Kirby & The Amazing Mirror

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

Randomize Shards

Controls where Mirror Shards can appear. - Vanilla: Each area's boss defeat location contains its matching shard. - Completely Random: Shards can appear from any location. Default.
0
25
0
Make the game shorter

Goal

Determines what your goal is to consider the game beaten. - Dark Mind: Defeat Dark Mind and beat the game. - Defeat Any Area Boss: Defeat any one eligible area boss. - Defeat Configured Area Boss: Defeat the selected area boss target. - Defeat Random Hidden Area Boss: Defeat one hidden, seed-selected area boss.
25
0
0
0
0

Configured Area Boss

Selects which area boss is used when the goal is set to Defeat Configured Area Boss. The default target is the Master Hand + Crazy Hand pair. This option is ignored unless `goal` is set to `defeat_configured_area_boss`.
0
0
0
0
0
0
0
25
0
Make the game easier

Start With All Maps

Start the game with all nine area maps already acquired. Off by default. Intended for new players who find exploring unmapped areas daunting. All map items are removed from the item pool and replaced with filler.
25
0
0
Make the game last longer

Room Sanity

Adds room-visit checks (for example, `Room X-*`). Off by default because it adds 263 locations.
25
0
0
Make the game harder

Ability Gating

Enable gating for abilities. Gated abilities are turned on by receiving an AP item. On by default.
0
25
0

Enable Traps

Allow negative trap items to appear in the randomized item pool. Off by default. When disabled, no KirbyAM traps are placed.
25
0
0

Trap Fill Percentage

Sets what percentage of eligible filler slots become traps when `Enable Traps` is on. Eligible filler slots are the locations left after all progression/useful items are placed. Trap items are sampled with replacement, so duplicate traps are allowed when the pool is large enough. - 0: No filler slots become traps. - 25: One quarter of eligible filler slots become traps. Default. - 100: Every eligible filler slot becomes a trap.
This is a range option.

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

No Extra Lives

Start with zero lives and clamp all extra-life gains to zero during gameplay. Starts after the tutorial. Off by default. Yes, you can combine this with One-Hit Mode for an extra challenge.
25
0
0

One-Hit Mode

Controls whether Kirby's maximum health is reduced to 1 HP at the start (one-hit mode). Starts after the tutorial. Off by default. Yes, you can combine this with No Extra Lives for an extra challenge. - Off: Kirby's maximum health is unmodified (native 6 HP base, plus 1 per Vitality Counter found). - Exclude Vitality Counters: Kirby starts with a maximum of 1 HP. All four Vitality Counter items are removed from the item pool and replaced with filler. Kirby's HP cap stays at 1 for the entire run. - Include Vitality Counters: Kirby starts with a maximum of 1 HP. Vitality Counter items remain in the pool; each one received increases Kirby's HP cap by 1 (up to 5 with all four). This is known to cause a visual artifact on the screen when a vitality counter is received, but it is functional.
25
0
0
0

death_link

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

Ability Randomization Mode

Controls randomization of enemy-granted copy abilities. If statue randomization is enabled, statues inherit this same mode. - Off: Enemy copy abilities stay at native defaults. Default. - Shuffled: Enemy types are remapped deterministically so all enemies of the same type grant the same ability. - Completely Random: Eligible enemy ability grants are remapped independently (deterministic per grant event).
25
0
0
0

Ability Randomization: Statues

Include ability statues (sometimes called ability trophies or ability stands) in copy-ability randomization. This toggle only controls whether statues participate at all. Only applies when Ability Randomization Mode is not Off. Participating statues use the currently selected Ability Randomization Mode (Off, Shuffled, or Completely Random). Randomized statues always grant an ability and do not use `ability_randomization_no_ability_weight` or `ability_randomization_passive_enemies`. Randomized statues do respect `ability_randomization_minny`. Off by default.
25
0
0

Ability Randomization: Passive Enemies

When enabled, enemies that normally do not grant a copy ability can receive a randomized ability. Only applies when Ability Randomization Mode is not Off. Enemy sources only. Ability statues are not affected by this toggle. On by Default, but ability_randomization_mode is Off by Default.
0
25
0

Ability Randomization: No Ability Weight

Sets the percentage chance that an included randomized enemy grant resolves to no ability instead of a copy ability. - 0: Included randomized enemies always grant a copy ability. - 55: 55% of included randomized enemies grant no ability, 45% grant a copy ability. Default. This matches the in-game percentage when enemies that normally grant no ability are included in the randomization pool. - 100: Included randomized enemies always grant no ability. This only affects enemies already included by the ability randomization mode and the boss/miniboss/passive-enemy toggles. Ability statues are not affected; randomized statues always grant an ability. You can set a custom percentage by adding a custom number as the subkey, then supply the "percentage" chance for generation to roll that value. For example: 25: 50 The above says you want 25% of ability granting enemies to provide no ability instead of a copy ability, and 75% to provide a copy ability. Further, 25: 10 50: 10 75: 10 The above says you want generation to have equal chances of creating worlds where 25%, 50%, and 75% of ability granting enemies provide no ability instead of a copy ability.
This is a range option.

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

Ability Randomization: Boss Spawns

Include boss-spawned ability grants in randomization. Only applies when Ability Randomization Mode is not Off. On by Default, but ability_randomization_mode is Off by Default.
0
25
0

Ability Randomization: Minibosses

Include mini-boss ability grants in randomization. Only applies when Ability Randomization Mode is not Off. On by Default, but ability_randomization_mode is Off by Default.
0
25
0

Ability Randomization: Minny

Include Minny in copy-ability randomization. Only applies when Ability Randomization Mode is not Off. If ability statue randomization is enabled, statues also respect this toggle. Off by Default.
25
0
0
Cosmetics

Starting Kirby Color

Choose Kirby's default starting color palette. Pink is the in-game default. The resolved color is embedded in the generated patch and applied before Kirby's first gameplay palette loads. Supported color names (as listed on Kirby Wiki Spray Paint): Pink, Yellow, Red, Green, Snow, Carbon, Ocean, Sapphire, Grape, Emerald, Orange, Chocolate, Cherry, Chalk Set to `random_color` to resolve to one supported color at generation.
0
25
0
0
0
0
0
0
0
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 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.