Spyro: A Hero's Tail

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
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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.
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DEATHLINK

DeathLink

Determines DeathLink behavior. disabled: Disabled. Shielded: The Butterfly Jar will protect you from a received DeathLink death, if you have it. Enabled: Enabled without shielding.
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DeathLink Amnesty

If DeathLink is enabled, this option decides how many in-game deaths need to occur before a DeathLink death is sent out to the multiworld. The game mod tracks your deaths on the pause menu's box labeled "DL:".
This is a range option.

Accepted values:
Normal range: 1 - 100
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GENERATION SETTINGS

Logging Level

Log messages are generated at various points during generation. This option lets you decide which type of messages should be logged. Warning: Used whenever a YAML issue is encountered (at which point, generation proceeds according to auto_corrections). It is advised to keep this option selected, at minimum. Info: Basic generation status information. For example, messages like "Setting up gadget costs." or "Setting up randomized shop costs." Debug: Extra information for basic debugging, such as logging the internal values used when setting up shop prices. Extra: Maximum (hundreds of lines) logging for extreme debugging. Intended for developer use only, but you can enable it if curious :)

Auto Corrections

This option decides the behavior of the generator whenever YAML issues are encountered. halt: The generator will prioritize player choice by halting generation when issues are encountered. This is ideal for solo or small multiworld generations, since issues can be resolved without much impact on time. fix: The generator will prioritize generation success by fixing issues automatically. Options which can lead to this have the automatic fixes detailed in their descriptions. This is ideal for longer generations, since a generation being halted after significant time has passed can be frustrating.
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GOAL, CHECKS, AND ITEMS

Goal

Choose your goal(s) for this seed. Run /check_goal overview in the client for mid-run information. Any locations in exclude_locations will be left out of goals they belong to. If you exclude all locations for all chosen goal types and auto_corrections is set to 'fix', Mecha-Red will be forced as your goal regardless of exclusions. Collectible goals are based on *AHT locations*, not item collection. For example, "Dragon Eggs" requires checking all 80 AHT locations which have "Dragon Egg" in their name. This can lead to early goals if your seed allows the use !collect (check the project wiki FAQ for details). Available Goals: Gnasty Gnorc/Ineptune/Red/Mecha-Red: Defeat each boss. Fireworks: Flame all 22 fireworks. firework_checks will be enabled automatically if auto_corrections is set to 'fix'. Dark Gems: Break all 40 Dark Gems. Dragon Eggs: Collect all 80 Dragon Eggs (including those from locked chests). Light Gems: Collect all 100 Light Gems (including those from locked chests). Locked Chests: Open all 52 locked chests. Shop Items: Buy all randomized shop items. shop_randomization will be enabled automatically if auto_corrections is set to 'fix'. Random: For each "Random" you include, a random goal from above will be chosen, excluding any from exclude_from_random_goal. If the list is empty and auto_corrections is set to 'fix', a single random goal will be chosen. If the list has too many entries and auto_corrections is set to 'fix', entries will be removed at random until in range.

Exclude From Random Goal

This option lets you exclude goals from being randomly chosen. For example, entering "Shop Items" below means "Shop Items" will never be chosen in place of "Random" (you can still explicitly choose "Shop Items" in this example). If too many goals are excluded to allow for enough random choices and auto_corrections is set to 'fix', goals will be un-excluded at random until in range. If this isn't enough to fix it, random choices will be skipped entirely. Valid Options: ["Gnasty Gnorc", "Ineptune", "Red", "Mecha-Red", "Fireworks", "Dark Gems", "Dragon Eggs", "Light Gems", "Locked Chests", "Shop Items"]

Open World Mode

In the vanilla game, you can only teleport to a remote shop pad once you have physically reached it. open_world_mode lets you choose from a variety of ways to have shop pads become unlocked by Archipelago items. This will dominate the logic of seeds using open_world_mode, as you will be expected to utilize any and all unlocked shop pads to clever teleport around the game, potentially playing large sections of the game backwards or in chunks at a time. vanilla: Shop pads are only unlocked by physically reaching them. full: All shop pads are unlocked from the start of the seed. randomized: Shop pads unlock through individual AP items. For example, "Dark Mine - Miner's Drop Shop Unlock". progressive_levels: Shop pads unlock per-level in vanilla game order. For example, "Progressive Crocovile Swamp Shop Unlock" would first unlock Perilous Pyramid, then Forgotten Temple, then Elder's Tree. AHT AP's wiki has a reference list for this. reverse_progressive_levels: Same as progressive_levels, but backwards vanilla order. full_level: All shop pads in a level will unlock at once through AP items. For example, "Sunken Ruins - Shop Unlock". full_realm: All shop pads in a realm will unlock at once through AP items. For example, "Icy Wilderness - Shop Unlock".
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Firework Checks

