Pinball FX3

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
Goal Options

Goal

Determines the victory condition. Shiny Quarters + Final Table: Collect enough Shiny Quarters to unlock a Final Table and get a high score on it. Shiny Quarter Hunt: Collect a set number of Shiny Quarters spread across the multiworld.
25
0
0

Shiny Quarters Total

Determines how many Shiny Quarters are in the item pool. This number will not be allowed to go over 2 * (number of pinball tables) and will be clamped accordingly if so.
This is a range option.

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

Shiny Quarters Required

Determines how many Shiny Quarters are required to either win or unlock the final table. If this number is higher than the total number of Shiny Quarters, it will be set to that number instead.
This is a range option.

Accepted values:
Normal range: 1 - 100
0
25
0
0
0
0
0
Pinball Table Options

Pinball Table Selection

Determines which Pinball Tables can be considered for inclusion in the multiworld. Set any table you don't own (or don't want to play) for Pinball FX3 to false. A minimum of 6 Pinball Tables must be selected to play this implementation.
This option needs to be configured manually in the YAML file.

Pinball Table Count

Determines how many Pinball Tables will be picked from your table selection for inclusion in the multiworld. If this number is higher than the size of your Pinball Table selection, it will be set to that number instead. Note: Setting this value below 10 could extremely rarely lead to generation failures when paired with other restrictive options.
This is a range option.

Accepted values:
Normal range: 6 - 100
0
25
0
0
0
0
0
Target Score Options

Exclude High-Tier Target Scores

If enabled, locations for High-Tier Target Scores will not be created when generating the multiworld. If your goal includes a final table, the Target Score will shift to the Mid-Tier Target Score instead. Disabling this option will add more locations, but will also place additional player skill expectations on you.
0
25
0

Target Score Requirement Mode

Determines how Target Score requirements are set. Same for All Tables: A single percentage will be applied to the Target Scores of all tables Random per Table: Each table will have a random percentage applied to its Target Scores
25
0
0

Target Score Difficulty Percentage

Determines the percentage to apply Target Scores. You will not unlock location checks until you reach or exceed the Target Scores on a given table. This only applies to Single-Player mode play. When the requirement mode is set to random per table, the specified percentage will act as the maximum possible. The Pinball FX3 Archipelago client will display the expected scores for each table under the Pinball FX3 tab.
This is a range option.

Accepted values:
Normal range: 50 - 200
0
25
0
0
0
0
0
Challenge Star Options

Progressive Challenge Access

If enabled, Challenge Access items will unlock Challenge tiers in a progressive manner, meaning you will gain access to Low -> Mid -> High-Tier sequentially for each Challenge type. This should smooth the difficulty curve, allowing you to collect some useful items by the time you reach High-Tier Challenges. For a more challenging / chaotic experience, disable this option. Expect to possibly have to obtain High-Tier Challenge stars very early on, before Low or Mid-Tier stars and sometimes without any useful items helping you out.
0
25
0

Exclude High-Tier Challenge Stars

Determines whether High-Tier Challenge Stars are excluded from the multiworld and under what conditions. Exclude All: No High-Tier Challenge Star locations will be created. Exclude Only 1 Ball: High-Tier Challenge Star locations for 1-Ball challenges will not be created. Do Not Exclude: All High-Tier Challenge Star locations will be created. Including High-Tier Challenge Stars will add more locations, but will also place additional player skill expectations on you.
25
0
0
0

Challenge Star Requirement Mode

Determines how Challenge Star requirements are set. Same for All Tables: A single Star requirement will be applied to all tables for each challenge tier Random per Table: Each table will have random Star requirements for each challenge tier
25
0
0

Challenge Low-Tier Star Requirement

Determines how many Stars you need to obtain to check low-tier challenge locations. When the requirement mode is set to random per table, the specified number will act as the maximum possible. The Pinball FX3 Archipelago client will display the Star requirements for each table under the Pinball FX3 tab.
This is a range option.

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

Challenge Mid-Tier Star Requirement

Determines how many Stars you need to obtain to check mid-tier challenge locations. When the requirement mode is set to random per table, the specified number will act as the maximum possible. The Pinball FX3 Archipelago client will display the Star requirements for each table under the Pinball FX3 tab.
This is a range option.

Accepted values:
Normal range: 6 - 10
0
25
0
0
0
0
0

Challenge High-Tier Star Requirement

Determines how many Stars you need to obtain to check high-tier challenge locations. When the requirement mode is set to random per table, the specified number will act as the maximum possible. The Pinball FX3 Archipelago client will display the Star requirements for each table under the Pinball FX3 tab. WARNING: Getting more than 11 Stars can be extremely difficult on certain challenges. It is recommended to start at 11 and increase only if you are confident you can handle it.
This is a range option.

Accepted values:
Normal range: 11 - 15
25
0
0
0
0
0
Sanity Options

Starsanity

If enabled, every Star obtained below the requirement of each tier will also count as a location check. Examples: If the Star requirements for a table are 3 / 8 / 11, you will get additonal location checks for 1 / 2 / 6 / 7 Stars as well. If the Star requirements for a table are 4 / 9 / 12, you will get additional location checks for 1 / 2 / 3 / 6 / 7 / 8 / 11 Stars as well. WARNING: This will add a proportionally large amount of filler / useful items to the pool.
25
0
0
Useful Item Options

Useful Item Percentage

Determines what percentage of filler items will get converted to useful items. Useful items are: Target Score Discount, Target Score Multiplier, Star Requirement Discount These will make the game slightly easier, but are also table-specific for balance purposes. The Pinball FX3 Archipelago client will display the useful items assigned to each table under the Pinball FX3 tab.
This is a range option.

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

Useful Item Weights

Determines the relative weights of each useful item type when a useful item replaces a filler item. Each weight needs to be at least 1.
This option needs to be configured manually in the YAML file.
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 Inventory from Pool

Start with the specified amount of these items and don't place them in the world. Example: "Bomb: 1" 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 needs to be configured manually in the YAML file.