Mario Tennis GBC

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
Logic

Story Arcs

Which story ladders are played. With one arc, the Singles/Doubles choosers are skipped and only that arc's checks exist.
25
0
0
0

Goal

island_open: win the Island Open final (of each arc played). dream_match: win the Dream Match at Peach's Castle (of each arc played). completionist: check every location.
25
0
0
0

Mini-Games

progressive: each of the 9 Mario mini-games is a progressive item; its copies open the grid cell and levels 2 and 3. vanilla: each mini-game is one item opening its cell; levels unlock by clearing, as in the game. excluded: every cell is open and mini-game clears are not locations.
25
0
0
0

Shot Items

Your shots are items: topspin, slice and the flat shot (the second copy of each adds its power shot, or the smash), the lob and drop shot, and the topspin, slice and flat serves (the second copy adds the nice serve). You start with one random stroke and one random serve; a locked shot plays the first stroke or serve you own.
25
0
0
Gameplay

Story Match Sets

Sets in every story match (best of). Vanilla keeps each match's own length.
25
0
0
0
0

Story Match Games

Games per set in every story match. Vanilla keeps each match's own length.
25
0
0
0

Court Shuffle

The courts story matches are played on. Shuffled: the story matches' own courts are shuffled between them, so each court is played as often as usual, by different matches. Randomized: every match picks its own court from the nine exhibition courts and Center Court.
25
0
0
0

Opponent Strategy

Where singles story opponents stand and move: every one is adaptive in the vanilla game. Randomized: each singles match's opponent gets one of the game's eight positioning strategies, such as staying on the baseline, sliding sideways or rushing the net. Their skill is unchanged. Doubles opponents always keep their vanilla positioning.
25
0
0

Nerf Swing Contest

Lowers the swing contest's thresholds from 100 and 150 swings to 60 and 90.
25
0
0

Nerf Two-on-One

Bowser's mini-game, Two-on-One, plays 2 games per set instead of 6.
25
0
0

Experience Modifier

Multiplies every EXP award: story, exhibition and linked matches, drills, and EXP Bundles. A single award is capped at 65535 and never drops to 0.
0
25
0
0
0
0
0

Dream Match Difficulty

How hard Mario plays in Peach's first Dream Match offer (Intense in the original game). After a win she lets you pick any of the three, as usual.
0
25
0
0
Quality of Life

Skip Intro

A new story game skips the opening tour and starts in the Dorm Room.
25
0
0

Skip Awards Ceremony

Winning an Island Open final goes straight from the bracket to the congratulations artwork and credits, skipping the fireworks and the Awards Ceremony.
25
0
0

Default Text Speed

The message speed a new story file starts with. It can still be changed in the game's Options.
25
0
0
0

Default Camera Mode

The match camera a new story file starts with: normal, or player (the court turned so you are always on the near side). It can still be changed from the match pause menu.
25
0
0

Item Messages

Shows a message in the overworld for each item you find, send or receive. Turned off, items still arrive as normal, just silently.
0
25
0
Multiworld

Remote Items

Every item, this world's own and the starting inventory included, comes from the server. Needed for co-op or playing one slot on two carts; nothing is granted while disconnected.
25
0
0

DeathLink Send

DeathLink: send a death when you lose a point, a game or a match (the smallest loss that counts; a lost match point is still one death). A failed mini-game or drill counts as a lost match, and a failed drill point as a lost point; Two-on-One is a match. Change it while playing with the client's /deathlink_send command.
25
0
0
0
0

DeathLink Receive

DeathLink: what a death from another player costs you in a match: the current point, game or match (a game in a tiebreak takes the set with it). Any death ends a mini-game or drill as failed (a high-score run already past its record ends as a high score); Two-on-One is a match. Outside a match, mini-game or drill, deaths are ignored. Change it while playing with the client's /deathlink_receive command.
25
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.