Samus will always collect Hyper Beam.
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Escape enemies cleared

If this option is enabled, enemies do not spawn during the escape. If this option is disabled, in many rooms enemies will cause heavy lag and visual glitches during the escape (much of which is vanilla game behavior but not normally observable in casual play). Note that regardless of whether or not this option is enabled, currently the randomizer opens up major barriers during the escape (though a future version of the randomizer might make these behaviors become part of the same option): - All bosses/minibosses are cleared. - Shaktool Room is cleared. - Acid Chozo Statue acid is drained. - Maridia Tube is broken.
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Refill energy for escape

If this option is enabled, then Samus' energy is refilled at the beginning of the escape sequence. This is mainly effective in combination with the "Short" Mother Brain option (which is the default), to compensate for not being refilled by the Baby Metroid. If this option is disabled, it is possible that the escape may require having collected Reserve Tanks and/or manipulating Mother Brain to end the fight with more energy (up to 340, by damaging down correctly and disabling suits).
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Escape movement items

If enabled, Samus will collect and equip all movement items when acquiring Hyper Beam: - Varia Suit - Gravity Suit - Morph Ball - Bombs - Spring Ball - Screw Attack - Hi-Jump Boots - Space Jump - Speed Booster - Grapple - X-Ray The escape timer is based on an assumption that the player has all these items available. By granting them with Hyper Beam, it avoids the possibility of the player needing to hunt for movement items in order to complete the escape fast enough. Note: Regardless of this setting, in this randomizer Hyper Beam always breaks bomb blocks, Super blocks, and Power Bomb blocks and can open blue/green gates from either side.
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Mark map stations

If enabled, the map station for the current area will always be visible as a special tile on the map even before you have reached it. This affects both the pause menu map and the HUD mini-map.
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Room outline revealed on entry

If enabled, entering a room causes the outline of the room to be revealed in the pause map. Tiles which have only been revealed in this way are shown in the pause map with a black interior. Room details such as item dots or door locks are not shown. This feature is limited to the pause map and has no effect on the HUD mini-map. This option can make it easier for players to remember the rooms they have visited and to see how they connect.
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Area transition markers on map

This option affects how transitions between areas are marked on the map: - Off: An arrow is used, showing the direction of the transition. - On: A letter is used, the first letter of the name of the neighboring area. In both cases, transitions markers (arrows or letters) are colored according to the neighboring area's color.
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Item markers

This option affects the way that items are drawn on the map (pause menu map and HUD minimap). There are four choices: - Basic: All items are marked on the map with small dots. - Majors: Foreign progression items, Unique items, E-Tanks, and Reserve Tanks are marked with large solid dots; other items are marked with small dots. - Uniques: Foreign progression items and Unique items are marked with large solid dots; other items are marked with small dots. - 3Tiered: Foreign progression items and Unique items are marked with large solid dots; Foreign non-progression items, Supers, Power Bombs, E-Tanks, and Reserve Tanks are marked with large hollow dots; Missiles are marked with small dots.
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Item dots after collection

If enabled, this option makes item dots disappear on the map after item collection:
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All items spawn

In the vanilla game, some items do not spawn until certain conditions are fulfilled: - Items in Wrecked Ship rooms (with the exception of the one item in Wrecked Ship Main Shaft) do not spawn until after Phantoon is defeated, when the rooms change to appearing "powered on". - The item in the left side of Morph Ball Room and in The Final Missile do not spawn until the planet is awakened. - The item in Pit Room does not spawn until entering with Morph and Missiles collected. These conditions are apparently unintended artifacts of how the game was coded and are not normally observable during casual play of the vanilla game. However, they can frequently be observed in the randomizer, which can be counter-intuitive for players. When this quality-of-life option is enabled, these items will spawn from the beginning of the game instead of requiring those conditions.
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Enemy drops are buffed

If enabled, then certain enemy drops are improved: - Small energy drops give 10 energy. - Respawning enemies drop Power Bombs at double the normal rate.
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Acid Chozo usable without Space Jump

In the vanilla game, the statue in Acid Chozo Statue Room will not activate (to lower the acid) unless Space Jump has been collected. This option removes this requirement, allowing the statue to be activated without Space Jump.
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Fast elevators

If enabled, Samus moves up and down elevators at a faster speed. This also has an effect of reducing the total heat damage taken while on elevators. For example, it makes it more likely to be able to survive an unexpected trip down the Lower Norfair Main Hall elevator, which takes 47 energy in each direction with this option enabled, compared to 109 energy with it disabled.
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Fast doors

If enabled, this doubles the speed of aligning the camera and scrolling through the door. It does not affect the speed at which the game fades out to black or fades back in, so it should not disrupt the execution of strats across rooms.
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Fast pause menu

If enabled, this increases the speed and responsiveness of pause menu navigation: - It is no longer needed to hold L, R, or Start for 4 frames for these inputs to have their effect. - The fade-in and fade-out of the pause menu is faster. - Fade-in and fade-out are faster when switching between map and equipment screens with L & R. - Fade-in and fade-out are faster when switching between maps with Select. - Diagonal scrolling is enabled on the map screen. Changes are avoided that could meaningfully affect pause buffering strats or game behavior: - Fade-out of gameplay while pausing is unaffected. - Fade-in of gameplay while unpausing is unaffected.
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Respin

If enabled, you can press jump to make Samus spin while mid-air. For example, this can be used after having broken spin, or when falling or jumping without spin. Note: The randomizer logic does not take this setting into account. Therefore, even when it is enabled, the game will not require it to be used, and it may create sequence break opportunities.
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Lenient Space Jump

