Iji

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
Goal Options

End Goal

Sector 3: Reach the end of Sector 3 and defeat Elite Krotera. Sectors 4-X will be excluded. Sector 5: Reach the end of Sector 5 and defeat Assassin Asha. Sectors 6-X will be excluded. Sector 7: Reach the end of Sector 7 and defeat Sentinel Proxima. Sectors 8-X will be excluded. Sector 9: Reach the end of Sector 9 and defeat Annihilator Iosa. Sector X will be excluded. Sector X: Reach the end of Sector X and defeat General Tor. The vanilla ending of the game. Sector Z: Enter and reach the end of Sector Z. Sectors 1-X are included. Sector Y: Obtain the Null Driver from Sector Z, defeat General Tor with it, then reach the end of Sector Y.
0
0
0
0
25
0
0
0

Poster Locations Required for Goal

How many Poster locations you are required to find before being able to complete your goal. If you chose Sector X as your goal, the elevator at the end of the sector will be deactivated until you find them. If you chose Sector Y or Sector Z as your goal, you won't be able to enter Sector Z until you find them.
This is a range option.

Accepted values:
Normal range: 0 - 10
25
0
0
0
0
0

Ribbon Percentage Required for Goal

What percentage of your Ribbon items you need to obtain to complete your goal. If you chose Sector 3, 5, 7, or 9 as your goal, the boss arena in that Sector will be blocked by a door until you get enough. If you chose Sector X as your goal, the elevator at the end of the sector will be deactivated until you get enough. If you chose Sector Y or Sector Z as your goal, you won't be able to enter Sector Z until you get enough.
This is a range option.

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

Maximum Ribbon Items

How many Ribbon items to add to the item pool. If there are fewer available locations than this number, a number of ribbons equal to the number of remaining locations will be added instead. If your goal requires zero ribbons, no ribbons will be added.
This is a range option.

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

Allow Sector Z Locations

Whether or not your world will be able to enter Sector Z, and whether or not you'll be able to reach the Null Driver If your goal is Sector Z, this option won't do anything unless you choose to also enable the Null Driver If your goal is Sector Y, this option won't do anything at all. You can also additionally lock Sector Z behind the same ribbon/poster requirement as your goal If your chosen goal allows you to reach Sector X, and you choose to allow getting the null driver here, Sector Y locations will also be added.
25
0
0
0
0
0
Location Options

Poster Locations

If enabled, Finding posters sends checks.
0
25
0

Supercharge Locations

Whether or not collecting Supercharges are checks. Off: Supercharges are not locations. Locations Only: Supercharges are locations and award a stat point as normal Locations and Items: Supercharges are locations, and do NOT award stat points. Instead, 10 Supercharge items will be added.
25
0
0
0

Basic Weapon Locations

How obtaining new weapons will send checks. First Time: Assimilating a basic Nanoweapon sends a check, one per type of weapon. First Per Sector: Assimilating a basic Nanoweapon sends a check, one per type of weapon per Sector. All Instances: All instances of basic Nanoweapons in the game send checks
25
0
0
0

Logbook Locations

If enabled, each logbook in the game is a check
25
0
0

Security Box Locations

If enabled, opening the locked Security Boxes will be checks.
25
0
0

Nano Overload Locations

If enabled, picking up Nano Overloads will be checks.
25
0
0
Item Options

Special Traits

If enabled, the Special Trait items will be shuffled into the item pool.
25
0
0

Extra Items

How many duplicates of each major item to add to the pool. Negative numbers will choose a random number between 0 and the absolute value of that number. e.g. -7 will choose a random value between 0 and 7. If you choose to have extra sector accesses with out of order sectors enabled, an even split of the sector accesses will be added. Duplicates of Special Trait items (The ones in capital letters) will only be added if Special Trait Items are enabled Duplicate Jump and Armor upgrades can appear anywhere in the multiworld, even if vanilla locations are chosen for the respective original items. Duplicates of Fire Anytime will only be added if debug_item is set to shuffle Note: If there aren't enough locations to fit all the duplicates, it will instead add as much as it can, leaving no room for filler or traps. Also, Duplicates are created after Ribbons, so if your chosen Ribbon count fills up all remaining locations in your world, no duplicate items will be created at all.
This option cannot be modified here. Please edit your .yaml file manually.

