Donkey Kong 64

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

Plando Items

Generic items plando.
This option cannot be modified here. Please edit your .yaml file manually.

Death Link

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

Ring Link

Determines if the Ring Link is enabled. The easier waty to say this is Ammo link. If enabled, all ammo types are shared between players. Currently for Film and Crystal Coconuts if you gain any above the base amount from ringlink, we will not provide more. But you can still gain more ammo from the world, and it will be shared.
25
0
0

Tag Link

Determines if the Tag Link is enabled. If enabled, if you have another players kong you will tag to that kong as well. If you don't have that kong, you will randomly tag to another kong. If you only have one kong, nothing will happen.
25
0
0

Goal

Determines the goal of the seed.
25
0
0
0

Keys Required to Beat Krool

Determines how many keys are needed to spawn Krool's Ship. Choosing a value of 0 means you start with all 8 keys. Choosing a value of 8 means you start with no keys.
This is a range option.

Accepted values:
Normal range: 0 - 8
0
25
0
0
0
0

K. Rool Phase Count

Pick how many phases are in the final battle against K. Rool.
This is a range option.

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

Helm Phase Count

Pick how many rooms needed to complete Helm.
This is a range option.

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

Krool In Boss Pool

Whether or not K. Rool can be fightable in T&S Bosses and vice versa.
25
0
0

Removed Barriers

Determines which barriers are removed. Valid Keys: "japes_coconut_gates" "japes_shellhive_gates" "aztec_tunnel_door" "aztec_5dtemple_switches" "aztec_llama_switches" "aztec_tiny_temple_ice" "factory_testing_gate" "factory_production_room" "galleon_lighthouse_gate" "galleon_shipyard_area_gate" "galleon_seasick_ship" "galleon_treasure_room" "forest_green_tunnel" "forest_yellow_tunnel" "caves_igloo_pads" "caves_ice_walls" "castle_crypt_doors"

Medal CB Requirements

Determines how many CBs are needed to acquire Banana Medal.
This is a range option.

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

Mermaid Requirement

Determines how many pearls are needed to satisfy the mermaid.
This is a range option.

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

Jetpac Requirement

Determines how many medals are needed to play Jetpac.
This is a range option.

Accepted values:
Normal range: 1 - 40
0
25
0
0
0
0
0

Rareware GB Requirment

Determines how many Fairies are needed to unlock the Rareware Door.
This is a range option.

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

Open Lobbies

Determines whether or not all lobbies are preopened.
25
0
0

Switchsanity

Determines if the pads leading to helm are randomized. Options: off: Switchsanity is Off helm_access: Monkeyport pad and Gorilla Gone Pad are randomized all: Most switches across the game are randomized.
25
0
0
0

Climbing Shuffle

Whether or not you shuffle the Climbing ability into the world(s).
25
0
0

Starting Kong Count

Determines how many Kongs you start with.
This is a range option.

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

Starting Move Count

Determines how many additional random moves you start with. If you choose more moves than are available, you will start with all moves.
This is a range option.

Accepted values:
Normal range: 0 - 50
25
0
0
0
0
0

Logic Type

Determines what type of logic is needed to beat the seed.
25
0
0

Glitched Logic

Determines what glitches are enabled if logic_type is set to Glitched. Valid Keys: "advanced_platforming": Platforming techniques that don't require any glitches but might be too tough for some players. "moonkicks": A trick that allows Donkey to ascend by interrupting his aerial attack with a kick. "phase_swimming": Formerly known as STVW, a trick to go through a significant amount of walls in the game whilst underwater. "swim_through_shores": A trick that allows you to swim into a sloped shoreline to get out of bounds. "troff_n_scoff_skips": Any skip that allows you to bypass the kong and small banana requirement in order to fight a boss. "moontail": A trick that allows the player to gain extra height with Diddy.

Hard Shooting

Enabling this setting means logic may expect you to do some difficult shooting challenges without help. Lanky's attic in Fungi Forest removes Homing requirement. Donkey's 5 door cabin in Crystal Caves removes Homing requirement. Tiny's trash can in Creepy Castle removes homing ammo. (This can be bypassed with Saxophone) Chunky's tree banana in Creepy Castle removes sniper scope. (This requirement can be skipped by shooting from below the switch. Chunky's shooting barrel in Hideout Helm removes either sniper scope or homing ammo. Lanky's tower in Castle Requires either Homing ammo or Sniper Scope instead of just Sniper
25
0
0

Hard Mode Enabled

Determines whether Hard Mode is enabled. Use the yaml option below this to determine which settings you want enabled.
25
0
0

Hard Mode Options

If Hard Mode is enabled, determines which Hard Mode settings are included. Valid Keys: "hard_enemies": Enemies Fight Back a little harder. "shuffled_jetpac_enemies": Jetpac enemies are shuffled within Jetpac. "strict_helm_timer": Helm Timer starts at 0:00 requiring blueprints to turn in "donk_in_the_dark_world: All maps are pitch black, with only a light to help you path your way to the end of the game. Mixing this with 'Donk in the Sky' will convert the challenge into 'Memory Challenge' instead. "donk_in_the_sky": Collision Geometry is disabled. Mixing this with 'Donk in the Dark World' will convert the challenge into 'Memory Challenge' instead.

Mirror Mode

Determines whether the game will be horizontally Mirrored.
25
0
0

Trap Fill Percentage

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

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

Bubble Trap Weight

Likelihood of receiving a trap which freezes the player.
0
0
25
0
0

Reverse Trap Weight

Likelihood of receiving a trap which reverses controls.
0
0
25
0
0

Slow Trap Weight

Likelihood of receiving a trap which slows the player.
0
0
25
0
0

Receive Notifications Type

Determines if the player will receive notifications about item sends. Options: - display_all_speedup (1): If we have more than 5 items queued, we will speed up the display based on the percentage. - display_all_discard_extra (2): If we have more than 5 items queued, we will speed up the display based on percentage, but discard any non progression items. - display_all_fast (3): Displays ALL items at the fastest speed. - display_extra_fast (4): Displays Progression items at the default speed, and non progression items at a faster speed. - display_extra_items (5): Displays extra items and progression items at standard speed. - display_only_progression (6): Progression only, no speed changes.
25
0
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 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.