Castlevania - Aria of Sorrow

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. **Items:** ensure all logically relevant items can be acquired. Some items, such as keys, may be self-locking, and some locations may be inaccessible.
0
0
25
0

Randomize Pickups

Adds the one-time on-the-ground pickups to the randomization pool.
0
25
0

Goal

The win condition. - chaos: defeat Chaos form two. - graham: defeat Graham (with any equipment).
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0

Hard Mode

Turns on Hard Mode (the client forces the relevant nibble). Shuffles the game's Hard Mode pickups (Kaiser Knuckle, Death's Sickle, Death's Robe, Silver Gun, Tear of Blood). The game only spawns those five in Hard Mode, so when this is off they are excluded from the location pool and item pool entirely. Makes enemies take less damage. Ostensibly makes unearned souls easier to obtain.
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0

Skull Key Warp

Turns the Skull Key into a warp item: using it from the Consumables menu teleports Soma to the starting room.
0
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0

Library-to-Forbidden-Area Button Handling (Study Sealswitch)

How the Forbidden Area (gate at the bottom of the Study) is unlocked. The Forbidden Area can normally not be accessed _first_ through the Study due to a metal barrier that a button on the other side opens. This option replaces the button with a shufflable pickup. - off: the button is present in A01 and opens the barrier when pressed. - pickup: the button is removed and the unlock becomes a shuffled "Study Sealswitch" pickup.
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0

death_link

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

Item Smoothing

**This is the flag to turn off if you want a totally-random-yet-finishable run.** Biases item placement so less-desirable items show up earlier and more-desirable ones later, using community tier-list data (data/item_balancing). Progression items are never moved by this; the three Ancient Books are spread across early/mid/late instead of treated as junk. - off: vanilla placement -- any item can appear anywhere. - loose: gentle escalation with wide, long-tailed luck (more surprises, lucky early finds). - strict: stronger escalation with tighter placement (fewer surprises).
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0
25
0

Item Smoothing Order

No effect when Item Smoothing is off. Explanation: When Item Smoothing is on: option_spheres = good stuff generally appears later in the run option_map_distance = good stuff generally appears in later original-game spots For example: does Claimh Solais (a very strong weapon) show up later in the run (spheres), or in a spot that would be accessed late in the original game (map_distance)? We default to "option_map_distance" to make sure you can find good stuff if forced into a hard area. Note that this does not affect progression item placement, which is handled separately. Options: - spheres: logical reachability order, measured after randomization -- how deep into *this seed's* progression a location actually sits. Seed-specific. - map_distance: structural distance from the start in the unrandomized map (the region graph), ignoring access rules and randomization. Seed-independent: a room is always "as early" regardless of where progression landed.
0
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0

Early Mobility Souls

No effect when Item Smoothing is off. When Item Smoothing is on, how the three vertical mobility souls (Malphas/DJump, Hippogryph, and Giant bat) are placed. They gate movement, so this is a separate axis from item desirability. - off: no special handling -- the souls place like any other progression item. - bias_early: ~93% of seeds pull one mobility soul (usually double jump) into the first third of the run, while the heavier flight souls stay late; the rest leave all three late. - guarantee_early: always pull one mobility soul early, so you never start fully mobility-starved.
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0

Black Panther Bias

No effect when Item Smoothing is off. When Item Smoothing is on: On: bias Black Panther (dash) to show up early: ~80% of seeds place it in roughly the first half of the run (by seed/sphere ordering); the rest leave it to normal placement. Off: Black Panther places like any other progression item.
0
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Logic Difficulty

Logic Difficulty Preset

How much execution skill the logic may expect, beyond having the right souls. Each tier includes the ones below it. - canonical: developer-intended routes only. - standard: may expect kickable-enemy launches. - advanced: may also expect platform clips. - expert: may also expect pixel-perfect platforming. Quick-save resets are never expected; see Quick-Save Reset Logic. Each technique can be forced in or out of logic with its own option.
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0
0
0

Kickable-Enemy Logic

Whether logic may require launching off a kickable enemy. inherit: in logic from Standard difficulty up.
25
0
0
0

Platform Clip Logic

Whether logic may require clipping the edge of platforms. inherit: in logic from Advanced difficulty up.
25
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0

Pixel-Perfect Logic

Whether logic may require pixel-perfect platforming. inherit: in logic at Expert difficulty.
25
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0
0

Quick-Save Reset Logic

Whether logic may require a quick save + reset, which respawns Soma at the room entrance. No difficulty expects this; it is in logic only if set to in_logic.
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Gameplay Tweaks

Single-Jump Divekick

Allows the divekick out of a first jump, before Malphas (Double Jump) is owned. Still disallowed in water without Skula. (From Xanthus's public AoS patch collection.)
0
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Classicvania Movement

NES-style movement with no air control: jump trajectory is committed on takeoff, and walking off a ledge drops nearly straight down. Direction can still be changed with Malphas (Double Jump) or Hippogryph, and the flight souls (Flying Armor, Giant Bat) keep normal air control. (From Xanthus's public AoS patch collection.)
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Oops! All Whips

Every weapon attacks with the Whip Sword's swing animation. (From Xanthus's public AoS patch collection.) WARNING this can technically softlock if you don't get an ability that lets you break the ground. In practice, this is unlikely to the point of ignoring it, but there is a chance you'll have to find a soul to let you hit the ground. Weapon stats are untouched, but effective reach follows the whip swing.
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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 the specified amount of these items. Example: "Bomb: 1"

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.