Kirby & The Amazing Mirror

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

Randomize Shards

Controls where Mirror Shards can appear. - Vanilla: Each area's boss defeat location contains its matching shard. - Completely Random: Shards can appear from any location. Default.
0
25
0
Make the game shorter

Goal

Determines what your goal is to consider the game beaten. - Dark Mind: Defeat Dark Mind and beat the game. - Defeat Any Area Boss: Defeat any one eligible area boss. - Defeat Area Boss: Defeat the area boss selected by `configured_area_boss`. Set `configured_area_boss` to `random` to choose one boss at generation.
25
0
0
0

Configured Area Boss

Selects which area boss is used when the goal is set to Defeat Area Boss. The default target is the Master Hand + Crazy Hand pair. Set the entire option to `random` to let Archipelago choose one of the eight area bosses during option parsing. In a YAML, the shorthand is: `configured_area_boss: random` If you start from the generated weighted template, replace the entire `configured_area_boss` weight mapping with that one line. This option is ignored unless `goal` is set to `defeat_area_boss`.
0
0
0
0
0
0
0
25
0
Make the game easier

Start With All Maps

Start the game with all nine area maps already acquired. Off by default. Intended for new players who find exploring unmapped areas daunting. All map items are removed from the item pool and replaced with filler.
25
0
0
Kirby Health

Minimum Health

Kirby's starting HP capacity, also applied when loading a native save offline. Each Vitality Counter increases this capacity by 1, up to Maximum Health. This is not a damage floor: Kirby can still lose HP and die normally. Set both health options together. Maximum Health must be at least this value and at most 9 HP higher, using up to nine unique Vitality Counters. Defaults to 6 HP. Set both health values to 1 for a fixed one-hit challenge.
This is a range option.

Accepted values:
Normal range: 1 - 10
0 ❌
25 ❌
0 ❌
0
0
0
0

Maximum Health

Kirby's HP capacity after receiving every Vitality Counter in the item pool. The pool contains Maximum Health minus Minimum Health counters (0 to 9), with unused counter slots replaced by filler. Equal values disable upgrades. Set both health options together. Must be at least Minimum Health and at most 9 HP higher. Defaults to 10 HP. For a one-hit start with four upgrades, use Minimum Health 1 and Maximum Health 5. New ROMs include these bounds.
This is a range option.

Accepted values:
Normal range: 1 - 10
0 ❌
25 ❌
0
0
0
0
Make the game last longer

Room Sanity

Adds room-visit checks (for example, `Room X-*`). Off by default because it adds 263 locations.
25
0
0
Make the game harder

Ability Gating

Enable gating for abilities. Gated abilities are turned on by receiving an AP item. On by default.
0
25
0

Enable Traps

Allow negative trap items to appear in the randomized item pool. Off by default. When disabled, no KirbyAM traps are placed.
25
0
0

Trap Fill Percentage

Sets what percentage of eligible filler slots become traps when `Enable Traps` is on. Eligible filler slots are the locations left after all progression/useful items are placed. Trap items are sampled with replacement, so duplicate traps are allowed when the pool is large enough. - 0: No filler slots become traps. - 25: One quarter of eligible filler slots become traps. Default. - 100: Every eligible filler slot becomes a trap.
This is a range option.

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

No Extra Lives

Start with zero lives and clamp all extra-life gains to zero during gameplay. Starts after the tutorial. Off by default. Yes, you can combine this with One-Hit Mode for an extra challenge.
25
0
0

Enemy Health Multiplier

Scale regular-enemy, miniboss, and boss health as a percentage of native HP. - 50: Half native HP. - 100: Native HP. Default. - 200: Double native HP. - 500: Five times native HP. The value is baked into each generated game patch, so it changes enemy HP in the player's ROM rather than only changing logic or client metadata. Normal Archipelago Range weighting is supported in player YAML files.
This is a range option.

