Crash Bandicoot N. Sane Trilogy

Weighted Options

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

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

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


Game Options

Progression Balancing

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

Accepted values:
Normal range: 0 - 99

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

Accessibility

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

Active Hubs

Choose which games' hubs and bosses are used. Does not filter the level pool.
25
0
0
0
0
0
0
0

Hub Area Locks

Require AP area-unlock items for later islands, elevator floors and gated hub sections. Crash 1 has Progressive Island Access items, Crash 2 has Progressive Elevator Access items Crash 3 sections has Hub Section X Unlock items.
25
0
0

Level Access Locks

Require each selected level's Access item. Independent of Hub Area Locks. When disabled, selected levels only require their hub area and secret-route requirements.
0
25
0

Goal

Choose what the player must complete to win. All Cortex requires defeating Cortex in every active hub game. Single-Cortex goals require that game's hub to be active. Cortex entrances follow the chosen hub area and level access locks. Level clears count distinct regular levels from the selected destination pool. Token hunt replaces a percentage of filler items with AP Tokens. Collecting the required percentage of those tokens wins.
25
0
0
0
0
0
0

Require All Goal Campaign Bosses

Require every boss, including Cortex, in the campaigns targeted by the goal. Applies only to Cortex goals. Required bosses are included even if omitted from the level pool. Level-clear and token-hunt goals are unaffected. Cortex Last also locks each goal campaign's Cortex until its other bosses are defeated.
25
0
0
0

Cortex Unlock Requirements

Extra requirements before the goal's Cortex entrances unlock. Select level_clears, token_hunt, or both. Every selected requirement must be met, then defeat the goal bosses to win. Used only with Cortex goals.

Goal Count

Distinct regular levels to clear for the level-clears goal or Cortex requirement.
This is a range option.

Accepted values:
Normal range: 1 - 1000
0 ❌
25 ❌
0 ❌
0
0
0
0

Token Hunt Filler Percentage

Percentage of filler slots replaced with AP Tokens for token hunt or a Cortex requirement.
This is a range option.

Accepted values:
Normal range: 1 - 100
0 ❌
25 ❌
0 ❌
0
0
0
0

Token Hunt Required Percentage

Percentage of the available AP Tokens required to win or unlock the goal Cortex bosses.
This is a range option.

Accepted values:
Normal range: 1 - 100
0 ❌
25 ❌
0 ❌
0
0
0
0

Available Level Pool

Allowed levels, grouped under crash_1, crash_2 and crash_3. Remove unwanted levels. An empty list or omitted game excludes its levels. Use titles, full names or level keys. Secret routes also need their source levels in the pool.
This option cannot be modified here. Please edit your .yaml file manually.

Level Count

Total regular levels to draw from Level Pool, including secret stages. Limited by the pool and available hub entrances. Bosses are added separately.
This is a range option.

Accepted values:
Normal range: 1 - 85
0 ❌
25 ❌
0
0
0
0

Starting Levels per Hub

Number of starting level entrances per active hub. Fills the earliest hub areas available among the selected entrances first, then unlocks more if needed.
This is a range option.

Accepted values:
Normal range: 1 - 31
0 ❌
25 ❌
0 ❌
0
0
0
0

White Gem Checks Percent

Percentage of eligible white-gem checks in selected levels.
This is a range option.

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

Colored Gem Checks Percent

Percentage of eligible colored-gem checks in selected levels.
This is a range option.

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

Power Crystal Checks Percent

Percentage of eligible power-crystal checks in selected levels.
This is a range option.

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

Relic Checks Percent

Percentage of eligible relic checks in selected levels.
This is a range option.

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

Level Placement Shuffle

Shuffle regular level destinations. Bosses and secret stages keep their entrances. Across Campaigns can place any pool level in any active hub. Off and Within Campaign use only levels belonging to the active hubs. Secret stages keep their vanilla paths and need their source levels in the pool.
25
0
0
0

Boxsanity Percent

Percentage of eligible breakable boxes in selected levels that become AP checks.
This is a range option.

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

Collectible Rewards

Reward modes for power_crystals, white_gems, colored_gems and relics (ankhs). randomized (default): shuffle selected rewards. vanilla: selected checks keep their original local rewards. precollected: shuffle selected rewards and grant unselected collectibles at startup.
This option cannot be modified here. Please edit your .yaml file manually.

Box Item Classification Spoilers

Color selected, reachable AP boxes by their item classification.
25
0
0

Crashsanity

Experimental: assign Crash 1/2/3 basic movement rules per regular level. F10 restores vanilla controls if a style prevents progress.
25
0
0

death_link

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

Local Items

Forces these items to be in their native world.

Non-local Items

Forces these items to be outside their native world.

Start Inventory

Start with the specified amount of these items. Example: {Bomb: 1, Arrow: 3}

Start Hints

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

Start Location Hints

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

Excluded Locations

Prevent these locations from having an important item.

Priority Locations

Prevent these locations from having an unimportant item.

Item Links

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