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
Victory Conditions

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

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

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

K. Rool In Boss Pool

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

Randomize B. Lockers

Determines if B. Locker values are randomized.
0
25
0

Maximum B. Locker

Determines the Maximum Value for B. Lockers if Randomize B.Lockers are enabled.
This is a range option.

Accepted values:
Normal range: 0 - 201
0
25
0
0
0
0
0

Chaos B. Lockers

If Randomize B. Lockers is also enabled, determines if B. Lockers may require non-Golden Banana collectibles.
25
0
0

Maximize Helm B. Locker

Ensures that Level 8's B. Locker will always be at the maximum value.
25
0
0

Chaos Ratio

If Chaos Blockers are enabled, determine the max percentage of collectibles than can roll onto a BLocker. Example: There are 16 Rainbow Coins in the game. With a chaos ratio of 50%, a max BLocker can have a max of 8 rainbow coins. Excludes Bean and Company Coins.
This is a range option.

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

Level 1 B. Locker

Determines the value of Level 1's B. Locker if Randomize B. Lockers are turned off.
This is a range option.

Accepted values:
Normal range: 0 - 201
25
0
0
0
0
0

Level 2 B. Locker

Determines the value of Level 2's B. Locker if Randomize B. Lockers are turned off.
This is a range option.

Accepted values:
Normal range: 0 - 201
25
0
0
0
0
0

Level 3 B. Locker

Determines the value of Level 3's B. Locker if Randomize B. Lockers are turned off.
This is a range option.

Accepted values:
Normal range: 0 - 201
25
0
0
0
0
0

Level 4 B. Locker

Determines the value of Level 4's B. Locker if Randomize B. Lockers are turned off.
This is a range option.

Accepted values:
Normal range: 0 - 201
25
0
0
0
0
0

Level 5 B. Locker

Determines the value of Level 5's B. Locker if Randomize B. Lockers are turned off.
This is a range option.

Accepted values:
Normal range: 0 - 201
25
0
0
0
0
0

Level 6 B. Locker

Determines the value of Level 6's B. Locker if Randomize B. Lockers are turned off.
This is a range option.

Accepted values:
Normal range: 0 - 201
25
0
0
0
0
0

Level 7 B. Locker

Determines the value of Level 7's B. Locker if Randomize B. Lockers are turned off.
This is a range option.

Accepted values:
Normal range: 0 - 201
25
0
0
0
0
0

Level 8 B. Locker

Determines the value of Level 8's B. Locker if Randomize B. Lockers are turned off.
This is a range option.

Accepted values:
Normal range: 0 - 201
0
25
0
0
0
0
0
Item Pool

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

Lock Helm Key

Determines if a key will be locked at the end of Helm.
0
25
0

Climbing Shuffle

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

Shop Keepers in Pool

Determines if Cranky, Funky, Candy, and Snide are added into the item pool. Shops will be inaccessible unless you collect its shop keeper.
25
0
0

Boulders in Pool

Determines if throwing boulders/barrels spawn a check.
25
0
0

Dropsanity

Determines if Enemy Drops are added into the pool.
25
0
0

Randomize Hint

Determines if Hints are added into the Item Pool.
25
0
0

Half Medals in Pool

Determines if Half Medals are added to the pool. If medal_cb_req is set to 50, you will get a check at 25 Colored Bananas.
25
0
0

Smaller Shops

If enabled, shops would have a max of 3 items to sell.
0
25
0
Levels/Barriers

Shuffle Helm

Determined if Helm is shuffled into the level order.
25
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

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"
Logic

Logic Type

Determines what type of logic is needed to beat the seed. Options: glitchless: Logic is designed to be completed without glitches, mostly as intended by the developers. advanced_glitchless: Logic is designed to be completed without glitches, but allows for advanced techniques. Add tricks you want to put in logic in tricks_selected. glitched: Logic is designed to be completed with glitches. Add tricks you want to put in logic in tricks_selected, AND add glitches you want to put in logic in glitches_selected.
25
0
0
0

Tricks Selected

Determines what tricks are enabled if logic_type is set to Advanced Glitchless or Glitched. Valid Keys: "monkey_maneuvers": Platforming techniques that don't require any glitches but might be too tough for some players. "hard_shooting": Certain shooting checks that are harder will not require shooting aids, such as Homing Ammo and Sniper Scope. "advanced_grenading": Certain checks can be done with oranges (DK 5 Door Cabin, Japes Painting Room). In addition, change Fungi time of day with oranges. "slope_resets": Use kong ground attacks to climb steep slopes.

