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Pokemon Red and Blue

Weighted Options

Weighted options allow you to choose how likely a particular option's value is to be used in game generation. The higher a value is weighted, the more likely the option will be chosen. Think of them like entries in a raffle.

Choose the options you would like to play with! You may generate a single-player game from this page, or download an options file you can use to participate in a MultiWorld.

A list of all games you have generated can be found on the User Content page.


Game Options

Progression Balancing

A system that can move progression earlier, to try and prevent the player from getting stuck and bored early. A lower setting means more getting stuck. A higher setting means less getting stuck.
This is a range option.

Accepted values:
Normal range: 0 - 99

The following values have special meanings, and may fall outside the normal range.
  • 0: Disabled
  • 50: Normal
  • 99: Extreme
0
25
0
0
0
0
0

Accessibility

Set rules for reachability of your items/locations. - **Locations:** ensure everything can be reached and acquired. - **Items:** ensure all logically relevant items can be acquired. - **Minimal:** ensure what is needed to reach your goal can be acquired.
0
25
0
0

Game Version

Select Red or Blue version.
0
0
25

Trainer Name

Your trainer name. If not set to choose_in_game, must be a name not exceeding 7 characters, and the prompt to name your character in-game will be skipped. See the setup guide on archipelago.gg for a list of allowed characters.
Custom values are also allowed for this option. To create one, enter it into the input box below.
25
0

Rival's Name

Your rival's name. If not set to choose_in_game, must be a name not exceeding 7 characters, and the prompt to name your rival in-game will be skipped. See the setup guide on archipelago.gg for a list of allowed characters.
Custom values are also allowed for this option. To create one, enter it into the input box below.
25
0

Elite Four Badges Condition

Number of badges required to challenge the Elite Four once the Indigo Plateau has been reached. Your rival will reveal the amount needed on the first Route 22 battle (after turning in Oak's Parcel).
This is a range option.

Accepted values:
Normal range: 0 - 8
0
25
0
0
0
0

Elite Four Key Items Condition

Percentage of available key items (not counting items you can lose) required to challenge the Elite Four. Does not count HMs. Evolution stones and Exp. All are key items in Archipelago.
This is a range option.

Accepted values:
Normal range: 0 - 100
25
0
0
0
0
0

Elite Four Pokedex Condition

Percentage of logically-reachable Pokemon that must be registered as "owned" in the Pokedex in order to challenge the Elite Four.
This is a range option.

Accepted values:
Normal range: 0 - 100
25
0
0
0
0
0

Route 23 Condition

Number of badges required to reach the front entrance of Victory Road.
This is a range option.

Accepted values:
Normal range: 0 - 8
0
25
0
0
0
0
0

Route 22 Gate Condition

Number of badges required to pass through the Route 22 Gate
This is a range option.

Accepted values:
Normal range: 0 - 7
0
25
0
0
0
0

Viridian Gym Condition

Number of badges required to enter Viridian Gym.
This is a range option.

Accepted values:
Normal range: 0 - 7
0
25
0
0
0
0

Cerulean Cave Badges Condition

Number of badges needed to access the Cerulean Cave entrance in addition to the required Key Items.
This is a range option.

Accepted values:
Normal range: 0 - 8
0
25
0
0
0
0
0

Cerulean Cave Key Items Condition

Percentage of available key items (not counting items you can lose) required to access the Cerulean Cave entrance in addition to the required badges. Does not count HMs. Evolution stones and Exp. All are key items in Archipelago.
This is a range option.

Accepted values:
Normal range: 0 - 100
0
25
0
0
0
0
0

Route 3 Condition

Set a condition to pass through from Pewter City to Route 3.
0
25
0
0
0
0

Robbed House Officer

You can disable to remove the requirement to help Bill before you can enter the robbed house in Cerulean City.
0
25
0

Second Fossil Check Condition

After choosing one of the fossil location items, you can obtain the remaining item from the Cinnabar Lab Scientist after reviving this number of fossils.
This is a range option.

