Releases: SerpentAI/Archipelago
Peggle Nights - 1.0.2
This is a minor bugfix / improvement release that is likely to be the final release for this game. I do not intend to work on it further.
This release is NOT compatible with games generated on prior versions since item / location names have been altered
Fix: Removed square bracket notation in item / location names referring to levels. While square brackets are not disallowed for these names, a handful of other Archipelago implementations do not handle them correctly, all the way to fully crashing / not working at all. Let's aim for maximum compatibility even if Peggle isn't in the wrong here.
WARNING: This change will INVALIDATE any existing YAML as the level_selection option used to contain those square brackets. You can either remove the square brackets manually or copy / paste the option from the new template YAML and set the values according to your preferences
Tweak: Target Score (High) can now be sent out-of-logic (i.e. without having 4 Progressive Fever Meter items)
Link to the previous release: Here
Link to the original release, with README: Here
Peggle Deluxe - 1.1.2
This is a minor bugfix / improvement release that is likely to be the final release for this game. I do not intend to work on it further.
This release is NOT compatible with games generated on prior versions since item / location names have been altered
Fix: Removed square bracket notation in item / location names referring to levels. While square brackets are not disallowed for these names, a handful of other Archipelago implementations do not handle them correctly, all the way to fully crashing / not working at all. Let's aim for maximum compatibility even if Peggle isn't in the wrong here.
WARNING: This change will INVALIDATE any existing YAML as the level_selection option used to contain those square brackets. You can either remove the square brackets manually or copy / paste the option from the new template YAML and set the values according to your preferences
Tweak: Target Score (High) can now be sent out-of-logic (i.e. without having 4 Progressive Fever Meter items)
Link to the previous release: Here
Link to the original release, with README: Here
Peggle Nights - 1.0.1
This is a minor bugfix / improvement release.
This release IS compatible with games generated on 1.0.x versions
Improvement: Any errors are now saved in peggle_nights_errors.log in your Archipelago directory instead of output to the client
Improvement: Entering Fever Mode now multiplies the multiplier by 10, regardless of your current fever meter cap (e.g. entering fever mode with 2 Progressive Fever Meter Threshold items will give you a 50x multiplier for the duration of fever mode). This is a buff.
Fix: Addressed an issue where Warren would be able to send Level Clear location checks while the Triple Score buff was active
Fix: Addressed an issue where the goal level would light up in the custom client tab without having 4 Progressive Fever Meter Threshold items (i.e. only having the level unlock + required gold pegs)
Fix: Addressed an issue where Fever Meter Multiplier location checks would send when hitting pegs in Fever Mode without their required amount of Progressive Fever Meter Threshold items
Link to the original release, with README: Here
Peggle Deluxe - 1.1.1
This is a minor bugfix / improvement release.
This release IS compatible with games generated on 1.1.x versions
Improvement: Any errors are now saved in peggle_deluxe_errors.log in your Archipelago directory instead of output to the client
Improvement: Entering Fever Mode now multiplies the multiplier by 10, regardless of your current fever meter cap (e.g entering fever mode with 2 Progressive Fever Meter Threshold items will give you a 50x multiplier for the duration of fever mode). This is a buff.
Fix: Addressed an issue where Warren would be able to send Level Clear location checks while the Triple Score buff was active
Fix: Addressed an issue where the goal level would light up in the custom client tab without having 4 Progressive Fever Meter Threshold items (i.e. only having the level unlock + required gold pegs)
Fix: Addressed an issue where Fever Meter Multiplier location checks would send when hitting pegs in Fever Mode without their required amount of Progressive Fever Meter Threshold items
Link to the previous release: Here
Link to the original release, with README: Here
Pinball FX3 - 1.1.1
This is a minor bugfix / improvement release.