Glitches Selected

Determines what glitches are enabled if logic_type is set to Glitched. Valid Keys: "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.

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

CB Requirement Setting

Determines how the CB requirement is determined. Options: pre_selected: Player chooses a specific value for CB requirements easy_random: Random values are chosen with an easier progression curve medium_random: Random values are chosen with a medium progression curve hard_random: Random values are chosen with a hard progression curve progressive: CB requirements increase progressively through levels depending on your medal_cb_requirement.
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

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

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
Bonus Barrels

Shuffled Bonus Barrels

Determines which minigames are shuffled into the barrel pool. Valid Keys: "batty_barrel_bandit" "big_bug_bash" "busy_barrel_barrage" "mad_maze_maul" "minecart_mayhem" "beaver_bother" "teetering_turtle_trouble" "stealthy_snoop" "stash_snatch" "splish_splash_salvage" "speedy_swing_sortie" "krazy_kong_klamour" "searchlight_seek" "kremling_kosh" "peril_path_panic" "helm_minigames" "arenas" "training_minigames" "arcade"

Hard Minigames

Determines if hard minigames are shuffled into the barrel pool.
25
0
0

Auto Complete Bonus Barrels

If turned on, bonus barrels will instantly spawn their reward instead of requiring a minigame to complete. This option does NOT autocomplete Helm barrels! Use the helm_room_bonus_count option.
25
0
0

Helm Room Bonus Count

Determines how many bonus barrels need to be done in each Helm room. If set to 0, there will be no bonus barrels and Blast-O-Matic sections will turn off immediately upon playing the instrument pad to open the room.
This is a range option.

Accepted values:
Normal range: 0 - 2
25
0
0
0
0
0
Hard Mode

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
Hints

Hint Style

Choose the style of Wrinkly hints you'd like to play with. These do not affect shopkeeper or microhints. - off: No in-game hints at all. - no_woth: Hints can tell you about your K. Rool phases, and directly hint important items and hard locations. - woth: Same as no_woth, but Way of the Hoard hints can appear, which will tell you a location is required but not what item is at that location. Increases gen time significantly, especially in larger multiworlds.
0
25
0
0

Shopkeeper Hint

Determines if entering a shop with Shopkeepers in the pool will give you a hint on where the shopkeeper is.
0
25
0

Micro Hints

Extra hints are placed in late-game to provide extra information if you are stuck on where an item is. - Monkeyport will be hinted upon touching the lower Monkeyport pad in Isles with the B. Locker requirements to enter all of the first 7 levels. - Gorilla Gone will be hinted upon touching the pad inside Helm Lobby with the B. Locker requirement to enter Helm. - Instruments will be hinted upon touching their pad in Helm.
0
0
25
0
Trap Weights

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

Slow Trap Weight

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

Reverse Trap Weight

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

Disable A Trap Weight

Likelihood of receiving a trap which disables your A button.
0
0
25
0
0

Disable B Trap Weight

Likelihood of receiving a trap which disables your B button.
0
0
25
0
0

Disable C Trap Weight

Likelihood of receiving a trap which disables your C buttons.
0
0
25
0
0

Disable Z Trap Weight

Likelihood of receiving a trap which disables your Z button.
0
0
25
0
0
Links

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

Ring Link

Determines if the Ring Link is enabled. The easier way 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

Trap Link

Determines if the Trap Link is enabled. If enabled, your received Traps will link to other players with Trap Link enabled, and their received traps will link to you
25
0
0

Death Link

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

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
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 needs to be configured manually in the YAML file.

Plando Items

Generic items plando.
This option needs to be configured manually in the YAML file.