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	<title>ALttPR Wiki - User contributions [en]</title>
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	<updated>2026-07-31T04:53:46Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Sanc_And_Quit&amp;diff=5414</id>
		<title>Sanc And Quit</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Sanc_And_Quit&amp;diff=5414"/>
		<updated>2023-07-27T16:32:56Z</updated>

		<summary type="html">&lt;p&gt;Qirn!1504: Grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ALttP Glitch&lt;br /&gt;
|classification = Minor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Sanc and Quit is a glitch that forces the player to automatically respawn at the Sanctuary (or other certain starting location checkpoints, like the Uncle) after a Save and Quit&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
==Execution==&lt;br /&gt;
This glitch is activated when a mosaic is interrupted and a player saves and quits.&lt;br /&gt;
&lt;br /&gt;
The simplest method is to be electrocuted by attacking a Buzz Blob, an electrified Bari, or being damaged on the Aga Tower Barrier and then Save and Quit during the mosaic effect of the shock. The player will instantly respawn at the Sanctuary or the Uncle (possibly others) depending on your last starting location checkpoint, without having to select the location.&lt;br /&gt;
&lt;br /&gt;
You can also interrupt the mosaic animation by using the mirror while the Maiden in Thieves Town is transforming. If you time it correctly, the maiden will turn into blind in the middle of your mirror mosaic animation, interrupting the teleport from the mirror but keeping the screen in a mosaic effect. Saving and Quitting from here will allow the Sanc and Quit to happen.&lt;br /&gt;
&lt;br /&gt;
Confirmed checkpoints that can be abused like this are:&lt;br /&gt;
&lt;br /&gt;
* Sanctuary (set when returning Zelda to Sanc or after returning the Old Man, maybe other conditions, too)&lt;br /&gt;
* Uncle (set when you get the Uncle item)&lt;br /&gt;
&lt;br /&gt;
Unconfirmed checkpoints that may be abusable:&lt;br /&gt;
&lt;br /&gt;
* Checkpoint in Zelda's Cell&lt;br /&gt;
* Old man Dark Room checkpoint&lt;br /&gt;
&lt;br /&gt;
Whichever checkpoint was last set, this will be the starting location of the Sanc &amp;amp; Quit. In the randomizer, this means that getting the item from the Uncle will immediately put you back at the Uncle starting point after activating a Sanc &amp;amp; Quit (AKA the &amp;quot;Pretty Wrong Quit&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
==Stored Sanc &amp;amp; Quit==&lt;br /&gt;
&lt;br /&gt;
You can store a &amp;quot;Sanc &amp;amp; Quit&amp;quot; to be activated later, the next time you Save and Quit, in the case that you would like to activate this glitch somewhere you can't normally get the mosaic effect.&lt;br /&gt;
&lt;br /&gt;
One way to store the Sanc &amp;amp; Quit is to get the mosaic blind effect with a mirror. Another is to do a Sanc &amp;amp; Quit from an electrified bari while in a DW dungeon after defeating Aga1. This will put you on the Pyramid in the DW but the Sanc &amp;amp; Quit will still be stored for the next time you S&amp;amp;Q from the light world.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
Usefulness of this glitch is fairly limited but might save some time in some extremely low chance situations in Enemizer or Entrance where you might need to quickly respawn specifically at the Sanctuary or Uncle.&lt;br /&gt;
&lt;br /&gt;
This glitch does not spawn you at Sanctuary/Uncle/etc if you are in the Dark World and the Pyramid is your default spawn point.&lt;br /&gt;
&lt;br /&gt;
When using a &amp;quot;stored&amp;quot; version of this glitch, if you interrupted the mosaic while it is in the first state (either at the beginning or the end of the effect), then when you mirror inside a lightworld dungeon you may see the &amp;quot;Select starting location&amp;quot; menu pop up, with options for Link's House, Sanctuary, and Mountain (if you've unlocked it). Selecting an item from this menu will not do anything - after you've made a selection, you will finish mirroring back to the front of the lightworld dungeon.&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Sanc and Quit using a Buzzblob&lt;br /&gt;
|-&lt;br /&gt;
! [[File:SancAndQuit.gif]] &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==External Guides and Tutorials==&lt;br /&gt;
&lt;br /&gt;
*[https://spannerisms.github.io/lightninground#sancandquit fmp's Bite-sized Explications  (Sanc and Quit)]&lt;br /&gt;
&lt;br /&gt;
*[https://spannerisms.github.io/sancandquit fmp's full Sanc &amp;amp; Quit Explication]&lt;/div&gt;</summary>
		<author><name>Qirn!1504</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Throw_Clipping&amp;diff=5413</id>
		<title>Throw Clipping</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Throw_Clipping&amp;diff=5413"/>
		<updated>2023-07-27T16:26:19Z</updated>

		<summary type="html">&lt;p&gt;Qirn!1504: Grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Throw Clipping is a glitch which allows you to throw things over barriers (such as walls and thick rails).&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
==Execution==&lt;br /&gt;
&lt;br /&gt;
To perform this glitch, hold an object over your head while another object is mid-flight.&lt;br /&gt;
&lt;br /&gt;
This can be done with a thrown object or a &amp;quot;kicked&amp;quot; Somaria block (by dashing into it). Because you must wait for the animation of picking up an object before the Throw Clip is enabled, a limiting factor on this glitch is the minimum distance you must be away from the barrier you're trying to clip through when you throw or kick.&lt;br /&gt;
&lt;br /&gt;
For a throw, this distance is about 3.25 tiles away from the start of the barrier you're trying to clip through. For a Somaria &amp;quot;kick&amp;quot; this is about 6 tiles (under normal circumstances... however, you can make Somaria blocks bounce off of objects in weird ways allowing you to be very close to barriers in certain circumstances).&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
&lt;br /&gt;
This glitch has minimal utility in vanilla or randomized A Link to the Past. There simply are not very many barriers it would be useful to throw an object past.&lt;/div&gt;</summary>
		<author><name>Qirn!1504</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Sanc_And_Quit&amp;diff=5096</id>
		<title>Sanc And Quit</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Sanc_And_Quit&amp;diff=5096"/>
		<updated>2022-08-01T03:19:28Z</updated>

		<summary type="html">&lt;p&gt;Qirn!1504: Added info about the weird backwards Sanc &amp;amp; Quit and link to spanda's new explication&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ALttP Glitch&lt;br /&gt;
|classification = Minor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Sanc and Quit is a glitch that forces the player to automatically respawn at the Sanctuary (or other certain starting location checkpoints, like the Uncle) after a Save and Quit&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
==Execution==&lt;br /&gt;
This glitch is activated when a mosaic is interrupted and a player saves and quits.&lt;br /&gt;
&lt;br /&gt;
The simplest method is to be electrocuted by attacking a Buzz Blob, an electrified Bari, or being damaged on the Aga Tower Barrier and then Save and Quit during the mosaic effect of the shock. The player will instantly respawn at the Sanctuary or the Uncle (possibly others) depending on your last starting location checkpoint, without having to select the location.&lt;br /&gt;
&lt;br /&gt;
You can also interrupt the mosaic animation by using the mirror as the Maiden in Thieves Town is catching up to you inside the light. If you time it correctly, the maiden will turn into blind in the middle of your mirror mosaic animation, interrupting the teleport from the mirror but keeping the screen in a mosaic effect. Saving and Quitting from here will allow the Sanc and Quit to happen.&lt;br /&gt;
&lt;br /&gt;
Confirmed checkpoints that can be abused like this are:&lt;br /&gt;
&lt;br /&gt;
* Sanctuary (set when returning Zelda to Sanc or after returning the Old Man, maybe other conditions, too)&lt;br /&gt;
* Uncle (set when you get the Uncle item)&lt;br /&gt;
&lt;br /&gt;
Unconfirmed checkpoints that may be abusable:&lt;br /&gt;
&lt;br /&gt;
* Checkpoint in Zelda's Cell&lt;br /&gt;
* Old man Dark Room checkpoint&lt;br /&gt;
&lt;br /&gt;
Whichever checkpoint was last set, this will be the starting location of the Sanc &amp;amp; Quit. In the randomizer, this means that getting the item from the Uncle will immediately put you back at the Uncle starting point after activating a Sanc &amp;amp; Quit (AKA the &amp;quot;Pretty Wrong Quit&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
==Stored Sanc &amp;amp; Quit==&lt;br /&gt;
&lt;br /&gt;
You can store a &amp;quot;Sanc &amp;amp; Quit&amp;quot; to be activated later, the next time you Save and Quit, in the case that you would like to activate this glitch somewhere you can't normally get the mosaic effect.&lt;br /&gt;
&lt;br /&gt;
One way to store the Sanc &amp;amp; Quit is to get the mosaic blind effect. Another is to do a Sanc &amp;amp; Quit from an electrified bari whil in th DW dungeon after defeating Aga1. This will put you on the Pyramid in the DW but the Sanc &amp;amp; Quit will still be stored next time you S&amp;amp;Q from the light world.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
Usefulness of this glitch is fairly limited but might save some time in some extremely low chance situations in Enemizer or Entrance where you might need to quickly respawn specifically at the Sanctuary or Uncle.&lt;br /&gt;
&lt;br /&gt;
This glitch does not spawn you at Sanctuary/Uncle/etc if you are in the Dark World and the Pyramid is your default spawn point.&lt;br /&gt;
&lt;br /&gt;
If you use a &amp;quot;stored&amp;quot; version of this glitch, if you interrupt the mosaic while it is in the first state (either at the beginning or the end of the effect), then when you mirror inside a lightworld dungeon you may see the &amp;quot;Select starting location&amp;quot; menu pop up, with options for Link's House, Sanctuary, and Mountain (if you've unlocked it). Selecting an item from this menu doesn't do anything - after you've made a selection, your mirror back to the front of the lightworld dungeon will complete.&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Sanc and Quit using a Buzzblob&lt;br /&gt;
|-&lt;br /&gt;
! [[File:SancAndQuit.gif]] &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==External Guides and Tutorials==&lt;br /&gt;
&lt;br /&gt;
*[https://spannerisms.github.io/lightninground#sancandquit fmp's Bite-sized Explications  (Sanc and Quit)]&lt;br /&gt;
&lt;br /&gt;
*[https://spannerisms.github.io/sancandquit fmp's full Sanc &amp;amp; Quit Explication]&lt;/div&gt;</summary>
		<author><name>Qirn!1504</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Ancilla_Slot_Index&amp;diff=5076</id>
		<title>Ancilla Slot Index</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Ancilla_Slot_Index&amp;diff=5076"/>
		<updated>2022-06-18T03:09:55Z</updated>

		<summary type="html">&lt;p&gt;Qirn!1504: Added clarification that a &amp;quot;third bomb&amp;quot; attempt is needed to clear the value when using the bomb method&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Ancilla Slot Index=&lt;br /&gt;
(insert brief explanation on how it works and why its important for Fake Flippers and Bomb Dupe)&lt;br /&gt;
&lt;br /&gt;
==Correcting the Slot Index for Fake Flippers==&lt;br /&gt;
&lt;br /&gt;
Slot Index Value can be seen in the [[Practice Hack]] by turning on ''Misslot RAM Watch'' and looking at the gray number highlighted in the image below.&lt;br /&gt;
&lt;br /&gt;
[[File:Searchindex fix example .png]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item || style=&amp;quot;width: 20em;&amp;quot;| Explanation || colspan=&amp;quot;2&amp;quot;| Example&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Hard Console Reset || The easiest way to make sure the Slot Index is 00 is to just hard reset the console or Emulator. This will reinitialize everything ensuring a known starting point. || [[File:Hard reset-black image.png]]&lt;br /&gt;
|-&lt;br /&gt;
! Bomb Drowning || Spamming Bombs several times while dropping them into deep water will set the slot index to 00. A splash ancilla is spawned in the slot the drowned bomb was in and if additional bombs are used while this splash ancilla is active it will reset the index. This can be done by dropping bombs directly into deep water or throwing one into the water, and then pressing {{B|Y}} during the splash animation to attempt to drop a third bomb (which will not spawn because you already have the maximum number of bombs on screen). ||[[File:Slot index, bomb water drop.gif]] || [[File:Slot index, bomb water toss.gif]] &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! Cane of Somaria || Spamming the Cane of Somaria several times in a row will set $03C4 to 00. This method is essentially doing a Cane only [[Somaria Magic Refill]]. If some magic is refunded then Slot Index is set to the correct value. A large enough area to have the Somaria projectiles fly for some time may be required. ||[[File:Searchindexfix - somaria.gif]]&lt;br /&gt;
|-&lt;br /&gt;
! Sword and Red Boomerang || Charge and hold a sword spin and then use the Red Boomerang against a wall. This will slowly decrease the Slot Index until the value reaches 00 or 01. The player needs to be standing far enough away from the wall for the boomerang to fly for a bit to fill the ancilla slots with sparkles before it clinks. ||[[File:Searchindexfix - sword-redboom.gif]]&lt;br /&gt;
|-&lt;br /&gt;
! Lamp and Arrows || Use lamp three times quickly and then shoot 6 arrows into a nearby wall. This will set the Slot index to 02. The player can combo the 6 arrows with 2 bombs following to do a sucesfully Ancilla Overload Fake Flippers.||[[File:Searchindexfix - lamp-arrow.gif]]&lt;br /&gt;
|-&lt;br /&gt;
! Ice Rod || If the player stands about 3 tiles away from a wall (a bonk setup will work) then they can use the Ice Rod 3 times to set the Slot index to 00. This method requires some specific timing and may not always work depending on speed. In general the 3rd shot needs to be done as the first show is &amp;quot;exploding&amp;quot; off the wall. ||[[File:Searchindexfix - icerod.gif]]&lt;br /&gt;
|-&lt;br /&gt;
! Red Boomerang, Powder, Arrows || Use the Red Boomerang and then use the Magic Powder while it is in flight. This will set the Slot index to 06. From here use the Bow to shoot 6 arrows to set the index to 02. This method is consistent but fairly niche in the event the user lacks a lamp and sword. || [[File:Searchindexfix -redboom-powder-arrows.gif]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''Note: Some descriptions may be technically inaccurate and will be adjusted eventually''&lt;/div&gt;</summary>
		<author><name>Qirn!1504</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Lightspeed&amp;diff=4979</id>
		<title>Lightspeed</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Lightspeed&amp;diff=4979"/>
		<updated>2022-04-20T06:38:35Z</updated>

		<summary type="html">&lt;p&gt;Qirn!1504: /* How to Play (Sahasrabot Preset) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;Lightspeed&amp;quot; mode, or &amp;quot;Light World Mode&amp;quot; is a set of customizer settings designed to create a consistently short yet competitive game mode. The mode requires you to beat all Light World dungeons, and the game is over once you defeat Agahnim 1 and grab the Triforce on the Pyramid Ledge.&lt;br /&gt;
&lt;br /&gt;
== What to Expect ==&lt;br /&gt;
&lt;br /&gt;
By default this is a &amp;quot;Standard&amp;quot; start with a random Uncle Weapon. All three Light World dungeons are pendants and you are required to pull a Progressive Sword from the Pedestal, with no possible ways to sequence break this requirement using minor glitches. The only locations logically available are locations which are accessible without the Moon Pearl. There is one Progressive Sword on the Pedestal, and one other Progressive Sword randomly placed somewhere else logically available. The game is over when you defeat Aga1 and grab the Triforce on the Pyramid Ledge.&lt;br /&gt;
&lt;br /&gt;
Some consequences of the settings are:&lt;br /&gt;
&lt;br /&gt;
* Boots will more often be available in the Light World than what you would expect in a normal Open seed partially due to the key placement of Desert Palace, however boots will not be available every seed.&lt;br /&gt;
&lt;br /&gt;
* If you decide to go up Aga Tower without the Lamp, you will always at least have the Fire Rod because a fire source is forced for Desert Palace.&lt;br /&gt;
&lt;br /&gt;
* You will always be forced to go through Escape and the three Light World pendant dungeons with either no sword or a Fighter Sword at maximum, and you will always ascend Agahnim's Tower with a Master Sword.&lt;br /&gt;
&lt;br /&gt;
* You may be required to navigate through the Dark World to reach locations which are considered logically accessible without the moon pearl, such as Checkerboard Cave, Desert Palace, Tower of Hera, and East Light World Death Mountain.&lt;br /&gt;
&lt;br /&gt;
* Sequence breaking with bunny glitches ([[Bunny#Minor_Glitches]]) is possible, for example to get into the Mire Shed, Superbunny Cave, or [[Dungeon Bunny Revival]] inside Ice Palace, however you will never find an item required by the playthrough, and you will absolutely never find an item which allows you to skip pulling the Master Sword Pedestal and defeating Aga1. It is possible that you may find helpful items with bunny glitches, such as a Progressive Bow or a Hammer, but because of the shortness of the mode and the fewer opportunities for high variance decisions, this kind of sequence breaking is highly unlikely to pay off.&lt;br /&gt;
&lt;br /&gt;
* The bias of the fill algorithm is exacerbated in this game mode due to having much fewer locations (71) which are ever logically fillable with required items. If you find an item which unlocks relatively few locations it is more likely than normal to lead to something logically required (particularly if you find that item in an early &amp;quot;sphere&amp;quot;). [http://alttp.mymm1.com/wiki/File:LightspeedFillBiasMeme.jpg Kekw]&lt;br /&gt;
&lt;br /&gt;
* Don't forget to pull the pedestal before going to Aga Tower (lul)&lt;br /&gt;
&lt;br /&gt;
* In play testing so far, seeds will take an experienced runner about 30-45 minutes to finish.&lt;br /&gt;
&lt;br /&gt;
* If you generate the seed via the customizer, prizepacks are totally shuffled (a current limitation of the customizer). Generating the seed via Sahasrabot allows prize packs to be shuffled within pools, as is the current default setting in the randomizer.&lt;br /&gt;
&lt;br /&gt;
== How to Play (Sahasrabot Presets) ==&lt;br /&gt;
&lt;br /&gt;
The easiest way to generate a seed is to use the Sahasrabot preset in Discord. You can generate a seed using the command:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;/alttpr preset preset:lightspeed&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you would like to generate a seed with starting pseudoboots, you can use the command:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;/alttpr preset preset:qirn/lightspeedpseudoboots&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You may run these commands in the ''ALTTP Randomizer'' discord, #sahasrabot channel.&lt;br /&gt;
&lt;br /&gt;
== How to Play (Customizer) ==&lt;br /&gt;
&lt;br /&gt;
To generate a seed:&lt;br /&gt;
&lt;br /&gt;
1) Download the current version of the [https://cdn.discordapp.com/attachments/525757490336497675/707291927300800583/Lightspeed_v0.4.5-settings.json customizer settings file]&lt;br /&gt;
&lt;br /&gt;
2) Go to the [https://alttpr.com/en/customizer customizer on the alttpr.com website]&lt;br /&gt;
&lt;br /&gt;
4) Go to the &amp;quot;Save/Restore&amp;quot; tab&lt;br /&gt;
&lt;br /&gt;
5) Click &amp;quot;Load&amp;quot; and select the downloaded customizer settings file&lt;br /&gt;
&lt;br /&gt;
6) Go to the &amp;quot;Generate&amp;quot; tab&lt;br /&gt;
&lt;br /&gt;
7) (Optional) Select your settings&lt;br /&gt;
&lt;br /&gt;
: * Change &amp;quot;World State&amp;quot; to &amp;quot;Open&amp;quot; if you would like to play Open instead of Standard start&lt;br /&gt;
: * Change the &amp;quot;Dungeon Item Shuffle&amp;quot; if you want (all Dark World dungeon items have been manually placed in their dungeons, so this will only shuffle Light World dungeon items, as you would probably hope/expect it would) &lt;br /&gt;
: * Most settings can be changed, although &amp;quot;Accessibility&amp;quot; must remain on &amp;quot;Beatable&amp;quot; for the seed to generate properly&lt;br /&gt;
&lt;br /&gt;
8) Click &amp;quot;Generate Race ROM&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This will create a permalink for you to download the patch from and distribute as normal.&lt;br /&gt;
&lt;br /&gt;
== Design Goals of the Mode ==&lt;br /&gt;
&lt;br /&gt;
This &amp;quot;mode&amp;quot; is still currently being tweaked. The design goals of the mode are:&lt;br /&gt;
&lt;br /&gt;
* A consistently fast game mode option&lt;br /&gt;
&lt;br /&gt;
* Accessible to new runners while still being meaningfully challenging to experienced runners&lt;br /&gt;
&lt;br /&gt;
* Not too much variance&lt;br /&gt;
&lt;br /&gt;
* Competitive&lt;br /&gt;
&lt;br /&gt;
* Presents meaningful routing choices (despite reduced variance)&lt;br /&gt;
&lt;br /&gt;
* Intuitive and easy to understand the settings of the mode, and how those settings will effect a run&lt;br /&gt;
&lt;br /&gt;
* Consistent with the theme: &amp;quot;Light World&amp;quot; (e.g. Standard start, Master Sword on Pedestal for Aga Tower access, all Light World dungeons, no Ganon boss at the end,  etc)&lt;br /&gt;
&lt;br /&gt;
Our options for fast game modes are currently limited, with many of them having a very high spread of expected finish times; unusually high variance attached to routing choices; and/or a focus on Overworld routing over Dungeon completion and execution. The goal was to design a consistently fast mode that was fun to play for experienced and new runners and which still provides a competitive experience.&lt;br /&gt;
&lt;br /&gt;
The game forces you to defeat all Pendant dungeons with at most the Fighter Sword, only giving you the Master Sword for your Aga Tower climb. This keeps the difficulty curve consistent compared to having more swords in the pool and creates a meaningful challenge for experienced runners while remaining accessible to new runners. Although it is possible to complete the mode without the Lamp, you must have a fire source to have completed Desert Palace and enter Aga Tower, so Dark Aga with no Fire Rod is never a possibility, also keeping the mode accessible. This sword placement and count is also necessary to force the completion of all Light World dungeons.&lt;br /&gt;
&lt;br /&gt;
A goal is to reduce the number of tweaks made in the customizer so that it is easy to explain and understand the mode. A runner or viewer should be able to intuitively understand what the game mode is and how the run is effected by these tweaks. The number of revisions made to the item pools has been kept to a minimum so that it's easier to explain the mode, intuitive to pick up and start playing, and analogous enough to other modes.&lt;br /&gt;
&lt;br /&gt;
The theming complements the other design goals and helps to keep the mode intuitive, but is not the highest design priority on its own.&lt;br /&gt;
&lt;br /&gt;
== Settings Details ==&lt;br /&gt;
&lt;br /&gt;
Most items are still placed randomly using the normal fill algorithm, making the experience mostly analogous to playing the game in other game modes.&lt;br /&gt;
&lt;br /&gt;
* All Light World dungeon bosses have a (shuffled) pendant prize&lt;br /&gt;
&lt;br /&gt;
* The Moon Pearl has been removed from the item pool and replaced with a Twenty Rupee&lt;br /&gt;
&lt;br /&gt;
* The Cape has been removed from the item pool and replaced with a Twenty Rupee (this is so you will never get Cape access to Aga Tower, even with Bunny sequence breaks)&lt;br /&gt;
&lt;br /&gt;
* The Pedestal has a Progressive Sword&lt;br /&gt;
&lt;br /&gt;
* There is only one other Progressive Sword randomly placed from the item pool. This along with the Cape being removed means that both available swords will be required to beat the seed and forces the completion of the pendant dungeons.&lt;br /&gt;
&lt;br /&gt;
* The Triforce is on the Pyramid Ledge (a future version may include ROM changes in a branch of the randomizer which automatically sends you to the Triforce Room after defeating Aga1)&lt;br /&gt;
&lt;br /&gt;
* Dark World dungeon items have been manually placed in their dungeons. This does not effect the mode at all - it is currently required to generate seeds with the customizer due to the jankiness of what we're doing here, otherwise the customizer will freak out.&lt;br /&gt;
&lt;br /&gt;
* Standard start (though play it in Open mode if you want - you can do this as normal by just changing the &amp;quot;World State&amp;quot; to &amp;quot;Open&amp;quot; on seed generation)&lt;br /&gt;
&lt;br /&gt;
* The goal currently says &amp;quot;Defeat Ganon 7/7&amp;quot;, however you cannot finish the game this way without the use of major glitches&lt;br /&gt;
&lt;br /&gt;
* There is currently a Triforce Piece counter on the HUD when you play the game (probably because of the Triforce placed on the Pyramid, but it would be nice to remove this from the HUD in a future version)&lt;br /&gt;
&lt;br /&gt;
* Prizepacks are totally shuffled if you generate the seed using the customizer (a current limitation of the customizer)&lt;/div&gt;</summary>
		<author><name>Qirn!1504</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Lightspeed&amp;diff=4978</id>
		<title>Lightspeed</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Lightspeed&amp;diff=4978"/>
		<updated>2022-04-20T06:38:22Z</updated>

		<summary type="html">&lt;p&gt;Qirn!1504: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;Lightspeed&amp;quot; mode, or &amp;quot;Light World Mode&amp;quot; is a set of customizer settings designed to create a consistently short yet competitive game mode. The mode requires you to beat all Light World dungeons, and the game is over once you defeat Agahnim 1 and grab the Triforce on the Pyramid Ledge.&lt;br /&gt;
&lt;br /&gt;
== What to Expect ==&lt;br /&gt;
&lt;br /&gt;
By default this is a &amp;quot;Standard&amp;quot; start with a random Uncle Weapon. All three Light World dungeons are pendants and you are required to pull a Progressive Sword from the Pedestal, with no possible ways to sequence break this requirement using minor glitches. The only locations logically available are locations which are accessible without the Moon Pearl. There is one Progressive Sword on the Pedestal, and one other Progressive Sword randomly placed somewhere else logically available. The game is over when you defeat Aga1 and grab the Triforce on the Pyramid Ledge.&lt;br /&gt;
&lt;br /&gt;
Some consequences of the settings are:&lt;br /&gt;
&lt;br /&gt;
* Boots will more often be available in the Light World than what you would expect in a normal Open seed partially due to the key placement of Desert Palace, however boots will not be available every seed.&lt;br /&gt;
&lt;br /&gt;
* If you decide to go up Aga Tower without the Lamp, you will always at least have the Fire Rod because a fire source is forced for Desert Palace.&lt;br /&gt;
&lt;br /&gt;
* You will always be forced to go through Escape and the three Light World pendant dungeons with either no sword or a Fighter Sword at maximum, and you will always ascend Agahnim's Tower with a Master Sword.&lt;br /&gt;
&lt;br /&gt;
* You may be required to navigate through the Dark World to reach locations which are considered logically accessible without the moon pearl, such as Checkerboard Cave, Desert Palace, Tower of Hera, and East Light World Death Mountain.&lt;br /&gt;
&lt;br /&gt;
* Sequence breaking with bunny glitches ([[Bunny#Minor_Glitches]]) is possible, for example to get into the Mire Shed, Superbunny Cave, or [[Dungeon Bunny Revival]] inside Ice Palace, however you will never find an item required by the playthrough, and you will absolutely never find an item which allows you to skip pulling the Master Sword Pedestal and defeating Aga1. It is possible that you may find helpful items with bunny glitches, such as a Progressive Bow or a Hammer, but because of the shortness of the mode and the fewer opportunities for high variance decisions, this kind of sequence breaking is highly unlikely to pay off.&lt;br /&gt;
&lt;br /&gt;
* The bias of the fill algorithm is exacerbated in this game mode due to having much fewer locations (71) which are ever logically fillable with required items. If you find an item which unlocks relatively few locations it is more likely than normal to lead to something logically required (particularly if you find that item in an early &amp;quot;sphere&amp;quot;). [http://alttp.mymm1.com/wiki/File:LightspeedFillBiasMeme.jpg Kekw]&lt;br /&gt;
&lt;br /&gt;
* Don't forget to pull the pedestal before going to Aga Tower (lul)&lt;br /&gt;
&lt;br /&gt;
* In play testing so far, seeds will take an experienced runner about 30-45 minutes to finish.&lt;br /&gt;
&lt;br /&gt;
* If you generate the seed via the customizer, prizepacks are totally shuffled (a current limitation of the customizer). Generating the seed via Sahasrabot allows prize packs to be shuffled within pools, as is the current default setting in the randomizer.&lt;br /&gt;
&lt;br /&gt;
== How to Play (Sahasrabot Preset) ==&lt;br /&gt;
&lt;br /&gt;
The easiest way to generate a seed is to use the Sahasrabot preset in Discord. You can generate a seed using the command:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;/alttpr preset preset:lightspeed&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you would like to generate a seed with starting pseudoboots, you can use the command:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;/alttpr preset preset:qirn/lightspeedpseudoboots&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You may run these commands in the ''ALTTP Randomizer'' discord, #sahasrabot channel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== How to Play (Customizer) ==&lt;br /&gt;
&lt;br /&gt;
To generate a seed:&lt;br /&gt;
&lt;br /&gt;
1) Download the current version of the [https://cdn.discordapp.com/attachments/525757490336497675/707291927300800583/Lightspeed_v0.4.5-settings.json customizer settings file]&lt;br /&gt;
&lt;br /&gt;
2) Go to the [https://alttpr.com/en/customizer customizer on the alttpr.com website]&lt;br /&gt;
&lt;br /&gt;
4) Go to the &amp;quot;Save/Restore&amp;quot; tab&lt;br /&gt;
&lt;br /&gt;
5) Click &amp;quot;Load&amp;quot; and select the downloaded customizer settings file&lt;br /&gt;
&lt;br /&gt;
6) Go to the &amp;quot;Generate&amp;quot; tab&lt;br /&gt;
&lt;br /&gt;
7) (Optional) Select your settings&lt;br /&gt;
&lt;br /&gt;
: * Change &amp;quot;World State&amp;quot; to &amp;quot;Open&amp;quot; if you would like to play Open instead of Standard start&lt;br /&gt;
: * Change the &amp;quot;Dungeon Item Shuffle&amp;quot; if you want (all Dark World dungeon items have been manually placed in their dungeons, so this will only shuffle Light World dungeon items, as you would probably hope/expect it would) &lt;br /&gt;
: * Most settings can be changed, although &amp;quot;Accessibility&amp;quot; must remain on &amp;quot;Beatable&amp;quot; for the seed to generate properly&lt;br /&gt;
&lt;br /&gt;
8) Click &amp;quot;Generate Race ROM&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This will create a permalink for you to download the patch from and distribute as normal.&lt;br /&gt;
&lt;br /&gt;
== Design Goals of the Mode ==&lt;br /&gt;
&lt;br /&gt;
This &amp;quot;mode&amp;quot; is still currently being tweaked. The design goals of the mode are:&lt;br /&gt;
&lt;br /&gt;
* A consistently fast game mode option&lt;br /&gt;
&lt;br /&gt;
* Accessible to new runners while still being meaningfully challenging to experienced runners&lt;br /&gt;
&lt;br /&gt;
* Not too much variance&lt;br /&gt;
&lt;br /&gt;
* Competitive&lt;br /&gt;
&lt;br /&gt;
* Presents meaningful routing choices (despite reduced variance)&lt;br /&gt;
&lt;br /&gt;
* Intuitive and easy to understand the settings of the mode, and how those settings will effect a run&lt;br /&gt;
&lt;br /&gt;
* Consistent with the theme: &amp;quot;Light World&amp;quot; (e.g. Standard start, Master Sword on Pedestal for Aga Tower access, all Light World dungeons, no Ganon boss at the end,  etc)&lt;br /&gt;
&lt;br /&gt;
Our options for fast game modes are currently limited, with many of them having a very high spread of expected finish times; unusually high variance attached to routing choices; and/or a focus on Overworld routing over Dungeon completion and execution. The goal was to design a consistently fast mode that was fun to play for experienced and new runners and which still provides a competitive experience.&lt;br /&gt;
&lt;br /&gt;
The game forces you to defeat all Pendant dungeons with at most the Fighter Sword, only giving you the Master Sword for your Aga Tower climb. This keeps the difficulty curve consistent compared to having more swords in the pool and creates a meaningful challenge for experienced runners while remaining accessible to new runners. Although it is possible to complete the mode without the Lamp, you must have a fire source to have completed Desert Palace and enter Aga Tower, so Dark Aga with no Fire Rod is never a possibility, also keeping the mode accessible. This sword placement and count is also necessary to force the completion of all Light World dungeons.&lt;br /&gt;
&lt;br /&gt;
A goal is to reduce the number of tweaks made in the customizer so that it is easy to explain and understand the mode. A runner or viewer should be able to intuitively understand what the game mode is and how the run is effected by these tweaks. The number of revisions made to the item pools has been kept to a minimum so that it's easier to explain the mode, intuitive to pick up and start playing, and analogous enough to other modes.&lt;br /&gt;
&lt;br /&gt;
The theming complements the other design goals and helps to keep the mode intuitive, but is not the highest design priority on its own.&lt;br /&gt;
&lt;br /&gt;
== Settings Details ==&lt;br /&gt;
&lt;br /&gt;
Most items are still placed randomly using the normal fill algorithm, making the experience mostly analogous to playing the game in other game modes.&lt;br /&gt;
&lt;br /&gt;
* All Light World dungeon bosses have a (shuffled) pendant prize&lt;br /&gt;
&lt;br /&gt;
* The Moon Pearl has been removed from the item pool and replaced with a Twenty Rupee&lt;br /&gt;
&lt;br /&gt;
* The Cape has been removed from the item pool and replaced with a Twenty Rupee (this is so you will never get Cape access to Aga Tower, even with Bunny sequence breaks)&lt;br /&gt;
&lt;br /&gt;
* The Pedestal has a Progressive Sword&lt;br /&gt;
&lt;br /&gt;
* There is only one other Progressive Sword randomly placed from the item pool. This along with the Cape being removed means that both available swords will be required to beat the seed and forces the completion of the pendant dungeons.&lt;br /&gt;
&lt;br /&gt;
* The Triforce is on the Pyramid Ledge (a future version may include ROM changes in a branch of the randomizer which automatically sends you to the Triforce Room after defeating Aga1)&lt;br /&gt;
&lt;br /&gt;
* Dark World dungeon items have been manually placed in their dungeons. This does not effect the mode at all - it is currently required to generate seeds with the customizer due to the jankiness of what we're doing here, otherwise the customizer will freak out.&lt;br /&gt;
&lt;br /&gt;
* Standard start (though play it in Open mode if you want - you can do this as normal by just changing the &amp;quot;World State&amp;quot; to &amp;quot;Open&amp;quot; on seed generation)&lt;br /&gt;
&lt;br /&gt;
* The goal currently says &amp;quot;Defeat Ganon 7/7&amp;quot;, however you cannot finish the game this way without the use of major glitches&lt;br /&gt;
&lt;br /&gt;
* There is currently a Triforce Piece counter on the HUD when you play the game (probably because of the Triforce placed on the Pyramid, but it would be nice to remove this from the HUD in a future version)&lt;br /&gt;
&lt;br /&gt;
* Prizepacks are totally shuffled if you generate the seed using the customizer (a current limitation of the customizer)&lt;/div&gt;</summary>
		<author><name>Qirn!1504</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Throw_Clipping&amp;diff=4621</id>
		<title>Throw Clipping</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Throw_Clipping&amp;diff=4621"/>
		<updated>2021-07-19T00:37:47Z</updated>

		<summary type="html">&lt;p&gt;Qirn!1504: Made page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Throw Clipping is a glitch which allows you to throw things over barriers you couldn't normally throw them (such as walls).&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
==Execution==&lt;br /&gt;
&lt;br /&gt;
To perform this glitch, hold on object over your head while the object you're trying to clip through a barrier is mid-flight.&lt;br /&gt;
&lt;br /&gt;
This gain by done with a thrown object or a &amp;quot;kicked&amp;quot; Somaria block (by dashing into it). Because you must wait for the animation of picking up an object before the Throw Clip is enabled, a limited factor on this glitch is the minimum distance you must be away from the object you're trying to clip throw when you throw or kick.&lt;br /&gt;
&lt;br /&gt;
For a throw, this distance is about 3.25 tiles away from the start of the barrier you're trying to clip through. For a Somaria &amp;quot;kick&amp;quot; this is about 6 tiles (under normal circumstances... you can make Somaria blocks bounce off of objects in weird ways).&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
&lt;br /&gt;
This glitch has minimal utility in vanilla or randomized A Link to the Past. There simply are not very many barriers it would be useful to throw an object past.&lt;/div&gt;</summary>
		<author><name>Qirn!1504</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Minor_Glitch&amp;diff=4353</id>
		<title>Minor Glitch</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Minor_Glitch&amp;diff=4353"/>
		<updated>2021-05-05T18:22:42Z</updated>

		<summary type="html">&lt;p&gt;Qirn!1504: Added Bunny Pocket&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A [[Minor Glitch]] is a technique that is technically a glitch but not game-breaking enough to be a [[Major Glitch]]. [[Minor Glitch]]es are permitted in [[No Glitches]] race-settings.&lt;br /&gt;
&lt;br /&gt;
* [[Armos Shake Storage]]: Store a screen-shake from Armos Knights to get access to Lumberjack without Boots&lt;br /&gt;
* [[Barrier Revival]]: Die inside of the Agahnim Tower Magic Barrier and revive inside of the door.&lt;br /&gt;
* [[Block clip]]ping: Use an item (typically [[Hookshot]]) to pass through a block&lt;br /&gt;
* [[Bonk Prize Pre-Grab]]: Use [[Boomerang]] or [[Hookshot]] to collect bonk prize items instantly after they are revealed.&lt;br /&gt;
* [[Bomb Duping]]: [[Super Bomb]]&lt;br /&gt;
* [[Bomb Dash]]ing: Dash with [[Super Bomb]] or [[Purple Chest]]&lt;br /&gt;
* [[Bunny Pocket]]: Store a single use of a Y-item for use as a bunny later&lt;br /&gt;
* [[Capedash Overflow]]: Dash with Cape into an anti-fairy to overflow your magic&lt;br /&gt;
* [[Diver Down]]: Access a restricted ledge using a rail clip in Swamp Palace&lt;br /&gt;
* [[Door State Extension]]: Extend the state of being inside a door to clip through some obstacles.&lt;br /&gt;
* [[Dungeon Bunny Revival]]: Die as a [[Bunny]] inside a dungeon and revive as Link&lt;br /&gt;
* [[Extended Auto Stairs]]: Manipulate movement to extend the distance automatic starts moves Link&lt;br /&gt;
* [[Item Dash]]ing: &amp;lt;code&amp;gt;&amp;lt;Item Name&amp;gt;&amp;lt;/code&amp;gt;-dashing&lt;br /&gt;
* [[Fake Flippers]]: Swim without [[Flippers]]&lt;br /&gt;
* [[Fake Powder]]: Use [[Powder]] without having it&lt;br /&gt;
* [[Fire Rod double]]: Copy the damage from a [[Fire Rod]] shot to another attack&lt;br /&gt;
* [[Heart dupe]]: Use [[Boomerang]] or [[Hookshot]] on a [[Heart]] and gain 2 instead of 1&lt;br /&gt;
* [[Herapot]]: Use a [[Bomb]] and [[Hookshot]] to clip inside of the large pot dungeon interior feature to access the hole inside in [[Tower of Hera]]&lt;br /&gt;
* [[Hover]]ing: Use [[Pegasus Boots]] to bypass fall check to traverse a pit&lt;br /&gt;
* [[Invisible Purple Chest]]: Pick up then dash without the [[Purple Chest]] following then mirror next to the unlocking NPC to get the &lt;br /&gt;
* [[Lamp Controlled Somaria Bounce]]: Use the Lamp to cause a Somaria block to start bouncing.&lt;br /&gt;
* [[Magic Cape Cheapskate]]: Reduce rate of magic drain while using the [[Magic Cape]]&lt;br /&gt;
* [[Medallion Cancel]]: Cancel a medallion use to quickly drain magic.&lt;br /&gt;
* [[Mimic Clipping]]: Use precise inputs to move Red Goriyas (Mimics) off the screen to open doors&lt;br /&gt;
* [[Mirror Block Erase]]: Use [[Mirror]] to delete a block when not in a dungeon&lt;br /&gt;
* [[Overworld Bunny Revival]]: Die and be revived by a [[Fairy]] to gain [[Super Bunny]] state&lt;br /&gt;
* [[Potion Camera Unlock]]: Use a potion to interrupt and unlock camera movement in a dungeon to open certain kill-room doors.&lt;br /&gt;
* [[Prize On The Eyes]]: Have a Vitreous small eye drop a stun-prize item.&lt;br /&gt;
* [[Rail Clipping]]: Clip through a rail to bypass obstacle&lt;br /&gt;
* [[Sanc And Quit]]: Instantly spawn at the [[Sanctuary]] after a Save &amp;amp; Quit while being electrocuted&lt;br /&gt;
* [[Somaria Magic Refill]]: Refill your magic under certain circumstances using the [[Cane of Somaria]]&lt;br /&gt;
* [[Spooky Action]]: Use [[Fire Rod]] to hit a thing that's off-screen&lt;br /&gt;
* [[Super Bunny]]: Gain Link-like abilities when a [[Bunny]]&lt;br /&gt;
* [[Super Bunny Beam]]: Become Link when a bunny beam effect wears off while you are Super Bunny&lt;br /&gt;
* [[Super Speed]]: [[Spinspeed]], [[Hookspeed]]&lt;br /&gt;
* [[Surfing Bunny]]: Traverse deep water as a [[Bunny]]&lt;br /&gt;
* [[Unbunny Beam]]: Become invisible/invulnerable Link without the moon pearl by &amp;quot;storing&amp;quot; a bunny beam&lt;br /&gt;
* [[Water Walk]]ing: See also: Stored Water Walking&lt;br /&gt;
* [[Surfing Bunny|Wriggling Bunny]]: Traverse from shallow water through deep water as a bunny&lt;br /&gt;
&lt;br /&gt;
See also:&lt;br /&gt;
&lt;br /&gt;
* [[Houlihan Room]]: Offset the camera and fall in a pit to go to a &amp;quot;secret&amp;quot; rupee room&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ALttP Glitches}}&lt;/div&gt;</summary>
		<author><name>Qirn!1504</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Bunny_Pocket&amp;diff=4352</id>
		<title>Bunny Pocket</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Bunny_Pocket&amp;diff=4352"/>
		<updated>2021-05-05T18:21:27Z</updated>

