Mario Kart 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

Two Player Couch Co-op

(NOT YET SUPPORTED) Start with two characters unlocked and shuffle a separate Player 2 set of item powers into the item pool. This is the intended way to do local multiplayer, but you can still access the 2-player grand prix mode with this off, and the 1-player grand prix mode with it on.
25
0
0

Game Mode

Determines how to advance through the game. Cups is closest to the vanilla game. Cups: Courses are raced in sets of four, place 4th or better to advance each race. Unlock each cup progressively. The Cups victory condition is beating the Special Cup on 150cc. Courses (NOT YET SUPPORTED): Each course is run individually. Unlock the final courses progressively to reach the final race. The Courses victory condition is winning 1st place on the last course.
25
0
0

Locked Courses

(NOT YET SUPPORTED) In Courses Game Mode, how many final courses are locked until Progressive Course Unlock items are found.
This is a range option.

Accepted values:
Normal range: 0 - 15
0
25
0
0
0
0
0

Course Order

The order for the courses to be arranged in.
0
25
0
0
0
0

Logic Difficulty

Scales the logic threshhold where skill is involved. Specifically, how many good items are available before you are expected to be able to qualify and win on tough courses. Basic: Balanced runs for a competent karter. Advanced: Low logic, high randomness, high skill. Few good items may be available early in the run. Generous: Makes sure you have plenty of good items early. For easier play, or skipping 50 cc. (Generous is more likely to fail generation. To raise chances try increasing shuffle_item_box_clusters and minimum_filler_items. Future versions will be less fragile to generation failure.) No Logic: If fences are enabled, THE RUN MAY BE IMPOSSIBLE!
25
0
0
0
0

Final Course Pool

When Course Order is set to shuffle, the final course will be chosen from the Final Course Pool. Leaving this blank will allow any course to come last. For Rainbow Road to come last use: ["Rainbow Road"]. For Bowser's Castle to come last use: ["Bowser's Castle"]. For any course longer than 1000 meters to come last use: ["Rainbow Road", "Wario Stadium", "Toad's Turnpike"].

Mirror Course Chance

(NOT YET SUPPORTED) Percent chance for a course to be mirrored.
This is a range option.

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

Two Lap Courses

Reduce the number of laps in a race from 3 to 2 on long courses.
25
0
0
0
0

Add Hazard Locations

Whether to include hazards which can be destroyed or defeated by the star power as location checks.
0
25
0

Add Course Secret Locations

Whether to add 10 location checks as item pickups in noteworthy locations on certain courses.
0
25
0

Shuffle Drift Abilities

Optionally shuffle into the item pool the ability to drift and the ability to use mini-turbos as progressive unlocks per driver. "Plentiful" shuffles a 3rd progressive unlock into the pool. "Free Drift" means drivers start with the ability to drift. "Free mini-turbo" means both abilities will be obtained together.
0
25
0
0
0
0

Add Traction Tires

Optionally shuffle into the item pool the ability to have traction on off-road and winter surface types, per driver. "Off" means karts always have traction, as in the vanilla game.
0
25
0

Add Starting Items

Optionally shuffle into the item pool a random item power to start each race with, per driver. For example Mario may be able to start each race with a blue shell. Which item is random per driver.
0
25
0

Shuffle Railings

Whether to shuffle most track railings into the item pool.
0
25
0

Fences Block Paths

Adds colored fences to every course to add variety to the player's racing lines, and blocks about 20% of item boxes. Also adds Yellow/Red/Green/Blue Switch items to the item pool which disable that color of fences. Fences only affect player karts; shells and CPU karts path through them.
0
25
0

Feather Item

Adds the feather item as seen in Super Mario Kart and the early demos of Mario Kart 64. It can be used to vault fences. Having access to the feather puts locations blocked by fences in logic.
0
25
0

Shuffle Item Box Respawning

Causes item boxes to not respawn mid-race, and shuffles one "item box respawning" item into the item pool.
25
0
0

Consistent Item Boxes

Make each item box always give the same item. "On" will always show which item will be given instead of a question mark (?) inside the item boxes. "Identify" will only show which item will be given after triggering the item roulette once.
25
0
0
0

Shuffle Special Item Boxes

Whether to shuffle the special item boxes which always give blue shells into the item pool. One is attached to the hot air balloon on Luigi Raceway, and the other is on the big rock on Koopa Troopa Beach.
0
25
0

Shuffle Item Box Clusters

How many item box clusters to shuffle into the item pool. At least one item spot from each shuffled cluster will be used as a location check. (More shuffled clusters helps generation succeed. Future versions will be less fragile to generation failure.)
This is a range option.

Accepted values:
Normal range: 0 - 72
0
25
0
0
0
0
0

Filler Trap Percentage

What percentage of filler items will be traps.
This is a range option.

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

Minimum Filler Items

Force more filler items than needed to match the number of locations. (More filler items helps generation succeed. Future versions will be less fragile to generation failure.)
This is a range option.

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

Fix Winning Results Music

Fixes the race win results screen music so the first section repeats 2 times, not 64 times. The official soundtrack uses this AABB form.
0
25
0

Sound Mode

(NOT YET SUPPORTED) Sets the sound mode in the game's option menu ahead of time.
25
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 Inventory from Pool

Start with these items and don't place them in the world. 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.