Change Log

3.3 Update

Added "Recorder to Unbeaten Dungeons", which makes the recorder take you to the dungeon spots where you have not yet collected the triforce, INSTEAD of dungeons where you have collected the triforce
Added "Mirror Overworld", which mirrors the overworld. All secrets stay in their spots (unless you Change Secret Spots), but everything is mirrored, and screen scrolls may be very different.
Added "Allow OW Blocks of Wood Sword", allowing wood sword to be under bushes/power bracelet rocks/raft spots/recorder spots if you start with, or acquire from the armos statue, the appropriate item(s).
Added "Wood Sword" to the start screen shuffle option, allowing you to start on the wood sword screen (or adjacent to it if it's the letter screen or a raft location).
Added "Remove Most Open Stairs", which replaces diamond/corridor/spiral stair rooms with no shutters with a push-block stair.
Added "Randomize Boss Groups", which changes the boss groups, allowing some bosses to possibly appear in every dungeon, and traditional "groups" may not be the same. Gannon/Zelda are still always in level 9... for now...
For players who like an extreme challenge, added "Maximum Enemy Health" and "Maximum Boss Health", setting all enemy/boss HP respectively to 15. In the case of swordless, the wood sword cave will hold red candle if either of these options are selected.
Added "Permanent Sword Beam", which gives the player sword beam regardless of health.
Added "Killable Drop Items", which causes dropped items (rupees/fairy/heart/bombs/etc.) by enemies to "die" when hit by a weapon, possibly spawning another drop, and counting towards the kill counter.
Removed "Enable Item Swap with Select" from the flag string; now it is a feature that can be toggled independent of flags.
Combined "Shuffle Music" and "Disable Music" into a drop down box that is independent of flags. This option is saved automatically when you generate a seed.
Added a drop down for "Red Bubble Curse", allowing you to select the curse type from a red bubble (swordless, inverted controls, or slower Link).
Added "Heart Color in HUD", allowing you to select colors for the hearts in the HUD.
Added "Remove Low Health Beep", which removes the beeping you get when you are at 1 heart of less.
Added a "Start Items" tab, which allows you to select what item(s) you start the game with. "Max Start Items" can cap that amount, and will randomly select a subset of items. Note that the original items will still currently appear in the game as well.
Added "Starting Hearts", allowing you to select the heart containers you start with. Note that this does not add additional heart containers, so if you start with 1 or 2 hearts, your maximum heart count will not be 16.
Added "Triforce Pieces" to "Start Items" tab, allowing you to select how many triforce pieces you start the game with. They will be randomly selected, and technically can still be found in the appropriate dungeon for a health refill.
Added "Randomize Recorder Song", which plays a different song than the normal recorder tune. Currently over 100 songs in there, more to be added in future updates! This is an optional option; it will not affect the seed itself.
CHANGE TO SHAPES - Now, a shutter door on one side of a door and an open door on the other side is not necessarily indicative of a staircase on the open side (where before it often was).
Added several options to the Dungeon Quest drop down, allowing for mixed quest with and without shapes.
Changed Deceptive Hints to include community text for the non-hints (e.g. shop text, etc.)
Added "Mixed Quest - 2nd" to the "Overworld Quest" dropdown; this enables you to play mixed quest but with the 2nd quest ratio of caves (e.g. only one 100 secret). Original mixed quest has been renamed to "Mixed Quest - 1st"
Due to the number of new features, the flag strings had to be revamped. As such, added a box to convert old flags into new format, allowing for you to copy over old flag sets.
Insured that vires and zols that have 5 or more HP do not count as "bomb droppers", for the purposes of sanity.
Various miscellaneous bug fixes.

3.2.4 Update

Fixed a bug with dungeon generation that caused an infinite loop generating dungeons without Randomize Dungeon Rooms selected. As a side benefit, this should improve 2nd quest generation times.
Updated the summary tab to always display if "Shuffle Dungeon Hearts" and "Shuffle Minor Dungeon Drops" are selected.
Added a few more community hints/small bug fixes.
Added "Shuffle Minor Dungeon Items", which also shuffles bombs, rupees, and keys in with the major items. This can result in several items on the floor in each dungeon.

3.3.2.3 Update

Fixed a bug that sometimes assumed stairs were not present when attempting to generate levels. This resulted in cases where seeds could not be generated if rooms were not shuffled in first quest.