		<summary type="html">&lt;p&gt;Qirn!1504: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ALttP Glitch&lt;br /&gt;
|classification = Minor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Bunny Pocket is a glitch where the player can perform a one time Y-item use in Bunny-state in places that they normally would not be able.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
==Execution==&lt;br /&gt;
&lt;br /&gt;
Bunny Pocket can only store a single use of the following items: &lt;br /&gt;
&lt;br /&gt;
*Bow, &lt;br /&gt;
*Fire Rod&lt;br /&gt;
*Ice Rod&lt;br /&gt;
*Magic Powder&lt;br /&gt;
*Cane of Somaria&lt;br /&gt;
*Shovel&lt;br /&gt;
*Hammer*&lt;br /&gt;
*Cane of Byrna**&lt;br /&gt;
&lt;br /&gt;
===Item Dash Method===&lt;br /&gt;
# Obtain Link-state in the Underworld without having the Moon Pearl. (This is typically done by performing [[Dungeon Bunny Revival]], getting grabbed by a Wallmaster, or exiting an appropriate connector in Crossed Entrance mode). &lt;br /&gt;
# Do an [[Item Dash]] with one of the listed items to dash out of a doorway to the Overworld to store the item use.&lt;br /&gt;
# Switch to an item that can be used in Bunny form (Mirror, Bottle) and then Bunny-Link should do a single use of the stored item.&lt;br /&gt;
&lt;br /&gt;
===Lonk-State Method===&lt;br /&gt;
&lt;br /&gt;
# Obtain Link-state in the Overworld without having the Moon Pearl. (This is typically done by performing [[Overworld Bunny Revival]], or Tree-Pulling while in [[Super Bunny]] state.)&lt;br /&gt;
# Move to an Underworld entrance and place a bomb to damage boost to enter to activate Lonk-state.&lt;br /&gt;
# While in the underworld use one of the listed items while going up a spiral staircase. The glitch will be armed if Link is walking around stuck in the item use animation.&lt;br /&gt;
# Re-enter the Overworld and then switch to an item that can be used in Bunny form (Mirror, Bottle) and then Bunny-Link should do a single use of the stored item&lt;br /&gt;
&lt;br /&gt;
===Use-and-Exit Method===&lt;br /&gt;
# Obtain Link-state in the Underworld (as above)&lt;br /&gt;
# Use a Y-item while you're exiting&lt;br /&gt;
# If the animation of the Y-item is long enough (for example Shovel) and/or you can exit quickly enough, the item usage will be stored.&lt;br /&gt;
&lt;br /&gt;
===Important Notes===&lt;br /&gt;
&lt;br /&gt;
* The Bunny Pocket glitch will be disarmed if the player takes damage.&lt;br /&gt;
&lt;br /&gt;
* Hammer can be stored to smash pegs or pots but it will not damage enemies.&lt;br /&gt;
&lt;br /&gt;
* Cane of Byrna can be used by activating the glitch with Mirror/Bottle and then immediately switching to Byrna.&lt;br /&gt;
&lt;br /&gt;
* While using Lonk-State to activate the glitch avoid the edges of pits or else the player may become stuck in a movement animation and have to use the item again and deactivate.&lt;br /&gt;
&lt;br /&gt;
* Using this glitch from the &amp;quot;fake bow&amp;quot; you get in the archery game stores the item use, but you will be unable to activate it without a bow of your own, including disabling your use of the mirror or bottle until you deactivate the storage, for example by taking damage from an enemy.&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
&lt;br /&gt;
This glitch is mainly useful in entrance modes to sequence break entering the back of Skull Woods without the Moon Pearl. &lt;br /&gt;
&lt;br /&gt;
In Entrance modes this may be used for numerous edge case uses such as activating the crystal switch in Tower of Hera to access enemies for [[Dungeon Bunny Revival]].&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Bunny Pocket - Fire Rod in Skull Woods&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Bunny Pocket - Fire Rod - Back of Skull.gif]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==External Guides and Tutorials==&lt;br /&gt;
&lt;br /&gt;
*[https://www.youtube.com/watch?v=Rx-_O2gh2_0 Qirn's - Bunny's SECRET pocket - META BREAKING!!!!!!]&lt;br /&gt;
*[https://spannerisms.github.io/bunnypocket fmp's Explications (Bunny Pocket)]&lt;br /&gt;
*[https://spannerisms.github.io/lonk fmp's Explications (Lonk)]&lt;/div&gt;</summary>
		<author><name>Qirn!1504</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Minor_Glitch&amp;diff=4351</id>
		<title>Minor Glitch</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Minor_Glitch&amp;diff=4351"/>
		<updated>2021-05-05T18:16:42Z</updated>

		<summary type="html">&lt;p&gt;Qirn!1504: Added Shake Storage&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A [[Minor Glitch]] is a technique that is technically a glitch but not game-breaking enough to be a [[Major Glitch]]. [[Minor Glitch]]es are permitted in [[No Glitches]] race-settings.&lt;br /&gt;
&lt;br /&gt;
* [[Armos Shake Storage]]: Store a screen-shake from Armos Knights to get access to Lumberjack without Boots&lt;br /&gt;
* [[Barrier Revival]]: Die inside of the Agahnim Tower Magic Barrier and revive inside of the door.&lt;br /&gt;
* [[Block clip]]ping: Use an item (typically [[Hookshot]]) to pass through a block&lt;br /&gt;
* [[Bonk Prize Pre-Grab]]: Use [[Boomerang]] or [[Hookshot]] to collect bonk prize items instantly after they are revealed.&lt;br /&gt;
* [[Bomb Duping]]: [[Super Bomb]]&lt;br /&gt;
* [[Bomb Dash]]ing: Dash with [[Super Bomb]] or [[Purple Chest]]&lt;br /&gt;
* [[Capedash Overflow]]: Dash with Cape into an anti-fairy to overflow your magic&lt;br /&gt;
* [[Diver Down]]: Access a restricted ledge using a rail clip in Swamp Palace&lt;br /&gt;
* [[Door State Extension]]: Extend the state of being inside a door to clip through some obstacles.&lt;br /&gt;
* [[Dungeon Bunny Revival]]: Die as a [[Bunny]] inside a dungeon and revive as Link&lt;br /&gt;
* [[Extended Auto Stairs]]: Manipulate movement to extend the distance automatic starts moves Link&lt;br /&gt;
* [[Item Dash]]ing: &amp;lt;code&amp;gt;&amp;lt;Item Name&amp;gt;&amp;lt;/code&amp;gt;-dashing&lt;br /&gt;
* [[Fake Flippers]]: Swim without [[Flippers]]&lt;br /&gt;
* [[Fake Powder]]: Use [[Powder]] without having it&lt;br /&gt;
* [[Fire Rod double]]: Copy the damage from a [[Fire Rod]] shot to another attack&lt;br /&gt;
* [[Heart dupe]]: Use [[Boomerang]] or [[Hookshot]] on a [[Heart]] and gain 2 instead of 1&lt;br /&gt;
* [[Herapot]]: Use a [[Bomb]] and [[Hookshot]] to clip inside of the large pot dungeon interior feature to access the hole inside in [[Tower of Hera]]&lt;br /&gt;
* [[Hover]]ing: Use [[Pegasus Boots]] to bypass fall check to traverse a pit&lt;br /&gt;
* [[Invisible Purple Chest]]: Pick up then dash without the [[Purple Chest]] following then mirror next to the unlocking NPC to get the &lt;br /&gt;
* [[Lamp Controlled Somaria Bounce]]: Use the Lamp to cause a Somaria block to start bouncing.&lt;br /&gt;
* [[Magic Cape Cheapskate]]: Reduce rate of magic drain while using the [[Magic Cape]]&lt;br /&gt;
* [[Medallion Cancel]]: Cancel a medallion use to quickly drain magic.&lt;br /&gt;
* [[Mimic Clipping]]: Use precise inputs to move Red Goriyas (Mimics) off the screen to open doors&lt;br /&gt;
* [[Mirror Block Erase]]: Use [[Mirror]] to delete a block when not in a dungeon&lt;br /&gt;
* [[Overworld Bunny Revival]]: Die and be revived by a [[Fairy]] to gain [[Super Bunny]] state&lt;br /&gt;
* [[Potion Camera Unlock]]: Use a potion to interrupt and unlock camera movement in a dungeon to open certain kill-room doors.&lt;br /&gt;
* [[Prize On The Eyes]]: Have a Vitreous small eye drop a stun-prize item.&lt;br /&gt;
* [[Rail Clipping]]: Clip through a rail to bypass obstacle&lt;br /&gt;
* [[Sanc And Quit]]: Instantly spawn at the [[Sanctuary]] after a Save &amp;amp; Quit while being electrocuted&lt;br /&gt;
* [[Somaria Magic Refill]]: Refill your magic under certain circumstances using the [[Cane of Somaria]]&lt;br /&gt;
* [[Spooky Action]]: Use [[Fire Rod]] to hit a thing that's off-screen&lt;br /&gt;
* [[Super Bunny]]: Gain Link-like abilities when a [[Bunny]]&lt;br /&gt;
* [[Super Bunny Beam]]: Become Link when a bunny beam effect wears off while you are Super Bunny&lt;br /&gt;
* [[Super Speed]]: [[Spinspeed]], [[Hookspeed]]&lt;br /&gt;
* [[Surfing Bunny]]: Traverse deep water as a [[Bunny]]&lt;br /&gt;
* [[Unbunny Beam]]: Become invisible/invulnerable Link without the moon pearl by &amp;quot;storing&amp;quot; a bunny beam&lt;br /&gt;
* [[Water Walk]]ing: See also: Stored Water Walking&lt;br /&gt;
* [[Surfing Bunny|Wriggling Bunny]]: Traverse from shallow water through deep water as a bunny&lt;br /&gt;
&lt;br /&gt;
See also:&lt;br /&gt;
&lt;br /&gt;
* [[Houlihan Room]]: Offset the camera and fall in a pit to go to a &amp;quot;secret&amp;quot; rupee room&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ALttP Glitches}}&lt;/div&gt;</summary>
		<author><name>Qirn!1504</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Minor_Glitch&amp;diff=4350</id>
		<title>Minor Glitch</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Minor_Glitch&amp;diff=4350"/>
		<updated>2021-05-05T18:15:43Z</updated>

		<summary type="html">&lt;p&gt;Qirn!1504: Added Capedash Overflow&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A [[Minor Glitch]] is a technique that is technically a glitch but not game-breaking enough to be a [[Major Glitch]]. [[Minor Glitch]]es are permitted in [[No Glitches]] race-settings.&lt;br /&gt;
&lt;br /&gt;
* [[Barrier Revival]]: Die inside of the Agahnim Tower Magic Barrier and revive inside of the door.&lt;br /&gt;
* [[Block clip]]ping: Use an item (typically [[Hookshot]]) to pass through a block&lt;br /&gt;
* [[Bonk Prize Pre-Grab]]: Use [[Boomerang]] or [[Hookshot]] to collect bonk prize items instantly after they are revealed.&lt;br /&gt;
* [[Bomb Duping]]: [[Super Bomb]]&lt;br /&gt;
* [[Bomb Dash]]ing: Dash with [[Super Bomb]] or [[Purple Chest]]&lt;br /&gt;
* [[Capedash Overflow]]: Dash with Cape into an anti-fairy to overflow your magic&lt;br /&gt;
* [[Diver Down]]: Access a restricted ledge using a rail clip in Swamp Palace&lt;br /&gt;
* [[Door State Extension]]: Extend the state of being inside a door to clip through some obstacles.&lt;br /&gt;
* [[Dungeon Bunny Revival]]: Die as a [[Bunny]] inside a dungeon and revive as Link&lt;br /&gt;
* [[Extended Auto Stairs]]: Manipulate movement to extend the distance automatic starts moves Link&lt;br /&gt;
* [[Item Dash]]ing: &amp;lt;code&amp;gt;&amp;lt;Item Name&amp;gt;&amp;lt;/code&amp;gt;-dashing&lt;br /&gt;
* [[Fake Flippers]]: Swim without [[Flippers]]&lt;br /&gt;
* [[Fake Powder]]: Use [[Powder]] without having it&lt;br /&gt;
* [[Fire Rod double]]: Copy the damage from a [[Fire Rod]] shot to another attack&lt;br /&gt;
* [[Heart dupe]]: Use [[Boomerang]] or [[Hookshot]] on a [[Heart]] and gain 2 instead of 1&lt;br /&gt;
* [[Herapot]]: Use a [[Bomb]] and [[Hookshot]] to clip inside of the large pot dungeon interior feature to access the hole inside in [[Tower of Hera]]&lt;br /&gt;
* [[Hover]]ing: Use [[Pegasus Boots]] to bypass fall check to traverse a pit&lt;br /&gt;
* [[Invisible Purple Chest]]: Pick up then dash without the [[Purple Chest]] following then mirror next to the unlocking NPC to get the &lt;br /&gt;
* [[Lamp Controlled Somaria Bounce]]: Use the Lamp to cause a Somaria block to start bouncing.&lt;br /&gt;
* [[Magic Cape Cheapskate]]: Reduce rate of magic drain while using the [[Magic Cape]]&lt;br /&gt;
* [[Medallion Cancel]]: Cancel a medallion use to quickly drain magic.&lt;br /&gt;
* [[Mimic Clipping]]: Use precise inputs to move Red Goriyas (Mimics) off the screen to open doors&lt;br /&gt;
* [[Mirror Block Erase]]: Use [[Mirror]] to delete a block when not in a dungeon&lt;br /&gt;
* [[Overworld Bunny Revival]]: Die and be revived by a [[Fairy]] to gain [[Super Bunny]] state&lt;br /&gt;
* [[Potion Camera Unlock]]: Use a potion to interrupt and unlock camera movement in a dungeon to open certain kill-room doors.&lt;br /&gt;
* [[Prize On The Eyes]]: Have a Vitreous small eye drop a stun-prize item.&lt;br /&gt;
* [[Rail Clipping]]: Clip through a rail to bypass obstacle&lt;br /&gt;
* [[Sanc And Quit]]: Instantly spawn at the [[Sanctuary]] after a Save &amp;amp; Quit while being electrocuted&lt;br /&gt;
* [[Somaria Magic Refill]]: Refill your magic under certain circumstances using the [[Cane of Somaria]]&lt;br /&gt;
* [[Spooky Action]]: Use [[Fire Rod]] to hit a thing that's off-screen&lt;br /&gt;
* [[Super Bunny]]: Gain Link-like abilities when a [[Bunny]]&lt;br /&gt;
* [[Super Bunny Beam]]: Become Link when a bunny beam effect wears off while you are Super Bunny&lt;br /&gt;
* [[Super Speed]]: [[Spinspeed]], [[Hookspeed]]&lt;br /&gt;
* [[Surfing Bunny]]: Traverse deep water as a [[Bunny]]&lt;br /&gt;
* [[Unbunny Beam]]: Become invisible/invulnerable Link without the moon pearl by &amp;quot;storing&amp;quot; a bunny beam&lt;br /&gt;
* [[Water Walk]]ing: See also: Stored Water Walking&lt;br /&gt;
* [[Surfing Bunny|Wriggling Bunny]]: Traverse from shallow water through deep water as a bunny&lt;br /&gt;
&lt;br /&gt;
See also:&lt;br /&gt;
&lt;br /&gt;
* [[Houlihan Room]]: Offset the camera and fall in a pit to go to a &amp;quot;secret&amp;quot; rupee room&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ALttP Glitches}}&lt;/div&gt;</summary>
		<author><name>Qirn!1504</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Capedash_Overflow&amp;diff=4349</id>
		<title>Capedash Overflow</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Capedash_Overflow&amp;diff=4349"/>
		<updated>2021-05-05T18:14:42Z</updated>

		<summary type="html">&lt;p&gt;Qirn!1504: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;infobox wikitable&amp;quot; style=&amp;quot;float:right;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | {{PAGENAME}}&lt;br /&gt;
|-&lt;br /&gt;
! Classification || [[{{{classification|Minor}}} Glitch]]&lt;br /&gt;
|- {{#if: {{{racing-category|}}} | | style=&amp;quot;display:none;&amp;quot; }}&lt;br /&gt;
! Racing Category || [[{{{racing-category}}}]]&lt;br /&gt;
|}&lt;br /&gt;
[[Category:{{{classification|Minor}}} Glitches]]&lt;br /&gt;
&lt;br /&gt;
Capedash Overflow is a glitch that allows a player to refill their magic bar by cape-dashing through an anti-fairy as their magic bar is about to fully drain.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
==Execution==&lt;br /&gt;
&lt;br /&gt;
To perform the glitch, a player must be cape-dashing in order to be vulnerable to the magic drain effect of an anti-fairy while wearing the Cape. Then the player must be dashing through an anti-fairy while they have a magic value such that the magic drain from the anti-fairy would go to a zero- or negative value. This overflows the magic value to 255 (an invalid magic value). If executed correctly, the Cape will remain on and the magic bar will start displaying glitchy graphics until it returns to a normal value.&lt;br /&gt;
&lt;br /&gt;
While the player's magic value is invalid (above 128) they will not be able to use other magic items, unless the use of that magic item would return their magic to a normal value, and so the player will need to continue draining their magic bar using the Cape or by taking additional magic drain from an anti-fairy - until the magic bar is solid green again (indicating that the player has a normal magic value). Otherwise, the player may also simply collect a magic decanter of any size to return their magic value to normal. Green and Blue potions will not restore the magic bar to a normal value when in this state.&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
&lt;br /&gt;
This glitch can be useful to refill your magic bar such as before boss fights that require heavy use of magic, provided there is an anti-fairy to set up on, for example the anti-fairy two rooms north of the Kholdstare drop down or the anti-fairies in the tile room of GT (provided you don't have an additional small key or otherwise can't grab the full magic decanter one room to the east).&lt;br /&gt;
&lt;br /&gt;
The speedrun of the 2020 Festive Advent CalenDOOR features several uses of this glitch in order to save time by avoiding using a potion to refill the magic bar (which would otherwise cause 1.5 seconds of delay as Link's movement is arrested while the magic bar is refilling).&lt;br /&gt;
&lt;br /&gt;
This glitch can be used to &amp;quot;extend&amp;quot; your magic bar for the use of particular items (for example to be able to use the cape for a longer duration than normal, perhaps to get through all of Spike Cave without taking damage, using a potion, or having half magic). You are able to use magic items as long as the use of the item would result in a legitimate magic value after the magic use (so a final value between 1 and 128), meaning for example you could overflow your magic value in order to get an additional use of fire rod than you would otherwise be able to do.&lt;br /&gt;
&lt;br /&gt;
==External Guides &amp;amp; Resources==&lt;br /&gt;
[https://www.youtube.com/watch?v=oBnhWheb5x0 Qirn's How to &amp;quot;Santa Dash&amp;quot; aka &amp;quot;Capedash Overflow&amp;quot; guide]&lt;/div&gt;</summary>
		<author><name>Qirn!1504</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Capedash_Underflow&amp;diff=4348</id>
		<title>Capedash Underflow</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Capedash_Underflow&amp;diff=4348"/>
		<updated>2021-05-05T18:13:11Z</updated>

		<summary type="html">&lt;p&gt;Qirn!1504: Moved page to Capedash Overflow&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Capedash Overflow]]&lt;/div&gt;</summary>
		<author><name>Qirn!1504</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Capedash_Overflow&amp;diff=4347</id>
		<title>Capedash Overflow</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Capedash_Overflow&amp;diff=4347"/>
		<updated>2021-05-05T18:12:42Z</updated>

		<summary type="html">&lt;p&gt;Qirn!1504: Moved paged from Capedash Underflow&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;infobox wikitable&amp;quot; style=&amp;quot;float:right;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | {{PAGENAME}}&lt;br /&gt;
|-&lt;br /&gt;
! Classification || [[{{{classification|Unclassified}}} Glitch]]&lt;br /&gt;
|- {{#if: {{{racing-category|}}} | | style=&amp;quot;display:none;&amp;quot; }}&lt;br /&gt;
! Racing Category || [[{{{racing-category}}}]]&lt;br /&gt;
|}&lt;br /&gt;
[[Category:{{{classification|Unclassified}}} Glitches]]&lt;br /&gt;
&lt;br /&gt;
Capedash Overflow is a glitch that allows a player to refill their magic bar by cape-dashing through an anti-fairy as their magic bar is about to fully drain.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
==Execution==&lt;br /&gt;
&lt;br /&gt;
To perform the glitch, a player must be cape-dashing in order to be vulnerable to the magic drain effect of an anti-fairy while wearing the Cape. Then the player must be dashing through an anti-fairy while they have a magic value such that the magic drain from the anti-fairy would go to a zero- or negative value. This overflows the magic value to 255 (an invalid magic value). If executed correctly, the Cape will remain on and the magic bar will start displaying glitchy graphics until it returns to a normal value.&lt;br /&gt;
&lt;br /&gt;
While the player's magic value is invalid (above 128) they will not be able to use other magic items, unless the use of that magic item would return their magic to a normal value, and so the player will need to continue draining their magic bar using the Cape or by taking additional magic drain from an anti-fairy - until the magic bar is solid green again (indicating that the player has a normal magic value). Otherwise, the player may also simply collect a magic decanter of any size to return their magic value to normal. Green and Blue potions will not restore the magic bar to a normal value when in this state.&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
&lt;br /&gt;
This glitch can be useful to refill your magic bar such as before boss fights that require heavy use of magic, provided there is an anti-fairy to set up on, for example the anti-fairy two rooms north of the Kholdstare drop down or the anti-fairies in the tile room of GT (provided you don't have an additional small key or otherwise can't grab the full magic decanter one room to the east).&lt;br /&gt;
&lt;br /&gt;
The speedrun of the 2020 Festive Advent CalenDOOR features several uses of this glitch in order to save time by avoiding using a potion to refill the magic bar (which would otherwise cause 1.5 seconds of delay as Link's movement is arrested while the magic bar is refilling).&lt;br /&gt;
&lt;br /&gt;
This glitch can be used to &amp;quot;extend&amp;quot; your magic bar for the use of particular items (for example to be able to use the cape for a longer duration than normal, perhaps to get through all of Spike Cave without taking damage, using a potion, or having half magic). You are able to use magic items as long as the use of the item would result in a legitimate magic value after the magic use (so a final value between 1 and 128), meaning for example you could overflow your magic value in order to get an additional use of fire rod than you would otherwise be able to do.&lt;br /&gt;
&lt;br /&gt;
==External Guides &amp;amp; Resources==&lt;br /&gt;
[https://www.youtube.com/watch?v=oBnhWheb5x0 Qirn's How to &amp;quot;Santa Dash&amp;quot; aka &amp;quot;Capedash Overflow&amp;quot; guide]&lt;/div&gt;</summary>
		<author><name>Qirn!1504</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Capedash_Underflow&amp;diff=4021</id>
		<title>Capedash Underflow</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Capedash_Underflow&amp;diff=4021"/>
		<updated>2020-12-24T08:39:23Z</updated>

		<summary type="html">&lt;p&gt;Qirn!1504: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;infobox wikitable&amp;quot; style=&amp;quot;float:right;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | {{PAGENAME}}&lt;br /&gt;
|-&lt;br /&gt;
! Classification || [[{{{classification|Unclassified}}} Glitch]]&lt;br /&gt;
|- {{#if: {{{racing-category|}}} | | style=&amp;quot;display:none;&amp;quot; }}&lt;br /&gt;
! Racing Category || [[{{{racing-category}}}]]&lt;br /&gt;
|}&lt;br /&gt;
[[Category:{{{classification|Unclassified}}} Glitches]]&lt;br /&gt;
&lt;br /&gt;
Capedash Underflow is a glitch that allows a player to refill their magic bar by cape-dashing through an anti-fairy as their magic bar is about to fully drain.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
==Execution==&lt;br /&gt;
&lt;br /&gt;
To perform the glitch, a player must be cape-dashing in order to be vulnerable to the magic drain effect of an anti-fairy while wearing the Cape. Then the player must be dashing through an anti-fairy while they have a magic value such that the magic drain from the anti-fairy would &amp;quot;underflow&amp;quot; to a zero- or negative value. This overflows the magic value to 255 (an invalid magic value). If executed correctly, the Cape will remain on and the magic bar will start displaying glitchy graphics until it returns to a normal value.&lt;br /&gt;
&lt;br /&gt;
While the player's magic value is invalid (above 128) they will not be able to use other magic items, unless the use of that magic item would return their magic to a normal value, and so the player will need to continue draining their magic bar using the Cape or by taking additional magic drain from an anti-fairy - until the magic bar is solid green again (indicating that the player has a normal magic value). Otherwise, the player may also simply collect a magic decanter of any size to return their magic value to normal. Green and Blue potions will not restore the magic bar to a normal value when in this state.&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
&lt;br /&gt;
This glitch can be useful to refill your magic bar such as before boss fights that require heavy use of magic, provided there is an anti-fairy to set up on, for example the anti-fairy two rooms north of the Kholdstare drop down or the anti-fairies in the tile room of GT (provided you don't have an additional small key or otherwise can't grab the full magic decanter one room to the east).&lt;br /&gt;
&lt;br /&gt;
The speedrun of the 2020 Festive Advent CalenDOOR features several uses of this glitch in order to save time by avoiding using a potion to refill the magic bar (which would otherwise cause 1.5 seconds of delay as Link's movement is arrested while the magic bar is refilling).&lt;br /&gt;
&lt;br /&gt;
This glitch can be used to &amp;quot;extend&amp;quot; your magic bar for the use of particular items (for example to be able to use the cape for a longer duration than normal, perhaps to get through all of Spike Cave without taking damage, using a potion, or having half magic). You are able to use magic items as long as the use of the item would result in a legitimate magic value after the magic use (so a final value between 1 and 128), meaning for example you could overflow your magic value in order to get an additional use of fire rod than you would otherwise be able to do.&lt;br /&gt;
&lt;br /&gt;
==External Guides &amp;amp; Resources==&lt;br /&gt;
[https://www.youtube.com/watch?v=oBnhWheb5x0 Qirn's How to &amp;quot;Santa Dash&amp;quot; aka &amp;quot;Capedash Overflow&amp;quot; guide]&lt;/div&gt;</summary>
		<author><name>Qirn!1504</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Capedash_Underflow&amp;diff=4020</id>
		<title>Capedash Underflow</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Capedash_Underflow&amp;diff=4020"/>
		<updated>2020-12-24T08:38:34Z</updated>

		<summary type="html">&lt;p&gt;Qirn!1504: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;infobox wikitable&amp;quot; style=&amp;quot;float:right;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | {{PAGENAME}}&lt;br /&gt;
|-&lt;br /&gt;
! Classification || [[{{{classification|Unclassified}}} Glitch]]&lt;br /&gt;
|- {{#if: {{{racing-category|}}} | | style=&amp;quot;display:none;&amp;quot; }}&lt;br /&gt;
! Racing Category || [[{{{racing-category}}}]]&lt;br /&gt;
|}&lt;br /&gt;
[[Category:{{{classification|Unclassified}}} Glitches]]&lt;br /&gt;
&lt;br /&gt;
Capedash Underflow is a glitch that allows a player to refill their magic bar by cape-dashing through an anti-fairy as their magic bar is about to fully drain.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
==Execution==&lt;br /&gt;
&lt;br /&gt;
To perform the glitch, a player must be cape-dashing in order to be vulnerable to the magic drain effect of an anti-fairy while wearing the Cape. Then the player must be dashing through an anti-fairy while they have a magic value such that the magic drain from the anti-fairy would &amp;quot;underflow&amp;quot; to a zero- or negative value. This overflows the magic value to 255 (an invalid magic value). If executed correctly, the Cape will remain on and the magic bar will start displaying glitchy graphics until it returns to a normal value.&lt;br /&gt;
&lt;br /&gt;
While the player's magic value is invalid (above 128) they will not be able to use other magic items, unless the use of that magic item would return their magic to a normal value, and so the player will need to continue draining their magic bar using the Cape or by taking additional magic drain from an anti-fairy - until the magic bar is solid green again (indicating that the player has a normal magic value). Otherwise, the player may also simply collect a magic decanter of any size to return their magic value to normal. Green and Blue potions will not restore the magic bar to a normal value when in this state.&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
&lt;br /&gt;
This glitch can be useful to refill your magic bar such as before boss fights that require heavy use of magic, provided there is an anti-fairy to set up on, for example the anti-fairy two rooms north of the Kholdstare drop down or the anti-fairies in the tile room of GT (provided you don't have an additional small key or otherwise can't grab the full magic decanter one room to the east).&lt;br /&gt;
&lt;br /&gt;
The speedrun of the 2020 Festive Advent CalenDOOR features several uses of this glitch in order to save time by avoiding using a potion to refill the magic bar (which would otherwise cause 1.5 seconds of delay as Link's movement is arrested while the magic bar is refilling).&lt;br /&gt;
&lt;br /&gt;
This glitch can be used to &amp;quot;extend&amp;quot; your magic bar for the use of particular items (for example to be able to use the cape for a longer duration than normal, perhaps to get through all of Spike Cave without taking damage, using a potion, or having half magic). You are able to use magic items as long as the use of the item would result in a legitimate magic value after the magic use (so a final value between 1 and 128), meaning for example you could overflow your magic value in order to get an additional use of fire rod than you would otherwise be able to do.&lt;br /&gt;
&lt;br /&gt;
==External Guides &amp;amp; Resources==&lt;br /&gt;
[Qirn's How to &amp;quot;Santa Dash&amp;quot; aka &amp;quot;Capedash Overflow&amp;quot; guide](https://www.youtube.com/watch?v=oBnhWheb5x0)&lt;/div&gt;</summary>
		<author><name>Qirn!1504</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Capedash_Underflow&amp;diff=3995</id>
		<title>Capedash Underflow</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Capedash_Underflow&amp;diff=3995"/>
		<updated>2020-12-14T22:23:05Z</updated>

		<summary type="html">&lt;p&gt;Qirn!1504: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;infobox wikitable&amp;quot; style=&amp;quot;float:right;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | {{PAGENAME}}&lt;br /&gt;
|-&lt;br /&gt;
! Classification || [[{{{classification|Unclassified}}} Glitch]]&lt;br /&gt;
|- {{#if: {{{racing-category|}}} | | style=&amp;quot;display:none;&amp;quot; }}&lt;br /&gt;
! Racing Category || [[{{{racing-category}}}]]&lt;br /&gt;
|}&lt;br /&gt;
[[Category:{{{classification|Unclassified}}} Glitches]]&lt;br /&gt;
&lt;br /&gt;
Capedash Underflow is a glitch that allows a player to refill their magic bar by cape-dashing through an anti-fairy as their magic bar is about to fully drain.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
==Execution==&lt;br /&gt;
&lt;br /&gt;
To perform the glitch, a player must be cape-dashing in order to be vulnerable to the magic drain effect of an anti-fairy while wearing the Cape. Then the player must be dashing through an anti-fairy while they have a magic value such that the magic drain from the anti-fairy would &amp;quot;underflow&amp;quot; to a zero- or negative value. This overflows the magic value to 255 (an invalid magic value). If executed correctly, the Cape will remain on and the magic bar will start displaying glitchy graphics until it returns to a normal value.&lt;br /&gt;
&lt;br /&gt;
While the player's magic value is invalid (above 128) they will not be able to use other magic items, unless the use of that magic item would return their magic to a normal value, and so the player will need to continue draining their magic bar using the Cape or by taking additional magic drain from an anti-fairy - until the magic bar is solid green again (indicating that the player has a normal magic value). Otherwise, the player may also simply collect a magic decanter of any size to return their magic value to normal. Green and Blue potions will not restore the magic bar to a normal value when in this state.&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
&lt;br /&gt;
This glitch can be useful to refill your magic bar such as before boss fights that require heavy use of magic, provided there is an anti-fairy to set up on, for example the anti-fairy two rooms north of the Kholdstare drop down or the anti-fairies in the tile room of GT (provided you don't have an additional small key or otherwise can't grab the full magic decanter one room to the east).&lt;br /&gt;
&lt;br /&gt;
The speedrun of the 2020 Festive Advent CalenDOOR features several uses of this glitch in order to save time by avoiding using a potion to refill the magic bar (which would otherwise cause 1.5 seconds of delay as Link's movement is arrested while the magic bar is refilling).&lt;br /&gt;
&lt;br /&gt;
This glitch can be used to &amp;quot;extend&amp;quot; your magic bar for the use of particular items (for example to be able to use the cape for a longer duration than normal, perhaps to get through all of Spike Cave without taking damage, using a potion, or having half magic). You are able to use magic items as long as the use of the item would result in a legitimate magic value after the magic use (so a final value between 1 and 128), meaning for example you could overflow your magic value in order to get an additional use of fire rod than you would otherwise be able to do.&lt;/div&gt;</summary>
		<author><name>Qirn!1504</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Capedash_Underflow&amp;diff=3994</id>
		<title>Capedash Underflow</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Capedash_Underflow&amp;diff=3994"/>
		<updated>2020-12-14T21:57:44Z</updated>

		<summary type="html">&lt;p&gt;Qirn!1504: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;infobox wikitable&amp;quot; style=&amp;quot;float:right;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | {{PAGENAME}}&lt;br /&gt;
|-&lt;br /&gt;
! Classification || [[{{{classification|Unclassified}}} Glitch]]&lt;br /&gt;
|- {{#if: {{{racing-category|}}} | | style=&amp;quot;display:none;&amp;quot; }}&lt;br /&gt;
! Racing Category || [[{{{racing-category}}}]]&lt;br /&gt;
|}&lt;br /&gt;
[[Category:{{{classification|Unclassified}}} Glitches]]&lt;br /&gt;
&lt;br /&gt;
Capedash Underflow is a glitch that allows a player to refill their magic bar by cape-dashing through an anti-fairy as their magic bar is about to fully drain.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
==Execution==&lt;br /&gt;
&lt;br /&gt;
To perform the glitch, a player must be cape-dashing in order to be vulnerable to the magic drain effect of an anti-fairy while wearing the Cape. Then the player must be dashing through an anti-fairy while they have a magic value such that the magic drain from the anti-fairy would &amp;quot;underflow&amp;quot; to a zero- or negative value. This overflows the magic value to 255 (an invalid magic value). If executed correctly, the Cape will remain on and the magic bar will start displaying glitchy graphics until it returns to a normal value.&lt;br /&gt;
&lt;br /&gt;
While the player's magic value is invalid (above 128) they will not be able to use other magic items, unless the use of that magic item would return their magic to a normal value, and so the player will need to continue draining their magic bar using the Cape or by taking additional magic drain from an anti-fairy - until the magic bar is solid green again (indicating that the player has a normal magic value). Otherwise, the player may also simply collect a magic decanter of any size to return their magic value to normal. Green and Blue potions will not restore the magic bar to a normal value when in this state.&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
&lt;br /&gt;
This glitch can be useful to refill your magic bar such as before boss fights that require heavy use of magic, provided there is an anti-fairy to set up on, for example the anti-fairy two rooms north of the Kholdstare drop down or the anti-fairies in the tile room of GT (provided you don't have an additional small key or otherwise can't grab the full magic decanter one room to the east).&lt;br /&gt;
&lt;br /&gt;
The speedrun of the 2020 Festive Advent CalenDOOR features several uses of this glitch in order to save time by avoiding using a potion to refill the magic bar (which would otherwise cause 1.5 seconds of delay as Link's movement is arrested while the magic bar is refilling).&lt;/div&gt;</summary>
		<author><name>Qirn!1504</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Capedash_Underflow&amp;diff=3993</id>
		<title>Capedash Underflow</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Capedash_Underflow&amp;diff=3993"/>
		<updated>2020-12-14T21:52:50Z</updated>

		<summary type="html">&lt;p&gt;Qirn!1504: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;infobox wikitable&amp;quot; style=&amp;quot;float:right;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | {{PAGENAME}}&lt;br /&gt;
|-&lt;br /&gt;
! Classification || [[{{{classification|Unclassified}}} Glitch]]&lt;br /&gt;
|- {{#if: {{{racing-category|}}} | | style=&amp;quot;display:none;&amp;quot; }}&lt;br /&gt;
! Racing Category || [[{{{racing-category}}}]]&lt;br /&gt;
|}&lt;br /&gt;
[[Category:{{{classification|Unclassified}}} Glitches]]&lt;br /&gt;
&lt;br /&gt;
Capedash Underflow is a glitch that allows a player to refill their magic bar by cape-dashing through an anti-fairy as their magic bar is about to fully drain.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
==Execution==&lt;br /&gt;
&lt;br /&gt;
To perform the glitch, a player must be cape-dashing in order to be vulnerable to the magic drain effect of an anti-fairy while wearing the Cape. Then the player must be dashing through an anti-fairy while they have a magic value such that the magic drain from the anti-fairy would &amp;quot;underflow&amp;quot; to a negative value. This overflows the magic value to 255 (an invalid magic value). If executed correctly, the Cape will remain on and the magic bar will start displaying glitchy graphics until it returns to a normal value.&lt;br /&gt;
&lt;br /&gt;
While the player's magic value is invalid (above 128) they will not be able to use other magic items, unless the use of that magic item would return their magic to a normal value, and so the player will need to continue draining their magic bar using the Cape or by taking additional magic drain from an anti-fairy - until the magic bar is solid green again (indicating that the player has a normal magic value). Otherwise, the player may also simply collect a magic decanter of any size to return their magic value to normal. Green and Blue potions will not restore the magic bar to a normal value when in this state.&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
&lt;br /&gt;
This glitch can be useful to refill your magic bar such as before boss fights that require heavy use of magic, provided there is an anti-fairy to set up on, for example the anti-fairy two rooms north of the Kholdstare drop down or the anti-fairies in the tile room of GT (provided you don't have an additional small key or otherwise can't grab the full magic decanter one room to the east).&lt;br /&gt;
&lt;br /&gt;
The speedrun of the 2020 Festive Advent CalenDOOR features several uses of this glitch in order to save time by avoiding using a potion to refill the magic bar (which would otherwise cause 1.5 seconds of delay as Link's movement is arrested while the magic bar is refilling).&lt;/div&gt;</summary>
		<author><name>Qirn!1504</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Capedash_Underflow&amp;diff=3992</id>
		<title>Capedash Underflow</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Capedash_Underflow&amp;diff=3992"/>
		<updated>2020-12-14T21:44:58Z</updated>

		<summary type="html">&lt;p&gt;Qirn!1504: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;infobox wikitable&amp;quot; style=&amp;quot;float:right;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | {{PAGENAME}}&lt;br /&gt;
|-&lt;br /&gt;
! Classification || [[{{{classification|Unclassified}}} Glitch]]&lt;br /&gt;
|- {{#if: {{{racing-category|}}} | | style=&amp;quot;display:none;&amp;quot; }}&lt;br /&gt;
! Racing Category || [[{{{racing-category}}}]]&lt;br /&gt;
|}&lt;br /&gt;
[[Category:{{{classification|Unclassified}}} Glitches]]&lt;br /&gt;
&lt;br /&gt;
Capedash Underflow is a glitch that allows a player to refill their magic bar by cape-dashing through an anti-fairy as their magic bar is about to fully drain.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
==Execution==&lt;br /&gt;
&lt;br /&gt;
To perform the glitch, a player must be cape-dashing in order to be vulnerable to the magic drain effect of an anti-fairy while wearing the Cape. Then the player must be dashing through an anti-fairy while they have a magic value such that the magic drain from the anti-fairy would &amp;quot;underflow&amp;quot; to a negative value. This overflows the magic value to 255 (an invalid magic value). If executed correctly, the Cape will remain on and the magic bar will start displaying glitchy graphics until it returns to a normal value.&lt;br /&gt;
&lt;br /&gt;
While the player's magic value is invalid (above 126) they will not be able to use other magic items, unless the use of that magic item would return their magic to a normal value, and so the player will need to continue draining their magic bar using the Cape or by taking additional magic drain from an anti-fairy - until the magic bar is solid green again (indicating that the player has a normal magic value). Otherwise, the player may also simply collect a magic decanter of any size to return their magic value to normal. Green and Blue potions will not restore the magic bar to a normal value when in this state.&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
&lt;br /&gt;
This glitch can be useful to refill your magic bar such as before boss fights that require heavy use of magic, provided there is an anti-fairy to set up on, for example the anti-fairy two rooms north of the Kholdstare drop down or the anti-fairies in the tile room of GT (provided you don't have an additional small key or otherwise can't grab the full magic decanter one room to the east).&lt;br /&gt;
&lt;br /&gt;
The speedrun of the 2020 Festive Advent CalenDOOR features several uses of this glitch in order to save time by avoiding using a potion to refill the magic bar (which would otherwise cause 1.5 seconds of delay as Link's movement is arrested while the magic bar is refilling).&lt;/div&gt;</summary>
		<author><name>Qirn!1504</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Capedash_Underflow&amp;diff=3991</id>
		<title>Capedash Underflow</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Capedash_Underflow&amp;diff=3991"/>
		<updated>2020-12-14T21:11:28Z</updated>

