The Minish Cap

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

Death Link

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

Deathlink is Gameover

If disabled, deathlinks are sent when reaching 0HP, before a fairy is used. Received deathlinks will drop you to 0HP, using a fairy if you have one. If enabled, deathlinks are only sent when reaching the gameover screen. Received deathlinks will also send you straight to a gameover, fairy or not.
25
0
0

Remote Items

Should all randomized items be handled through AP? This will require a connection to a server during all gameplay. If you crash or lose your savefile, all items should be sent back to you. (Dungeons still have to re-cleared) When finding items placed in world, your items will use the remote item sprite instead of their usual sprite.
25
0
0
Goal

Goal

- 'Vaati' (default): Kill Vaati to goal. dhc_access and the ped requirements change how soon you can reach Vaati. - 'Pedestal': Complete Pedestal to goal. The ped requirements change what's needed.
25
0
0

DHC Access

When should DHC be accessible? If your goal is Pedestal then dhc_access can't be pedestal and will default to closed instead. - 'Closed' (false): DHC is never accessible. If your goal is Vaati, the room after pedestal goes straight to Vaati. - 'Pedestal' (default): DHC is locked until pedestal is completed. - 'Open' (true): DHC is accessible from the beginning. If your goal is Pedestal, activate pedestal from within DHC.
0
25
0
0

Required Elements to Pedestal

How many elements are required to activate Pedestal?
This is a range option.

Accepted values:
Normal range: 0 - 4
0
25
0
0
0
0

Required Swords to Pedestal

Which sword tier is required to activate Pedestal? When Progressive Sword is disabled, requires the exact tier listed here. Ex. If set to 3, pedestal would specifically require 'White Sword (Two Elements)', neither 'White Sword (Three Elements)' nor 'Four Sword' would count towards the pedestal.
This is a range option.

Accepted values:
Normal range: 0 - 5
0
25
0
0
0
0

Required Dungeons to Pedestal

How many dungeons are required to activate Pedestal?
This is a range option.

Accepted values:
Normal range: 0 - 6
25
0
0
0
0
0

Required Figurines to Pedestal

How many figurines are required to activate Pedestal?
This is a range option.

Accepted values:
Normal range: 0 - 136
25
0
0
0
0
0

Figurines in Pool

How many figurines are added to the pool? Should not be lower than ped_figurines, otherwise it will be overridden to match ped_figurines.
This is a range option.

Accepted values:
Normal range: 0 - 136
25
0
0
0
0
0
Dungeon Shuffle

Element Shuffle

Lock elements to specific locations. - 'Vanilla': Elements are in the same dungeons as vanilla - 'Dungeon Prize' (false/default): Elements are shuffled between the 6 dungeon prizes - 'Anywhere' (true): Elements are in completely random locations
0
25
0
0

Small Key Shuffle

- 'Own Dungeon' (false/default): Randomized within the dungeon they're normally found in - 'Anywhere' (true): Items are in completely random locations *Note*: If using anything other than "anywhere" and you include small keys in start_inventory_from_pool, you may get the warning "tried to remove items from their pool that don't exist". This is expected, the keys have safely been added to your inventory from the pool.
25
0
0

Big Key Shuffle

- 'Own Dungeon' (false/default): Randomized within the dungeon they're normally found in - 'Anywhere' (true): Items are in completely random locations *Note*: If using anything other than "anywhere" and you include big keys in start_inventory_from_pool, you may get the warning "tried to remove items from their pool that don't exist". This is expected, the keys have safely been added to your inventory from the pool.
25
0
0

Dungeon Maps Shuffle

- 'Own Dungeon' (false/default): Randomized within the dungeon they're normally found in - 'Anywhere' (true): Items are in completely random locations - 'Start With': Items are automatically added to the start_inventory_from_pool *Note*: If using anything other than "anywhere" and you include dungeon maps in start_inventory_from_pool, you may get the warning "tried to remove items from their pool that don't exist". This is expected, the maps have safely been added to your inventory from the pool.
25
0
0
0