Jump Upgrades

How Jump upgrade items should be handled. Vanilla: Jump Upgrade items can be found in their vanilla locations Shuffle: Jump Upgrade items can be found anywhere in the multiworld.
25
0
0

Armor Upgrades

How armor upgrade items and locations should be handled. Vanilla: Armor Upgrade items will be found in their vanilla locations. Shuffle: Armor Upgrade items can be found anywhere in the multiworld. Cursed: The player starts with only 1/4 of their Armor bar. The first three armor upgrades found give an additional 1/4 of the bar, and the last two increase the Armor stat as normal.
25
0
0
0
0

Levelsanity

If enabled, Leveling up will no longer award stat points. Instead, 50 Supercharge items will be added to the multiworld.
25
0
0

Fire Anytime Item

This option adds the 'Fire Anytime' from the vanilla game's debug options as an item to your world. This item allows you to fire your weapon even while ducking or in midair. It is an extremely powerful item, and opens up a ton of skips in late-game sectors, almost all of which are currently NOT accounted for in logic (But they will be in the future.) This option will also add the AREYOUSERIOUS logbook in Sector 7 as a location, which is inaccessible without this item.
25
0
0
Trap Options

Trap Percentage

What percentage of filler items should be replaced by traps
This is a range option.

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

Trap Weights

How likely each trap is to be chosen when creating a trap item. Choosing 0 disables a trap entirely. Rocket to the Face spawns a rocket projectile that flies toward Iji. Banana spawns an exploding banana projectile at Iji's position. Blits Nest spawns a handful of Blit enemies at Iji's position. Turbo Mode doubles the game speed for 20 seconds. Clown Shoes makes Iji's footsteps squeaky for 1 minute. Power Nap knocks Iji down for 10 seconds (or until damaged) Null Drive randomly swaps around background textures, effect persists until the game is closed.
This option cannot be modified here. Please edit your .yaml file manually.

Null Drive Factor

How severe the effect of Null Drive traps are. The higher the value, the more backgrounds/tileset images get reassigned. 50 is the severity used by the vanilla Null Driver
This is a range option.

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

Health Balancing Values

To help push health stat items into earlier locations in the multiworld, and to ensure that you don't have to play late game sectors with low health, this option will force Sectors to require having a minimum number of Health Stat items to be in logic. It won't physically lock you out of the Sectors, so you can still play Sectors out of logic if you want. Values should range from 0 to 9. Alternatively, you can also enter negative numbers to choose a random value for that sector. The absolute value of a negative number determines the maximum range for that random value. e.g. a value of -9 will allow any number between 0 and 9 to be chosen, and a value of -3 will choose a number between 0 and 3. NOTE: Later sectors can be brutally difficult with low health, only mess around with this if you are absolutely confident in your abilities.
This option cannot be modified here. Please edit your .yaml file manually.

Logic Difficulty

Normal Logic: Expects the player to reach locations in the normal, dev-intended ways Hard Logic: Expects the player to utilize vanilla methods that would be needed to reach posters and supercharges in order to reach all locations. Extreme Logic: Same as Hard Logic, but some locations may require more setup and/or longer chains of skips Ultimortal Logic: Expects more unorthodox skips from the player using techniques that would otherwise never be required. reallyjoel's Dad Logic: Anything goes. If it's technically possible, it's in logic.
25
0
0
0
0
0

Out of Order Sectors

If enabled, Sector Access Items will give access to a specific sector, and Sectors may be accessed outside their intended order. If there are extra Sector Access Items are in the pool, the extras will choose a semi-random Sector to grant access to. If disabled, Sector Access Items will instead be progressive, giving access to Sectors in their vanilla order.
25
0
0

Death Link

When you die, everyone dies. The reverse is also true. If DeathLinkDamage is set below 20, you will instead take damage when sent a death
25
0
0

Death Link Damage

How much HP damage you take when receiving a death from another player. If set to 20, receiving a death instantly kills you instead.
This is a range option.

Accepted values:
Normal range: 1 - 20
0
25
0
0
0
0

Music Shuffle

Whether or not to randomly reassign music tracks. Off: No shuffled music Levels Only: Only Level Music gets shuffled amongst each other. Full Shuffle: All Looping music tracks get shuffled amongst each other Singularity: All looping music tracks get replaced by one single track
25
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.