Enables 22 locations for flaming fireworks.
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Vanilla Minigame Rewards

Minigames are always enabled as locations. This option lets you decide if you want any type of minigame to reward their vanilla Dragon Eggs and Light Gems instead of having randomized rewards. Valid options: ["Sgt. Byrd", "Blink", "Turret", "Sparx"]

Filler Items

This option lets you choose the contents of your filler item pool. For each location which needs a filler item, a random enabled category will be chosen, and if needed, a random item from that category will then be chosen. Descriptions: Dragon Eggs: These are considered filler due to having no impact on game progression. Breath Bombs: Fire, Electric, Water, and Ice Bombs. Bombs are only usable if you have their respective breath unlocked. Gem Packs: Gives a random amount of gems (400-600 or 800-1200 if you have double gems). It is advised to exclude gem packs if using shop_randomization and gem_logic, as gem logic does not account for gem packs. Generics: Items which do nothing, but have humorous names referencing things in the game and series. If the list is empty and auto_corrections is set to 'fix', the filler pool will default to only "Generics". Valid options: ["Dragon Eggs", "Breath Bombs", "Gem Packs", "Generics"]
START OF GAME

Starting Breaths

Choose which breath(s) you want to start with. If multiple breaths are listed, all will be given (one into "Starter Checks: Breath", the rest into your start inventory). "None" will start you with no breath, meaning "Starter Checks: Breath" will have a random item determined by Archipelago. If the list is left empty, 1 random breath will be chosen. If the list contains both "None" and breath(s) and auto_corrections is set to 'fix', the "None" will be discarded. Valid Options: ["Fire", "Electric", "Water", "Ice", "None"]

Movement Randomization

Choose whether to randomize each of the 3 base movement abilities (glide, swim, and charge). For example, "Starter Checks: Glide" will award a random item if glide is included below, otherwise it will award glide. Note: vanilla AHT does not technically require you to have charge in order to charge underwater, but AHT AP overrides this and requires it. If you have swim but not charge, you can still swim, but will be limited to paddling slowly, which is not enough to get through most acid swimming sections, and limits underwater gem collection. Valid Options: ["Glide", "Swim", "Charge"]

Starting Realms

Realm access is primarily controlled by "access cards" e.g. "Dragon Kingdom Access Card". Choose which realm(s) you will start with access cards for. If the list is left empty, 1 random realm will be chosen. If open_world_mode is enabled and 'full', you will start with all 4 access cards. If open_world_mode is enabled and not 'full', you will start with access cards based on this option, but later realms will be unlocked via their "Depot" shop unlock. For example, unlocking "Frostbite Village - Frosty Depot" grants realm access to Icy Wilderness. See pause_menu_patch for a potential alteration to this. Starting in Icy Wilderness with shop_randomization disabled and movement_randomization empty is disallowed due to impossible starts. If this is done and auto_corrections is set to 'fix', your starting realm will be changed to Dragon Kingdom. Valid Options: ["Dragon Kingdom", "Lost Cities", "Icy Wilderness", "Volcanic Isle"]
SHOP & GEM LOGIC

Shop Randomization

Determines whether to randomize Moneybags' shop. If not randomized, it will function identically to the vanilla game. If randomized, vanilla game shop items will be replaced with items from Archipelago. This has a few consequences: - Double Gems, if enabled, is permanent once received, as is the Butterfly Jar (it replenishes on death if depleted). - There is no limit to how many lockpicks you can hold at once. Same with ammo for breath bombs. - Shop item prices will be the same everywhere i.e. remote shop pads will not upcharge you.
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Key Rings

This option replaces lockpicks with level-specific key rings which will open all locked chests in that level. This indirectly decides how many items you will have in your shop. If shop_randomization is disabled: this decides whether key rings or lockpicks will be buyable in the shop. Locked chests will be in-logic as soon as you can reach them. If shop_randomization and key_rings are enabled: you will have 18 shop items, and 14 key rings will be placed into the world. Locked chests will be in-logic once their level's key ring is obtained. If shop_randomization is enabled and key_rings is disabled: you will have 56 shop items, and 52 lockpicks will be placed in the world. Locked chests will be in-logic once you have all 52 lockpicks, to prevent softlock situations from opening them in the 'wrong' order.
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Gem Logic