Accepted values:
Normal range: 0 - 3
0
25
0
0
0
0

Fossil Check Item Types

The two fossil checks always contain items for your own game. Here, you can choose what types of items can appear. Key Items means only advancement items can appear. Unique means key items or TMs may appear. No Key Items means no advancement items may appear.
25
0
0
0
0

Exp. All

Choose how the Exp. All item is handled. It can be removed entirely, shuffled into the item pool, or you can start with it.
0
25
0
0

Old Man

With Open Viridian City, the Old Man will let you through without needing to turn in Oak's Parcel. Early Parcel will ensure Oak's Parcel is available at the beginning of your game.
0
25
0
0

Badgesanity

Shuffle gym badges into the general item pool. If turned off, badges will be shuffled across the 8 gyms.
25
0
0

Badges Needed For HM Moves

Off will remove the requirement for badges to use HM moves. Extra will give the Marsh, Volcano, and Earth Badges a random HM move to enable. Extra Plus will additionally pick two random badges to enable a second HM move. You will only need one of the required badges to use the HM move.
25
0
0
0
0

Key Items Only

Shuffle only Key Items. This overrides Randomize Hidden Items, Trainersanity, and Dexsanity. Sets all non-excluded locations in your game to Priority Locations. May have high generation failure rates for solo games or small multiworlds, especially with Door Shuffle.
25
0
0

Tea

Adds a Tea item to the item pool which the Saffron guards require instead of the vending machine drinks. Adds a location check to the Celadon Mansion 1F, where Tea is acquired in FireRed and LeafGreen.
25
0
0

Extra Key Items

Adds key items that are required to access the Rocket Hideout, Cinnabar Mansion, Safari Zone, and Power Plant. Adds four item pickups to Rock Tunnel B1F.
25
0
0

Split Card Key

Splits the Card Key item into 10 different Keys, one for each Silph Co floor 2F through 11F. Adds location checks to 9 NPCs in Silph Co. With Progressive, you will always obtain the keys in order from 2F to 11F.
25
0
0
0

All Elevators Locked

Adds requirements to the Celadon Department Store elevator and Silph Co elevators to have the Lift Key. No logical implications normally, but may have a significant impact on some Door Shuffle options.
0
25
0

Extra Strength Boulders

Adds Strength Boulders blocking the Route 11 gate, and in Route 13 (can be bypassed with Surf). This potentially increases the usefulness of Strength as well as the Bicycle.
25
0
0

Require Item Finder

Require Item Finder to pick up hidden items.
25
0
0

Randomize Hidden Items

Randomize hidden items. If you choose exclude, they will be randomized but will be guaranteed junk items.
0
25
0
0

Prizesanity

Shuffles the TM prizes at the Celadon Prize Corner into the item pool.
25
0
0

Trainersanity

Add a location check to every trainer in the game, which can be obtained by talking to a trainer after defeating them. Does not affect gym leaders and some scripted event battles (including all Rival, Giovanni, and Cinnabar Gym battles).
25
0
0

Dexsanity

Adds location checks for Pokemon flagged "owned" on your Pokedex. You may specify a percentage of Pokemon to have checks added. If Accessibility is set to locations, this will be the percentage of all logically reachable Pokemon that will get a location check added to it. With items or minimal Accessibility, it will be the percentage of all 151 Pokemon. If Pokedex is required, the items for Pokemon acquired before acquiring the Pokedex can be found by talking to Professor Oak or evaluating the Pokedex via Oak's PC.
This is a range option.

Accepted values:
Normal range: 0 - 100

The following values have special meanings, and may fall outside the normal range.
  • 0: Disabled
  • 100: Full
25
0
0
0
0
0

Randomize Pokedex

Randomize the location of the Pokedex, or start with it.
25
0
0
0

Require Pokedex

Require the Pokedex to obtain items from Oak's Aides or from Dexsanity checks.
0
25
0

All Pokemon Seen

Start with all Pokemon "seen" in your Pokedex. This allows you to see where Pokemon can be encountered in the wild. Pokemon found by fishing or in the Cerulean Cave are not displayed. The Pokedex also shows which HMs can be learned by Pokemon registered as seen.
25
0
0

Oak's Aide Route 2

Number of Pokemon registered in the Pokedex required to receive the item from Oak's Aide on Route 2. Vanilla is 10.
This is a range option.