		<summary type="html">&lt;p&gt;Qirn!1504: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;infobox wikitable&amp;quot; style=&amp;quot;float:right;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | {{PAGENAME}}&lt;br /&gt;
|-&lt;br /&gt;
! Classification || [[{{{classification|Unclassified}}} Glitch]]&lt;br /&gt;
|- {{#if: {{{racing-category|}}} | | style=&amp;quot;display:none;&amp;quot; }}&lt;br /&gt;
! Racing Category || [[{{{racing-category}}}]]&lt;br /&gt;
|}&lt;br /&gt;
[[Category:{{{classification|Unclassified}}} Glitches]]&lt;br /&gt;
&lt;br /&gt;
Capedash Underflow is a glitch that allows a player to refill their magic bar by cape-dashing through an anti-fairy as their magic bar is about to fully drain.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
==Execution==&lt;br /&gt;
&lt;br /&gt;
To perform the glitch, a player must be cape-dashing in order to be vulnerable to the magic drain effect of an anti-fairy while wearing the Cape. Then the player must be dashing through an anti-fairy while they have a magic value such that the magic drain from the anti-fairy would &amp;quot;underflow&amp;quot; to a negative value. This overflows the magic value to 256 (an invalid magic value). If executed correctly, the Cape will remain on and the magic bar will start displaying glitchy graphics.&lt;br /&gt;
&lt;br /&gt;
While the player's magic value is invalid they will not be able to use most other magic items and will need to continue draining their magic bar using the Cape, a Medallion, the Cane of Byrna, or by taking additional magic drain from an anti-fairy - until the magic bar is solid green again (indicating that the player has a normal magic value). Otherwise, the player may also simply collect a magic decanter of any size to return their magic value to normal.&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
&lt;br /&gt;
This glitch can be useful to refill your magic bar such as before boss fights that require heavy use of magic, provided there is an anti-fairy to set up on, for example the anti-fairy two rooms north of the Kholdstare drop down or the anti-fairies in the tile room of GT (provided you don't have an additional small key or otherwise can't grab the full magic decanter one room to the east).&lt;br /&gt;
&lt;br /&gt;
The speedrun of the 2020 Festive Advent CalenDOOR features several uses of this glitch in order to save time by avoiding using a potion to refill the magic bar (which would otherwise cause 1.5 seconds of delay as Link's movement is arrested while the magic bar is refilling).&lt;/div&gt;</summary>
		<author><name>Qirn!1504</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Capedash_Underflow&amp;diff=3990</id>
		<title>Capedash Underflow</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Capedash_Underflow&amp;diff=3990"/>
		<updated>2020-12-14T21:11:17Z</updated>

		<summary type="html">&lt;p&gt;Qirn!1504: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;infobox wikitable&amp;quot; style=&amp;quot;float:right;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | {{PAGENAME}}&lt;br /&gt;
|-&lt;br /&gt;
! Classification || [[{{{classification|Unclassified}}} Glitches]]&lt;br /&gt;
|- {{#if: {{{racing-category|}}} | | style=&amp;quot;display:none;&amp;quot; }}&lt;br /&gt;
! Racing Category || [[{{{racing-category}}}]]&lt;br /&gt;
|}&lt;br /&gt;
[[Category:{{{classification|Unclassified}}} Glitches]]&lt;br /&gt;
&lt;br /&gt;
Capedash Underflow is a glitch that allows a player to refill their magic bar by cape-dashing through an anti-fairy as their magic bar is about to fully drain.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
==Execution==&lt;br /&gt;
&lt;br /&gt;
To perform the glitch, a player must be cape-dashing in order to be vulnerable to the magic drain effect of an anti-fairy while wearing the Cape. Then the player must be dashing through an anti-fairy while they have a magic value such that the magic drain from the anti-fairy would &amp;quot;underflow&amp;quot; to a negative value. This overflows the magic value to 256 (an invalid magic value). If executed correctly, the Cape will remain on and the magic bar will start displaying glitchy graphics.&lt;br /&gt;
&lt;br /&gt;
While the player's magic value is invalid they will not be able to use most other magic items and will need to continue draining their magic bar using the Cape, a Medallion, the Cane of Byrna, or by taking additional magic drain from an anti-fairy - until the magic bar is solid green again (indicating that the player has a normal magic value). Otherwise, the player may also simply collect a magic decanter of any size to return their magic value to normal.&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
&lt;br /&gt;
This glitch can be useful to refill your magic bar such as before boss fights that require heavy use of magic, provided there is an anti-fairy to set up on, for example the anti-fairy two rooms north of the Kholdstare drop down or the anti-fairies in the tile room of GT (provided you don't have an additional small key or otherwise can't grab the full magic decanter one room to the east).&lt;br /&gt;
&lt;br /&gt;
The speedrun of the 2020 Festive Advent CalenDOOR features several uses of this glitch in order to save time by avoiding using a potion to refill the magic bar (which would otherwise cause 1.5 seconds of delay as Link's movement is arrested while the magic bar is refilling).&lt;/div&gt;</summary>
		<author><name>Qirn!1504</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Capedash_Underflow&amp;diff=3989</id>
		<title>Capedash Underflow</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Capedash_Underflow&amp;diff=3989"/>
		<updated>2020-12-14T21:07:08Z</updated>

		<summary type="html">&lt;p&gt;Qirn!1504: Created page with &amp;quot;{| class=&amp;quot;infobox wikitable&amp;quot; style=&amp;quot;float:right;&amp;quot; |- ! colspan=&amp;quot;2&amp;quot; | {{PAGENAME}} |- ! Classification || Unclassified}}} Glitch |- {{#if: {{{racing-categ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;infobox wikitable&amp;quot; style=&amp;quot;float:right;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | {{PAGENAME}}&lt;br /&gt;
|-&lt;br /&gt;
! Classification || [[{{{classification|Unclassified}}} Glitch]]&lt;br /&gt;
|- {{#if: {{{racing-category|}}} | | style=&amp;quot;display:none;&amp;quot; }}&lt;br /&gt;
! Racing Category || [[{{{racing-category}}}]]&lt;br /&gt;
|}&lt;br /&gt;
[[Category:{{{classification|Unclassified}}} Glitches]]&lt;br /&gt;
&lt;br /&gt;
Capedash Underflow is a glitch that allows a player to refill their magic bar by cape-dashing through an anti-fairy as their magic bar is about to fully drain.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
==Execution==&lt;br /&gt;
&lt;br /&gt;
To perform the glitch, a player must be cape-dashing in order to be vulnerable to the magic drain effect of an anti-fairy while wearing the Cape. Then the player must be dashing through an anti-fairy while they have a magic value such that the magic drain from the anti-fairy would &amp;quot;underflow&amp;quot; to a negative value. This overflows the magic value to 256 (an invalid magic value). If executed correctly, the Cape will remain on and the magic bar will start displaying glitchy graphics.&lt;br /&gt;
&lt;br /&gt;
While the player's magic value is invalid they will not be able to use most other magic items and will need to continue draining their magic bar using the Cape, a Medallion, the Cane of Byrna, or by taking additional magic drain from an anti-fairy - until the magic bar is solid green again (indicating that the player has a normal magic value). Otherwise, the player may also simply collect a magic decanter of any size to return their magic value to normal.&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
&lt;br /&gt;
This glitch can be useful to refill your magic bar such as before boss fights that require heavy use of magic, provided there is an anti-fairy to set up on, for example the anti-fairy two rooms north of the Kholdstare drop down or the anti-fairies in the tile room of GT (provided you don't have an additional small key or otherwise can't grab the full magic decanter one room to the east).&lt;br /&gt;
&lt;br /&gt;
The speedrun of the 2020 Festive Advent CalenDOOR features several uses of this glitch in order to save time by avoiding using a potion to refill the magic bar (which would otherwise cause 1.5 seconds of delay as Link's movement is arrested while the magic bar is refilling).&lt;/div&gt;</summary>
		<author><name>Qirn!1504</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Unbunny_Beam&amp;diff=3561</id>
		<title>Unbunny Beam</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Unbunny_Beam&amp;diff=3561"/>
		<updated>2020-08-14T19:22:51Z</updated>

		<summary type="html">&lt;p&gt;Qirn!1504: &amp;quot;super link&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ALttP Glitch&lt;br /&gt;
|classification = Minor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Unbunny Beam involves getting bunny beamed and exiting the dungeon before the bunny beam effect wears off. Then when you next trigger a [[Super Bunny]] or become Link, you will &amp;quot;poof&amp;quot; into Link with all capabilities. You may also temporarily be in a &amp;quot;Super Link&amp;quot; state where are invisible and invulnerable.&lt;br /&gt;
&lt;br /&gt;
This glitch has also been variously known as the &amp;quot;Bunny Beam Storage&amp;quot; glitch or &amp;quot;Unpoofing&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
==Execution==&lt;br /&gt;
&lt;br /&gt;
To perform this glitch, become bunny beamed when you don't have the moon pearl and leave the dungeon before the effect would normally wear off. Then when you next perform a Super Bunny or turn into Link this glitch will activate.&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
&lt;br /&gt;
This glitch allows you to sequence break the moon pearl, allowing you to become Link in situations which other minor glitches cannot.&lt;br /&gt;
&lt;br /&gt;
This glitch is most useful in modes which may require you to navigate the overworld as a bunny, for example Inverted or Entrance randomizer.&lt;br /&gt;
&lt;br /&gt;
For example, in Inverted, this glitch can be used with the bunny beam in Thieves Town to allow you to become Link in the Light World overworld by talking to the Bottle Merchant to activate the glitch, or can be used to become Link in the Well, Blind's Basement, and Chicken Hut to bomb open the walls. Similarly, this glitch is required to check the two items at the &amp;quot;top&amp;quot; of Paradox Cave behind the bombable wall if you don't have the pearl. Arming the glitch inside of Turtle Rock and activating it on the Floating Island item is the only known way to sequence break to the NW side of Death Mountain without the moon pearl in Inverted. This glitch can be useful when fighting Ganon without the moon pearl.&lt;br /&gt;
&lt;br /&gt;
In Entrance randomizer, it can be used to become Link in the overworld and in certain caves that require Y items (Mimic Cave and Hookshot Cave, for example). Of all game modes, this glitch may be most useful in Entrance randomizer, however the application of this glitch does necessitate having access to a dungeon entrance with a bunny beam near where you will activate the glitch. &lt;br /&gt;
&lt;br /&gt;
In Open mode this glitch has very limited use in a race setting as it is not probable that the time spent performing the glitches required for overworld bunny navigation will be worth avoiding the moon pearl. In Open mode, this glitch is the only known way to sequence break the Spike Cave without the moon pearl, but requires that you have already opened Ganon's Tower, making the applications of this glitch astronomically nonviable in Open mode in a race setting.&lt;br /&gt;
&lt;br /&gt;
==Behavior==&lt;br /&gt;
&lt;br /&gt;
Activating this glitch always turns you into Link, but it will sometimes also make you become invisible and invulnerable temporarily (&amp;quot;Super Link&amp;quot;). If you arm this glitch (become bunny beamed) while in Super Bunny or when you are Link (for example, via [[Dungeon Bunny Revival]]), then when you activate the glitch it will also make you invisible and invulnerable.&lt;br /&gt;
&lt;br /&gt;
Unlike when using the cape, the invisibility affect also applies to your shadow, making it difficult to navigate through the game. The invisibility wears off sometimes when transitioning between Overworld and Underworld screens, or when walking up or down stairs in the Underworld.&lt;br /&gt;
&lt;br /&gt;
The invulnerability typically lasts for one room or screen only and makes you invulnerable to most collisions that would cause damage, allowing you to walk through enemy sprites and ignore damage. The invulnerability also makes you unable to walk through your own mirror portal (though warp tiles will still work). The invulnerability will wear off when you:&lt;br /&gt;
&lt;br /&gt;
* Transition screens&lt;br /&gt;
* Dash on floor spikes&lt;br /&gt;
* Kill a Wallmaster&lt;br /&gt;
* Bonk&lt;br /&gt;
* Hop down off a ledge&lt;br /&gt;
* Splash into/out of the water&lt;br /&gt;
* Receive an item from an NPC&lt;br /&gt;
* Turn on/off the Cape or the Cane of Byrna&lt;br /&gt;
* Probably lots other things&lt;br /&gt;
&lt;br /&gt;
If performing this glitch in Inverted mode, this glitch will prematurely activate when you reenter the overworld as all bunny beams in A Link to the Past are in Dark World dungeons (you will transform into Link once you exit the dungeon to the Dark World activating this glitch). To prevent this you must set up a mirror spot in front the dungeon entrance where you will be exiting from, forcing Link to bonk into the Light World before this glitch prematurely activates.&lt;br /&gt;
&lt;br /&gt;
Once armed this glitch can be disarmed by:&lt;br /&gt;
&lt;br /&gt;
* Saving &amp;amp; Quitting&lt;br /&gt;
* Taking Damage&lt;br /&gt;
* Being ejected from water&lt;br /&gt;
* Probably other things&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Inverted Mode Ganon with Unbunny Beam&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Unpoof - inverted Ganon Fight.gif]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Qirn!1504</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Lightspeed&amp;diff=2994</id>
		<title>Lightspeed</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Lightspeed&amp;diff=2994"/>
		<updated>2020-05-05T18:06:39Z</updated>

		<summary type="html">&lt;p&gt;Qirn!1504: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;Lightspeed&amp;quot; mode, or &amp;quot;Light World Mode&amp;quot; is a set of customizer settings designed to create a consistently short yet competitive game mode. The mode requires you to beat all Light World dungeons, and the game is over once you defeat Agahnim 1 and grab the Triforce on the Pyramid Ledge.&lt;br /&gt;
&lt;br /&gt;
== What to Expect ==&lt;br /&gt;
&lt;br /&gt;
By default this is a &amp;quot;Standard&amp;quot; start with a random Uncle Weapon. All three Light World dungeons are pendants and are required to pull a Progressive Sword from the Pedestal, with no possible ways to sequence break this requirement using minor glitches. The only locations logically available are locations which are accessible without the Moon Pearl. There is one Progressive Sword on the Pedestal, and one other Progressive Sword randomly placed somewhere else logically available. The game is over when you defeat Aga1 and grab the Triforce on the Pyramid Ledge.&lt;br /&gt;
&lt;br /&gt;
Some consequences of the settings are:&lt;br /&gt;
&lt;br /&gt;
* Boots will more often be available in the Light World than what you would expect in a normal Open seed partially due to the key placement of Desert Palace, however boots will not be available every seed.&lt;br /&gt;
&lt;br /&gt;
* If you decide to go up Aga Tower without the Lamp, you will always at least have the Fire Rod because a fire source is forced for Desert Palace.&lt;br /&gt;
&lt;br /&gt;
* You will always be forced to go through Escape and the three Light World pendant dungeons with either no sword or a Fighter Sword at maximum, and you will always ascend Agahnim Tower with a Master Sword.&lt;br /&gt;
&lt;br /&gt;
* You may be required to navigate through the Dark World to reach locations which are considered logically accessible without the moon pearl, such as Checkerboard Cave, Desert Palace, Tower of Hera, and East Light World Death Mountain.&lt;br /&gt;
&lt;br /&gt;
* Sequence breaking with bunny glitches ([[Bunny#Minor_Glitches]]) is possible, for example to get into the Mire Shed, Superbunny Cave, or [[Dungeon Bunny Revival]] inside Ice Palace, however you will never find an item required by the playthrough, and you will absolutely never find an item which allows you to skip pulling the Master Sword Pedestal and defeating Aga1. It is possible that you may find helpful items with bunny glitches, such as a Progressive Bow or a Hammer, but because of the shortness of the mode and the fewer opportunities for high variance decisions, this kind of sequence breaking is highly unlikely to pay off.&lt;br /&gt;
&lt;br /&gt;
* The bias of the fill algorithm is exacerbated in this game mode due to having much fewer locations (71) which are ever logically fillable with required items. If you find an item which unlocks relatively few locations it is more likely than normal to lead to something logically required (particularly if you find that item in an early &amp;quot;sphere&amp;quot;). [http://alttp.mymm1.com/wiki/File:LightspeedFillBiasMeme.jpg Kekw]&lt;br /&gt;
&lt;br /&gt;
* Don't forget to pull the pedestal before going to Aga Tower (lul)&lt;br /&gt;
&lt;br /&gt;
* In play testing so far, seeds will take an experienced runner about 30-45 minutes to finish.&lt;br /&gt;
&lt;br /&gt;
* Prizepacks are totally shuffled (think pre v31) (a current limitation of the customizer)&lt;br /&gt;
&lt;br /&gt;
== How to Play ==&lt;br /&gt;
&lt;br /&gt;
To generate a seed:&lt;br /&gt;
&lt;br /&gt;
1) Download the current version of the [https://cdn.discordapp.com/attachments/525757490336497675/707291927300800583/Lightspeed_v0.4.5-settings.json customizer settings file]&lt;br /&gt;
&lt;br /&gt;
2) Go to the [https://alttpr.com/en/customizer customizer on the alttpr.com website]&lt;br /&gt;
&lt;br /&gt;
4) Go to the &amp;quot;Save/Restore&amp;quot; tab&lt;br /&gt;
&lt;br /&gt;
5) Click &amp;quot;Load&amp;quot; and select the downloaded customizer settings file&lt;br /&gt;
&lt;br /&gt;
6) Go to the &amp;quot;Generate&amp;quot; tab&lt;br /&gt;
&lt;br /&gt;
7) (Optional) Select your settings&lt;br /&gt;
&lt;br /&gt;
: * Change &amp;quot;World State&amp;quot; to &amp;quot;Open&amp;quot; if you would like to play Open instead of Standard start&lt;br /&gt;
: * Change the &amp;quot;Dungeon Item Shuffle&amp;quot; if you want (all Dark World dungeon items have been manually placed in their dungeons, so this will only shuffle Light World dungeon items, as you would probably hope/expect it would) &lt;br /&gt;
: * Most settings can be changed, although &amp;quot;Accessibility&amp;quot; must remain on &amp;quot;Beatable&amp;quot; for the seed to generate properly&lt;br /&gt;
&lt;br /&gt;
8) Click &amp;quot;Generate Race ROM&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This will create a permalink for you to download the patch from and distribute as normal.&lt;br /&gt;
&lt;br /&gt;
== Design Goals of the Mode ==&lt;br /&gt;
&lt;br /&gt;
This &amp;quot;mode&amp;quot; is still currently being tweaked. The design goals of the mode are:&lt;br /&gt;
&lt;br /&gt;
* A consistently fast game mode option&lt;br /&gt;
&lt;br /&gt;
* Accessible to new runners while still being meaningfully challenging to experienced runners&lt;br /&gt;
&lt;br /&gt;
* Not too much variance&lt;br /&gt;
&lt;br /&gt;
* Competitive&lt;br /&gt;
&lt;br /&gt;
* Presents meaningful routing choices (despite reduced variance)&lt;br /&gt;
&lt;br /&gt;
* Intuitive and easy to understand the settings of the mode, and how those settings will effect a run&lt;br /&gt;
&lt;br /&gt;
* Consistent with the theme: &amp;quot;Light World&amp;quot; (e.g. Standard start, Master Sword on Pedestal for Aga Tower access, all Light World dungeons, no Ganon boss at the end,  etc)&lt;br /&gt;
&lt;br /&gt;
Our options for fast game modes are currently limited, with many of them having a very high spread of expected finish times; unusually high variance attached to routing choices; and/or a focus on Overworld routing over Dungeon completion and execution. The goal was to design a consistently fast mode that was fun to play for experienced and new runners and which still provides a competitive experience.&lt;br /&gt;
&lt;br /&gt;
The game forces you to defeat all Pendant dungeons with at most the Fighter Sword, only giving you the Master Sword for your Aga Tower climb. This keeps the difficulty curve consistent compared to having more swords in the pool and creates a meaningful challenge for experienced runners while remaining accessible to new runners. Although it is possible to complete the mode without the Lamp, you must have a fire source to have completed Desert Palace and enter Aga Tower, so Dark Aga with no Fire Rod is never a possibility, also keeping the mode accessible. This sword placement and count is also necessary to force the completion of all Light World dungeons.&lt;br /&gt;
&lt;br /&gt;
A goal is to reduce the number of tweaks made in the customizer so that it is easy to explain and understand the mode. A runner or viewer should be able to intuitively understand what the game mode is and how the run is effected by these tweaks. The number of revisions made to the item pools has been kept to a minimum so that it's easier to explain the mode, intuitive to pick up and start playing, and analogous enough to other modes.&lt;br /&gt;
&lt;br /&gt;
The theming complements the other design goals and helps to keep the mode intuitive, but is not the highest design priority on its own.&lt;br /&gt;
&lt;br /&gt;
== Settings Details ==&lt;br /&gt;
&lt;br /&gt;
Most items are still placed randomly using the normal fill algorithm, making the experience mostly analogous to playing the game in other game modes.&lt;br /&gt;
&lt;br /&gt;
* All Light World dungeon bosses have a (shuffled) pendant prize&lt;br /&gt;
&lt;br /&gt;
* The Moon Pearl has been removed from the item pool and replaced with a Twenty Rupee&lt;br /&gt;
&lt;br /&gt;
* The Cape has been removed from the item pool and replaced with a Twenty Rupee (this is so you will never get Cape access to Aga Tower, even with Bunny sequence breaks)&lt;br /&gt;
&lt;br /&gt;
* The Pedestal has a Progressive Sword&lt;br /&gt;
&lt;br /&gt;
* There is only one other Progressive Sword randomly placed from the item pool. This along with the Cape being removed means that both available swords will be required to beat the seed and forces the completion of the pendant dungeons.&lt;br /&gt;
&lt;br /&gt;
* The Triforce is on the Pyramid Ledge (a future version may include ROM changes in a branch of the randomizer which automatically sends you to the Triforce Room after defeating Aga1)&lt;br /&gt;
&lt;br /&gt;
* Dark World dungeon items have been manually placed in their dungeons. This does not effect the mode at all - it is currently required to generate seeds with the customizer due to the jankiness of what we're doing here, otherwise the customizer will freak out.&lt;br /&gt;
&lt;br /&gt;
* Standard start (though play it in Open mode if you want - you can do this as normal by just changing the &amp;quot;World State&amp;quot; to &amp;quot;Open&amp;quot; on seed generation)&lt;br /&gt;
&lt;br /&gt;
* The goal currently says &amp;quot;Defeat Ganon 7/7&amp;quot;, however you cannot finish the game this way without the use of major glitches&lt;br /&gt;
&lt;br /&gt;
* There is currently a Triforce Piece counter on the HUD when you play the game (probably because of the Triforce placed on the Pyramid, but it would be nice to remove this from the HUD in a future version)&lt;br /&gt;
&lt;br /&gt;
* Prizepacks are totally shuffled (think pre v31) (a current limitation of the customizer)&lt;/div&gt;</summary>
		<author><name>Qirn!1504</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Lightspeed&amp;diff=2993</id>
		<title>Lightspeed</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Lightspeed&amp;diff=2993"/>
		<updated>2020-05-05T18:06:09Z</updated>

		<summary type="html">&lt;p&gt;Qirn!1504: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;Lightspeed&amp;quot; mode, or &amp;quot;Light World Mode&amp;quot; is a set of customizer settings designed to create a consistently short yet competitive game mode. The mode requires you to beat all Light World dungeons, and the game is over once you defeat Agahnim 1 and grab the Triforce on the Pyramid Ledge.&lt;br /&gt;
&lt;br /&gt;
== What to Expect ==&lt;br /&gt;
&lt;br /&gt;
By default this is a &amp;quot;Standard&amp;quot; start with a random Uncle Weapon. All three Light World dungeons are pendants and are required to pull a Progressive Sword from the Pedestal, with no possible ways to sequence break this requirement using minor glitches. The only locations logically available are locations which are accessible without the Moon Pearl. There is one Progressive Sword on the Pedestal, and one other Progressive Sword randomly placed somewhere else logically available. The game is over when you defeat Aga1 and grab the Triforce on the Pyramid Ledge.&lt;br /&gt;
&lt;br /&gt;
Some consequences of the settings are:&lt;br /&gt;
&lt;br /&gt;
* Boots will more often be available in the Light World than what you would expect in a normal Open seed partially due to the key placement of Desert Palace, however boots will not be available every seed.&lt;br /&gt;
&lt;br /&gt;
* If you decide to go up Aga Tower without the Lamp, you will always at least have the Fire Rod because a fire source is forced for Desert Palace.&lt;br /&gt;
&lt;br /&gt;
* You will always be forced to go through Escape and the three Light World pendant dungeons with either no sword or a Fighter Sword at maximum, and you will always ascend Agahnim Tower with a Master Sword.&lt;br /&gt;
&lt;br /&gt;
* You may be required to navigate through the Dark World to reach locations which are considered logically accessible without the moon pearl, such as Checkerboard Cave, Desert Palace, Tower of Hera, and East Light World Death Mountain.&lt;br /&gt;
&lt;br /&gt;
* Sequence breaking with bunny glitches ([[Bunny#Minor_Glitches]]) is possible, for example to get into the Mire Shed, Superbunny Cave, or [[Dungeon Bunny Revival]] inside Ice Palace, however you will never find an item required by the playthrough, and you will absolutely never find an item which allows you to skip pulling the Master Sword Pedestal and defeating Aga1. It is possible that you may find helpful items with bunny glitches, such as a Progressive Bow or a Hammer, but because of the shortness of the mode and the fewer opportunities for high variance decisions, this kind of sequence breaking is highly unlikely to pay off.&lt;br /&gt;
&lt;br /&gt;
* The bias of the fill algorithm is exacerbated in this game mode due to having much fewer locations (71) which are ever logically fillable with required items. If you find an item which unlocks relatively few locations it is more likely than normal to lead to something logically required (particularly if you find that item in an early &amp;quot;sphere&amp;quot;). [http://alttp.mymm1.com/wiki/File:LightspeedFillBiasMeme.jpg Kekw]&lt;br /&gt;
&lt;br /&gt;
* Don't forget to pull the pedestal before going to Aga Tower (lul)&lt;br /&gt;
&lt;br /&gt;
* In play testing so far, seeds will take an experienced runner about 30-45 minutes to finish.&lt;br /&gt;
&lt;br /&gt;
* Prizepacks are totally shuffled (think pre v31) (a current limitation of the customizer)&lt;br /&gt;
&lt;br /&gt;
== How to Play ==&lt;br /&gt;
&lt;br /&gt;
To generate a seed:&lt;br /&gt;
&lt;br /&gt;
1) Download the current version of the [https://cdn.discordapp.com/attachments/525757490336497675/707291927300800583/Lightspeed_v0.4.5-settings.json customizer settings file]&lt;br /&gt;
&lt;br /&gt;
2) Go to the [https://alttpr.com/en/customizer customizer on the alttpr.com website]&lt;br /&gt;
&lt;br /&gt;
4) Go to the &amp;quot;Save/Restore&amp;quot; tab&lt;br /&gt;
&lt;br /&gt;
5) Click &amp;quot;Load&amp;quot; and select the downloaded customizer settings file&lt;br /&gt;
&lt;br /&gt;
6) Go to the &amp;quot;Generate&amp;quot; tab&lt;br /&gt;
&lt;br /&gt;
7) (Optional) Select your settings&lt;br /&gt;
&lt;br /&gt;
: * Change &amp;quot;World State&amp;quot; to &amp;quot;Open&amp;quot; if you would like to play Open instead of Standard start&lt;br /&gt;
: * Change &amp;quot;Spoilers&amp;quot; to &amp;quot;Disabled&amp;quot; (currently left on &amp;quot;Enabled&amp;quot; for play testing purposes)&lt;br /&gt;
: * Change the &amp;quot;Dungeon Item Shuffle&amp;quot; if you want (all Dark World dungeon items have been manually placed in their dungeons, so this will only shuffle Light World dungeon items, as you would probably hope/expect it would) &lt;br /&gt;
: * Most settings can be changed, although &amp;quot;Accessibility&amp;quot; must remain on &amp;quot;Beatable&amp;quot; for the seed to generate properly&lt;br /&gt;
&lt;br /&gt;
8) Click &amp;quot;Generate Race ROM&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This will create a permalink for you to download the patch from and distribute as normal.&lt;br /&gt;
&lt;br /&gt;
== Design Goals of the Mode ==&lt;br /&gt;
&lt;br /&gt;
This &amp;quot;mode&amp;quot; is still currently being tweaked. The design goals of the mode are:&lt;br /&gt;
&lt;br /&gt;
* A consistently fast game mode option&lt;br /&gt;
&lt;br /&gt;
* Accessible to new runners while still being meaningfully challenging to experienced runners&lt;br /&gt;
&lt;br /&gt;
* Not too much variance&lt;br /&gt;
&lt;br /&gt;
* Competitive&lt;br /&gt;
&lt;br /&gt;
* Presents meaningful routing choices (despite reduced variance)&lt;br /&gt;
&lt;br /&gt;
* Intuitive and easy to understand the settings of the mode, and how those settings will effect a run&lt;br /&gt;
&lt;br /&gt;
* Consistent with the theme: &amp;quot;Light World&amp;quot; (e.g. Standard start, Master Sword on Pedestal for Aga Tower access, all Light World dungeons, no Ganon boss at the end,  etc)&lt;br /&gt;
&lt;br /&gt;
Our options for fast game modes are currently limited, with many of them having a very high spread of expected finish times; unusually high variance attached to routing choices; and/or a focus on Overworld routing over Dungeon completion and execution. The goal was to design a consistently fast mode that was fun to play for experienced and new runners and which still provides a competitive experience.&lt;br /&gt;
&lt;br /&gt;
The game forces you to defeat all Pendant dungeons with at most the Fighter Sword, only giving you the Master Sword for your Aga Tower climb. This keeps the difficulty curve consistent compared to having more swords in the pool and creates a meaningful challenge for experienced runners while remaining accessible to new runners. Although it is possible to complete the mode without the Lamp, you must have a fire source to have completed Desert Palace and enter Aga Tower, so Dark Aga with no Fire Rod is never a possibility, also keeping the mode accessible. This sword placement and count is also necessary to force the completion of all Light World dungeons.&lt;br /&gt;
&lt;br /&gt;
A goal is to reduce the number of tweaks made in the customizer so that it is easy to explain and understand the mode. A runner or viewer should be able to intuitively understand what the game mode is and how the run is effected by these tweaks. The number of revisions made to the item pools has been kept to a minimum so that it's easier to explain the mode, intuitive to pick up and start playing, and analogous enough to other modes.&lt;br /&gt;
&lt;br /&gt;
The theming complements the other design goals and helps to keep the mode intuitive, but is not the highest design priority on its own.&lt;br /&gt;
&lt;br /&gt;
== Settings Details ==&lt;br /&gt;
&lt;br /&gt;
Most items are still placed randomly using the normal fill algorithm, making the experience mostly analogous to playing the game in other game modes.&lt;br /&gt;
&lt;br /&gt;
* All Light World dungeon bosses have a (shuffled) pendant prize&lt;br /&gt;
&lt;br /&gt;
* The Moon Pearl has been removed from the item pool and replaced with a Twenty Rupee&lt;br /&gt;
&lt;br /&gt;
* The Cape has been removed from the item pool and replaced with a Twenty Rupee (this is so you will never get Cape access to Aga Tower, even with Bunny sequence breaks)&lt;br /&gt;
&lt;br /&gt;
* The Pedestal has a Progressive Sword&lt;br /&gt;
&lt;br /&gt;
* There is only one other Progressive Sword randomly placed from the item pool. This along with the Cape being removed means that both available swords will be required to beat the seed and forces the completion of the pendant dungeons.&lt;br /&gt;
&lt;br /&gt;
* The Triforce is on the Pyramid Ledge (a future version may include ROM changes in a branch of the randomizer which automatically sends you to the Triforce Room after defeating Aga1)&lt;br /&gt;
&lt;br /&gt;
* Dark World dungeon items have been manually placed in their dungeons. This does not effect the mode at all - it is currently required to generate seeds with the customizer due to the jankiness of what we're doing here, otherwise the customizer will freak out.&lt;br /&gt;
&lt;br /&gt;
* Standard start (though play it in Open mode if you want - you can do this as normal by just changing the &amp;quot;World State&amp;quot; to &amp;quot;Open&amp;quot; on seed generation)&lt;br /&gt;
&lt;br /&gt;
* The goal currently says &amp;quot;Defeat Ganon 7/7&amp;quot;, however you cannot finish the game this way without the use of major glitches&lt;br /&gt;
&lt;br /&gt;
* There is currently a Triforce Piece counter on the HUD when you play the game (probably because of the Triforce placed on the Pyramid, but it would be nice to remove this from the HUD in a future version)&lt;br /&gt;
&lt;br /&gt;
* Prizepacks are totally shuffled (think pre v31) (a current limitation of the customizer)&lt;/div&gt;</summary>
		<author><name>Qirn!1504</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Lightspeed&amp;diff=2992</id>
		<title>Lightspeed</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Lightspeed&amp;diff=2992"/>
		<updated>2020-05-05T18:04:43Z</updated>

		<summary type="html">&lt;p&gt;Qirn!1504: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;Lightspeed&amp;quot; mode, or &amp;quot;Light World Mode&amp;quot; is a set of customizer settings designed to create a consistently short yet competitive game mode. The mode requires you to beat all Light World dungeons, and the game is over once you defeat Agahnim 1 and grab the Triforce on the Pyramid Ledge.&lt;br /&gt;
&lt;br /&gt;
== What to Expect ==&lt;br /&gt;
&lt;br /&gt;
By default this is a &amp;quot;Standard&amp;quot; start with a random Uncle Weapon. All three Light World dungeons are pendants and are required to pull a Progressive Sword from the Pedestal, with no possible ways to sequence break this requirement using minor glitches. The only locations logically available are locations which are accessible without the Moon Pearl. There is one Progressive Sword on the Pedestal, and one other Progressive Sword randomly placed somewhere else logically available. The game is over when you defeat Aga1 and grab the Triforce on the Pyramid Ledge.&lt;br /&gt;
&lt;br /&gt;
Some consequences of the settings are:&lt;br /&gt;
&lt;br /&gt;
* Boots will more often be available in the Light World than what you would expect in a normal Open seed partially due to the key placement of Desert Palace, however boots will not be available every seed.&lt;br /&gt;
&lt;br /&gt;
* If you decide to go up Aga Tower without the Lamp, you will always at least have the Fire Rod because a fire source is forced for Desert Palace.&lt;br /&gt;
&lt;br /&gt;
* You will always be forced to go through Escape and the three Light World pendant dungeons with either no sword or a Fighter Sword at maximum, and you will always ascend Agahnim Tower with a Master Sword.&lt;br /&gt;
&lt;br /&gt;
* You may be required to navigate through the Dark World to reach locations which are considered logically accessible without the moon pearl, such as Checkerboard Cave, Desert Palace, Tower of Hera, and East Light World Death Mountain.&lt;br /&gt;
&lt;br /&gt;
* Sequence breaking with bunny glitches ([[Bunny#Minor_Glitches]]) is possible, for example to get into the Mire Shed, Superbunny Cave, or [[Dungeon Bunny Revival]] inside Ice Palace, however you will never find an item required by the playthrough, and you will absolutely never find an item which allows you to skip pulling the Master Sword Pedestal and defeating Aga1. It is possible that you may find helpful items with bunny glitches, such as a Progressive Bow or a Hammer, but because of the shortness of the mode and the fewer opportunities for high variance decisions, this kind of sequence breaking is highly unlikely to pay off.&lt;br /&gt;
&lt;br /&gt;
* The bias of the fill algorithm is exacerbated in this game mode due to having much fewer locations (71) which are ever logically fillable with required items. If you find an item which unlocks relatively few locations it is more likely than normal to lead to something logically required (particularly if you find that item in an early &amp;quot;sphere&amp;quot;). [http://alttp.mymm1.com/wiki/File:LightspeedFillBiasMeme.jpg Kekw]&lt;br /&gt;
&lt;br /&gt;
* Don't forget to pull the pedestal before going to Aga Tower (lul)&lt;br /&gt;
&lt;br /&gt;
* In play testing so far, seeds will take an experienced runner about 30-45 minutes to finish.&lt;br /&gt;
&lt;br /&gt;
* Prizepacks are totally shuffled (think pre v31) (a current limitation of the customizer)&lt;br /&gt;
&lt;br /&gt;
== How to Play ==&lt;br /&gt;
&lt;br /&gt;
To generate a seed:&lt;br /&gt;
&lt;br /&gt;
1) Download the current version of the [https://cdn.discordapp.com/attachments/525757490336497675/706547524562845726/Lightspeed_v0.4.4-settings.json customizer settings file]&lt;br /&gt;
&lt;br /&gt;
2) Go to the [https://alttpr.com/en/customizer customizer on the alttpr.com website]&lt;br /&gt;
&lt;br /&gt;
4) Go to the &amp;quot;Save/Restore&amp;quot; tab&lt;br /&gt;
&lt;br /&gt;
5) Click &amp;quot;Load&amp;quot; and select the downloaded customizer settings file&lt;br /&gt;
&lt;br /&gt;
6) Go to the &amp;quot;Generate&amp;quot; tab&lt;br /&gt;
&lt;br /&gt;
7) (Optional) Select your settings&lt;br /&gt;
&lt;br /&gt;
: * Change &amp;quot;World State&amp;quot; to &amp;quot;Open&amp;quot; if you would like to play Open instead of Standard start&lt;br /&gt;
: * Change &amp;quot;Spoilers&amp;quot; to &amp;quot;Disabled&amp;quot; (currently left on &amp;quot;Enabled&amp;quot; for play testing purposes)&lt;br /&gt;
: * Change the &amp;quot;Dungeon Item Shuffle&amp;quot; if you want (all Dark World dungeon items have been manually placed in their dungeons, so this will only shuffle Light World dungeon items, as you would probably hope/expect it would) &lt;br /&gt;
: * Most settings can be changed, although &amp;quot;Accessibility&amp;quot; must remain on &amp;quot;Beatable&amp;quot; for the seed to generate properly&lt;br /&gt;
&lt;br /&gt;
8) Click &amp;quot;Generate Race ROM&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This will create a permalink for you to download the patch from and distribute as normal.&lt;br /&gt;
&lt;br /&gt;
== Design Goals of the Mode ==&lt;br /&gt;
&lt;br /&gt;
This &amp;quot;mode&amp;quot; is still currently being tweaked. The design goals of the mode are:&lt;br /&gt;
&lt;br /&gt;
* A consistently fast game mode option&lt;br /&gt;
&lt;br /&gt;
* Accessible to new runners while still being meaningfully challenging to experienced runners&lt;br /&gt;
&lt;br /&gt;
* Not too much variance&lt;br /&gt;
&lt;br /&gt;
* Competitive&lt;br /&gt;
&lt;br /&gt;
* Presents meaningful routing choices (despite reduced variance)&lt;br /&gt;
&lt;br /&gt;
* Intuitive and easy to understand the settings of the mode, and how those settings will effect a run&lt;br /&gt;
&lt;br /&gt;
* Consistent with the theme: &amp;quot;Light World&amp;quot; (e.g. Standard start, Master Sword on Pedestal for Aga Tower access, all Light World dungeons, no Ganon boss at the end,  etc)&lt;br /&gt;
&lt;br /&gt;
Our options for fast game modes are currently limited, with many of them having a very high spread of expected finish times; unusually high variance attached to routing choices; and/or a focus on Overworld routing over Dungeon completion and execution. The goal was to design a consistently fast mode that was fun to play for experienced and new runners and which still provides a competitive experience.&lt;br /&gt;
&lt;br /&gt;
The game forces you to defeat all Pendant dungeons with at most the Fighter Sword, only giving you the Master Sword for your Aga Tower climb. This keeps the difficulty curve consistent compared to having more swords in the pool and creates a meaningful challenge for experienced runners while remaining accessible to new runners. Although it is possible to complete the mode without the Lamp, you must have a fire source to have completed Desert Palace and enter Aga Tower, so Dark Aga with no Fire Rod is never a possibility, also keeping the mode accessible. This sword placement and count is also necessary to force the completion of all Light World dungeons.&lt;br /&gt;
&lt;br /&gt;
A goal is to reduce the number of tweaks made in the customizer so that it is easy to explain and understand the mode. A runner or viewer should be able to intuitively understand what the game mode is and how the run is effected by these tweaks. The number of revisions made to the item pools has been kept to a minimum so that it's easier to explain the mode, intuitive to pick up and start playing, and analogous enough to other modes.&lt;br /&gt;
&lt;br /&gt;
The theming complements the other design goals and helps to keep the mode intuitive, but is not the highest design priority on its own.&lt;br /&gt;
&lt;br /&gt;
== Settings Details ==&lt;br /&gt;
&lt;br /&gt;
Most items are still placed randomly using the normal fill algorithm, making the experience mostly analogous to playing the game in other game modes.&lt;br /&gt;
&lt;br /&gt;
* All Light World dungeon bosses have a (shuffled) pendant prize&lt;br /&gt;
&lt;br /&gt;
* The Moon Pearl has been removed from the item pool and replaced with a Twenty Rupee&lt;br /&gt;
&lt;br /&gt;
* The Cape has been removed from the item pool and replaced with a Twenty Rupee (this is so you will never get Cape access to Aga Tower, even with Bunny sequence breaks)&lt;br /&gt;
&lt;br /&gt;
* The Pedestal has a Progressive Sword&lt;br /&gt;
&lt;br /&gt;
* There is only one other Progressive Sword randomly placed from the item pool. This along with the Cape being removed means that both available swords will be required to beat the seed and forces the completion of the pendant dungeons.&lt;br /&gt;
&lt;br /&gt;
* The Triforce is on the Pyramid Ledge (a future version may include ROM changes in a branch of the randomizer which automatically sends you to the Triforce Room after defeating Aga1)&lt;br /&gt;
&lt;br /&gt;
* Dark World dungeon items have been manually placed in their dungeons. This does not effect the mode at all - it is currently required to generate seeds with the customizer due to the jankiness of what we're doing here, otherwise the customizer will freak out.&lt;br /&gt;
&lt;br /&gt;
* Standard start (though play it in Open mode if you want - you can do this as normal by just changing the &amp;quot;World State&amp;quot; to &amp;quot;Open&amp;quot; on seed generation)&lt;br /&gt;
&lt;br /&gt;
* The goal currently says &amp;quot;Defeat Ganon 7/7&amp;quot;, however you cannot finish the game this way without the use of major glitches&lt;br /&gt;
&lt;br /&gt;
* There is currently a Triforce Piece counter on the HUD when you play the game (probably because of the Triforce placed on the Pyramid, but it would be nice to remove this from the HUD in a future version)&lt;br /&gt;
&lt;br /&gt;
* Prizepacks are totally shuffled (think pre v31) (a current limitation of the customizer)&lt;/div&gt;</summary>
		<author><name>Qirn!1504</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Lightspeed&amp;diff=2991</id>
		<title>Lightspeed</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Lightspeed&amp;diff=2991"/>
		<updated>2020-05-05T01:01:53Z</updated>

