MediaWiki API result

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                        "*": "The Ocarina of Time Item Randomizer offers many different settings to customize your play experience. The version numbers indicate when a given feature was introduced. Find a fully detailed list below!\n\nRelease Notes and Changelogs for the latest release versions can be [https://wiki.ootrandomizer.com/index.php?title=Changelog found here.]\n\n== Description ==\n\nThis program takes The Legend of Zelda: Ocarina of Time and randomizes the locations of the items for a new, more dynamic play experience. Proper logic is used to ensure every seed is possible to complete without the use of glitches and will be safe from the possibility of softlocks with any possible usage of keys in dungeons.\n\nThe randomizer will ensure a glitchless path through the seed will exist, but the randomizer will not prevent the use of glitches for those players who enjoy that sort of thing though we offer no guarantees that all glitches will have identical behavior to the original game. Glitchless can still mean that clever or unintuitive strategies may be required involving the use of things like Hover Boots, the Hookshot, or other items that may not have been as important in the original game.\n\nEach major dungeon will earn you a random Spiritual Stone or Medallion once completed. The particular dungeons where these can be found, as well as other relevant dungeon information can be viewed in the pause menu by holding the \"A\" button on the C-Item Menu.\n\nAs a service to the player in this very long game, many cutscenes have been greatly shortened, and text is as often as possible either omitted or sped up. It is likely that someone somewhere will miss the owl's interjections; to that person, I'm sorry I guess?\n\n== Getting Stuck ==\n\nWith a game the size of Ocarina of Time, it's quite easy for new Randomizer players to get stuck in certain situations with no apparent path to progressing. Before reporting an issue, please make sure to check out [[Logic|the Logic page]] which contains a list of what items are required to access various areas of the game.\n\n== Known issues ==\n\nUnfortunately, a few known issues exist. These will hopefully be addressed in future versions.\n\n*The fishing minigame sometimes refuses to allow you to catch fish when playing specifically on Bizhawk. Save and Hard Reset (do not Save State & then Load State) to fix the issue and then return to the fishing game. You should always Hard Reset prior to fishing to avoid this issue entirely (not the same as a Soft Reset). \n*Executing the collection delay glitch on various NPCs may have unpredictable and undesirable consequences. Preferably mash a C button to skip text when talking to NPC's that give you an Item. \n*Saving and quitting on the very first frame after becoming an adult when you would trigger the Light Arrow cutscene can have undesired consequences. Just don't do that. \n*This randomizer is based on the 1.0 version of Ocarina of Time, so some of its specific bugs remain. Some of these like \"empty bomb\" can be disadvantageous to the player.\n\n\n''We have compiled [https://wiki.ootrandomizer.com/index.php?title=Common_Softlocks_And_Crashes a list of known softlocks and crashes].''\n\n== Generation Options ==\nThese are located at the very bottom of the local randomizer application at all times, and at the very bottom of the generator page on the website.\n\n=== Generate New Seed ===\n\n<span style=\"color:green\">(v3.0)</span> '''Settings String''' - This is a variable length character string that specifies the totality of other gameplay relevant (non-cosmetic) settings used throughout the randomizer. This string can be shared between players and then the \u201cImport Settings String\u201d button can be pressed to automatically change all settings to match another player.\n\n<span style=\"color:green\">(v1.0)</span> '''Seed''' - This is a string representing the particular configuration of items that will occur in the seed; its purpose is to combine a seed string with a specific settings string such that the randomizer will be able to generate the same game for multiple players. If this field is left blank, a random seed will be chosen.\n\n=== Generate From Patch File ===\n\n<span style=\"color:green\">(v4.0)</span> '''Patch File''' - Patch files are used to send the patched data to other people without sending the ROM file. ''On the website'' v3.0 had it's own format for patch files. Those files are not valid for this option.\n\n<span style=\"color:green\">(v3.0 web, v4.0 local)</span> '''Override Original Cosmetics''' - Indicates whether to use the cosmetics in a patch file, or to update them with your own cosmetics settings. ''On the website'' this was previously called '''Enable Custom Settings''' in v3.0, '''Override Cosmetics''' in v4.0, and '''Update Cosmetics''' in v5.0. ''On local version'' v4.0 it became the forced default option.\n\n== ROM Options ==\nThis is the first, and default, tab of the randomizer generator. Options set here mainly affect what files are output, i.e. the randomized ROM and various logs. \n\n''In versions 1.0 and 2.0'', this tab was named '''Randomize'''.\n\n=== General ===\n\n<span style=\"color:green\">(v1.0)</span> '''Base Rom''' - Specify the file path for the ROM which will be patched by the randomizer. Please be sure it is OoT US v1.0 or Japanese v1.0. ''On the website'' this is found on the seed patching page after generating a seed, or when using a patch file with the \"Generate From File\" option.\n\n<span style=\"color:green\">(v1.0)</span> <span style=\"color:red\">(Local only)</span> '''Output Directory''' - Specify where the output ROM will be saved on your device. ''On the website'' the new randomizer ROM is presented as a file download. Your browser settings dictate this file's destination.\n\n<span style=\"color:green\">(v5.1)</span> '''Enable Plandomizer (Advanced)''' - Activates the Plandomizer File file input box, and uses the file there to set \"pre-planned\" settings and item locations. For more information, see [[Plandomizer]].\n\n<span style=\"color:green\">(v5.0)</span> '''Plandomizer File''' - Specify the [[Plandomizer|JSON distribution file to use as a plandomizer file]].\n\n<span style=\"color:green\">(v6.0)</span> '''Enable Cosmetic Plandomizer (Advanced)''' - Activates the Cosmetic Plandomizer File input box, and uses the file there to set \"pre-planned\" cosmetics and sound effects. Note this option will be greyed out if No Output is selected. ''On the website'' this is also found on the seed patching page after generating a seed.\n\n<span style=\"color:green\">(v6.0)</span> '''Cosmetic Plandomizer File''' - Specify the JSON distribution file to use as a cosmetic plandomizer file.\n\n<span style=\"color:green\">(v1.0)</span> <span style=\"color:red\">(Local only)</span> '''Generation Count''' - Specify how many ROMs in sequence to generate. ''In versions prior to 3.0'' it is referred to as simply '''Count'''. ''On the website'' this is set to 1 and cannot be changed.\n\n<span style=\"color:green\">(v1.0)</span> '''Create Spoiler Log''' - Indicate whether to output a text file detailing where every item can be found and a sequence of play that will lead to seed completion. Selecting this option will create a different item configuration than using otherwise identical settings without printing a log; this is intended to prevent cheating in race environments.\n\n<span style=\"color:green\">(v4.0)</span> <span style=\"color:red\">(Local only)</span> '''Create Cosmetics Log''' - Indicate whether to output a text file detailing which cosmetic options were chosen, including which values were selected for Random Choice and Completely Random. ''On the website'' this is always generated and available on the seed patcher page after generating the seed.\n\n<span style=\"color:green\">(v1.0)</span> <span style=\"color:red\">(Local only)</span> '''Output Types''' - Indicate the format of the output ROM. ''On the website'' only the compressed option is available.\n* <span style=\"color:green\">(v4.0)</span> '''.zpf (Patch File)''' - Generate a patch file containing data which may be sent to other people without sending the ROM file. Please note it will not contain any custom models or custom voices selected.<!--\n--><p>''In versions 4.0 through 6.2'', this option was called '''Patch Files'''.\n* '''.z64 (N64/Emulator)''' - Generally recommended for most users.<!--\n--><p>''In versions 1.0 and 2.0'', this was a checkbox named '''Compress patched ROM'''.''In versions 3.0 through 6.2'', this was called '''Compressed'''.\n* <span style=\"color:green\">(v7.0)</span> '''.wad (Wii VC)''' - Creates the game file used by Wii VC and the Dolphin emulator.\n* '''Uncompressed ROM (Development)''' -  All known N64 emulators crash often with uncompressed ROMs. Real N64 hardware can also have issues, but if you are willing to take that risk the generation time can be improved by using the uncompressed option if it will be played on a real N64 with a flash cart. However as generation time is now usually relatively quick, this option exists primarily for development purposes.<!--\n--><p>''In version prior to 7.0'', this was called '''Uncompressed'''.\n\n<span style=\"color:green\">(v7.0)</span> '''Show Seed Info on File Screen''' - Enables the text box for '''User-Configurable Message'''.\n\n<span style=\"color:green\">(v7.0)</span> '''User-Configurable Message''' - Anything typed here will display on the file select screen of the game. Useful for plando'd seeds intended to be shared with friends and in race settings to ensure all players have the same seed at a glance.\n\n<span style=\"color:green\">(v1.0)</span> <span style=\"color:red\">(Local only)</span> '''Open Output Directory''' - Opens the directory set as the Output Directory with the computer's file manager. If not set, it opens the Randomizer's default Output directory. If the default directory does not yet exist, it is created. ''In versions v3.0 and v4.0'', this button was not present. It was restored in v5.0.\n\n<span style=\"color:green\">(v5.1)</span> <span style=\"color:red\">(Local only)</span> '''Open App Directory''' - Opens the directory where the actual randomizer application is located. In the source code version, this is the directory from which Gui.py was launched. In the standalone download version, this opens the directory deep in the directory structure of the electron application with all of the python files used in the background. This is useful for finding the Music directory for custom music and fanfares.\n\n=== Multi-World Generation ===\n<span style=\"color:green\">(v3.0)</span> This option allows the generation of multiple words for use in [[Multiworld|co-op play]]. Each player will get a different ROM designed to work in conjunction with another to allow two players to work together to complete the game. Synchronization can be achieved on Bizhawk via the following script: https://github.com/TestRunnerSRL/bizhawk-co-op\n\n* '''Player Count''' - Specify how many players will be participating in this co-op playthrough. ''On the website'' this is limited to a maximum of 4.\n* '''Player ID''' - Specify your player number to patch the correct file. Each participant in the co-op should choose a different number starting with 1. ''On the website'', this is selected after generation on the seed patch page, or when using a patch file using the \"Generate From File\" option.\n\n=== Settings Presets ===\n<span style=\"color:green\">(v4.0)</span> Adjusts all settings to those previously defined within the chosen Preset.\n* '''Load''' - Overwrites all settings that affect the seed.\n* '''Save''' - Saves all current settings that affect the seed as a new custom preset.\n* '''Remove''' - Removes the currently selected custom preset from the list. Built-in presets cannot be deleted.\n\n== Main Rules ==\nThese are the primary rules that affect how many item locations are available, and how many extra items are shuffled into the pool.\n\n<span style=\"color:green\">(v5.0)</span> '''Randomize Main Rule Settings''' - Randomizes most Main Rules, excluding Logic Rules and Number of MQ Dungeons.\n\n<span style=\"color:green\">(v4.0)</span> '''Logic Rules''' - Determines the set of guiding rules used by the Randomizer to generate beatable seeds.\n* [[Logic|'''Glitchless''']] - No glitches are required, but may require some minor tricks. Minor tricks can be considered in logic by adding them in the \u2018Detailed Logic\u2019 tab.\n* <span style=\"color:green\">(v5.0)</span> [[Glitched Logic|'''Glitched''']] - Movement-oriented glitches are likely required. No locations excluded.\n* '''No Logic''' - Maximize randomization, All locations are considered available. MAY BE IMPOSSIBLE TO BEAT.\n\n=== Open ===\nThese rules dictate how \"open\" the world is from the start. They remove or reduce more tedious aspects of the world to allow you to explore more of the world with fewer item requirements.\n\n<span style=\"color:green\">(v1.0)</span> '''Forest''' - Choose how Mido and the Kokiri blocking the exit to Hyrule Field behave.\n* '''Open Forest''' - Mido no longer blocks the path to the Deku Tree, and the Kokiri boy no longer blocks the path out of the forest. \n* <span style=\"color:green\">(v5.0)</span> '''Closed Deku''' - The Kokiri boy no longer blocks the path out of the forest, but Mido still blocks the path to the Deku Tree, requiring Kokiri Sword and Deku Shield be shown to him as child to access the Deku Tree.\n* '''Closed Forest''' - It is guaranteed that the Deku Tree can be completed without leaving the forest. This means that the Kokiri Sword, Slingshot, and Deku shield for sale will all be available before you need to use them. (Some Entrance Randomizer settings may change this to function as Closed Deku instead during generation. Shuffle Boss Entrances, however, is compatible with Closed Forest as of v8.0.)\n\n\n<span style=\"color:green\">(v6.0)</span> '''Kakariko Gate''' - Choose under what conditions the Kakariko Gate and Happy Mask Shop open.\n* '''Open Gate''' - The Kakariko Gate is open from the start of the game, but the Happy Mask Shop opens once Zelda's Letter is obtained. There is no need to show Zelda's Letter to the guard with this setting.\n* '''Zelda's Letter Open Gate''' - The gate is closed at the start of the game, but opens, along with the Happy Mask Shop, once Zelda's Letter is obtained. There is no need to show Zelda's Letter to the guard with this setting.\n* '''Closed Gate''' - Both the gate and the Happy Mask Shop are closed until Zelda's Letter is shown to the guard in Kakariko.\n\n\n'''Open Door of Time''' - The Door of Time is open from the beginning of the game. The Song of Time is still potentially useful for moving Song of Time blocks, for playing to the frogs on Zora's River, or for other such uses.\n\nIf this flag is not set, the Door of Time must be opened to travel through time as in the original game, but all that is needed to open the Door of Time is the Song of Time and any ocarina. The Ocarina of Time in particular, and the Spiritual Stones, have nothing to do with this cutscene.\n\n<span style=\"color:green\">(v4.0)</span> '''Zora's Fountain''' - Choose how King Zora behaves.\n* '''Default Behavior (Closed)''' - King Zora obstructs the way to Zora's Fountain. Ruto's Letter must be shown as child in order to move him for both eras.\n* <span style=\"color:green\">(v5.2)</span> '''Open For Adult''' - King Zora is always moved in the adult era. This means Ruto's Letter is only required to access Zora's Fountain as child.\n* '''Always Open''' - King Zora starts as moved in both the child and adult eras. This also removes Ruto's Letter from the pool since it can't be used.