Shadow The Hedgehog

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
Sanities

Objective Sanity

Determines if objective based checks are enabled. Objectivesanity checks are all stage objectives for dark/hero missions. Please read the readme for more information.
0
25
0

Enemy Objective Sanity

Determines if enemy-based objective checks are enabled.
0
25
0

Character Sanity

Determines if character checks are enabled. The first time you meet a character, the cutscene will play and provide a check. Disabling is handling by overwriting the value and cutscene will never play.
0
25
0

Checkpoint Sanity

Determines whether checkpoint sanity is enabled. This only adds checks and does not add anything to the pool.
0
25
0

Key Sanity

Determines whether key sanity is enabled. This enables checks as keys and does not add any items to the pool.
25
0
0

Enemy Sanity

Determines whether standard enemy sanity is enabled. This can be used in tandem with enemy objective sanity.
25
0
0

Weapon Sanity Unlock

Determines whether weapons are required to be obtained from the pool of items. This will change the logic of same stages. Can be used alongside Weapon Groups for more flexibility.
25
0
0

Weapon Sanity Hold

Determines whether game contains checks for legally holding each weapon. If unlocked is chosen, you must unlock the weapon with unlock first. If on is chosen, you will still lose the item in this mode, but will get the check.
25
0
0
0

Vehicle Logic

Determines if vehicle logic is active. Vehicles will not be avialable for use until found.
25
0
0

Object Unlocks

Overarching setting to enable/disable very object options.
25
0
0

Shadow Boxes

Whether or not Special Weapon Boxes (Shadow crates) reward a check.
25
0
0

Energy Cores

Whether or not energy cores (Hero/Dark cores) reward a check.
25
0
0

Gold Beetle Sanity

Whether or not Golden Beetles reward checks.
25
0
0

Door Sanity

Determines whether key door sanity is enabled, i.e. opening the key door provides a check.
25
0
0

Key Collection Method

Determines how keys can be collected. Local: Only the player collecting keys locally will collect keys for opening key doors. If keysanity is enabled, you will keep these keys when re-entering stages, but if disabled, you need to collect each time. Rare logic will require this. Arch: All keys must be obtained as archipelago items. Both: Arch items are included and local accessible keys also contribute to the key count.
25
0
0
0

Item Sanity

Determines whether item box sanity is enabled.
25
0
0

Checkpoint Shuffle

Determines whether checkpoint shuffle is enabled. Off: Checkpoint behaviour acts as normal. Unlocks Only: All checkpoints are added as items into the multiworld, allowing you to jump to later in the stage when unlocking. Start And Unlock: Checkpoints spawns for stages are randomised to be other checkpoints. To access Checkpoint 0 when unlocked, for relevant stages, You must pause and press Y then restart the stage.
25
0
0
0

Checkpoint Rules

Specific settings for controlling which checkpoint items are included. Disable Goal Rings: Disables including the goal ring as a possible checkpoint / spawn point. Zero Start: If checkpoint zero cannot be backtracked to, always start at 0. Note, read readme for information on reaching if disabled. Minimal Checkpoints: Removes random checkpoints from the pool to prevent end-game bloat.

Minimal Checkpoint Percentage

Percentage chance to include a checkpoint if Minimal Checkpoint rule is enabled.
This is a range option.

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

Starting Stages

Determines the number of stages that start unlocked in Select mode.
This is a range option.

Accepted values:
Normal range: 0 - 22
0
25
0
0
0
0
0

Level Progression

Which type of logic to use for progression through the game. Select will ignore story mode progression, and accessibility to stages will be given by items, based on gate options. See gates options for more information on gates. Story progression takes the story path and unlocks stages after clearing previous stages in story mode. Story mode stages will be available in select mode, and clearing in select mode will automatically follow the story path, sometimes leading to bosses blocking further stages. Use the /story command to see what stages are available in story and /story /s{stage} to set the story progression to where it needs to be.
25
0
0
0

Select Gates

Determines distribution behaviour for select gates.
0
0
25
0
0

Select Gates

Determines the number of select gates.
This is a range option.

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

Gate Unlock Requirement

Determines how gates are opened when using select gates. Items: Adds specific gate keys into the logic which open gates sequentially. Objective: Uses the objective items (e.g. Egg Balloon / Jungle Soldier) Chaos Emeralds: Each chaos emerald unlocks a gate. Forces gate count. Objective Available: Objective; but only uses stage items for levels previously available in gates.
0
0
0
25
0

Gate Density

Determines the density of objective items required for gates as per gate formula. Higher values will set the percentages higher to open gates.
This is a range option.