Accepted values:
Normal range: 1 - 80
0
25
0
0
0
0
0

Oak's Aide Route 11

Number of Pokemon registered in the Pokedex required to receive the item from Oak's Aide on Route 11. Vanilla is 30.
This is a range option.

Accepted values:
Normal range: 1 - 80
0
25
0
0
0
0
0

Oak's Aide Route 15

Number of Pokemon registered in the Pokedex required to receive the item from Oak's Aide on Route 15. Vanilla is 50.
This is a range option.

Accepted values:
Normal range: 1 - 80
0
25
0
0
0
0
0

Stonesanity

Removes the four evolution stones from the Celadon Department Store and replaces four of the five Moon Stones in the item pool with the four shop stones. If randomize_hidden_items is off, this will cause the two hidden Moon Stone locations to be randomized anyway. These are in Pokemon Mansion 1F and Mt Moon B2F.
25
0
0

Door Shuffle

Simple: entrances are randomized together in groups: Pokemarts, Gyms, single exit dungeons, dual exit dungeons, single exit misc interiors, dual exit misc interiors are all shuffled separately. Safari Zone is not shuffled. On Simple only, the Town Map will be updated to show the new locations for each dungeon. Interiors: Any outdoor entrance may lead to any interior, but intra-interior doors are not shuffled. Previously named Full. Full: Exterior to interior entrances are shuffled, and interior to interior doors are shuffled, separately. Insanity: All doors in the game are shuffled. Decoupled: Doors may be decoupled from each other, so that leaving through an exit may not return you to the door you entered from.
25
0
0
0
0
0
0

Warp Tile Shuffle

Vanilla: The warp tiles in Silph Co and Sabrina's Gym are not changed. Shuffle: The warp tile destinations are shuffled among themselves. Mixed: The warp tiles are mixed into the pool of available doors for Full, Insanity, and Decoupled. Same as Shuffle for any other door shuffle option.
25
0
0
0

Randomize Rock Tunnel

Randomize the layout of Rock Tunnel. If Full, Insanity, or Decoupled Door Shuffle is on, this will cause only the main entrances to Rock Tunnel to be shuffled.
25
0
0

Dark Rock Tunnel Logic

Logically require Flash to traverse the Rock Tunnel, so you are never forced to traverse it in the dark.
0
25
0

Free Fly Location

One random Fly destination will be unlocked by default.
0
25
0

Town Map Fly Location

One random Fly destination will be unlocked when you obtain the Town Map.
25
0
0

Blind Trainers

Chance each frame that you are standing on a tile in a trainer's line of sight that they will fail to initiate a battle. If you move into and out of their line of sight without stopping, this chance will only trigger once.
This is a range option.

Accepted values:
Normal range: 0 - 100
25
0
0
0
0
0

Minimum Steps Between Encounters

Minimum number of steps between wild Pokemon encounters.
This is a range option.

Accepted values:
Normal range: 1 - 255
0
25
0
0
0
0
0

Level Scaling

Off: Encounters use vanilla game levels. By Spheres: Levels are scaled by access sphere. Areas reachable in later spheres will have higher levels. By Spheres and Distance: Levels are scaled by access spheres as well as distance from Pallet Town, measured by number of internal region connections. This is a much more severe curving of levels and may lead to much less variation in levels found in a particular map. However, it may make the higher door shuffle settings significantly more bearable, as these options more often result in a smaller number of larger access spheres. Auto: Scales by Spheres if Door Shuffle is off or on Simple, otherwise scales by Spheres and Distance
0
0
0
25
0

Exp Modifier

Modifier for EXP gained. When specifying a number, exp is multiplied by this amount and divided by 16.
This is a range option.