\n\n\n<span style=\"color:green\">(v3.0)</span> '''Gerudo Fortress''' - Choose how many carpenters must be saved.\n* '''Default Behavior''' - All four carpenters must be rescued before the bridge is built.\n* '''Rescue One Carpenter''' - Only the bottom left carpenter must be rescued.\n* '''Open Gerudo Fortress''' - The carpenters are rescued the start of the game, and if 'Shuffle Gerudo Card' is disabled the player starts with the Gerudo Card in the inventory allowing access to Gerudo Training Grounds.<br>''In versions v3.0 and v4.0'', this was named '''Start with Gerudo Card'''. This was before the Gerudo card prevented the guards from throwing Link in jail.</p>\n\n<span style=\"color:green\">(7.0)</span> '''Dungeon Boss Shortcuts Mode''' - Choose which dungeons will have the path to the boss open. This does not affect any elements outside of the direct path to the boss. For example, in the Forest Temple the final poe will be defeated and elevator will already be raised, but the other three poes will still be present in the dungeon.\n* '''Off''' - Retains vanilla function.\n* '''Specific Dungeons''' - Makes the '''Dungeon Boss Shortcuts''' drop-down visible to select which dungeons should have the open path.\n* '''All Dungeons''' - All dungeons will have their paths to the bosses open.\n* '''Random Dungeons''' - The generator will open the boss shortcuts for a random number of dungeons.\n\n\n<span style=\"color:green\">(7.0)</span> '''Dungeon Boss Shortcuts''' - Select the checkboxes for the dungeons which should have the shortcuts enabled. Only available when Specific Dungeons is selected under Dungeon Boss Shortcuts Mode.\n\n<span style=\"color:green\">(v1.0)</span> '''Rainbow Bridge Requirement''' - Choose the conditions under which the rainbow bridge to Ganon\u2019s Castle will spawn.\n* '''Always Open''' - The rainbow bridge is always present.\n* '''Vanilla Requirements''' - The rainbow bridge spawns under the same conditions it did in the original game: Link must possess the Light Arrows and view the Zelda cutscene, in the Temple of Time. This cutscene is triggered by the possession of the Shadow and Spirit Medallions.\n* '''All Medallions''' - All six of the medallions are required to open Ganon's Castle.\n* '''All Dungeons''' - All medallions and spiritual stones must be in the player\u2019s possession to open Ganon's Castle.\n* <span style=\"color:green\">(v4.0)</span> '''All Spiritual Stones''' - All three of the spiritual stones are required to open Ganon's Castle.\n* <span style=\"color:green\">(v4.0)</span> '''Gold Skulltula Tokens''' - A configurable number of the gold skulltulas are required to open Ganon's Castle. A slider appears below this setting when this option is chosen.\n* <span style=\"color:green\">(v7.0)</span> '''Hearts''' - A configurable number of maximum hearts are required to open Ganon's Castle. A slider appears below this setting when this option is chosen.\n* <span style=\"color:green\">(v6.1)</span> '''Random''' - One of the above options, excluding tokens and hearts, will be randomly chosen as the requirement to enter Ganon's Castle.\n\n\n<span style=\"color:green\">(v5.1)</span>  '''Skulltulas Required for Bridge''' - Select the amount of Gold Skulltula Tokens required to spawn the rainbow bridge. Only available if Gold Skulltula Tokens bridge is selected.\n\n<span style=\"color:green\">(v7.0)</span>  '''Hearts Required for Bridge''' - Select the amount of maximum Hearts required to spawn the rainbow bridge. Only available if Hearts bridge is selected.\n\n<span style=\"color:green\">(v3.0)</span> '''Random Number of Ganon\u2019s Trials''' - A random number of trials within Ganon\u2019s Castle from 0 to 6 will be chosen, and individual trials will be randomly disabled as necessary to match this number. Hints will be added to the hint pool informing the player which trials are present or missing if any.\n\n<span style=\"color:green\">(v3.0)</span> '''Ganon's Trials Count''' - A specific number of trials can be specified with the slider. If a number of trials other than 0 or 6 is chosen and hints are enabled, hints will be added to the hint pool informing the player which trials are present (if 1 to 3 trials) or which are missing (if 4 or 5 trials).\n\n''In version v2.0'', this was part of an option named '''Skip most of Ganon's Castle''' which set the value to 0.\n\n=== World ===\nThese rules affect the fundamentals for how the world works.\n\n<span style=\"color:green\">(v5.0)</span> '''Starting Age''' - Choose whether Link starts as a child or adult. Only the child option is compatible with Closed Forest.\n* '''Child''' - Start as child Link in Link's house.\n* '''Adult''' - Start as adult Link in Temple of Time. Starting as adult means you start with the master sword in your inventory.\n* '''Random''' - Randomly selects Link\u2019s starting age.\n\n\n<span style=\"color:green\">(v7.0)</span> '''MQ Dungeon Mode''' - Choose which style of dungeon will be used.\n* '''Vanilla''' - All dungeons will be in their ordinary configuration.\n* '''Master Quest''' - All dungeons will be in their Master Quest configuration.\n* '''Specific Dungeons''' - Select which dungeons will be in their Master Quest configuration. Enables the '''MQ Dungeons''' drop-down.\n* '''Count''' - Select how many dungeons will be in their Master Quest configuration, but not which dungeons it will apply to.\n* '''Completely Random''' - The configuration will be assigned randomly for each dungeon.\n\n\n<span style=\"color:green\">(v7.0)</span> '''MQ Dungeons''' - Select which dungeons will be in their Master Quest configuration. Only available if Specific Dungeons is selected in the MQ Dungeon Mode option.\n\n<span style=\"color:green\">(v7.0)</span> '''Pre-completed Dungeons Mode''' - Pre-completed dungeons will guaranteed to be barren and the dungeon reward will be given at the start of the seed. This setting only applies to dungeons with a blue warp.\n* '''Off''' - No dungeons are affected.\n* '''Specific Dungeons''' - Enables the '''Pre-completed Dungeons''' drop-down visible to select which dungeons should be barren and the reward given.\n* '''Count''' - Enables a slider to select how many dungeons should be barren and the reward given without selecting specifically which ones.\n\n\n<span style=\"color:green\">(v7.0)</span> '''Pre-completed Dungeons''' - Select which dungeons will be barren and their rewards given. Only available if Specific Dungeons is selected in the Pre-completed Dungeons Mode option.\n\n<span style=\"color:green\">(v7.0)</span> '''Pre-completed Dungeon Count''' - Select how many dungeons will be barren and their rewards given, but not which ones. Only available if Count is selected in the Pre-completed Dungeons Mode option.\n\n<span style=\"color:green\">(v6.0)</span> '''Shuffle Interior Entrances''' - Shuffle interior entrances bidirectionally within different pools. When enabled, trade timers are disabled and trade items never revert.\n* '''Simple Interiors''' - Shuffle dungeon entrances along with simple Grotto and Interior entrances (i.e. most Houses and Great Fairies).\n\n* '''All Interiors''' - Extended version of 'Simple Indoors' with some extra entrances: Link's House, Temple of Time, Kakariko Potion Shop, and the Windmill. However, Richard's owner's house is never shuffled.\n\n\n<span style=\"color:green\">(v8.0)</span> '''Shuffle Thieves' Hideout Entrances''' - Shuffles the individual doorways of Thieves' Hideout into the interiors pool. Savewarping from any Thieves' Hideout interior will return Link to the first jail room. '''Shuffle Interior Entrances''' must be enabled in order to turn on this toggle.\n\n<span style=\"color:green\">(v6.0)</span> '''Shuffle Grotto Entrances''' - Shuffle grotto and grave entrances, including small fairy fountains and the Deku Theater.\n\n<span style=\"color:green\">(v6.0)</span> '''Shuffle Dungeon Entrances ''' - Shuffle dungeon and mini-dungeon entrances. Enabling this option also allows access to the Deku Tree, Fire Temple, and Bottom of the Well entrances as both ages. Note that Deku Tree and Bottom of the Well must still be opened as child before adult can access.\n* '''Dungeon''' - Shuffle the dungeon entrances, including Bottom of the Well, Ice Cavern, and Gerudo Training Grounds.\n* <span style=\"color:green\">(v7.0)</span> '''Dungeon and Ganon''' - Shuffle the dungeon entrances, including Bottom of the Well, Ice Cavern, Gerudo Training Grounds, and Ganon's Castle.\n\n\n<span style=\"color:green\">(v7.0)</span> '''Shuffle Boss Entrances ''' - \n* '''Off''' - Bosses will remain in their respective dungeons.\n* '''Age-Restricted''' - Bosses are separated into child and adult pools and shuffled amongst themselves separately.\n* '''Full''' - Bosses may appear in any dungeon. Child may be expected to defeat Phantom Ganon and/or Bongo Bongo.\n\n\n<span style=\"color:green\">(v6.0)</span> '''Shuffle Overworld Entrances''' - Shuffle the overworld entrances, which includes nearly all loading zones between overworld areas with a few exceptions.\n*Hyrule Castle Courtyard and Garden entrances\n*Both Market Back Alley entrances\n*Gerudo Valley to Lake Hylia\n\n\n<span style=\"color:green\">(v8.0)</span> '''Shuffle Gerudo Valley River Exit''' - Randomizes the one-way exit of diving into the Gerudo Valley waterway.\n\nWhen enabled, trade timers are disabled and trade items never revert.\n\n<span style=\"color:green\">(v6.0)</span> '''Randomize Owl Drops''' - Randomize where Kaepora Gaebora (the owl) drops Link after accepting his offer at Lake Hylia or the top of Death Mountain Trail.\n\n<span style=\"color:green\">(v6.0)</span> '''Randomize Warp Song Destinations''' - Randomize where warp songs go. With All Locations Reachable enabled, this will usually result in warps connecting to the Bolero warp pad, Nocturne warp pad, and the Desert Colossus. However Colossus may not be included when overworld or dungeon entrance randomizer is enabled.\n\n<span style=\"color:green\">(v7.0)</span> '''Randomize Overworld Spawns''' - Randomize where Link will spawn as child and/or adult. This means child and adult Link may spawn nowhere near Link's House and Temple of Time, respectively. These locations will stay consistent even after saving and reloading the game. ''In versions 6.0 through 6.2'', this option was a single toggle for both ages.\n\n<span style=\"color:green\">(v5.2)</span> '''Triforce Hunt''' - Pieces of the Triforce have been scattered around the world. Find some of them to beat the game. Game is saved on completion, and Ganon's Castle key is given if beating the game again is desired.\n\n<span style=\"color:green\">(v5.2)</span> '''Required Triforces Per World''' - Select the amount of Triforce Pieces required to beat the game. Only available when Triforce Hunt is enabled.\n* In multiworld, each world will have the same number of triforces  in them. The required amount will be per world collectively. For example, if this is set to 20 in a 2 player multiworld, players  need 40 total, but one player could obtain 30 and the other 10.\n* Extra pieces are determined by the the Item Pool setting: 'Plentiful': 100% Extra 'Balanced': 50% Extra 'Scarce': 25% Extra  'Minimal: No Extra\n\n\n<span style=\"color:green\">(v8.0)</span>  '''Add Bombchu Bag and Drops''' - This option fundamentally changes how the Bombchu items found around the world function. With this option on, Bombchus are considered a progression item by logic. The first Bombchus found will give a bag to hold them, like a bomb bag, along with the number of Bombchus in that pack. This will unlock Bombchu Bowling (if not already unlocked by finding a bomb bag first), buying Bombchu refills from shops, and buying Bombchus from the wasteland carpet salesman. Once a Bombchu Bag is found, Bombchus can be found in grace and rocks in the same manner as regular bombs.\n\nWith this option off, randomly found Bombchu items are not considered as logical progression. Finding a Bomb Bag is the sole condition to play Bombchu Bowling and buy Bombchus from shops which are available for repeatable purchase. Shopsanity one-time purchase Bombchus do not require a Bomb Bag.\n\n<span style=\"color:green\">(v3.0)</span>  '''Dungeons Have One Major Item''' - This option places one and only one [[Major Items|Major Item]] in each of the dungeons, except Spirit Temple which receives two. For the purpose of the randomizer, the dungeons are defined as the eight dungeons that contain either Medallions or Spiritual Stones as well as Bottom of the Well, Ice Cavern, Gerudo Training Grounds, and Ganon\u2019s Castle.\n\n=== Shuffle ===\nThese settings shuffle more items into the item pool.\n\n<span style=\"color:green\">(v6.0)</span> '''Shuffle Songs''' - This setting changes where songs will be placed.\n* '''Song Locations''' - Songs will only appear in places where songs are located in vanilla. However songs will be shuffled amongst each other.\n* '''Dungeon Rewards''' - Songs will be placed at the ends of dungeons, plus one in the Zelda's Lullaby location. The dungeon reward locations are the 9 boss heart containers, the Lens of Truth chest (BotW), the Ice Arrows chest (GTG), the song reward in Ice Cavern, and the song from Impa in Hyrule Castle.\n* '''Anywhere''' - Songs can be placed in any location in the game. \n\n\n<span style=\"color:green\">(v3.0)</span> '''Shopsanity''' - This setting randomizes the items sold in shops. When enabled, all shop items are randomly re-arranged amongst all 8 of the original game\u2019s shops. This setting causes the Bombchu Shop to be open from the very beginning of the game and considers the two shops in adult Kakariko Village to be distinct shops from the two similar shops in child Castle Town, However, the shops in Kokiri Forest, Goron City, and Zora Domain are the same shops as both ages. If Bombchus are considered in logic, a minimum of two shops are guaranteed to have Bombchus. ''In version 7.0'', all settings except Off will enable the '''Shopsanity Prices''' option.\n* '''Off''' - Disables the Shopsanity feature.\n* '''Shuffled Shops (0 Items)''' - This causes all of the Shopsanity features described above.\n* <span style=\"color:cornflowerblue\">(Multiple Similar Settings)</span> '''Shuffled Shops (1-4 Items)''' - This causes the Shopsanity features described above while also adding 1-4 (depending on the exact setting) items from the general item pool into shops to buy for randomly chosen amounts of rupees. Lower value shop items are removed to make room for this and low value junk items are added to the item pool to fill the extra empty chests this will implicitly create. Using this feature will also replace several of the rupee items found throughout the seed with higher value rupees and will add a third Wallet upgrade, the \u201cTycoon\u2019s Wallet\u201d, to the item pool which can hold up to 999 rupees. The items from the general item pool added to shops will always be on the far left of the shop inventories, and these items can always be bought if the player has enough rupees, even if they are explosives without an appropriate container or a tunic as a child.\n* '''Random # of Items Per Shop''' - This is similar to the 1-4 items variant but gives each shop a random number of new items from 0-4. Each shop can have a different amount of unique items with this setting. ''In versions 3.0 through 6.2'', this setting was called '''Shuffled Shops (Random Items'''.\n\n\n<span style=\"color:green\">(v7.0)</span> '''Shopsanity Prices''' - Select the maximum number of rupees that may be required to purchase a randomized shop item. All settings price items in multiples of 5.\n* '''Random''' - Prices will range from 0 to 300 rupees with a bias towards just below the middle of the range.