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

Select Bosses

Whether bosses can be unlocked via select mode. Note that mid-bosses require the ability to access the main stage in order to enter them but may be unlocked before they can be entered.
0
25
0

Story Shuffle

Determines method for shuffling story stages. Off will disable the story shuffle and will instead require vanilla order. Chaos mode will shuffle the story. For more information on chaos shuffle, please read the documentation.
25
0
0

Select Percentage

Percent of stage unlock items to include in the item pool when playing on 'Both' story and select mode.
This is a range option.

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

Story Boss Count

How many copies of each standard boss to feature through the story chain.
This is a range option.

Accepted values:
Normal range: 0 - 3
0
25
0
0
0
0
0

Include Last Story

Determines whether to include Last Way accessibility in the seed. In story mode: By enabling this, Devil Doom (the final fight) will be hidden in story mode and must be found in order to clear the game. Last Way goes to a random stage at the end, hence why Devil Doom MUST be shuffled in this way. In Select mode: Last Story will unlock early once the stage is unlocked via item or gate. Entering here plays as normal end game would, and would lead to Devil Doom afterwards. Note, if you are in the Devil Doom stage without the required goal items unlocked, you will be unable to complete it, Shadow will run out of rings on a loop and the stage must be exited and returned to later.
25
0
0

Exclude Go Mode Items

Excludes go-mode items from being checks, which is currently limited to - Checks within The Last Way on Select/Story Shuffle-less modes
0
25
0
Difficulty

Logic Level

Determines the logic level for play-through. Easy: Some requirements are dialled back to make for a smoother early experience. Normal: Standard logic. Hard: Skips expected of the player in order to make progress.
0
25
0
0

Boss Logic Level

Determines the boss logic level for playthrough. Easy boss logic ensures the player has access to one of the weapons within the stage in order to beat it. All bosses can be beaten without any progression otherwise, apart from Iron Jungle Egg Breaker.
25
0
0

Craft Logic Level

Determines the craft logic level for playthrough - distinguishing a difference in logic for crafts in Iron Jungle, Lethal Highway and Air Fleet A divider for calculating amount of hits required to take down a craft. Option Shadow Rifle: Use lowest setting but explicitly require the Shadow Rifle Option Impossible: Logic does not take into consideration any multiplier The maximum hits (may) require infinite ammo Other: Apply reduction by that value to the total number of hits on the craft
This is a range option.

Accepted values:
Normal range: 0 - 10

The following values have special meanings, and may fall outside the normal range.
  • 0: Shadow Rifle
  • 1: Impossible
  • 3: Hard
  • 6: Normal
  • 8: Easy
0
25
0
0
0
0
0

Chaos Control Logic Level

Determines the chaos control logic level for play-through. Note: This functionality may not work quite as intended yet with checkpoint shuffle. Off: Chaos Control is never required to make progress. Easy: Stages where the player will naturally have chaos control are included. Intermediate: Stages with workarounds that are not extremely complicated are included. Hard: Requires the player to work out building up and handling gauge.
25
0
0
0
0
Goal

Goal: Chaos Emeralds

Determines if chaos emeralds are required for completion. If enabled, you require the 7 chaos emeralds to unlock your goal.
0
25
0

Goal: Missions

Determines what percentage of general missions are required for completion, rounded up.
This is a range option.

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

Goal: Objective Missions

Determines what percentage of objective missions are required for completion, rounded up.
This is a range option.

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

Goal: Final Missions

Determines what percentage of final missions are required for completion, rounded up.
This is a range option.

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

Goal: Hero Missions

Determines what percentage of hero missions are required for completion, rounded up.
This is a range option.

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

Goal: Dark Missions

Determines what percentage of dark missions are required for completion, rounded up.
This is a range option.

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

Goal: Bosses

Determines what percentage of bosses are required for completion, rounded up.
This is a range option.

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

Goal: Final Bosses

Determines what percentage of final boss missions are required for completion, rounded up.
This is a range option.

