Crash Team Racing

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
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0
Goal

Goal

Determines the player's end goal. - **oxide** (default): defeat N. Oxide's Challenge. - **oxidefinal**: collect relics, then defeat N. Oxide's Final Challenge. - **allbosses**: win all 4 boss races (Ripper Roo, Papu Papu, Komodo Joe, Pinstripe). - **allgemcups**: collect all 5 Gems. Requires `Include Gem Cup Warp Pads` on: with `Shuffle Gems` off the Gems sit on their own Gem Cups, with it on they hide anywhere in the multiworld.
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Oxide's Final Challenge Unlock

Which relics turn Oxide's Challenge into Oxide's Final Challenge. The count comes from `Oxide's Final Challenge Relic Count`. - **sapphire_relics** (default), **gold_relics**, **platinum_relics**: that many relics of that tier. - **any_relic_type**: any single tier reaches the count. - **total_relics**: all relics added together reach the count. Tiers are independent: a Platinum relic does not count toward a Gold requirement. Requiring a tier whose progression option is `never` fails generation. The old `18_gold_and_platinum_relics` value was removed.
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0
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0

Oxide's Final Challenge Relic Count

How many relics `Oxide's Final Challenge Unlock` requires (1-18). For total_relics it is the summed total; for any_relic_type it is the threshold any single tier must reach.
This is a range option.

Accepted values:
Normal range: 1 - 18

The following values have special meanings, and may fall outside the normal range.
  • 18: All
0
25
0
0
0
0
Items & Pool

Shuffle Gems

Shuffle the 5 Gems into the multiworld item pool. - **on** (default): the Gems can appear anywhere; their Gem Cup locations become normal checks. - **off**: each Gem stays on its own Gem Cup reward (vanilla placement). Works with every goal, including `All Gems`.
0
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Include Gem Cup Warp Pads

Bring the 5 Gem Cups and their races into the seed: their checks become normal locations and, in a randomized-unlock seed, their warp pads get a randomized entry requirement. - Not the same as `Shuffle Gems`: that moves the Gem items around; this one includes the cup races themselves. Must be on for the `All Gems` goal. - **off**: cups stay fully vanilla, and shuffled Gems are pinned back onto their own cups.
0
25
0

Shuffle Keys

Shuffle the 4 boss Keys into the multiworld item pool. - **on** (default): the Keys can appear anywhere; the Boss Race locations become normal checks. - **off**: each Key stays on its Boss Race reward (vanilla placement).
0
25
0

Trap Fill Percentage

What percentage of this slot's filler items are replaced by traps (Icy Road, Low Gravity, No Brakes, Forced Boost, First Person -- each equally likely). 0 = no traps, filler stays Wumpa Fruit 10 (default) = a taste of sabotage 100 = every filler slot becomes a trap Traps never gate anything. A received trap arms silently and fires mid-race on a later lap.
This is a range option.

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

Include Battle Arena Warp Pads

Bring the 4 Battle Arenas and their Crystal Challenges into the seed: their checks become normal locations and, in a randomized-unlock seed, their warp pads get a randomized entry requirement. - **off**: the arenas are fully out of the seed and never logically required -- vanilla gates, vanilla Purple CTR Token rewards, and no randomized requirement ever demands Purple tokens. They stay playable. - Not the same as `crystals` in `Warp Pad Shuffle Categories`: this puts the arenas in the seed at all; that category only shuffles destinations.
0
25
0

Warp Pad Shuffle Categories

Which content categories take part in warp-pad destination shuffle. A category left out always loads its own content. - **tracks**: the 16 trophy races plus Slide Coliseum and Turbo Track. - **cups**: the 5 Gem Cups (needs `Include Gem Cup Warp Pads` on). - **crystals**: the 4 Battle Arenas (needs `Include Battle Arena Warp Pads` on). Default: all three. Empty set: no destination shuffle. Under vanilla unlock requirements, tracks and crystals shuffle within themselves and cups stay fixed.

Warp Pad Shuffle Grouping

How the categories in `Warp Pad Shuffle Categories` are pooled for destination shuffle. - **merged** (default): one cross-category pool -- a track slot can load a cup or crystal and vice versa. Needs a randomized unlock mode. - **per_category**: each category shuffles only within itself. Has no effect when fewer than two categories participate. Gem Cups are the one exception to `merged`: a cup is never placed on a pad that opens before the Cups Room's own two-Key door, so a cup can never be one of the pads you start with. An early cup also advertises the podium checks of the four trophy tracks it runs as legs, which is a large opening handout on tracks whose own pads are still shut.
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Warp Pad Item Display

How a warp pad shows the items still waiting on its checks. A pad advertises its destination's unclaimed rewards in three floating slots. - **one_pile** (default): every unclaimed item shares those slots and they cycle through the whole pile together, so a pad with a race, a CTR challenge, relics and podium rungs left mixes them all in one rotation. - **by_reward_type**: each reward type keeps its own slot and only rotates within it, so you can tell at a glance whether the relic you see is the relic check or the CTR check. With the podium rungs on, the race slot can cycle through five or six items. Purely a display setting: it changes nothing about which checks exist, what they hold, or how anything unlocks. Needs a client that supports it -- an older one shows one pile whatever this says.
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Warp Pad Unlock Requirements

How warp pads unlock -- the heart of the randomizer. - **randomized** (default): every warp pad gets a randomized entry requirement (trophies, tokens, relics, keys, gems...), always collectable before that pad opens. - **vanilla**: pads open on their vanilla trophy counts, like the original adventure. - **random_without_4_keys**: like randomized, but the 4 boss Keys are never pad requirements.
0
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0

