Suikapelago

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

death_link

When you die, everyone who enabled death link dies. Of course, the reverse is true too.
25
0
0

Goal

Which condition(s) are required for victory. If score or both is chosen, will turn on Scoresanity
25
0
0
0

Scoresanity

Earn checks for various score thresholds. When using 'with_extra', one extra score check will be placed between checks 5-10, two extra score checks will be placed between checks 10-15, and three extra checks will be placed between checks 15-20
0
25
0

Scoresanity Difficulty

How difficult the Scoresanity checks should be. 'Normal' is equivalent to a max score of 3000.
0
0
0
25
0
0
0
0

Initial number of sizes of fruit

How many sizes of fruit to start with access to. Fewer starting fruit means fewer sphere 1 checks.
This is a range option.

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

Shuffle Fruit Order

Shuffle the fruit order. If set to 'visual', the fruit will get bigger as you progress. If 'on', the size of the fruit is also shuffled (this makes the early game harder but may make the late game easier)
25
0
0

Progressive Field Height Count

How many Progressive Field Height items to add into the pool. When set to 0, disables the feature. When non-zero, the field starts at 50% of its normal height and increases linearly to its normal height with each Progressive Field Height
This is a range option.

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

Progressive Cooldown Reduction Count

How many Progressive Cooldown Reduction items to add into the pool. When set to 0, disables the feature. When non-zero, you start with a cooldown between each fruit drop, which reduces linearly to zero with each Progressive Cooldown Reduction
This is a range option.

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

Starting Drop Cooldown

How long your initial drop cooldown is, in seconds. Has no effect if cooldown_upgrade_count is 0 (as that disables the feature entirely)
This is a range option.

Accepted values:
Normal range: 10 - 3600
0
25
0
0
0
0
0

Next needs unlock

Does the ability to see the next fruit need unlocking?
0
25
0

Bonus Points Chance

Chance, in percent, that any given filler item will be replaced with some bonus points.
This is a range option.

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

Trap Chance

Chance, in percent, that any given filler item will be replaced with a trap.
This is a range option.

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

Instant Drop Trap weight

The relative weight that any given trap will be an Instant Drop Trap. Note that this is relative to the weights of other traps; if you have Instant Drop Trap set to 50, Shuffle Trap set to 25, and all other traps set to 0, there will be a 2/3 chance of Instant Drop trap being selected when a trap is generated
This is a range option.

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

Shuffle Trap weight

The relative weight that any given trap will be a Shuffle Trap. Note that this is relative to the weights of other traps; if you have Instant Drop Trap set to 50, Shuffle Trap set to 25, and all other traps set to 0, there will be a 2/3 chance of Instant Drop trap being selected when a trap is generated
This is a range option.

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

Impulse Trap weight

The relative weight that any given trap will be an Impulse Trap. Note that this is relative to the weights of other traps; if you have Instant Drop Trap set to 50, Shuffle Trap set to 25, and all other traps set to 0, there will be a 2/3 chance of Instant Drop trap being selected when a trap is generated
This is a range option.

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

Thanos Trap weight

The relative weight that any given trap will be a Thanos Trap. Note that this is relative to the weights of other traps; if you have Instant Drop Trap set to 50, Shuffle Trap set to 25, and all other traps set to 0, there will be a 2/3 chance of Instant Drop trap being selected when a trap is generated
This is a range option.

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

Secrecy Trap weight

The relative weight that any given trap will be a Secrecy Trap. Note that this is relative to the weights of other traps; if you have Instant Drop Trap set to 50, Shuffle Trap set to 25, and all other traps set to 0, there will be a 2/3 chance of Instant Drop trap being selected when a trap is generated
This is a range option.

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

Blindness Trap weight

The relative weight that any given trap will be a Blindness Trap. Note that this is relative to the weights of other traps; if you have Instant Drop Trap set to 50, Shuffle Trap set to 25, and all other traps set to 0, there will be a 2/3 chance of Instant Drop trap being selected when a trap is generated
This is a range option.

Accepted values:
Normal range: 0 - 100
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 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.