		<summary type="html">&lt;p&gt;Qirn!1504: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;Lightspeed&amp;quot; mode, or &amp;quot;Light World Mode&amp;quot; is a set of customizer settings designed to create a consistently short yet competitive game mode. The mode requires you to beat all Light World dungeons, and the game is over once you defeat Agahnim 1 and grab the Triforce on the Pyramid Ledge.&lt;br /&gt;
&lt;br /&gt;
== What to Expect ==&lt;br /&gt;
&lt;br /&gt;
By default this is a &amp;quot;Standard&amp;quot; start with a random Uncle Weapon. All three Light World dungeons are pendants and are required to pull a Progressive Sword from the Pedestal, with no possible ways to sequence break this requirement using minor glitches. The only locations logically available are locations which are accessible without the Moon Pearl. There is one Progressive Sword on the Pedestal, and one other Progressive Sword randomly placed somewhere else logically available. The game is over when you defeat Aga1 and grab the Triforce on the Pyramid Ledge.&lt;br /&gt;
&lt;br /&gt;
Some consequences of the settings are:&lt;br /&gt;
&lt;br /&gt;
* Boots will more often be available in the Light World than what you would expect in a normal Open seed partially due to the key placement of Desert Palace, however boots will not be available every seed.&lt;br /&gt;
&lt;br /&gt;
* If you decide to go up Aga Tower without the Lamp, you will always at least have the Fire Rod because a fire source is forced for Desert Palace.&lt;br /&gt;
&lt;br /&gt;
* You will always be forced to go through Escape and the three Light World pendant dungeons with either no sword or a Fighter Sword at maximum, and you will always ascend Agahnim Tower with a Master Sword.&lt;br /&gt;
&lt;br /&gt;
* You may be required to navigate through the Dark World to reach locations which are considered logically accessible without the moon pearl, such as Checkerboard Cave, Desert Palace, Tower of Hera, and East Light World Death Mountain.&lt;br /&gt;
&lt;br /&gt;
* Sequence breaking with bunny glitches ([[Bunny#Minor_Glitches]]) is possible, for example to get into the Mire Shed, Superbunny Cave, or [[Dungeon Bunny Revival]] inside Ice Palace, however you will never find an item required by the playthrough, and you will absolutely never find an item which allows you to skip pulling the Master Sword Pedestal and defeating Aga1. It is possible that you may find helpful items with bunny glitches, such as a Progressive Bow or a Hammer, but because of the shortness of the mode and the fewer opportunities for high variance decisions, this kind of sequence breaking is highly unlikely to pay off.&lt;br /&gt;
&lt;br /&gt;
* The bias of the fill algorithm is exacerbated in this game mode due to having much fewer locations (71) which are ever logically fillable with required items. If you find an item which unlocks relatively few locations it is more likely than normal to lead to something logically required (particularly if you find that item in an early &amp;quot;sphere&amp;quot;). [http://alttp.mymm1.com/wiki/File:LightspeedFillBiasMeme.jpg Kekw]&lt;br /&gt;
&lt;br /&gt;
* Don't forget to pull the pedestal before going to Aga Tower (lul)&lt;br /&gt;
&lt;br /&gt;
* In play testing so far, seeds will take an experienced runner about 30-45 minutes to finish.&lt;br /&gt;
&lt;br /&gt;
* Prizepacks are totally shuffled (think pre v31) (a current limitation of the customizer)&lt;br /&gt;
&lt;br /&gt;
== How to Play ==&lt;br /&gt;
&lt;br /&gt;
To generate a seed:&lt;br /&gt;
&lt;br /&gt;
1) Download the current version of the [https://cdn.discordapp.com/attachments/525757490336497675/706547524562845726/Lightspeed_v0.4.4-settings.json customizer settings file]&lt;br /&gt;
&lt;br /&gt;
2) Go to the [https://alttpr.com/en/customizer customizer on the alttpr.com website]&lt;br /&gt;
&lt;br /&gt;
4) Go to the &amp;quot;Save/Restore&amp;quot; tab&lt;br /&gt;
&lt;br /&gt;
5) Click &amp;quot;Load&amp;quot; and select the downloaded customizer settings file&lt;br /&gt;
&lt;br /&gt;
6) Go to the &amp;quot;Generate&amp;quot; tab&lt;br /&gt;
&lt;br /&gt;
7) (Optional) Select your settings&lt;br /&gt;
&lt;br /&gt;
: * Change &amp;quot;World State&amp;quot; to &amp;quot;Open&amp;quot; if you would like to play Open instead of Standard start&lt;br /&gt;
: * Change &amp;quot;Spoilers&amp;quot; to &amp;quot;Disabled&amp;quot; (currently left on &amp;quot;Enabled&amp;quot; for play testing purposes)&lt;br /&gt;
: * Change the &amp;quot;Dungeon Item Shuffle&amp;quot; if you want (all Dark World dungeon items have been manually placed in their dungeons, so this will only shuffle Light World dungeon items, as you would probably hope/expect it would) &lt;br /&gt;
: * Most settings can be changed, although &amp;quot;Accessibility&amp;quot; must remain on &amp;quot;Beatable&amp;quot; for the seed to generate properly&lt;br /&gt;
&lt;br /&gt;
8) Click &amp;quot;Generate Race ROM&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This will create a permalink for you to download the patch from and distribute as normal.&lt;br /&gt;
&lt;br /&gt;
== Design Goals of the Mode ==&lt;br /&gt;
&lt;br /&gt;
This &amp;quot;mode&amp;quot; is still currently being tweaked. The design goals of the mode are:&lt;br /&gt;
&lt;br /&gt;
* A consistently fast game mode option&lt;br /&gt;
&lt;br /&gt;
* Accessible to new runners while still being meaningfully challenging to experienced runners&lt;br /&gt;
&lt;br /&gt;
* Not too much variance&lt;br /&gt;
&lt;br /&gt;
* Competitive&lt;br /&gt;
&lt;br /&gt;
* Presents meaningful routing choices (despite reduced variance)&lt;br /&gt;
&lt;br /&gt;
* Intuitive and easy to understand the settings of the mode, and how those settings will effect a run&lt;br /&gt;
&lt;br /&gt;
* Consistent with the theme: &amp;quot;Light World&amp;quot; (e.g. Standard start, Master Sword on Pedestal for Aga Tower access, all Light World dungeons, no Ganon boss at the end,  etc)&lt;br /&gt;
&lt;br /&gt;
Our options for fast game modes are currently limited, with many of them having a very high spread of expected finish times; unusually high variance attached to routing choices; and/or a focus on Overworld routing over Dungeon completion and execution. The goal was to design a consistently fast mode that was fun to play for experienced and new runners and which still provides a competitive experience.&lt;br /&gt;
&lt;br /&gt;
The game forces you to defeat all Pendant dungeons with at most the Fighter Sword, only giving you the Master Sword for your Aga Tower climb. This keeps the difficulty curve consistent compared to having more swords in the pool and creates a meaningful challenge for experienced runners while remaining accessible to new runners. Although it is possible to complete the mode without the Lamp, you must have a fire source to have completed Desert Palace and enter Aga Tower, so Dark Aga with no Fire Rod is never a possibility, also keeping the mode accessible. This sword placement and count is also necessary to force the completion of all Light World dungeons.&lt;br /&gt;
&lt;br /&gt;
A goal is to reduce the number of tweaks made in the customizer so that it is easy to explain and understand the mode. A runner or viewer should be able to intuitively understand what the game mode is and how the run is effected by these tweaks. The number of revisions made to the item pools has been kept to a minimum so that it's easier to explain the mode, intuitive to pick up and start playing, and analogous enough to other modes.&lt;br /&gt;
&lt;br /&gt;
The theming complements the other design goals and helps to keep the mode intuitive, but is not the highest design priority on its own.&lt;br /&gt;
&lt;br /&gt;
== Settings Details ==&lt;br /&gt;
&lt;br /&gt;
Most items are still placed randomly using the normal fill algorithm, making the experience mostly analogous to playing the game in other game modes.&lt;br /&gt;
&lt;br /&gt;
* All Light World dungeon bosses have a (shuffled) pendant prize&lt;br /&gt;
&lt;br /&gt;
* The Moon Pearl has been removed from the item pool and replaced with a single Rupee&lt;br /&gt;
&lt;br /&gt;
* The Cape has been removed from the item pool and replaced with a single Rupee (this is so you will never get Cape access to Aga Tower, even with Bunny sequence breaks)&lt;br /&gt;
&lt;br /&gt;
* The Pedestal has a Progressive Sword&lt;br /&gt;
&lt;br /&gt;
* There is only one other Progressive Sword randomly placed from the item pool. This along with the Cape being removed means that both available swords will be required to beat the seed and forces the completion of the pendant dungeons.&lt;br /&gt;
&lt;br /&gt;
* The Triforce is on the Pyramid Ledge (a future version may include ROM changes in a branch of the randomizer which automatically sends you to the Triforce Room after defeating Aga1)&lt;br /&gt;
&lt;br /&gt;
* Dark World dungeon items have been manually placed in their dungeons. This does not effect the mode at all - it is currently required to generate seeds with the customizer due to the jankiness of what we're doing here, otherwise the customizer will freak out.&lt;br /&gt;
&lt;br /&gt;
* Standard start (though play it in Open mode if you want - you can do this as normal by just changing the &amp;quot;World State&amp;quot; to &amp;quot;Open&amp;quot; on seed generation)&lt;br /&gt;
&lt;br /&gt;
* The goal currently says &amp;quot;Defeat Ganon 7/7&amp;quot;, however you cannot finish the game this way without the use of major glitches&lt;br /&gt;
&lt;br /&gt;
* There is currently a Triforce Piece counter on the HUD when you play the game (probably because of the Triforce placed on the Pyramid, but it would be nice to remove this from the HUD in a future version)&lt;br /&gt;
&lt;br /&gt;
* Prizepacks are totally shuffled (think pre v31) (a current limitation of the customizer)&lt;/div&gt;</summary>
		<author><name>Qirn!1504</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Lightspeed&amp;diff=2990</id>
		<title>Lightspeed</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Lightspeed&amp;diff=2990"/>
		<updated>2020-05-05T00:55:26Z</updated>

		<summary type="html">&lt;p&gt;Qirn!1504: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;Lightspeed&amp;quot; mode, or &amp;quot;Light World Mode&amp;quot; is a set of customizer settings designed to create a consistently short yet competitive game mode. The mode requires you to beat all Light World dungeons, and the game is over once you defeat Agahnim 1 and grab the Triforce on the Pyramid Ledge.&lt;br /&gt;
&lt;br /&gt;
== What to Expect ==&lt;br /&gt;
&lt;br /&gt;
This is a &amp;quot;Standard&amp;quot; start with a random Uncle Weapon. All three Light World dungeons are pendants and are required to pull a Progressive Sword from the Pedestal, with no possible ways to sequence break this requirement using minor glitches. The only locations logically available are locations which are accessible without the Moon Pearl. There is one Progressive Sword on the Pedestal, and one other Progressive Sword randomly placed somewhere else logically available. The game is over when you defeat Aga1 and grab the Triforce on the Pyramid Ledge.&lt;br /&gt;
&lt;br /&gt;
Some consequences of the settings are:&lt;br /&gt;
&lt;br /&gt;
* Boots will more often be available in the Light World than what you would expect in a normal Open seed partially due to the key placement of Desert Palace, however boots will not be available every seed.&lt;br /&gt;
&lt;br /&gt;
* If you decide to go up Aga Tower without the Lamp, you will always at least have the Fire Rod because a fire source is forced for Desert Palace.&lt;br /&gt;
&lt;br /&gt;
* You will always be forced to go through Escape and the three Light World pendant dungeons with either no sword or a Fighter Sword at maximum, and you will always ascend Agahnim Tower with a Master Sword.&lt;br /&gt;
&lt;br /&gt;
* You may be required to navigate through the Dark World to reach locations which are considered logically accessible without the moon pearl, such as Checkerboard Cave, Desert Palace, Tower of Hera, and East Light World Death Mountain.&lt;br /&gt;
&lt;br /&gt;
* Sequence breaking with bunny glitches ([[Bunny#Minor_Glitches]]) is possible, for example to get into the Mire Shed, Superbunny Cave, or [[Dungeon Bunny Revival]] inside Ice Palace, however you will never find an item required by the playthrough, and you will absolutely never find an item which allows you to skip pulling the Master Sword Pedestal and defeating Aga1. It is possible that you may find helpful items with bunny glitches, such as a Progressive Bow or a Hammer, but because of the shortness of the mode and the fewer opportunities for high variance decisions, this kind of sequence breaking is highly unlikely to pay off.&lt;br /&gt;
&lt;br /&gt;
* The bias of the fill algorithm is exacerbated in this game mode due to having much fewer locations (71) which are ever logically fillable with required items. If you find an item which unlocks relatively few locations it is more likely than normal to lead to something logically required (particularly if you find that item in an early &amp;quot;sphere&amp;quot;). [http://alttp.mymm1.com/wiki/File:LightspeedFillBiasMeme.jpg Kekw]&lt;br /&gt;
&lt;br /&gt;
* Don't forget to pull the pedestal before going to Aga Tower (lul)&lt;br /&gt;
&lt;br /&gt;
* In play testing so far, seeds will take an experienced runner about 30-45 minutes to finish.&lt;br /&gt;
&lt;br /&gt;
* Prizepacks are totally shuffled (think pre v31) (a current limitation of the customizer)&lt;br /&gt;
&lt;br /&gt;
== How to Play ==&lt;br /&gt;
&lt;br /&gt;
To generate a seed:&lt;br /&gt;
&lt;br /&gt;
1) Download the current version of the [https://cdn.discordapp.com/attachments/525757490336497675/706547524562845726/Lightspeed_v0.4.4-settings.json customizer settings file]&lt;br /&gt;
&lt;br /&gt;
2) Go to the [https://alttpr.com/en/customizer customizer on the alttpr.com website]&lt;br /&gt;
&lt;br /&gt;
4) Go to the &amp;quot;Save/Restore&amp;quot; tab&lt;br /&gt;
&lt;br /&gt;
5) Click &amp;quot;Load&amp;quot; and select the downloaded customizer settings file&lt;br /&gt;
&lt;br /&gt;
6) Go to the &amp;quot;Generate&amp;quot; tab&lt;br /&gt;
&lt;br /&gt;
7) (Optional) Select your settings&lt;br /&gt;
&lt;br /&gt;
: * Change &amp;quot;World State&amp;quot; to &amp;quot;Open&amp;quot; if you would like to play Open instead of Standard start&lt;br /&gt;
: * Change &amp;quot;Spoilers&amp;quot; to &amp;quot;Disabled&amp;quot; (currently left on &amp;quot;Enabled&amp;quot; for play testing purposes)&lt;br /&gt;
: * Change the &amp;quot;Dungeon Item Shuffle&amp;quot; if you want (all Dark World dungeon items have been manually placed in their dungeons, so this will only shuffle Light World dungeon items, as you would probably hope/expect it would) &lt;br /&gt;
: * Most settings can be changed, although &amp;quot;Accessibility&amp;quot; must remain on &amp;quot;Beatable&amp;quot; for the seed to generate properly&lt;br /&gt;
&lt;br /&gt;
8) Click &amp;quot;Generate Race ROM&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This will create a permalink for you to download the patch from and distribute as normal.&lt;br /&gt;
&lt;br /&gt;
== Design Goals of the Mode ==&lt;br /&gt;
&lt;br /&gt;
This &amp;quot;mode&amp;quot; is still currently being tweaked. The design goals of the mode are:&lt;br /&gt;
&lt;br /&gt;
* A consistently fast game mode option&lt;br /&gt;
&lt;br /&gt;
* Accessible to new runners while still being meaningfully challenging to experienced runners&lt;br /&gt;
&lt;br /&gt;
* Not too much variance&lt;br /&gt;
&lt;br /&gt;
* Competitive&lt;br /&gt;
&lt;br /&gt;
* Presents meaningful routing choices (despite reduced variance)&lt;br /&gt;
&lt;br /&gt;
* Intuitive and easy to understand the settings of the mode, and how those settings will effect a run&lt;br /&gt;
&lt;br /&gt;
* Consistent with the theme: &amp;quot;Light World&amp;quot; (e.g. Standard start, Master Sword on Pedestal for Aga Tower access, all Light World dungeons, no Ganon boss at the end,  etc)&lt;br /&gt;
&lt;br /&gt;
Our options for fast game modes are currently limited, with many of them having a very high spread of expected finish times; unusually high variance attached to routing choices; and/or a focus on Overworld routing over Dungeon completion and execution. The goal was to design a consistently fast mode that was fun to play for experienced and new runners and which still provides a competitive experience.&lt;br /&gt;
&lt;br /&gt;
The game forces you to defeat all Pendant dungeons with at most the Fighter Sword, only giving you the Master Sword for your Aga Tower climb. This keeps the difficulty curve consistent compared to having more swords in the pool and creates a meaningful challenge for experienced runners while remaining accessible to new runners. Although it is possible to complete the mode without the Lamp, you must have a fire source to have completed Desert Palace and enter Aga Tower, so Dark Aga with no Fire Rod is never a possibility, also keeping the mode accessible. This sword placement and count is also necessary to force the completion of all Light World dungeons.&lt;br /&gt;
&lt;br /&gt;
A goal is to reduce the number of tweaks made in the customizer so that it is easy to explain and understand the mode. A runner or viewer should be able to intuitively understand what the game mode is and how the run is effected by these tweaks. The number of revisions made to the item pools has been kept to a minimum so that it's easier to explain the mode, intuitive to pick up and start playing, and analogous enough to other modes.&lt;br /&gt;
&lt;br /&gt;
The theming complements the other design goals and helps to keep the mode intuitive, but is not the highest design priority on its own.&lt;br /&gt;
&lt;br /&gt;
== Settings Details ==&lt;br /&gt;
&lt;br /&gt;
Most items are still placed randomly using the normal fill algorithm, making the experience mostly analogous to playing the game in other game modes.&lt;br /&gt;
&lt;br /&gt;
* All Light World dungeon bosses have a (shuffled) pendant prize&lt;br /&gt;
&lt;br /&gt;
* The Moon Pearl has been removed from the item pool and replaced with a single Rupee&lt;br /&gt;
&lt;br /&gt;
* The Cape has been removed from the item pool and replaced with a single Rupee (this is so you will never get Cape access to Aga Tower, even with Bunny sequence breaks)&lt;br /&gt;
&lt;br /&gt;
* The Pedestal has a Progressive Sword&lt;br /&gt;
&lt;br /&gt;
* There is only one other Progressive Sword randomly placed from the item pool. This along with the Cape being removed means that both available swords will be required to beat the seed and forces the completion of the pendant dungeons.&lt;br /&gt;
&lt;br /&gt;
* The Triforce is on the Pyramid Ledge (a future version may include ROM changes in a branch of the randomizer which automatically sends you to the Triforce Room after defeating Aga1)&lt;br /&gt;
&lt;br /&gt;
* Dark World dungeon items have been manually placed in their dungeons. This does not effect the mode at all - it is currently required to generate seeds with the customizer due to the jankiness of what we're doing here, otherwise the customizer will freak out.&lt;br /&gt;
&lt;br /&gt;
* Standard start (though play it in Open mode if you want - you can do this as normal by just changing the &amp;quot;World State&amp;quot; to &amp;quot;Open&amp;quot; on seed generation)&lt;br /&gt;
&lt;br /&gt;
* The goal currently says &amp;quot;Defeat Ganon 7/7&amp;quot;, however you cannot finish the game this way without the use of major glitches&lt;br /&gt;
&lt;br /&gt;
* There is currently a Triforce Piece counter on the HUD when you play the game (probably because of the Triforce placed on the Pyramid, but it would be nice to remove this from the HUD in a future version)&lt;br /&gt;
&lt;br /&gt;
* Prizepacks are totally shuffled (think pre v31) (a current limitation of the customizer)&lt;/div&gt;</summary>
		<author><name>Qirn!1504</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Lightspeed&amp;diff=2989</id>
		<title>Lightspeed</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Lightspeed&amp;diff=2989"/>
		<updated>2020-05-05T00:43:57Z</updated>

		<summary type="html">&lt;p&gt;Qirn!1504: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;Lightspeed&amp;quot; mode, or &amp;quot;Light World Mode&amp;quot; is a set of customizer settings designed to create a consistently short yet competitive game mode. The mode requires you to beat all Light World dungeons, and the game is over once you defeat Agahnim 1 and grab the Triforce on the Pyramid Ledge.&lt;br /&gt;
&lt;br /&gt;
== What to Expect ==&lt;br /&gt;
&lt;br /&gt;
This is a &amp;quot;Standard&amp;quot; start with a random Uncle Weapon. All three Light World dungeons are pendants and are required to pull a Progressive Sword from the Pedestal, with no possible ways to sequence break this requirement using minor glitches. The only locations logically available are locations which are accessible without the Moon Pearl. There is one Progressive Sword on the Pedestal, and one other Progressive Sword randomly placed somewhere else logically available. The game is over when you defeat Aga1 and grab the Triforce on the Pyramid Ledge.&lt;br /&gt;
&lt;br /&gt;
Some consequences of the settings are:&lt;br /&gt;
&lt;br /&gt;
* Boots will more often be available in the Light World than what you would expect in a normal Open seed partially due to the key placement of Desert Palace, however boots will not be available every seed.&lt;br /&gt;
&lt;br /&gt;
* If you decide to go up Aga Tower without the Lamp, you will always at least have the Fire Rod because a fire source is forced for Desert Palace.&lt;br /&gt;
&lt;br /&gt;
* You will always be forced to go through Escape and the three Light World pendant dungeons with either no sword or a Fighter Sword at maximum, and you will always ascend Agahnim Tower with a Master Sword.&lt;br /&gt;
&lt;br /&gt;
* You may be required to navigate through the Dark World to reach locations which are considered logically accessible without the moon pearl, such as Checkerboard Cave, Desert Palace, Tower of Hera, and East Light World Death Mountain.&lt;br /&gt;
&lt;br /&gt;
* Sequence breaking with bunny glitches ([[Bunny#Minor_Glitches]]) is possible, for example to get into the Mire Shed, Superbunny Cave, or [[Dungeon Bunny Revival]] inside Ice Palace, however you will never find an item required by the playthrough, and you will absolutely never find an item which allows you to skip pulling the Master Sword Pedestal and defeating Aga1. It is possible that you may find helpful items with bunny glitches, such as a Progressive Bow or a Hammer, but because of the shortness of the mode and the fewer opportunities for high variance decisions, this kind of sequence breaking is highly unlikely to pay off.&lt;br /&gt;
&lt;br /&gt;
* The bias of the fill algorithm is exacerbated in this game mode due to having much fewer locations (71) which are ever logically fillable with required items. If you find an item which unlocks relatively few locations it is more likely than normal to lead to something logically required (particularly if you find that item in an early &amp;quot;sphere&amp;quot;). [http://alttp.mymm1.com/wiki/File:LightspeedFillBiasMeme.jpg Kekw]&lt;br /&gt;
&lt;br /&gt;
* Don't forget to pull the pedestal before going to Aga Tower (lul)&lt;br /&gt;
&lt;br /&gt;
* In play testing so far, seeds will take an experienced runner about 30-45 minutes to finish.&lt;br /&gt;
&lt;br /&gt;
* Prizepacks are totally shuffled (think pre v31) (a current limitation of the customizer)&lt;br /&gt;
&lt;br /&gt;
== How to Play ==&lt;br /&gt;
&lt;br /&gt;
To generate a seed:&lt;br /&gt;
&lt;br /&gt;
1) Download the current version of the [https://cdn.discordapp.com/attachments/525757490336497675/706547524562845726/Lightspeed_v0.4.4-settings.json customizer settings file]&lt;br /&gt;
&lt;br /&gt;
2) Go to the [https://alttpr.com/en/customizer customizer on the alttpr.com website]&lt;br /&gt;
&lt;br /&gt;
4) Go to the &amp;quot;Save/Restore&amp;quot; tab&lt;br /&gt;
&lt;br /&gt;
5) Click &amp;quot;Load&amp;quot; and select the downloaded customizer settings file&lt;br /&gt;
&lt;br /&gt;
6) Go to the &amp;quot;Generate&amp;quot; tab&lt;br /&gt;
&lt;br /&gt;
7) (Optional) Select your settings&lt;br /&gt;
&lt;br /&gt;
: * Change &amp;quot;World State&amp;quot; to &amp;quot;Open&amp;quot; if you would like to play Open instead of Standard start&lt;br /&gt;
: * Change &amp;quot;Spoilers&amp;quot; to &amp;quot;Disabled&amp;quot; (currently left on &amp;quot;Enabled&amp;quot; for play testing purposes)&lt;br /&gt;
: * Change the &amp;quot;Dungeon Item Shuffle&amp;quot; if you want (all Dark World dungeon items have been manually placed in their dungeons, so this will only shuffle Light World dungeon items, as you would probably hope/expect it would) &lt;br /&gt;
: * Most settings can be changed, although &amp;quot;Accessibility&amp;quot; must remain on &amp;quot;Beatable&amp;quot; for the seed to generate properly&lt;br /&gt;
&lt;br /&gt;
8) Click &amp;quot;Generate Race ROM&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This will create a permalink for you to download the patch from and distribute as normal.&lt;br /&gt;
&lt;br /&gt;
== Design Goals of the Mode ==&lt;br /&gt;
&lt;br /&gt;
This &amp;quot;mode&amp;quot; is currently in development. The design goals of the mode are:&lt;br /&gt;
&lt;br /&gt;
* A consistently fast game mode option&lt;br /&gt;
&lt;br /&gt;
* Accessible to new runners while still being meaningfully challenging to experienced runners&lt;br /&gt;
&lt;br /&gt;
* Not too much variance&lt;br /&gt;
&lt;br /&gt;
* Competitive&lt;br /&gt;
&lt;br /&gt;
* Presents meaningful routing choices (despite reduced variance)&lt;br /&gt;
&lt;br /&gt;
* Intuitive and easy to understand the settings of the mode, and how those settings will effect a run&lt;br /&gt;
&lt;br /&gt;
* Consistent with the theme: &amp;quot;Light World&amp;quot; (e.g. Standard start, Master Sword on Pedestal for Aga Tower access, all Light World dungeons, no Ganon boss at the end,  etc)&lt;br /&gt;
&lt;br /&gt;
Our options for fast game modes are currently limited, with many of them having a very high spread of expected finish times; unusually high variance attached to routing choices; and/or a focus on Overworld routing over Dungeon completion and execution. The goal was to design a consistently fast mode that was fun to play for experienced and new runners and which still provides a competitive experience.&lt;br /&gt;
&lt;br /&gt;
The game forces you to defeat all Pendant dungeons with at most the Fighter Sword, only giving you the Master Sword for your Aga Tower climb. This keeps the difficulty curve consistent compared to having more swords in the pool and creates a meaningful challenge for experienced runners while remaining accessible to new runners. Although it is possible to complete the mode without the Lamp, you must have a fire source to have completed Desert Palace and enter Aga Tower, so Dark Aga with no Fire Rod is never a possibility, also keeping the mode accessible. This sword placement and count is also necessary to force the completion of all Light World dungeons.&lt;br /&gt;
&lt;br /&gt;
A goal is to reduce the number of tweaks made in the customizer so that it is easy to explain and understand the mode. A runner or viewer should be able to intuitively understand what the game mode is and how the run is effected by these tweaks. The number of revisions made to the item pools has been kept to a minimum so that it's easier to explain the mode, intuitive to pick up and start playing, and analogous enough to other modes.&lt;br /&gt;
&lt;br /&gt;
The theming complements the other design goals and helps to keep the mode intuitive, but is not the highest design priority on its own.&lt;br /&gt;
&lt;br /&gt;
== Settings Details ==&lt;br /&gt;
&lt;br /&gt;
Most items are still placed randomly using the normal fill algorithm, making the experience mostly analogous to playing the game in other game modes.&lt;br /&gt;
&lt;br /&gt;
* All Light World dungeon bosses have a (shuffled) pendant prize&lt;br /&gt;
&lt;br /&gt;
* The Moon Pearl has been removed from the item pool and replaced with a single Rupee&lt;br /&gt;
&lt;br /&gt;
* The Cape has been removed from the item pool and replaced with a single Rupee (this is so you will never get Cape access to Aga Tower, even with Bunny sequence breaks)&lt;br /&gt;
&lt;br /&gt;
* The Pedestal has a Progressive Sword&lt;br /&gt;
&lt;br /&gt;
* There is only one other Progressive Sword randomly placed from the item pool. This along with the Cape being removed means that both available swords will be required to beat the seed and forces the completion of the pendant dungeons.&lt;br /&gt;
&lt;br /&gt;
* The Triforce is on the Pyramid Ledge (a future version may include ROM changes in a branch of the randomizer which automatically sends you to the Triforce Room after defeating Aga1)&lt;br /&gt;
&lt;br /&gt;
* Dark World dungeon items have been manually placed in their dungeons. This does not effect the mode at all - it is currently required to generate seeds with the customizer due to the jankiness of what we're doing here, otherwise the customizer will freak out.&lt;br /&gt;
&lt;br /&gt;
* Standard start (though play it in Open mode if you want - you can do this as normal by just changing the &amp;quot;World State&amp;quot; to &amp;quot;Open&amp;quot; on seed generation)&lt;br /&gt;
&lt;br /&gt;
* The goal currently says &amp;quot;Defeat Ganon 7/7&amp;quot;, however you cannot finish the game this way without the use of major glitches&lt;br /&gt;
&lt;br /&gt;
* There is currently a Triforce Piece counter on the HUD when you play the game (probably because of the Triforce placed on the Pyramid, but it would be nice to remove this from the HUD in a future version)&lt;br /&gt;
&lt;br /&gt;
* Prizepacks are totally shuffled (think pre v31) (a current limitation of the customizer)&lt;/div&gt;</summary>
		<author><name>Qirn!1504</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Lightspeed&amp;diff=2988</id>
		<title>Lightspeed</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Lightspeed&amp;diff=2988"/>
		<updated>2020-05-05T00:41:17Z</updated>

		<summary type="html">&lt;p&gt;Qirn!1504: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;Lightspeed&amp;quot; mode, or &amp;quot;Light World Mode&amp;quot; is a set of customizer settings designed to create a consistently short yet competitive game mode. The mode requires you to beat all Light World dungeons, and the game is over once you defeat Agahnim 1 and grab the Triforce on the Pyramid Ledge.&lt;br /&gt;
&lt;br /&gt;
== What to Expect ==&lt;br /&gt;
&lt;br /&gt;
This is a &amp;quot;Standard&amp;quot; start with a random Uncle Weapon. All three Light World dungeons are pendants and are required to pull a Progressive Sword from the Pedestal, with no possible ways to sequence break this requirement using minor glitches. The only locations logically available are locations which are accessible without the Moon Pearl. There is one Progressive Sword on the Pedestal, and one other Progressive Sword randomly placed somewhere else logically available. The game is over when you defeat Aga1 and grab the Triforce on the Pyramid Ledge.&lt;br /&gt;
&lt;br /&gt;
Some consequences of the settings are:&lt;br /&gt;
&lt;br /&gt;
* Boots will more often be available in the Light World than what you would expect in a normal Open seed partially due to the key placement of Desert Palace, however boots will not be available every seed.&lt;br /&gt;
&lt;br /&gt;
* If you decide to go up Aga Tower without the Lamp, you will always at least have the Fire Rod because a fire source is forced for Desert Palace.&lt;br /&gt;
&lt;br /&gt;
* You will always be forced to go through Escape and the three Light World pendant dungeons with either no sword or a Fighter Sword at maximum, and you will always ascend Agahnim Tower with a Master Sword.&lt;br /&gt;
&lt;br /&gt;
* You may be required to navigate through the Dark World to reach locations which are considered logically accessible without the moon pearl, such as Checkerboard Cave, Desert Palace, Tower of Hera, and East Light World Death Mountain.&lt;br /&gt;
&lt;br /&gt;
* Sequence breaking with bunny glitches ([[Bunny#Minor_Glitches]]) is possible, for example to get into the Mire Shed, Superbunny Cave, or [[Dungeon Bunny Revival]] inside Ice Palace, however you will never find an item required by the playthrough, and you will absolutely never find an item which allows you to skip pulling the Master Sword Pedestal and defeating Aga1. It is possible that you may find helpful items with bunny glitches, such as a Progressive Bow or a Hammer, but because of the shortness of the mode and the fewer opportunities for high variance decisions, this kind of sequence breaking is highly unlikely to pay off.&lt;br /&gt;
&lt;br /&gt;
* The bias of the fill algorithm is exacerbated in this game mode due to having much fewer locations (71) which are ever logically fillable with required items, but still having 216 items to fill. If you find an item which unlocks relatively few locations, it is more likely than normal to lead to something logically required. [http://alttp.mymm1.com/wiki/File:LightspeedFillBiasMeme.jpg Kekw]&lt;br /&gt;
&lt;br /&gt;
* Don't forget to pull the pedestal before going to Aga Tower (lul)&lt;br /&gt;
&lt;br /&gt;
* In play testing so far, seeds will take an experienced runner about 30-45 minutes to finish.&lt;br /&gt;
&lt;br /&gt;
* Prizepacks are totally shuffled (think pre v31) (a current limitation of the customizer)&lt;br /&gt;
&lt;br /&gt;
== How to Play ==&lt;br /&gt;
&lt;br /&gt;
To generate a seed:&lt;br /&gt;
&lt;br /&gt;
1) Download the current version of the [https://cdn.discordapp.com/attachments/525757490336497675/706547524562845726/Lightspeed_v0.4.4-settings.json customizer settings file]&lt;br /&gt;
&lt;br /&gt;
2) Go to the [https://alttpr.com/en/customizer customizer on the alttpr.com website]&lt;br /&gt;
&lt;br /&gt;
4) Go to the &amp;quot;Save/Restore&amp;quot; tab&lt;br /&gt;
&lt;br /&gt;
5) Click &amp;quot;Load&amp;quot; and select the downloaded customizer settings file&lt;br /&gt;
&lt;br /&gt;
6) Go to the &amp;quot;Generate&amp;quot; tab&lt;br /&gt;
&lt;br /&gt;
7) (Optional) Select your settings&lt;br /&gt;
&lt;br /&gt;
: * Change &amp;quot;World State&amp;quot; to &amp;quot;Open&amp;quot; if you would like to play Open instead of Standard start&lt;br /&gt;
: * Change &amp;quot;Spoilers&amp;quot; to &amp;quot;Disabled&amp;quot; (currently left on &amp;quot;Enabled&amp;quot; for play testing purposes)&lt;br /&gt;
: * Change the &amp;quot;Dungeon Item Shuffle&amp;quot; if you want (all Dark World dungeon items have been manually placed in their dungeons, so this will only shuffle Light World dungeon items, as you would probably hope/expect it would) &lt;br /&gt;
: * Most settings can be changed, although &amp;quot;Accessibility&amp;quot; must remain on &amp;quot;Beatable&amp;quot; for the seed to generate properly&lt;br /&gt;
&lt;br /&gt;
8) Click &amp;quot;Generate Race ROM&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This will create a permalink for you to download the patch from and distribute as normal.&lt;br /&gt;
&lt;br /&gt;
== Design Goals of the Mode ==&lt;br /&gt;
&lt;br /&gt;
This &amp;quot;mode&amp;quot; is currently in development. The design goals of the mode are:&lt;br /&gt;
&lt;br /&gt;
* A consistently fast game mode option&lt;br /&gt;
&lt;br /&gt;
* Accessible to new runners while still being meaningfully challenging to experienced runners&lt;br /&gt;
&lt;br /&gt;
* Not too much variance&lt;br /&gt;
&lt;br /&gt;
* Competitive&lt;br /&gt;
&lt;br /&gt;
* Presents meaningful routing choices (despite reduced variance)&lt;br /&gt;
&lt;br /&gt;
* Intuitive and easy to understand the settings of the mode, and how those settings will effect a run&lt;br /&gt;
&lt;br /&gt;
* Consistent with the theme: &amp;quot;Light World&amp;quot; (e.g. Standard start, Master Sword on Pedestal for Aga Tower access, all Light World dungeons, no Ganon boss at the end,  etc)&lt;br /&gt;
&lt;br /&gt;
Our options for fast game modes are currently limited, with many of them having a very high spread of expected finish times; unusually high variance attached to routing choices; and/or a focus on Overworld routing over Dungeon completion and execution. The goal was to design a consistently fast mode that was fun to play for experienced and new runners and which still provides a competitive experience.&lt;br /&gt;
&lt;br /&gt;
The game forces you to defeat all Pendant dungeons with at most the Fighter Sword, only giving you the Master Sword for your Aga Tower climb. This keeps the difficulty curve consistent compared to having more swords in the pool and creates a meaningful challenge for experienced runners while remaining accessible to new runners. Although it is possible to complete the mode without the Lamp, you must have a fire source to have completed Desert Palace and enter Aga Tower, so Dark Aga with no Fire Rod is never a possibility, also keeping the mode accessible. This sword placement and count is also necessary to force the completion of all Light World dungeons.&lt;br /&gt;
&lt;br /&gt;
A goal is to reduce the number of tweaks made in the customizer so that it is easy to explain and understand the mode. A runner or viewer should be able to intuitively understand what the game mode is and how the run is effected by these tweaks. The number of revisions made to the item pools has been kept to a minimum so that it's easier to explain the mode, intuitive to pick up and start playing, and analogous enough to other modes.&lt;br /&gt;
&lt;br /&gt;
The theming complements the other design goals and helps to keep the mode intuitive, but is not the highest design priority on its own.&lt;br /&gt;
&lt;br /&gt;
== Settings Details ==&lt;br /&gt;
&lt;br /&gt;
Most items are still placed randomly using the normal fill algorithm, making the experience mostly analogous to playing the game in other game modes.&lt;br /&gt;
&lt;br /&gt;
* All Light World dungeon bosses have a (shuffled) pendant prize&lt;br /&gt;
&lt;br /&gt;
* The Moon Pearl has been removed from the item pool and replaced with a single Rupee&lt;br /&gt;
&lt;br /&gt;
* The Cape has been removed from the item pool and replaced with a single Rupee (this is so you will never get Cape access to Aga Tower, even with Bunny sequence breaks)&lt;br /&gt;
&lt;br /&gt;
* The Pedestal has a Progressive Sword&lt;br /&gt;
&lt;br /&gt;
* There is only one other Progressive Sword randomly placed from the item pool. This along with the Cape being removed means that both available swords will be required to beat the seed and forces the completion of the pendant dungeons.&lt;br /&gt;
&lt;br /&gt;
* The Triforce is on the Pyramid Ledge (a future version may include ROM changes in a branch of the randomizer which automatically sends you to the Triforce Room after defeating Aga1)&lt;br /&gt;
&lt;br /&gt;
* Dark World dungeon items have been manually placed in their dungeons. This does not effect the mode at all - it is currently required to generate seeds with the customizer due to the jankiness of what we're doing here, otherwise the customizer will freak out.&lt;br /&gt;
&lt;br /&gt;
* Standard start (though play it in Open mode if you want - you can do this as normal by just changing the &amp;quot;World State&amp;quot; to &amp;quot;Open&amp;quot; on seed generation)&lt;br /&gt;
&lt;br /&gt;
* The goal currently says &amp;quot;Defeat Ganon 7/7&amp;quot;, however you cannot finish the game this way without the use of major glitches&lt;br /&gt;
&lt;br /&gt;
* There is currently a Triforce Piece counter on the HUD when you play the game (probably because of the Triforce placed on the Pyramid, but it would be nice to remove this from the HUD in a future version)&lt;br /&gt;
&lt;br /&gt;
* Prizepacks are totally shuffled (think pre v31) (a current limitation of the customizer)&lt;/div&gt;</summary>
		<author><name>Qirn!1504</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Lightspeed&amp;diff=2987</id>
		<title>Lightspeed</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Lightspeed&amp;diff=2987"/>
		<updated>2020-05-05T00:28:57Z</updated>