Two-Stage Gate Density

How many trophy pads carry a real second-stage gate, meaning an extra requirement on the pad's CTR Challenge and relic Time Trials on top of winning the Trophy Race. Only affects the randomized warp pad modes. - **off**: no second gates. - **light**: a few per seed (up to 4). - **standard**: a moderate spread (up to 6). - **deep**: layered progression (up to 10). - **full** (default): every pad that can carry one gets one (up to 16). Also accepts `random`. The densest settings can generate slower on maxed-out configs.
0
0
0
0
25
0

Requirement Variety

Weight preset for randomized warp-pad requirements (randomized modes only). - **icebound_beta5** (default): Icebound's rebalanced weights -- still trophy-leaning, with more token, relic and key variety. - **trophy_heavy_legacy**: the previous, more trophy-dominated weights. - **custom**: use the weights from `Requirement Weights`.
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0

Requirement Weights

Roll your own requirement mix. Used only when `Requirement Variety` = custom. Each entry is `item name: weight` -- higher weight means picked more often; 0 disables an item, except Trophy, which must stay above 0. Items you leave out keep their default weight. Example: requirement_variety: custom requirement_weights: Trophy: 30 Key: 40 Sapphire Relic: 40 Valid keys: Trophy, Key, the five CTR Token colours, the three Relic tiers, and the five Gem colours.
This option cannot be modified here. Please edit your .yaml file manually.
Extra Checks

Podium Placement Checks

Add finishing-position checks to the 16 adventure trophy races -- the master switch for the podium-rung feature. - Finish rungs (`Podium Finish Rungs`): earned by where you cross the line. - Held rungs (`Held-Position Rungs`): earned by the best position you hold during the race. A better result awards every rung at or below it. These checks make room for more items in the pool; they never advance adventure progression.
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Podium Finish Rungs

Include the finish-line rungs on each trophy race (needs `Podium Placement Checks` on): "Finish on Podium" (top 3) and "Finish (Any Position)". Toggle the any-position half with `Podium: Any-Position Rung`.
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Podium: Any-Position Rung

Also include the "Finish (Any Position)" rung on each trophy race, earned by simply crossing the finish line. Off keeps only "Finish on Podium". Needs `Podium Finish Rungs` on.
0
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0

Held-Position Rungs

Include the live-position "held" rungs on each trophy race (needs `Podium Placement Checks` on): "Held 1st" and "Held 3rd", earned the moment you hold that position on track. Add "Held 5th" with `Podium: Held 5th Rung`.
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Podium: Held 5th Rung

Also add a "Held 5th" rung to each trophy race, earned by holding 5th place or better at any point. Needs `Held-Position Rungs` on. Off by default; turn it on for 16 extra early checks.
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Quality of Life

One-Lap Cup Races

Make Cup races one lap each instead of the usual three. On by default. Only cup races shorten (including the Gem Cups); single races, boss races, relic time trials and CTR Token challenges keep their normal lap count. Changes nothing about logic or which locations exist -- everything is just faster.
0
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DeathLink

DeathLink

Share your wipeouts with the other DeathLink players, and take theirs. - **off** (default): disabled. - **mask_reset**: send a death only when the mask carries you back, meaning you fell off the track or were eaten. Low frequency. - **any_hit**: also send on every hit that lands on you (spin-out, blast, squish, burn). Much higher frequency, so pair it with `DeathLink Amnesty`. Receiving a death always forces the full mask reset on you. Only adventure-mode races send.
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DeathLink Amnesty

How many of your deaths must pile up before one is actually sent. 1 (default) sends every death; N sends one per N. Meant for the `any_hit` tier. Incoming deaths are unaffected -- amnesty only throttles what you send.
This is a range option.

Accepted values:
Normal range: 1 - 30
25
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0
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Relic Difficulty

Sapphire Relic Progression

How often progression may sit behind a Sapphire relic-race time (the easiest tier). Per-location % chance over the 18 Sapphire Time Trials; a location that misses the roll keeps its vanilla Sapphire Relic and never gates progression. 0 = never, 100 = full (default). Also accepts `random`. The three tiers are a skill ladder (sapphire easy, platinum hard); setting an easier tier lower than a harder one gives inverted difficulty.
This is a range option.

Accepted values:
Normal range: 0 - 100

The following values have special meanings, and may fall outside the normal range.
  • 0: Never
  • 100: Full
0
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0
0
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0

Gold Relic Progression

How often progression may sit behind a Gold relic-race time (the medium tier). Per-location % chance over the 18 Gold Time Trials; a location that misses the roll keeps its vanilla Gold Relic. 0 = never, 100 = full (default). Also accepts `random`. See `Sapphire Relic Progression` for the skill-ladder note.
This is a range option.

Accepted values:
Normal range: 0 - 100

The following values have special meanings, and may fall outside the normal range.
  • 0: Never
  • 100: Full
0
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0
0
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0

Platinum Relic Progression

How often progression may sit behind a Platinum relic-race time (the hardest, expert-only tier). Per-location % chance over the 18 Platinum Time Trials; a location that misses the roll keeps its vanilla Platinum Relic. 0 = never (default, so a needed item never sits behind a platinum-only time), 100 = full. Also accepts `random`.
This is a range option.

Accepted values:
Normal range: 0 - 100

The following values have special meanings, and may fall outside the normal range.
  • 0: Never
  • 100: Full
25
0
0
0
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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 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.