Accepted values:
Normal range: 50 - 500
0 ❌
25 ❌
0 ❌
0
0
0
0

death_link

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

Ability Randomization Mode

Controls randomization of enemy-granted copy abilities. If statue randomization is enabled, statues inherit this same mode. - Off: Enemy copy abilities stay at native defaults. Default. - Shuffled: Enemy types are remapped deterministically so all enemies of the same type grant the same ability. - Completely Random: Eligible enemy ability grants are remapped independently (deterministic per grant event).
25
0
0
0

Ability Randomization: Statues

Include ability statues (sometimes called ability trophies or ability stands) in copy-ability randomization. This toggle only controls whether statues participate at all. Only applies when Ability Randomization Mode is not Off. Participating statues use the currently selected Ability Randomization Mode (Off, Shuffled, or Completely Random). Randomized statues always grant an ability and do not use `ability_randomization_no_ability_weight` or `ability_randomization_passive_enemies`. Randomized statues do respect `ability_randomization_minny`. Off by default.
25
0
0

Ability Randomization: Passive Enemies

When enabled, enemies that normally do not grant a copy ability can receive a randomized ability. Only applies when Ability Randomization Mode is not Off. Enemy sources only. Ability statues are not affected by this toggle. On by Default, but ability_randomization_mode is Off by Default.
0
25
0

Ability Randomization: No Ability Weight

Sets the percentage chance that an included randomized enemy grant resolves to no ability instead of a copy ability. - 0: Included randomized enemies always grant a copy ability. - 55: 55% of included randomized enemies grant no ability, 45% grant a copy ability. Default. This matches the in-game percentage when enemies that normally grant no ability are included in the randomization pool. - 100: Included randomized enemies always grant no ability. This only affects enemies already included by the ability randomization mode and the boss/miniboss/passive-enemy toggles. Ability statues are not affected; randomized statues always grant an ability. You can set a custom percentage by adding a custom number as the subkey, then supply the "percentage" chance for generation to roll that value. For example: 25: 50 The above says you want 25% of ability granting enemies to provide no ability instead of a copy ability, and 75% to provide a copy ability. Further, 25: 10 50: 10 75: 10 The above says you want generation to have equal chances of creating worlds where 25%, 50%, and 75% of ability granting enemies provide no ability instead of a copy ability.
This is a range option.

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

Ability Randomization: Boss Spawns

Include boss-spawned ability grants in randomization. Only applies when Ability Randomization Mode is not Off. On by Default, but ability_randomization_mode is Off by Default.
0
25
0

Ability Randomization: Minibosses

Include mini-boss ability grants in randomization. Only applies when Ability Randomization Mode is not Off. On by Default, but ability_randomization_mode is Off by Default.
0
25
0

Ability Randomization: Minny

Include Minny in copy-ability randomization. Only applies when Ability Randomization Mode is not Off. If ability statue randomization is enabled, statues also respect this toggle. Off by Default.
25
0
0
Cosmetics

Starting Kirby Color

Choose Kirby's default starting color palette. Pink is the in-game default. The resolved color is embedded in the generated patch and applied before Kirby's first gameplay palette loads. A confirmed, owned treasure-room paint overrides this static choice and persists per save file. The treasure menu's default swatch clears that choice. Supported color names: Pink, Yellow, Red, Green, Snow, Carbon, Ocean, Sapphire, Grape, Emerald, Orange, Chocolate, Cherry, Chalk, Shadow, Ivory, Citrus, White, Lavender Shadow, Ivory, Citrus, White and Lavender are appearance choices, without new collectible spray paints. Native Chalk keeps its original appearance. Set the entire option to `random` to let Archipelago choose one supported color during option parsing. In a YAML, the shorthand is: `starting_kirby_color: random` If you start from the generated weighted template, replace the entire `starting_kirby_color` weight mapping with that one line. Set to `random_color_per_room` to choose an initial color at generation, then change to a different supported color whenever the connected BizHawk client observes Kirby enter a different room. This mode takes priority over a treasure-room paint choice; it does not erase the saved choice.
0
25
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
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.