		<summary type="html">&lt;p&gt;Qirn!1504: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;Lightspeed&amp;quot; mode, or &amp;quot;Light World Mode&amp;quot; is a set of customizer settings designed to create a consistently short yet competitive game mode. The mode requires you to beat all Light World dungeons, and the game is over once you defeat Agahnim 1 and grab the Triforce on the Pyramid Ledge.&lt;br /&gt;
&lt;br /&gt;
== What to Expect ==&lt;br /&gt;
&lt;br /&gt;
This is a &amp;quot;Standard&amp;quot; start with a random Uncle Weapon. All three Light World dungeons are pendants and are required to pull a Progressive Sword from the Pedestal, with no possible ways to sequence break this requirement using minor glitches. The only locations logically available are locations which are accessible without the Moon Pearl. There is one Progressive Sword on the Pedestal, and one other Progressive Sword randomly placed somewhere else logically available. The game is over when you defeat Aga1 and grab the Triforce on the Pyramid Ledge.&lt;br /&gt;
&lt;br /&gt;
Some consequences of the settings are:&lt;br /&gt;
&lt;br /&gt;
* Boots will more often be available in the Light World than what you would expect in a normal Open seed partially due to the key placement of Desert Palace, however boots will not be available every seed.&lt;br /&gt;
&lt;br /&gt;
* If you decide to go up Aga Tower without the Lamp, you will always at least have the Fire Rod because a fire source is forced for Desert Palace.&lt;br /&gt;
&lt;br /&gt;
* You will always be forced to go through Escape and the three Light World pendant dungeons with either no sword or a Fighter Sword at maximum, and you will always ascend Agahnim Tower with a Master Sword.&lt;br /&gt;
&lt;br /&gt;
* You may be required to navigate through the Dark World to reach locations which are considered logically accessible without the moon pearl, such as Checkerboard Cave, Desert Palace, Tower of Hera, and East Light World Death Mountain.&lt;br /&gt;
&lt;br /&gt;
* Sequence breaking with bunny glitches ([[Bunny#Minor_Glitches]]) is possible, for example to get into the Mire Shed, Superbunny Cave, or [[Dungeon Bunny Revival]] inside Ice Palace, however you will never find an item required by the playthrough, and you will absolutely never find an item which allows you to skip pulling the Master Sword Pedestal and defeating Aga1. It is possible that you may find helpful items with bunny glitches, such as a Progressive Bow or a Hammer, but because of the shortness of the mode and the fewer opportunities for high variance decisions, this kind of sequence breaking is highly unlikely to pay off.&lt;br /&gt;
&lt;br /&gt;
* The bias of the fill algorithm is exacerbated in this game mode due to having much fewer locations (71) which are ever logically fillable with required items, but still having 216 items to fill. If you find an item which unlocks relatively few locations, it is more likely than normal to lead to something logically required. [http://alttp.mymm1.com/wiki/File:LightspeedFillBiasMeme.jpg Kekw]&lt;br /&gt;
&lt;br /&gt;
* Don't forget to pull the pedestal before going to Aga Tower (lul)&lt;br /&gt;
&lt;br /&gt;
* In play testing so far, seeds will take an experienced runner about 30-45 minutes to finish.&lt;br /&gt;
&lt;br /&gt;
* Prizepacks are totally shuffled (think pre v31) (a current limitation of the customizer)&lt;br /&gt;
&lt;br /&gt;
== How to Play ==&lt;br /&gt;
&lt;br /&gt;
To generate a seed:&lt;br /&gt;
&lt;br /&gt;
1) Download the current version of the [https://cdn.discordapp.com/attachments/525757490336497675/706547524562845726/Lightspeed_v0.4.4-settings.json customizer settings file]&lt;br /&gt;
&lt;br /&gt;
2) Go to the [https://alttpr.com/en/customizer customizer on the alttpr.com website]&lt;br /&gt;
&lt;br /&gt;
4) Go to the &amp;quot;Save/Restore&amp;quot; tab&lt;br /&gt;
&lt;br /&gt;
5) Click &amp;quot;Load&amp;quot; and select the downloaded customizer settings file&lt;br /&gt;
&lt;br /&gt;
6) Go to the &amp;quot;Generate&amp;quot; tab&lt;br /&gt;
&lt;br /&gt;
7) (Optional) change &amp;quot;World State&amp;quot; to &amp;quot;Open&amp;quot; if you would like to play Open instead of Standard start&lt;br /&gt;
&lt;br /&gt;
8) (Optional) Change &amp;quot;Spoilers&amp;quot; to &amp;quot;Disabled&amp;quot; (currently left on &amp;quot;Enabled&amp;quot; for play testing purposes in case a logical bug is found)&lt;br /&gt;
&lt;br /&gt;
9) Click &amp;quot;Generate Race ROM&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This will create a permalink for you to download the patch from and distribute as normal.&lt;br /&gt;
&lt;br /&gt;
== Design Goals of the Mode ==&lt;br /&gt;
&lt;br /&gt;
This &amp;quot;mode&amp;quot; is currently in development. The design goals of the mode are:&lt;br /&gt;
&lt;br /&gt;
* A consistently fast game mode option&lt;br /&gt;
&lt;br /&gt;
* Accessible to new runners while still being meaningfully challenging to experienced runners&lt;br /&gt;
&lt;br /&gt;
* Not too much variance&lt;br /&gt;
&lt;br /&gt;
* Competitive&lt;br /&gt;
&lt;br /&gt;
* Presents meaningful routing choices (despite reduced variance)&lt;br /&gt;
&lt;br /&gt;
* Intuitive and easy to understand the settings of the mode, and how those settings will effect a run&lt;br /&gt;
&lt;br /&gt;
* Consistent with the theme: &amp;quot;Light World&amp;quot; (e.g. Standard start, Master Sword on Pedestal for Aga Tower access, all Light World dungeons, no Ganon boss at the end,  etc)&lt;br /&gt;
&lt;br /&gt;
Our options for fast game modes are currently limited, with many of them having a very high spread of expected finish times; unusually high variance attached to routing choices; and/or a focus on Overworld routing over Dungeon completion and execution. The goal was to design a consistently fast mode that was fun to play for experienced and new runners and which still provides a competitive experience.&lt;br /&gt;
&lt;br /&gt;
The game forces you to defeat all Pendant dungeons with at most the Fighter Sword, only giving you the Master Sword for your Aga Tower climb. This keeps the difficulty curve consistent compared to having more swords in the pool and creates a meaningful challenge for experienced runners while remaining accessible to new runners. Although it is possible to complete the mode without the Lamp, you must have a fire source to have completed Desert Palace and enter Aga Tower, so Dark Aga with no Fire Rod is never a possibility, also keeping the mode accessible. This sword placement and count is also necessary to force the completion of all Light World dungeons.&lt;br /&gt;
&lt;br /&gt;
A goal is to reduce the number of tweaks made in the customizer so that it is easy to explain and understand the mode. A runner or viewer should be able to intuitively understand what the game mode is and how the run is effected by these tweaks. The number of revisions made to the item pools has been kept to a minimum so that it's easier to explain the mode, intuitive to pick up and start playing, and analogous enough to other modes.&lt;br /&gt;
&lt;br /&gt;
The theming complements the other design goals and helps to keep the mode intuitive, but is not the highest design priority on its own.&lt;br /&gt;
&lt;br /&gt;
== Settings Details ==&lt;br /&gt;
&lt;br /&gt;
Most items are still placed randomly using the normal fill algorithm, making the experience mostly analogous to playing the game in other game modes.&lt;br /&gt;
&lt;br /&gt;
* All Light World dungeon bosses have a (shuffled) pendant prize&lt;br /&gt;
&lt;br /&gt;
* The Moon Pearl has been removed from the item pool and replaced with a single Rupee&lt;br /&gt;
&lt;br /&gt;
* The Cape has been removed from the item pool and replaced with a single Rupee (this is so you will never get Cape access to Aga Tower, even with Bunny sequence breaks)&lt;br /&gt;
&lt;br /&gt;
* The Pedestal has a Progressive Sword&lt;br /&gt;
&lt;br /&gt;
* There is only one other Progressive Sword randomly placed from the item pool. This along with the Cape being removed means that both available swords will be required to beat the seed and forces the completion of the pendant dungeons.&lt;br /&gt;
&lt;br /&gt;
* The Triforce is on the Pyramid Ledge (a future version may include ROM changes in a branch of the randomizer which automatically sends you to the Triforce Room after defeating Aga1)&lt;br /&gt;
&lt;br /&gt;
* Dark World dungeon items have been manually placed in their dungeons. This does not effect the mode at all - it is currently required to generate seeds with the customizer due to the jankiness of what we're doing here, otherwise the customizer will freak out.&lt;br /&gt;
&lt;br /&gt;
* Standard start (though play it in Open mode if you want - you can do this as normal by just changing the &amp;quot;World State&amp;quot; to &amp;quot;Open&amp;quot; on seed generation)&lt;br /&gt;
&lt;br /&gt;
* The goal currently says &amp;quot;Defeat Ganon 7/7&amp;quot;, however you cannot finish the game this way without the use of major glitches&lt;br /&gt;
&lt;br /&gt;
* There is currently a Triforce Piece counter on the HUD when you play the game (probably because of the Triforce placed on the Pyramid, but it would be nice to remove this from the HUD in a future version)&lt;br /&gt;
&lt;br /&gt;
* Prizepacks are totally shuffled (think pre v31) (a current limitation of the customizer)&lt;/div&gt;</summary>
		<author><name>Qirn!1504</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Lightspeed&amp;diff=2986</id>
		<title>Lightspeed</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Lightspeed&amp;diff=2986"/>
		<updated>2020-05-05T00:28:07Z</updated>

		<summary type="html">&lt;p&gt;Qirn!1504: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;Lightspeed&amp;quot; mode, or &amp;quot;Light World Mode&amp;quot; is a set of customizer settings designed to create a consistently short yet competitive game mode. The mode requires you to beat all Light World dungeons, and the game is over once you defeat Agahnim 1 and grab the Triforce on the Pyramid Ledge.&lt;br /&gt;
&lt;br /&gt;
== What to Expect ==&lt;br /&gt;
&lt;br /&gt;
This is a &amp;quot;Standard&amp;quot; start with a random Uncle Weapon. All three Light World dungeons are pendants and are required to pull a Progressive Sword from the Pedestal, with no possible ways to sequence break this requirement using minor glitches. The only locations logically available are locations which are accessible without the Moon Pearl. There is one Progressive Sword on the Pedestal, and one other Progressive Sword randomly placed somewhere else logically available. The game is over when you defeat Aga1 and grab the Triforce on the Pyramid Ledge.&lt;br /&gt;
&lt;br /&gt;
Some consequences of the settings are:&lt;br /&gt;
&lt;br /&gt;
* Boots will more often be available in the Light World than what you would expect in a normal Open seed partially due to the key placement of Desert Palace, however boots will not be available every seed.&lt;br /&gt;
&lt;br /&gt;
* If you decide to go up Aga Tower without the Lamp, you will always at least have the Fire Rod because a fire source is forced for Desert Palace.&lt;br /&gt;
&lt;br /&gt;
* You will always be forced to go through Escape and the three Light World pendant dungeons with either no sword or a Fighter Sword at maximum, and you will always ascend Agahnim Tower with a Master Sword.&lt;br /&gt;
&lt;br /&gt;
* You may be required to navigate through the Dark World to reach locations which are considered logically accessible without the moon pearl, such as Checkerboard Cave, Desert Palace, Tower of Hera, and East Light World Death Mountain.&lt;br /&gt;
&lt;br /&gt;
* Sequence breaking with bunny glitches ([[Bunny#Minor_Glitches]]) is possible, for example to get into the Mire Shed, Superbunny Cave, or [[Dungeon Bunny Revival]] inside Ice Palace, however you will never find an item required by the playthrough, and you will absolutely never find an item which allows you to skip pulling the Master Sword Pedestal and defeating Aga1. It is possible that you may find helpful items with bunny glitches, such as a Progressive Bow or a Hammer, but because of the shortness of the mode and the fewer opportunities for high variance decisions, this kind of sequence breaking is highly unlikely to pay off.&lt;br /&gt;
&lt;br /&gt;
* The bias of the fill algorithm is exacerbated in this game mode due to having much fewer locations (71) which are ever logically fillable with required items, but still having 216 items to fill. If you find an item which unlocks relatively few locations, it is more likely than normal to lead to something logically required. [http://alttp.mymm1.com/wiki/File:LightspeedFillBiasMeme.jpg Kekw]&lt;br /&gt;
&lt;br /&gt;
* Don't forget to pull the pedestal before going to Aga Tower (lul)&lt;br /&gt;
&lt;br /&gt;
* In play testing so far, seeds will take an experienced runner about 30-45 minutes to finish.&lt;br /&gt;
&lt;br /&gt;
* Prizepacks are totally shuffled (think pre v31) (a current limitation of the customizer)&lt;br /&gt;
&lt;br /&gt;
== How to Play ==&lt;br /&gt;
&lt;br /&gt;
To generate a seed:&lt;br /&gt;
&lt;br /&gt;
1) Download the current version of the [https://cdn.discordapp.com/attachments/525757490336497675/706547524562845726/Lightspeed_v0.4.4-settings.json customizer settings file]&lt;br /&gt;
&lt;br /&gt;
2) Go to the [https://alttpr.com/en/customizer customizer on the alttpr.com website]&lt;br /&gt;
&lt;br /&gt;
4) Go to the &amp;quot;Save/Restore&amp;quot; tab&lt;br /&gt;
&lt;br /&gt;
5) Click &amp;quot;Load&amp;quot; and select the downloaded customizer settings file&lt;br /&gt;
&lt;br /&gt;
6) Go to the &amp;quot;Generate&amp;quot; tab&lt;br /&gt;
&lt;br /&gt;
7) (Optional) change &amp;quot;World State&amp;quot; to &amp;quot;Open&amp;quot; if you would like to play Open instead of Standard start&lt;br /&gt;
&lt;br /&gt;
8) (Optional) Change &amp;quot;Spoilers&amp;quot; to &amp;quot;Disabled&amp;quot; (currently left on &amp;quot;Enabled&amp;quot; for play testing purposes in case a logical bug is found)&lt;br /&gt;
&lt;br /&gt;
9) Click &amp;quot;Generate Race ROM&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This will create a permalink for you to download the patch from and distribute as normal.&lt;br /&gt;
&lt;br /&gt;
== Design Goals of the Mode ==&lt;br /&gt;
&lt;br /&gt;
This mode is currently in development. The design goals of the mode are:&lt;br /&gt;
&lt;br /&gt;
* A consistently fast game mode option&lt;br /&gt;
&lt;br /&gt;
* Accessible to new runners while still being meaningfully challenging to experienced runners&lt;br /&gt;
&lt;br /&gt;
* Not too much variance&lt;br /&gt;
&lt;br /&gt;
* Competitive&lt;br /&gt;
&lt;br /&gt;
* Presents meaningful routing choices (despite reduced variance)&lt;br /&gt;
&lt;br /&gt;
* Intuitive and easy to understand the settings of the mode, and how those settings will effect a run&lt;br /&gt;
&lt;br /&gt;
* Consistent with the theme: &amp;quot;Light World&amp;quot; (e.g. Standard start, Master Sword on Pedestal for Aga Tower access, all Light World dungeons, no Ganon boss at the end,  etc)&lt;br /&gt;
&lt;br /&gt;
Our options for fast game modes are currently limited, with many of them having a very high spread of expected finish times; unusually high variance attached to routing choices; and/or a focus on Overworld routing over Dungeon completion and execution. The goal was to design a consistently fast mode that was fun to play for experienced and new runners and which still provides a competitive experience.&lt;br /&gt;
&lt;br /&gt;
The game forces you to defeat all Pendant dungeons with at most the Fighter Sword, only giving you the Master Sword for your Aga Tower climb. This keeps the difficulty curve consistent compared to having more swords in the pool and creates a meaningful challenge for experienced runners while remaining accessible to new runners. Although it is possible to complete the mode without the Lamp, you must have a fire source to have completed Desert Palace and enter Aga Tower, so Dark Aga with no Fire Rod is never a possibility, also keeping the mode accessible. This sword placement and count is also necessary to force the completion of all Light World dungeons.&lt;br /&gt;
&lt;br /&gt;
A goal is to reduce the number of tweaks made in the customizer so that it is easy to explain and understand the mode. A runner or viewer should be able to intuitively understand what the game mode is and how the run is effected by these tweaks. The number of revisions made to the item pools has been kept to a minimum so that it's easier to explain the mode, intuitive to pick up and start playing, and analogous enough to other modes.&lt;br /&gt;
&lt;br /&gt;
The theming complements the other design goals and helps to keep the mode intuitive, but is not the highest design priority on its own.&lt;br /&gt;
&lt;br /&gt;
== Settings Details ==&lt;br /&gt;
&lt;br /&gt;
Most items are still placed randomly using the normal fill algorithm, making the experience mostly analogous to playing the game in other game modes.&lt;br /&gt;
&lt;br /&gt;
* All Light World dungeon bosses have a (shuffled) pendant prize&lt;br /&gt;
&lt;br /&gt;
* The Moon Pearl has been removed from the item pool and replaced with a single Rupee&lt;br /&gt;
&lt;br /&gt;
* The Cape has been removed from the item pool and replaced with a single Rupee (this is so you will never get Cape access to Aga Tower, even with Bunny sequence breaks)&lt;br /&gt;
&lt;br /&gt;
* The Pedestal has a Progressive Sword&lt;br /&gt;
&lt;br /&gt;
* There is only one other Progressive Sword randomly placed from the item pool. This along with the Cape being removed means that both available swords will be required to beat the seed and forces the completion of the pendant dungeons.&lt;br /&gt;
&lt;br /&gt;
* The Triforce is on the Pyramid Ledge (a future version may include ROM changes in a branch of the randomizer which automatically sends you to the Triforce Room after defeating Aga1)&lt;br /&gt;
&lt;br /&gt;
* Dark World dungeon items have been manually placed in their dungeons. This does not effect the mode at all - it is currently required to generate seeds with the customizer due to the jankiness of what we're doing here, otherwise the customizer will freak out.&lt;br /&gt;
&lt;br /&gt;
* Standard start (though play it in Open mode if you want - you can do this as normal by just changing the &amp;quot;World State&amp;quot; to &amp;quot;Open&amp;quot; on seed generation)&lt;br /&gt;
&lt;br /&gt;
* The goal currently says &amp;quot;Defeat Ganon 7/7&amp;quot;, however you cannot finish the game this way without the use of major glitches&lt;br /&gt;
&lt;br /&gt;
* There is currently a Triforce Piece counter on the HUD when you play the game (probably because of the Triforce placed on the Pyramid, but it would be nice to remove this from the HUD in a future version)&lt;br /&gt;
&lt;br /&gt;
* Prizepacks are totally shuffled (think pre v31) (a current limitation of the customizer)&lt;/div&gt;</summary>
		<author><name>Qirn!1504</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Lightspeed&amp;diff=2985</id>
		<title>Lightspeed</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Lightspeed&amp;diff=2985"/>
		<updated>2020-05-05T00:12:31Z</updated>

		<summary type="html">&lt;p&gt;Qirn!1504: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;Lightspeed&amp;quot; mode, or &amp;quot;Light World Mode&amp;quot; is a set of customizer settings designed to create a consistently short yet competitive game mode. The mode requires you to beat all Light World dungeons, and the game is over once you defeat Agahnim 1 and grab the Triforce on the Pyramid Ledge.&lt;br /&gt;
&lt;br /&gt;
== What to Expect ==&lt;br /&gt;
&lt;br /&gt;
This is a &amp;quot;Standard&amp;quot; start with a random Uncle Weapon. All three Light World dungeons are pendants and are required to pull a Progressive Sword from the Pedestal, with no possible ways to sequence break this requirement using minor glitches. The only locations logically available are locations which are accessible without the Moon Pearl. There is one Progressive Sword on the Pedestal, and one other Progressive Sword randomly placed somewhere else logically available. The game is over when you defeat Aga1 and grab the Triforce on the Pyramid Ledge.&lt;br /&gt;
&lt;br /&gt;
Some consequences of the settings are:&lt;br /&gt;
&lt;br /&gt;
* Boots will more often be available in the Light World than what you would expect in a normal Open seed partially due to the key placement of Desert Palace, however boots will not be available every seed.&lt;br /&gt;
&lt;br /&gt;
* If you decide to go up Aga Tower without the Lamp, you will always at least have the Fire Rod because a fire source is forced for Desert Palace.&lt;br /&gt;
&lt;br /&gt;
* You will always be forced to go through Escape and the three Light World pendant dungeons with either no sword or a Fighter Sword at maximum, and you will always ascend Agahnim Tower with a Master Sword.&lt;br /&gt;
&lt;br /&gt;
* You may be required to navigate through the Dark World to reach locations which are considered logically accessible without the moon pearl, such as Checkerboard Cave, Desert Palace, Tower of Hera, and East Light World Death Mountain.&lt;br /&gt;
&lt;br /&gt;
* Sequence breaking with bunny glitches ([[Bunny#Minor_Glitches]]) is possible, for example to get into the Mire Shed, Superbunny Cave, or [[Dungeon Bunny Revival]] inside Ice Palace, however you will never find an item required by the playthrough, and you will absolutely never find an item which allows you to skip pulling the Master Sword Pedestal and defeating Aga1. It is possible that you may find helpful items with bunny glitches, such as a Progressive Bow or a Hammer, but because of the shortness of the mode and the fewer opportunities for high variance decisions, this kind of sequence breaking is highly unlikely to pay off.&lt;br /&gt;
&lt;br /&gt;
* The bias of the fill algorithm is exacerbated in this game mode due to having much fewer locations (69) which are ever logically fillable with required items, but still having 216 items to fill. If you find an item which unlocks relatively few locations, it is more likely than normal to lead to something logically required. [http://alttp.mymm1.com/wiki/File:LightspeedFillBiasMeme.jpg Kekw]&lt;br /&gt;
&lt;br /&gt;
* Don't forget to pull the pedestal before going to Aga Tower (lul)&lt;br /&gt;
&lt;br /&gt;
* In play testing so far, seeds will take an experienced runner about 30-45 minutes to finish.&lt;br /&gt;
&lt;br /&gt;
* Prizepacks are totally shuffled (think pre v31) (a current limitation of the customizer)&lt;br /&gt;
&lt;br /&gt;
== How to Play ==&lt;br /&gt;
&lt;br /&gt;
To generate a seed:&lt;br /&gt;
&lt;br /&gt;
1) Download the current version of the [https://cdn.discordapp.com/attachments/525757490336497675/706547524562845726/Lightspeed_v0.4.4-settings.json customizer settings file]&lt;br /&gt;
&lt;br /&gt;
2) Go to the [https://alttpr.com/en/customizer customizer on the alttpr.com website]&lt;br /&gt;
&lt;br /&gt;
4) Go to the &amp;quot;Save/Restore&amp;quot; tab&lt;br /&gt;
&lt;br /&gt;
5) Click &amp;quot;Load&amp;quot; and select the downloaded customizer settings file&lt;br /&gt;
&lt;br /&gt;
6) Go to the &amp;quot;Generate&amp;quot; tab&lt;br /&gt;
&lt;br /&gt;
7) (Optional) change &amp;quot;World State&amp;quot; to &amp;quot;Open&amp;quot; if you would like to play Open instead of Standard start&lt;br /&gt;
&lt;br /&gt;
8) (Optional) Change &amp;quot;Spoilers&amp;quot; to &amp;quot;Disabled&amp;quot; (currently left on &amp;quot;Enabled&amp;quot; for play testing purposes in case a logical bug is found)&lt;br /&gt;
&lt;br /&gt;
9) Click &amp;quot;Generate Race ROM&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This will create a permalink for you to download the patch from and distribute as normal.&lt;br /&gt;
&lt;br /&gt;
== Design Goals of the Mode ==&lt;br /&gt;
&lt;br /&gt;
This mode is currently in development. The design goals of the mode are:&lt;br /&gt;
&lt;br /&gt;
* A consistently fast game mode option&lt;br /&gt;
&lt;br /&gt;
* Accessible to new runners while still being meaningfully challenging to experienced runners&lt;br /&gt;
&lt;br /&gt;
* Not too much variance&lt;br /&gt;
&lt;br /&gt;
* Competitive&lt;br /&gt;
&lt;br /&gt;
* Presents meaningful routing choices (despite reduced variance)&lt;br /&gt;
&lt;br /&gt;
* Intuitive and easy to understand the settings of the mode, and how those settings will effect a run&lt;br /&gt;
&lt;br /&gt;
* Consistent with the theme: &amp;quot;Light World&amp;quot; (e.g. Standard start, Master Sword on Pedestal for Aga Tower access, all Light World dungeons, no Ganon boss at the end,  etc)&lt;br /&gt;
&lt;br /&gt;
Our options for fast game modes are currently limited, with many of them having a very high spread of expected finish times; unusually high variance attached to routing choices; and/or a focus on Overworld routing over Dungeon completion and execution. The goal was to design a consistently fast mode that was fun to play for experienced and new runners and which still provides a competitive experience.&lt;br /&gt;
&lt;br /&gt;
The game forces you to defeat all Pendant dungeons with at most the Fighter Sword, only giving you the Master Sword for your Aga Tower climb. This keeps the difficulty curve consistent compared to having more swords in the pool and creates a meaningful challenge for experienced runners while remaining accessible to new runners. Although it is possible to complete the mode without the Lamp, you must have a fire source to have completed Desert Palace and enter Aga Tower, so Dark Aga with no Fire Rod is never a possibility, also keeping the mode accessible. This sword placement and count is also necessary to force the completion of all Light World dungeons.&lt;br /&gt;
&lt;br /&gt;
A goal is to reduce the number of tweaks made in the customizer so that it is easy to explain and understand the mode. A runner or viewer should be able to intuitively understand what the game mode is and how the run is effected by these tweaks. The number of revisions made to the item pools has been kept to a minimum so that it's easier to explain the mode, intuitive to pick up and start playing, and analogous enough to other modes.&lt;br /&gt;
&lt;br /&gt;
The theming complements the other design goals and helps to keep the mode intuitive, but is not the highest design priority on its own.&lt;br /&gt;
&lt;br /&gt;
== Settings Details ==&lt;br /&gt;
&lt;br /&gt;
Most items are still placed randomly using the normal fill algorithm, making the experience mostly analogous to playing the game in other game modes.&lt;br /&gt;
&lt;br /&gt;
* All Light World dungeon bosses have a (shuffled) pendant prize&lt;br /&gt;
&lt;br /&gt;
* The Moon Pearl has been removed from the item pool and replaced with a single Rupee&lt;br /&gt;
&lt;br /&gt;
* The Cape has been removed from the item pool and replaced with a single Rupee (this is so you will never get Cape access to Aga Tower, even with Bunny sequence breaks)&lt;br /&gt;
&lt;br /&gt;
* The Pedestal has a Progressive Sword&lt;br /&gt;
&lt;br /&gt;
* There is only one other Progressive Sword randomly placed from the item pool. This along with the Cape being removed means that both available swords will be required to beat the seed and forces the completion of the pendant dungeons.&lt;br /&gt;
&lt;br /&gt;
* The Triforce is on the Pyramid Ledge (a future version may include ROM changes in a branch of the randomizer which automatically sends you to the Triforce Room after defeating Aga1)&lt;br /&gt;
&lt;br /&gt;
* Dark World dungeon items have been manually placed in their dungeons. This does not effect the mode at all - it is currently required to generate seeds with the customizer due to the jankiness of what we're doing here, otherwise the customizer will freak out.&lt;br /&gt;
&lt;br /&gt;
* Standard start (though play it in Open mode if you want - you can do this as normal by just changing the &amp;quot;World State&amp;quot; to &amp;quot;Open&amp;quot; on seed generation)&lt;br /&gt;
&lt;br /&gt;
* The goal currently says &amp;quot;Defeat Ganon 7/7&amp;quot;, however you cannot finish the game this way without the use of major glitches&lt;br /&gt;
&lt;br /&gt;
* There is currently a Triforce Piece counter on the HUD when you play the game (probably because of the Triforce placed on the Pyramid, but it would be nice to remove this from the HUD in a future version)&lt;br /&gt;
&lt;br /&gt;
* Prizepacks are totally shuffled (think pre v31) (a current limitation of the customizer)&lt;/div&gt;</summary>
		<author><name>Qirn!1504</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Lightspeed&amp;diff=2984</id>
		<title>Lightspeed</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Lightspeed&amp;diff=2984"/>
		<updated>2020-05-04T21:42:57Z</updated>

		<summary type="html">&lt;p&gt;Qirn!1504: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;Lightspeed&amp;quot; mode, or &amp;quot;Light World Mode&amp;quot; is a set of customizer settings designed to create a consistently short yet competitive game mode. The mode requires you to beat all Light World dungeons, and the game is over once you defeat Agahnim 1 and grab the Triforce on the Pyramid Ledge.&lt;br /&gt;
&lt;br /&gt;
== What to Expect ==&lt;br /&gt;
&lt;br /&gt;
This is a &amp;quot;Standard&amp;quot; start with a random Uncle Weapon. All three Light World dungeons are pendants and are required to pull a Progressive Sword from the Pedestal, with no possible ways to sequence break this requirement using minor glitches. The only locations logically available are locations which are accessible without the Moon Pearl. There is one Progressive Sword on the Pedestal, and one other Progressive Sword randomly placed somewhere else logically available. The game is over when you defeat Aga1 and grab the Triforce on the Pyramid Ledge.&lt;br /&gt;
&lt;br /&gt;
Some consequences of the settings are:&lt;br /&gt;
&lt;br /&gt;
* Boots will more often be available in the Light World than what you would expect in a normal Open seed partially due to the key placement of Desert Palace, however boots will not be available every seed.&lt;br /&gt;
&lt;br /&gt;
* If you decide to go up Aga Tower without the Lamp, you will always at least have the Fire Rod because a fire source is forced for Desert Palace.&lt;br /&gt;
&lt;br /&gt;
* You will always be forced to go through Escape and the three Light World pendant dungeons with either no sword or a Fighter Sword at maximum, and you will always ascend Agahnim Tower with a Master Sword.&lt;br /&gt;
&lt;br /&gt;
* You may be required to navigate through the Dark World to reach locations which are considered logically accessible without the moon pearl, such as Checkerboard Cave, Desert Palace, Tower of Hera, and East Light World Death Mountain.&lt;br /&gt;
&lt;br /&gt;
* Sequence breaking with bunny glitches ([[Bunny#Minor_Glitches]]) is possible, for example to get into the Mire Shed, Superbunny Cave, or [[Dungeon Bunny Revival]] inside Ice Palace, however you will never find an item required by the playthrough, and you will absolutely never find an item which allows you to skip pulling the Master Sword Pedestal and defeating Aga1. It is possible that you may find helpful items with bunny glitches, such as a Progressive Bow or a Hammer, but because of the shortness of the mode and the fewer opportunities for high variance decisions, this kind of sequence breaking is highly unlikely to pay off.&lt;br /&gt;
&lt;br /&gt;
* The bias of the fill algorithm is exacerbated in this game mode due to having much fewer locations (69) which are ever logically fillable with required items, but still having 216 items to fill. If you find an item which unlocks relatively few locations, it is more likely than normal to lead to something logically required. [http://alttp.mymm1.com/wiki/File:LightspeedFillBiasMeme.jpg Kekw]&lt;br /&gt;
&lt;br /&gt;
* Don't forget to pull the pedestal before going to Aga Tower (lul)&lt;br /&gt;
&lt;br /&gt;
* In play testing so far, seeds will take an experienced runner about 30-45 minutes to finish.&lt;br /&gt;
&lt;br /&gt;
== How to Play ==&lt;br /&gt;
&lt;br /&gt;
To generate a seed:&lt;br /&gt;
&lt;br /&gt;
1) Download the current version of the [https://cdn.discordapp.com/attachments/525757490336497675/706547524562845726/Lightspeed_v0.4.4-settings.json customizer settings file]&lt;br /&gt;
&lt;br /&gt;
2) Go to the [https://alttpr.com/en/customizer customizer on the alttpr.com website]&lt;br /&gt;
&lt;br /&gt;
4) Go to the &amp;quot;Save/Restore&amp;quot; tab&lt;br /&gt;
&lt;br /&gt;
5) Click &amp;quot;Load&amp;quot; and select the downloaded customizer settings file&lt;br /&gt;
&lt;br /&gt;
6) Go to the &amp;quot;Generate&amp;quot; tab&lt;br /&gt;
&lt;br /&gt;
7) (Optional) change &amp;quot;World State&amp;quot; to &amp;quot;Open&amp;quot; if you would like to play Open instead of Standard start&lt;br /&gt;
&lt;br /&gt;
8) (Optional) Change &amp;quot;Spoilers&amp;quot; to &amp;quot;Disabled&amp;quot; (currently left on &amp;quot;Enabled&amp;quot; for play testing purposes in case a logical bug is found)&lt;br /&gt;
&lt;br /&gt;
9) Click &amp;quot;Generate Race ROM&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This will create a permalink for you to download the patch from and distribute as normal.&lt;br /&gt;
&lt;br /&gt;
== Design Goals of the Mode ==&lt;br /&gt;
&lt;br /&gt;
This mode is currently in development. The design goals of the mode are:&lt;br /&gt;
&lt;br /&gt;
* A consistently fast game mode option&lt;br /&gt;
&lt;br /&gt;
* Accessible to new runners while still being meaningfully challenging to experienced runners&lt;br /&gt;
&lt;br /&gt;
* Not too much variance&lt;br /&gt;
&lt;br /&gt;
* Competitive&lt;br /&gt;
&lt;br /&gt;
* Presents meaningful routing choices (despite reduced variance)&lt;br /&gt;
&lt;br /&gt;
* Intuitive and easy to understand the settings of the mode, and how those settings will effect a run&lt;br /&gt;
&lt;br /&gt;
* Consistent with the theme: &amp;quot;Light World&amp;quot; (e.g. Standard start, Master Sword on Pedestal for Aga Tower access, all Light World dungeons, no Ganon boss at the end,  etc)&lt;br /&gt;
&lt;br /&gt;
Our options for fast game modes are currently limited, with many of them having a very high spread of expected finish times; unusually high variance attached to routing choices; and/or a focus on Overworld routing over Dungeon completion and execution. The goal was to design a consistently fast mode that was fun to play for experienced and new runners and which still provides a competitive experience.&lt;br /&gt;
&lt;br /&gt;
The game forces you to defeat all Pendant dungeons with at most the Fighter Sword, only giving you the Master Sword for your Aga Tower climb. This keeps the difficulty curve consistent compared to having more swords in the pool and creates a meaningful challenge for experienced runners while remaining accessible to new runners. Although it is possible to complete the mode without the Lamp, you must have a fire source to have completed Desert Palace and enter Aga Tower, so Dark Aga with no Fire Rod is never a possibility, also keeping the mode accessible. This sword placement and count is also necessary to force the completion of all Light World dungeons.&lt;br /&gt;
&lt;br /&gt;
A goal is to reduce the number of tweaks made in the customizer so that it is easy to explain and understand the mode. A runner or viewer should be able to intuitively understand what the game mode is and how the run is effected by these tweaks.&lt;br /&gt;
&lt;br /&gt;
The theming complements the other design goals and helps to keep the mode intuitive, but is not the highest design priority on its own.&lt;br /&gt;
&lt;br /&gt;
== Settings Details ==&lt;br /&gt;
&lt;br /&gt;
Most items are still placed randomly using the normal fill algorithm, making the experience mostly analogous to playing the game in other game modes.&lt;br /&gt;
&lt;br /&gt;
* All Light World dungeon bosses have a (shuffled) pendant prize&lt;br /&gt;
&lt;br /&gt;
* The Moon Pearl has been removed from the item pool and replaced with a single Rupee&lt;br /&gt;
&lt;br /&gt;
* The Cape has been removed from the item pool and replaced with a single Rupee (this is so you will never get Cape access to Aga Tower, even with Bunny sequence breaks)&lt;br /&gt;
&lt;br /&gt;
* The Pedestal has a Progressive Sword&lt;br /&gt;
&lt;br /&gt;
* There is only one other Progressive Sword randomly placed from the item pool. This along with the Cape being removed means that both available swords will be required to beat the seed and forces the completion of the pendant dungeons.&lt;br /&gt;
&lt;br /&gt;
* The Triforce is on the Pyramid Ledge (a future version may include ROM changes in a branch of the randomizer which automatically sends you to the Triforce Room after defeating Aga1)&lt;br /&gt;
&lt;br /&gt;
* Dark World dungeon items have been manually placed in their dungeons. This does not effect the mode at all - it is currently required to generate seeds with the customizer due to the jankiness of what we're doing here, otherwise the customizer will freak out.&lt;br /&gt;
&lt;br /&gt;
* Standard start (though play it in Open mode if you want - you can do this as normal by just changing the &amp;quot;World State&amp;quot; to &amp;quot;Open&amp;quot; on seed generation)&lt;br /&gt;
&lt;br /&gt;
* The goal currently says &amp;quot;Defeat Ganon 7/7&amp;quot;, however you cannot finish the game this way without the use of major glitches&lt;br /&gt;
&lt;br /&gt;
* There is currently a Triforce Piece counter on the HUD when you play the game (probably because of the Triforce placed on the Pyramid, but it would be nice to remove this from the HUD in a future version)&lt;br /&gt;
&lt;br /&gt;
* Prizepacks are totally shuffled (think pre v31) (a current limitation of the customizer)&lt;/div&gt;</summary>
		<author><name>Qirn!1504</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Lightspeed&amp;diff=2983</id>
		<title>Lightspeed</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Lightspeed&amp;diff=2983"/>
		<updated>2020-05-04T21:25:19Z</updated>