3.2.2 Update

Fixed a bug with helpful hints where OHKO logic for moat rooms was applied, even outside OHKO, leading to incorrect ladder hints.
Fixed a bug with helpful hints where the randomizer assumed you were always swordless.
Fixed a bug with "Shuffle Dungeon Rooms" in 2nd quest that led to infinite generation times.
Fixed a bug where random push blocks could appear on the overworld.
Fixed a bug where walking up to the vanilla triforce room in 2nd quest level 5 would make you exit the level.
Fixed a bug where a T room could exist north of a horizontal chute room, requiring clipping to reach the item in the T room.
Fixed a bug in second quest where the old men would get confused and swap levels 2/3, 4/5, and 7/8 when giving hints.
Fixed a bug where an old man in a dungeon could in rare circumstances repeat the white sword community hint instead of a helpful hint.
Likely another couple of minor fixes that were not documented.

3.2.1 Update

Fixed a bug where "Other Item" to open 9 resulted in Level 9 being permanently open, even with no item.

3.2 Update

Added "Shuffle Dungeon Hearts", which adds the floor hearts that bosses drop to the pool. This adds an extra floor drop to dungeons 1-8, and can result in levels having 0-3 hearts or 0-3 items
Enabled "Allow Important Items in 9" to be selected for all level 9s. This means important items not needed to enter 9 may be found in level 9.
Updated "Shuffle Dungeon Start Room" - now, this can cause you to enter the dungeon from any edge (not necessarily the bottom). This option no longer hides the level numbers.
Added "Book to Understand Old Men" - if selected, prior to picking up the book, the old men will all say the same thing. The exception is that the man guarding level 9 will always tell you level 9 entry (if not the full triforce).
Added "Book is an Atlas" - if selected, picking up the book will yield all dungeon maps.
Split "Hide Dungeon Numbers" to its own checkbox.
Added "Hidden Health" option, which hides a player's health/removes the low health beeping. Good luck remembering how much damage you can take!
In the "Shapes" mode of dungeons, the map placement algorithm has been updated to make the map easier to find.
In the "Shapes" mode of dungeons, it is now possible for items to drop in stair rooms where items can normally be found on the floor (so the diamond, spiral, and "corridor" staircases specifically).
Added an option to change the "LEVEL" text in dungeons to a different text. Random includes a number not of options not listed in the dropdown.
Added a "Summary" tab, that summarizes most key options that may be selected in the randomizer.
Added two "Custom" presets. When you paste flags into the preset box, they will be saved, allowing you to keep your custom presets more easily.
Removed the "Virtual Boy" palette from levels, due to the fact that it was difficult for those with color blindness to see.
Numerous bug fixes and UI changes have been added, which are too numerous to fit in such a small space.

3.1.8 Update

Fixed a bug where the wood sword could appear in a swordless seed when you randomize dungeon shapes.
Fixed an issue where certain flags combinations never happened with random% options, due to an uninitialized variable.
Prevented traps from appearing in the "maze room" (compass room from level 4 in 1st quest)
Updated logic such that there should always be a path to the ladder that does not involve entering a moat room with traps from the side (thus guaranteeing damage).

3.1.7 Update

Fixed a bug where the randomizer would crash while generating a ROM with "Print Quest Info" checked.
The above bug does not affect tournament play, but please make sure to update the randomizer to the current version.

3.1.6 Update

Fixed a softlock bug where, during level generation, generation could hit an infinite loop, rendering the game unable to generate a seed.
The above bugs do not affect game play in the tournament flags.

3.1.5 Update

Removed spoiler log from game end. Log will be restored at some point in the future, likely via the Print Quest Info option.

3.1.4 Update

Fixed a potential softlock. If the player kills Gannon and exits the room through a bomb door prior to picking up the Triforce, the game will respawn Gannon when you enter the room. This prevents a softlock that could occur because the triforce of Power would not respawn if Gannon was dead.

3.1.3 Update

Fixed a bug where shuffling caves, but not shuffling the wood sword cave, could lead to a break, or have two wood sword caves present in Hyrule.
Fixed a bug where the randomizer would crash generating when "Shuffle Enemy Groups" is selected, but "Shuffle Overworld Group" is not selected.
Fixed the installer to allow the user to select the directory in which Zelda Randomizer will be installed.
The above bugs do not affect game play in the tournament flags.

