Taz Wanted

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
Game Mode

Game Mode

How would you like to experience Taz Wanted? Open Mode has all of the levels at your disposal at the very start. Find the level unlocks to gain access to them! Linear Mode has you playing the game in order. In this mode you have to fight every boss.
25
0
0
Costumes

Random Costumes

Shuffle which costume each level's phone booth gives you. Off keeps the game as it shipped: each level gives its own costume. 1 for 1 shuffles them so that every costume still appears exactly once, and no level keeps its own. You still find all eleven, they are just somewhere else. Completely Random picks each level's costume independently. A costume can turn up at two booths, or not appear in the seed at all, and a level can keep its own by chance. Beating a catcher costs Taz whatever he is wearing, so a level's catchers need that level's costume either way -- shuffling changes which item that is, not how many checks there are. The costumes are put on the disc when you patch it, so they are simply part of the game -- no loading, no stutter, and nothing built while you play. Whatever you pick here, you patch your own dump the same way; this only decides what the patch writes.
25
0
0
0
Open Mode

Starting Levels

NOTE: This does nothing if you didn't select Open Mode. How many levels would you like to start your game with? At least one: with none, every location is inside a level you cannot enter, so there is nowhere for the generator to place anything.
This is a range option.

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

Goal Conditions

NOTE: This does nothing if you didn't select Open Mode. What you have to do to open The Hindenbird and win. This is one setting rather than three switches because a goal has to require SOMETHING -- with separate toggles it was possible to turn all three off and generate a seed that was already finished. Wanted Posters uses your Wanted Posters Goal. Defeated Bosses uses your Defeated Bosses Goal, and gives every boss a second check holding a Hindenbird Ticket. Level Unlock puts The Hindenbird Unlock in the item pool -- and if you do NOT pick it, that item does not exist in the seed at all, because then the goal itself is the only thing standing between you and the last fight.
25
0
0
0
0
0
0
0

Wanted Posters Pool - Open

NOTE: This does nothing if you didn't select Open Mode, or if Wanted Posters are not part of your Goal Conditions. Determines how many Wanted Posters are in the item Pool. Setting this above your Wanted Posters Goal is fine, and often better -- a pool of 70 for a goal of 50 means finding any 50 of them, anywhere. If your goal does not include Wanted Posters then nothing in the seed requires one, so none are added at all and those slots become filler instead.
This is a range option.

Accepted values:
Normal range: 10 - 100
0
25
0
0
0
0
0

Wanted Posters Goal

NOTE: This does nothing if you didn't select Open Mode. Determines how many Wanted Posters are needed to reach your goal.
This is a range option.

Accepted values:
Normal range: 10 - 100
0
25
0
0
0
0
0

Defeated Bosses

NOTE: This does nothing if you didn't select it as your game mode or goal condition. Determines how many bosses you have to defeat to reach your goal.
This is a range option.

Accepted values:
Normal range: 1 - 4
0
25
0
0
0
0
Linear Mode

Wanted Posters Pool - Linear

NOTE: This does nothing if you didn't select Linear Mode. Determines how many Wanted Posters are in the item Pool.
This is a range option.

Accepted values:
Normal range: 10 - 100
0
25
0
0
0
0
0

Elephant Pong Wanted Posters Gate

NOTE: This does nothing if you didn't select Linear Mode. Determines how many Wanted Posters are needed to enter Elephant Pong.
This is a range option.

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

Gladiatoons Wanted Posters Gate

NOTE: This does nothing if you didn't select Linear Mode. Determines how many Wanted Posters are needed to enter Gladiatoons.
This is a range option.

Accepted values:
Normal range: 2 - 100
0
25
0
0
0
0
0

Dodge City Wanted Posters Gate

NOTE: This does nothing if you didn't select Linear Mode. Determines how many Wanted Posters are needed to enter Dodge City.
This is a range option.

Accepted values:
Normal range: 3 - 100
0
25
0
0
0
0
0

Disco Volcano & Hindenbird Wanted Posters Gate

NOTE: This does nothing if you didn't select Linear Mode. Determines how many Wanted Posters are needed to enter Disco Volcano which leads into The Hindenbird.
This is a range option.

Accepted values:
Normal range: 4 - 100
0
25
0
0
0
0
0
Sandwiches

Sandwich Checks Unlock

Do the sandwiches have to be unlocked before they are there to collect? Start Unlocked is the game as it has always been: every sandwich is lying where it always was, from the first level you walk into. Sandwich Part Hitlist gives you a shopping list. Somewhere in the multiworld are the parts of a sandwich, and until you are holding every one your list asks for, NO level has any sandwiches in it at all. Find the last one and all ten levels fill up at once. Which parts are on your list is rolled per seed -- your client's Sandwich Hitlist tab tells you exactly what to look for, and what is a decoy. Sandwich Level Unlocks scatters ten "<Level> - Sandwich Unlock" items instead. Each one spawns the sandwiches in its own level and nowhere else. Either way the sandwiches are genuinely GONE until then -- not merely out of logic. If you unlock a level's sandwiches while you are standing in it, leave and come back and they will be there.
25
0
0
0

Sandwich Part Hitlist Pool

NOTE: This does nothing unless Sandwich Checks Unlock is set to Sandwich Part Hitlist. How many of the twenty sandwich parts exist in the seed at all. Anything above your Requirement becomes a decoy: a real item that really travels the multiworld and does absolutely nothing when it arrives. A pool of 20 with a requirement of 10 means ten parts matter and ten are there to keep everybody else guessing.
This is a range option.