\n* <span style=\"color:cornflowerblue\">(Multiple Similar Settings)</span> '''X Wallet''' - Prices will range between 0 and the maximum amount held by the wallet selected.\n* '''Affordable''' - All randomized items will be priced at 10 rupees.\n\n<span style=\"color:green\">(v3.0)</span> '''Tokensanity''' - This setting shuffles the Gold Skulltula item drops into the general pool of locations. \n* '''Off''' - The default setting. Gold Skulltulas appear in their normal locations and only provide tokens.\n* '''Dungeons Only''' - The Gold Skulltulas that appear in dungeons can hold any item. Overworld skulltulas will only provide tokens and tokens taken from dungeon Skulltulas can be found anywhere in the world.\n*<span style=\"color:green\">(v5.1)</span> '''Overworld Only''' - The Gold Skulltulas that appear in the overworld can hold any item. Dungeon skulltulas will only provide tokens and tokens taken from overworld Skulltulas can be found anywhere.\n* '''All Tokens''' - All of the Gold Skulltulas in the overworld and in dungeons can hold any item. Tokens can be found in any item location.\n\n\n<span style=\"color:green\">(v3.0)</span> '''Scrub Shuffle''' - This setting makes every Business scrub in the world sell a random item instead of only the three that sold permanent upgrades in the original game. Using this flag adds the various low tier items the other scrubs sold to the item pool for the most part; the potion refills are replaced with Recovery Hearts for Red Potions and blue rupees for Green Potions. For each Business Scrub that sold arrows/seeds depending on age, there will be a 75% chance of adding a 30 arrow item and a 25% chance of adding a 30 seed item to the pool. If this is set, once the item from a Business Scrub is bought, the scrub will disappear from the world forever. The text for the Business Scrub will update to state they are selling a \"mysterious item.\"\n* '''Off''' - Only the 3 scrubs which sell permanent upgrades in the base game will be randomized. That is, the scrub under the Lost Woods bridge, the left scrub in the Lost Woods Grotto, and the scrub inside the fences in Hyrule Field by Lake Hylia.\n* '''On (Affordable)''' - All scrubs will have randomized items and sell them for 10 rupees.\n* '''On (Expensive)''' - All scrubs will have randomized items but sell them at their usual rates. Be aware, this will mean the game can expect over 1,000 rupees to be spent on scrubs.\n* '''On (Random Prices)''' - All scrubs will have randomized items and sell them at rates ranging from 0 to 99 rupees. Likely to be very expensive.\n\n\n<span style=\"color:green\">(v8.0)</span> '''Shuffled Child Trade Sequence Items''' - Shuffles the location of items in the child trade quest. If both Weird Egg and Chicken are set to shuffle, only the Weird Egg will appear in the item pool. Shuffling the masks unlocks items in the mask shop in the same way as usual. For example, the item in the Keaton Mask slot is immediately available, but the item in the Bunny Hood slot is not available until the Spooky Mask has been given to the graveyard child. Right side masks require the Bunny Hood be given to the running man.\n\n<span style=\"color:green\">(v8.0)</span> '''Shuffle All Adult Trade Items''' - Shuffles the location of the items selected in the ''Adult Trade Sequence Items'' dropdown menu anywhere in the world. Once the item is found, it should be returned to it's usual NPC in exchange for another item.\n\n<span style=\"color:green\">(v7.0)</span> '''Adult Trade Sequence Items''' - If ''Shuffle All Adult Trade Items'' is enabled, this selects which adult trade quest items may be found somewhere besides the NPC who ordinarily provides them. If some items are selected but not others, the items left unselected will be obtainable from the NPC who ordinarily gives them in exchange for the previous trade quest item.\n\nIf ''Shuffle All Adult Trade Items'' is disabled, this selects which adult trade quest items could potentially appear in the item pool. Only one item will be in the item pool regardless of this setting; this can merely be used to limit the range of possibilities. ''In versions 7.0 and 7.1'', this setting was in the Item Pool section of the Other tab.\n\n<span style=\"color:green\">(v7.0)</span> '''Shuffle Rupees & Hearts''' - Randomize visible free-standing rupees and recovery hearts. For location assistance see [https://wiki.ootrandomizer.com/index.php?title=Freestanding_Rupee_and_Heart_Locations this page].\n* '''Off''' - Free-standing rupees and recovery hearts will be left unchanged.\n* '''All''' - All visible free-standing rupees and recovery hearts will be randomized.\n* '''Overworld Only''' - Only visible free-standing rupees and recovery hearts found in the overworld will be randomized.\n* '''Dungeons only''' - Only visible free-standing rupees and recovery hearts found in the dungeons will be randomized.\n\n\n<span style=\"color:green\">(v7.0)</span> '''Shuffle Pots''' - Randomize pot contents, excluding pots containing fairies. Pots that are empty in vanilla will not have a randomized item under this setting either. This setting moves Ganon's boss door lock to the next door up in order to grant access to the pots in the lower area of the boss arena without the boss key. For location assistance see [https://wiki.ootrandomizer.com/index.php?title=Pot_and_Crate_Locations this page].\n* '''Off''' - Pot contents will be left unchanged.\n* '''All''' - All pots with contents other than fairies will be randomized.\n* '''Overworld Only''' - Overworld pots with contents other than fairies will be randomized.\n* '''Dungeons only''' - Dungeon pots with contents other than fairies will be randomized.\n\n\n<span style=\"color:green\">(v7.0)</span> '''Shuffle Crates''' - Randomize large and small crate contents. Only crates which contain something in the base game will be shuffled. For location assistance see [https://wiki.ootrandomizer.com/index.php?title=Pot_and_Crate_Locations this page].\n* '''Off''' - Crate will be left unchanged.\n* '''All''' - All crates with contents are randomized.\n* '''Overworld Only''' - Overworld crates with contents are randomized.\n* '''Dungeons only''' - Dungeon crates with contents are randomized.\n\n\n<span style=\"color:green\">(v5.0)</span> '''Shuffle Cows''' - This setting causes cows to give an item when Epona's song is played. Playing the song a second time will give milk as normal. There are 9 cows, plus one in MQ Jabu, if enabled.\n\n<span style=\"color:green\">(v7.0)</span> '''Shuffle Beehives''' - This setting adds random contents to the 32 beehives in grottos and Zora's Domain. Beehives will shake if they contain an important item. Beehives can be broken by boomerang, hookshot, and explosives. For location assistance see [https://wiki.ootrandomizer.com/index.php?title=Freestanding_Rupee_and_Heart_Locations#Grotto_Beehives this page].\n\n<span style=\"color:green\">(v8.1)</span> '''Shuffle Wonderitems''' - This setting adds random contents to [[Wonderitem Locations|wonderitem locations]]. When this setting is enabled, Wonderitem locations will shine with sparkles color-coded to the type of wonderitem.\n\n<span style=\"color:green\">(v3.0)</span> '''Shuffle Kokiri Sword''' - This setting adds the Kokiri Sword to the shuffle. With it off, the Kokiri Sword will always be found in its original chest in the Kokiri Forest.\n\n<span style=\"color:green\">(v3.0)</span> '''Shuffle Ocarinas''' - This setting adds both the Fairy Ocarina and the Ocarina of Time to the shuffle. The ocarinas are progressive items; the first found will always be the Fairy Ocarina and the second the Ocarina of Time. However the two are functionally identical. Without this setting enabled, leaving the Kokiri Forest to the Lost Woods bridge as a child will always grant one Ocarina and the other is available at the gate of Castle Town, as a child, when all three Spiritual Stones are in Link\u2019s possession.\n\n<span style=\"color:green\">(v3.0)</span> '''Shuffle Gerudo Card''' - This setting shuffles the Gerudo Card into the general item pool. In the randomizer, this is required to gain access to Gerudo Training Grounds <span style=\"color:green\">(v5.0)</span> and stops the guards being hostile. Without this enabled, the Gerudo Card is always given by the Gerudo woman who spawns after the final carpenter is rescued. If Gerudo Fortress is cleared from the beginning of the game, the player starts the game with the Gerudo Card and this setting is voided.\n\n''In versions prior to v5.0'', the card did not affect the hostility of the guards, and it was instead affected by you freeing all of the carpenters.\n\n<span style=\"color:green\">(v5.0)</span> '''Shuffle Magic Beans''' - This setting adds a pack of 10 beans to the item pool and changes the Magic Bean Salesman to sell a random item once at the price of 60 Rupees.\n\n<span style=\"color:green\">(v6.0)</span> '''Shuffle Medigoron & Carpet Salesman''' - This setting adds the Giant's Knife and a pack of Bombchus to the pool while Medigoron and Carpet Salesman each sell a randomly placed item once for 200 rupees.\n\nWhile Giant's Knife and Biggoron Sword are not progressive items, do not worry that finding the Giant's Knife second will remove Biggoron Sword. In the case where Biggoron Sword is found before Giant's Knife, that slot will still remain as Biggoron Sword even after picking up the Giant's Knife.\n\n<span style=\"color:green\">(v7.0)</span> '''Shuffle Frog Song Rupees''' - This setting gives the frogs randomized items which can be earned by playing the 5 songs learned by child in the base game. The 5 purple rupees normally given are added to the item pool.\n\n<span style=\"color:green\">(v8.0)</span> '''Shuffle Hyrule Loach Reward''' - Shuffles the reward for catching the Hyrule Loach in the Fishing Pond.\n* '''Vanilla Behavior''' - The loach only appears every 4th time the minigame is played and the sinking lure is only findable after obtaining the fishing prize for Link's current age.\n* '''Easier Behavior''' - The loach and sinking lure will be available every time the minigame is played. The ordinary prizes are also available even while using the sinking lure.\n\n<span style=\"color:green\">(v8.0)</span> '''Shuffle Individual Ocarina Notes''' - Shuffles new items for each of the ocarina sounds. For example, Zelda's Lullaby will not be playable until the left, up, and right notes are found. (Note: The skull kid ocarina minigame is not considered to be in glitchless logic until all 5 notes are found, for ease of play.)\n\n=== Shuffle Dungeon Items ===\n<span style=\"color:cornflowerblue\">(Multiple Similar Settings)</span> These settings allow the player to decide the natural distribution of dungeon items. The groups are '''Maps & Compasses''', '''Small Keys''', '''Thieves' Hideout Keys''', <span style=\"color:green\">(v8.0)</span> '''Treasure Chest Game Keys''', '''Boss Keys''', and <span style=\"color:green\">(v8.0)</span> '''Silver Rupees'''. ''Prior to v7.0'', Thieves' Hideout Keys were known as '''Gerudo Fortress Keys'''.\n* <span style=\"color:green\">(v1.0)</span> '''Remove (Keysy)''' - Dungeon items can be prevented from existing completely. If Small Keys or Boss Keys are eliminated, this will also remove all locks those keys would open as well.\n* <span style=\"color:green\">(v5.0)</span> '''Vanilla Locations''' - Dungeon items are found in their vanilla chests and freestanding locations. This setting will start Link with 3 Master Quest Spirit Temple keys, if MQ Spirit Temple is in the seed. The vanilla placements for keys in MQ Spirit Temple are not compatible with glitchless logic.\n* <span style=\"color:green\">(v6.0)</span> '''Own Dungeon''' - Dungeon items can be found confined to their original dungeons. If Small Keys are left in their original dungeons and the Fire Temple is not in the form of Master Quest, the locked door in the first room that leads to the normal location of the Boss Key will be removed. ''In v5.0'', this setting was named '''Dungeon Only'''.\n* <span style=\"color:green\">(v7.0)</span> '''Regional''' - Dungeon items can only appear within the areas associated with their dungeon. Please see [https://wiki.ootrandomizer.com/index.php?title=Hints#Hint_Regions this page] for a list of areas which comprise each region.\n* <span style=\"color:green\">(v6.0)</span> '''Overworld Only''' - Dungeon items are spread throughout the overworld and none will appear in any dungeon. This setting is likely to require some backtracking.\n* <span style=\"color:green\">(v6.0)</span> '''Any Dungeon''' - Dungeon items will only appear in dungeons, not the overworld, but may be for a different dungeon than the one they were found in. This setting is likely to require a good deal of backtracking.\n* <span style=\"color:green\">(v3.0)</span> '''Anywhere (Keysanity)''' - Dungeon items can be spread freely throughout the world. This setting is likely to require a good deal of backtracking.\n* <span style=\"color:green\">(v3.0)</span> <span style=\"color:cornflowerblue\">(Maps & Compasses Only)</span> '''Start Wtih''' - Maps and Compasses are given to Link from the start.\n\n\n<span style=\"color:green\">(v7.0)</span> '''Key Rings Mode''' - This settings allows all the keys for an area to be combined into a single unique item. Can apply to dungeons and the Thieves' Hideout keys. Setting has no effect if small keys are removed or set to vanilla for the selected dungeon or Thieves Hideout is set to vanilla locations, one carpenter, or open.\n* '''Off''' - No dungeons are affected.\n* '''Choose Dungeons''' - Enables the '''Key Rings''' drop-down visible to select which areas should have a key ring.\n* '''All Dungeons''' - All areas will have their keys replaced by key rings.\n* '''Random Selection''' - A random number of areas will have their keys replaced by key rings. ''In versions 7.0 and 7.1'', setting was called ''Random Dungeons''.\n\n\n<span style=\"color:green\">(v7.0)</span> '''Key Rings''' - Select which key groupings should be available as a key ring. Only available if Key Rings Mode is set to Choose dungeons.\n\n<span style=\"color:green\">(v8.0)</span> '''Key Rings give Boss Keys''' - Adds the boss key to any keyrings in the item pool. <span style=\"color:red\">Warning</span>: In v8.0, do not enable this toggle if small keys are set to Remove (keysy) while boss keys are not, as this will remove boss keys entirely resulting in an unbeatable seed.\n\n<span style=\"color:green\">(v3.0)</span> '''Ganon's Boss Key''' - Allows the player to decide on how and where Ganon's Castle's boss key is found. The last 5 options enable a corresponding slider to set the number required.\n\n''Note: This setting is incompatible with Triforce Hunt as that setting will force the Ganon's Castle boss key to be given on collection of the last Triforce piece as the credits start.''\n* <span style=\"color:green\">(v2.0)</span> '''Remove (Keysy)''' - The Ganon's Castle boss key is removed and the boss door in Ganon's Tower starts unlocked.<!--\n--><p>''In version v2.0'' this was part of the setting called '''Skip most of Ganon's Castle'''.</p>\n* <span style=\"color:green\">(v5.0)</span> '''Vanilla Location''' - The Ganon's boss key is located in the gilded chest in Ganon's Castle.\n* <span style=\"color:green\">(v6.0)</span> '''Own Dungeon''' - The Ganon's Castle boss key can be found anywhere in Ganon's Castle.<!--\n--><p>''In versions v2.0-v4.0'', this was how the boss key is placed if the '''Remove Ganon's Boss Door Lock''' or '''Skip most of Ganon's Castle''' settings were not checked. ''In v5.0'', setting was named '''Dungeon Only'''.</p>\n* <span style=\"color:green\">(v6.0)</span> '''Overworld Only''' - The Ganon's Castle boss key can be found anywhere in the overworld, but will not be in any dungeon.