Ape Escape

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
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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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Goal

Choose the victory condition for this world. mm: First Specter fight in Monkey Madness, with the vanilla condition (just get there). ppm: Second Specter fight in Peak Point Matrix, with the vanilla condition (catch all monkeys). Peak Point Matrix will only have the vanilla entry condition for Specter 1 and Specter 2 goals. tokenhunt: Collecting enough Specter Token items throughout the world. mmtoken: First Specter fight in Monkey Madness, after collecting enough Specter Token items. ppmtoken: Second Specter fight in Peak Point Matrix, after collecting enough Specter Token items. Supported values: mm, ppm, tokenhunt, mmtoken, ppmtoken Default value: first
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Required Tokens

Choose the required number of Specter Tokens for goal. Supported values: 5 - 60 Default value: 20
This is a range option.

Accepted values:
Normal range: 5 - 60
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Total Tokens

Choose the total number of Specter Tokens in the item pool. If a world requests a token requirement greater than the number of tokens created, then the total and required values will be swapped. Supported values: 5 - 60 Default value: 30
This is a range option.

Accepted values:
Normal range: 5 - 60
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Token Locations

Choose where Specter Tokens can be placed in the multiworld. anywhere: Specter Tokens can be placed anywhere in the multiworld. ownworld: Specter Tokens can only be placed in your world. Supported values: anywhere, ownworld Default value: ownworld
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Logic

Choose expected trick knowledge. normal: No advanced movement tech or out of bounds required, and hard monkeys will guarantee a helpful gadget. Some additional difficult or precise jumps won't be required either. May still require some out of the box thinking or non-standard routes. Suitable for casual players. hard: Movement tech can be required in places with a low penalty for failing. Suitable for players with speedrun knowledge. expert: All tricks and glitches can be required, and some monkeys may require resetting the room if not caught in a certain way. Can also require obscure game knowledge. Suitable for those seeking the ultimate challenge. Supported values: normal, hard, expert Default value: normal
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Infinite Jump

Choose if the Infinite Jump trick should be put into logic. false: Infinite Jump is not put into logic. true: Infinite Jump is put into logic. Supported values: false, true Default value: false
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Super Flyer

Choose if the Super Flyer trick should be put into logic. false: Super Flyer is not put into logic. true: Super Flyer is put into logic. Supported values: false, true Default value: false
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Entrance

Choose which level entrances should be randomized. Peak Point Matrix will always be the last level. Races will be included in randomization if coin shuffle is on, and excluded otherwise. off: Levels will be in the vanilla order. on: Levels will be in a random order. lockmm: Levels will be in a random order, and Monkey Madness will be locked to its original entranxe. Supported values: off, on, lockmm Default value: on
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Unlocks per Key

Choose how many levels each World Key should unlock. The first three levels will always start unlocked. Races will be skipped if coin shuffle is off. Peak Point Matrix will require the same number of keys as the Monkey Madness entrance on a boss goal, and one additional key on a token hunt or token boss goal. world: Each World Key unlocks the 1 or 3 levels in the next world. Creates between 6 and 9 World Keys. level: Each World Key unlocks the next level. Creates between 16 and 19 World Keys. twolevels: Each World Key unlocks the next two levels. Creates between 8 and 10 World Keys. none: All levels are open from the beginning of the game. Supported values: world, level, twolevels, none Default value: world
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Extra Keys

Choose the number of extra World Keys that should be created. Supported values: 0 - 10 Default value: 0
This is a range option.

Accepted values:
Normal range: 0 - 10
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Coin

Choose if Specter Coins should be added as locations. false: Specter Coins are not locations. true: The 60 Specter Coins are added as locations. Supported values: false, true Default value: false
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Mailbox

Choose if mailboxes should act as locations. Mailboxes in training rooms will never be locations. false: Mailboxes are not locations. true: The 63 available mailboxes are added as locations. Supported values: false, true Default value: false
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Monkey Lamps

Choose if Monkey Lamps should be locked and shuffled into the multiworld. false: Monkey Lamps will act in vanilla (catch enough monkeys in their level to open the door) true: The 8 Monkey Lamps will be items in the multiworld, that open their respective door when received. Supported values: false, true Default value: false
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Gadget

Choose a starting gadget aside from the Time Net. club: Start with the Stun Club. radar: Start with the Monkey Radar. sling: Start with the Slingback Shooter. hoop: Start with the Super Hoop. flyer: Start with the Sky Flyer. car: Start with the RC Car. punch: Start with the Magic Punch. waternet: Start with the Water Net. none: Start with no additional gadgets. Supported values: club, radar, sling, hoop, flyer, car, punch, waternet, none Default value: club
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Shuffle Net

Choose if the Time Net should be shuffled. This option requires at least one of coins and mailboxes to be shuffled to be used - if all locations in this world require the net, the net will be given at game start. false: Time Net is not shuffled, and is given at game start. true: Time Net is shuffled into the pool. The mailboxes in the Time Station will also be locations if this happens. Supported values: false, true Default value: false
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Shuffle Water Net

Choose if the Water Net should be shuffled. off: Water Net is not shuffled, and is given at game start. progressive: Water Net is shuffled and split into parts, adding two Progressive Water Nets and Water Catch to the pool. - Progressive Water Net : The first allows Spike to swim on the surface and avoid drowning after a few seconds. The second allows Spike to dive underwater. - Water Catch: Allows shooting the Water Net. on: Water Net is shuffled, adding it to the pool as a single item. Supported values: off, progressive, on Default value: off
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Low Oxygen Sounds

Choose how quickly the low oxygen beep sound effect will play when underwater. off: Low Oxygen sounds will not play at all. half: Low Oxygen sounds will play less frequently. on: Low Oxygen Sounds will play normally. Supported values: off, half, on Default value: half
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Trap Fill Percentage

Replace a percentage of filler items in the item pool with random traps.
This is a range option.

Accepted values:
Normal range: 0 - 100
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Item Display

Set the default for the Bizhawk item display command. This can be changed in the client at any time. The position and duration of these messages can be changed in Bizhawk config at any time. off: Receiving an item will not show a message in Bizhawk. on: Receiving an item will show a message in Bizhawk. Supported values: off, true Default value: on
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Death Link

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

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.