Spark the Electric Jester 3

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
Basic Options

Goal Location

What should the goal stage be? Goals are in their vanilla locations Utopia Shelter: Defeat the final boss within Utopia Shelter to goal Freom Mk-0: Defeat the secret Freom boss to goal Requirements Only: Goal automatically sends upon meeting the progression requirements and going to the World Map
25
0
0
0

Progression Mode

What should be the mode of progression for this player? Gates: Similar to Sonic Adventure 2 AP, levels are placed in gates with very configurable requirements to move to the next gate Vanilla Entrance Randomizer: The world map is unlocked like in vanilla Spark 3 Level Items: You must find levels in the stages in order to progress. Levels are in their vanilla locations Open World: All levels are unlocked from the start, effectively Gates but with only Gate 0 - The goal level is the only exception. Progression Options denote the requirements - Levels are in their vanilla locations
25
0
0
0

Randomize Abilities

Randomize the abilities Spark normally can use into the item pool (Double Jump, Wall Jump/Walk, Dash, Charge Dash, Down Dash, Jester Dash, Combat)
0
25
0

Randomize Gimmicks

Puts the stage gimmicks into the item pool
0
25
0

Randomize Vehicles

Puts the car and copter into the item pool
0
25
0

Logic Difficulty

How difficult should the logic be WARNING: At the moment the difficulty is all over the place. If you have a suggestion or a question, please ask in the future game design thread normal: The easiest option, designed for those new to the game hard: You will need to be observant of the stage layout and know how to best utilize Spark's movement and simple tech expert: Requires knowledge for hard difficulty as well as less simple speedrun tricks. All tricks are fair game
0
25
0
0

Energy Logic

Should energy-requiring moves be relevant in logic? You may be required to restart the stage multiple times
25
0
0

Character Logic

Should characters be relevant in logic? Does not affect the unlock requirements for Utopia Shelter You may still be required to use energy with Fark
0
25
0

Spark 2 Stages

Adds the 14 Spark 2 stages
0
25
0

Starting Locations

Which locations are you guaranteed to start with? If a goal stage is not in this list and has checks/goal, it will be put into the item pool If progression is set to Gates, these locations are guaranteed to always be accessible (with exception to the goal) If the goal is "Requirements Only", you will need the "Level Unlock: Requirements" item to goal (which this option gives by default)
Progression Options

Sphere 0 List

What is the list of stages that may be used for starting level with Level Items or guaranteed gate 0 stages with Gates

Freedom Medal Count

How many freedom medals to put into the item pool.
This is a range option.

Accepted values:
Normal range: 0 - 2000
25
0
0
0
0
0

Required Freedom Medal Percentage

What's the required percentage of freedom medals to unlock Utopia Shelter
This is a range option.

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

Require Characters for Utopia

Should Fark and Sfarx be required to unlock Utopia Shelter?
0
25
0

Required Level Percentage

What percentage of levels in a gate (rounding up) should be completed before unlocking the next?
This is a range option.

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

Required Speed Medal Percentage

What percentage of speed medals should be required per level gate
This is a range option.

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

Required Speed Medal Type

Should the required speed medals be gold, diamond or both
25
0
0
0

Required Score Medal Percentage

What percentage of score medals should be required per level gate
This is a range option.

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

Required Score Medal Type

Should the required score medals be gold, diamond or both
25
0
0
0

Required Explored Levels

What percentage of stages should be explored to unlock Utopia Shelter
This is a range option.

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

Gate 0 Count

How many stages from the Sphere 0 list should be in the first gate? Increasing this can help with generation errors
This is a range option.

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

Explore Hunt

Add a location to each stage for collecting all explore medals
25
0
0
0

ExploreSanity

Adds the 180 exploration medals as checks (300 with Spark 2 stages)
25
0
0

ScoreSanity

Adds the 14 gold and/or 14 diamond score medals to the location pool. (28 each with Spark 2 stages)
25
0
0
0
0

SpeedSanity

Adds the 30 gold and/or 30 diamond speed medals to the location pool. (44 each with Spark 2 stages) WARNING: Logic Not Implemented
25
0
0
0
0

ShopSanity

Adds the 26 shop checks to the location pool
25
0
0

CoinSanity

Adds the 72 collectable coins in the collectathon stages as checks and optionally put them in the item pool Shuffle Coins - Puts the coins in the item pool and requires the vanilla amount to complete the stage Shuffle and Require All - Puts the coins in the item pool and requires all the coins to complete the stage
25
0
0
0
0

BatterySanity

Adds the 13 batteries in car stages as checks (making the car not useless)
25
0
0

CheckpointSanity

Adds the 237 checkpoints as checks (326 with Spark 2 stages)
25
0
0

BubbleSanity

In-dev sanity, expect instability between minor versions
25
0
0

CapsuleSanity

In-dev sanity, expect instability between minor versions
25
0
0

Down Dash Buttons

By default, Down Dash isn't a very progressive item, only being useful for 1 check This option adds buttons that you need to logically Down Dash onto as locations The exact number may change between releases
25
0
0

Goal Checks

Which goal locations should have checks inside them? If the current goal location is included, the completion checks will not be randomized The unlock requirements for each of these is the level item "Utopia Shelter" contains - 29 checkpoints "Freom Mk-0" contains - no extra checks "Requirements" sends a completion check when the "Requirements Only" goal would otherwise be reached

Endless Dive Check Count

How many checks should be in Endless Dive
This is a range option.

Accepted values:
Normal range: 0 - 110
25
0
0
0
0
0
Item Options

Combat Moves

Should the 8 combat moves be in the item pool?
0
25
0

Combat Option

Under the normal gating mode, Combat hard locks anything past the first gate. This means you are at the whim of the randomizer to progress past Gate 0 These options can help you progress quicker Normal: Bosses must be defeated, Combat is placed purely at the randomizer's whim Local Early: Guarantees the required combat item is in this game and early sphere Optional Bosses: You do not need to defeat bosses in order to unlock the next gate Start: Start with combat, takes it out of the item pool
25
0
0
0
0

Progressive Combat

How many combat items should be in the pool? These items are progressive, first one provides the ability to fight and subsequent items give you permanent combo (adjustable in client settings)
This is a range option.

Accepted values:
Normal range: 1 - 11
25
0
0
0
0
0

Progressive Score

How many score multiplier options should be in the pool? These items are progressive and can be adjusted in client settings
This is a range option.

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

Progressive Time Stop

How many timestop items should be in the pool? These items slow down the in-game timer, making the speed medals easier to obtain These items are progressive and can be adjusted in client settings
This is a range option.

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

Progressive Energy

How many progressive energy items should be in the pool? Each item provides a configurable amount of energy per second while on the ground, configurable in the client
This is a range option.

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

Trap Chance

Chance to receive traps instead of filler
This is a range option.

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

Labbing Mode

Overrides the ability randomizer and automatically opens all stages, for labbing checks. WARNING: For development purposes only
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"

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.