		<summary type="html">&lt;p&gt;Qirn!1504: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;Lightspeed&amp;quot; mode, or &amp;quot;Light World Mode&amp;quot; is a set of customizer settings designed to create a consistently short yet competitive game mode. The mode requires you to beat all Light World dungeons, and the game is over once you defeat Agahnim 1 and grab the Triforce on the Pyramid Ledge.&lt;br /&gt;
&lt;br /&gt;
== What to Expect ==&lt;br /&gt;
&lt;br /&gt;
This is a &amp;quot;Standard&amp;quot; start with a random Uncle Weapon. All three Light World dungeons are pendants and are required to pull a Progressive Sword from the Pedestal, with no possible ways to sequence break this requirement using minor glitches. The only locations logically available are locations which are accessible without the Moon Pearl. There is one Progressive Sword on the Pedestal, and one other Progressive Sword randomly placed somewhere else logically available. The game is over when you defeat Aga1 and grab the Triforce on the Pyramid Ledge.&lt;br /&gt;
&lt;br /&gt;
Some consequences of the settings are:&lt;br /&gt;
&lt;br /&gt;
* Boots will more often be available in the Light World than what you would expect in a normal Open seed partially due to the key placement of Desert Palace, however boots will not be available every seed.&lt;br /&gt;
&lt;br /&gt;
* If you decide to go up Aga Tower without the Lamp, you will always at least have the Fire Rod because a fire source is forced for Desert Palace.&lt;br /&gt;
&lt;br /&gt;
* You will always be forced to go through Escape and the three Light World pendant dungeons with either no sword or a Fighter Sword at maximum, and you will always ascend Agahnim Tower with a Master Sword.&lt;br /&gt;
&lt;br /&gt;
* You may be required to navigate through the Dark World to reach locations which are considered logically accessible without the moon pearl, such as Checkerboard Cave, Desert Palace, Tower of Hera, and East Light World Death Mountain.&lt;br /&gt;
&lt;br /&gt;
* Sequence breaking with bunny glitches ([[Bunny#Minor_Glitches]]) is possible, for example to get into the Mire Shed, Superbunny Cave, or [[Dungeon Bunny Revival]] inside Ice Palace, however you will never find an item required by the playthrough, and you will absolutely never find an item which allows you to skip pulling the Master Sword Pedestal and defeating Aga1. It is possible that you may find helpful items with bunny glitches, such as a Progressive Bow or a Hammer, but because of the shortness of the mode and the fewer opportunities for high variance decisions, this kind of sequence breaking is highly unlikely to pay off.&lt;br /&gt;
&lt;br /&gt;
* The bias of the fill algorithm is exacerbated in this game mode due to having much fewer locations (69) which are ever logically fillable with required items, but still having 216 items to fill. If you find an item which unlocks relatively few locations, it is more likely than normal to lead to something logically required. [http://alttp.mymm1.com/wiki/File:LightspeedFillBiasMeme.jpg Kekw]&lt;br /&gt;
&lt;br /&gt;
* Don't forget to pull the pedestal before going to Aga Tower (lul)&lt;br /&gt;
&lt;br /&gt;
* In play testing so far, seeds will take an experienced runner about 30-45 minutes to finish.&lt;br /&gt;
&lt;br /&gt;
== How to Play ==&lt;br /&gt;
&lt;br /&gt;
To generate a seed:&lt;br /&gt;
&lt;br /&gt;
1) Download the current version of the [https://cdn.discordapp.com/attachments/525757490336497675/706547524562845726/Lightspeed_v0.4.4-settings.json customizer settings file]&lt;br /&gt;
&lt;br /&gt;
2) Go to the [https://alttpr.com/en/customizer customizer on the alttpr.com website]&lt;br /&gt;
&lt;br /&gt;
4) Go to the &amp;quot;Save/Restore&amp;quot; tab&lt;br /&gt;
&lt;br /&gt;
5) Click &amp;quot;Load&amp;quot; and select the downloaded customizer settings file&lt;br /&gt;
&lt;br /&gt;
6) Go to the &amp;quot;Generate&amp;quot; tab&lt;br /&gt;
&lt;br /&gt;
7) (Optional) change &amp;quot;World State&amp;quot; to &amp;quot;Open&amp;quot; if you would like to play Open instead of Standard start&lt;br /&gt;
&lt;br /&gt;
8) (Optional) Change &amp;quot;Spoilers&amp;quot; to &amp;quot;Disabled&amp;quot; (currently left on &amp;quot;Enabled&amp;quot; for play testing purposes in case a logical bug is found)&lt;br /&gt;
&lt;br /&gt;
9) Click &amp;quot;Generate Race ROM&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This will create a permalink for you to download the patch from and distribute as normal.&lt;br /&gt;
&lt;br /&gt;
== Design Goals of the Mode ==&lt;br /&gt;
&lt;br /&gt;
This mode is currently in development. The design goals of the mode are:&lt;br /&gt;
&lt;br /&gt;
* A consistently fast game mode option&lt;br /&gt;
&lt;br /&gt;
* Accessible to new runners while still being meaningfully challenging to experienced runners&lt;br /&gt;
&lt;br /&gt;
* Not too much variance&lt;br /&gt;
&lt;br /&gt;
* Competitive&lt;br /&gt;
&lt;br /&gt;
* Presents meaningful routing choices (despite reduced variance)&lt;br /&gt;
&lt;br /&gt;
* Intuitive and easy to understand the settings of the mode, and how those settings will effect a run&lt;br /&gt;
&lt;br /&gt;
* Consistent with the theme: &amp;quot;Light World&amp;quot; (e.g. Standard start, Master Sword on Pedestal for Aga Tower access, all Light World dungeons, no Ganon boss at the end,  etc)&lt;br /&gt;
&lt;br /&gt;
Our options for fast game modes are currently limited, with many of them having a very high spread of expected finish times; unusually high variance attached to routing choices; and/or a focus on Overworld routing over Dungeon completion and execution. The goal was to design a consistently fast mode that was fun to play for experienced and new runners and which still provides a competitive experience.&lt;br /&gt;
&lt;br /&gt;
The game forces you to defeat all Pendant dungeons with at most the Fighter Sword, only giving you the Master Sword for your Aga Tower climb. This keeps the difficulty curve consistent compared to having more swords in the pool and creates a meaningful challenge for experienced runners while remaining accessible to new runners. Although it is possible to complete the mode without the Lamp, you must have a fire source to have completed Desert Palace and enter Aga Tower, so Dark Aga with no Fire Rod is never a possibility, also keeping the mode accessible. This sword placement and count is also necessary to force the completion of all Light World dungeons.&lt;br /&gt;
&lt;br /&gt;
A goal is to reduce the number of tweaks made in the customizer so that it is easy to explain and understand the mode. A runner or viewer should be able to intuitively understand what the game mode is and how the run is effected by these tweaks.&lt;br /&gt;
&lt;br /&gt;
The theming complements the other design goals and helps to keep the mode intuitive, but is not the highest design priority on its own.&lt;br /&gt;
&lt;br /&gt;
== Settings Details ==&lt;br /&gt;
&lt;br /&gt;
Most items are still placed randomly using the normal fill algorithm, making the experience mostly analogous to playing the game in other game modes.&lt;br /&gt;
&lt;br /&gt;
* All Light World dungeon bosses have a (shuffled) pendant prize&lt;br /&gt;
&lt;br /&gt;
* The Moon Pearl has been removed from the item pool and replaced with a single Rupee&lt;br /&gt;
&lt;br /&gt;
* The Cape has been removed from the item pool and replaced with a single Rupee (this is so you will never get Cape access to Aga Tower, even with Bunny sequence breaks)&lt;br /&gt;
&lt;br /&gt;
* The Pedestal has a Progressive Sword&lt;br /&gt;
&lt;br /&gt;
* There is only one other Progressive Sword randomly placed from the item pool. This along with the Cape being removed means that both available swords will be required to beat the seed and forces the completion of the pendant dungeons.&lt;br /&gt;
&lt;br /&gt;
* The Triforce is on the Pyramid Ledge (a future version may include ROM changes in a branch of the randomizer which automatically sends you to the Triforce Room after defeating Aga1)&lt;br /&gt;
&lt;br /&gt;
* Dark World dungeon items have been manually placed in their dungeons. This does not effect the mode at all - it is currently required to generate seeds with the customizer due to the jankiness of what we're doing here, otherwise the customizer will freak out.&lt;br /&gt;
&lt;br /&gt;
* Standard start (though play it in Open mode if you want - you can do this as normal by just changing the &amp;quot;World State&amp;quot; to &amp;quot;Open&amp;quot; on seed generation)&lt;br /&gt;
&lt;br /&gt;
* The goal currently says &amp;quot;Defeat Ganon 7/7&amp;quot;, however you cannot finish the game this way without the use of major glitches&lt;br /&gt;
&lt;br /&gt;
* There is currently a Triforce Piece counter on the HUD when you play the game (probably because of the Triforce placed on the Pyramid, but it would be nice to remove this from the HUD in a future version)&lt;/div&gt;</summary>
		<author><name>Qirn!1504</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Lightspeed&amp;diff=2982</id>
		<title>Lightspeed</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Lightspeed&amp;diff=2982"/>
		<updated>2020-05-04T21:20:52Z</updated>

		<summary type="html">&lt;p&gt;Qirn!1504: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;Lightspeed&amp;quot; mode, or &amp;quot;Light World Mode&amp;quot; is a set of customizer settings designed to create a consistently short yet competitive game mode. The mode requires you to beat all Light World dungeons, and the game is over once you defeat Agahnim 1 and grab the Triforce on the Pyramid Ledge.&lt;br /&gt;
&lt;br /&gt;
== What to Expect ==&lt;br /&gt;
&lt;br /&gt;
This is a &amp;quot;Standard&amp;quot; start with a random Uncle Weapon. All three Light World dungeons are pendants and are required to pull a Progressive Sword from the Pedestal, with no possible ways to sequence break this requirement using minor glitches. The only locations logically available are locations which are accessible without the Moon Pearl. There is one Progressive Sword on the Pedestal, and one other Progressive Sword randomly placed somewhere else logically available. The game is over when you defeat Aga1 and grab the Triforce on the Pyramid Ledge.&lt;br /&gt;
&lt;br /&gt;
Some consequences of the settings are:&lt;br /&gt;
&lt;br /&gt;
* Boots will more often be available in the Light World than what you would expect in a normal Open seed partially due to the key placement of Desert Palace, however boots will not be available every seed.&lt;br /&gt;
&lt;br /&gt;
* If you decide to go up Aga Tower without the Lamp, you will always at least have the Fire Rod because a fire source is forced for Desert Palace.&lt;br /&gt;
&lt;br /&gt;
* You will always be forced to go through Escape and the three Light World pendant dungeons with either no sword or a Fighter Sword at maximum, and you will always ascend Agahnim Tower with a Master Sword.&lt;br /&gt;
&lt;br /&gt;
* You may be required to navigate through the Dark World to reach locations which are considered logically accessible without the moon pearl, such as Checkerboard Cave, Desert Palace, Tower of Hera, and East Light World Death Mountain.&lt;br /&gt;
&lt;br /&gt;
* Sequence breaking with bunny glitches ([[Bunny#Minor_Glitches]]) is possible, for example to get into the Mire Shed, Superbunny Cave, or [[Dungeon Bunny Revival]] inside Ice Palace, however you will never find an item required by the playthrough, and you will absolutely never find an item which allows you to skip pulling the Master Sword Pedestal and defeating Aga1. It is possible that you may find helpful items with bunny glitches, such as a Progressive Bow or a Hammer, but because of the shortness of the mode and the fewer opportunities for high variance decisions, this kind of sequence breaking is highly unlikely to pay off.&lt;br /&gt;
&lt;br /&gt;
* The bias of the fill algorithm is exacerbated in this game mode due to having much fewer locations (69) which are ever logically fillable with required items, but still having 216 items to fill. If you find an item which unlocks relatively few locations, it is more likely than normal to lead to something logically required. [http://alttp.mymm1.com/wiki/File:LightspeedFillBiasMeme.jpg Kekw]&lt;br /&gt;
&lt;br /&gt;
* Don't forget to pull the pedestal before going to Aga Tower (lul)&lt;br /&gt;
&lt;br /&gt;
* In play testing so far, seeds will take an experienced runner about 30-45 minutes to finish.&lt;br /&gt;
&lt;br /&gt;
== How to Play ==&lt;br /&gt;
&lt;br /&gt;
To generate a seed:&lt;br /&gt;
&lt;br /&gt;
1) Download the current version of the [http://alttp.mymm1.com/w/images/b/b7/Lightspeed_v0.4.4-settings.json customizer settings file]&lt;br /&gt;
&lt;br /&gt;
2) Go to the [https://alttpr.com/en/customizer customizer on the alttpr.com website]&lt;br /&gt;
&lt;br /&gt;
4) Go to the &amp;quot;Save/Restore&amp;quot; tab&lt;br /&gt;
&lt;br /&gt;
5) Click &amp;quot;Load&amp;quot; and select the downloaded customizer settings file&lt;br /&gt;
&lt;br /&gt;
6) Go to the &amp;quot;Generate&amp;quot; tab&lt;br /&gt;
&lt;br /&gt;
7) (Optional) change &amp;quot;World State&amp;quot; to &amp;quot;Open&amp;quot; if you would like to play Open instead of Standard start&lt;br /&gt;
&lt;br /&gt;
8) (Optional) Change &amp;quot;Spoilers&amp;quot; to &amp;quot;Disabled&amp;quot; (currently left on &amp;quot;Enabled&amp;quot; for play testing purposes in case a logical bug is found)&lt;br /&gt;
&lt;br /&gt;
9) Click &amp;quot;Generate Race ROM&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This will create a permalink for you to download the patch from and distribute as normal.&lt;br /&gt;
&lt;br /&gt;
== Design Goals of the Mode ==&lt;br /&gt;
&lt;br /&gt;
This mode is currently in development. The design goals of the mode are:&lt;br /&gt;
&lt;br /&gt;
* A consistently fast game mode option&lt;br /&gt;
&lt;br /&gt;
* Accessible to new runners while still being meaningfully challenging to experienced runners&lt;br /&gt;
&lt;br /&gt;
* Not too much variance&lt;br /&gt;
&lt;br /&gt;
* Competitive&lt;br /&gt;
&lt;br /&gt;
* Presents meaningful routing choices (despite reduced variance)&lt;br /&gt;
&lt;br /&gt;
* Intuitive and easy to understand the settings of the mode, and how those settings will effect a run&lt;br /&gt;
&lt;br /&gt;
* Consistent with the theme: &amp;quot;Light World&amp;quot; (e.g. Standard start, Master Sword on Pedestal for Aga Tower access, all Light World dungeons, no Ganon boss at the end,  etc)&lt;br /&gt;
&lt;br /&gt;
Our options for fast game modes are currently limited, with many of them having a very high spread of expected finish times; unusually high variance attached to routing choices; and/or a focus on Overworld routing over Dungeon completion and execution. The goal was to design a consistently fast mode that was fun to play for experienced and new runners and which still provides a competitive experience.&lt;br /&gt;
&lt;br /&gt;
The game forces you to defeat all Pendant dungeons with at most the Fighter Sword, only giving you the Master Sword for your Aga Tower climb. This keeps the difficulty curve consistent compared to having more swords in the pool and creates a meaningful challenge for experienced runners while remaining accessible to new runners. Although it is possible to complete the mode without the Lamp, you must have a fire source to have completed Desert Palace and enter Aga Tower, so Dark Aga with no Fire Rod is never a possibility, also keeping the mode accessible. This sword placement and count is also necessary to force the completion of all Light World dungeons.&lt;br /&gt;
&lt;br /&gt;
A goal is to reduce the number of tweaks made in the customizer so that it is easy to explain and understand the mode. A runner or viewer should be able to intuitively understand what the game mode is and how the run is effected by these tweaks.&lt;br /&gt;
&lt;br /&gt;
The theming complements the other design goals and helps to keep the mode intuitive, but is not the highest design priority on its own.&lt;br /&gt;
&lt;br /&gt;
== Settings Details ==&lt;br /&gt;
&lt;br /&gt;
Most items are still placed randomly using the normal fill algorithm, making the experience mostly analogous to playing the game in other game modes.&lt;br /&gt;
&lt;br /&gt;
* All Light World dungeon bosses have a (shuffled) pendant prize&lt;br /&gt;
&lt;br /&gt;
* The Moon Pearl has been removed from the item pool and replaced with a single Rupee&lt;br /&gt;
&lt;br /&gt;
* The Cape has been removed from the item pool and replaced with a single Rupee (this is so you will never get Cape access to Aga Tower, even with Bunny sequence breaks)&lt;br /&gt;
&lt;br /&gt;
* The Pedestal has a Progressive Sword&lt;br /&gt;
&lt;br /&gt;
* There is only one other Progressive Sword randomly placed from the item pool. This along with the Cape being removed means that both available swords will be required to beat the seed and forces the completion of the pendant dungeons.&lt;br /&gt;
&lt;br /&gt;
* The Triforce is on the Pyramid Ledge (a future version may include ROM changes in a branch of the randomizer which automatically sends you to the Triforce Room after defeating Aga1)&lt;br /&gt;
&lt;br /&gt;
* Dark World dungeon items have been manually placed in their dungeons. This does not effect the mode at all - it is currently required to generate seeds with the customizer due to the jankiness of what we're doing here, otherwise the customizer will freak out.&lt;br /&gt;
&lt;br /&gt;
* Standard start (though play it in Open mode if you want - you can do this as normal by just changing the &amp;quot;World State&amp;quot; to &amp;quot;Open&amp;quot; on seed generation)&lt;br /&gt;
&lt;br /&gt;
* The goal currently says &amp;quot;Defeat Ganon 7/7&amp;quot;, however you cannot finish the game this way without the use of major glitches&lt;br /&gt;
&lt;br /&gt;
* There is currently a Triforce Piece counter on the HUD when you play the game (probably because of the Triforce placed on the Pyramid, but it would be nice to remove this from the HUD in a future version)&lt;/div&gt;</summary>
		<author><name>Qirn!1504</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Lightspeed&amp;diff=2981</id>
		<title>Lightspeed</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Lightspeed&amp;diff=2981"/>
		<updated>2020-05-04T21:20:38Z</updated>

		<summary type="html">&lt;p&gt;Qirn!1504: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;Lightspeed&amp;quot; mode, or &amp;quot;Light World Mode&amp;quot; is a set of customizer settings designed to create a consistently short yet competitive game mode. The mode requires you to beat all Light World dungeons, and the game is over once you defeat Agahnim 1 and grab the Triforce on the Pyramid Ledge.&lt;br /&gt;
&lt;br /&gt;
== What to Expect ==&lt;br /&gt;
&lt;br /&gt;
This is a &amp;quot;Standard&amp;quot; start with a random Uncle Weapon. All three Light World dungeons are pendants and are required to pull a Progressive Sword from the Pedestal, with no possible ways to sequence break this requirement using minor glitches. The only locations logically available are locations which are accessible without the Moon Pearl. There is one Progressive Sword on the Pedestal, and one other Progressive Sword randomly placed somewhere else logically available. The game is over when you defeat Aga1 and grab the Triforce on the Pyramid Ledge.&lt;br /&gt;
&lt;br /&gt;
Some consequences of the settings are:&lt;br /&gt;
&lt;br /&gt;
* Boots will more often be available in the Light World than what you would expect in a normal Open seed partially due to the key placement of Desert Palace, however boots will not be available every seed.&lt;br /&gt;
&lt;br /&gt;
* If you decide to go up Aga Tower without the Lamp, you will always at least have the Fire Rod because a fire source is forced for Desert Palace.&lt;br /&gt;
&lt;br /&gt;
* You will always be forced to go through Escape and the three Light World pendant dungeons with either no sword or a Fighter Sword at maximum, and you will always ascend Agahnim Tower with a Master Sword.&lt;br /&gt;
&lt;br /&gt;
* You may be required to navigate through the Dark World to reach locations which are considered logically accessible without the moon pearl, such as Checkerboard Cave, Desert Palace, Tower of Hera, and East Light World Death Mountain.&lt;br /&gt;
&lt;br /&gt;
* Sequence breaking with bunny glitches ([[Bunny#Minor_Glitches]]) is possible, for example to get into the Mire Shed, Superbunny Cave, or [[Dungeon Bunny Revival]] inside Ice Palace, however you will never find an item required by the playthrough, and you will absolutely never find an item which allows you to skip pulling the Master Sword Pedestal and defeating Aga1. It is possible that you may find helpful items with bunny glitches, such as a Progressive Bow or a Hammer, but because of the shortness of the mode and the fewer opportunities for high variance decisions, this kind of sequence breaking is highly unlikely to pay off.&lt;br /&gt;
&lt;br /&gt;
* The bias of the fill algorithm is exacerbated in this game mode due to having much fewer locations (69) which are ever logically fillable with required items, but still having 216 items to fill. If you find an item which unlocks relatively few locations, it is more likely than normal to lead to something logically required. [http://alttp.mymm1.com/wiki/File:LightspeedFillBiasMeme.jpg Kekw]&lt;br /&gt;
&lt;br /&gt;
* Don't forget to pull the pedestal before going to Aga Tower (lul)&lt;br /&gt;
&lt;br /&gt;
* In play testing so far, seeds will take an experienced runner about 30-45 minutes to finish.&lt;br /&gt;
&lt;br /&gt;
== How to Play ==&lt;br /&gt;
&lt;br /&gt;
To generate a seed:&lt;br /&gt;
&lt;br /&gt;
1) Download the current version of the [http://alttp.mymm1.com/w/images/b/b7/Lightspeed_v0.4.4-settings.json customizer settings file]&lt;br /&gt;
&lt;br /&gt;
2) Go to the [https://alttpr.com/en/customizer customizer on the alttpr.com website]&lt;br /&gt;
&lt;br /&gt;
4) Go to the &amp;quot;Save/Restore&amp;quot; tab&lt;br /&gt;
&lt;br /&gt;
5) Click &amp;quot;Load&amp;quot; and select the downloaded customizer settings file&lt;br /&gt;
&lt;br /&gt;
6) Go to the &amp;quot;Generate&amp;quot; tab&lt;br /&gt;
&lt;br /&gt;
7) (Optional) change &amp;quot;World State&amp;quot; to &amp;quot;Open&amp;quot; if you would like to play Open instead of Standard start&lt;br /&gt;
&lt;br /&gt;
8) (Optional) Change &amp;quot;Spoilers&amp;quot; to &amp;quot;Disabled&amp;quot; (currently left on &amp;quot;Enabled&amp;quot; for play testing purposes in case a logical bug is found)&lt;br /&gt;
&lt;br /&gt;
9) Click &amp;quot;Generate Race ROM&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This will create a permalink for you to download the patch from and distribute as normal.&lt;br /&gt;
&lt;br /&gt;
== Design Goals of the Mode ==&lt;br /&gt;
&lt;br /&gt;
This mode is currently in development. The design goals of the mode are:&lt;br /&gt;
&lt;br /&gt;
* A consistently fast game mode option&lt;br /&gt;
&lt;br /&gt;
* Accessible to new runners while still being meaningfully challenging to experienced runners&lt;br /&gt;
&lt;br /&gt;
* Not too much variance&lt;br /&gt;
&lt;br /&gt;
* Competitive&lt;br /&gt;
&lt;br /&gt;
* Presents meaningful routing choices (despite reduced variance)&lt;br /&gt;
&lt;br /&gt;
* Intuitive and easy to understand the settings of the mode, and how those settings will effect a run&lt;br /&gt;
&lt;br /&gt;
* Consistent with the theme: &amp;quot;Light World&amp;quot; (e.g. Standard start, Master Sword on Pedestal for Aga Tower access, all Light World dungeons, no Ganon boss at the end,  etc)&lt;br /&gt;
&lt;br /&gt;
Our options for fast game modes are currently limited, with many of them having a very high spread of expected finish times; unusually high variance attached to routing choices; and/or a focus on Overworld routing over Dungeon completion and execution. The goal was to design a consistently fast mode that was fun to play for experienced and new runners and which still provides a competitive experience.&lt;br /&gt;
&lt;br /&gt;
The game forces you to defeat all Pendant dungeons with at most the Fighter Sword, only giving you the Master Sword for your Aga Tower climb. This keeps the difficulty curve consistent compared to having more swords in the pool and creates a meaningful challenge for experienced runners while remaining accessible to new runners. Although it is possible to complete the mode without the Lamp, you must have a fire source to have completed Desert Palace and enter Aga Tower, so Dark Aga with no Fire Rod is never a possibility, also keeping the mode accessible. This sword placement and count is also necessary to force the completion of all Light World dungeons.&lt;br /&gt;
&lt;br /&gt;
A goal is to reduce the number of tweaks made in the customizer so that it is easy to explain and understand the mode. A runner or viewer should be able to intuitively understand what the game mode is and how the run is effected by these tweaks.&lt;br /&gt;
&lt;br /&gt;
The theming complements the other design goals and helps to keep the mode intuitive, but is not the highest design priority on its own.&lt;br /&gt;
&lt;br /&gt;
== Settings Details ==&lt;br /&gt;
&lt;br /&gt;
Most items are still placed randomly using the normal fill algorithm, making the experience mostly analogous to playing the game in other game modes.&lt;br /&gt;
&lt;br /&gt;
* All Light World dungeon bosses have a (shuffled) pendant prize&lt;br /&gt;
&lt;br /&gt;
* The Moon Pearl has been removed from the item pool and replaced with a single Rupee&lt;br /&gt;
&lt;br /&gt;
* The Cape has been remove from the item pool and replaced with a single Rupee (this is so you will never get Cape access to Aga Tower, even with Bunny sequence breaks)&lt;br /&gt;
&lt;br /&gt;
* The Pedestal has a Progressive Sword&lt;br /&gt;
&lt;br /&gt;
* There is only one other Progressive Sword randomly placed from the item pool. This along with the Cape being removed means that both available swords will be required to beat the seed and forces the completion of the pendant dungeons.&lt;br /&gt;
&lt;br /&gt;
* The Triforce is on the Pyramid Ledge (a future version may include ROM changes in a branch of the randomizer which automatically sends you to the Triforce Room after defeating Aga1)&lt;br /&gt;
&lt;br /&gt;
* Dark World dungeon items have been manually placed in their dungeons. This does not effect the mode at all - it is currently required to generate seeds with the customizer due to the jankiness of what we're doing here, otherwise the customizer will freak out.&lt;br /&gt;
&lt;br /&gt;
* Standard start (though play it in Open mode if you want - you can do this as normal by just changing the &amp;quot;World State&amp;quot; to &amp;quot;Open&amp;quot; on seed generation)&lt;br /&gt;
&lt;br /&gt;
* The goal currently says &amp;quot;Defeat Ganon 7/7&amp;quot;, however you cannot finish the game this way without the use of major glitches&lt;br /&gt;
&lt;br /&gt;
* There is currently a Triforce Piece counter on the HUD when you play the game (probably because of the Triforce placed on the Pyramid, but it would be nice to remove this from the HUD in a future version)&lt;/div&gt;</summary>
		<author><name>Qirn!1504</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Lightspeed&amp;diff=2980</id>
		<title>Lightspeed</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Lightspeed&amp;diff=2980"/>
		<updated>2020-05-04T20:58:07Z</updated>

		<summary type="html">&lt;p&gt;Qirn!1504: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;Lightspeed&amp;quot; mode, or &amp;quot;Light World Mode&amp;quot; is a set of customizer settings designed to create a consistently short yet competitive game mode. The mode requires you to beat all Light World dungeons, and the game is over once you defeat Agahnim 1 and grab the Triforce on the Pyramid Ledge.&lt;br /&gt;
&lt;br /&gt;
== What to Expect ==&lt;br /&gt;
&lt;br /&gt;
This is a &amp;quot;Standard&amp;quot; start with a random Uncle Weapon. All three Light World dungeons are pendants and are required to pull a Progressive Sword from the Pedestal, with no possible ways to sequence break this requirement using minor glitches. The only locations logically available are locations which are accessible without the Moon Pearl. There is one Progressive Sword on the Pedestal, and one other Progressive Sword randomly placed somewhere else logically available. The game is over when you defeat Aga1 and grab the Triforce on the Pyramid Ledge.&lt;br /&gt;
&lt;br /&gt;
Some consequences of the settings are:&lt;br /&gt;
&lt;br /&gt;
* Boots will more often be available in the Light World than what you would expect in a normal Open seed partially due to the key placement of Desert Palace, however boots will not be available every seed.&lt;br /&gt;
&lt;br /&gt;
* If you decide to go up Aga Tower without the Lamp, you will always at least have the Fire Rod because a fire source is forced for Desert Palace.&lt;br /&gt;
&lt;br /&gt;
* You will always be forced to go through Escape and the three Light World pendant dungeons with either no sword or a Fighter Sword at maximum, and you will always ascend Agahnim Tower with a Master Sword.&lt;br /&gt;
&lt;br /&gt;
* You may be required to navigate through the Dark World to reach locations which are considered logically accessible without the moon pearl, such as Checkerboard Cave, Desert Palace, Tower of Hera, and East Light World Death Mountain.&lt;br /&gt;
&lt;br /&gt;
* Sequence breaking with bunny glitches ([[Bunny#Minor_Glitches]]) is possible, for example to get into the Mire Shed, Superbunny Cave, or [[Dungeon Bunny Revival]] inside Ice Palace, however you will never find an item required by the playthrough, and you will absolutely never find an item which allows you to skip pulling the Master Sword Pedestal and defeating Aga1. It is possible that you may find helpful items with bunny glitches, such as a Progressive Bow or a Hammer, but because of the shortness of the mode and the fewer opportunities for high variance decisions, this kind of sequence breaking is highly unlikely to pay off.&lt;br /&gt;
&lt;br /&gt;
* The bias of the fill algorithm is exacerbated in this game mode due to having much fewer locations (69) which are ever logically fillable with required items, but still having 216 items to fill. If you find an item which unlocks relatively few locations, it is more likely than normal to lead to something logically required. [http://alttp.mymm1.com/wiki/File:LightspeedFillBiasMeme.jpg Kekw]&lt;br /&gt;
&lt;br /&gt;
* Don't forget to pull the pedestal before going to Aga Tower (lul)&lt;br /&gt;
&lt;br /&gt;
* In play testing so far, seeds will take an experienced runner about 30-45 minutes to finish.&lt;br /&gt;
&lt;br /&gt;
== How to Play ==&lt;br /&gt;
&lt;br /&gt;
To generate a seed:&lt;br /&gt;
&lt;br /&gt;
1) Download the current version of the [http://alttp.mymm1.com/w/images/b/b7/Lightspeed_v0.4.4-settings.json customizer settings file]&lt;br /&gt;
&lt;br /&gt;
2) Go to the [https://alttpr.com/en/customizer customizer on the alttpr.com website]&lt;br /&gt;
&lt;br /&gt;
4) Go to the &amp;quot;Save/Restore&amp;quot; tab&lt;br /&gt;
&lt;br /&gt;
5) Click &amp;quot;Load&amp;quot; and select the downloaded customizer settings file&lt;br /&gt;
&lt;br /&gt;
6) Go to the &amp;quot;Generate&amp;quot; tab&lt;br /&gt;
&lt;br /&gt;
7) (Optional) change &amp;quot;World State&amp;quot; to &amp;quot;Open&amp;quot; if you would like to play Open instead of Standard start&lt;br /&gt;
&lt;br /&gt;
8) (Optional) Change &amp;quot;Spoilers&amp;quot; to &amp;quot;Disabled&amp;quot; (currently left on &amp;quot;Enabled&amp;quot; for play testing purposes in case a logical bug is found)&lt;br /&gt;
&lt;br /&gt;
9) Click &amp;quot;Generate Race ROM&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This will create a permalink for you to download the patch from and distribute as normal.&lt;br /&gt;
&lt;br /&gt;
== Design Goals of the Mode ==&lt;br /&gt;
&lt;br /&gt;
This mode is currently in development. The design goals of the mode are:&lt;br /&gt;
&lt;br /&gt;
* A consistently fast game mode option&lt;br /&gt;
&lt;br /&gt;
* Accessible to new runners while still being meaningfully challenging to experienced runners&lt;br /&gt;
&lt;br /&gt;
* Not too much variance&lt;br /&gt;
&lt;br /&gt;
* Competitive&lt;br /&gt;
&lt;br /&gt;
* Presents meaningful routing choices (despite reduced variance)&lt;br /&gt;
&lt;br /&gt;
* Intuitive and easy to understand the settings of the mode, and how those settings will effect a run&lt;br /&gt;
&lt;br /&gt;
* Consistent with the theme: &amp;quot;Light World&amp;quot; (e.g. Standard start, Master Sword on Pedestal for Aga Tower access, all Light World dungeons, no Ganon boss at the end,  etc)&lt;br /&gt;
&lt;br /&gt;
Our options for fast game modes are currently limited, with many of them having a very high spread of expected finish times; unusually high variance attached to routing choices; and/or a focus on Overworld routing over Dungeon completion and execution. The goal was to design a consistently fast mode that was fun to play for experienced and new runners and which still provides a competitive experience.&lt;br /&gt;
&lt;br /&gt;
The game forces you to defeat all Pendant dungeons with at most the Fighter Sword, only giving you the Master Sword for your Aga Tower climb. This keeps the difficulty curve consistent compared to having more swords in the pool and creates a meaningful challenge for experienced runners while remaining accessible to new runners. Although it is possible to complete the mode without the Lamp, you must have a fire source to have completed Desert Palace and enter Aga Tower, so Dark Aga with no Fire Rod is never a possibility, also keeping the mode accessible. This sword placement and count is also necessary to force the completion of all Light World dungeons.&lt;br /&gt;
&lt;br /&gt;
A goal is to reduce the number of tweaks made in the customizer so that it is easy to explain and understand the mode. A runner or viewer should be able to intuitively understand what the game mode is and how the run is effected by these tweaks.&lt;br /&gt;
&lt;br /&gt;
The theming complements the other design goals and helps to keep the mode intuitive, but is not the highest design priority on its own.&lt;br /&gt;
&lt;br /&gt;
== Settings Details ==&lt;br /&gt;
&lt;br /&gt;
Most items are still placed randomly using the normal fill algorithm, making the experience mostly analogous to playing the game in other game modes.&lt;br /&gt;
&lt;br /&gt;
* All Light World dungeon bosses have a (shuffled) pendant prize&lt;br /&gt;
&lt;br /&gt;
* The Moon Pearl has been removed from the item pool&lt;br /&gt;
&lt;br /&gt;
* The Cape has been remove from the item pool (this is so you will never get Cape access to Aga Tower, even with Bunny sequence breaks)&lt;br /&gt;
&lt;br /&gt;
* The Pedestal has a Progressive Sword&lt;br /&gt;
&lt;br /&gt;
* There is only one other Progressive Sword randomly placed from the item pool. This along with the Cape being removed means that both available swords will be required to beat the seed and forces the completion of the pendant dungeons.&lt;br /&gt;
&lt;br /&gt;
* The Triforce is on the Pyramid Ledge (a future version may include ROM changes in a branch of the randomizer which automatically sends you to the Triforce Room after defeating Aga1)&lt;br /&gt;
&lt;br /&gt;
* Dark World dungeon items have been manually placed in their dungeons. This does not effect the mode at all - it is currently required to generate seeds with the customizer due to the jankiness of what we're doing here, otherwise the customizer will freak out.&lt;br /&gt;
&lt;br /&gt;
* Standard start (though play it in Open mode if you want - you can do this as normal by just changing the &amp;quot;World State&amp;quot; to &amp;quot;Open&amp;quot; on seed generation)&lt;br /&gt;
&lt;br /&gt;
* The goal currently says &amp;quot;Defeat Ganon 7/7&amp;quot;, however you cannot finish the game this way without the use of major glitches&lt;br /&gt;
&lt;br /&gt;
* There is currently a Triforce Piece counter on the HUD when you play the game (probably because of the Triforce placed on the Pyramid, but it would be nice to remove this from the HUD in a future version)&lt;/div&gt;</summary>
		<author><name>Qirn!1504</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Lightspeed&amp;diff=2979</id>
		<title>Lightspeed</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Lightspeed&amp;diff=2979"/>
		<updated>2020-05-04T20:44:55Z</updated>

		<summary type="html">&lt;p&gt;Qirn!1504: /* How to Play */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;Lightspeed&amp;quot; mode, or &amp;quot;Light World Mode&amp;quot; is a set of customizer settings designed to create a consistently short yet competitive game mode. The mode requires you to beat all Light World dungeons, and the game is over once you defeat Agahnim 1 and grab the Triforce on the Pyramid Ledge.&lt;br /&gt;
&lt;br /&gt;
== What to Expect ==&lt;br /&gt;
&lt;br /&gt;
This is a &amp;quot;Standard&amp;quot; start with a random Uncle Weapon. All three Light World dungeons are pendants and are required to pull a Progressive Sword from the Pedestal, with no possible ways to sequence break this requirement using minor glitches. The only locations logically available are locations which are accessible without the Moon Pearl. There is one Progressive Sword on the Pedestal, and one other Progressive Sword randomly placed somewhere else logically available. The game is over when you defeat Aga1 and grab the Triforce on the Pyramid Ledge.&lt;br /&gt;
&lt;br /&gt;
Some consequences of the settings are:&lt;br /&gt;
&lt;br /&gt;
* Boots will more often be available in the Light World than what you would expect in a normal Open seed partially due to the key placement of Desert Palace, however boots will not be available every seed.&lt;br /&gt;
&lt;br /&gt;
* If you decide to go up Aga Tower without the Lamp, you will always at least have the Fire Rod because a fire source is forced for Desert Palace.&lt;br /&gt;
&lt;br /&gt;
* You will always be forced to go through Escape and the three Light World pendant dungeons with either no sword or a Fighter Sword at maximum, and you will always ascend Agahnim Tower with a Master Sword.&lt;br /&gt;
&lt;br /&gt;
* You may be required to navigate through the Dark World to reach locations which are considered logically accessible without the moon pearl, such as Checkerboard Cave, Desert Palace, Tower of Hera, and East Light World Death Mountain.&lt;br /&gt;
&lt;br /&gt;
* Sequence breaking with bunny glitches ([[Bunny#Minor_Glitches]]) is possible, for example to get into the Mire Shed, Superbunny Cave, or [[Dungeon Bunny Revival]] inside Ice Palace, however you will never find an item required by the playthrough, and you will absolutely never find an item which allows you to skip pulling the Master Sword Pedestal and defeating Aga1. It is possible that you may find helpful items with bunny glitches, such as a Progressive Bow or a Hammer, but because of the shortness of the mode and the fewer opportunities for high variance decisions, this kind of sequence breaking is highly unlikely to pay off.&lt;br /&gt;
&lt;br /&gt;
* The bias of the fill algorithm is exacerbated in this game mode due to having much fewer locations (69) which are ever logically fillable with required items, but still having 216 items to fill. If you find an item which unlocks relatively few locations, it is more likely than normal to lead to something logically required. [http://alttp.mymm1.com/wiki/File:LightspeedFillBiasMeme.jpg Kekw]&lt;br /&gt;
&lt;br /&gt;
* Don't forget to pull the pedestal before going to Aga Tower (lul)&lt;br /&gt;
&lt;br /&gt;
* In play testing so far, seeds will take an experienced runner about 30-45 minutes to finish.&lt;br /&gt;
&lt;br /&gt;
== How to Play ==&lt;br /&gt;
&lt;br /&gt;
To generate a seed:&lt;br /&gt;
&lt;br /&gt;
1) Download the current version of the [http://alttp.mymm1.com/w/images/b/b7/Lightspeed_v0.4.4-settings.json customizer settings file]&lt;br /&gt;
&lt;br /&gt;
2) Go to the [https://alttpr.com/en/customizer customizer on the alttpr.com website]&lt;br /&gt;
&lt;br /&gt;
4) Go to the &amp;quot;Save/Restore&amp;quot; tab&lt;br /&gt;
&lt;br /&gt;
5) Click &amp;quot;Load&amp;quot; and select the downloaded customizer settings file&lt;br /&gt;
&lt;br /&gt;
6) Go to the &amp;quot;Generate&amp;quot; tab&lt;br /&gt;
&lt;br /&gt;
7) (Optional) change &amp;quot;World State&amp;quot; to &amp;quot;Open&amp;quot; if you would like to play Open instead of Standard start&lt;br /&gt;
&lt;br /&gt;
8) (Optional) Change &amp;quot;Spoilers&amp;quot; to &amp;quot;Disabled&amp;quot; (currently left on &amp;quot;Enabled&amp;quot; for play testing purposes in case a logical bug is found)&lt;br /&gt;
&lt;br /&gt;
9) Click &amp;quot;Generate Race ROM&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This will create a permalink for you to download the patch from and distribute as normal.&lt;br /&gt;
&lt;br /&gt;
== Design Goals of the Mode ==&lt;br /&gt;
&lt;br /&gt;
This mode is currently in development. The design goals of the mode are:&lt;br /&gt;
&lt;br /&gt;
* A consistently fast game mode option&lt;br /&gt;
&lt;br /&gt;
* Accessible to new runners while still being meaningfully challenging to experienced runners&lt;br /&gt;
&lt;br /&gt;
* Not too much variance&lt;br /&gt;
&lt;br /&gt;
* Competitive&lt;br /&gt;
&lt;br /&gt;
* Presents meaningful routing choices (despite reduced variance)&lt;br /&gt;
&lt;br /&gt;
* Intuitive and easy to understand the settings of the mode, and how those settings will effect a run&lt;br /&gt;
&lt;br /&gt;
* Consistent with the theme: &amp;quot;Light World&amp;quot; (e.g. Standard start, Master Sword on Pedestal for Aga Tower access, all Light World dungeons, no Ganon boss at the end,  etc)&lt;br /&gt;
&lt;br /&gt;
Our options for fast game modes are currently limited, with many of them having a very high spread of expected finish times; unusually high variance attached to routing choices; and/or a focus on Overworld routing over Dungeon completion and execution. The goal was to design a consistently fast mode that was fun to play for experienced and new runners and which still provides a competitive experience.&lt;br /&gt;
&lt;br /&gt;
The game forces you to defeat all Pendant dungeons with at most the Fighter Sword, only giving you the Master Sword for your Aga Tower climb. This keeps the difficulty curve consistent compared to having more swords in the pool and creates a meaningful challenge for experienced runners while remaining accessible to new runners. Although it is possible to complete the mode without the Lamp, you must have a fire source to have completed Desert Palace and enter Aga Tower, so Dark Aga with no Fire Rod is never a possibility, also keeping the mode accessible. This sword placement and count is also necessary to force the completion of all Light World dungeons.&lt;br /&gt;
&lt;br /&gt;
A goal is to reduce the number of tweaks made in the customizer so that it is easy to explain and understand the mode. A runner or viewer should be able to intuitively understand what the game mode is and how the run is effected by these tweaks.&lt;br /&gt;
&lt;br /&gt;
The theming complements the other design goals and helps to keep the mode intuitive, but is not the highest design priority on its own.&lt;br /&gt;
&lt;br /&gt;
== Settings Details ==&lt;br /&gt;
&lt;br /&gt;
Most items are still placed randomly using the normal fill algorithm, making the experience mostly analogous to playing the game in other game modes.&lt;br /&gt;
&lt;br /&gt;
* All Light World dungeon bosses have a (shuffled) pendant prize&lt;br /&gt;
&lt;br /&gt;
* The Moon Pearl has been removed from the item pool&lt;br /&gt;
&lt;br /&gt;
* The Cape has been remove from the item pool (this is so you will never get Cape access to Aga Tower, even with Bunny sequence breaks)&lt;br /&gt;
&lt;br /&gt;
* The Pedestal has a Progressive Sword&lt;br /&gt;
&lt;br /&gt;
* There is only one other Progressive Sword randomly placed from the item pool. This along with the Cape being removed means that both available swords will be required to beat the seed and forces the completion of the pendant dungeons.&lt;br /&gt;
&lt;br /&gt;
* The Triforce is on the Pyramid Ledge (a future version may include ROM changes in a branch of the randomizer which automatically sends you to the Triforce Room after defeating Aga1)&lt;br /&gt;
&lt;br /&gt;
* Dark World dungeon items have been manually placed in their dungeons. This does not effect the mode at all - it is currently required to generate seeds with the customizer due to the jankiness of what we're doing here, otherwise the customizer will freak out.&lt;br /&gt;
&lt;br /&gt;
* Standard start (though play it in Open mode if you want - you can do this as normal by just changing the &amp;quot;World State&amp;quot; to &amp;quot;Open&amp;quot; on seed generation)&lt;br /&gt;
&lt;br /&gt;
* The goal currently says &amp;quot;Defeat Ganon 7/7&amp;quot;, however you cannot finish the game this way without the use of major glitches&lt;br /&gt;
&lt;br /&gt;
* There is currently a Triforce Piece counter on the HUD when you play the game (probably because of the Triforce placed on the Pyramid, but it would be nice to remove this from the HUD in a future version)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Nice ==&lt;br /&gt;
&lt;br /&gt;
When the fill algorithm is filling the required items it has only 69 places that it can logically consider... nice. Because there are only 69 logically available locations and 216 items to fill, this increases the fill bias. But guess what... 216/69 is an approximation of Pi. Illuminati confirmed.&lt;/div&gt;</summary>
		<author><name>Qirn!1504</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Lightspeed&amp;diff=2978</id>
		<title>Lightspeed</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Lightspeed&amp;diff=2978"/>
		<updated>2020-05-04T20:22:15Z</updated>

