Mega Man 7

Weighted Options

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

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

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


Game Options

Progression Balancing

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

Accepted values:
Normal range: 0 - 99

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

Accessibility

Set rules for reachability of your items/locations. **Full:** ensure everything can be reached and acquired. **Minimal:** ensure what is needed to reach your goal can be acquired.
25
0
0
Progression and Logic

Robot Master Access Codes

Locks each Robot Master stage behind its corresponding Access Code. One random Robot Master Access Code is granted at the start so that at least one stage is immediately available.
25
0
0

Pickupsanity

Adds freestanding stage pickups as Archipelago locations. Each unique pickup can be checked only once. After it has been checked, later respawns behave as normal vanilla pickups.
25
0
0

Boss Weakness Logic

Every main boss will logically expect you to have its weakness.
25
0
0
Stage Options

Skip Intro Stage

Starts the game after the Intro Stage and automatically get the corresponding check.
25
0
0

Skip Robot Museum

Skips the Robot Museum stage and automatically awards the corresponding check when Robot Museum would normally become available.
25
0
0

Robot Masters Required for Robot Museum

Number of defeated Robot Masters required before Robot Museum becomes available.
This is a range option.

Accepted values:
Normal range: 1 - 8
0 ❌
25 ❌
0 ❌
0
0
0
0

Checkpoint Selection

Allows L/R on the stage-select screen to choose between the entrance, midpoint, and pre-boss checkpoints for cleared Robot Master stages.
0
25
0

Checkpoint Selection in Uncleared Stages

Allows checkpoint selection before a Robot Master stage has been cleared. Only applies when Checkpoint Selection is enabled.
25
0
0
Exit Unit Options

Exit Unit in Uncleared Stages

Allows the Exit Unit to be used before the current stage has been cleared.
25
0
0

Paid Exit Unit

Allows the Exit Unit to be used before receiving the Exit Unit item by spending bolts.

Paid Exit Unit Cost

Number of bolts required to use the Exit Unit before receiving the Exit Unit item.
This is a range option.

Accepted values:
Normal range: 0 - 999
❌
❌
❌

Paid Exit Unit in Logic

Allows logic to consider Paid Exit Unit as a valid way to leave stages. This can make seeds expect the player to have enough bolts for paid exits.
Wily Progression

Boss Rush / Final Stage Layout

Determines how the Boss Rush and Final Wily Stage are structured. Vanilla: The Boss Rush, Wily Machine 7, and Wily Capsule remain one continuous stage. The configured Final Wily Stage requirement controls access to this stage. Split: The Boss Rush becomes a separate stage unlocked by the Boss Rush Access Code. Completing it returns to stage select. The Final Wily Stage contains Wily Machine 7 and Wily Capsule and is unlocked by the configured Final Wily Stage requirement. When Wily Stages is selected as the requirement type, completing the Boss Rush counts as one of the four possible Wily stage clears. Skip: The Boss Rush is skipped. The Final Wily Stage begins immediately before Wily Machine 7 and is unlocked by the configured Final Wily Stage requirement.
0
25
0
0

Final Wily Stage Requirement

Determines what is required to access the Final Wily Stage, containing Wily Machine 7 and Wily Capsule. In Split mode, the Boss Rush is a separate stage and does not automatically have to be completed. It can contribute toward the Wily Stages requirement.
25
0
0
0
0

Wily Stages Required for Final Stage

With the Wily Stages requirement, sets the number of completed Wily stages required to access the Final Wily Stage. Wily 1, Wily 2, and Wily 3 can each count toward this requirement. In Split mode, the Boss Rush is a separate fourth Wily stage and can also count toward this requirement. A value of 4 therefore requires Wily 1, Wily 2, Wily 3, and the Boss Rush to be completed. Outside Split mode, the maximum effective value is 3. A configured value of 4 is then automatically reduced to 3.
This is a range option.

Accepted values:
Normal range: 0 - 4
0 ❌
25 ❌
0 ❌
0
0
0
0

Robot Masters Required for Final Stage

With the Robot Masters requirement, sets the number of defeated Robot Masters required to access the Final Wily Stage.
This is a range option.

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

Weapons Required for Final Stage

With the Weapons requirement, sets the number of Robot Master weapons required to access the Final Wily Stage.
This is a range option.

Accepted values:
Normal range: 0 - 8
0 ❌
25 ❌
0
0
0
0
Starting Resources

Starting Lives

Number of lives Mega Man starts with.
This is a range option.

Accepted values:
Normal range: 1 - 9
0 ❌
25 ❌
0 ❌
0
0
0
0

Starting Bolts

Number of bolts Mega Man starts with.
This is a range option.

Accepted values:
Normal range: 0 - 999
25 ❌
0 ❌
0
0
0
0

Starting E-Tanks

Number of E-Tanks Mega Man starts with.
This is a range option.

Accepted values:
Normal range: 0 - 4
25 ❌
0 ❌
0
0
0
0

Starting W-Tanks

Number of W-Tanks Mega Man starts with.
This is a range option.

Accepted values:
Normal range: 0 - 4
25 ❌
0 ❌
0
0
0
0

Starting S-Tanks

Number of S-Tanks Mega Man starts with.
This is a range option.

Accepted values:
Normal range: 0 - 1
25 ❌
0 ❌
0
0
0
0
Multiplayer Options

death_link

When you die, everyone who enabled death link 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 the specified amount of these items. Example: {Bomb: 1, Arrow: 3}

Start Hints

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

Start Location Hints

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

Excluded Locations

Prevent these locations from having an important item.

Priority Locations

Prevent these locations from having an unimportant item.

Item Links

Share part of your item pool with other players.
This option cannot be modified here. Please edit your .yaml file manually.