Dungeon Compasses Shuffle

- 'Own Dungeon' (false/default): Randomized within the dungeon they're normally found in - 'Anywhere' (true): Items are in completely random locations - 'Start With': Items are automatically added to the start_inventory_from_pool *Note*: If using anything other than "anywhere" and you include dungeon compasses in start_inventory_from_pool, you may get the warning "tried to remove items from their pool that don't exist". This is expected, the compass has safely been added to your inventory from the pool.
25
0
0
0

Non-Element Dungeons

Should dungeons that don't have elements restrict the items that can be placed in them? Only takes effect when shuffle_elements is dungeon_prize or vanilla and ped_dungeons is 4 or less. Standard: Non-Element dungeons are filled just like any other location with no restrictions. Excluded: Non-Element dungeons are automatically added to the excluded_locations list, only placing filler inside.
25
0
0
Location Shuffle

Pedestal Requirement Reward

What item should you get as soon as you complete the pedestal requirements?
25
0
0
0

Rupee-sanity

Add all rupees locations to the pool to be randomized. This setting will not shuffle Rupees that also belong to another pool such as underwater rupees.
25
0
0

Shuffle Pots

Add all special pots that drop a unique item to the pool. Includes the LonLon Ranch Pot.
25
0
0

Shuffle Digging

Add all dig spots that drop a unique item to the pool.
25
0
0

Shuffle Underwater

Add all underwater items to the pool. Includes the ToD underwater pot
25
0
0

Shuffle Gold Enemy Drops

Add the drops from the 9 golden enemies to the pool.
25
0
0

# of Cucco Rounds

How many rounds of the cucco catching minigame will be shuffled and playable? Rounds 1-9 are accessible from Sphere 1, Round 10 is accessible with either Roc's Cape or Flippers. Rounds are always included from the end to ensure the Round 10 reward is always accessible. Ex, if you play with 3 rounds, Rounds 8-10 are playable.
This is a range option.

Accepted values:
Normal range: 0 - 10
0
25
0
0
0
0
0

# of Goron Merchant Sets

How many sets of items do you want to purchase from the Goron Shop in town? There are 5 total sets with 3 items each.
This is a range option.

Accepted values:
Normal range: 0 - 5
25
0
0
0
0
0

Extra Shop Item

Should Stockwell sell an extra item (same as the extra bomb bag from US/JP versions) for 600 rupees?
25
0
0

Shuffle Biggoron

Should the biggoron location be enabled and if so what should the requirement be?
25
0
0
0
Difficulty

Starting Hearts

How much health should you start with? If you start with 10 hearts or more, Heart Containers & Piece of Hearts will be Useful instead of Progression.
This is a range option.

Accepted values:
Normal range: 1 - 20
0
25
0
0
0
0
0

Early Weapon

Force a weapon to be in your sphere 1. The weapon placed will be random based off the enabled `weapon` options. Swords will always be one of the possible weapons placed.
25
0
0

Bombs are considered Weapons

Bombs can damage nearly every enemy, Bombs are never considered for Simon Simulations, and Golden Enemies. - 'No': Bombs are not considered as Weapons. - 'Yes': Bombs are considered as weapons for most regular enemy fights. - 'Yes + Bosses': Bombs are considered as weapons for most enemy fights. Fighting Green/Blu Chu, Madderpillars and Darknuts require only 10 bomb bag. Gleerok, Mazaal and Scissor Beetles require at least 30 bomb bag. Octo and Gyorg cannot be defeated with bombs.
25
0
0
0

Bows are considered Weapons

Bow can damage most enemies, many enemies are very resilient to damage. Chu Bosses and Darknuts are Immune. - 'false': Bows are not considered as Weapons. - 'true': Bows are considered as weapons for most enemy fights. Bows are never considered for Chu Bossfights, Darknuts, Scissor Beetles, Madderpillar, Wizzrobes, Simon Simulations, and Golden Enemies.
25
0
0