\n* <span style=\"color:green\">(v6.0)</span> '''Any Dungeon''' - The Ganon's Castle boss key will be in one of the dungeons, not the overworld. This has the possibility of the key still appearing in Ganon's Castle.\n* <span style=\"color:green\">(v5.0)</span> '''Anywhere (Keysanity)''' - The Ganon's boss key can be located anywhere in the world.\n* <span style=\"color:green\">(v6.1)</span> '''Light Arrow Cutscene''' - The Ganon's boss key will be received in the Temple of Time once the Shadow and Spirit medallions are obtained.\n* <span style=\"color:green\">(v6.1)</span> '''Stones''' - The Ganon's boss key will be received once the specified number of stones are obtained.\n* <span style=\"color:green\">(v6.1)</span> '''Medallions''' - The Ganon's boss key will be received once the specified number of Medallions are obtained.\n* <span style=\"color:green\">(v6.1)</span> '''Dungeons''' - The Ganon's boss key will be received once the specified number of Dungeons are completed.\n* <span style=\"color:green\">(v6.1)</span> '''Tokens''' - The Ganon's boss key will be received once the specified number of gold skulltula tokens are obtained.\n* <span style=\"color:green\">(v7.0)</span> '''Hearts''' - The Ganon's boss key will be received once the specified number of hearts are obtained.\n\n\n<span style=\"color:green\">(v7.0)</span> '''Shuffle Silver Rupees''' - The Silver Rupees required to complete puzzle rooms throughout the game are shuffled elsewhere. The vanilla locations of these rupees will contain shuffled items. Each rupee's text box will indicate which puzzle room it is for and counts can be checked on the item menu by holding A or D-Pad, depending on the cosmetic setting chosen.\n\n<span style=\"color:green\">(v3.0)</span> Maps and Compasses Give Information - This setting disables the pedestal in the Temple of Time from giving information about the location of the Medallions and Spiritual Stones. Instead, the Compass from each of the eight eligible dungeons will tell the player which dungeon has which reward. If Master Quest dungeons are to be mixed in, each of the ten Maps will tell the player whether any given dungeon is in the vanilla or Master Quest form. The Compasses from Bottom of the Well and Ice Cavern do not give any information. This is viewable in the pause screen item menu by pressing and holding 'A'.<!--\n--><br>'''Note''': Removing maps and compasses and enabling this setting means you cannot find out what dungeon rewards are in which dungeons.\n\n== Detailed Logic ==\nThese are settings that affect logic in very specific and situational ways.\n\n<span style=\"color:green\">(v6.1)</span> '''Guarantee Reachable Locations''' - This setting will set the logic for how many item locations are guaranteed to be logically accessible.\n* '''All''' - Ensures all locations in the game can be reached.\n* '''All Goals''' - Ensures Link has logical access to every potentially required item to unlock Ganon's Boss Key and spawn the Rainbow Bridge. For example, if one spiritual stone is required, all three will still be logically accessible. In Triforce Hunt, all pieces will be accessible.\n* '''Required Only''' - Only enough goal items to complete the game are guaranteed to be accessible. For example, if one spiritual stone is required, the game will only check to ensure one of the three is reachable. In Triforce Hunt, only enough pieces to complete the game are guaranteed to be accessible.\n\n''In versions v1.0 and v2.0'', this was named '''Only ensure seed is beatable, not all items must be reachable''' and worked inverse of how this setting now works. ''Prior to v4.0'', \u201ckey for key\u201d item locations (a single item spot behind a locked door containing the key to open the door) could exist. ''Prior to v6.1'', this was named '''All Locations Reachable''' and functioned similarly.\n\n<span style=\"color:green\">(v3.0)</span> '''Nighttime Skulltulas Expect Sun\u2019s Song''' - This setting causes the logic to expect the player to have an ocarina and the Sun\u2019s Song before getting nighttime only Gold Skulltula locations. It does not change the behavior of the Gold Skulltulas in the game.\n\n<span style=\"color:green\">(v3.0)</span> '''Exclude Locations''' - This is a search box and drop down search to select which locations should never have major items required to finish a seed. The search box searches the location names as written, the drop down checks for hidden tags associated with each location. Locations selected here will always contain junk items. Excluded locations will be displayed in a list box below the search box on the right.\n\n''In version v3.0'', this section was named '''Remove Specific Locations''' and had a very specific set of locations you could exclude via check boxes. ''Prior to v5.0'', junk locations could hold any non-major item.\n\n<span style=\"color:green\">(v3.0)</span> '''Enable Tricks''' - This is a search box and drop down search to enable trick flags. The search box searches the location names as written, the drop down checks for hidden tags associated with each location. Enabled tricks will be displayed in a list box below the search box on the right. Hover the mouse over a trick to see its description. Video tutorials for most of these tricks can be found in [https://www.youtube.com/playlist?list=PLqsXSioZwQyoa23_27l5NZq5IZdKRi5Sm this playlist].<br>\n''In version v3.0'', this section was called '''Specific Expected Tricks''' and had a small number of checkboxes to choose very specific tricks.\n\n== Starting Inventory ==\n<span style=\"color:green\">(v5.2)</span> Allows you to choose the items Link has at the beginning of the game.\n\n'''Starting Equipment''' - Begin the game with the selected equipment.\n\n'''Starting Items''' - Begin the game with the selected inventory items. Selecting multiple progressive items will give the appropriate number of upgrades.<!--\n--><br>If playing with Open Zora Fountain, the Bottle with Letter is converted to a regular Bottle.\n\n'''Starting Songs''' - Begin the game with the selected songs already learnt.\n\n=== Other ===\n\n'''Start with Consumables''' - Start the game with maxed out Deku Sticks and Deku Nuts.\n\n'''Start with Max Rupees''' - Start the game with a full wallet. Wallet upgrades will also fill the wallet.\n\n'''Starting Hearts''' - Start the game with the selected number of hearts. Heart Containers and Pieces of Heart are removed from the item pool in equal proportion.\n\n== Other ==\nThese are various other settings which do not majorly affect gameplay and instead customize the play experience.\n\n=== Timesavers ===\nThese are settings that save time by cutting tedious content.\n\n<span style=\"color:green\">(v3.0)</span> '''Skip Tower Collapse Sequence''' - This setting causes defeating Ganondorf to skip directly to the Ganon fight without the need to do the collapsing Ganon\u2019s Tower sequence.\n\n''In version v2.0'', this was part of the setting called '''Skip most of Ganon's Castle'''.\n\n<span style=\"color:green\">(v3.0)</span> '''Skip Child Stealth''' - This setting causes entering the crawlspace at Hyrule Castle to warp Link directly into the Castle Courtyard, bypassing the guard evasion sequence.<!--\n--><br> ''In versions v3.0'', this was called '''Skip Interior Castle Guard Stealth'''.\n\n<span style=\"color:green\">(v3.0)</span> '''Skip Epona Race''' - This setting causes Epona to be stolen from Ingo from the start of the game, only requiring Epona\u2019s Song and an ocarina as an adult to summon.\n\n<span style=\"color:green\">(v6.0)</span> '''Skip Some Minigame Phases''' - This setting skips the first phase of both Horseback Archery and Damp\u00e9 Race. This means achieving 1500 in the first archery attempt grants both prizes and completing Damp\u00e9's Race in under a minute grant's both prizes. The first reward of each is still available for 1000 archery points and over one minute, respectively. ''In 5.1'', the option to skip Damp\u00e9's first race was available (Skip First Damp\u00e9 Race), but not Horseback Archery.\n\n<span style=\"color:green\">(v6.0)</span> '''Complete Mask Quest''' - This setting makes all masks available to be borrowed as soon as the Happy Mask Shop opens.\n\n<span style=\"color:green\">(v5.0)</span> '''Enable Specific Glitch-Useful Cutscenes''' - The cutscenes of the Poes in Forest Temple, Darunia in Fire Temple, and the introduction to Twinrova will not be skipped. ''In version prior to 7.0'', this setting was called '''Enable Useful Cutscenes'''.\n\n<span style=\"color:green\">(v3.0)</span> '''Fast Chest Cutscenes''' - This setting causes all chests to open with a quick animation. If this setting is off, certain important items will trigger the slow opening animation.\n\n<span style=\"color:green\">(v3.0)</span> '''Free Scarecrow\u2019s Song''' - This setting causes Pierre the Scarecrow to be available to summon for the adult from the beginning of the game. All you have to do is pull the Ocarina out near a location where he can spawn.<!--\n--><br>''In version v3.0'', this was called '''Start with Scarecrow's Song''' and forced you to set a song at generation time that everyone had to share.\n\n<span style=\"color:green\">(v6.0)</span> '''Fast Bunny Hood''' - This setting causes the Bunny Hood to act like Majora's Mask and speed up Link's movement speed. The speed matches Link's backwalking speed and does not increase Link's backwalking speed.\n\n<span style=\"color:green\">(v8.0)</span> '''Maintain Mask Equips through Scene Changes''' - This setting keeps masks equipped when going through loading zones and savewarping. (Bare in mind masks alter NPC reactions to Link, so remove the mask before speaking to anyone.)\n\n<span style=\"color:green\">(v7.0)</span> '''Plant Magic Beans''' - Game begins with all 10 beans pre-planted. Does not remove the magic beans from the item pool and beans collected with this toggle on have no use.\n\n<span style=\"color:green\">(v5.0)</span> '''Random Cucco Count''' - This setting requires a random number of Cuccos from 1-7 to be returned to Anju for a reward.\n\n<span style=\"color:green\">(v5.0)</span> '''Cucco Count''' - The number of Cuccos required can be selected manually with this slider.\n\n<span style=\"color:green\">(v3.0)</span> '''Random Big Poe Target Count''' - This setting causes the number of Big Poes that must be turned into the vendor to obtain his item to be random from 1-10.\n\n<span style=\"color:green\">(v3.0)</span> '''Big Poe Target Count''' - The number of Big Poes required can be selected manually with this slider.\n\n'''Note''': Big Poes can be found as pre-stocked Bottle contents, and the logic can expect using them if the required number is sufficiently low.\n\n<span style=\"color:green\">(v7.0)</span> '''Easier Fire Arrow Entry''' - Enables '''Fire Arrow Entry Torch Count''' slider.\n\n<span style=\"color:green\">(v7.0)</span> '''Fire Arrow Entry Torch Count''' - Select how many torches must be lit in order for the Shadow Temple door to open.\n\n<span style=\"color:green\">(v8.0)</span> '''Ruto Already at F1''' - Moves Ruto to the top floor immediately so Link does not have to carry her up from the basement of Jabu Jabu.\n\n=== Misc ===\n\n<span style=\"color:green\">(v3.0)</span> '''Randomize Ocarina Song Notes''' - This setting randomizes the particular notes in the 12 standard ocarina songs. This can predictably be pretty obnoxious. In general, the patterns chosen for the top row songs will be simpler than the patterns chosen for warp songs. ''In versions 3.0 through 6.2'', this setting was a toggle for all songs.\n* '''Off''' - All songs retain their normal pattern.\n* <span style=\"color:green\">(v7.0)</span> '''Frog Songs Only''' - Only the top row of songs will have shuffled notes.\n* <span style=\"color:green\">(v7.0)</span> '''Warp Songs Only''' - Only the bottom row of songs will have shuffled notes.\n* '''All Songs''' - All songs will have shuffled notes.\n\n\n<span style=\"color:green\">(v7.0)</span> '''Chest Appearance Matches Contents''' - These options change the appearance of chests depending on if they contain [https://wiki.ootrandomizer.com/index.php?title=Major_Items Major Items], keys, ice traps, or logically irrelevant items. If enabled, this also enables the ''Minor Items in Big/Gold Chests'' multiselect.\n* '''Off''' - Chests retain their regular form.\n* '''Texture''' - Chests containing major items, small keys, boss keys, skulltula tokens, and <span style=\"color:green\">(v8.0)</span> heart pieces/containers are all given unique textures. All other items will be placed in ordinary wooden chests. Chests will remain the same size as in the base game.\n* '''Both Size and Texture''' - Chests containing major items, small keys, boss keys, skulltula tokens, and <span style=\"color:green\">(v8.0)</span> heart pieces/containers are all given unique textures. Chests containing major items, boss keys, and ice traps are placed in large chests, while all other items are placed in small chests.\n* '''Classic''' - Major items, boss keys, and ice traps appear in large chests. Small keys and all other items will appear in small treasure chests. All key chests will have the golden texture of boss key chests in vanilla. This option was available ''in versions 3.0 through 6.2'' under the name '''Chest Size Matches Contents'''.\n<br>''Warning:'' Changing the sizes of chests will also affect the size of their collision which may render some chests difficult to hookshot as well as cause other unintended side-effects.\n\n\n<span style=\"color:green\">(v7.0)</span> '''Minor Items in Big/Gold Chests''' - This setting places deku shields, Hylian shields, and/or bombchus in major item style chests. ''Prior to v8.1'', this was a single toggle, rather than a multiselect.\n\n<span style=\"color:green\">(v7.0)</span> '''Invisible Chests''' - This setting makes all chests invisible except when Lens of Truth is used. Does not affect logic so enable only if confident you can find the chests without Lens of Truth.\n\n<span style=\"color:green\">(v7.0)</span> '''Pot, Crate, & Beehive Appearance Matches Contents''' - This setting changes pot and crate textures based on the item inside. ''In version 7.0'', this setting was called ''Pot & Crate Appearance Matches Contents''.\n* '''Texture (Match Content)''' - Pots and crates containing major items will have a gold texture, those with small keys will have a key on them, those with boss keys will have a variation of the boss key chest texture, those with gold skulltula tokens will have a spider web on them, and those with heart pieces/containers will have hearts on them. All other items will be placed in ordinary pots and crates. Once the item has been collected, the pot or crate texture will revert to the ordinary texture. Beehives containing any non-junk item will wiggle until the item is collected.\n* '''Texture (Unchecked)''' - All pots and crates containing a shuffled item will have a gold texture, regardless of contents. Once the item has been collected, the pot or crate texture will revert to the ordinary texture. Beehives will wiggle until their item is collected.\n\n\n<span style=\"color:green\">(v8.0)</span> '''Key Appearance Matches Dungeon''' - Changes the appearance of small keys and boss keys to be distinct based on the dungeon in both color and design.\n\n<span style=\"color:green\">(v3.0)</span> '''Clearer Hints''' - This setting changes the text of Gossip Stone hints to be overwhelmingly explicit. This is helpful for players whose first language is not English, but the hints will be less \u201cfun\u201d and less similar to the original game. ''Prior to 8.1'', this did not clarify the hints for the \n\n<span style=\"color:green\">(v1.0)</span> '''Gossip Stones''' - This setting allows the playe.r to specify which item is required to interact with the Gossip Stones.