Fantastic Fist

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

Deathlink

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

Deathlink Amnesty

How many deaths it takes to send a Deathlink.
This is a range option.

Accepted values:
Normal range: 0 - 50
0 ❌
25 ❌
0 ❌
0
0
0
0

Goal

The goal of the game. Vanilla means the goal is to beat the World 5 boss. Universal Bearing Collectable means the goal is to beat the secret exit in The Looking Glass. Home means the goal is to beat home after collecting the Universal Bearing Collectable. Home will be treated as the first secret exit if the goal is not Home.
25
0
0
0

Difficulty

What tricks will be factored into the game's logic. Intended means that if an item makes a level easier in any way, it is required for logic. Simple means that easily skippable items will not be required for logic. Advanced means that any skippable items will not be required for logic. Glitched means that any skippable items including glitches will not be required for logic.
0
25
0
0
0

Open World

How open the world is. Closed means each level is unlocked individually. Partial means standard exits are unlocked at the start. Boss and Secret exits still need to be unlocked. Open means that everything besides boss exits are unlocked at the start. The Scenic Route's exit is also an exception. Full means that all exits are unlocked at the start.
0
0
25
0
0

Paths

How are Paths between levels unlocked. Vanilla means that beating a level will unlock its corresponding path. Randomized means that each level path will be an item in the pool. Progressive means that progressive path items will be added to the pool. While normal paths will be unlocked with Progressive Paths, paths to and from secret levels will be unlocked with Progressive Secret Paths.
25
0
0
0

Entrance Rando

Should level entrances be randomized.
25
0
0

Door Rando

Should doors in levels be randomized. Two way doors are always excluded from door rando. Full means that any door can lead to any other door. Balanced means that any door can lead to any other door, but levels will always have the same number of rooms as they had originaly. Restricted means that doors can lead to any other door in the same level. Disabled means that doors will not be randomized.
0
0
0
25
0

Roomsanity

Adds each room as a location. This adds 210 locations so enable this with caution.
25
0
0

Checkpointsanity

Adds each checkpoint as a location. This adds 41 locations.
25
0
0

Max Coin Amount

How many coins can be added to the item pool. The number of coins actually added to the item pool may be lower if there are not enough locations.
This is a range option.

Accepted values:
Normal range: 0 - 500
0 ❌
25 ❌
0 ❌
0
0
0
0

First Secret Exit Coin Requirement

What percentage of coins are needed to access the first secret exit.
This is a range option.

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

Second Secret Exit Coin Requirement

What percentage of coins are needed to access the second secret exit.
This is a range option.

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

Third Secret Exit Coin Requirement

What percentage of coins are needed to access the third secret exit.
This is a range option.

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

Fourth Secret Exit Coin Requirement

What percentage of coins are needed to access the fourth secret exit.
This is a range option.

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

Fifth Secret Exit Coin Requirement

What percentage of coins are needed to access the fifth secret exit.
This is a range option.

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

Sixth Secret Exit Coin Requirement

What percentage of coins are needed to access the sixth secret exit.
This is a range option.

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

The Looking Glass Secret Exit Coin Requirement

What percentage of coins are needed to access the secret exit in The Looking Glass.
This is a range option.

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

First Boss Coin Requirement

What percentage of coins are needed to access the first boss level.
This is a range option.

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

Second Boss Coin Requirement

What percentage of coins are needed to access the second boss level.
This is a range option.

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

Third Boss Coin Requirement

What percentage of coins are needed to access the third boss level.
This is a range option.

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

Fourth Boss Coin Requirement

What percentage of coins are needed to access the fourth boss level.
This is a range option.

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

Fifth Boss Coin Requirement

What percentage of coins are needed to access the fifth boss level.
This is a range option.

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

Default Item Groups

How items will be grouped together by default. To use Pop Blocks as an example: Separated item groups means Standard Pop Blocks and Galactic Pop Blocks will be added to the pool. Collecting each one will unlock its corresponding item. Progressive item groups means two Progressive Pop Blocks will be added to the pool. Collecting the first will unlock Standard Pop Blocks, and the second will unlock Galactic Pop Blocks. Grouped item groups means Pop Blocks will be added to the pool. Collecting it will unlock both Standard Pop Blocks and Galactic Pop Blocks. Precollected item groups means no items will be added to the pool. Both Standard Pop Blocks and Galactic Pop Blocks will be unlocked from the start.
25
0
0
0
0

Default Extra Items

Whether extra items are included by default. How these extra items are added is dependent on the item's grouping. To use Skull Rings as an example: Separated item groups will have two Yellow Skull Rings, and two Blue Skull Rings in the pool. Collecting the first of each will let you stop the corresponding Skull Ring from moving. Collecting the second of each will neutralize the corresponding Skull Ring. Progressive item groups will add a third additional Progressive Skull Ring to the pool. Collecting the third Progressive Skull Ring will neutralize both types of Skull Rings. Grouped item groups will add a second additional Skull Rings to the pool. Collecting the second Skull Rings will neutralize both types of Skull Rings. Precollected item groups means no items will be added to the pool. Both types of Skull Rings will be neutralized from the start.
25
0
0