3.1.2 Update

Fixed a bug where "Step over the water" hints in level 9 may have been inaccurate due to the game perceiving that it was impossible to go north from the Old Man room in level 9.
Updated Wizzrobe logic to prevent appearance on a couple of more unfair overworld screens.
Fixed a bug where Gannon's movement was impeded when wizzrobes were located on the overworld.
Fixed a bug where Wizzrobes/Moblins could appear on forbidden screens.

3.1.1 Update

Fixed a bug where a wrong version of the Visual Studio libraries were being distributed, preventing users from running the Randomizer for the first time.
Fixed a bug where a key could spawn on top of a block and be inaccessible without clipping.
"Randomize dungeon rooms" can now shuffle rooms between dungeons in 2nd/mixed quests.
Fixed a bug that prevented the wood sword cave from appearing under a gravestone when Shuffle Wood Sword is enabled.
Fixed a bug that prevented the wood sword cave from appearing at vanilla level 2 when Shuffle Wood Sword is shuffled.
Fixed a bug where some blue moblins on the overworld could end up with a strange palette.
Updated Wizzrobe logic to prevent their appearance on certain overworld screens that can be difficult to pass through.
Thanks to Fiskbit, updated Wizzrobe logic on the overworld so that they get stuck less often in level terrain.
Miscellaneous fixes to other small bugs that may have been discovered during the process that I may have forgotten since I fixed them.

3.1 Update

Added "Shuffle Enemy Groups" and "Shuffle Overworld Group", allowing for enemies to mix with one another. Care to fight darknuts and wizzrobes at the same time?
Added "Change Secret Spots", which changes which tiles you have to bomb/burn/push to open caves. Caves will still be on the same screens as normal.
Added the ability to select the method of entering level 9, including a fixed number of triforces (instead of the standard 8).
Added "Blank" to the hints drop down, which will have the old men say nothing at all.
Added a hash code to the title screen, which will allow players to confirm they have the same seed/flags.
Mixed Quest should guarantee first quest for one set of levels (1-6, 7-9), and second quest for the other.
Updated credits to include spoilers after the seed.
UI Update: Change to a number of UI checkboxes, condensing them into drop downs. As a result, flags in 3.1 are incompatible with flags from previous versions.
Fixed a few game engine bugs, including softlock when Up+A during Gannon, and graphical glitches when you enter the grave while getting hit.
In Swordless mode, there is no longer a sword in Level 9. Instead, Gannon can be damaged using the Wand.
Various other bug fixes implemented.

3.09.2 Update

Fixed a bug where a "Money or Life" man located vertically adjacent to Zelda could allow you into her room, even if Forced Gannon was selected.

3.09.1 Update

Fixed a bug in deceptive hints where false locations could differ from player to player. (Thanks to AA for breaking it again...)

3.1.4 Update


Fixed a potential softlock. If the player kills Gannon and exits the room through a bomb door prior to picking up the Triforce, the game will respawn Gannon when you enter the room. This prevents a softlock that could occur because the triforce of Power would not respawn if Gannon was dead.

3.09 Update

Fixed a bug in 2nd quest rooms where Zelda might end up in an unreachable spot in a room.

3.08 Update

Fixed an issue with hints not being properly randomized.

3.07 Update

Fixed a bug where the doors to the skull room in level 9 could be permanently locked if Shuffle Dungeon Rooms was off, Shuffle Monsters was on, and shuffle Gannon/Zelda was also on, theoretically leading to unbeatable seeds.

3.06 Update

UI fix, fixed a loading bug involving some of the checkboxes not being marked.

3.05 Update

Fixed a UI bug where certain checkboxes would not update flags upon being checked.
Guaranteed at least 1 key shop to be available in either open/candle/bomb caves, to remove potential key blocks.
In swordless, guaranteed at least 1 bomb shop in a open/candle/bomb cave.
Added the "Swiss" button, a preset for the tournament coming up.
Set so that the "randomize tunic colors" carries over when you close/open the randomizer.
Miscellaneous small bug fixes

3.04 Update

Fixed a bug from 3.03 where diamond staircases might not have a pushable block when you kill all enemies.

3.03 Update

Fixed a bug where an old man would sometimes give a community hint in helpful hints.
Fixed a bug where the randomizer could crash with flags that didn't randomize certain 2nd quest features.
Fixed a bug where a room could appear with a push block that did nothing.
Fixed a bug where the room Zelda (the kidnapped) was in could have a locked door inside it in a non-forced Gannon seed.

3.02 Update

Fixed a bug where having select swap checked could generate two completely different seeds.