\n* <span style=\"color:green\">(v3.0)</span> '''No Hints''' - Gossip Stones use vanilla behavior.\n* <span style=\"color:green\">(v3.0)</span> '''Hints; Need Mask of Truth''' - The Mask of Truth can only be obtained with all Spiritual Stones and only used as a child, which tends to make the hints less useful as they are inconvenient to view and only accessible later in the game.\n* <span style=\"color:green\">(v1.0)</span> '''Hints; Need Stone of Agony''' - The default option as it gives a fairly purposeless vanilla item a use and allows both kid and adult to interact with the Gossip Stones.\n* <span style=\"color:green\">(v3.0)</span> '''Hints; Need Nothing''' - Gossip Stones will share hints without any requirements.\n\n\n<span style=\"color:green\">(v4.0)</span> '''Hint Distribution''' - This setting affects the number of useful hints available in the game.\n* '''Balanced''' - Provides a mix of useless and useful hints. Hints will not be repeated.\n* <span style=\"color:green\">(v6.0)</span> '''Bingo''' - Intended to hint items required for squares on a bingo board generated on [https://bingosync.com/ Bingosync].\n* <span style=\"color:green\">(v7.0)</span> '''Chaos!!!''' - Any hint type may appear in the game. Each hint will have only one copy.\n* <span style=\"color:green\">(v7.0)</span> '''Chaos!!! (no goal hints)''' - Any hint type may appear in the game except for goal hints. Each hint will have only one copy.\n* <span style=\"color:green\">(v6.1)</span> '''Co-op''' - The hints used for the Season 2 Co-op Tournament races.\n* <span style=\"color:green\">(v6.1)</span> '''DDR''' - Hints most often used for races using the [DDR] ruleset.\n* <span style=\"color:green\">(v7.0)</span> '''League S3''' - The hints used by the OoTR League season 3. ''In previous versions, this setting matched the current season.''\n* <span style=\"color:green\">(v7.0)</span> '''MW Season 3''' - The hints used for the Season 3 Multi-world Tournament races. ''In previous versions, this setting matched the current season.''\n* <span style=\"color:green\">(v6.0)</span> '''Scrubs''' - The hints used for the [https://discord.gg/A9E5nYjN Scrub Central] races. This can also be used to simulate the OoTR Season 3 Tournament hints.\n* '''Strong''' - Has some duplicate hints and no junk hints. \n* '''Tournament''' - The hints used for the OoTR Season 6 Tournament. ''In previous versions, this setting matched the distribution used for the tournament active during that version's time.''\n* '''Useless''' - Has nothing but junk hints. \n* '''Very Strong''' - Has only very useful hints. \n* <span style=\"color:green\">(v7.0)</span> '''Very Strong with Magic''' - Has only very useful hints and adds Path of Magic hints. This setting is primarily used for No Logic seeds. Warning: Due to the addition of a path style hint while omitting all regular path hints, this setting is not compatible with the \"All Goals\" option under '''Guarantee Reachable Locations'''.\n* <span style=\"color:green\">(v7.0)</span> '''Weekly''' - \n\n\nFor detailed information on hints, check [[Hints|our hints page]].\n\n<span style=\"color:green\">(v7.0)</span> '''Misc. Hints''' - Select which hints not found on Gossip Stones are enabled.\n* '''Temple of Time Altar''' - Reading the altar will reveal where the dungeon rewards are, the conditions to spawn the rainbow bridge, and the conditions to receive Ganon's boss key. Reading it as child will state the spiritual stone locations and reading it as adult will state the remaining hints. Note that the altar will only reveal the bridge and boss key conditions when ''Maps and Compasses Give Information'' is enabled.\n* '''Damp\u00e9's Diary (Hookshot)''' - Reading the diary in the gravekeeper's hut as adult will hint an area containing one of the hookshots.\n* '''Ganondorf (Light Arrows)''' - When talking to Ganondorf he will state an area that contains Light Arrows.\n* <span style=\"color:green\">(v8.0)</span> '''Warp Songs and Owls''' - Changes the text of the warp songs' Yes/No text box to state where it will actually take Link when ''Randomize warp Song Destinations'' is enabled, and change Kaepora Geobora's dialogue to specify where he will take Link from each location. In versions 7.0 and 7.1, setting was called '''Warp Songs''' and did not include Kaepora Gaebora.\n* <span style=\"color:cornflowerblue\">(Multiple Similar Settings)</span> '''House of Skulltula: X''' - These settings will cause the cursed skulltula children to say what item they will give as a reward for their specific token count.\n* <span style=\"color:green\">(v8.0)</span> '''Frogs Ocarina Game''' - The text that displays when Link stands on the log is changed to specify the item given for playing all top row songs and then playing the frog fly song.\n* <span style=\"color:green\">(v8.0)</span> '''Shuffled Mask Shop''' - When the mask shop is shuffled, the non-trade quest masks will display before completing the trade quests, but will remain unobtainable.\n* <span style=\"color:green\">(v8.0)</span> '''Unique Merchants''' - Characters that sell an item for the Shuffle Expensive Merchants setting and Shuffle Magic Beans setting will state the name of the item they sell.\n\n\n<span style=\"color:green\">(v3.0)</span> '''Text Shuffle''' - This setting allows all the text in the game to be shuffled. This is mostly for comedy and is not intended to be a serious gameplay option.\n* '''No Text Shuffled''' - Leave the text alone.\n* '''Shuffled except Important Text''' - Shuffle all text other than the useful text giving the player information. ''In versions 3.0 through 6.2'', this setting was called '''Shuffled except Hints and Keys'''.\n* '''All Text Shuffled''' - Shuffle all text even to the player\u2019s mechanical disadvantage.\n\n\n<span style=\"color:green\">(v4.0)</span> '''Damage Multiplier''' - This setting changes the amount of damage taken.\n* '''Half''' - Link takes 1/2 damage.\n* '''Normal''' - Link takes regular damage.\n* '''Double''' - Link takes 2x damage.\n* '''Quadruple''' - Link takes 4x damage.\n* '''OHKO''' - Link dies in one hit. Nayru's Love and fairies are considered by logic.\n\n''In version v3.0'', this was part of the '''Difficulty''' setting which mixed Item Pool and Damage Multiplier under the same setting.\n\n<span style=\"color:green\">(v7.0)</span> '''Bonks Do Damage''' - This setting causes Link to take damage for rolling into walls and objects. This setting is unaffected by the ''Damage Multiplier'' setting.\n* '''No Damage''' - Link will not be hurt by rolling into anything.\n* '''Quarter Heart''' - Rolling into walls and objects will deal one quarter of a heart of damage.\n* '''Half Heart''' - Rolling into walls and objects will deal half a heart of damage.\n* '''Whole Heart''' - Rolling into walls and objects will deal one heart of damage.\n* '''Two Hearts''' - Rolling into walls and objects will deal two hearts of damage.\n* '''One Bonk KO''' - Rolling into walls and objects will instantly kill Link. If ''Shuffle Crates'' is enabled and glitchless logic used, crates will expect access to explosives, Nayru's Love, or a bottle to hold a fairy in order to break the crates.\n\n\n<span style=\"color:green\">(v6.0)</span> '''Hero Mode''' - This setting prevents recovery hearts from dropping from enemies and objects. However if there are recovery hearts in the item pool, they will still appear in chests or on free standing items.\n\n<span style=\"color:green\">(v4.0)</span> '''Starting Time Of Day''' - Change up Link\u2019s sleep routine by choosing what time Link wakes up at the start of the game.\n\n<span style=\"color:green\">(v7.0)</span> '''Blue Fire Arrows''' - Ice arrows have the blue fire damage type added to them. When enabled and glitchless logic is used, this can be an expected source of blue fire for red ice but not for mud walls (e.g. the start of Dodongo's Cavern). ''As of version 7.1'', the item will be called blue fire arrows by hint and shop text as well.\n\n<span style=\"color:green\">(v7.0)</span> '''Fix Broken Drops''' - Fixes pot contents which should have contained items in the vanilla game do not spawn because the item models are not loaded in the respective scenes. Adds a deku shield to the vanilla Spirit Temple room with the Anubis and a magic jar drop to Gerudo Training Ground on top of the eye statue.\n\n=== Item Pool ===\nThese settings allow the player to tweak the item pool.\n\n<span style=\"color:green\">(v4.0)</span> '''Item Pool''' - This setting changes the amount of bonus items that are available in the game. This setting allows the player to tweak the item pool to make a somewhat harder or easier experience.\n* <span style=\"color:green\">(v7.0)</span> '''Ludicrous''' - Every randomized item will be a major item. As a result, this setting is incompatible with ''One Major Item per Dungeon''.\n* '''Plentiful''' - Major items will have one more copy added to the item pool to make it easier to find them.\n* '''Balanced''' - Leave the item pool alone.\n* '''Scarce''' - Heart Containers, Double Defense, and the second Magic Upgrade are replaced with junk items. One each of the ammo expansions (Quiver, Bullet Bag, Bomb Bag Deku Stick Capacity, Deku Nut Capacity) will also be replaced with junk items, and all Bombchu pick-ups other than three will similarly be replaced with junk.\n* '''Minimal''' - In addition to the items from Scarce, Pieces of Heart and Nayru\u2019s Love are also replaced with junk items. One more of each ammo expansion is removed resulting in zero extra ammo capacity for those item types, and only one Bombchu pick-up can be found.\n\n''In version v3.0'', this was part of the '''Difficulty''' setting which mixed Item Pool and Damage Multiplier under the same setting.\n\n<span style=\"color:green\">(v4.0)</span> '''Ice Traps''' - This setting changes how many ice traps are placed throughout the game.\n* '''No Ice Traps''' - All ice traps are removed. ''In versions 4.0 through 6.2''', this setting was called '''Off'''.\n* '''Normal Ice Traps''' - Only ice traps from base pool are placed.  ''In versions 4.0 through 6.2''', this setting was called '''Normal'''.\n* '''Extra Ice Traps''' - Chance to add extra ice traps when junk items are added to the item pool.\n* '''Ice Trap Mayhem''' - All added junk items will be ice traps. \n* '''Ice Trap Onslaught''' - All junk items will be ice traps, including ones in the base pool.\n\n\n<span style=\"color:green\">(v5.2)</span> '''Ice Trap Appearance''' - This setting changes the categories of items Ice Traps may appear as, both when freestanding and when in chests with Chest Size Matches Contents enabled.\n* '''Major Items Only''' - Ice Traps appear as Major  Items (and in large chests if CSMC enabled).\n* '''Junk Items Only''' - Ice Traps appear as Junk Items (and in small chests if CSMC enabled).\n* '''Anything''' - Ice Traps may appear as anything.\n\n\n== Cosmetics ==\nThese options change graphical elements of various visuals in the game.\n\n<span style=\"color:green\">(v3.0)</span> '''Default Targeting Option''' - This setting specifies whether Z-targeting will default to \u201cSwitch\u201d or \u201cHold\u201d style. Either way, this can still be changed in-game as per usual.\n\n<span style=\"color:green\">(v4.0)</span> '''Display D-Pad HUD''' - Enable an additional HUD element to display the D-Pad once an item which can be controlled by the D-Pad is in Link's inventory.\n* '''Off''' - The D-Pad will not be displayed.\n* '''On the Right''' - The D-Pad will display just below the C buttons.\n* <span style=\"color:green\">(v8.0)</span> '''On the Left''' - The D-Pad will display below the hearts and magic meter.\n''Prior to v8.0,'' this setting specified only whether the D-Pad HUD display should be shown and it was always on the right.\n\n<span style=\"color:green\">(v7.0)</span> '''Display D-Pad Dungeon Info''' - This setting enables separated menus for D-Pad directions left, down, and right, and displays the D-Pad HUD in the item menu to indicate what is viewable on each. Regardless of whether these menus are enabled or disabled, holding A on the item menu will still display the old style of the reference menu.\n\n<span style=\"color:green\">(v6.0)</span> '''Item Model Colors Match Cosmetics''' - This setting changes freestanding models of heart containers, gauntlets, mirror shield, and heart/magic drops to match their respective color settings. However freestanding tunics are not affected in order to keep them recognizable.\n\n<span style=\"color:green\">(v5.0)</span> '''Randomize All Cosmetics''' - This setting randomizes all of the cosmetic options every time a ROM is generated. Custom models are not included in this toggle.\n\n<span style=\"color:green\">(v8.0)</span> '''Uninvert Y-Axis in First Person Camera''' - This setting switch the first person camera controls for up and down.\n\n=== Equipment ===\nThis changes the colors various equipment displays.\n\n<span style=\"color:green\">(v2.0)</span> <span style=\"color:cornflowerblue\">(Multiple Similar Settings)</span> '''Tunic Colors''' - These settings determine the color of Link\u2019s Tunics. This affects the color when he\u2019s wearing it. As of <span style=\"color:green\">(v5.2)</span> this also affects the color of the icon in the menu. Each tunic can be set individually.\n*'''Most Colors''' - Simply get the particular color selected. Available colors are Kokiri Green, Goron Red, Zora Blue, Black, White, Azure Blue, Vivid Cyan, Light Red, Fuchsia, Purple, MM Purple, Twitch Purple, Purple Heart, Persian Rose, Dirty Yellow, Blush Pink, Hot Pink, Rose Pink, Orange, Gray, Gold, Silver, Beige, Teal, Blood Red, Blood Orange, Royal Blue, Sonic Blue, NES Green, Dark Green, and Lumen. You can preview these colors using [https://docs.google.com/spreadsheets/d/1p9faND81NAFhlsZJs_icfn93etGtTQU8Sex4VZm6cLI/edit?usp=sharing this Google Docs page].\n*'''Random Choice''' - Choose a random color from the set of pre-made colors.\n*'''Completely Random''' - Generate a random color with numerically random RGB values.\n*'''Custom Color''' - A special interface will pop up that will allow the user to choose any color from a diverse color wheel or input a desired RGB value.\n*'''Rainbow''' - The color will smoothly cycle through the entire range of hues.\n\n\n<span style=\"color:green\">(v5.0)</span> '''Silver Gauntlets Color''' - Sets the color the silver gauntlets appear. Contains the same options as Tunic Colors.\n\n<span style=\"color:green\">(v5.0)</span> '''Gold Gauntlets Color''' - Sets the color the gold gauntlets appear. Contains the same options as Tunic Colors.\n\n<span style=\"color:green\">(v6.0)</span> '''Mirror Shield Frame Color''' - Sets the color the edges and back of the Mirror Shield. Contains the same options as Tunic Colors.\n\n=== UI Colors ===\n<span style=\"color:green\">(v5.0)</span> '''Heart Color''' - Sets the color of the hearts in the HUD. As of <span style=\"color:green\">(v5.2)</span> this also affects the heart drops.\n\n<span style=\"color:green\">(v5.0)</span> '''Magic Color''' - Sets the color of the magic meter in the HUD. As of <span style=\"color:green\">(v5.2)</span> this also affects the magic drops.\n\n<span style=\"color:green\">(v6.0)</span> <span style=\"color:cornflowerblue\">(Multiple Similar Settings)</span> '''Button Color''' - Sets the color the specified button(s) in the HUD.\n\n=== Misc. Colors ===\n''Section was named Navi Colors prior to version 6.0.''