If enabled, Space Jump behaves in air the same as it does underwater, making it easier to use by widening the window of time to press jump. Note: The randomizer logic does not take this setting into account. Therefore, even when it is enabled, the game will not require it to be used, and it may create sequence break opportunities.
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Momentum conservation

If enabled, Samus' horizontal momentum is conserved when landing from a spin jump while holding run and forward. Note: The randomizer logic does not take this setting into account. Therefore, even when it is enabled, the game will not require it to be used, and it may create sequence break opportunities.
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Wall jumps

This affects how the wall jump ability works in the game. - Vanilla: Wall jumping behaves like in the vanilla game. - Collectible: A special new "WallJump" item is added to the game (replacing one "Missile" pack), and wall jumping is only possible after collecting this item. This setting is taken into account in the logic. Selections other than "Vanilla" may significantly increase the difficulty of the game, by requiring the player to know how to perform many tricks to avoid wall jumping (using frozen enemies, Speed Booster, Bombs, etc.), depending on the Skill Assumption settings. Regardless of this setting, it is always possible to get a wall-jump check (the pose that Samus makes when moving away from a nearby wall), even if pressing jump during the check will not trigger a wall jump.
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E-Tank refill

This option affects the refill that E-Tanks give when collected: - Disabled: E-Tanks do not provide an energy refill. - Vanilla: E-Tanks behave as in the vanilla game, refilling regular energy but not reserve energy. - Full: E-Tanks also refill reserves, on top of regular energy.
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Maps revealed from start

This setting affects to what extent the map is already revealed when starting the game: - Hidden: Maps are not initially revealed. Map stations must be activated in order to reveal the maps. - Partial: Room outlines and area transitions are shown. Details such as item dots or door locks are not shown. Activating map stations will reveal those details. - Revealed: Maps are revealed, as though all the map stations were already activated.
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Map Layout

This setting affects how the rooms are arranged on the map: - Vanilla: The rooms are arranged as they are in the vanilla game, i.e. there is no map randomization. - Tame: The rooms are arranged in a random but relatively friendly way: one-ways tend to have short return paths that loop back around. - Wild: The rooms are arranged in a more random and less friendly way: there will often be one-ways with only long return paths.
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Energy-free shinesparks

If enabled, then shinesparks neither require nor consume energy. This setting is taken into account in the logic.
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Etank red intensity

Use this to make Energy Tanks appear with a different color in the HUD. This option has minor side effects on the colors of certain items.
This is a range option.

Accepted values:
Normal range: 0 - 255
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Etank green intensity

Use this to make Energy Tanks appear with a different color in the HUD. This option has minor side effects on the colors of certain items.
This is a range option.

Accepted values:
Normal range: 0 - 255
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Etank blue intensity

Use this to make Energy Tanks appear with a different color in the HUD. This option has minor side effects on the colors of certain items.
This is a range option.

Accepted values:
Normal range: 0 - 255
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Reserve tank HUD style

The setting affects how reserve tanks are displayed on the HUD. - Vanilla: A reserve tank indicator is shown on the HUD only if reserve mode is AUTO, and its color indicates whether reserves have any energy or not. - Revamped: Each reserve tank is indicated with a bar showing how full it is. If reserve mode is AUTO, then the AUTO text also appears, and its color indicates whether reserves have any energy or not.
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Screw Attack animation

This setting determines how the Screw Attack animation appears: - Vanilla: The Screw Attack animation is always based on the Space Jump animation regardless of whether or not Space Jump is equipped. - Split: Screw Attack without Space Jump equipped is based on the spin-jump animation. Screw Attack with Space Jump equipped is based on the Space Jump animation.
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Room palettes

This setting controls the palettes for rooms (affecting foregrounds and backgrounds): - Vanilla: Rooms use the palette from the original game. - AreaThemed: Rooms use a palette based on the area in which they appear in the randomized map. This adds variety and can help the randomized areas to feel more coherent.
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Tile theme

If enabled, the rooms in the game will be retiled using the selected theme. This affects only the graphical appearance of the rooms. Note: This option is still under development and may contain bugs. If you notice any issues, please let us know on the Discord.
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Music

This setting determines which music plays in each room: - Vanilla: The same music plays as would in the vanilla game for the given room. On a randomized map this implies that music will change across most door transitions, which increases the room load times. - AreaThemed: The music is based on the area that the room belongs to on the randomized map, which can help the areas to feel more coherent. - Disabled: Music is disabled, though sound effects still play.
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Low-energy beeping

This setting affects the low-energy beeping which alerts the player when Samus is at 30 energy or less. - Vanilla: The low-energy beeping behaves as in the vanilla game. - Disabled: The low-energy beeping is disabled.
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Screen shaking

This setting affects the graphical appearance of screen shaking, e.g., during the escape sequence, bosses, and in rooms where lava or acid rises. - Vanilla: Screen shaking happens as in the vanilla game (which has up to 3-pixel displacements). - Reduced: Screen shaking is capped to 1-pixel displacements. - Disabled: Screen shaking is disabled.
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Shot button

None
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Jump button

None
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Dash button

None
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ItemSelect button

None
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ItemCancel button

None
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AngleUp button

None
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AngleDown button

None
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SpinLock button combination

Press the combination simultaneously to activate Spin Lock, temporarily preventing up/down inputs from breaking spin. Pressing shot will cancel this mode.

QuickReload button combination

Press the combination simultaneously to quick reload from the last save. Repeat to cycle through previous saves.

Moonwalk

None
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Item & Location Options

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.