Destructible Blocks

Progressive order is: Smash Blocks -> Burnable Blocks -> Snake Blocks
25
0
0
0
0
0

Physics Blocks

Progressive order is: Standard Physics Blocks -> Ice Blocks -> Yellow Physics Blocks -> Concrete Blocks -> Electric Blocks -> Line Blocks
25
0
0
0
0
0

Sliding Blocks

Progressive order is: Standard Sliding Blocks -> Yellow Sliding Blocks -> Blue Sliding Blocks -> Crystal Sliding Blocks -> Galactic Sliding Blocks
25
0
0
0
0
0

Boss Blocks

Progressive order is: Standard Star Blocks -> Yellow Star Blocks -> Blue Star Blocks -> Standard Heart Blocks -> Sliding Heart Blocks -> Delayed Heart Blocks
25
0
0
0
0
0

Pop Blocks

Progressive order is: Standard Pop Blocks -> Galactic Pop Blocks
25
0
0
0
0
0

Bumpers

Progressive order is: Standard Bumpers -> Directional Bumpers -> Yellow Bumpers -> Black Hole Bumpers
25
0
0
0
0
0

Switches

Progressive order is: Blue Switches -> Orange Switches
25
0
0
0
0
0

Punchappear Blocks

Progressive order is: Standard Punchappear Blocks -> Yellow Punchappear Blocks -> Blue Punchappear Blocks -> Orange Punchappear Blocks
25
0
0
0
0
0

Skull Blocks

Progressive order is: Yellow Skull Blocks -> Blue Skull Blocks -> Orange Skull Blocks
25
0
0
0
0
0

Extra Skull Blocks

Include extra Skull Block items to disable them.
25
0
0
0

Skull Rings

Progressive order is: Yellow Skull Rings -> Blue Skull Rings
25
0
0
0
0
0

Extra Skull Rings

Include extra Skull Ring items to disable them.
25
0
0
0

Enemies

Progressive order is: Gubes -> Yellow Gorbs -> Blue Gorbs -> Pixies
25
0
0
0
0
0

Extra Enemies

Include extra Enemy items to disable them.
25
0
0
0

Vivi Blocks

Progressive order is: Standard Vivi Blocks -> Yellow Vivi Blocks -> Firework Vivi Blocks
25
0
0
0
0
0

Block Launchers

Progressive order is: Standard Block Launchers -> Wing Block Launchers -> Pearl Block Launchers -> Ice Block Launchers -> Yellow Block Launchers -> Blue Block Launchers -> Inverted Block Launchers -> Galactic Block Launchers -> Fire Block Launchers
25
0
0
0
0
0

Launchers

Progressive order is: Standard Launchers -> Blue Pearl Launchers -> Red Pearl Launchers -> Yellow Crystal Launchers -> Blue Crystal Launchers -> Moon Launchers
25
0
0
0
0
0

Hazards

Progressive order is: Standard Spinners -> Star Spinners -> Red Fire Rings -> Blue Fire Rings
25
0
0
0
0
0

Extra Hazards

Include extra Hazard items to disable them.
25
0
0
0

Bubbles

Progressive order is: Green Bubbles -> Key Bubbles -> Number Bubbles -> Clear Bubbles -> Honey Bubbles
25
0
0
0
0
0

Balloons

Progressive order is: Red Balloons -> Blue Balloons -> Lead Balloons -> Toggle Balloons
25
0
0
0
0
0

Bombs

Progressive order is: Bomb Flowers -> Bomb Blocks -> Hive Bombs
25
0
0
0
0
0

Hive Blocks

Progressive order is: Blue Hive Blocks -> Red Hive Blocks
25
0
0
0
0
0

Keys

Progressive order is: Standard Key Blocks -> Key Quartets -> Ice Key Blocks -> Inverted Key Blocks
25
0
0
0
0
0

Gravity Items

Progressive order is: Up Gravity Flippers -> Down Gravity Flippers -> Up Gravity Fields -> Down Gravity Fields -> Up Water -> Down Water -> Gravity Fists -> Gravity Anchors
25
0
0
0
0
0

Lifts

Progressive order is: Arrow Lifts -> Yellow Lifts -> Hive Lifts
25
0
0
0
0
0

Semisolids

Progressive order is: Standard Semisolids -> Inverted Semisolids -> Toggle Semisolids
25
0
0
0
0
0

Vivi's Flashlight

Include Vivi's Flashlight as an extra item which lights up Nyctophobia.
25
0
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.