3.01 Update

Fixed a bug where exiting Level 3 when Caves are not shuffled and shapes is active could potentially result in the player returning to Start.
Fixed a bug with the seed number changing after entering it in the randomizer.

3.0 Update

Added "Randomize Dungeon Shapes", allowing for dungeons to have randomly determined shapes.
Added flags to allow for 2nd quest rooms and doors in the Shapes mode.
Added a flag to allow for 2nd quest enemies to be mixed into 1st quest dungeon maps.
Added "Add Life or Money" rooms, allowing those rooms from 2nd quest to be integrated into 1st quest, replacing normal old man rooms.
Added "Change Leave Your... rooms", allowing you to have to pay hearts, money, bomb capacity, or keys to leave the room.
Added "Speed Up Text", which triples the speed of the text in the game, allowing for quicker times.
Fixed some helpful hints, to prevent hints like "Fire the arrow to locate the bow" from appearing, when a different path could get to the item.
Helpful Hints have been updated to have community text in "non-helpful" places (such as shops/door repairs/etc.)
Random% checkboxes have been rebalanced in some cases, to provide a better chance of the checkbox being unchecked in cases where there were dependent options.
Changed sprites when you use an enemy sprite, resulting in enemy sprites becoming your "helpers" in shops and dungeons.
Many other bugs fixed, which have not been directly documented here, but have improved the game.

2.5.2 Update

Drop changes! There are now 3 options related to changing what items enemies drop, the rate of drop, and the third option... "Make Important Items Drops" - this fun option allows enemies to drop important items, such as magical swords, red rings, books, boomerangs, etc. Use this for a very unique experience, and feel free to try Insanity.
The game will now correctly place a drop in the skull room if Gannon is shuffled to a drop room (the drop will be laying on the floor, with no need to kill enemies to see it if it's there)
"Triforce" is no longer an item that can block level 9 if "Allow Other Items to Block 9" is selected.
Fixed some bugs where the ladder (or an item that leads to the ladder) could be water blocked in dungeons. We apologize for any angst this may have caused.

2.4 Update

Added Shuffle Level 9 Monsters - now you can have Gibdos/Darknuts/Goriyas in level 9 instead of Wizzrobes! (Beware: this makes it more likely you'll find wizzrobe dungeons elsewhere)
Added Starting Tunic Color options - now Link can have a different color tunic than the normal green to start!
Added Replace Book Fire with Explosion - If selected, the power of the book to create fire will be replaced by an explosion (like a bomb). The book can be purchased from a shop (replacing the most expensive shield, which will replace the book in the item shuffle). Book will cost 200 rupees, and if shops are shuffled, will be guaranteed to be found in exactly 1 shop on the overworld.
Fixed some UI bugs, including accidental space at the start/end of flags.
Fixed a few text errors in hints
Fixed a couple of unwinnable seed bugs that were found!
Other fixes probably were done, but not properly documented. The appropriate documentor has been punished to 12 minutes without eating cookie bar for his transgression.
A mysterious "Tournament" button appeared. What is that button for? Stay tuned...

2.3 Update

Change Start Screen - Link can now start on almost any overworld screen.
Change Bomb Upgrade Men - the bomb upgrade men will be shuffled with other old men, possibly moving to other dungeons (dungeons 1-8). I bet you'd like to have more bombs!
Change Hungry Goriya - The hungry Goriya can be moved to any dungeon (including 9). He may even block your path to Zelda!
Randomize Dungeon Rooms - now rooms can be moved between dungeons (for example, the "reverse C" room may be found in level 4). Now you'll need better intuition to determine which dungeon you're in.
Allow Other Item to Block 9 - This option allows different items to possibly block level 9, instead of the triforce. Now you may need the Letter or Book to get in, as well as possibly the triforce. For more information, see the Features page (may take a couple of minutes to update).
Randomize Boss HP - The boss HP (like regular enemies) can now be changed plus or minus up to 4 HP. Ready for a multi-bomb manhandla?
Set enemy HP to 0 - You can set enemy/boss/Gannon HP to 0 now. A single hit can now possibly kill Gannon! Go go gadget wood sword!
Blackout - makes the dungeons pitch black. How well do you know your dungeons?
New Palettes added!
New Link Shuffle sprites - thanks to LEmental for the great work!
Random % - now you can customize the features you want in random percent. Each check box has three states - when the checkbox contains a box, that option will be randomly selected as either on or off. Now have fun not even knowing your flags before you start!