Gust jar is considered a Weapon

Gust Jar can suck up various enemies like Ghini(Ghosts) and Beetles (The things that grab onto link). It can also grab objects and fire them like projectiles to kill enemies, some enemies or parts of enemies can be used as projectiles such as Helmasaurs and Stalfos. - 'false': Gust Jar is never considered for killing enemies. - 'true': Gust Jar is considered as weapons for all enemies that get sucked up by it, you are never expected to use objects as projectiles to kill enemies.
25
0
0

Lantern is considered a Weapon

The lit Lantern can instantly kill Wizzrobes by walking through them. - 'false': Lantern is not considered as a Weapon. - 'true': Lantern is considered as a weapon for fighting Wizzrobes.
25
0
0
Item Pool

Progressive Sword

Should swords be given progressively? You'll receive the swords in the following order: - Smith's Sword - White Sword - White Sword (Two Elements) - White Sword (Three Elements) - Four Sword When disabled you'll need the exact sword to create its normal number of clones. E.g. You'll need White Sword (Two Elements) to only create 2 clones even if already have Four Sword.
0
25
0

Progressive Bow

Should bows be given progressively?
0
25
0

Progressive Boomerang

Should boomerangs be given progressively?
0
25
0

Progressive Shield

Should shields be given progressively?
0
25
0

Progressive Spin Scroll

Should spin scrolls be given progressively? You'll pick up the spin scrolls in the following order: - Spin Attack - Fast Spin - Fast Split - Great Spin - Long Spin
0
25
0

Heart Containers

How many Heart Containers should be placed in the world? If there are enough Heart Containers to reach 10 Hearts without any Piece of Hearts, then Piece of Hearts will be marked Useful instead of Progression
This is a range option.

Accepted values:
Normal range: 0 - 20
0
25
0
0
0
0
0

Piece of Hearts

How many hearts worth of Piece of Hearts should be placed in the world? If there isn't enough Starting HP, Heart Containers & Piece of Hearts to reach 10 Hearts for the Lake Hylia Dojo, then Lake Hylia Dojo will be disabled.
This is a range option.

Accepted values:
Normal range: 0 - 20
0
25
0
0
0
0
0

Random Bottles Contents

Put random contents into the shuffled bottles, these contents are never considered in logic
25
0
0

Traps Enabled

Traps may be placed around the world. Traps for local items will have their sprite randomized to a local item before pickup. When picked up it'll turn into an exclamation mark (!) and activate a specific trap such as spawning enemies, setting you on fire, freezing you, etc.
25
0
0
Fast Travel

DeepWood Shrine Warps

Whether you should start with the Blue/Red warps for DeepWood Shrine
25
0
0
0
0

Cave of Flames

Whether you should start with the Blue/Red warps for Cave of Flames
25
0
0
0
0

Fortress of Winds

Whether you should start with the Blue/Red warps for Fortress of Winds
25
0
0
0
0

Temple of Droplets

Whether you should start with the Blue/Red warps for Temple of Droplets
25
0
0
0
0

Palace of Winds

Whether you should start with the Blue/Red warps for Palace of Winds
25
0
0
0
0

Dark Hyrule Castle

Whether you should start with the Blue/Red warps for Dark Hyrule Castle
25
0
0
0
0

Mount Crenel Wind Crest

Whether you should start with the Mount Crenel Wind Crest
25
0
0

Veil Falls Wind Crest

Whether you should start with the Veil Falls Wind Crest
25
0
0

Cloud Tops Wind Crest

Whether you should start with the Cloud Tops Wind Crest
25
0
0

Castor Wilds Wind Crest

Whether you should start with the Castor Wilds Wind Crest
25
0
0

South Field Wind Crest

Whether you should start with the South Field Wind Crest
25
0
0

Minish Woods Wind Crest

Whether you should start with the Minish Woods Wind Crest
25
0
0
Quality of Life

Goron Merchant JP/US Prices

Should the Goron Merchant use JP/US prices instead of EU prices for the item sets. They are as follows: EU 1st set: 200/100/50 EU 2nd set: 300/200/100 EU 3rd set: 400/300/200 EU 4th set: 500/400/300 EU 5th set: 600/500/400 JP all sets: 300/200/50
25
0
0