		<summary type="html">&lt;p&gt;Qirn!1504: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;Lightspeed&amp;quot; mode, or &amp;quot;Light World Mode&amp;quot; is a set of customizer settings designed to create a consistently short yet competitive game mode. The mode requires you to beat all Light World dungeons, and the game is over once you defeat Agahnim 1 and grab the Triforce on the Pyramid Ledge.&lt;br /&gt;
&lt;br /&gt;
== What to Expect ==&lt;br /&gt;
&lt;br /&gt;
This is a &amp;quot;Standard&amp;quot; start with a random Uncle Weapon. All three Light World dungeons are pendants and are required to pull a Progressive Sword from the Pedestal, with no possible ways to sequence break this requirement using minor glitches. The only locations logically available are locations which are accessible without the Moon Pearl. There is one Progressive Sword on the Pedestal, and one other Progressive Sword randomly placed somewhere else logically available. The game is over when you defeat Aga1 and grab the Triforce on the Pyramid Ledge.&lt;br /&gt;
&lt;br /&gt;
Some consequences of the settings are:&lt;br /&gt;
&lt;br /&gt;
* Boots will more often be available in the Light World than what you would expect in a normal Open seed partially due to the key placement of Desert Palace, however boots will not be available every seed.&lt;br /&gt;
&lt;br /&gt;
* If you decide to go up Aga Tower without the Lamp, you will always at least have the Fire Rod because a fire source is forced for Desert Palace.&lt;br /&gt;
&lt;br /&gt;
* You will always be forced to go through Escape and the three Light World pendant dungeons with either no sword or a Fighter Sword at maximum, and you will always ascend Agahnim Tower with a Master Sword.&lt;br /&gt;
&lt;br /&gt;
* You may be required to navigate through the Dark World to reach locations which are considered logically accessible without the moon pearl, such as Checkerboard Cave, Desert Palace, Tower of Hera, and East Light World Death Mountain.&lt;br /&gt;
&lt;br /&gt;
* Sequence breaking with bunny glitches ([[Bunny#Minor_Glitches]]) is possible, for example to get into the Mire Shed, Superbunny Cave, or [[Dungeon Bunny Revival]] inside Ice Palace, however you will never find an item required by the playthrough, and you will absolutely never find an item which allows you to skip pulling the Master Sword Pedestal and defeating Aga1. It is possible that you may find helpful items with bunny glitches, such as a Progressive Bow or a Hammer, but because of the shortness of the mode and the fewer opportunities for high variance decisions, this kind of sequence breaking is highly unlikely to pay off.&lt;br /&gt;
&lt;br /&gt;
* The bias of the fill algorithm is exacerbated in this game mode due to having much fewer locations (69) which are ever logically fillable with required items, but still having 216 items to fill. If you find an item which unlocks relatively few locations, it is more likely than normal to lead to something logically required. [http://alttp.mymm1.com/wiki/File:LightspeedFillBiasMeme.jpg Kekw]&lt;br /&gt;
&lt;br /&gt;
* Don't forget to pull the pedestal before going to Aga Tower (lul)&lt;br /&gt;
&lt;br /&gt;
* In play testing so far, seeds will take an experienced runner about 30-45 minutes to finish.&lt;br /&gt;
&lt;br /&gt;
== How to Play ==&lt;br /&gt;
&lt;br /&gt;
To generate a seed:&lt;br /&gt;
&lt;br /&gt;
1) Download the current version of the [http://alttp.mymm1.com/w/images/b/b7/Lightspeed_v0.4.4-settings.json customizer settings file]&lt;br /&gt;
&lt;br /&gt;
2) Go to the [https://alttpr.com/en/customizer customizer on the alttpr.com website]&lt;br /&gt;
&lt;br /&gt;
4) Go to the &amp;quot;Save/Restore&amp;quot; tab&lt;br /&gt;
&lt;br /&gt;
5) Click &amp;quot;Load&amp;quot; and select the downloaded customizer settings file&lt;br /&gt;
&lt;br /&gt;
6) Go to the &amp;quot;Generate&amp;quot; tab&lt;br /&gt;
&lt;br /&gt;
7) (Optional) Change &amp;quot;Spoilers&amp;quot; to &amp;quot;Disabled&amp;quot; (currently left on &amp;quot;Enabled&amp;quot; for play testing purposes in case a logical bug is found)&lt;br /&gt;
&lt;br /&gt;
8) Click &amp;quot;Generate Race ROM&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This will create a permalink for you to download the patch from and distribute as normal.&lt;br /&gt;
&lt;br /&gt;
== Design Goals of the Mode ==&lt;br /&gt;
&lt;br /&gt;
This mode is currently in development. The design goals of the mode are:&lt;br /&gt;
&lt;br /&gt;
* A consistently fast game mode option&lt;br /&gt;
&lt;br /&gt;
* Accessible to new runners while still being meaningfully challenging to experienced runners&lt;br /&gt;
&lt;br /&gt;
* Not too much variance&lt;br /&gt;
&lt;br /&gt;
* Competitive&lt;br /&gt;
&lt;br /&gt;
* Presents meaningful routing choices (despite reduced variance)&lt;br /&gt;
&lt;br /&gt;
* Intuitive and easy to understand the settings of the mode, and how those settings will effect a run&lt;br /&gt;
&lt;br /&gt;
* Consistent with the theme: &amp;quot;Light World&amp;quot; (e.g. Standard start, Master Sword on Pedestal for Aga Tower access, all Light World dungeons, no Ganon boss at the end,  etc)&lt;br /&gt;
&lt;br /&gt;
Our options for fast game modes are currently limited, with many of them having a very high spread of expected finish times; unusually high variance attached to routing choices; and/or a focus on Overworld routing over Dungeon completion and execution. The goal was to design a consistently fast mode that was fun to play for experienced and new runners and which still provides a competitive experience.&lt;br /&gt;
&lt;br /&gt;
The game forces you to defeat all Pendant dungeons with at most the Fighter Sword, only giving you the Master Sword for your Aga Tower climb. This keeps the difficulty curve consistent compared to having more swords in the pool and creates a meaningful challenge for experienced runners while remaining accessible to new runners. Although it is possible to complete the mode without the Lamp, you must have a fire source to have completed Desert Palace and enter Aga Tower, so Dark Aga with no Fire Rod is never a possibility, also keeping the mode accessible. This sword placement and count is also necessary to force the completion of all Light World dungeons.&lt;br /&gt;
&lt;br /&gt;
A goal is to reduce the number of tweaks made in the customizer so that it is easy to explain and understand the mode. A runner or viewer should be able to intuitively understand what the game mode is and how the run is effected by these tweaks.&lt;br /&gt;
&lt;br /&gt;
The theming complements the other design goals and helps to keep the mode intuitive, but is not the highest design priority on its own.&lt;br /&gt;
&lt;br /&gt;
== Settings Details ==&lt;br /&gt;
&lt;br /&gt;
Most items are still placed randomly using the normal fill algorithm, making the experience mostly analogous to playing the game in other game modes.&lt;br /&gt;
&lt;br /&gt;
* All Light World dungeon bosses have a (shuffled) pendant prize&lt;br /&gt;
&lt;br /&gt;
* The Moon Pearl has been removed from the item pool&lt;br /&gt;
&lt;br /&gt;
* The Cape has been remove from the item pool (this is so you will never get Cape access to Aga Tower, even with Bunny sequence breaks)&lt;br /&gt;
&lt;br /&gt;
* The Pedestal has a Progressive Sword&lt;br /&gt;
&lt;br /&gt;
* There is only one other Progressive Sword randomly placed from the item pool. This along with the Cape being removed means that both available swords will be required to beat the seed and forces the completion of the pendant dungeons.&lt;br /&gt;
&lt;br /&gt;
* The Triforce is on the Pyramid Ledge (a future version may include ROM changes in a branch of the randomizer which automatically sends you to the Triforce Room after defeating Aga1)&lt;br /&gt;
&lt;br /&gt;
* Dark World dungeon items have been manually placed in their dungeons. This does not effect the mode at all - it is currently required to generate seeds with the customizer due to the jankiness of what we're doing here, otherwise the customizer will freak out.&lt;br /&gt;
&lt;br /&gt;
* Standard start (though play it in Open mode if you want - you can do this as normal by just changing the &amp;quot;World State&amp;quot; to &amp;quot;Open&amp;quot; on seed generation)&lt;br /&gt;
&lt;br /&gt;
* The goal currently says &amp;quot;Defeat Ganon 7/7&amp;quot;, however you cannot finish the game this way without the use of major glitches&lt;br /&gt;
&lt;br /&gt;
* There is currently a Triforce Piece counter on the HUD when you play the game (probably because of the Triforce placed on the Pyramid, but it would be nice to remove this from the HUD in a future version)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Nice ==&lt;br /&gt;
&lt;br /&gt;
When the fill algorithm is filling the required items it has only 69 places that it can logically consider... nice. Because there are only 69 logically available locations and 216 items to fill, this increases the fill bias. But guess what... 216/69 is an approximation of Pi. Illuminati confirmed.&lt;/div&gt;</summary>
		<author><name>Qirn!1504</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Lightspeed&amp;diff=2977</id>
		<title>Lightspeed</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Lightspeed&amp;diff=2977"/>
		<updated>2020-05-04T20:13:40Z</updated>

		<summary type="html">&lt;p&gt;Qirn!1504: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;Lightspeed&amp;quot; mode, or &amp;quot;Light World Mode&amp;quot; is a set of customizer settings designed to create a consistently short yet competitive game mode. The mode requires you to beat all Light World dungeons, and the game is over once you defeat Agahnim 1 and grab the Triforce on the Pyramid Ledge.&lt;br /&gt;
&lt;br /&gt;
== What to Expect ==&lt;br /&gt;
&lt;br /&gt;
This is a &amp;quot;Standard&amp;quot; start with a random Uncle Weapon. All three Light World dungeons are pendants and are required to pull a Progressive Sword from the Pedestal, with no possible ways to sequence break this requirement using minor glitches. The only locations logically available are locations which are accessible without the Moon Pearl. There is one Progressive Sword on the Pedestal, and one other Progressive Sword randomly placed somewhere else logically available. The game is over when you defeat Aga1 and grab the Triforce on the Pyramid Ledge.&lt;br /&gt;
&lt;br /&gt;
Some consequences of the settings are:&lt;br /&gt;
&lt;br /&gt;
* Boots will more often be available in the Light World than what you would expect in a normal Open seed partially due to the key placement of Desert Palace, however boots will not be available every seed.&lt;br /&gt;
&lt;br /&gt;
* If you decide to go up Aga Tower without the Lamp, you will always at least have the Fire Rod because a fire source is forced for Desert Palace.&lt;br /&gt;
&lt;br /&gt;
* You will always be forced to go through Escape and the three Light World pendant dungeons with either no sword or a Fighter Sword at maximum, and you will always ascend Agahnim Tower with a Master Sword.&lt;br /&gt;
&lt;br /&gt;
* You may be required to navigate through the Dark World to reach locations which are considered logically accessible without the moon pearl, such as Checkerboard Cave, Desert Palace, Tower of Hera, and East Light World Death Mountain.&lt;br /&gt;
&lt;br /&gt;
* Sequence breaking with bunny glitches ([[Bunny#Minor_Glitches]]) is possible, for example to get into the Mire Shed, Superbunny Cave, or [[Dungeon Bunny Revival]] inside Ice Palace, however you will never find an item required by the playthrough, and you will absolutely never find an item which allows you to skip pulling the Master Sword Pedestal and defeating Aga1. It is possible that you may find helpful items with bunny glitches, such as a Progressive Bow or a Hammer, but because of the shortness of the mode and the fewer opportunities for high variance decisions, this kind of sequence breaking is highly unlikely to pay off.&lt;br /&gt;
&lt;br /&gt;
* The bias of the fill algorithm is exacerbated in this game mode due to having much fewer locations (69) which are ever logically fillable with required items, but still having 216 items to fill. If you find an item which unlocks relatively few locations, it is more likely than normal to lead to something logically required. [http://alttp.mymm1.com/wiki/File:LightspeedFillBiasMeme.jpg Kekw]&lt;br /&gt;
&lt;br /&gt;
* Don't forget to pull the pedestal before going to Aga Tower (lul)&lt;br /&gt;
&lt;br /&gt;
* In play testing so far, seeds will take an experienced runner about 30-45 minutes to finish.&lt;br /&gt;
&lt;br /&gt;
== How to Play ==&lt;br /&gt;
&lt;br /&gt;
To generate a seed:&lt;br /&gt;
&lt;br /&gt;
1) Download the current version of the [http://alttp.mymm1.com/w/images/b/b7/Lightspeed_v0.4.4-settings.json customizer settings file]&lt;br /&gt;
&lt;br /&gt;
2) Go to the [https://alttpr.com/en/customizer customizer on the alttpr.com website]&lt;br /&gt;
&lt;br /&gt;
4) Go to the &amp;quot;Save/Restore&amp;quot; tab&lt;br /&gt;
&lt;br /&gt;
5) Click &amp;quot;Load&amp;quot; and select the downloaded customizer settings file&lt;br /&gt;
&lt;br /&gt;
6) Go to the &amp;quot;Generate&amp;quot; tab&lt;br /&gt;
&lt;br /&gt;
7) (Optional) Change &amp;quot;Spoilers&amp;quot; to &amp;quot;Disabled&amp;quot; (currently left on &amp;quot;Enabled&amp;quot; for play testing purposes in case a logical bug is found)&lt;br /&gt;
&lt;br /&gt;
8) Click &amp;quot;Generate Race ROM&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This will create a permalink for you to download the patch from and distribute as normal.&lt;br /&gt;
&lt;br /&gt;
== Design Goals of the Mode ==&lt;br /&gt;
&lt;br /&gt;
This mode is currently in development. The design goals of the mode are:&lt;br /&gt;
&lt;br /&gt;
* A consistently fast game mode option&lt;br /&gt;
&lt;br /&gt;
* Accessible to new runners while still being meaningfully challenging to experienced runners&lt;br /&gt;
&lt;br /&gt;
* Not too much variance&lt;br /&gt;
&lt;br /&gt;
* Competitive&lt;br /&gt;
&lt;br /&gt;
* Presents meaningful routing choices (despite reduced variance)&lt;br /&gt;
&lt;br /&gt;
* Intuitive and easy to understand the settings of the mode, and how those settings will effect a run&lt;br /&gt;
&lt;br /&gt;
* Consistent with the theme: &amp;quot;Light World&amp;quot; (e.g. Standard start, Master Sword on Pedestal for Aga Tower access, all Light World dungeons, no Ganon boss at the end,  etc)&lt;br /&gt;
&lt;br /&gt;
Our options for fast game modes are currently limited, with many of them having a very high spread of expected finish times; unusually high variance attached to routing choices; and/or a focus on Overworld routing over Dungeon completion and execution. The goal was to design a consistently fast mode that was fun to play for experienced and new runners and which still provides a competitive experience.&lt;br /&gt;
&lt;br /&gt;
The game forces you to defeat all Pendant dungeons with at most the Fighter Sword, only giving you the Master Sword for your Aga Tower climb. This keeps the difficulty curve consistent compared to having more swords in the pool and creates a meaningful challenge for experienced runners while remaining accessible to new runners. Although it is possible to complete the mode without the Lamp, you must have a fire source to have completed Desert Palace and enter Aga Tower, so Dark Aga with no Fire Rod is never a possibility, also keeping the mode accessible. This sword placement and count is also necessary to force the completion of all Light World dungeons.&lt;br /&gt;
&lt;br /&gt;
A goal is to reduce the number of tweaks made in the customizer so that it is easy to explain and understand the mode. A runner or viewer should be able to intuitively understand what the game mode is and how the run is effected by these tweaks.&lt;br /&gt;
&lt;br /&gt;
The theming complements the other design goals and helps to keep the mode intuitive, but is not the highest design priority on its own.&lt;br /&gt;
&lt;br /&gt;
== Settings Details ==&lt;br /&gt;
&lt;br /&gt;
Most items are still placed randomly using the normal fill algorithm, making the experience mostly analogous to playing the game in other game modes.&lt;br /&gt;
&lt;br /&gt;
* All Light World dungeon bosses have a (shuffled) pendant prize&lt;br /&gt;
&lt;br /&gt;
* The Moon Pearl has been removed from the item pool&lt;br /&gt;
&lt;br /&gt;
* The Cape has been remove from the item pool (this is so you will never get Cape access to Aga Tower, even with Bunny sequence breaks)&lt;br /&gt;
&lt;br /&gt;
* The Pedestal has a Progressive Sword&lt;br /&gt;
&lt;br /&gt;
* There is only one other Progressive Sword randomly placed from the item pool. This along with the Cape being removed means that both available swords will be required to beat the seed and forces the completion of the pendant dungeons.&lt;br /&gt;
&lt;br /&gt;
* The Triforce is on the Pyramid Ledge (a future version may include ROM changes in a branch of the randomizer which automatically sends you to the Triforce Room after defeating Aga1)&lt;br /&gt;
&lt;br /&gt;
* Dark World dungeon items have been manually placed in their dungeons. This does not effect the mode at all - it is currently required to generate seeds with the customizer due to the jankiness of what we're doing here, otherwise the customizer will freak out.&lt;br /&gt;
&lt;br /&gt;
* Standard start (though play it in Open mode if you want, idc)&lt;br /&gt;
&lt;br /&gt;
* The goal currently says &amp;quot;Defeat Ganon 7/7&amp;quot;, however you cannot finish the game this way without the use of major glitches&lt;br /&gt;
&lt;br /&gt;
* There is currently a Triforce Piece counter on the HUD when you play the game (probably because of the Triforce placed on the Pyramid, but it would be nice to remove this from the HUD in a future version)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Nice ==&lt;br /&gt;
&lt;br /&gt;
When the fill algorithm is filling the required items it has only 69 places that it can logically consider... nice. Because there are only 69 logically available locations and 216 items to fill, this increases the fill bias. But guess what... 216/69 is an approximation of Pi. Illuminati confirmed.&lt;/div&gt;</summary>
		<author><name>Qirn!1504</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Lightspeed&amp;diff=2976</id>
		<title>Lightspeed</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Lightspeed&amp;diff=2976"/>
		<updated>2020-05-04T20:10:01Z</updated>

		<summary type="html">&lt;p&gt;Qirn!1504: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;Lightspeed&amp;quot; mode, or &amp;quot;Light World Mode&amp;quot; is a set of customizer settings designed to create a consistently short yet competitive game mode. The mode requires you to beat all Light World dungeons, and the game is over once you defeat Agahnim 1 and grab the Triforce on the Pyramid Ledge.&lt;br /&gt;
&lt;br /&gt;
== What to Expect ==&lt;br /&gt;
&lt;br /&gt;
This is a &amp;quot;Standard&amp;quot; start with a random Uncle Weapon. All three Light World dungeons are pendants and are required to pull a Progressive Sword from the Pedestal, with no possible ways to sequence break this requirement using minor glitches. The only locations logically available are locations which are accessible without the Moon Pearl. There is one Progressive Sword on the Pedestal, and one other Progressive Sword randomly placed somewhere else logically available. The game is over when you defeat Aga1 and grab the Triforce on the Pyramid Ledge.&lt;br /&gt;
&lt;br /&gt;
Some consequences of the settings are:&lt;br /&gt;
&lt;br /&gt;
* Boots will more often be available in the Light World than what you would expect in a normal Open seed partially due to the key placement of Desert Palace, however boots will not be available every seed.&lt;br /&gt;
&lt;br /&gt;
* If you decide to go up Aga Tower without the Lamp, you will always at least have the Fire Rod because a fire source is forced for Desert Palace.&lt;br /&gt;
&lt;br /&gt;
* You will always be forced to go through Escape and the three Light World pendant dungeons with either no sword or a Fighter Sword at maximum, and you will always ascend Agahnim Tower with a Master Sword.&lt;br /&gt;
&lt;br /&gt;
* You may be required to navigate through the Dark World to reach locations which are considered logically accessible without the moon pearl, such as Checkerboard Cave, Desert Palace, Tower of Hera, and East Light World Death Mountain.&lt;br /&gt;
&lt;br /&gt;
* Sequence breaking with bunny glitches ([[Bunny#Minor_Glitches]]) is possible, for example to get into the Mire Shed, Superbunny Cave, or [[Dungeon Bunny Revival]] inside Ice Palace, however you will never find an item required by the playthrough, and you will absolutely never find an item which allows you to skip pulling the Master Sword Pedestal and defeating Aga1. It is possible that you may find helpful items with bunny glitches, such as a Progressive Bow or a Hammer, but because of the shortness of the mode and the fewer opportunities for high variance decisions, this kind of sequence breaking is highly unlikely to pay off.&lt;br /&gt;
&lt;br /&gt;
* The bias of the fill algorithm is exacerbated in this game mode due to having much fewer locations (69) which are ever logically fillable with required items, but still having 216 items to fill. If you find an item which unlocks relatively few locations, it is more likely than normal to lead to something logically required. [http://alttp.mymm1.com/wiki/File:LightspeedFillBiasMeme.jpg Kekw]&lt;br /&gt;
&lt;br /&gt;
* Don't forget to pull the pedestal before going to Aga Tower (lul)&lt;br /&gt;
&lt;br /&gt;
* In play testing so far, seeds will take an experienced runner about 30-45 minutes to finish.&lt;br /&gt;
&lt;br /&gt;
== How to Play ==&lt;br /&gt;
&lt;br /&gt;
To generate a seed:&lt;br /&gt;
&lt;br /&gt;
1) Download the current version of the [Media:http://alttp.mymm1.com/wiki/File:Lightspeed_v0.4.4-settings.json customizer settings file]&lt;br /&gt;
&lt;br /&gt;
2) Go to the [https://alttpr.com/en/customizer customizer on the alttpr.com website]&lt;br /&gt;
&lt;br /&gt;
4) Go to the &amp;quot;Save/Restore&amp;quot; tab&lt;br /&gt;
&lt;br /&gt;
5) Click &amp;quot;Load&amp;quot; and select the downloaded customizer settings file&lt;br /&gt;
&lt;br /&gt;
6) Go to the &amp;quot;Generate&amp;quot; tab&lt;br /&gt;
&lt;br /&gt;
7) (Optional) Change &amp;quot;Spoilers&amp;quot; to &amp;quot;Disabled&amp;quot; (currently left on &amp;quot;Enabled&amp;quot; for play testing purposes in case a logical bug is found)&lt;br /&gt;
&lt;br /&gt;
8) Click &amp;quot;Generate Race ROM&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This will create a permalink for you to download the patch from and distribute as normal.&lt;br /&gt;
&lt;br /&gt;
== Design Goals of the Mode ==&lt;br /&gt;
&lt;br /&gt;
This mode is currently in development. The design goals of the mode are:&lt;br /&gt;
&lt;br /&gt;
* A consistently fast game mode option&lt;br /&gt;
&lt;br /&gt;
* Accessible to new runners while still being meaningfully challenging to experienced runners&lt;br /&gt;
&lt;br /&gt;
* Not too much variance&lt;br /&gt;
&lt;br /&gt;
* Competitive&lt;br /&gt;
&lt;br /&gt;
* Presents meaningful routing choices (despite reduced variance)&lt;br /&gt;
&lt;br /&gt;
* Intuitive and easy to understand the settings of the mode, and how those settings will effect a run&lt;br /&gt;
&lt;br /&gt;
* Consistent with the theme: &amp;quot;Light World&amp;quot; (e.g. Standard start, Master Sword on Pedestal for Aga Tower access, all Light World dungeons, no Ganon boss at the end,  etc)&lt;br /&gt;
&lt;br /&gt;
Our options for fast game modes are currently limited, with many of them having a very high spread of expected finish times; unusually high variance attached to routing choices; and/or a focus on Overworld routing over Dungeon completion and execution. The goal was to design a consistently fast mode that was fun to play for experienced and new runners and which still provides a competitive experience.&lt;br /&gt;
&lt;br /&gt;
The game forces you to defeat all Pendant dungeons with at most the Fighter Sword, only giving you the Master Sword for your Aga Tower climb. This keeps the difficulty curve consistent compared to having more swords in the pool and creates a meaningful challenge for experienced runners while remaining accessible to new runners. Although it is possible to complete the mode without the Lamp, you must have a fire source to have completed Desert Palace and enter Aga Tower, so Dark Aga with no Fire Rod is never a possibility, also keeping the mode accessible. This sword placement and count is also necessary to force the completion of all Light World dungeons.&lt;br /&gt;
&lt;br /&gt;
A goal is to reduce the number of tweaks made in the customizer so that it is easy to explain and understand the mode. A runner or viewer should be able to intuitively understand what the game mode is and how the run is effected by these tweaks.&lt;br /&gt;
&lt;br /&gt;
The theming complements the other design goals and helps to keep the mode intuitive, but is not the highest design priority on its own.&lt;br /&gt;
&lt;br /&gt;
== Settings Details ==&lt;br /&gt;
&lt;br /&gt;
Most items are still placed randomly using the normal fill algorithm, making the experience mostly analogous to playing the game in other game modes.&lt;br /&gt;
&lt;br /&gt;
* All Light World dungeon bosses have a (shuffled) pendant prize&lt;br /&gt;
&lt;br /&gt;
* The Moon Pearl has been removed from the item pool&lt;br /&gt;
&lt;br /&gt;
* The Cape has been remove from the item pool (this is so you will never get Cape access to Aga Tower, even with Bunny sequence breaks)&lt;br /&gt;
&lt;br /&gt;
* The Pedestal has a Progressive Sword&lt;br /&gt;
&lt;br /&gt;
* There is only one other Progressive Sword randomly placed from the item pool. This along with the Cape being removed means that both available swords will be required to beat the seed and forces the completion of the pendant dungeons.&lt;br /&gt;
&lt;br /&gt;
* The Triforce is on the Pyramid Ledge (a future version may include ROM changes in a branch of the randomizer which automatically sends you to the Triforce Room after defeating Aga1)&lt;br /&gt;
&lt;br /&gt;
* Dark World dungeon items have been manually placed in their dungeons. This does not effect the mode at all - it is currently required to generate seeds with the customizer due to the jankiness of what we're doing here, otherwise the customizer will freak out.&lt;br /&gt;
&lt;br /&gt;
* Standard start (though play it in Open mode if you want, idc)&lt;br /&gt;
&lt;br /&gt;
* The goal currently says &amp;quot;Defeat Ganon 7/7&amp;quot;, however you cannot finish the game this way without the use of major glitches&lt;br /&gt;
&lt;br /&gt;
* There is currently a Triforce Piece counter on the HUD when you play the game (probably because of the Triforce placed on the Pyramid, but it would be nice to remove this from the HUD in a future version)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Nice ==&lt;br /&gt;
&lt;br /&gt;
When the fill algorithm is filling the required items it has only 69 places that it can logically consider... nice. Because there are only 69 logically available locations and 216 items to fill, this increases the fill bias. But guess what... 216/69 is an approximation of Pi. Illuminati confirmed.&lt;/div&gt;</summary>
		<author><name>Qirn!1504</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Lightspeed&amp;diff=2975</id>
		<title>Lightspeed</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Lightspeed&amp;diff=2975"/>
		<updated>2020-05-04T20:08:55Z</updated>

		<summary type="html">&lt;p&gt;Qirn!1504: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;Lightspeed&amp;quot; mode, or &amp;quot;Light World Mode&amp;quot; is a set of customizer settings designed to create a consistently short yet competitive game mode. The mode requires you to beat all Light World dungeons, and the game is over once you defeat Agahnim 1 and grab the Triforce on the Pyramid Ledge.&lt;br /&gt;
&lt;br /&gt;
== What to Expect ==&lt;br /&gt;
&lt;br /&gt;
This is a &amp;quot;Standard&amp;quot; start with a random Uncle Weapon. All three Light World dungeons are pendants and are required to pull a Progressive Sword from the Pedestal, with no possible ways to sequence break this requirement using minor glitches. The only locations logically available are locations which are accessible without the Moon Pearl. There is one Progressive Sword on the Pedestal, and one other Progressive Sword randomly placed somewhere else logically available. The game is over when you defeat Aga1 and grab the Triforce on the Pyramid Ledge.&lt;br /&gt;
&lt;br /&gt;
Some consequences of the settings are:&lt;br /&gt;
&lt;br /&gt;
* Boots will more often be available in the Light World than what you would expect in a normal Open seed partially due to the key placement of Desert Palace, however boots will not be available every seed.&lt;br /&gt;
&lt;br /&gt;
* If you decide to go up Aga Tower without the Lamp, you will always at least have the Fire Rod because a fire source is forced for Desert Palace.&lt;br /&gt;
&lt;br /&gt;
* You will always be forced to go through Escape and the three Light World pendant dungeons with either no sword or a Fighter Sword at maximum, and you will always ascend Agahnim Tower with a Master Sword.&lt;br /&gt;
&lt;br /&gt;
* You may be required to navigate through the Dark World to reach locations which are considered logically accessible without the moon pearl, such as Checkerboard Cave, Desert Palace, Tower of Hera, and East Light World Death Mountain.&lt;br /&gt;
&lt;br /&gt;
* Sequence breaking with bunny glitches ([[Bunny#Minor_Glitches]]) is possible, for example to get into the Mire Shed, Superbunny Cave, or [[Dungeon Bunny Revival]] inside Ice Palace, however you will never find an item required by the playthrough, and you will absolutely never find an item which allows you to skip pulling the Master Sword Pedestal and defeating Aga1. It is possible that you may find helpful items with bunny glitches, such as a Progressive Bow or a Hammer, but because of the shortness of the mode and the fewer opportunities for high variance decisions, this kind of sequence breaking is highly unlikely to pay off.&lt;br /&gt;
&lt;br /&gt;
* The bias of the fill algorithm is exacerbated in this game mode due to having much fewer locations (69) which are ever logically fillable with required items, but still having 216 items to fill. If you find an item which unlocks relatively few locations, it is more likely than normal to lead to something logically required. [http://alttp.mymm1.com/wiki/File:LightspeedFillBiasMeme.jpg Kekw]&lt;br /&gt;
&lt;br /&gt;
* Don't forget to pull the pedestal before going to Aga Tower (lul)&lt;br /&gt;
&lt;br /&gt;
* In play testing so far, seeds will take an experienced runner about 30-45 minutes to finish.&lt;br /&gt;
&lt;br /&gt;
== How to Play ==&lt;br /&gt;
&lt;br /&gt;
To generate a seed:&lt;br /&gt;
&lt;br /&gt;
1) Download the current version of the [http://alttp.mymm1.com/wiki/File:Lightspeed_v0.4.4-settings.json customizer settings file]&lt;br /&gt;
&lt;br /&gt;
2) Go to the [https://alttpr.com/en/customizer customizer on the alttpr.com website]&lt;br /&gt;
&lt;br /&gt;
4) Go to the &amp;quot;Save/Restore&amp;quot; tab&lt;br /&gt;
&lt;br /&gt;
5) Click &amp;quot;Load&amp;quot; and select the downloaded customizer settings file&lt;br /&gt;
&lt;br /&gt;
6) Go to the &amp;quot;Generate&amp;quot; tab&lt;br /&gt;
&lt;br /&gt;
7) (Optional) Change &amp;quot;Spoilers&amp;quot; to &amp;quot;Disabled&amp;quot; (currently left on &amp;quot;Enabled&amp;quot; for play testing purposes in case a logical bug is found)&lt;br /&gt;
&lt;br /&gt;
8) Click &amp;quot;Generate Race ROM&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This will create a permalink for you to download the patch from and distribute as normal.&lt;br /&gt;
&lt;br /&gt;
== Design Goals of the Mode ==&lt;br /&gt;
&lt;br /&gt;
This mode is currently in development. The design goals of the mode are:&lt;br /&gt;
&lt;br /&gt;
* A consistently fast game mode option&lt;br /&gt;
&lt;br /&gt;
* Accessible to new runners while still being meaningfully challenging to experienced runners&lt;br /&gt;
&lt;br /&gt;
* Not too much variance&lt;br /&gt;
&lt;br /&gt;
* Competitive&lt;br /&gt;
&lt;br /&gt;
* Presents meaningful routing choices (despite reduced variance)&lt;br /&gt;
&lt;br /&gt;
* Intuitive and easy to understand the settings of the mode, and how those settings will effect a run&lt;br /&gt;
&lt;br /&gt;
* Consistent with the theme: &amp;quot;Light World&amp;quot; (e.g. Standard start, Master Sword on Pedestal for Aga Tower access, all Light World dungeons, no Ganon boss at the end,  etc)&lt;br /&gt;
&lt;br /&gt;
Our options for fast game modes are currently limited, with many of them having a very high spread of expected finish times; unusually high variance attached to routing choices; and/or a focus on Overworld routing over Dungeon completion and execution. The goal was to design a consistently fast mode that was fun to play for experienced and new runners and which still provides a competitive experience.&lt;br /&gt;
&lt;br /&gt;
The game forces you to defeat all Pendant dungeons with at most the Fighter Sword, only giving you the Master Sword for your Aga Tower climb. This keeps the difficulty curve consistent compared to having more swords in the pool and creates a meaningful challenge for experienced runners while remaining accessible to new runners. Although it is possible to complete the mode without the Lamp, you must have a fire source to have completed Desert Palace and enter Aga Tower, so Dark Aga with no Fire Rod is never a possibility, also keeping the mode accessible. This sword placement and count is also necessary to force the completion of all Light World dungeons.&lt;br /&gt;
&lt;br /&gt;
A goal is to reduce the number of tweaks made in the customizer so that it is easy to explain and understand the mode. A runner or viewer should be able to intuitively understand what the game mode is and how the run is effected by these tweaks.&lt;br /&gt;
&lt;br /&gt;
The theming complements the other design goals and helps to keep the mode intuitive, but is not the highest design priority on its own.&lt;br /&gt;
&lt;br /&gt;
== Settings Details ==&lt;br /&gt;
&lt;br /&gt;
Most items are still placed randomly using the normal fill algorithm, making the experience mostly analogous to playing the game in other game modes.&lt;br /&gt;
&lt;br /&gt;
* All Light World dungeon bosses have a (shuffled) pendant prize&lt;br /&gt;
&lt;br /&gt;
* The Moon Pearl has been removed from the item pool&lt;br /&gt;
&lt;br /&gt;
* The Cape has been remove from the item pool (this is so you will never get Cape access to Aga Tower, even with Bunny sequence breaks)&lt;br /&gt;
&lt;br /&gt;
* The Pedestal has a Progressive Sword&lt;br /&gt;
&lt;br /&gt;
* There is only one other Progressive Sword randomly placed from the item pool. This along with the Cape being removed means that both available swords will be required to beat the seed and forces the completion of the pendant dungeons.&lt;br /&gt;
&lt;br /&gt;
* The Triforce is on the Pyramid Ledge (a future version may include ROM changes in a branch of the randomizer which automatically sends you to the Triforce Room after defeating Aga1)&lt;br /&gt;
&lt;br /&gt;
* Dark World dungeon items have been manually placed in their dungeons. This does not effect the mode at all - it is currently required to generate seeds with the customizer due to the jankiness of what we're doing here, otherwise the customizer will freak out.&lt;br /&gt;
&lt;br /&gt;
* Standard start (though play it in Open mode if you want, idc)&lt;br /&gt;
&lt;br /&gt;
* The goal currently says &amp;quot;Defeat Ganon 7/7&amp;quot;, however you cannot finish the game this way without the use of major glitches&lt;br /&gt;
&lt;br /&gt;
* There is currently a Triforce Piece counter on the HUD when you play the game (probably because of the Triforce placed on the Pyramid, but it would be nice to remove this from the HUD in a future version)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Nice ==&lt;br /&gt;
&lt;br /&gt;
When the fill algorithm is filling the required items it has only 69 places that it can logically consider... nice. Because there are only 69 logically available locations and 216 items to fill, this increases the fill bias. But guess what... 216/69 is an approximation of Pi. Illuminati confirmed.&lt;/div&gt;</summary>
		<author><name>Qirn!1504</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=File:Lightspeed_v0.4.4-settings.json&amp;diff=2974</id>
		<title>File:Lightspeed v0.4.4-settings.json</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=File:Lightspeed_v0.4.4-settings.json&amp;diff=2974"/>
		<updated>2020-05-04T20:08:32Z</updated>

		<summary type="html">&lt;p&gt;Qirn!1504: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Qirn!1504</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Lightspeed&amp;diff=2973</id>
		<title>Lightspeed</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Lightspeed&amp;diff=2973"/>
		<updated>2020-05-04T20:02:52Z</updated>

