Pinball FX

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
Goal Options

Goal

Determines the victory condition. Shiny Quarters + Final Table: Collect enough Shiny Quarters to unlock a Final Table and get a classic mode high score on it. Shiny Quarter Hunt: Collect a set number of Shiny Quarters spread across the multiworld.
25
0
0

Shiny Quarters Total

Determines how many Shiny Quarters are in the item pool. This number will not be allowed to go over 2 * (number of pinball tables) and will be clamped accordingly if so.
This is a range option.

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

Shiny Quarters Required

Determines how many Shiny Quarters are required to either win or unlock the final table. If this number is higher than the total number of Shiny Quarters, it will be set to that number instead.
This is a range option.

Accepted values:
Normal range: 1 - 100
0
25
0
0
0
0
0
Pinball Table Options

Pinball Table Selection

Determines which Pinball Tables can be considered for inclusion in the multiworld. Set any table you don't own (or don't want to play) for Pinball FX to false. A minimum of 6 Pinball Tables must be selected to play this implementation.
This option cannot be modified here. Please edit your .yaml file manually.

Pinball Table Count

Determines how many Pinball Tables will be picked from your table selection for inclusion in the multiworld. If this number is higher than the size of your Pinball Table selection, it will be set to that number instead. Note: Setting this value below 10 could extremely rarely lead to generation failures when paired with other restrictive options.
This is a range option.

Accepted values:
Normal range: 6 - 140
0
25
0
0
0
0
0
Location Options

Include Very High-Tier Scores

If enabled, locations for Very High-Tier Target Scores will be created when generating the multiworld. Enabling this option will add more locations, but will also place additional player skill expectations on you.
25
0
0

Include 1 Ball Challenges

If enabled, locations for 1 Ball Challenges will be created when generating the multiworld. By default, only Classic Mode and Time Challenge locations are included when generating. Items to unlock the 1 Ball Challenge for each table will be added to the item pool.
25
0
0

Include Flips Challenges

If enabled, locations for Flips Challenges will be created when generating the multiworld. By default, only Classic Mode and Time Challenge locations are included when generating. Items to unlock the Flips Challenge for each table will be added to the item pool.
25
0
0

Include Distance Challenges

If enabled, locations for Distance Challenges will be created when generating the multiworld. By default, only Classic Mode and Time Challenge locations are included when generating. Items to unlock the Distance Challenge for each table will be added to the item pool.
25
0
0
Target Score Options

Target Score Requirement Mode

Determines how Target Score requirements are set. Same for All Tables: A single percentage will be applied to the Target Scores of all tables Random per Table: Each table will have a random percentage applied to its Target Scores
25
0
0

Target Score Requirement Percentage

Determines the percentage to apply Target Scores. You will not unlock location checks until you reach or exceed the Target Scores on a given table. When the requirement mode is set to random per table, the specified percentage will act as the maximum possible. The Pinball FX Archipelago client will display the expected scores for each table under the Pinball FX tab. WARNING: Values over 100 are intended for players experienced with scoring high on various pinball tables. More casual players may never be able to reach the resulting Target Scores. Be advised.
This is a range option.

Accepted values:
Normal range: 50 - 400
0
25
0
0
0
0
0
Useful Item Options

Useful Item Percentage

Determines what percentage of filler items will get converted to useful items. Useful items are (per mode / challenge type): Target Score Discount, Target Score Multiplier These will make the game slightly easier, but are also table-specific for balance purposes. The Pinball FX Archipelago client will display the useful items assigned to each table under the Pinball FX tab.
This is a range option.

Accepted values:
Normal range: 0 - 100
0
25
0
0
0
0
0
Trap Options

Trap Percentage

Determines what percentage of filler items will get converted to trap items. Trap Items are made up of the following types: - Post-Processing Effects (Black and White, Bloom, Chromatic, Color Inversion, Grainy, Tunnel Vision) This percentage is applied to the remaining filler items AFTER the useful item conversion has taken place.
This is a range option.

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

Trap Weights

Determines the relative weights of each Trap Type if Trap Percentage is greater than 0. Each weight is required to be zero or more.
This option cannot be modified here. Please edit your .yaml file manually.

Trap Duration

Determines how long each trap will last (in seconds).
This is a range option.

Accepted values:
Normal range: 20 - 300
0
25
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"

Start Inventory from Pool

Start with the specified amount of these items and don't place them in the world. Example: "Bomb: 1" The game decides what the replacement items will be.

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.