\n\n<span style=\"color:green\">(v3.0)</span> <span style=\"color:cornflowerblue\">(Multiple Similar Settings)</span> '''Navi''' - These settings determine Navi\u2019s color in a variety of contexts. The lists of preset colors here is different, but the same types of options exist as for choosing tunic colors. <span style=\"color:green\">(v5.0)</span> You are able to choose the inner colors and outer colors separately, or have the outer color set based on the inner color.\n\n<span style=\"color:green\">(v6.0)</span> '''Bombchu Trail Inner''' & '''Outer''' - Sets the colors of the light trail behind a moving Bombchu. \n\n<span style=\"color:green\">(v6.0)</span> '''Boomerang Trail Inner''' & '''Outer''' - Sets the colors of the light trail behind a thrown boomerang. \n\n<span style=\"color:green\">(v4.0)</span> '''Sword Trail Inner''' & '''Outer''' - Sets the colors of the sword trail displayed when swinging a sword. ''Prior to v6.0'', these settings were part of Equipment Colors.\n\n<span style=\"color:green\">(v4.0)</span> '''Sword Trail Duration''' - Sets how long the sword trails should display when swinging a sword. ''Prior to v6.0'', this setting was part of '''Equipment Colors'''.\n\n=== Player Models ===\n<span style=\"color:green\">(v7.0)</span> Replace Link's model with a custom model. Please see [https://wiki.ootrandomizer.com/index.php?title=Custom_Models this page] for more detail instructions to use this feature.\n* <span style=\"color:green\">(v7.0)</span> '''Adult Link Model''' - Replace the adult player model and items via a custom .zobj file.\n* <span style=\"color:green\">(v7.0)</span> '''Child Link Model''' - Replace the child player model and items via a custom .zobj file.\n\n\n== SFX ==\nChanges various audio cues in the game.\n\n=== General ===\n\n<span style=\"color:green\">(v5.0)</span> '''Randomize All Sound Effects''' - This setting randomizes all of the SFX options every time a ROM is generated. Voices are not included in this toggle.\n\n<span style=\"color:green\">(v7.1)</span> '''Disable Battle Music''' - Background music will not change when near enemies, so the standard background music is not interrupted by the battle theme. ''In version 7.0'', this was under the General section.\n\n<span style=\"color:green\">(v8.0)</span> '''Speed Up Music For Last Triforce Piece''' - Background music plays faster when only one more Triforce Piece is needed to beat the game.\n\n<span style=\"color:green\">(v8.0)</span> '''Slow Down Music When Low HP''' - When Link has 1 heart or less remaining, the background music plays slower.\n\n=== Music ===\n\n<span style=\"color:green\">(v4.0)</span> '''Background Music'''\n*'''Normal''' - Do not alter the background music.\n*'''No Music''' - Disable background music. Sound effects will still play. This may be desired by players who like to listen to their own music.\n*'''Random''' - Background music is shuffled so that different tracks may play in different areas. This may be silly.\n*'''Random (Custom Only)''' - Shuffles the music provided in the data/Music folder as the background music and does not include any tracks from the base game.\n\n\n<span style=\"color:green\">(v5.0)</span> '''Fanfares'''\n*'''Normal''' - Do not alter the fanfares.\n*'''No Fanfares''' - Disable fanfares. Sound effects will still play.\n*'''Random''' - Fanfares are shuffled so that different fanfares may play in different fanfare locations. Enables the ''Ocarina Songs as Fanfares'' toggle.\n*'''Random (Custom Only)''' - Shuffles the fanfares provided in the data/Music folder as the sounds and does not include any from the base game.\n\n\n<span style=\"color:green\">(v5.1)</span> '''Ocarina Songs as Fanfares''' - Add the longer Ocarina song fanfares to the pool of fanfares. Only present when fanfares are shuffled.\n\n<span style=\"color:green\">(v8.0)</span> '''Credits music as BGM''' - Adds the credits music to the background music pool when background music is shuffled.\n\n=== Items ===\n\n<span style=\"color:cornflowerblue\">(Multiple Similar Settings)</span> These are the sound options available for most of the remaining SFX options.\n*'''Particular Sounds''' - Select one of these sounds to know what sound the item will make. Specific sounds available differ between items. Several of these options are designed to be potentially more pleasant to listen to while a few are designed to be more amusing. \n*'''Random Choice''' - Play a random SFX from the list of choices.\n*'''None''' - Disable this item from making any sound at all. \n*'''Completely Random''' - Play a random SFX from nearly the entire library of OoT's sound effects.\n*<span style=\"color:green\">(v4.0)</span> '''Random Ear-Safe''' - Attempts to choose a completely random sound that does not hurt your ears to listen to when used in this context.\n\n<span style=\"color:green\">(v4.0)</span> '''Ocarina''' - Select the sound the ocarina makes while playing notes. See [https://youtu.be/WeO7H-zV9Cg this video] to quickly hear all options.\n\n<span style=\"color:green\">(v4.0)</span> '''Hover Boots''' - Select the sound which plays while walking on nothing with Hover Boots equipped. ''As of v8.0,'' the sound no longer repeats over itself and will instead complete fully before beginning again.\n\n<span style=\"color:green\">(v8.0)</span> '''Boomerang Throw''' - Select the sound that plays when the boomerang is in the air.\n\n<span style=\"color:green\">(v8.0)</span> '''Arrow Shot''' - Select the sound that plays when releasing a normal arrow.\n\n<span style=\"color:green\">(v8.0)</span> '''Magic Arrow Shot''' - Select the sound that play when releasing fire, ice, or light arrows.\n\n<span style=\"color:green\">(v8.0)</span> '''Bombchu''' - Select the sound that plays when releasing a Bombchu.\n\n<span style=\"color:green\">(v8.0)</span> '''Iron Boots''' - Select the sound that plays when walking in iron boots.\n\n<span style=\"color:green\">(v8.0)</span> '''Hookshot Chain''' - Select the sound that plays when the hookshot is extending and retracting.\n\n<span style=\"color:green\">(v8.0)</span> '''Slingshot Shot''' - Select the sound that plays when a the slingshot is fired.\n\n<span style=\"color:green\">(v8.0)</span> '''Bomb Explosion''' - Select the sound that plays when bombs explode.\n\n=== Voices ===\n\n<span style=\"color:green\">(v7.0)</span> '''Adult Voice''' - Choose from the default voice, a feminine voice, no sounds, or a random choice.\n\n<span style=\"color:green\">(v7.0)</span> '''Child Voice''' - Choose from the default voice, a feminine voice, no sounds, or a random choice.\n\n'''Navi Overworld''' - This setting changes the SFX that will play when Navi is ready to give a hint. The options are very similar to the Low Health SFX.\n\n'''Navi Enemy''' - This setting changes the SFX that will play when Navi targets an enemy. The options are very similar to the Low Health SFX.\n\n<span style=\"color:green\">(v4.0)</span> '''Horse''' - Select the sound Epona makes. \n\n<span style=\"color:green\">(v8.0)</span> '''Cucco''' - Select the sound that cuccos make when picked up.\n\n=== Misc Sound Effects ===\n\n<span style=\"color:green\">(v8.0)</span> '''Daybreak''' - Select the sound that plays when night switches to day.\n\n<span style=\"color:green\">(v4.0)</span> '''Nightfall''' - Select the sound that plays when day switches to night.\n\n'''Menu Cursor''' - This setting changes the sound the menu cursor when moved.\n\n'''Menu Select''' - This setting changes the sound the menu makes when you select an option.\n\n<span style=\"color:green\">(v2.0)</span> '''Low Health SFX''' - This determines which sound effect to play repeatedly when Link is very low on health.\n\n<span style=\"color:green\">(v8.0)</span> '''Silver Rupee Jingle''' - Select the sound that plays when collecting a silver rupee.\n\n<span style=\"color:green\">(v8.0)</span> '''Get Refill''' - Select the sound that plays when collecting a recovery heart, magic refill, or any type of ammo.\n\n=== Custom Music and Fanfares ===\n<span style=\"color:green\">(v5.0)</span> You can supply custom tracks to the randomizer to pull from when shuffling music or fanfares as Random.\n\nIn order to add custom tracks you need a track in the AudioSeq format, a custom format used by several early first-party Nintendo 64 games such as Super Mario 64, Starfox 64, Yoshi Story, etc. These sequence files need to be converted to work with Ocarina of Time and very likely need their instruments changed manually to sound appropriate in the Ocarina of Time engine. You'll want a combination of MIDI editing software and [https://github.com/sauraen/seq64 seq64] to create these files and make the necessary modifications. You can also use MIDIs to help create new AudioSeq tracks.\n\nPlace your AudioSeq files in the <code>data/Music</code> folder with the <code>.ootrs</code> extension.\n\nOn the website, you can select a single folder to randomize in through the file picker or drag multiple directories onto the custom music field.\n\nReminder that remixes of existing tracks are a legal grey area that the Ocarina of Time Randomizer does not want to get caught up with. Please do not share .seq files of remixed or other recreated video game music in the Discord or other communities run by ZSR and randomizer staff.\n\n=== Custom Voices ===\n<span style=\"color:green\">(v7.0)</span> Additional voices can be created and used with the bundled or offline dev versions of the randomizer. See [https://docs.google.com/document/d/1Z3lJMURqCWPZzulMot_OMELgaODJKxs6CZGe_rP6WsE/edit?usp=sharing this document] for instructions.\n\n== Command Line Options ==\n\nRun with ootrandomizer.py:\n\n<pre>-h, --help</pre>\n\nShow the help message and exit.\n<pre>--gui</pre>\n\nLaunch the GUI\n<pre>--loglevel [{error,info,warning,debug}]</pre>\n\nSelect level of logging for output. (default: info)\n<pre>--settings_string SETTINGS_STRING</pre>\n\nEnter a settings string that will encode and override most individual settings.\n<pre>--convert_settings</pre>\n\nOnly convert the specified settings to a settings string. If a settings string is specified output the used settings instead.\n<pre>--settings SETTINGS</pre>\n\nUse the specified settings file to use for generation\n<pre>--seed SEED</pre>\n\nDefine seed number to generate. (default: None)\n<pre>--no_log</pre>\n\nSupresses the generation of a log file.\n<pre>--output_settings</pre>\n\nAlways outputs a settings.json file even when spoiler is enabled.\n\n== Plando Exclusive Features ==\n\n<span style=\"color:green\">(v6.1)</span>'''LACS Condition''' - If a plando is not used, the generator defaults this to the vanilla requirement of the Shadow and Spirit medallions. Otherwise, it may be set to a specified number of one of the following:\n*Medallions\n*Stones\n*Dungeons\n*Tokens\n\n== Removed or Replaced Features ==\n<span style=\"color:green\">(v2.0)</span> <span style=\"color:red\">Removed in 3.0</span> '''Skip most of Ganon's Castle''' - Disables all trials in Ganon's Castle, removes the lock on the boss door in Ganon's Castle, and skips the escape sequence after beating Ganondorf.\n\nReplaced by separating it into Ganon's Trials Count, Remove Ganon's Boss Key, and Skip Tower Collapse Escape Sequence options.\n\n<span style=\"color:green\">(v3.0)</span> <span style=\"color:red\">Removed in 4.0</span> '''Difficulty''' - Makes health less available and ammo expansions.\n\nReplaced by separate Item Pool and Damage Multiplier options.\n\n<span style=\"color:green\">(v3.0)</span> <span style=\"color:red\">Removed in 5.0</span> <span style=\"color:green\">Reinstated in v6.0</span> '''Open Kakariko Gate''' - The gate from Kakariko Village to Death Mountain Trail is always open.\n\nOpen Kakariko Gate was the result of fixing a vanilla bug - In vanilla, opening the gate shares a flag with pulling the Master Sword for the first time. This unintentionally causes the gate to open permanently (even if you haven't delivered Zelda's letter to the guard first), and leaves it open for both Child and Adult. \n\nWhen this bug was fixed for rando, the result was the setting for Open Kakariko Gate. This was intended to be the result of the fix, and was always scheduled for removal. However due to interest in the option, it was reinstated for version 6.0.\n\n<span style=\"color:green\">(v4.0)</span> <span style=\"color:red\">Removed in 5.2</span> '''Start With Fast Travel''' - Start the game with Prelude of Light, Serenade of Water, and Farore's Wind. Two song locations will give items instead of Prelude and Serenade.\n\nReplaced by the Starting Items tab.\n\n<span style=\"color:green\">(v4.0)</span> <span style=\"color:red\">Removed in 5.2</span> '''Start With Tycoon's Wallet''' - Start the game with the largest wallet which can hold 999 rupees.\n\nReplaced by the Starting Items tab.\n\n<span style=\"color:green\">(v4.0)</span> <span style=\"color:red\">Removed in 5.2</span> '''Start With Deku Equipment''' - Start the game with 10 Deku sticks and 20 Deku nuts. If shopsanity is off, also start with Deku Shield.\n\nReplaced by the Starting Items tab and the Start with Consumables option.\n\n<span style=\"color:green\">(v5.0)</span> <span style=\"color:red\">Removed in 6.0</span> '''Entrance Shuffle''' - Shuffle entrances bidirectionally within different pools. If Interior or Overworld entrances are shuffled, trade timers are disabled and trade items never revert.\n* '''Dungeons Only''' - Shuffle dungeon entrances with each other, including Bottom of the Well, Ice Cavern, and Gerudo Training Grounds. However, Ganon's Castle is not shuffled. Additionally, the entrances of Deku Tree, Fire Temple and Bottom of the Well are opened for both adult and child.\n* '''Simple Indoors''' - Shuffle dungeon entrances along with simple Grotto and Interior entrances (i.e. most Houses and Great Fairies).\n* '''All Indoors''' - Extended version of 'Simple Indoors' with some extra entrances: Adult Potion Shop, Windmill, Link's House, Temple of Time and Dampe's Grave.\n* '''All Indoors & Overworld''' - Same as 'All Indoors' but with Overworld loading zones shuffled in a new separate pool. Owl drop positions are also randomized.\n\n\nReplaced by seven independent settings.\n\n<span style=\"color:green\">(v3.0)</span> <span style=\"color:red\">Removed in 6.0</span> '''Shuffle Songs with Items''' - This setting adds the 12 standard ocarina songs to the shuffle as normal items. The spots that contained songs in the original game will simply give Link a random item and the songs can be found as items freely. Without this setting enabled, songs are still randomized but only between each other. In either case, the Scarecrow\u2019s Song is not affected; it is still obtained by interacting with Bonooru at Lake Hylia first as a child and then as an adult.\n\nReplaced by Shuffle Songs options.\n\n<span style=\"color:green\">(v5.1)</span> <span style=\"color:red\">Removed in 6.0</span> '''Skip First Dampe Race''' - Dampe will start on the second race so that both rewards can be obtained at the end of any race under a minute. The first reward is still obtainable if the race is completed over a minute.\n\nReplaced by the Skip Some Minigame Phases option.\n\n<span style=\"color:green\">(v3.0)</span> <span style=\"color:red\">Removed in 6.0</span> '''Lens of Truth''' - This setting alters the expectations about interacting with invisible objects without the Lens of Truth.\n* '''Required Everywhere''' - This setting requires the Lens of Truth to interact with invisible objects except those required by the original game to obtain the Lens of Truth (i.e. Bottom of the Well).\n* '''Wasteland and Chest Minigame''' - This setting expects the Lens of Truth to be used only to cross the Haunted Wasteland and to win the Treasure Chest Minigame in Castle Town at night.\n* '''Only Chest Minigame''' - This setting expects the Lens of Truth to be used only to win the Treasure Chest Minigame in Castle Town at night.\n\nReplaced by separated tricks for each area requiring Lens of Truth.