Sonic Colours (Wii)

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
Progression

Goal

Choose what you must complete to finish your run. Final Boss includes the escape in Terminal Velocity Act 2.
25
0
0
0

World Progression

Unlock Acts in Order: each clear opens the next Act like in Vanilla. All Acts then Boss: unlocking a world opens all six Acts independently; clear all six to open its boss.
0
25
0

White Boost Wisp Lock

Require White Boost Wisp to gain Boost from white capsules and enemies. AP Boost Refills remain usable.
0
25
0

Ability Locks

Lock all kinds of movement abilities. Includes abilities like double jump, wall jump etc.
0
25
0

Super Sonic

Add the seven Chaos Emerald items to the pool to unlock Super Sonic. The logic for this feature is not fully implemented, so you may be able to collect red rings out of logic.
25
0
0
Checks

Red Ring Checks

Red Ring checks are always enabled: one per ring, or one per Act for collecting all five. These pickups are separate from the AP Red Ring items used to open Game Land stages.
25
0
0

Rank Checks

Choose the lowest rank that gives a check. Better ranks also complete lower enabled ranks. All adds S, A, B and C checks.
25
0
0
0
0
0
0

1-Up Sanity

Add checks for the 31 1-Up objects spread across the 36 Acts.
25
0
0

Wisp Discovery Checks

Add a check when you first discover each coloured Wisp. Discovery does not unlock its AP ability.
0
25
0
Game Land

Game Land Checks

Add a Clear check for each of the 21 Game Land stages. Stages require AP Red Ring items to unlock. When off, also disables Eggman Heart Sanity and Chaos Emerald Checks and removes Red Ring items.
0
25
0

Chaos Emerald Checks

Add a check for clearing all three stages in each Game Land group, for seven checks total. This does not grant the matching AP Chaos Emerald item.
25
0
0

Eggman Heart Sanity

Add a check for collecting the Eggman Heart in each Game Land stage.
0
25
0

Game Land Requirement Reduction

Percentage-based reduction for Game Land Stage unlock costs.
This is a range option.

Accepted values:
Normal range: 0 - 99
0 ❌
25 ❌
0 ❌
0
0
0
0
Traps

Trap Percentage

Percentage of remaining filler slots replaced with traps.
This is a range option.

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

Ring Loss Trap Weight

How often Ring Loss Traps appear compared with other traps.
0
0
25
0
0

Score Reset Trap Weight

How often Score Reset Traps appear compared with other traps.
0
25
0
0
0

Dead Weight Trap Weight

Relative frequency of Dead Weight Traps. Blocks jumping for 15 seconds of active stage gameplay. Deaths preserve the remaining time.
0
25
0
0
0
Red Ring Colors

Red Ring Item Colors

Color Red Rings by their AP rewards: purple for progression, blue for useful and light blue for filler.
0
25
0

Colorblind Mode

Use gold, blue, gray and orange for progression, useful, filler and traps in Red Ring colors and the item HUD. Own rewards and disguised traps still follow their separate settings below.
25
0
0

Own Item Red Ring Colors

Keep your own rewards red, keep only your own AP Red Ring currency red, or color every reward by item type. Traps use their separate setting below.
0
0
25
0

Trap Red Ring Colors

Keep traps red (orange in Colorblind Mode), or disguise them with a fixed random item color.
0
0
Miscellaneous

Music Randomization

Shuffle music across everywhere.
0
25
0

Death Link

Share deaths with other players.
25
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.