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
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

Remote Items

Indicates you get items sent from your own world. This allows coop play of a world.
25
0
0

Death Link

When DeathLink is enabled and someone dies, you will die. With survive reserve tanks can save you.
25
0
0
0

Common Map

If On, the common multiworld seed will be used to choose the map. This overrides the "random_seed" of "other_settings" from "map_rando_options". All Map Rando worlds having this On will use the same map.
25
0
0

Common Door Colors

If On, the common multiworld seed will be used to choose the doors randomization. This overrides the "random_seed" of "other_settings" from "map_rando_options". All Map Rando worlds having this On will use the same map This setting is ignored if "common_map" is Off.
25
0
0

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
0
25
0
0
0
0
0

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
0
25
0
0
0
0
0

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
0
25
0
0
0
0
0

Room theming

This setting controls the palettes for rooms (affecting foregrounds and backgrounds): - Vanilla: Rooms use the palette from the original game. - AreaPalettes: 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. - AreaTiling: Rooms graphics are redrawn to follow a consistent theme for each area. This provides the highest level of variety and cohesiveness in room appearance.
25
0
0
0

Door colors

This setting controls the color of ammo doors, the ones unlocked by Missiles, Supers, and Power Bombs. - Vanilla: Doors have the colors that they do in the vanilla game. - Alternate: Different door colors are used, which may be easier to distinguish for color-blind players. This is based on a color scheme by Vibrant Colors.
25
0
0

Door colors

This setting can be used to disable game music, while still playing sound effects. The same music tracks will load (though not play), in order to keep room load timings consistent. MSU-1 support is built into the randomizer; on applicable platforms this can be used to customize the music, still with no effect on room load timings.
25
0
0

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.
25
0
0
0

Screen shaking

This setting affects the graphical appearance of screen flashing, including lightning, escape sequence effects, boss damage, and the initial flash of Power Bomb explosions. - Vanilla: Screen flashing happens as in the vanilla game. - Reduced: Most large, sudden flashes are reduced to have a milder change in brightness, while still being noticeable. Caution is recommended for those with serious sensitivities to such effects, as the effectiveness of these changes is not guaranteed and may vary by individual. The full-screen flashing after Mother Brain phase 1 is an exception, being always removed regardless of which option is selected.
0
25
0

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.
25
0
0

Room palettes

This setting controls the palettes for rooms (affecting foregrounds and backgrounds): - Vanilla: Rooms use the palette from the original game. - Area_Themed: 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.
25
0
0

Tile theme

This setting controls how the rooms in the game will be drawn. This affects only the graphical appearance of the rooms. - If None is selected, then rooms are tiled as they are in the vanilla game. - If Area_Themed is selceted, then rooms are tiled according to their area on the map. - If Scrambled is selected, then each room is tiled using a random theme. - If an individual theme is selected (e.g. Outer Crateria), then all the rooms are tiled using that theme. - If Practice Outlines is selected, then rooms are tiled using green outlines to mark the room collision; special blocks are shown in their true form; and a background grid helps with measuring positions and distances. - If Invisible is selected, then rooms are tiled using blank, transparent foreground, making the game difficult to navigate. Doors will still be visible, as will vanilla backgrounds and sprites.
25
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0

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.
25
0
0

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.
25
0
0

Shot button

Shot button
25
0
0
0
0
0
0
0
0

Jump button

Jump button
0
0
25
0
0
0
0
0
0

Dash button

Dash button
0
0
0
25
0
0
0
0
0

ItemSelect button

ItemSelect button
0
0
0
0
0
0
25
0
0

ItemCancel button

ItemCancel button
0
25
0
0
0
0
0
0
0

AngleUp button

AngleUp button
0
0
0
0
0
25
0
0
0

AngleDown button

AngleDown button
0
0
0
0
25
0
0
0
0

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

Moonwalk
25
0
0

Map Rando Options

Map Rando Settings as defined by maprando.com. If you dont need to change deeper settings, you can either: - use the lighter minimal version (see the default) - add a "name" field at the topmost level, beside "version", and name it as one of the existing Map Rando builtin complete Settings Preset (ie, "Community Race Season 3 (Save the animals)") Otherwise, you can use your preferred Map Rando Settings Presets on maprando.com, export its JSON and directly embed it under here like so: map_rando_options: { "version": 118, "name": my_custom_preset, ... } In all cases, using one of the existing "preset" name (ie, "Basic") of a settings category (ie, "skill_assumption_settings") will make the randomizer ignore all its children settings and use corresponding existing preset from Map Rando. If "random_seed" is null, the seed from this world will be used instead of a random one to keep determinism in AP.
This option needs to be configured manually in the YAML file.
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 needs to be configured manually in the YAML file.

Plando Items

Generic items plando.
This option needs to be configured manually in the YAML file.