Accepted values:
Normal range: 1 - 20
0
25
0
0
0
0
0

Sandwich Part Hitlist Requirement

NOTE: This does nothing unless Sandwich Checks Unlock is set to Sandwich Part Hitlist. How many of the parts in the pool you actually have to find. Which ones is rolled per seed. Setting this equal to the Pool means every part in the seed is on your list and there are no decoys; setting it above the Pool would ask you for parts the seed does not contain, so it refuses to generate rather than roll a seed nobody can finish.
This is a range option.

Accepted values:
Normal range: 1 - 20
0
25
0
0
0
0
0

Starting Sandwiches

Collecting 100 Sandwiches sends a check. This gets you there sooner.
25
0
0
0
0

Sandwich Checks

By default, you'll receive an item for getting 100 sandwiches. This allows you to get more checks based on which value you set it to. For example, if you start with 0 and set your Checks to 5, each level will have 20 sandwich checks in it. If you set it to 0, no checks will be sent for sandwiches. 1 makes every single sandwich a check: 100 per level, 1000 in the seed. The tracker shows those as one counter per level rather than a thousand separate pins.
0
0
0
0
0
0
25
0
Daffy-culty

Starting Daffy-culty

YOU MUST SELECT THIS IN GAME BEFORE STARTING! Changing this makes various things in the game harder, but for AP checks, it determines when a Destruction Bonus should trigger. Standard=50% Advanced=75% Expert=100%
25
0
0
0
Destruction

Destruction Checks

How often destroying a level sends a check, as a percentage of it. Your Daffy-culty sets the target: 50% on Standard, 75% on Advanced, 100% on Expert. A check fires at every multiple of this value up to that target, and the target itself ALWAYS pays out -- so when the value does not divide the target evenly, the remainder is a check of its own. On Expert, checks every 75% is two checks: one at 75% and one at 100%. On Advanced, checks every 50% is two: 50% and 75%. On Standard, checks every 5% is ten, 5% through 50%. 0% means no destruction checks at all. 1% makes every whole percent a check -- up to 100 per level on Expert -- which the tracker shows as one counter per level rather than as a hundred pins. 75% needs Advanced or Expert and 100% needs Expert, since a value above the target could never be reached. Choosing one the Daffy-culty cannot reach refuses to generate, rather than quietly building a seed with no destruction checks in it.
0
0
0
0
0
25
0
0
0
Filler

Raised Bounty Filler Weight

Does Nothing, but Makes Sam mad!
0
0
0
25
0

Chili Pepper Filler Weight

HOT HOT HOT!
0
25
0
0
0

Burp Can Filler Weight

That tasted great!
0
25
0
0
0

Invisibility Filler Weight

Now you see me, now you don't!
0
25
0
0
0

Bubble Gum Filler Weight

Sticky...
0
25
0
0
0
Traps

Filler Replaced With Traps

Determines the percentage of filler items that will be replaced with traps.
This is a range option.

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

Dynamite Trap Weight

Taz no feel so good...
0
25
0
0
0

Squash Trap Weight

Like a pancake...
0
25
0
0
0

Electrocute Trap Weight

Shocking... Isn't it...
0
25
0
0
0

Hiccup Trap Weight

That caught me off guard!
0
25
0
0
0

No Spinning Trap Weight

Finally, I was getting Dizzy
0
25
0
0
0

Costume Strip Trap Weight

hey! I was wearing that!
0
25
0
0
0

Slippery Trap Weight

Whoa! Taz no good on ice!
0
25
0
0
0
Quality of Life

In Game Text Client

Announce received items in the game's own subtitle box. Off shows nothing. Progression Only shows items Archipelago has classified as progression -- posters, costumes, unlocks, tickets -- and stays quiet for filler and traps. All Items shows everything. Messages wait until the player actually has control, so nothing appears over a loading screen, a cutscene or the pause menu; they queue and arrive once Taz is playable again. The player can also cycle this in game by holding both bumpers and both triggers together. That change lasts for the session and does not alter the yaml.
0
25
0
0

Local Filler

Keep your own filler items in your own game instead of sending them out. Every sandwich or every percent of destruction as a check means up to two thousand locations in one slot, and almost all of them hold filler. Sent into a multiworld that is a flood: everyone else spends the seed opening your Chili Peppers. With this on, your filler is placed in your own world before the fill begins, so you find it yourself. Traps are not affected and still travel normally -- a trap that cannot reach anyone else is not a trap. Some of it still goes out. Enough of your locations are deliberately left free for progression to have somewhere to land, and on a small seed -- no sandwich or destruction checks -- there is no spare filler to keep, so this does nothing at all.
0
25
0
Death Link

Death Link

If Taz dies you kill everyone else that has Death Link on and vice versa. The way it works in Taz Wanted, is Taz is teleported to the start of the level, unless he's in a boss fight, then he just loses.
25
0
0

What Sends a Death Link

Which of your deaths kill everyone else. NOTE: Does nothing if Death Link is turned off. Captures is a catcher grabbing you. Void Outs is dying any other ordinary way -- drowning, falling, being crushed, or wrecking a rollercoaster. Boss Losses is losing a boss fight. There is no "nothing" here on purpose: turning Death Link on and sending none of your own deaths is not a way to play, it is a setting somebody forgot to finish. If you want to be left alone, turn Death Link off.
25
0
0
0
0
0
0
0

Void Out Amnesty

How many Void Out deaths before a death link is sent. This setting does nothing if void out deaths weren't selected.
This is a range option.

Accepted values:
Normal range: 1 - 5
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.