Improvement: Removed the need to use the /pinball command. The client will now automatically detect the Pinball FX3 process as needed
Improvement: Any further client or game controller crashes will now spam their tracebacks in the Archipelago tab of the client to make it simpler to report issues
Fix: Addressed a silent client crash where it would try to act on an invalid challenge type value in memory
Fix: Corrected the options YAML still stating 10 pinball tables being required, when the minimum has been changed to 6
Link to the previous release: Here
Link to the original release, with README: Here
Peggle Nights - 1.0.0
Peggle Nights - Another pachinko-inspired arcade game by PopCap Games
Randomizer Features
- All 70 Quick Play levels + 11 Peggle Masters supported
- Ability to select individual levels to include / exclude from generation
- Ability to select individual masters to include / exclude from generation
- Ability to customize how many levels to play (5-70)
- Ability to customize how many masters are available for play (1-11)
- Ability to set / randomize difficulty of target scores. By level or globally
- Ability to convert filler items into useful items during generation to provide additional help
- Starting Ball Count / Fever Meter logic
- Scales well for all types of multiworlds: Short / Long Syncs, Asyncs; ~50-950 checks
- Custom client UI that displays important information and updates in real-time (see screenshot)
- No modding! Only light memory manipulation that works directly from the client
- Universal Tracker (UT) fully supported (and recommended for guidance). YAML-free!
How it works and what to expect
- A custom campaign of N levels is generated based on your settings
- You are granted a starting level and master where you are able to complete your first location checks
- You start with only 5 balls, but can receive more
- Your fever meter is capped at each multiplier, but you can receive upgrades
- You progress through the campaign by receiving level unlocks and progressive items
- You will also gather some shadow pegs along the way. These are needed for both goal types. Either:
- Collect N shadow pegs to unlock a final level and clear it to win
- Collect N shadow pegs to win
- Each master's power is usable right away
- Your playthrough will have you jumping between levels as you unlock more stuff, not just beating levels and moving on
- The game is one the shorter side, with high check density. It is on the easier side, save for high tier scores and full clears
- Since the game hasn't been deeply modified, you won't be prevented from playing anything. That said, locations checks will only be registered when meeting the proper requirements
Locations
- Fever Meter Multipliers (2X, 3X, 5X, 10X)
- Level Clears
- Target Scores (Low / Mid / High)
- Style Shots
- Orange Peg Combos (3X, 5X)
- Peg Combos (7X, 15X)
- Full Clears (optional)
Items
- Level Unlocks
- Master Unlocks
- Progressive Fever Meter Thresholds (Locks Fever Meter Multiplier, Level Clear and Target Score locations)
- Progressive Starting Ball Increases (Locks Target Score and Full Clear locations)
- Shadow Pegs (Macguffins)
- Level-specific useful items to progressively make things (even) easier: Fever Meter Permanent Bonuses, Full Clear Discounts, Score Multipliers, Target Score Discounts

Peggle Deluxe - 1.1.0
This is a minor bugfix release.
This release is NOT compatible with games generated on 1.0.x versions. Nothing has changed from a gameplay perspective, but generation has changed
Fix: Addressed an issue where the Universal Tracker (UT) Go Mode indicator would not work for Gold Pegs + Final Level goals
Link to the previous release: Here
Link to the original release, with README: Here
Peggle Deluxe - 1.0.1
This is a minor bugfix / improvement release.
Improvement: Renamed Style Shot locations to Style Shot (25,000+) to clarify what is expected to check them
Improvement: Any further client or game controller crashes will now spam their tracebacks in the Archipelago tab of the client to make it simpler to report issues
Fix: Addressed a silent client crash where it would look for non-existent target scores on goal levels
If you have an ongoing game that was started on 1.0.0, wait until reaching the goal level before swapping the APWorld with this one and restarting both the AP launcher and the client
Link to the previous release (with README): Here
Peggle Deluxe - 1.0.0
Peggle Deluxe - A pachinko-inspired arcade game by PopCap Games
Randomizer Features
- All 55 Quick Play levels + 10 Peggle Masters supported
- Ability to select individual levels to include / exclude from generation
- Ability to select individual masters to include / exclude from generation
- Ability to customize how many levels to play (5-55)
- Ability to customize how many masters are available for play (1-10)
- Ability to set / randomize difficulty of target scores. By level or globally
- Ability to convert filler items into useful items during generation to provide additional help
- Starting Ball Count / Fever Meter logic
- Scales well for all types of multiworlds: Short / Long Syncs, Asyncs; ~50-750 checks
- Custom client UI that displays important information and updates in real-time (see screenshot)
- No modding! Only light memory manipulation that works directly from the client
- Universal Tracker (UT) fully supported (and recommended for guidance). YAML-free!