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

Objective Sanity System

Option to determine what triggers objective sanity checks. Count Up, the original system, requires getting/maintaining a particular count. Individual, the new system, where each individual activation is a separate check, not requiring the count Due to technical limitations: - Currently disabled for Final Haunt Shields - GUN Soldiers work on despawn rather than defeat Both, checks for both in the system, if available
0
25
0
0

Objective Sanity Behaviour

When objective-sanity is enabled, how to operate clearing of stages Default: You require desired item count to finish stage, press Z to finish, then complete a goal Manual Clear: You require desired item count to finish stage, pressing Z when completable, sets count to 0, must be beaten normally (Must handle early accessible / update to current value detected in the stage) Base Clear: You do not need to collect items to progress stages, but as objectivesanity is on, required to still press Z to avoid inability to get checks.
25
0
0
0

Keys Required For Doors

Determines how many keys are required to open doors. This works by providing fake keys to the player.
This is a range option.

Accepted values:
Normal range: 0 - 5
0
25
0
0
0
0

Objective Percentage

Sets the objective percentage for each objective. When playing objective sanity count up, this removes the locations for anything after the percentage objective. Only affects locations, use available/completion for goal-related effects.
This is a range option.

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

Objective Completion Percentage

When playing Objective Sanity, determine the percentage of items required to finish stages. When playing non-objective, this is the amount required to complete the stage.
This is a range option.

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

Objective Item Percentage

When playing Objective Sanity, determine the percentage of items required to finish stages added alongside your provided completion percentage.
This is a range option.

Accepted values:
Normal range: 0 - 900
25
0
0
0
0
0

Objective Frequency

Frequency of checks for objective checks, i.e. if set to 4, each 4 progress is 1 check. This will always include the final check as well as every 4.
This is a range option.

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

Enemy Objective Percentage

When playing Objective Sanity, determine the percentage of items required to finish stages for enemy objectives.
This is a range option.

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

Objective Completion Enemy Percentage

When playing Enemy Objective Sanity, determine the percentage of items required to finish stages. This is specifically the enemy-based objectivesanity missions. For all enemies, refer to enemy sanity. These can be used in tandem.
This is a range option.

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

Objective Item Enemy Percentage

When playing Objective Enemy Sanity, determine the percentage of items required to finish stages added alongside your provided completion percentage.
This is a range option.

Accepted values:
Normal range: 0 - 900
25
0
0
0
0
0

Enemy Objective Frequency

Frequency of checks for enemy objective checks as percentage.
This is a range option.

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

Enemy Sanity Percentage

Determines the percentage of enemysanity checks in a stage to be included.
This is a range option.

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

Enemy Frequency

Frequency of checks for enemy checks, i.e. if set to 4, each 4 progress is 1 check.
This is a range option.

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

Percent Overrides

Advanced YAML setting to provide keys to dictate percentage based overrides. Read the setup_en.yaml for more information.
This option cannot be modified here. Please edit your .yaml file manually.
Configuration

Shadow Rfile Components

Whether parts are required for the Shadow Rifle to be complete and available.
25
0
0

Excluded Stages

Stage names to exclude checks from.

Objects: Ziplines

Whether ziplines need to be unlocked before they can be used.
0
25
0

Objects: Pulleys

Whether pulleys need to be unlocked before they can be used.
0
25
0

Objects: Rockets

Whether rockets need to be unlocked before they can be used.
0
25
0

Objects: Units

Whether heal units and bombs, as associated servers need to be unlocked before they can be used.
0
25
0

Objects: Warp Holes

Whether warp holes need to be unlocked before they can be used.
0
25
0

Objects: Light Dashes

Whether light dash trails of rings need to be unlocked before they can be used.
0
25
0

Single Diablon

Only include a single Sonic & Diablon of the available 3.
25
0
0

Single Black Doom

Only include a single Black Doom of the available 3.
25
0
0

Single Egg Dealer

Only include a single Egg Dealer of the available 3.
25
0
0

Boss Enemy Sanity

Determines whether boss enemy sanity is enabled. This can be used in tandem with enemy objective sanity.
25
0
0

Difficult Enemy Sanity

Determines whether enemies marked as difficult are included as part of enemy sanity.
25
0
0

Last Way Enemysanity

Toggle to disable enemy sanity for last way. Only applicable when enemysanity is enabled.
0
25
0

Story And Select Start Together

Force story mode's start point to be one of the starting select stages (for both mode)
0
25
0

Story Progression Balancing

Story progression balancing to determine sphering for story stages. Higher numbers choose routes leading to more stages available in one go. Lower numbers choose smaller story progression, but will stay lower progression for longer. Refer to the documentation for more information.
This is a range option.