Accepted values:
Normal range: 4.0 - 255

The following values have special meanings, and may fall outside the normal range.
  • 8.0: Half
  • 16: Normal
  • 32: Double
  • 48: Triple
  • 64: Quadruple
  • 80: Quintuple
  • 96: Sextuple
  • 112: Septuple
  • 128: Octuple
0
25
0
0
0
0
0

Randomize Wild Pokemon

Randomize all wild Pokemon and game corner prize Pokemon. match_types will select a Pokemon with at least one type matching the original type of the original Pokemon. match_base_stats will prefer Pokemon with closer base stat totals. match_types_and_base_stats will match types and will weight towards similar base stats, but there may not be many to choose from.
25
0
0
0
0
0

Area 1-to-1 Mapping

When randomizing wild Pokemon, for each zone, all instances of a particular Pokemon will be replaced with the same Pokemon, resulting in fewer Pokemon in each area.
0
25
0

Randomize Starter Pokemon

Randomize the starter Pokemon choices.
25
0
0
0
0
0

Randomize Static Pokemon

Randomize one-time gift and encountered Pokemon. These will always be first evolution stage Pokemon.
25
0
0
0
0
0

Randomize Legendary Pokemon

Randomize Legendaries. Mew has been added as an encounter at the Vermilion dock truck. Shuffle will shuffle the legendaries with each other. Static will shuffle them into other static Pokemon locations. 'Any' will allow legendaries to appear anywhere based on wild and static randomization options, and their locations will be randomized according to static Pokemon randomization options.
25
0
0
0
0

Catch 'Em All

Guarantee all first evolution stage Pokemon are available, or all Pokemon of all stages. Currently only has an effect if wild Pokemon are randomized.
25
0
0
0

Randomize Pokemon Stats

Randomize base stats for each Pokemon. Shuffle will shuffle the 5 base stat values amongst each other. Randomize will completely randomize each stat, but will still add up to the same base stat total.
25
0
0
0

Randomize Catch Rates

Randomize the catch rate for each Pokemon.
25
0
0

Minimum Catch Rate

Minimum catch rate for each Pokemon. If randomize_catch_rates is on, this will be the minimum value that can be chosen. Otherwise, it will raise any Pokemon's catch rate up to this value if its normal catch rate is lower.
This is a range option.

Accepted values:
Normal range: 1 - 255
0
25
0
0
0
0
0

Randomize Trainer Parties

Randomize enemy Pokemon encountered in trainer battles.
25
0
0
0
0
0

Trainer Legendaries

Allow legendary Pokemon in randomized trainer parties.
25
0
0

Move Balancing

All one-hit-KO moves and fixed-damage moves become normal damaging moves. Blizzard, and moves that cause sleep have their accuracy reduced.
25
0
0

Fix Combat Bugs

Fixes a variety of combat-related bugs. Note that this fixes the Focus Energy bug. The Focus Energy bug causes critical strike chances to be doubled when Focus Energy has not been used and halved when it is used. Fixing this bug means critical strike chances outside the use of Focus Energy are quartered from the vanilla rate.
0
25
0

Randomize Pokemon Movesets

Randomize the moves learned by Pokemon. prefer_types will prefer moves that match the type of the Pokemon.
25
0
0
0

Confine Transform to Ditto

Regardless of moveset randomization, will keep Ditto's first move as Transform no others will learn it. If an enemy Pokemon uses transform before you catch it, it will permanently change to Ditto after capture.
0
25
0

Start With Four Moves

If movesets are randomized, this will give all Pokemon 4 starting moves.
25
0
0

Same Type Attack Bonus

Here you can disable Same Type Attack Bonus, so that a move matching a Pokemon's type has no benefit. If disabled, all moves will gain 25% extra damage, instead of same type moves gaining 50% extra damage.
0
25
0

Randomize TM Moves

Randomize the moves taught by TMs. All TM items will be flagged as 'filler' items regardless of how good the move they teach are.
25
0
0

TM Same-Type Compatibility

Chance of each TM being usable on each Pokemon whose type matches the move.
This is a range option.