How it works and what to expect
- A custom campaign of N levels is generated based on your settings
- You are granted a starting level and master where you are able to complete your first location checks
- You start with only 5 balls, but can receive more
- Your fever meter is capped at each multiplier, but you can receive upgrades
- You progress through the campaign by receiving level unlocks and progressive items
- You will also gather some gold pegs along the way. These are needed for both goal types. Either:
- Collect N gold pegs to unlock a final level and clear it to win
- Collect N gold pegs to win
- Each master's power is usable right away
- Your playthrough will have you jumping between levels as you unlock more stuff, not just beating levels and moving on
- The game is one the shorter side, with high check density. It is on the easier side, save for high tier scores and full clears
- Since the game hasn't been deeply modified, you won't be prevented from playing anything. That said, locations checks will only be registered when meeting the proper requirements
Locations
- Fever Meter Multipliers (2X, 3X, 5X, 10X)
- Level Clears
- Target Scores (Low / Mid / High)
- Style Shots
- Orange Peg Combos (3X, 5X)
- Peg Combos (7X, 15X)
- Full Clears (optional)
Items
- Level Unlocks
- Master Unlocks
- Progressive Fever Meter Thresholds (Locks Fever Meter Multiplier, Level Clear and Target Score locations)
- Progressive Starting Ball Increases (Locks Target Score and Full Clear locations)
- Gold Pegs (Macguffins)
- Level-specific useful items to progressively make things (even) easier: Fever Meter Permanent Bonuses, Full Clear Discounts, Score Multipliers, Target Score Discounts

Pinball FX3 - 1.1.0: The "F is for Fun, not Frustration" Update
The main goal for this release was to offer players more customization options around how difficult a seed turns out, the initial release sometimes leading to extremely challenging location checks.
Feature: Added progressive_challenge_access option. true by default
If enabled, Challenge Access items will unlock Challenge tiers in a progressive manner, meaning you will gain
access to Low -> Mid -> High-Tier sequentially for each Challenge type. This should smooth the difficulty curve,
allowing you to collect some useful items by the time you reach High-Tier Challenges.
For a more challenging / chaotic experience, disable this option. Expect to possibly have to obtain High-Tier
Challenge stars very early on, before Low or Mid-Tier stars and sometimes without any useful items helping you out.
Feature: Added exclude_high_tier_target_scores option. true by default
If enabled, locations for High-Tier Target Scores will not be created when generating the multiworld.
If your goal includes a final table, the Target Score will shift to the Mid-Tier Target Score instead.
Disabling this option will add more locations, but will also place additional player skill expectations on you.
Feature: Added exclude_high_tier_challenge_stars option. exclude_all by default
Determines whether High-Tier Challenge Stars are excluded from the multiworld and under what conditions.
Exclude All: No High-Tier Challenge Star locations will be created.
Exclude Only 1 Ball: High-Tier Challenge Star locations for 1-Ball challenges will not be created.
Do Not Exclude: All High-Tier Challenge Star locations will be created.
Including High-Tier Challenge Stars will add more locations, but will also place additional player skill
expectations on you.
Improvement: Allow as low as 6 pinball tables when generating (Less DLC purchases required!)
Improvement: Reduced the size of images in the Pinball Tables section of the custom client tab so more can be seen at once
Improvement: Persist base score ratios by table in slot data; display them in spoiler log and in the custom tab of the client
Tweak: Boosted Score Multiplier and Target Score Discount useful items to each contribute 5% additively (up from 3%) so their impact can be felt when stacking multiple copies for a given table
Fix: Corrected an issue where the scroll view in the custom client tab would stop scrolling before the end of the content
Link to the original release, with README: Here