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

Story Progression Balancing Passes

Story progression balancing passes to make, using balancing value. Use 0 to disable story progression balancing. Each pass selects a route, reducing the counts required to progress through story missions. The lowest value from all passes will be used.
This is a range option.

Accepted values:
Normal range: 0 - 5
0
25
0
0
0
0
0

Force Objective Sanity Mission Chance

Determines the probability of a objective-sanity stage being force-added to Priority Locations
This is a range option.

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

Force Objective Sanity Max

Determines the upper limit of total objectsanity items in priority locations.
This is a range option.

Accepted values:
Normal range: 0 - 60
0
25
0
0
0
0
0

Force Objective Sanity Max

Determines the upper limit of stages to be forced into priority locations.
This is a range option.

Accepted values:
Normal range: 0 - 1000
0
25
0
0
0
0

Starting Level Method

Ensures clearable neutral stages are picked first for starting stages. None: Starting behaviour has no factors. Clear Stage: First stage non-objectivesanity mission can be cleared. Stage + Item: First stage, plus an item that progresses through that stage. Only picks one item.
25
0
0
0

Secret Story Progression

When using UT, hide the progress of stages until the player has found them in the story mode.
25
0
0

Checkpoint Convenience

Determines whether checkpoint convenience is enabled, allowing warping back to a checkpoint On re-entering a stage if it has been enabled before. Requires Checkpoint sanity to function.
0
25
0

Minimum Rank

Minimum rank required to get the location clear check.
0
0
0
0
25
0

Auto Clear Missions

Set automatic clears for missions once objective criteria is achieved. When playing story mode, ensure that the player has access to a new stage before auto-clearing to improve tracking behaviour. Auto clear is automatically disabled when playing on objective-less sanity.
0
25
0

Start Inventory Excess Items

Add items to start inventory if not enough locations found. Not recommended to disable as can lead to generate failures.
0
25
0
Extra Items

Ring Filler

Determines if ring filler is included.
0
25
0

Gauge Filler

Determines if gauge filler is included.
0
25
0

Ammo Boost Filler

Determines if ammo boost filler is included.
0
25
0

Enable Traps

Enables traps for the multiworld
25
0
0

Trap Fill Percentage

Enables traps for the multiworld
This is a range option.

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

Enable Poison Traps

Enables traps for the multiworld
25
0
0
0
0

Enable Ammo Traps

Enables traps for the multiworld
25
0
0
0
0

Enable Checkpoint Traps

Enables traps for the multiworld
25
0
0
0
0

Weapon Sanity Min Available

Minimum value for weapon copies to be in the item pool.
This is a range option.

Accepted values:
Normal range: 1 - 5
25
0
0
0
0
0

Weapon Sanity Max Available

Maximum value for weapon weapons to be in the item pool.
This is a range option.

Accepted values:
Normal range: 1 - 5
25
0
0
0
0
0

Weapon Groups

Group together confirmed sets of weapon items to unlock them in given batches. - Stage Melee Weapons: Non-required Stage Melee Weapons - Environment Weapons: All Stage Melee Environment Weapons - Egg Pawn Weapons: Used by Egg Pawns - GUN Launcher Weapons: Launching GUN Weapons - Black Warrior Weapons: Held by standard Black Arms - Black Oak Weapons: Held by big Black Arm enemies - Worm Weapons: Held by Black Arm Worm enemies - Gun Soldier Weapons: Held by GUN Soldiers - Gun Mech Weapons: Held by GUN Mechs - Laser Weapons: Laser-style weapons
This option cannot be modified here. Please edit your .yaml file manually.
Other

Ring Link

Whether your in-level ring gain/loss is linked to other players. Off disables the feature. On enables the feature excluding the special cases listed below. Unsafe enables ring link during Circus Park missions and during Devil Doom.
25
0
0
0

Music Shuffle

Toggle for shuffling the stage music upon entering a stage
25
0
0

Shadow Mod

Shadow Mod intended to be used. In order to use a mod you accept that the game may not yet be fully supported and that bugs will occur. Only vanilla is officially supported. Only mods in the list have any testing or handling at all. Minor mods will not affect memory and are likely to be fine.
25
0
0
0
Plando

Plando Starting Stages

Force this selection of stages to be chosen first.

Plando Checkpoint Spawns

Advanced YAML setting to provide keys to dictate percentage based overrides. Read the setup_en.yaml for more information.
This option cannot be modified here. Please edit your .yaml file manually.
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 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.