		<summary type="html">&lt;p&gt;Qirn!1504: /* What to Expect */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;Lightspeed&amp;quot; mode, or &amp;quot;Light World Mode&amp;quot; is a set of customizer settings designed to create a consistently short yet competitive game mode. The mode requires you to beat all Light World dungeons, and the game is over once you defeat Agahnim 1 and grab the Triforce on the Pyramid Ledge.&lt;br /&gt;
&lt;br /&gt;
== What to Expect ==&lt;br /&gt;
&lt;br /&gt;
This is a &amp;quot;Standard&amp;quot; start with a random Uncle Weapon. All three Light World dungeons are pendants and are required to pull a Progressive Sword from the Pedestal, with no possible ways to sequence break this requirement using minor glitches. The only locations logically available are locations which are accessible without the Moon Pearl. There is one Progressive Sword on the Pedestal, and one other Progressive Sword randomly placed somewhere else logically available. The game is over when you defeat Aga1 and grab the Triforce on the Pyramid Ledge.&lt;br /&gt;
&lt;br /&gt;
Some consequences of the settings are:&lt;br /&gt;
&lt;br /&gt;
* Boots will more often be available in the Light World than what you would expect in a normal Open seed partially due to the key placement of Desert Palace, however boots will not be available every seed.&lt;br /&gt;
&lt;br /&gt;
* If you decide to go up Aga Tower without the Lamp, you will always at least have the Fire Rod because a fire source is forced for Desert Palace.&lt;br /&gt;
&lt;br /&gt;
* You will always be forced to go through Escape and the three Light World pendant dungeons with either no sword or a Fighter Sword at maximum, and you will always ascend Agahnim Tower with a Master Sword.&lt;br /&gt;
&lt;br /&gt;
* You may be required to navigate through the Dark World to reach locations which are considered logically accessible without the moon pearl, such as Checkerboard Cave, Desert Palace, Tower of Hera, and East Light World Death Mountain.&lt;br /&gt;
&lt;br /&gt;
* Sequence breaking with bunny glitches ([[Bunny#Minor_Glitches]]) is possible, for example to get into the Mire Shed, Superbunny Cave, or [[Dungeon Bunny Revival]] inside Ice Palace, however you will never find an item required by the playthrough, and you will absolutely never find an item which allows you to skip pulling the Master Sword Pedestal and defeating Aga1. It is possible that you may find helpful items with bunny glitches, such as a Progressive Bow or a Hammer, but because of the shortness of the mode and the fewer opportunities for high variance decisions, this kind of sequence breaking is highly unlikely to pay off.&lt;br /&gt;
&lt;br /&gt;
* The bias of the fill algorithm is exacerbated in this game mode due to having much fewer locations (69) which are ever logically fillable with required items, but still having 216 items to fill. If you find an item which unlocks relatively few locations, it is more likely than normal to lead to something logically required. [http://alttp.mymm1.com/wiki/File:LightspeedFillBiasMeme.jpg Kekw]&lt;br /&gt;
&lt;br /&gt;
* Don't forget to pull the pedestal before going to Aga Tower (lul)&lt;br /&gt;
&lt;br /&gt;
* In play testing so far, seeds will take an experienced runner about 30-45 minutes to finish.&lt;br /&gt;
&lt;br /&gt;
== How to Play ==&lt;br /&gt;
&lt;br /&gt;
To generate a seed:&lt;br /&gt;
&lt;br /&gt;
1) Download the current version of the [https://cdn.discordapp.com/attachments/525757490336497675/706547524562845726/Lightspeed_v0.4.4-settings.json customizer settings file]&lt;br /&gt;
&lt;br /&gt;
2) Go to the [https://alttpr.com/en/customizer customizer on the alttpr.com website]&lt;br /&gt;
&lt;br /&gt;
4) Go to the &amp;quot;Save/Restore&amp;quot; tab&lt;br /&gt;
&lt;br /&gt;
5) Click &amp;quot;Load&amp;quot; and select the downloaded customizer settings file&lt;br /&gt;
&lt;br /&gt;
6) Go to the &amp;quot;Generate&amp;quot; tab&lt;br /&gt;
&lt;br /&gt;
7) (Optional) Change &amp;quot;Spoilers&amp;quot; to &amp;quot;Disabled&amp;quot; (currently left on &amp;quot;Enabled&amp;quot; for play testing purposes in case a logical bug is found)&lt;br /&gt;
&lt;br /&gt;
8) Click &amp;quot;Generate Race ROM&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This will create a permalink for you to download the patch from and distribute as normal.&lt;br /&gt;
&lt;br /&gt;
== Design Goals of the Mode ==&lt;br /&gt;
&lt;br /&gt;
This mode is currently in development. The design goals of the mode are:&lt;br /&gt;
&lt;br /&gt;
* A consistently fast game mode option&lt;br /&gt;
&lt;br /&gt;
* Accessible to new runners while still being meaningfully challenging to experienced runners&lt;br /&gt;
&lt;br /&gt;
* Not too much variance&lt;br /&gt;
&lt;br /&gt;
* Competitive&lt;br /&gt;
&lt;br /&gt;
* Presents meaningful routing choices (despite reduced variance)&lt;br /&gt;
&lt;br /&gt;
* Intuitive and easy to understand the settings of the mode, and how those settings will effect a run&lt;br /&gt;
&lt;br /&gt;
* Consistent with the theme: &amp;quot;Light World&amp;quot; (e.g. Standard start, Master Sword on Pedestal for Aga Tower access, all Light World dungeons, no Ganon boss at the end,  etc)&lt;br /&gt;
&lt;br /&gt;
Our options for fast game modes are currently limited, with many of them having a very high spread of expected finish times; unusually high variance attached to routing choices; and/or a focus on Overworld routing over Dungeon completion and execution. The goal was to design a consistently fast mode that was fun to play for experienced and new runners and which still provides a competitive experience.&lt;br /&gt;
&lt;br /&gt;
The game forces you to defeat all Pendant dungeons with at most the Fighter Sword, only giving you the Master Sword for your Aga Tower climb. This keeps the difficulty curve consistent compared to having more swords in the pool and creates a meaningful challenge for experienced runners while remaining accessible to new runners. Although it is possible to complete the mode without the Lamp, you must have a fire source to have completed Desert Palace and enter Aga Tower, so Dark Aga with no Fire Rod is never a possibility, also keeping the mode accessible. This sword placement and count is also necessary to force the completion of all Light World dungeons.&lt;br /&gt;
&lt;br /&gt;
A goal is to reduce the number of tweaks made in the customizer so that it is easy to explain and understand the mode. A runner or viewer should be able to intuitively understand what the game mode is and how the run is effected by these tweaks.&lt;br /&gt;
&lt;br /&gt;
The theming complements the other design goals and helps to keep the mode intuitive, but is not the highest design priority on its own.&lt;br /&gt;
&lt;br /&gt;
== Settings Details ==&lt;br /&gt;
&lt;br /&gt;
Most items are still placed randomly using the normal fill algorithm, making the experience mostly analogous to playing the game in other game modes.&lt;br /&gt;
&lt;br /&gt;
* All Light World dungeon bosses have a (shuffled) pendant prize&lt;br /&gt;
&lt;br /&gt;
* The Moon Pearl has been removed from the item pool&lt;br /&gt;
&lt;br /&gt;
* The Cape has been remove from the item pool (this is so you will never get Cape access to Aga Tower, even with Bunny sequence breaks)&lt;br /&gt;
&lt;br /&gt;
* The Pedestal has a Progressive Sword&lt;br /&gt;
&lt;br /&gt;
* There is only one other Progressive Sword randomly placed from the item pool. This along with the Cape being removed means that both available swords will be required to beat the seed and forces the completion of the pendant dungeons.&lt;br /&gt;
&lt;br /&gt;
* The Triforce is on the Pyramid Ledge (a future version may include ROM changes in a branch of the randomizer which automatically sends you to the Triforce Room after defeating Aga1)&lt;br /&gt;
&lt;br /&gt;
* Dark World dungeon items have been manually placed in their dungeons. This does not effect the mode at all - it is currently required to generate seeds with the customizer due to the jankiness of what we're doing here, otherwise the customizer will freak out.&lt;br /&gt;
&lt;br /&gt;
* Standard start (though play it in Open mode if you want, idc)&lt;br /&gt;
&lt;br /&gt;
* The goal currently says &amp;quot;Defeat Ganon 7/7&amp;quot;, however you cannot finish the game this way without the use of major glitches&lt;br /&gt;
&lt;br /&gt;
* There is currently a Triforce Piece counter on the HUD when you play the game (probably because of the Triforce placed on the Pyramid, but it would be nice to remove this from the HUD in a future version)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Nice ==&lt;br /&gt;
&lt;br /&gt;
When the fill algorithm is filling the required items it has only 69 places that it can logically consider... nice. Because there are only 69 logically available locations and 216 items to fill, this increases the fill bias. But guess what... 216/69 is an approximation of Pi. Illuminati confirmed.&lt;/div&gt;</summary>
		<author><name>Qirn!1504</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Lightspeed&amp;diff=2972</id>
		<title>Lightspeed</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Lightspeed&amp;diff=2972"/>
		<updated>2020-05-04T20:01:26Z</updated>

		<summary type="html">&lt;p&gt;Qirn!1504: Rearrange&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;Lightspeed&amp;quot; mode, or &amp;quot;Light World Mode&amp;quot; is a set of customizer settings designed to create a consistently short yet competitive game mode. The mode requires you to beat all Light World dungeons, and the game is over once you defeat Agahnim 1 and grab the Triforce on the Pyramid Ledge.&lt;br /&gt;
&lt;br /&gt;
== What to Expect ==&lt;br /&gt;
&lt;br /&gt;
This is a &amp;quot;Standard&amp;quot; start with a random Uncle Weapon. All three Light World dungeons are pendants and are required to pull a Progressive Sword from the Pedestal, with no possible ways to sequence break this requirement using minor glitches. The only locations logically available are locations which are accessible without the Moon Pearl. There is one Progressive Sword on the Pedestal, and one other Progressive Sword randomly placed somewhere else logically available. The game is over when you defeat Aga1 and grab the Triforce on the Pyramid Ledge.&lt;br /&gt;
&lt;br /&gt;
Some consequences of the settings are:&lt;br /&gt;
&lt;br /&gt;
* Boots will more often be available in the Light World than what you would expect in a normal Open seed partially due to the key placement of Desert Palace, however boots will not be available every seed.&lt;br /&gt;
&lt;br /&gt;
* If you decide to go up Aga Tower without the Lamp, you will always at least have the Fire Rod because a fire source is forced for Desert Palace.&lt;br /&gt;
&lt;br /&gt;
* You will always be forced to go through Escape and the three Light World pendant dungeons with either no sword or a Fighter Sword at maximum, and you will always ascend Agahnim Tower with a Master Sword.&lt;br /&gt;
&lt;br /&gt;
* You may be required to navigate through the Dark World to reach locations which are considered logically accessible without the moon pearl, such as Checkerboard Cave, Desert Palace, Tower of Hera, and East Light World Death Mountain.&lt;br /&gt;
&lt;br /&gt;
* Sequence breaking with bunny glitches ([[Bunny#Minor_Glitches]]) is possible, for example to get into the Mire Shed, Superbunny Cave, or [[Dungeon Bunny Revival]] inside Ice Palace, however you will never find an item required by the playthrough, and you will absolutely never find an item which allows you to skip pulling the Master Sword Pedestal and defeating Aga1. It is possible that you may find helpful items with bunny glitches, such as a Progressive Bow or a Hammer, but because of the shortness of the mode and the fewer opportunities for high variance decisions, this kind of sequence breaking is highly unlikely to pay off.&lt;br /&gt;
&lt;br /&gt;
* The bias of the fill algorithm is exacerbated in this game mode due to having much fewer locations (69) which are ever logically accessible, but still having 216 items to fill. If you find an item which unlocks relatively few locations, it is more likely than normal to lead to something logically required. [http://alttp.mymm1.com/wiki/File:LightspeedFillBiasMeme.jpg Kekw]&lt;br /&gt;
&lt;br /&gt;
* Don't forget to pull the pedestal before going to Aga Tower (lul)&lt;br /&gt;
&lt;br /&gt;
* In play testing so far, seeds will take an experienced runner about 30-45 minutes to finish.&lt;br /&gt;
&lt;br /&gt;
== How to Play ==&lt;br /&gt;
&lt;br /&gt;
To generate a seed:&lt;br /&gt;
&lt;br /&gt;
1) Download the current version of the [https://cdn.discordapp.com/attachments/525757490336497675/706547524562845726/Lightspeed_v0.4.4-settings.json customizer settings file]&lt;br /&gt;
&lt;br /&gt;
2) Go to the [https://alttpr.com/en/customizer customizer on the alttpr.com website]&lt;br /&gt;
&lt;br /&gt;
4) Go to the &amp;quot;Save/Restore&amp;quot; tab&lt;br /&gt;
&lt;br /&gt;
5) Click &amp;quot;Load&amp;quot; and select the downloaded customizer settings file&lt;br /&gt;
&lt;br /&gt;
6) Go to the &amp;quot;Generate&amp;quot; tab&lt;br /&gt;
&lt;br /&gt;
7) (Optional) Change &amp;quot;Spoilers&amp;quot; to &amp;quot;Disabled&amp;quot; (currently left on &amp;quot;Enabled&amp;quot; for play testing purposes in case a logical bug is found)&lt;br /&gt;
&lt;br /&gt;
8) Click &amp;quot;Generate Race ROM&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This will create a permalink for you to download the patch from and distribute as normal.&lt;br /&gt;
&lt;br /&gt;
== Design Goals of the Mode ==&lt;br /&gt;
&lt;br /&gt;
This mode is currently in development. The design goals of the mode are:&lt;br /&gt;
&lt;br /&gt;
* A consistently fast game mode option&lt;br /&gt;
&lt;br /&gt;
* Accessible to new runners while still being meaningfully challenging to experienced runners&lt;br /&gt;
&lt;br /&gt;
* Not too much variance&lt;br /&gt;
&lt;br /&gt;
* Competitive&lt;br /&gt;
&lt;br /&gt;
* Presents meaningful routing choices (despite reduced variance)&lt;br /&gt;
&lt;br /&gt;
* Intuitive and easy to understand the settings of the mode, and how those settings will effect a run&lt;br /&gt;
&lt;br /&gt;
* Consistent with the theme: &amp;quot;Light World&amp;quot; (e.g. Standard start, Master Sword on Pedestal for Aga Tower access, all Light World dungeons, no Ganon boss at the end,  etc)&lt;br /&gt;
&lt;br /&gt;
Our options for fast game modes are currently limited, with many of them having a very high spread of expected finish times; unusually high variance attached to routing choices; and/or a focus on Overworld routing over Dungeon completion and execution. The goal was to design a consistently fast mode that was fun to play for experienced and new runners and which still provides a competitive experience.&lt;br /&gt;
&lt;br /&gt;
The game forces you to defeat all Pendant dungeons with at most the Fighter Sword, only giving you the Master Sword for your Aga Tower climb. This keeps the difficulty curve consistent compared to having more swords in the pool and creates a meaningful challenge for experienced runners while remaining accessible to new runners. Although it is possible to complete the mode without the Lamp, you must have a fire source to have completed Desert Palace and enter Aga Tower, so Dark Aga with no Fire Rod is never a possibility, also keeping the mode accessible. This sword placement and count is also necessary to force the completion of all Light World dungeons.&lt;br /&gt;
&lt;br /&gt;
A goal is to reduce the number of tweaks made in the customizer so that it is easy to explain and understand the mode. A runner or viewer should be able to intuitively understand what the game mode is and how the run is effected by these tweaks.&lt;br /&gt;
&lt;br /&gt;
The theming complements the other design goals and helps to keep the mode intuitive, but is not the highest design priority on its own.&lt;br /&gt;
&lt;br /&gt;
== Settings Details ==&lt;br /&gt;
&lt;br /&gt;
Most items are still placed randomly using the normal fill algorithm, making the experience mostly analogous to playing the game in other game modes.&lt;br /&gt;
&lt;br /&gt;
* All Light World dungeon bosses have a (shuffled) pendant prize&lt;br /&gt;
&lt;br /&gt;
* The Moon Pearl has been removed from the item pool&lt;br /&gt;
&lt;br /&gt;
* The Cape has been remove from the item pool (this is so you will never get Cape access to Aga Tower, even with Bunny sequence breaks)&lt;br /&gt;
&lt;br /&gt;
* The Pedestal has a Progressive Sword&lt;br /&gt;
&lt;br /&gt;
* There is only one other Progressive Sword randomly placed from the item pool. This along with the Cape being removed means that both available swords will be required to beat the seed and forces the completion of the pendant dungeons.&lt;br /&gt;
&lt;br /&gt;
* The Triforce is on the Pyramid Ledge (a future version may include ROM changes in a branch of the randomizer which automatically sends you to the Triforce Room after defeating Aga1)&lt;br /&gt;
&lt;br /&gt;
* Dark World dungeon items have been manually placed in their dungeons. This does not effect the mode at all - it is currently required to generate seeds with the customizer due to the jankiness of what we're doing here, otherwise the customizer will freak out.&lt;br /&gt;
&lt;br /&gt;
* Standard start (though play it in Open mode if you want, idc)&lt;br /&gt;
&lt;br /&gt;
* The goal currently says &amp;quot;Defeat Ganon 7/7&amp;quot;, however you cannot finish the game this way without the use of major glitches&lt;br /&gt;
&lt;br /&gt;
* There is currently a Triforce Piece counter on the HUD when you play the game (probably because of the Triforce placed on the Pyramid, but it would be nice to remove this from the HUD in a future version)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Nice ==&lt;br /&gt;
&lt;br /&gt;
When the fill algorithm is filling the required items it has only 69 places that it can logically consider... nice. Because there are only 69 logically available locations and 216 items to fill, this increases the fill bias. But guess what... 216/69 is an approximation of Pi. Illuminati confirmed.&lt;/div&gt;</summary>
		<author><name>Qirn!1504</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Lightspeed&amp;diff=2971</id>
		<title>Lightspeed</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Lightspeed&amp;diff=2971"/>
		<updated>2020-05-04T19:57:30Z</updated>

		<summary type="html">&lt;p&gt;Qirn!1504: Nice&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;Lightspeed&amp;quot; mode, or &amp;quot;Light World Mode&amp;quot; is a set of customizer settings designed to create a consistently short yet competitive game mode. The mode requires you to beat all Light World dungeons, and the game is over once you defeat Agahnim 1 and grab the Triforce on the Pyramid Ledge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== How to Play ==&lt;br /&gt;
&lt;br /&gt;
To generate a seed:&lt;br /&gt;
&lt;br /&gt;
1) Download the current version of the [https://cdn.discordapp.com/attachments/525757490336497675/706547524562845726/Lightspeed_v0.4.4-settings.json customizer settings file]&lt;br /&gt;
&lt;br /&gt;
2) Go to the [https://alttpr.com/en/customizer customizer on the alttpr.com website]&lt;br /&gt;
&lt;br /&gt;
4) Go to the &amp;quot;Save/Restore&amp;quot; tab&lt;br /&gt;
&lt;br /&gt;
5) Click &amp;quot;Load&amp;quot; and select the downloaded customizer settings file&lt;br /&gt;
&lt;br /&gt;
6) Go to the &amp;quot;Generate&amp;quot; tab&lt;br /&gt;
&lt;br /&gt;
7) (Optional) Change &amp;quot;Spoilers&amp;quot; to &amp;quot;Disabled&amp;quot; (currently left on &amp;quot;Enabled&amp;quot; for play testing purposes in case a logical bug is found)&lt;br /&gt;
&lt;br /&gt;
8) Click &amp;quot;Generate Race ROM&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This will create a permalink for you to download the patch from and distribute as normal.&lt;br /&gt;
&lt;br /&gt;
== What to Expect ==&lt;br /&gt;
&lt;br /&gt;
This is a &amp;quot;Standard&amp;quot; start with a random Uncle Weapon. All three Light World dungeons are pendants and are required to pull a Progressive Sword from the Pedestal, with no possible ways to sequence break this requirement using minor glitches. The only locations logically available are locations which are accessible without the Moon Pearl. There is one Progressive Sword on the Pedestal, and one other Progressive Sword randomly placed somewhere else logically available. The game is over when you defeat Aga1 and grab the Triforce on the Pyramid Ledge.&lt;br /&gt;
&lt;br /&gt;
Some consequences of the settings are:&lt;br /&gt;
&lt;br /&gt;
* Boots will more often be available in the Light World than what you would expect in a normal Open seed partially due to the key placement of Desert Palace, however boots will not be available every seed.&lt;br /&gt;
&lt;br /&gt;
* If you decide to go up Aga Tower without the Lamp, you will always at least have the Fire Rod because a fire source is forced for Desert Palace.&lt;br /&gt;
&lt;br /&gt;
* You will always be forced to go through Escape and the three Light World pendant dungeons with either no sword or a Fighter Sword at maximum, and you will always ascend Agahnim Tower with a Master Sword.&lt;br /&gt;
&lt;br /&gt;
* You may be required to navigate through the Dark World to reach locations which are considered logically accessible without the moon pearl, such as Checkerboard Cave, Desert Palace, Tower of Hera, and East Light World Death Mountain.&lt;br /&gt;
&lt;br /&gt;
* Sequence breaking with bunny glitches ([[Bunny#Minor_Glitches]]) is possible, for example to get into the Mire Shed, Superbunny Cave, or [[Dungeon Bunny Revival]] inside Ice Palace, however you will never find an item required by the playthrough, and you will absolutely never find an item which allows you to skip pulling the Master Sword Pedestal and defeating Aga1. It is possible that you may find helpful items with bunny glitches, such as a Progressive Bow or a Hammer, but because of the shortness of the mode and the fewer opportunities for high variance decisions, this kind of sequence breaking is highly unlikely to pay off.&lt;br /&gt;
&lt;br /&gt;
* The bias of the fill algorithm is exacerbated in this game mode due to having much fewer locations (69) which are ever logically accessible, but still having 216 items to fill. If you find an item which unlocks relatively few locations, it is more likely than normal to lead to something logically required. [http://alttp.mymm1.com/wiki/File:LightspeedFillBiasMeme.jpg Kekw]&lt;br /&gt;
&lt;br /&gt;
* Don't forget to pull the pedestal before going to Aga Tower (lul)&lt;br /&gt;
&lt;br /&gt;
* In play testing so far, seeds will take an experienced runner about 30-45 minutes to finish.&lt;br /&gt;
&lt;br /&gt;
== Design Goals of the Mode ==&lt;br /&gt;
&lt;br /&gt;
This mode is currently in development. The design goals of the mode are:&lt;br /&gt;
&lt;br /&gt;
* A consistently fast game mode option&lt;br /&gt;
&lt;br /&gt;
* Accessible to new runners while still being meaningfully challenging to experienced runners&lt;br /&gt;
&lt;br /&gt;
* Not too much variance&lt;br /&gt;
&lt;br /&gt;
* Competitive&lt;br /&gt;
&lt;br /&gt;
* Presents meaningful routing choices (despite reduced variance)&lt;br /&gt;
&lt;br /&gt;
* Intuitive and easy to understand the settings of the mode, and how those settings will effect a run&lt;br /&gt;
&lt;br /&gt;
* Consistent with the theme: &amp;quot;Light World&amp;quot; (e.g. Standard start, Master Sword on Pedestal for Aga Tower access, all Light World dungeons, no Ganon boss at the end,  etc)&lt;br /&gt;
&lt;br /&gt;
Our options for fast game modes are currently limited, with many of them having a very high spread of expected finish times; unusually high variance attached to routing choices; and/or a focus on Overworld routing over Dungeon completion and execution. The goal was to design a consistently fast mode that was fun to play for experienced and new runners and which still provides a competitive experience.&lt;br /&gt;
&lt;br /&gt;
The game forces you to defeat all Pendant dungeons with at most the Fighter Sword, only giving you the Master Sword for your Aga Tower climb. This keeps the difficulty curve consistent compared to having more swords in the pool and creates a meaningful challenge for experienced runners while remaining accessible to new runners. Although it is possible to complete the mode without the Lamp, you must have a fire source to have completed Desert Palace and enter Aga Tower, so Dark Aga with no Fire Rod is never a possibility, also keeping the mode accessible. This sword placement and count is also necessary to force the completion of all Light World dungeons.&lt;br /&gt;
&lt;br /&gt;
A goal is to reduce the number of tweaks made in the customizer so that it is easy to explain and understand the mode. A runner or viewer should be able to intuitively understand what the game mode is and how the run is effected by these tweaks.&lt;br /&gt;
&lt;br /&gt;
The theming complements the other design goals and helps to keep the mode intuitive, but is not the highest design priority on its own.&lt;br /&gt;
&lt;br /&gt;
== Settings Details ==&lt;br /&gt;
&lt;br /&gt;
Most items are still placed randomly using the normal fill algorithm, making the experience mostly analogous to playing the game in other game modes.&lt;br /&gt;
&lt;br /&gt;
* All Light World dungeon bosses have a (shuffled) pendant prize&lt;br /&gt;
&lt;br /&gt;
* The Moon Pearl has been removed from the item pool&lt;br /&gt;
&lt;br /&gt;
* The Cape has been remove from the item pool (this is so you will never get Cape access to Aga Tower, even with Bunny sequence breaks)&lt;br /&gt;
&lt;br /&gt;
* The Pedestal has a Progressive Sword&lt;br /&gt;
&lt;br /&gt;
* There is only one other Progressive Sword randomly placed from the item pool. This along with the Cape being removed means that both available swords will be required to beat the seed and forces the completion of the pendant dungeons.&lt;br /&gt;
&lt;br /&gt;
* The Triforce is on the Pyramid Ledge (a future version may include ROM changes in a branch of the randomizer which automatically sends you to the Triforce Room after defeating Aga1)&lt;br /&gt;
&lt;br /&gt;
* Dark World dungeon items have been manually placed in their dungeons. This does not effect the mode at all - it is currently required to generate seeds with the customizer due to the jankiness of what we're doing here, otherwise the customizer will freak out.&lt;br /&gt;
&lt;br /&gt;
* Standard start (though play it in Open mode if you want, idc)&lt;br /&gt;
&lt;br /&gt;
* The goal currently says &amp;quot;Defeat Ganon 7/7&amp;quot;, however you cannot finish the game this way without the use of major glitches&lt;br /&gt;
&lt;br /&gt;
* There is currently a Triforce Piece counter on the HUD when you play the game (probably because of the Triforce placed on the Pyramid, but it would be nice to remove this from the HUD in a future version)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Nice ==&lt;br /&gt;
&lt;br /&gt;
When the fill algorithm is filling the required items it has only 69 places that it can logically consider... nice. Because there are only 69 logically available locations and 216 items to fill, this increases the fill bias. But guess what... 216/69 is an approximation of Pi. Illuminati confirmed.&lt;/div&gt;</summary>
		<author><name>Qirn!1504</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Lightspeed&amp;diff=2970</id>
		<title>Lightspeed</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Lightspeed&amp;diff=2970"/>
		<updated>2020-05-04T19:46:24Z</updated>

		<summary type="html">&lt;p&gt;Qirn!1504: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;Lightspeed&amp;quot; mode, or &amp;quot;Light World Mode&amp;quot; is a set of customizer settings designed to create a consistently short yet competitive game mode. The mode requires you to beat all Light World dungeons, and the game is over once you defeat Agahnim 1 and grab the Triforce on the Pyramid Ledge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== How to Play ==&lt;br /&gt;
&lt;br /&gt;
To generate a seed:&lt;br /&gt;
&lt;br /&gt;
1) Download the current version of the [https://cdn.discordapp.com/attachments/525757490336497675/706547524562845726/Lightspeed_v0.4.4-settings.json customizer settings file]&lt;br /&gt;
&lt;br /&gt;
2) Go to the [https://alttpr.com/en/customizer customizer on the alttpr.com website]&lt;br /&gt;
&lt;br /&gt;
4) Go to the &amp;quot;Save/Restore&amp;quot; tab&lt;br /&gt;
&lt;br /&gt;
5) Click &amp;quot;Load&amp;quot; and select the downloaded customizer settings file&lt;br /&gt;
&lt;br /&gt;
6) Go to the &amp;quot;Generate&amp;quot; tab&lt;br /&gt;
&lt;br /&gt;
7) (Optional) Change &amp;quot;Spoilers&amp;quot; to &amp;quot;Disabled&amp;quot; (currently left on &amp;quot;Enabled&amp;quot; for play testing purposes in case a logical bug is found)&lt;br /&gt;
&lt;br /&gt;
8) Click &amp;quot;Generate Race ROM&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This will create a permalink for you to download the patch from and distribute as normal.&lt;br /&gt;
&lt;br /&gt;
== What to Expect ==&lt;br /&gt;
&lt;br /&gt;
This is a &amp;quot;Standard&amp;quot; start with a random Uncle Weapon. All three Light World dungeons are pendants and are required to pull a Progressive Sword from the Pedestal, with no possible ways to sequence break this requirement using minor glitches. The only locations logically available are locations which are accessible without the Moon Pearl. There is one Progressive Sword on the Pedestal, and one other Progressive Sword randomly placed somewhere else logically available. The game is over when you defeat Aga1 and grab the Triforce on the Pyramid Ledge.&lt;br /&gt;
&lt;br /&gt;
Some consequences of the settings are:&lt;br /&gt;
&lt;br /&gt;
* Boots will more often be available in the Light World than what you would expect in a normal Open seed partially due to the key placement of Desert Palace, however boots will not be available every seed.&lt;br /&gt;
&lt;br /&gt;
* If you decide to go up Aga Tower without the Lamp, you will always at least have the Fire Rod because a fire source is forced for Desert Palace.&lt;br /&gt;
&lt;br /&gt;
* You will always be forced to go through Escape and the three Light World pendant dungeons with either no sword or a Fighter Sword at maximum, and you will always ascend Agahnim Tower with a Master Sword.&lt;br /&gt;
&lt;br /&gt;
* You may be required to navigate through the Dark World to reach locations which are considered logically accessible without the moon pearl, such as Checkerboard Cave, Desert Palace, Tower of Hera, and East Light World Death Mountain.&lt;br /&gt;
&lt;br /&gt;
* Sequence breaking with bunny glitches ([[Bunny#Minor_Glitches]]) is possible, for example to get into the Mire Shed, Superbunny Cave, or [[Dungeon Bunny Revival]] inside Ice Palace, however you will never find an item required by the playthrough, and you will absolutely never find an item which allows you to skip pulling the Master Sword Pedestal and defeating Aga1. It is possible that you may find helpful items with bunny glitches, such as a Progressive Bow or a Hammer, but because of the shortness of the mode and the fewer opportunities for high variance decisions, this kind of sequence breaking is highly unlikely to pay off.&lt;br /&gt;
&lt;br /&gt;
* The bias of the fill algorithm is exacerbated in this game mode due to having much fewer locations which are ever logically accessible, but still having 216 items to fill. If you find an item which unlocks relatively few locations, it is more likely than normal to lead to something logically required. [http://alttp.mymm1.com/wiki/File:LightspeedFillBiasMeme.jpg Kekw]&lt;br /&gt;
&lt;br /&gt;
* Don't forget to pull the pedestal before going to Aga Tower (lul)&lt;br /&gt;
&lt;br /&gt;
* In play testing so far, seeds will take an experienced runner about 30-45 minutes to finish.&lt;br /&gt;
&lt;br /&gt;
== Design Goals of the Mode ==&lt;br /&gt;
&lt;br /&gt;
This mode is currently in development. The design goals of the mode are:&lt;br /&gt;
&lt;br /&gt;
* A consistently fast game mode option&lt;br /&gt;
&lt;br /&gt;
* Accessible to new runners while still being meaningfully challenging to experienced runners&lt;br /&gt;
&lt;br /&gt;
* Not too much variance&lt;br /&gt;
&lt;br /&gt;
* Competitive&lt;br /&gt;
&lt;br /&gt;
* Presents meaningful routing choices (despite reduced variance)&lt;br /&gt;
&lt;br /&gt;
* Intuitive and easy to understand the settings of the mode, and how those settings will effect a run&lt;br /&gt;
&lt;br /&gt;
* Consistent with the theme: &amp;quot;Light World&amp;quot; (e.g. Standard start, Master Sword on Pedestal for Aga Tower access, all Light World dungeons, no Ganon boss at the end,  etc)&lt;br /&gt;
&lt;br /&gt;
Our options for fast game modes are currently limited, with many of them having a very high spread of expected finish times; unusually high variance attached to routing choices; and/or a focus on Overworld routing over Dungeon completion and execution. The goal was to design a consistently fast mode that was fun to play for experienced and new runners and which still provides a competitive experience.&lt;br /&gt;
&lt;br /&gt;
The game forces you to defeat all Pendant dungeons with at most the Fighter Sword, only giving you the Master Sword for your Aga Tower climb. This keeps the difficulty curve consistent compared to having more swords in the pool and creates a meaningful challenge for experienced runners while remaining accessible to new runners. Although it is possible to complete the mode without the Lamp, you must have a fire source to have completed Desert Palace and enter Aga Tower, so Dark Aga with no Fire Rod is never a possibility, also keeping the mode accessible. This sword placement and count is also necessary to force the completion of all Light World dungeons.&lt;br /&gt;
&lt;br /&gt;
A goal is to reduce the number of tweaks made in the customizer so that it is easy to explain and understand the mode. A runner or viewer should be able to intuitively understand what the game mode is and how the run is effected by these tweaks.&lt;br /&gt;
&lt;br /&gt;
The theming complements the other design goals and helps to keep the mode intuitive, but is not the highest design priority on its own.&lt;br /&gt;
&lt;br /&gt;
== Settings Details ==&lt;br /&gt;
&lt;br /&gt;
Most items are still placed randomly using the normal fill algorithm, making the experience mostly analogous to playing the game in other game modes.&lt;br /&gt;
&lt;br /&gt;
* All Light World dungeon bosses have a (shuffled) pendant prize&lt;br /&gt;
&lt;br /&gt;
* The Moon Pearl has been removed from the item pool&lt;br /&gt;
&lt;br /&gt;
* The Cape has been remove from the item pool (this is so you will never get Cape access to Aga Tower, even with Bunny sequence breaks)&lt;br /&gt;
&lt;br /&gt;
* The Pedestal has a Progressive Sword&lt;br /&gt;
&lt;br /&gt;
* There is only one other Progressive Sword randomly placed from the item pool. This along with the Cape being removed means that both available swords will be required to beat the seed and forces the completion of the pendant dungeons.&lt;br /&gt;
&lt;br /&gt;
* The Triforce is on the Pyramid Ledge (a future version may include ROM changes in a branch of the randomizer which automatically sends you to the Triforce Room after defeating Aga1)&lt;br /&gt;
&lt;br /&gt;
* Dark World dungeon items have been manually placed in their dungeons. This does not effect the mode at all - it is currently required to generate seeds with the customizer due to the jankiness of what we're doing here, otherwise the customizer will freak out.&lt;br /&gt;
&lt;br /&gt;
* Standard start (though play it in Open mode if you want, idc)&lt;br /&gt;
&lt;br /&gt;
* The goal currently says &amp;quot;Defeat Ganon 7/7&amp;quot;, however you cannot finish the game this way without the use of major glitches&lt;br /&gt;
&lt;br /&gt;
* There is currently a Triforce Piece counter on the HUD when you play the game (probably because of the Triforce placed on the Pyramid, but it would be nice to remove this from the HUD in a future version)&lt;/div&gt;</summary>
		<author><name>Qirn!1504</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Lightspeed&amp;diff=2969</id>
		<title>Lightspeed</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Lightspeed&amp;diff=2969"/>
		<updated>2020-05-04T19:40:48Z</updated>

		<summary type="html">&lt;p&gt;Qirn!1504: /* What to Expect */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;Lightspeed&amp;quot; mode, or &amp;quot;Light World Mode&amp;quot; is a set of customizer settings designed to create a consistently short yet competitive game mode. The mode requires you to beat all Light World dungeons, and the game is over once you defeat Agahnim 1 and grab the Triforce on the Pyramid Ledge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== How to Play ==&lt;br /&gt;
&lt;br /&gt;
To generate a seed:&lt;br /&gt;
&lt;br /&gt;
1) Download the current version of the [https://cdn.discordapp.com/attachments/525757490336497675/706547524562845726/Lightspeed_v0.4.4-settings.json customizer settings file]&lt;br /&gt;
&lt;br /&gt;
2) Go to the [https://alttpr.com/en/customizer customizer on alttpr.com]&lt;br /&gt;
&lt;br /&gt;
4) Go to the &amp;quot;Save/Restore&amp;quot; tab&lt;br /&gt;
&lt;br /&gt;
5) Click &amp;quot;Load&amp;quot; and select the downloaded customizer settings file&lt;br /&gt;
&lt;br /&gt;
6) Go to the &amp;quot;Generate&amp;quot; tab&lt;br /&gt;
&lt;br /&gt;
7) (Optional) Change &amp;quot;Spoilers&amp;quot; to &amp;quot;Disabled&amp;quot; (currently left on &amp;quot;Enabled&amp;quot; for play testing purposes in case a logical bug is found)&lt;br /&gt;
&lt;br /&gt;
8) Click &amp;quot;Generate Race ROM&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This will create a permalink for you to download the patch from and distribute as normal.&lt;br /&gt;
&lt;br /&gt;
== What to Expect ==&lt;br /&gt;
&lt;br /&gt;
This is a &amp;quot;Standard&amp;quot; start with a random Uncle Weapon. All three Light World dungeons are pendants and are required to pull a Progressive Sword from the Pedestal, with no possible ways to sequence break this requirement using minor glitches. The only locations logically available are locations which are accessible without the Moon Pearl. There is one Progressive Sword on the Pedestal, and one other Progressive Sword randomly placed somewhere else logically available. The game is over when you defeat Aga1 and grab the Triforce on the Pyramid Ledge.&lt;br /&gt;
&lt;br /&gt;
Some consequences of the settings are:&lt;br /&gt;
&lt;br /&gt;
* Boots will more often be available in the Light World than what you would expect in a normal Open seed partially due to the key placement of Desert Palace, however boots will not be available every seed.&lt;br /&gt;
&lt;br /&gt;
* If you decide to go up Aga Tower without the Lamp, you will always at least have the Fire Rod because a fire source is forced for Desert Palace.&lt;br /&gt;
&lt;br /&gt;
* You will always be forced to go through Escape and the three Light World pendant dungeons with either no sword or a Fighter Sword at maximum, and you will always ascend Agahnim Tower with a Master Sword.&lt;br /&gt;
&lt;br /&gt;
* You may be required to navigate through the Dark World to reach locations which are considered logically accessible without the moon pearl, such as Checkerboard Cave, Desert Palace, Tower of Hera, and East Light World Death Mountain.&lt;br /&gt;
&lt;br /&gt;
* Sequence breaking with bunny glitches ([[Bunny#Minor_Glitches]]) is possible, for example to get into the Mire Shed, Superbunny Cave, or [[Dungeon Bunny Revival]] inside Ice Palace, however you will never find an item required by the playthrough, and you will absolutely never find an item which allows you to skip pulling the Master Sword Pedestal and defeating Aga1. It is possible that you may find helpful items with bunny glitches, such as a Progressive Bow or a Hammer, but because of the shortness of the mode and the fewer opportunities for high variance decisions, this kind of sequence breaking is highly unlikely to pay off.&lt;br /&gt;
&lt;br /&gt;
* The bias of the fill algorithm is exacerbated in this game mode due to having much fewer locations which are ever logically accessible, but still having 216 items to fill. If you find an item which unlocks relatively few locations, it is more likely than normal to lead to something logically required. [http://alttp.mymm1.com/wiki/File:LightspeedFillBiasMeme.jpg Kekw]&lt;br /&gt;
&lt;br /&gt;
* Don't forget to pull the pedestal before going to Aga Tower (lul)&lt;br /&gt;
&lt;br /&gt;
* In play testing so far, seeds will take an experienced runner about 30-45 minutes to finish.&lt;br /&gt;
&lt;br /&gt;
== Design Goals of the Mode ==&lt;br /&gt;
&lt;br /&gt;
This mode is currently in development. The design goals of the mode are:&lt;br /&gt;
&lt;br /&gt;
* A consistently fast game mode option&lt;br /&gt;
&lt;br /&gt;
* Accessible to new runners while still being meaningfully challenging to experienced runners&lt;br /&gt;
&lt;br /&gt;
* Not too much variance&lt;br /&gt;
&lt;br /&gt;
* Competitive&lt;br /&gt;
&lt;br /&gt;
* Presents meaningful routing choices (despite reduced variance)&lt;br /&gt;
&lt;br /&gt;
* Intuitive and easy to understand the settings of the mode, and how those settings will effect a run&lt;br /&gt;
&lt;br /&gt;
* Consistent with the theme: &amp;quot;Light World&amp;quot; (e.g. Standard start, Master Sword on Pedestal for Aga Tower access, all Light World dungeons, no Ganon boss at the end,  etc)&lt;br /&gt;
&lt;br /&gt;
Our options for fast game modes are currently limited, with many of them having a very high spread of expected finish times; unusually high variance attached to routing choices; and/or a focus on Overworld routing over Dungeon completion and execution. The goal was to design a consistently fast mode that was fun to play for experienced and new runners and which still provides a competitive experience.&lt;br /&gt;
&lt;br /&gt;
The game forces you to defeat all Pendant dungeons with at most the Fighter Sword, only giving you the Master Sword for your Aga Tower climb. This keeps the difficulty curve consistent compared to having more swords in the pool and creates a meaningful challenge for experienced runners while remaining accessible to new runners. Although it is possible to complete the mode without the Lamp, you must have a fire source to have completed Desert Palace and enter Aga Tower, so Dark Aga with no Fire Rod is never a possibility, also keeping the mode accessible. This sword placement and count is also necessary to force the completion of all Light World dungeons.&lt;br /&gt;
&lt;br /&gt;
A goal is to reduce the number of tweaks made in the customizer so that it is easy to explain and understand the mode. A runner or viewer should be able to intuitively understand what the game mode is and how the run is effected by these tweaks.&lt;br /&gt;
&lt;br /&gt;
The theming complements the other design goals and helps to keep the mode intuitive, but is not the highest design priority on its own.&lt;br /&gt;
&lt;br /&gt;
== Settings Details ==&lt;br /&gt;
&lt;br /&gt;
Most items are still placed randomly using the normal fill algorithm, making the experience mostly analogous to playing the game in other game modes.&lt;br /&gt;
&lt;br /&gt;
* All Light World dungeon bosses have a (shuffled) pendant prize&lt;br /&gt;
&lt;br /&gt;
* The Moon Pearl has been removed from the item pool&lt;br /&gt;
&lt;br /&gt;
* The Cape has been remove from the item pool. This is so you will never get Cape access to Aga Tower, even with Bunny sequence breaks.&lt;br /&gt;
&lt;br /&gt;
* The Pedestal has a Progressive Sword&lt;br /&gt;
&lt;br /&gt;
* There is only one other Progressive Sword randomly placed from the item pool. This, along with the Cape being removed, means that both available swords will be required to beat the seed and forces the completion of the pendant dungeons.&lt;br /&gt;
&lt;br /&gt;
* The Triforce is on the Pyramid Ledge (a future version may include ROM changes in a branch of the randomizer which automatically sends you to the Triforce Room after defeating Aga1)&lt;br /&gt;
&lt;br /&gt;
* Dark World dungeon items have been manually placed in their dungeons. This does not effect the mode at all - it is currently required to generate seeds with the customizer due to the jankiness of what we're doing here, otherwise the customizer will freak out.&lt;br /&gt;
&lt;br /&gt;
* Standard start (though play it in Open mode if you want, idc)&lt;br /&gt;
&lt;br /&gt;
* The goal currently says &amp;quot;Defeat Ganon 7/7&amp;quot;, however you cannot finish the game this way without the use of major glitches&lt;br /&gt;
&lt;br /&gt;
* There is currently a Triforce Piece counter on the HUD when you play the game (probably because of the Triforce placed on the Pyramid, but it would be nice to remove this from the HUD in a future version)&lt;/div&gt;</summary>
		<author><name>Qirn!1504</name></author>
	</entry>
</feed>