2.1 Update

Fixed a bug in 2nd quest where enemies sometimes had some messed up sprites. Thanks to DH Stom for reporting!
Fixed a bug in the UI where you couldn't copy/paste flags if the flags had Deception hints. Thanks to DrJasonKimball for reporting!
Fixed some text for Community hints that didn't properly wrap. Thanks to murfshay22 for reporting!
Added a few extra palettes for Shuffle Dungeon Palettes. Thanks to QuestWizard for the suggestions!
Fixed the hint for the Power Bracelet rock in the northeast of the map to "LOST HILLS" instead of "ALONG THE COAST". Thanks to Ategenos for reporting!

2.0 Update

Link Shuffle
Hint Type. This is a new feature in version 2.0, and can take one of three forms:
Normal - These are the normal hints that you normally encounter during the game. Although helpful for the normal game (to varying degrees), they tend to not be too useful during a Randomizer game. However, the default option is to leave them there.
Helpful - If you select helpful hints, the hint texts will be replaced with text that may actually be useful to you in your adventure. Within each dungeon, the old man who can be found there will help point you to the next dungeon.
Community - These hints were provided by the community during a couple of sessions. As a warning, they will almost never actually make sense, but can provide a fun alternative to the normal messages you see.

UI overhaul. As a large number of options have been added, the UI is now tab based. The main features you'll notice include:
In the Original ROM section, once you generate a ROM, it will be saved, so the next time you open the ROM, you shouldn't have to navigate again to find the ROM.
You'll notice the new Flags section. In that section, as you select/unselect flags, it will automatically change the flags field. The flags can be copy/pasted into someone else's Randomizer, and the same flags you have checked will automatically be filled in in theirs. No need to specify "We are racing Pandemonium, no forced Gannon, no extra blue candles", for instance. Now you can say "Use flags 1P7OBX1C".
The quests have been split into Dungeon Quest/Overworld Quest, allowing you to race using the 2nd quest overworld, and 1st quest dungeons for example.
You'll see the new Check for Updates button in the bottom corner. When you click that (or on opening the Randomizer), the Randomizer will check to see if the Randomizer has been updated; if so, it will prompt you to update your Randomizer. No need to keep checking on the site (though we do welcome you coming back again and again!)
Options are organized according to the type of option (so monster-based options are generally found under the Monsters tab, etc.). This helps you to more easily set up your perfect game.

1.2 Update

Dungeons are disallowed from being in the locations in which exiting them will send you back to start instead of their entrance. This means you will never find Level 5 in the screen west of start, but you could find other levels there.
Mixed Quest has, unfortunately, been forced to have two level sets: 1-6 and 7-9. It was discovered that mixing second quest 7-8 and first quest 9 could result in a dungeon item disappearing, which can lead to an unwinnable seed if the silver arrows end up in that item slot. The rest of mixed quest (unknown caves on overworld, and the possible mixing of 1-6 and 7-9) still occur. If I ever figure out a fix for this, I may look into this in the future.
Fixed a couple of cases, as reported by Allen and coronaking, of unbeatable seeds due to silver arrows in 9, or various other similar issues.
Prevented Gannon from being in a few rooms with blocks, which would possibly result in an inability to grab the Triforce if Gannon died on a very specific pixel.
Fixed an issue where the compass could point you to the middle of your rupees in level 9 if certain combinations of flags were set. The level 9 compass should now always ignore any cloaking spells and correctly point to Zelda.
Fixed issues related to the boss sounds in Level 9 sometimes either not sounding, or continuing to sound after Gannon is dead. Now, like in space, no one will hear him scream after his death.

1.1 Update

Corrected a bug wherein, in very rare circumstances, the Randomizer believed that Gannon had disguised himself as a mix of Wizzrobes and Traps. As a result, it was impossible to reach Gannon if "Force Gannon Fight" was selected. This has been addressed; thanks to CyberVenturer for catching this!
When you selected "Force Gannon Fight", the code used to lock the doors could occasionally screw up the room east of Zelda. Specifically, this glitch could unlock Zelda's door, and in one rare case, allow early entry into Level 9. This has now been addressed and fixed. Thanks to Gari for finding the main test case that caused this, as well as for providing a video that shows you why crossing levels is not a good thing.
For second/mixed quest, it was possible for the Log file to generate incorrect information about the contents of the game. The previous loggers have been canned, and new loggers who have vowed to actually do their job correctly have been added.