Accepted values:
Normal range: 0 - 100

The following values have special meanings, and may fall outside the normal range.
  • -1: Vanilla
  • 0: None
  • 100: Full
0
0
0
0
0
0

TM Normal-Type Compatibility

Chance of each TM being usable on each Pokemon if the move is Normal type and the Pokemon is not.
This is a range option.

Accepted values:
Normal range: 0 - 100

The following values have special meanings, and may fall outside the normal range.
  • -1: Vanilla
  • 0: None
  • 100: Full
0
0
0
0
0
0

TM Other-Type Compatibility

Chance of each TM being usable on each Pokemon if the move a type other than Normal or one of the Pokemon's types.
This is a range option.

Accepted values:
Normal range: 0 - 100

The following values have special meanings, and may fall outside the normal range.
  • -1: Vanilla
  • 0: None
  • 100: Full
0
0
0
0
0
0

HM Same-Type Compatibility

Chance of each HM being usable on each Pokemon whose type matches the move. At least one Pokemon will always be able to learn the moves needed to meet your accessibility requirements.
This is a range option.

Accepted values:
Normal range: 0 - 100

The following values have special meanings, and may fall outside the normal range.
  • -1: Vanilla
  • 0: None
  • 100: Full
0
0
0
0
0
0

HM Normal-Type Compatibility

Chance of each HM being usable on each Pokemon if the move is Normal type and the Pokemon is not. At least one Pokemon will always be able to learn the moves needed to meet your accessibility requirements.
This is a range option.

Accepted values:
Normal range: 0 - 100

The following values have special meanings, and may fall outside the normal range.
  • -1: Vanilla
  • 0: None
  • 100: Full
0
0
0
0
0
0

HM Other-Type Compatibility

Chance of each HM being usable on each Pokemon if the move a type other than Normal or one of the Pokemon's types. At least one Pokemon will always be able to learn the moves needed to meet your accessibility requirements.
This is a range option.

Accepted values:
Normal range: 0 - 100

The following values have special meanings, and may fall outside the normal range.
  • -1: Vanilla
  • 0: None
  • 100: Full
0
0
0
0
0
0

Inherit TM/HM Compatibility

If on, evolved Pokemon will inherit their pre-evolved form's TM and HM compatibilities. They will then roll the above set chances again at a 50% lower rate for all TMs and HMs their predecessor could not learn, unless the evolved form has additional or different types, then moves of those new types will be rolled at the full set chance.
25
0
0

Randomize Move Types

Randomize the types of each move.
25
0
0

Pokemon Types

Randomize the types of each Pokemon. Follow Evolutions will ensure Pokemon's types remain the same when evolving (except possibly gaining a type).
25
0
0
0

Secondary Type Chance

If randomize_pokemon_types is on, this is the chance each Pokemon will have a secondary type. If follow_evolutions is selected, it is the chance a second type will be added at each evolution stage. vanilla will give secondary types to Pokemon that normally have a secondary type.
This is a range option.

Accepted values:
Normal range: 0 - 100

The following values have special meanings, and may fall outside the normal range.
  • -1: Vanilla
0
0
0
0
0
0

Randomize Type Chart

Randomize the type chart. If 'randomize' is chosen, the matchup weight options will determine the weights. If the numbers chosen across the 4 settings add up to exactly 225, they will be the exact numbers of those matchups. Otherwise, the normal super effective, and not very effective matchup settings will be used as weights. The immunities option will always be the exact amount of immunity matchups. If 'chaos' is chosen, the matchup settings will be ignored and every type matchup will be given a random damage modifier anywhere between 0 to 200% damage, in 10% increments.
25
0
0
0

Normal Matchups

If 'randomize' is chosen for Randomize Type Chart, this will be the weight for neutral matchups. No effect if 'chaos' is chosen
This is a range option.