\n\n<span style=\"color:green\">(v1.0)</span> <span style=\"color:red\">Removed in 6.1</span> '''All Locations Reachable''' - This setting will set the logic to ensure Link can reach every item location in the game. If this option is not used, the logic will allow some items to be in impossible locations so long as the set of reachable items is sufficient to complete the game.\n\nReplaced by the Guarantee Reachable Locations option.\n\n'''Ganon's Boss Key''' Option: <span style=\"color:red\">Removed in 6.1</span> \n* <span style=\"color:green\">(v5.0)</span> '''On LACS''' - These settings put the boss key on the Light Arrow Cutscene location, from Zelda in Temple of Time as adult, with differing requirements (''Note that these sliders are not randomized by the '''Randomize Main Rules''' setting''):\n** '''Vanilla''' - Shadow and Spirit Medallions.\n** '''Stones''' - A number of Spiritual Stones, as specified by the slider. ''In v5.0'', this setting required all 3 Stones.\n** '''Medallions''' - A number of Medallions, as specified by the slider. ''In v5.0'', this setting required all 36 Medallions.\n** '''Dungeons''' - A number of dungeon rewards, as specified by the slider. Does not distinguish between stones and medallions. ''In v5.0'', this setting required all Stones and Medallions.\n** <span style=\"color:green\">(v6.0)</span> '''Tokens''' - A number of Gold Skulltula Tokens, as specified by the slider.\n\nReplaced by individual settings not tied to the light arrow cutscene.\n\n\n'''Output Type''' Option: <span style=\"color:red\">Removed in 7.0</span> \n* '''No Output''' - Does not create a ROM file. Generally used for generating spoiler logs for research, development, and statistical purposes.<!--\n--><p>''In versions v1.0 and 2.0'', this was named '''Do not create patched ROM'''.</p>\nRendered obsolete by the option change from radio buttons to toggles.\n\n\n<span style=\"color:green\">(v3.0)</span> <span style=\"color:red\">Removed in 7.0</span> '''Random Number of MQ Dungeons''' - If set, a random number of dungeons will have Master Quest designs. \n''In version v3.0'', this setting was the '''Mixed''' option for '''Dungeon Quest'''.\n\n<span style=\"color:green\">(v4.0)</span> <span style=\"color:red\">Removed in 7.0</span> '''MQ Dungeon Count''' - Select the number of Master Quest dungeons to be included in the game. A value of 0 leaves all dungeons in their vanilla form. A value of 12 swaps each for its Master Quest form. 6 is an even mix of both.\n\nReplaced by the MQ Dungeons Mode options.\n\n\n<span style=\"color:green\">(v3.0)</span> <span style=\"color:red\">Removed in 7.0</span> '''Shuffle Weird Egg''' - This setting adds the Weird Egg, given by child Malon, to the shuffle. With this setting enabled, child Malon will give a random item and the Weird Egg must be located to do the events at Hyrule Castle with Zelda and Impa. These events block interacting with Talon and Malon at Lon Lon Ranch as a child, Saria in Sacred Forest Meadow, and the Happy Mask sidequest.\n\n<span style=\"color:green\">(v6.0)</span> <span style=\"color:red\">Removed in 7.0</span> '''Skip Child Zelda''' - Skips the Weird Egg and the Hyrule Castle visit as child, which returns Malon and Talon to Lon Lon Ranch and grants Link Zelda's Letter and the song from Impa at the start of the game. Depending on the '''Kakariko Gate''' and '''Complete Mask Quest''' settings, this may also start with the gate/shop open and with masks available. This setting is incompatible with '''Shuffle Weird Egg''' and '''Skip Child Stealth''' since those segments are entirely skipped.\n\nReplaced by the Shuffle Child Trade Item option.\n\n<span style=\"color:green\">(v3.0)</span> <span style=\"color:red\">Removed in 7.0</span> '''Chest Size Matches Contents''' - This setting causes items flagged as progression, boss keys, and ice traps to appear as large treasure chests. Small keys and all other items will appear in small treasure chests. All key chests will have the golden texture of boss key chests in vanilla. This means the player can safely choose to skip small, wooden chests since they will only contain handy, but non-essential, items.\n<br>''Warning:'' Changing the sizes of chests will also affect the size of their collision which may render some chests difficult to hookshot as well as cause other unintended side-effects.\n\nReplaced by Chest Appearance Matches Contents.\n\n<span style=\"color:green\">(v3.0)</span> <span style=\"color:red\">Removed in 7.0</span> '''Adult Trade Sequence''' - This pair of settings can be used to specify the earliest and latest items that can be allowed to randomly show up in the general item pool. Only one item will be in the item pool regardless of this setting; this can merely be used to limit the range of possibilities.\n\nReplaced by Adult Trade Sequence Items.\n\n<span style=\"color:green\">(v3.0)</span> <span style=\"color:red\">Removed in 8.0</span> '''Bombchus Are Considered in Logic''' - This option fundamentally changes how the Bombchu items found around the world function. With this option on, Bombchus are a progression item and operate as a form of progressive item. The first Bombchu pack found will contain 20 Bombchus and subsequent packs will contain 10 or 5 Bombchus. Finding Bombchus will be considered as logical progression, and having found any Bombchus will be the condition to play Bombchu Bowling or buy Bombchu refills from shops. This flag will also add Bombchu (5) buyable items to the shops in Kokiri Forest, Castle Town Bazaar, and Kakariko Bazaar.\n\nWith this option off, randomly found Bombchu items are not considered as logical progression. Randomly found Bombchus will have specific denominations based on the values from the original game. Finding a Bomb Bag is the condition to play Bombchu Bowling and buy Bombchus from shops which do not have their inventories edited (i.e. Shopsanity).\n\nReplaced by Add Bombchu Bag and Drops.\n\n<span style=\"color:green\">(v7.0)</span> <span style=\"color:red\">Removed in 8.0</span> '''Shuffle Child Trade Item''' - Changes the beginning item for the child trade quest and how it is obtained.\n* '''Vanilla Locations''' - Malon will have the Weird Egg and the trade quest will proceed as normal.\n* '''Shuffle Weird Egg''' - Weird Egg must be found to begin the trade quest. Malon will have a randomized item.\n* '''Skip Child Zelda''' - Game will begin with Zelda's Letter in the inventory and Malon will have returned to the ranch.\n\nReplaced by Shuffled Child Trade Sequence Items."
                    }
                ]
            },
            "60": {
                "pageid": 60,
                "ns": 0,
                "title": "Retroarch",
                "revisions": [
                    {
                        "contentformat": "text/x-wiki",
                        "contentmodel": "wikitext",
                        "*": "'''by Raizuto'''\n\nRetroArch is the only cross-platform emulator supported by the Ocarina of Time Item Randomizer staff. It is also possible to use it to play a vast number of platforms other than N64 as well. This might just make it your emulator of choice once you get used to using it.\n\n== Installing RetroArch ==\n[[File:RetroArch-Download-Stable.jpeg|none|thumb|RetroArch Downloads Page and Download Stable button]]\nGo to the [http://www.RetroArch.com/index.php?page=platforms RetroArch downloads page] and click the button labeled {{kbd|Download Stable}}. Run the installer file it downloads.\n\n=== Windows Specific Installation ===\nOn Windows you may get a popup when trying to run the installer that warns you if you do not have <samp>DirectX 9.0c</samp> installed<sup>1</sup>. Press {{kbd|OK}} to continue. Click {{kbd|Next >}} until it asks you where you would like to install RetroArch<sup>2</sup>. The default path should be <var>C:\\Users\\&lt;yourusername&gt;\\AppData\\Roaming\\RetroArch</var>. If it does not display this location it is recommended to copy and paste the following text into the box: {{kbd|%AppData%\\RetroArch}} and then continue clicking {{kbd|Next >}}. Soon you will see the <samp>Choose Components</samp> screen<sup>3</sup>. Make sure you click the checkbox next to {{kbd|DirectX 9.0c Runtime}} before clicking {{kbd|Next >}}. Keep clicking {{kbd|Next &gt;}} until the <samp>Install</samp> button appears. Once you click {{kbd|Install}} RetroArch will begin installing.\n\nBefore RetroArch finishes installing it should pop up the DirectX installer. Click {{kbd|Next &gt;}} until you get to the screen offering to install the Bing Bar<sup>4</sup>. You should uncheck {{kbd|Install the Bing Bar}} before clicking {{kbd|Next &gt;}}. Once you finish the DirectX installation the RetroArch installation will finish as well.\n<gallery mode=slideshow showthumbnails>\nFile:RetroArch-Windows-DirectXWarning.jpeg|1. The DirectX not installed warning.\nFile:RetroArch-Windows-InstallLocation.jpeg|2. The location you install to should be similar to the one displayed here. Copy the value displayed above if it doesn't.\nFile:RetroArch-Windows-ChooseComponents.jpeg|3. Make sure DirectX 9.0c Runtime is checked.\nFile:RetroArch-Windows-DirectXBingBar.jpeg|4. Make sure you uncheck this so you don't end up with software you don't need on your computer.\n</gallery>\n\n=== Mac Specific Installation ===\n\n==== Downloading and Installing ====\n\nGo to the [http://www.RetroArch.com/index.php?page=platforms RetroArch downloads page] and download the '''Apple macOS / OSX Intel''' build. This will work with High Sierra and above (including Mojave and Catalina). Don't download the '''Apple macOS High Sierra (and later) with Metal2''' build as the ParaLLeL Core will not work. This may change in the future. \n\nWhen downloading, ensure that the downloaded application is '''copied to the desktop''' as shown in the [https://youtu.be/hu-TW02bhhY?t=182 official installation video] provided on the download website. '''DO NOT''' open from the disk image. If you opened RetroArch from the disk image, copying it from the Desktop should resolve the issue immediately. If it does not, you'll need to [[#retroarch.cfg_(for_Mac_users)|delete your retroarch.cfg file]]. \n<gallery mode=slideshow showthumbnails>\nFile:RetroArch-Mac-ChooseInstall.JPG|1. This is what you want to download.\nFile:RetroArch-Mac-DiskImage.png|2. DO NOT open from the disk image.\nFile:RetroArch-Mac-DirectoryError.png|3. If you open from the disk image, the file paths will be mixed up.\n</gallery>\n\n== Install a RetroArch Core ==\nYou should now be at the <samp>Main Menu</samp> of RetroArch<sup>1</sup>. You can switch between the different menus on the left side of the screen when you are on the top-most sub-menu of a menu. If you can't see the left sidebar with the different menus listed and you need to switch which menu you are in, you can press <kbd>Backspace</kbd>, <kbd>X</kbd>, or the <kbd>Right Mouse Button</kbd> until you see it again. To open a menu, submenu, or option you can press <kbd>Enter</kbd> or <kbd>Z</kbd> while it is highlighted, or <kbd>Left Mouse Button</kbd> while hovering over it. ''Keep in mind that these are the default controls in RetroArch''. If you change these keyboard bindings in the <samp>Settings</samp> menu, you'll have to use the buttons you bound to A or Start to select, and the buttons you bound to B or Back to go back to the previous menu. Using the mouse controls should always work properly, so we will assume you are using them throughout the rest of the guide.\n\nOn the <samp>Main Menu</samp> click on the {{kbd|Load Core}} option. In the <samp>Load Core</samp> submenu, you will normally see your installed cores. Since you just installed RetroArch you won't see any. Click the {{kbd|Download a Core}} option<sup>2</sup>. In the <samp>Core Updater</samp> menu that appears, scroll down to the <samp>Nintendo - Nintendo 64</samp> options. It is recommended that you choose the <samp>Nintendo - Nintendo 64 (Mupen64Plus-Next)</samp> core option<sup>3</sup>. You can also choose the <samp>Nintendo - Nintendo 64 (ParaLLEl N64)</samp> core option if you Next doesn't work for you. '''Windows Users:''' the <samp>Nintendo - Nintendo 64 (Mupen64Plus-Next GLES3)</samp> option should not be chosen. This is a special build of the Mupen64Plus-Next core intended to run on XBox One devices. '''It will not run on Windows PCs'''.\n<gallery mode=slideshow showthumbnails>\nFile:RetroArch-InstallCore-MainMenu.jpeg|1. The Main Menu of RetroArch. You'll want to return here often.\nFile:RetroArch-InstallCore-DownloadCore.jpeg|2. You'll need to download a core before you can play any ROMs.\nFile:RetroArch-InstallCore-ParaLLEl.jpeg|3. Mupen64Plus-Next is the preferred core, but some older systems will require you to use ParaLLEl\n</gallery>\n\n== Configure RetroArch ==\n\nFrom the top menu level of the <samp>Main Menu</samp> click on the {{kbd|Settings}} menu below the <samp>Main Menu</samp> in the sidebar on the left. Scroll down to {{kbd|Saving}} and change {{kbd|SaveRAM Autosave Interval}}<sup>1</sup> to {{kbd|10}} seconds by clicking it, and the scrolling down to {{kbd|10 seconds}}.\n\nNext, go back to the top level menu of <samp>Settings</samp>. Scroll down and select the option {{kbd|Directory}}<sup>2</sup>. In the menu this opens scroll down and select the option called {{kbd|File Browser}}<sup>3</sup>. You will be presented with an overview of your system partitions. Navigate through your computer files to the folder you keep your ROMs in. '''They will not show up yet'''. Choose {{kbd|Use this directory}}<sup>4</sup> anyway. Most browsers will save your randomizer ROM to your Downloads folder by default<sup>5</sup>. However, if you are using the downloaded version of the Ocarina of Time Randomizer the default location for your patched ROMs is a folder called <samp>Output</samp> next to the <samp>.exe</samp> file you double click to start the randomizer.\n\nOnce you have finished configuring RetroArch you must properly restart it. ''Do not press <kbd>Esc</kbd> or the X in the top right corner.'' Go back to the {{kbd|Main Menu}} and move all the way down to the option near the bottom {{kbd|Quit RetroArch}}<sup>6</sup>. Once you reopen RetroArch go to {{kbd|Load Content|Start directory}}. You should now see your ROMs<sup>7</sup>. When you choose one of your ROMs it may ask you which core you want to use if you downloaded more than one of them. It is recommended that you choose {{kbd|Nintendo - Nintendo 64 (Mupen64Plus-Next)}}<sup>8</sup> for the best peformance and fewest bugs.\n<gallery mode=slideshow showthumbnails>\nFile:RetroArch-Configure-AutoSave.png|1. With this option RetroArch will periodically save your save data to disk. This will prevent most data loss in the event of a crash.\nFile:RetroArch-Configure-Directory.jpeg|2. This option lets you set where RetroArch saves and looks for various files on your computer.\nFile:RetroArch-Configure-FileBrowser.jpeg|3. File Browser defines the <samp>Start Directory</samp> that RetroArch uses when you are picking your ROM.\nFile:RetroArch-Configure-UseThisDirectory.jpeg|4. Your ROM files will not show up here! You still want to click &lt;Use this directory&gt; so that they will show up in a couple more steps.\nFile:RetroArch-Configure-Downloads.jpeg|5. You probably want your File Browser setting to have a similar path to this image.\nFile:RetroArch-Configure-Restart.jpeg|6. RetroArch will delete any changes you made if you do not restart it properly. Always use this option to ensure your settings get saved.\nFile:RetroArch-Configure-StartDirectory.jpeg|7. Your ROMs should now appear when you select this menu option if you set your <samp>File Browser</samp> directory properly. If you don't you should go back to that step and try again.