Wario Land 3

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

Difficulty Options

Sets whether knowledge checks and/or hard tricks may be required in logic. Standard: Requires no extra knowledge besides what is used to beat the vanilla game. Knowledge Checks: Requires the player to know basic shortcuts, such as breaking hidden blocks in walls. Hard Tricks: Everything from "knowledge checks", and also may require the player to perform more difficult tricks, such as jumping off of a thrown enemy in midair.
25
0
0
0

Minor Glitches

Sets whether minor glitches may be required in logic. Easy glitches: Simple glitches such as water walking or block clipping with flat form. All glitches: Everything from easy glitches as well as things like wall jumps and screen wrapping.
25
0
0
0

Start with Axe

Start with the Axe, immediately unlocking The Peaceful Village and The Vast Plain.
0
25
0

Random Level Starts

Start with this many additional randomly chosen level unlock items beyond Out of the Woods. 0: off (default) 1-8: that many random level unlock groups are granted at the start. Stacks with Start with Axe (Axe is never included in the random pool).
This is a range option.

Accepted values:
Normal range: 0 - 8
25
0
0
0
0
0

Combined Items

Controls which multi-item requirements are combined into single items. Off: No combining; multi-item requirements stay as-is. Overworld: Combine items that gate level access (e.g. Blue+Green Tablet → Tablets). In Level: Combine items that gate chests/keys within a level (e.g. Blue+Red Chemical → Chemicals). Both: Combine both overworld and in-level pairs.
25
0
0
0
0

Key Shuffle

Controls how the 100 level keys (4 per level × 25 levels) are handled. Vanilla: Each key location is vanilla Full: Keys and treasures are shuffled together across all 200 locations. (This adds 100 checks)
25
0
0

Keyring Count

Number of levels whose 4 keys are replaced by a single Keyring item. 0 = off (each key is its own item). 1-24 = that many randomly-chosen levels get a Keyring (the other levels keep individual keys). 25 = every level gets a Keyring (no individual key items in the pool). When above 0, Key Shuffle is forced to Full so that the remaining individual keys are still shuffled.
This is a range option.

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

Transformation Shuffle

Shuffle transformation abilities (Zombie, Vampire, Fire, etc.) as items. When on, you must find each Form item to use that transformation via Select+button combos; the forms are placed in logic. When off, behaves as vanilla
25
0
0

Music Boxes Required

How many of the 5 music boxes Wario must collect before the Temple opens and the final boss becomes accessible. Set to 0 to make the Temple always open.
This is a range option.

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

Music Box Shuffle

Controls where the 5 music boxes can be placed. Any Boss: music boxes can be placed at any of the 10 boss chest locations. Anywhere: music boxes can be placed anywhere in the multiworld (default).
0
25
0

Big Coinsanity

Adds 200 big-coin (musical coin) locations — 8 per level — to the pool.
25
0
0

Death Link

Send and receive deaths to/from other players. This will trigger the "Game Over" screen when you die, forcing you to restart the level. If Death Mode is set to "Grabs" or "Grabs and Golf", then certain enemy grabs or golf failures will also trigger deaths. You can still receive deaths from other players even if your own Death Mode is set to None. screen from being captured by Rudy. You can include "Death Mode" below to add more death link options locally.
25
0
0

Death Mode

Controls what locally counts as a death. None: deaths are never triggered locally; you can still receive deaths from other players if Death Link is on. Grabs: enemy grabs that teleport you (e.g. RoboMouse, Scowler, Rudy) instead trigger a Game Over death. Grabs and Golf: same as Grabs, plus failing a golf hole par triggers a death
25
0
0
0
Quality of Life

Golf Price

Sets the coin cost for the mini-games (golf). Vanilla: Tier-based cost (10 / 30 / 50 coins). Free: FREE GOLF! Cheap: Reduced tier-based cost (5 / 10 / 15 coins). The Golf Building courses are always free regardless of this setting.
0
25
0
0

Golf Building

Controls whether the Golf Building is always open or requires crayons to open. Open: Golf Building can always be entered (always free to play). Vanilla: the Golf Building requires all 7 crayons to open (vanilla behavior).
25
0
0

I Hate Golf

Automatically win the golf mini-game as soon as it starts. The hole is immediately cleared without having to play. Does not work correctly with the Golf Building
25
0
0

Start with Magnifying Glass

Start with the Magnifying Glass, which shows what treasures/chests have been collected in the overworld map (Press B while hovering a level).
0
25
0

Reduce Flashing

Disables flashing/blinking background palette cycling in certain rooms (e.g. underground areas, Warped Void). Recommended for photosensitivity. This option is automatically on if any palette shuffle is active, since palette cycling can be very visually jarring when combined with random palettes.
25
0
0

Non-Stop Chests

Stay in the level after opening a treasure chest instead of exiting to the overworld.
25
0
0

Trap Fill %

Percentage of filler items replaced with transformation traps. When a trap is received, Wario is set on fire the next safe frame. 0 = no traps (default), 100 = every filler item is a trap.
This is a range option.

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

Music Shuffle

Randomize the background music played in each level. Split: Day and night music are shuffled within their own groups (day with day, night with night). Full: All music tracks are fully randomized regardless of day/night.
25
0
0
0

Enemy Palette Shuffle

Randomize enemy sprite palettes.
25
0
0

Level/Room BG Palette Shuffle

Randomize level/room background (BG) palettes. Off: no changes Simple: Changes palettes slightly less aggressively Full: Fully randomizes background palettes without restrictions
25
0
0
0

Wario Overalls Shuffle

Randomize Wario's overalls/outline color. (This will affect some other in-game colors)
25
0
0

Wario Shirt Shuffle

Randomize Wario's shirt/highlight color. (This affects all the white of Wario, including his hat and eyes)
25
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.