Accepted values:
Normal range: 0 - 225
0
25
0
0
0
0
0

Super Effective Matchups

If 'randomize' is chosen for Randomize Type Chart, this will be the weight for super effective matchups. No effect if 'chaos' is chosen
This is a range option.

Accepted values:
Normal range: 0 - 225
0
25
0
0
0
0
0

Not Very Effective Matchups

If 'randomize' is chosen for Randomize Type Chart, this will be the weight for not very effective matchups. No effect if 'chaos' is chosen
This is a range option.

Accepted values:
Normal range: 0 - 225
0
25
0
0
0
0
0

Immunity Matchups

If 'randomize' is chosen for Randomize Type Chart, this will be the exact number of immunities. No effect if 'chaos' is chosen
This is a range option.

Accepted values:
Normal range: 0 - 100
0
25
0
0
0
0
0

Safari Zone Normal Battles

Change the Safari Zone to have standard wild Pokemon battles.
25
0
0

Normalize Encounter Chances

Each wild encounter table has 10 slots for Pokemon. Normally the chance for each being chosen ranges from 19.9% to 1.2%. Turn this on to normalize them all to 10% each.
25
0
0

Reusable TMs

Makes TMs reusable, so they will not be consumed upon use.
25
0
0

Better Shops

Change every town's Pokemart to contain all normal Pokemart items. Additionally, you can add the Master Ball to these shops.
25
0
0
0

Master Ball Price

Price for Master Balls. Can only be bought if Better Shops is set to Add Master Ball, but this will affect the sell price regardless. Vanilla is 0
This is a range option.

Accepted values:
Normal range: 0 - 999999
0
25
0
0
0
0
0

Starting Money

The amount of money you start with.
This is a range option.

Accepted values:
Normal range: 0 - 999999
0
25
0
0
0
0
0

Lose Money on Blackout

Lose half your money when blacking out, as in vanilla.
0
25
0

Poke Doll Skip

Patch out the Pokemon Tower Poke Doll skip or have this skip considered in logic.
25
0
0

Bicycle Gate Skips

Patch out the Route 16/18 Bicycle Gate skips or have these skips considered in logic.
25
0
0

Trap Percentage

Chance for each filler item to be replaced with trap items. Keep in mind that trainersanity vastly increases the number of filler items. The trap weight options will determine which traps can be chosen from and at what likelihood.
This is a range option.

Accepted values:
Normal range: 0 - 100
25
0
0
0
0
0

Poison Trap Weight

Weights for Poison Traps. These apply the Poison status to all your party members.
0
25
0
0
0

Fire Trap Weight

Weights for Fire Traps. These apply the Burn status to all your party members.
0
25
0
0
0

Paralyze Trap Weight

Weights for Paralyze Traps. These apply the Paralyze status to all your party members.
0
25
0
0
0

Sleep Trap Weight

Weights for Sleep Traps. These apply the Sleep status to all your party members, for randomly between 1 and 7 turns.
0
25
0
0
0

Ice Trap Weight

Weights for Ice Traps. These apply the Ice status to all your party members. Don't forget to buy Ice Heals!
0
0
0
25
0

Randomize Pokemon Palettes

Modify palettes of Pokemon. Primary Type will set Pokemons' palettes based on their primary type, Follow Evolutions will randomize palettes but palettes will remain the same through evolutions (except Eeveelutions), Completely Random will randomize all Pokemons' palettes individually
25
0
0
0
0

Death Link

When you die, everyone dies. Of course the reverse is true too.
25
0
0
Item & Location Options

Local Items

Forces these items to be in their native world.
 

Non-local Items

Forces these items to be outside their native world.
 

Start Inventory

Start with these items.

Start Hints

Start with these item's locations prefilled into the ``!hint`` command.
 

Start Location Hints

Start with these locations and their item prefilled into the ``!hint`` command.

Excluded Locations

Prevent these locations from having an important item.