This option is only used when shop_randomization is enabled. The generator is capable of keeping track of how many gems you have access to, and can use that information to improve the logic of the shop. Regardless of gem_logic, the formula below calculates your prices. It is included for those who are math-inclined, but you can always do test generation(s) to see your prices. The first item is always free due to inflation in the Dragon Kingdom (it prevents restrictive starts). disabled: shop items will be priced equally and all be in-logic in sphere 1. This can result in difficult or impossible seeds as it is infeasible to afford every item that early. However, it does give you the choice of which order to buy them. enabled: shop items will instead display "Unlocked at X Gems". Once you have X gems, the item will be free to purchase. Prices will steadily increase so that you unlock them in a spread-out set order, instead of all in sphere 1. This is significantly safer and improves generation quality a bit, at the cost of losing the ability to choose which order you buy them. Gems that come from any minigames added to exclude_locations will not be factored into gem calculations. ********************************FORMULA INFO (for the math nerds)******************************** blink_gems_total = (20,203 - blink exclusions) * blink_gems% non_blink_enemies_total = 16,353 * non_blink_enemies% other_gems_total = (105,087 - sparx/byrd exclusions) * other_gems% gem_total = blink_gems_total + non_blink_enemies_total + other_gems_total base_shop_price = gem_total / (number of shop items - 1) If gem_logic is disabled, shop items will all cost base_shop_price, rounded down if needed. If gem_logic is enabled, shop items will cost base_shop_price * 1, base_shop_price * 2, etc., rounded down if needed. *************************************************************************************************
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Blink Gems

This option is used when shop_randomization is enabled. It lets you decide what % of gems from Blink's minigames you want to be expected to collect. Like non_blink_enemies and other_gems, a value of 50 means being expected to collect approximately 50% of the gems available in each Blink minigame, minus any that you put into exclude_locations.
This is a range option.

Accepted values:
Normal range: 0 - 100
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Non-Blink Enemies

This option is used when shop_randomization is enabled. It lets you decide what % of gems from enemies you want to be expected to collect. This only applies to enemies when playing as Spyro or Hunter. Logic assumes you will kill every enemy exactly once, which is nearly impossible to do accurately. This option was introduced to mitigate logic implications from this. Like blink_gems and other_gems, a value of 40 means being expected to collect approximately 40% of all gems available from enemies.
This is a range option.

Accepted values:
Normal range: 0 - 100
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Other Gems

This option is used when shop_randomization is enabled. It lets you decide what % of gems from non-Blink and non-enemies you want to be expected to collect. This primarily consists of gems from containers, Sgt. Byrd + Sparx minigames, and some misc. others. Like blink_gems and non_blink_enemies, a value of 35 would mean being expected to collect approximately 35% of all gems in this category. Note: Sparx minigames are hard to get consistent gems from. Their programmed totals were calculated as an average of 4-5 runs, scaled down ~80-90%. Each pair expects, at other_gems 100: 675/700 -> 900/800 -> 950/900 -> 1100/900.
This is a range option.

Accepted values:
Normal range: 0 - 100
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Double Gems

This option is used when shop_randomization is enabled. It lets you enable or disable the permanent Double Gems item. Gem logic does not account for double gems, so if left enabled, you will collect gems faster than expected by logic.
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GATE & GADGET COSTS

Randomize Boss Lair Requirements

Determines the Dark Gem cost for each boss lair. default: Each boss lair has their vanilla cost (10/20/30/40). randomized: Randomly pick costs in the range defined by boss_lair_door_cost_min and boss_lair_door_cost_max. shuffle: Vanilla boss lair costs are shuffled between each other (still 10/20/30/40 but in a random order).
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Boss Lair Door Cost Minimum

Minimum cost for boss lairs, if set to be random. Will be swapped with boss lair maximum if min > max and auto_corrections is set to 'fix'.
This is a range option.

Accepted values:
Normal range: 1 - 40
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Boss Lair Door Cost Maximum

Maximum cost for boss lairs, if set to be random. Will be swapped with boss lair minimum if min > max and auto_corrections is set to 'fix'.
This is a range option.