\nFile:RetroArch-Configure-SelectCore.jpeg|8. Mupen64Plus-Next is the preferred core, but some older systems will require you to use ParaLLEl\n</gallery>\n\n=== Required Settings for Racing ===\n\nIf you wish to partake in our community's races, then don't forgot to also configure the settings mentioned [[Racing#RetroArch|here]].\n\n== Keyboard Configuration ==\nIf you are going to use a controller, [[#Controller Configuration|skip this section]].\n\nHead to {{kbd|Settings|Input|Port 1 Input Binds}}. An example of some control binds when using a keyboard can be found [https://docs.google.com/document/d/1F8JOk-eqoowZyeYtoF3XLBh1EwYULddo6ZyFgFYxU5M/edit here].\n\n== Controller Configuration ==\n\nFirst, take a look at the [[Controller Setup]] guide. Ensure your controller is calibrated, and if you are using one of the controllers with additional setups steps in that guide make sure you follow them.\n\nIf your controls don't feel quite right, while running the ROM press <kbd>F1</kbd> to access the {{kbd|Quick Menu|Options}} menu. If your stick causes input without you trying to, change the <samp>Analog Deadzone</samp> to {{kbd|10}} or higher if that is not enough. If you aren't able to both walk and run increase <samp>Analog Sensitivity</samp> to make it easier to run. Decrease it to make it easier to walk.\n\n=== Remap Your Controls ===\nYou'll probably need to customize your controller inputs by loading your ROM and pressing the <kbd>F1</kbd> key to bring up the RetroArch <samp>Quick Menu</samp>. Choose {{kbd|Controls|Port 1 Controls}}. Highlight the control on your controller on the left side and press <kbd>\u2190</kbd> and <kbd>\u2192</kbd> to cycle through the available N64 controller options on the right side.\n\nMake sure <samp>C-Buttons Mode</samp> is not bound to any of your controls. This is intended for controllers without enough buttons/a right analog stick to map C-Buttons to and usually causes controller issues.\n\n==== Gamecube Style C-Buttons ====\nIf you want to emulate the Gamecube controller's style of C-Buttons, where they are bound to the right analog stick and the the extra face buttons on your controller, you need to enable another setting. Press <kbd>F1</kbd> to open the <samp>Quick Menu</samp> and scroll down and select {{kbd|Options}}. Scroll down and switch the <samp>Independant C-button Controls</samp> from <samp>False</samp> to {{kbd|True}}. This will add controls like <samp>C-Down</samp> and <samp>C-Up</samp> to the right side of the Controls remappings.\n\nHead back to the <samp>Quick Menu</samp> and go over to {{kbd|Controls|Port 1 Controls}} and map your face buttons to the <samp>C-*</samp> options, and your right analog stick to the <samp>C Buttons *</samp> analog control values.\n\n=== GameCube Controller Setup ===\n\n==== MayFlash GameCube Adapter ====\nMake sure the switch on the back of your controller is set to {{kbd|PC}}. If you just downloaded RetroArch the controller should just work. If not, go to {{kbd|Online Updater}} on the <samp>Main Menu</samp> and choose {{kbd|Update Joypad Profiles}}. Once it finishes downloading and extracting the zip file, restart RetroArch.\n\nYour controller should now be working. If it isn't you can try the different controller ports or go to {{kbd|Settings|Input|Port 1 Input Binds}}. Highlight <samp>Device Index</samp> and press <kbd>\u2190</kbd> or <kbd>\u2192</kbd> to choose the correct MAYFLASH Controller number.\n\n==== Official Adapter or Wii U/Switch Mode ====\n\nMake sure the GCN USB Adapter program is running.\n\nStart RetroArch and go to {{kbd|Settings|Drivers}} and make sure <samp>Joypad Driver</samp> is set to {{kbd|xinput}}. Then use the {{kbd|Quit RetroArch}} option in the main menu to properly close RetroArch and save your new configuration if you changed it.\n\nYou'll want to save [https://pastebin.com/raw/QAhXFvUS this configuration file] as {{kbd|vJoy_Device_GameCube.cfg}} in your RetroArch XInput autoconfig directory. You should find this folder by pasting {{kbd|%AppData%\\RetroArch\\autoconfig\\xinput}} in the Windows Explorer address bar and pressing <kbd>Enter</kbd>. Once that file is in place start RetroArch. You should get a message saying something like <samp>vJoy device #1 configured in Port #0</samp>.\n\nIf your controller is not working still, click on the {{kbd|Windows Gamepad Info}} button to bring up the list of connected controllers on your computer.<sup>1</sup> The vJoy gamepads should be in order of what number RetroArch is expecting. Try each one by clicking it's entry, pressing the {{kbd|Properties}} button and moving the control stick. Whichever on causes the cursor in the square to move is the number you want to remember. Go back to RetroArch and head to {{kbd|Settings|Input|Port 1 Input Binds}}. Highlight <samp>Device Index</samp> and press <kbd>\u2190</kbd> or <kbd>\u2192</kbd> to choose the correct vJoy Device number.<sup>2</sup> You may have to do this every time you restart the driver application.\n\nYour controller should now be working.\n\n<gallery mode=\"slideshow\" showthumbnails=\"\">\nFile:RetroArch-GameCube-WindowsGameControllers.png|1. The Windows Game Controller dialog with the list of vJoy Devices.\nRetroArch-GameCube-vJoyDeviceNumber.png|2. vJoy Device #4 was the correct one for this time.\n</gallery>\n\n=== Switch Pro Controller ===\n\nYou'll need to install [https://store.steampowered.com/ Steam.]\n\nNext, you'll need to [https://store.steampowered.com/app/1118310/RetroArch/ install RetroArch through Steam] (don't worry, it's still free).\n\nAfterwards, right-click on your Steam icon and go to {{kbd|Settings}}.  Click on the {{kbd|Controller}} section and click on {{kbd|General Controller Settings}}\n\nMake sure {{kbd|Switch Pro Configuration Support}} is checked. \n\nYou should now be able to configure your Switch Pro Controller in RetroArch (through Steam).\n\n== ParaLLEl Graphics Configuration (Console-Accurate Graphics) ==\nThe ParaLLEl core will use the glide64 graphics plugin by default and Mupen64Plus-Next will use GLideN64 by default. Glide64 is a plugin that works well on many graphics cards, but has several graphical issues. GLideN64 is actually fairly good at displaying things properly, but still doesn't always work exactly how graphics would work on the N64. ParaLLEl and Mupen64Plus-Next have a graphics plugin that is nearly flawless in recreating N64 graphics, but requires somewhat modern hardware to run, and will perform slower overall than the other available plugins. If you have a graphics card made after 2012 it should support this more accurate plugin.\n\n=== Check If Your Hardware Supports Vulkan ===\nYou can check [https://vulkan.gpuinfo.org/ this website] to see if your graphics card supports any version of Vulkan. If you're not sure what GPU your computer has, [https://www.howtogeek.com/414201/how-to-check-what-graphics-card-gpu-is-in-your-pc/ try one of these methods to find out]. If you find your graphics card supports Vulkan you can continue. ''If it does not, please do not proceed''. You may cause ParaLLEl to start crashing if you try to follow these instructions without a compatible graphics card.\n\n=== Activate parallel RDP And RSP ===\nIf your ParaLLEl or Mupen64Plus-Next core was downloaded before June of 2020, please make sure it is up-to-date now by going to {{kbd|Main Menu|Online Updater|Update Installed Cores}} to update your cores.\n\nNow load a ROM with the either core. Open the <samp>Quick Menu</samp> by pressing <kbd>F1</kbd> or whatever hotkey you have bound to open the menu in RetroArch. Select {{kbd|Options}} and scroll down to <samp>GFX Plugin</samp> and set it to {{kbd|parallel}}. Scroll down to <samp>RSP plugin</samp> and also set it to {{kbd|parallel}}. While you are here you will probably also want to set <samp>(ParaLLEl-RDP) Upscaling factor (restart)</samp> to {{kbd|2x}}. If you experience performance issues, be sure to try setting this back to 1x first to see if it improves.\n\n== Texture Packs ==\n\nThe following link will let you set up texture packs for [https://wiki.ootrandomizer.com/index.php?title=HiRes_Texture_Packs RetroArch]\n\n== Tips ==\n\n*To unbind any button/key hit the <kbd>Delete</kbd> key on your keyboard in the input settings. \n*'''Never''' close RA via it\u2019s top right X, close it from far left Main Menu {{kbd|Quit RetroArch}}. \n*If you want RetroArch to keep running in the background, go over to the <samp>Settings</samp> column in the menu, then down to <samp>User Interface</samp>, hit <kbd>Enter</kbd> and set <samp>Don\u2019t run in the background</samp> to {{kbd|OFF}}. \n*To enable the FPS display, go to {{kbd|Settings|On-Screen Display|On-Screen Notifications}} and switch <samp>On-Screen Notifications</samp> to <kbd>ON</kbd> if it is not already. Then, change <samp>Display Framerate</samp> to <kbd>ON</kbd>.\n*To be able to position the FPS counter, go to {{kbd|Settings|On-Screen Display|On-Screen Notifications}} and set <samp>Graphics Widgets</samp> to {{kbd|OFF}} and then restart RetroArch.\n\n\nIf your controller does not have a default profile or you are using a keyboard, the following information may be helpful.\n*Don't alter the Main Menu bindings for controllers that have default profiles. Open the Quick Menu and change the button mapping there instead.\n*Left side user input binds (the <kbd>Delete</kbd> key will delete any binding)\n**'''B button''' is equivalent to N64 A Button \n**'''Y button''' is equivalent to N64 B Button \n**'''L2 button (trigger)''' is equivalent to N64 Z Button \n**'''L1''' is equivalent to N64 L \n**'''R1''' is equivalent to N64 R \n**'''Movement:''' \n***Left analog X+ = Right \n***Left analog X- = Left \n***Left analog Y+ = Down \n***Left analog Y- = Up   \n**'''C-Buttons/C-Stick:''' \n***Right analog X+ = C-Right \n***Right analog X- = C-Left \n***Right analog Y+ = C-Down \n***Right analog Y- = C-Up\n\n== Common Issues ==\n\nThere are several issues that can occur in RetroArch.\n\n=== Abnormal FPS Increases ===\n\nGo to {{kbd|Settings|Frame Throttle}} and set <samp>Fast-Forward Rate</samp> to {{kbd|1.0x}}.\n\n=== Boots are equipped / Ocarina pulled out randomly while walking ===\n\nGo to the {{kbd|Settings|Input|Port 1 Input Binds}} menu and set <samp>Analog to Digital</samp> to {{kbd|None}}.\n\n=== Crash when loading ROM ===\n\nIf using the <samp>Nintendo - Nintendo 64 (Mupen64PlusNext)</samp> core, try the {{kbd|Nintendo - Nintendo 64 (ParaLLEl N64)}} core instead. If using the <samp>Nintendo - Nintendo 64 (ParaLLEl N64)</samp> core, try the {{kbd|Nintendo - Nintendo 64 (Mupen64PlusNext)}} core instead.\n\n=== Input Lag ===\n\nIf you're experiencing abnormal input lag with your controller, go to {{kbd|Settings|Latency}} and adjust the <samp>Polling Behavior</samp>.\n\n=== Mupen64Plus-Next Freezes ===\n\nThis is an issue with versions prior to Mupen64plus-Next 2.3 which was released on July 14, 2021. Please update yor cores from the {{kbd|Cores Updater}} in the main menu. Also, after loading a ROM press <kbd>F1</kbd> to open the <samp>Quick Menu</samp>. Under <samp>Options</samp> Move down to <samp>Ignore emulated TLB Exceptions</samp> and press the <kbd>\u2192</kbd> arrow key until the selection changes to <samp>Don't Ignore</samp>.\n\n=== Mupen64Plus-Next Epona Carrots ===\n\nThis is an issue with versions prior to Mupen64plus-Next 2.3 which was released on July 14, 2021. Please update your cores from the {{kbd|Cores Updater}} in the main menu. Also, after loading a ROM press <kbd>F1</kbd> to open the <samp>Quick Menu</samp>. Under <samp>Options</samp> Move down to <samp>Ignore emulated TLB Exceptions</samp> and press the <kbd>\u2192</kbd> arrow key until the selection should changes to <samp>Don't Ignore</samp>.\n\n=== My A and B Buttons Are Swapped On The Menu ===\n\nGo into {{kbd|Settings|Input|Menu Controls}} and change the {{kbd|Menu Swap OK & Cancel Buttons}} option.\n\n=== My Remapping in Quick Menu Controls Won't Save ===\n\nIf your remapping won't save even after using {{kbd|Quit RetroArch}} in the main menu, you may have to explicitly save the remappings. Open the <samp>Quick Menu</samp> with <kbd>F1</kbd>, go down to {{kbd|Controls}} and map your controls how you wish. Once you have done so, go back to the <samp>Controls</samp> menu. Near the top of the menu is a <samp>Save Core Remap File</samp> option. Select this to save these controller binds for all randomizer ROMs you open in the future.\n\n=== No Audio ===\n\nGo into the {{kbd|Settings|Drivers}} menu and change the <samp>Audio Driver</samp> from <samp>xaudio</samp> to {{kbd|dsound}}. Then quit RetroArch properly via the Main Menu and restart it. \n\n=== One of My Buttons Won't Work ===\n\nIf you messed with the Main Menu User Input Binds you likely configured something wrong. It is not recommended to ever modify controller binds this way unless your controller doesn't have a built in profile. To reset your controller bindings to their default you have to load the default <samp>RetroArch.cfg</samp> again.\n\nIf you have a ROM loaded, start by pressing <kbd>F1</kbd> to open the <samp>Quick Menu</samp> then press <kbd>Backspace</kbd> to get back to the <samp>Main Menu</samp>.\n\nGo to the far left menu item, <samp>Main Menu</samp>. Move down to '<samp>Configurations</samp> and press <kbd>Enter</kbd>. Select <samp><Parent directory></samp> and hit <kbd>Enter</kbd>. Scroll down to the file <samp>RetroArch.default.cfg</samp> and press <kbd>Enter</kbd>.\n\n=== Overwriting Controller Autoconfig(s) ===\n\nIf you've inadvertently overwritten a controller autoconfig, you'll need to close RetroArch. Next, go to your <var>RetroArch</var> folder and delete the <var>autoconfig</var> folder. Afterwards, launch RetroArch and go to {{kbd|Main Menu|Online Updater}} and click on <samp>Update Controller Profiles</samp>.\n\n=== ParaLLEl Black Screen or Crashes ===\n\nIf you are able to launch the ParaLLEl core but get a black screen, or frequently crash while pausing, try changing the video plugin it is using. Press <kbd>F1</kbd> to open the <samp>Quick Menu</samp> and move down to <samp>Options</samp> and press <kbd>Enter</kbd>. Next, move down to <samp>GFX Plugin</samp> and press the <kbd>\u2192</kbd> arrow key once. Once you have changed the option, press <kbd>Backspace</kbd> twice to return to the <samp>Main Menu</samp> and select {{kbd|Quit RetroArch}} to close RetroArch. Simply run RetroArch and open the ROM again and your ParaLLEl core should be running the new plugin you selected. Try each one and see if any of them work for you. If they do not, you may want to try the Mupen64Plus-Next core instead.\n\n=== retroarch.cfg (for Mac users) ===\n\nIf you need to delete/modify this file, you'll need to access the Library. To access the library, it must be \u201cshown\" as it's hidden by default.\nThe easiest method to do this is while in the '''Go''' dropdown menu, hold the '''option''' button and it will appear. Search \u201cretroarch\u201d in the Library and the folder and files will show up.\n<gallery mode=slideshow showthumbnails>\nFile:RetroArch-Mac-Library.png|1. '''Go''' dropdown to access the Library.\nFile:RetroArch-Mac-SearchLibrary.JPG|2. Search the library.\n</gallery>\n\n=== Waiting on Client (Error Message) ===\n\n'''<pre>Waiting on client ...\nYou have rejoined the game as player 1\nnull</pre>'''\n\nThis is a rare issue and can be a hindrance when racing. According to the RetroArch devs, this is an issue that occurs with some virtual gamepads, when explorer.exe isn't running, or other random-seeming situations. \n\nThe only feasible solution at this point is to go to {{kbd|Settings|Input|Hotkeys}} and bind a hotkey to <samp>Netplay Hosting (Toggle)</samp> so that you can immediately toggle out of this."
                    }
                ]
            }
        }
    }
}