Ocarina on Select

Should your Select button be bound to use the Ocarina? Prevents Ezlo Buffering glitches
0
25
0

Boots on L

Should your L button be bound to use the Pegasus Boots?
0
25
0

Boots as Minish

Should the Pegasus Boots still work while you're minish size?
25
0
0

Big Octorok Manipulation

Should Big Octorok automatically skip the Ink & Charge phases. This is meant to produce a similar result to the speedrunning RNG manipulation. Performing the RNG manipulation trick may be more difficult while receiving items from other worlds.
0
25
0

Replica ToD Boss Door

Add a replica Boss Door to the Temple of Droplets Main Hall. This only makes a difference if you have at least one ToD warp enabled or are using glitches. Disabling allows the Boss Door Clip and Octo Clip (if the Boss Door has not been opened) glitches to behave like they do in the vanilla game.
0
25
0
Advanced

Tricks

- bombable_dust: Bombs may be required to blow away dust instead of Gust Jar - crenel_mushroom_gust_jar: The mushroom near the edge of a cliff on Mt Crenel may be required to be grabbed with the gust jar to climb higher - light_arrows_break_objects: A charged light arrow shot may be required to destroy obstacles like pots or small trees - bobombs_destroy_walls: Either a Sword or the Gust Jar may be required to blow up walls near Bobombs - like_like_cave_no_sword: Opening the chests in the digging cave in Minish Woods, guarded by a pair of LikeLikes, may be required without a weapon - boots_skip_town_guard: A very precise boot dash may be required to skip the guard blocking the west exit of town - beam_crenel_switch: A switch across a gap on Mt Crenel must be hit to extend a bridge to reach cave of flames, hitting it with a sword beam may be required - down_thrust_spikey_beetle: Spikey Beetles can be flipped over with a down thrust, which may be required to kill them - dark_rooms_no_lantern: Dark rooms may require being traversed without the lantern. Link always has a small light source revealing his surroundings - cape_extensions: Some larger gaps across water can be crossed by extending the distance you can jump (Release cape after the hop, then press and hold the glide) - lake_minish_no_boots: Lake hylia can be explored as minish without using the boots to bonk a tree by jumping down from the middle island - cabin_swim_no_lilypad: Lake Cabin has a path used to enter as minish, the screen transition can be touched by swimming into it - cloud_sharks_no_weapons: The Sharks in cloud tops can be killed by standing near the edge and watching them jump off - fow_pot_gust_jar: A pot near the end of Fortress can be grabbed with the gust jar through a wall from near the beginning of the dungeon - pow_2f_no_cane: After climbing the first clouds of Palace, a moving platform can be reached with a precise jump - pot_puzzle_no_bracelets: The Minish sized pot puzzle in Palace can be avoided by hitting the switch that drops the item at a later point in the dungeon - dhc_cannons_no_four_sword: The Cannon puzzle rooms of DHC can be completed without the four sword by using a well timed bomb strat and sword slash - dhc_pads_no_four_sword: The clone puzzles that press down four pads in DHC can be completed with less clones by shuffling across the pads - dhc_switches_no_four_sword: The clone puzzle that slashes 4 switches in DHC can be completed with a well placed spin attack

Filler Items Distribution

How frequently should each filler item appear? Traps will be removed automatically if they're disabled.
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 the specified amount of these items. Example: "Bomb: 1"

Start Inventory from Pool

Start with the specified amount of these items and don't place them in the world. Example: "Bomb: 1" 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 needs to be configured manually in the YAML file.