Accepted values:
Normal range: 1 - 40
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Boss Lair Forcing

This option decides if the generator should force a subset of boss lairs to have the most expensive Dark Gem costs. This is useful if you want to ensure those bosses are accessed later in the run as opposed to possibly earlier. Any adjustments from this option take place *after* costs have been decided through the above 3 options. unchanged: Leaves boss lair costs untouched. gnasty_gnorc/ineptune/red/mecha_red: Forces the selected boss's lair to have the highest Dark Gem cost. automatic: Forces all goal bosses to have the highest costs. If you have no goal bosses, or all 4 are goals, this will do nothing. For example, if you have Ineptune and Red as goal bosses and select automatic, their costs will be swapped, as needed, to ensure they have the 2 most expensive costs, while Gnasty Gnorc and Mecha-Red would have the 2 least expensive costs.
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Randomize Light Gem Door Cost

Determines the Light Gem cost for each Light Gem door. default: Each door has their vanilla cost (20/45/70/95). randomized: Randomly pick costs in the range defined by light_gem_door_cost_min and light_gem_door_cost_max. shuffle: Each door has their vanilla cost shuffled with the others (still 20/45/70/95 but in a random order).
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Minimum Light Gem Door Cost

Minimum cost for light gem doors, if set to be random. Will be swapped with light gem door maximum if min > max and auto_corrections is set to 'fix'.
This is a range option.

Accepted values:
Normal range: 1 - 100
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Maximum Light Gem Door Cost

Maximum cost for light gem doors, if set to be random. Will be swapped with light gem door minimum if min > max and auto_corrections is set to 'fix'.
This is a range option.

Accepted values:
Normal range: 1 - 100
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Randomize Gadget Cost

Determines the Light Gem cost for each gadget. Listed in order of Ball Gadget -> Invincibility -> Supercharge. default: Each gadget has their vanilla cost (8/24/40). randomized: Randomly picks costs in the range defined by gadget_cost_min and gadget_cost_max. shuffle: Each gadget has their vanilla cost shuffled with the others (still 8/24/40 but in a random order).
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Minimum Gadget Cost

Minimum cost for gadgets, if set to be random. Will be swapped with gadget maximum if min > max and auto_corrections is set to 'fix'.
This is a range option.

Accepted values:
Normal range: 1 - 100
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Maximum Gadget Cost

Maximum cost for gadgets, if set to be random. Will be swapped with gadget minimum if min > max and auto_corrections is set to 'fix'.
This is a range option.

Accepted values:
Normal range: 1 - 100
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QUALITY OF LIFE

Pause Menu Patch

The pause menu has 2 patches you can choose between which can help with escaping situations where you're stuck. Take note that each one has logic implications if using open_world_mode. open_shop: pressing Y will open the shop display without needing to go to a shop physically. If open_world_mode is enabled and not 'full', having this enabled will auto-unlock your starting realm's "Depot" shop to prevent potential softlock scenarios. teleport_to_hub: pressing and holding Y will bring you to the current realm's realm teleporter. This will be considered a valid alternative way to access a realm's hub level when open_world_mode is enabled and not 'full'.
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Shop Pad Proximity Activation

When open_world_mode is enabled and not 'full', shop pads only unlock via their unlock items. This can lead to situations where you can physically reach other shop pads but not be able to teleport back to them after leaving, adding to walking time on revisits. This option lets you re-enable proximity-based activation of shop pads. If enabled, any shop that you physically reach can be teleported back to once you interact with them. This will result in each affected shop pad's unlock item becoming effectively an empty filler item.
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Hint Mini Game Rewards

Whether to auto-hint a mini-game's rewards when talking to its NPC.
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Hint Boss Rewards

Whether to auto-hint a boss's rewards when their gate is opened.
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Hint Shop Items

Whether to auto-hint randomized shop items upon starting your save file.
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Hide Shop Item Names

Whether to hide the name of each randomized shop item (player name is still shown). This adds a mystery element to what item you'll get, at risk of wasting your gems on fillers/traps. Hinted shop checks will still show their item in the hint.
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Easy Bosses

Toggles 'easy mode' for each boss, making them take triple damage to significantly shorten fights. Valid options: ["Gnasty Gnorc", "Ineptune", "Red", "Mecha-Red"]

Auto Skip Cutscenes

Enables skipping most cutscenes with the Y button.
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Skip Elevators

Enables replacing the long elevator waits to Cloudy Domain, Sunken Ruins and Magma Falls, with loading screens.
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Teleport Across Realms

Allows for teleporting to unlocked shop pads in any realm, from any realm. For example, you could teleport directly from Dragonfly Falls to Dark Mine without needing to use a hub realm teleporter. This option is automatically enabled if you are using any value for open_world_mode besides "vanilla".
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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.