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Overworld
These settings are on the Overworld tab.
A tile is one overworld screen. An edge is a side of that screen where walking off loads the next screen. Two edges are parallel when they sit in the same place on the Light World screen and the Dark World screen. Keep Worlds Parallel uses that idea.
While you play, an L or a D in the upper left of the overworld tells you which world the game thinks you are in. D means bunny, no flute, and the mirror can take you to the Light World. L means you are Link, and the flute works. That letter is the reliable readout when tiles and crossed connections start to mix.
The overworld reference sheet draws every edge that can be shuffled. This short animation shows layout, crossed, and tile flip.
Vanilla leaves every overworld connection where it was.
Grid still lays each world out on the familiar 8 by 8 grid. The connections follow that new arrangement.
Wild shuffles connections with no map shape left to stand on.
Keep Worlds Parallel starts checked. Both worlds get the same layout. Uncheck it if the Dark World may be arranged differently from the Light World.
Free Terrain lets a land edge connect to a water edge. Leave it off for a first layout seed.
Crossed can send you to the other world when you walk off a screen. The tile you land on keeps its own world. You may become a bunny on the next screen.
None keeps every connection in the same world.
Grouped builds two separate planes, in the same spirit as a normal Light World and Dark World. You cannot walk from one plane to the other. You cross by a portal, by mirroring on a Dark World tile, or by fluting to a spot you could not walk to. This is the simplest crossed mode.
Polar only does something when Tile Flip is also on. The paths stay in their original places, and some tiles still turn you into a bunny. The map looks familiar. What you are allowed to do on a screen may not.
Unrestricted gives every edge its own chance to cross worlds, about half the time. You may be able to walk to every tile without a portal. Keep Similar Edges Together still applies. If a whirlpool shuffle is on, whirlpools may cross worlds too.
Some screens have two or three edges on the same side, split by a cliff or a river. Similar edges are the ones that sit inside the same small square if you divide a large screen into 2 by 2 pieces. The reference sheet above is the picture to use for that.
With this checked, those edges are shuffled as a group, so they lead to the same neighbor. It mainly affects Layout Shuffle. It also affects Unrestricted crossed. With Free Terrain on, a water edge on that same side joins the group.
Tile Flip moves some screens into the other world. A flipped screen uses the Inverted version of that screen, so a ledge that would trap you is opened. The screen then follows the rules of the world it moved into. You can flute from it, mirror from it, or be a bunny on it, based on the world it joined, not the world it came from.
The in-game map check shows the flipped screens, and dungeon prizes follow the world those dungeons now sit in. This clip is the map check with flips. Read the Inverted changes on World and Goals before you play this. Tile Flip uses those same screen changes.
Tiles that must stay together are flipped together. With entrances left vanilla, two screens joined by a connector cave flip as a pair. Standard also keeps Link's House, Hyrule Castle, and Sanctuary together so the opening can be finished.
These two are easy to mix up. Tile Flip moves the screen. Crossed moves Link.
Take Link's House, and the screen to its east, and suppose only the eastern screen is affected.
- Tile Flip shows you the Hammer Bridge screen. You stay as Link, and you can flute away.
- Crossed shows you the Hammer Bridge screen, and you become a bunny, because that screen is still Dark World.
- Polar, with both Tile Flip and Crossed on, shows you the Stone Bridge screen, and you become a bunny. The Stone Bridge screen has been moved into the Dark World, and you have also crossed worlds.
Layout Shuffle then changes which screen you even walk to. The Hammer Bridge rule still applies once you find that screen.
Whirlpool destinations are shuffled into new pairs. With Crossed on, a whirlpool can also change worlds.
Finding the flute adds a cancel option. Press X on the flute menu to back out.
The Desert Teleporter ledge is always one of the spots. On a Vanilla layout, one of the three mountain tiles is always one of the spots too.
Vanilla leaves the flute spots alone.
Balanced picks new spots and keeps them off neighboring screens. Use this with Layout Shuffle.
Random picks new spots with very little spacing.
This starts on. With Grid layout or Tile Flip, unvisited screens stay hidden on the overworld map until you go there. Uncheck it to see the whole map.
The map icons themselves are dungeon numbers in this program. That readout is described with prizes on Dungeons.
Overworld Randomizer