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
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.
Supervisors Required
How many Supervisor wins are required to complete the game.
The server will randomly assign which Supervisors count toward the goal.
Value must be between 1 and 11.
This is a range option.
Accepted values:
Normal range: 1 - 11
Supervisors In Pool
How many Supervisor Unlock items are placed in the multiworld item pool.
Must be >= SupervisorsRequired. Extra unlocks beyond the required count
act as safety redundancy so the player isn't forced to receive every unlock.
This is a range option.
Accepted values:
Normal range: 1 - 11
Starting Supervisors
How many Supervisors the player starts with already unlocked (chosen randomly
from SV1..SV11 at generation time). Useful to ensure the player always has
something to play on immediately.
This is a range option.
Accepted values:
Normal range: 0 - 3
Starting Items Per Shop
How many items the player starts with already unlocked in EACH of the
3 shops (Normal Shop, Black Market, Cafe) - chosen randomly and
independently per shop, so every shop has real starting variety instead
of only the one you happen to sample into.
This is a range option.
Accepted values:
Normal range: 0 - 10
Starting Perks
How many perks the player starts with already unlocked (chosen randomly
at generation time).
This is a range option.
Accepted values:
Normal range: 0 - 5
Include Challenges
If enabled, Challenge completion locations are included in the randomizer.
Challenges can be difficult; disable this for a shorter seed.
Include Nubby Trials
If enabled, Nubby Trials level completion locations are included.
Include Shop Item Checks
If enabled, each round that hosts a shop sells exactly one Archipelago
item; once bought, that round's shop never offers another for the rest
of the game. Up to 69 checks total.
Include Perk Checks
If enabled, "AP Perk Purchase" locations are included for all tracked
perks (sent by buying the dedicated AP Item shop slot while it
represents that location - not detected via chest pickup), for up to
27 additional checks.
Include Round Milestone Checks
If enabled, "Reach Round N" locations are included for the first-time
completion of round 5, 10, 15, ... up to 80, for 16 additional checks.
Include Restock Milestone Checks
If enabled, locations are included for the first time a single round's
restocks reach 1, 2, 5, 10, 50, 100, 500, 1000, 2000, 3000, 4000, 5000,
6000, 7000, 8000, 9000, or 9999 - restocks only count together if
obtained within the same round. 17 checks total.
Points Check Count
How many "Reach N Points" locations are included. Points accumulate
from a lifetime total that persists across runs: completing a round
awards 1 point for rounds 1-5, 2 points for rounds 6-10, 3 points for
rounds 11-15, and so on, increasing by 1 every 5 rounds. Locations are
placed for reaching 1, 2, 3, ... up to this many points.
This is a range option.
Accepted values:
Normal range: 10 - 500
Zone-Based Shops
If enabled, the Normal Shop's AP-tracked item pool is split as evenly
as possible into 4 groups, one per zone (Zone 1 = rounds 1-20, Zone 2 =
21-40, Zone 3 = 41-60, Zone 4 = 61-80) - only that zone's own group is
purchasable while you're in it. Zone 5 (round 81+, endless) lifts the
restriction entirely: every AP-tracked item becomes purchasable there.
This paces which items can appear based on how far into a run the shop
is, rather than the full unlocked pool being available from round 5
onward. Only affects the Normal Shop - Black Market and Cafe are
unaffected.
Lock Zones Behind Items
If enabled, advancing past round 20/40/60 (into Zone 2/3/4) requires a
Progressive Zone Unlock item - each one received opens the next locked
zone in sequence. Progress caps at the last round of your
currently-unlocked zone until the next one arrives - you keep clearing
that round's goal (with restocks) rather than getting stuck. Zone 1
(rounds 1-20) is always accessible.
Also Lock Zone 5 (Endless)
If enabled (requires lock_zones), Zone 5 (round 81+, endless mode) is
also gated behind the Progressive Zone Unlock sequence, as its final
step. Has no effect if lock_zones is off.
Lock Grab-A-Tron Behind Item
If enabled, the Grab-A-Tron claw machine minigame (a random round
event) does not appear until its Unlock item is received - the round
that would have triggered it plays out as a normal round instead.
Lock Black Market Behind Item
If enabled, the Black Market (triggered by using a found Suspicious
Key on its round event) stays inert until its Unlock item is
received - that round falls back to a normal shop instead, same as
when the player has no key at all.
Lock Cafe Nubby Behind Item
If enabled, the Cafe door in the main room does not respond to clicks
until its Unlock item is received.
Lock Nubby Trials Behind Item
If enabled, the Nubby Trials tile (Challenge slot 10) cannot be
entered until its Unlock item is received, on top of the game's own
5-challenges-beaten requirement.
Lock Challenges Behind Item
If enabled, Challenge mode as a whole is locked from a fresh room
(mirrors the existing Supervisor/Tony lock mechanism - edits the
game's own obj_GAME.U_ChallengeMode save flag directly) until its
Unlock item is received.
Lock Freeze Ability Behind Item
If enabled, the game's own shop-offer-freeze ability (drag an offer
onto the freeze button to keep it from rerolling next visit) is
disabled until its Unlock item is received.
Include Traps
If enabled, trap items are added to the pool: deletes an item from
inventory, deletes all coins, reduces lives to 1, disables a random
item for 5 rounds, or forces a random special event next round
(delayed a round if the next round is already a special event).
Nubby Filler Percent
What percentage of the pool's padding slots are "Filler: Nubby" -
a no-op filler item that does nothing on arrival.
This is a range option.
Accepted values:
Normal range: 0 - 100
Custom Final Round
If set above 80, the final boss encounter and win condition move to
this round instead of the vanilla round 80, and round 80 itself
becomes a regular special event round instead of the boss fight.
0 (default) keeps vanilla behavior (boss/win at round 80).
This is a range option.
Accepted values:
Normal range: 0 - 300
Score Goal
If set above 0, completing the game also requires accumulating this
many total points (the game's own AllPoints run score, summed across
every run played in this room) as an alternative path to victory
alongside beating the required Supervisors. 0 (default) disables this
goal entirely.
This is a range option.
Accepted values:
Normal range: 0 - 1000000000