Dead Rising Deluxe Remaster

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

Guaranteed Items

Guarantees that the specified items will be in the item pool

death_link

When you die, everyone who enabled death link dies. Of course, the reverse is true too.
25
0
0
Goal and Location Settings

Goal

Determines the victory condition for the game. Ending S: Complete all overtime missions and defeat Brock on the tank. This is the full game experience including overtime mode. Ending A: Solve all of the cases and reach the helipad by 12pm on Day 4. Overtime scoops are removed from the pool, making for a shorter run. Savior: Rescue a specified number of survivors to win (see "Number of Survivors" below). Ending S / Ending A locations still exist as normal checks but are filler-only and not the goal.
25
0
0
0

Number of Survivors

The number of survivors that must be rescued for the Savior goal. Only has an effect when Goal is set to Savior. The maximum (48) requires rescuing every survivor in the game — 45 from survivor/psychopath scoops plus the 3 free survivors (Bill Brenton, Jeff Meyer, Natalie Meyer) who arrive without a dedicated scoop.
This is a range option.

Accepted values:
Normal range: 1 - 48
0
25
0
0
0
0
0

ScoopSanity

When enabled, scoops are sent to the player as items and the game time is frozen after completing the Entrance Plaza prologue. The order for main scoops will be randomized and the player will need to receive the scoop item in order for the next scoop to spawn in the world. An example: The player's scoop order is 1. Girl Hunting, 2. Carlito's Hideout, 3. Backup for Brad. After completing the Entrance Plaza prologue, the player will need to wait until they receive the Girl Hunting scoop item from AP before they can do the mission. If they receive a later mission, like Backup for Brad, they will not be able to do it until they receive and complete the prior missions. Players will also receive side scoops as items, which will spawn the NPCs into the world right away. An example: The player receives "Lovers". Tonya and Ross will now spawn into the world in Wonderland plaza and are rescuable.
0
25
0

PP-Bonus Locations

Adds ~57 extra AP location checks tied to PP-bonus events and key-item pickup banners that DRAP detects via the MsgEvents watcher: Single-fire checks: * Realign Servbot Head (Paradise Plaza fountain) * Ride the Space Rider * Obtain Mall Map and Transceiver (Otis bundle) * Obtain Maintenance Tunnel Key * Obtain First Aid Kit (in Seon's Food and Stuff, gated on defeating Steven) Counted-progression checks (per-instance + ALL-X final): * Walk on N Treadmills (1..6, plus All Treadmills) -- Al Fresca * Destroy N Sandbags (1..4, plus All Sandbags) -- Al Fresca * Spin N Display Racks (1..4, plus All Display Racks) -- Entrance * Break N Food Court Wall Plates (1..18, no separate "all") * Microwave N Items (1..9, plus Microwave All Items) * Heat N Pans (1..5, plus Heat All Pans) Logic gating: each check requires the relevant region. Microwave/Heat locations require Food Court access (the most restrictive of the regions those events occur in). In Restricted Item Mode, microwave checks additionally require Uncooked Pizza or Raw Meat, and stove checks require Frying Pan.
0
25
0

Exclude Levels

When enabled, high level-up checks are prevented from having progression items. This can be used to limit grinding and allows more control over the potential length of a run.
0
25
0

Exclude Levels Above

If 'Exclude Levels' is enabled, any level-ups above the chosen value will still exist as checks but will be prevented from having progression items. If 'Exclude Levels' is disabled, this value can be ignored.
This is a range option.

Accepted values:
Normal range: 25 - 50
0
25
0
0
0
0
0
Door Randomizer Settings

Door Randomizer

When enabled, door connections throughout the mall are randomized. All area keys are given to you at the start, and doors lead to unexpected locations. The randomizer ensures all areas remain reachable and no softlocks occur.
25
0
0

Door Randomizer Mode

Controls how doors are randomized when Door Randomizer is enabled. Chaos: Doors are fully randomized. Going through door A to reach area B does NOT mean the door in B will take you back to A. Navigation requires careful attention to the door map. Paired: Doors are randomized in pairs. If door A leads to area B, then a door in B will lead back to A. This creates a more intuitive but still randomized layout.
0
25
0

Randomize Rooftop/Warehouse Doors

When enabled (and Door Randomizer is on), the doors between Rooftop and Warehouse are included in the randomization pool. When disabled (the default), those two doors are left vanilla even with Door Randomizer on, so the opening sequence behaves as expected. Only affects the Rooftop <-> Warehouse pair; all other doors still randomize normally. Has no effect if Door Randomizer is disabled.
25
0
0
Item Settings

Restricted Item Mode

When enabled, players cannot pick up items in the world unless they have been sent to them by the Archipelago server. This creates a more challenging experience where you must rely on items from other players or your own location checks. Items received from AP will be shown in the Items window, and only those items can be picked up from the ground or dispensers in the game world.
25
0
0

Exclude Overpowered Items

When enabled, removes a curated set of items widely considered too powerful from the AP item pool: * Book [Infinite Durability] (weapons never break) * Book [Martial Arts] (massively-boosted unarmed damage) * Laser Sword (high-damage, high-durability weapon) * Real Mega Buster (high-damage ranged weapon) Disabled by default. Players who want these items to remain in rotation should leave it off; players who want a more balanced run should enable it. Note: items explicitly listed under Guaranteed Items are still added even when this option is on, since that's an explicit user override.
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Skill and Stat Settings

Enable Skill Items

When enabled, Frank's 21 combat skills (Jump Kick, Suplex, etc.) become AP items in the pool. They are classified as Useful — guaranteed to be in the multiworld but not in progression logic. Has no effect if Vanilla Progression is set to 'vanilla_only' (in that mode the skills are granted normally on level-up and not duplicated as items).
0
25
0

Enable Stat Items

When enabled, Progressive stat upgrades become AP items in the pool: Health (+1000), Attack (+25%), Throw (+25), Item Slot (+1), Run Level (+1). Classified as Useful. Has no effect if Vanilla Progression is set to 'vanilla_only'.
0
25
0

Enable Extra Stat Buffs

When enabled, additional stat-upgrade items push past vanilla L50 caps: * +4 Health (cap 16000) * +10 Attack (cap 500%) * +8 Throw (cap 400) * +3 Item Slot (cap 15) * +10 Speed Multiplier (cap 1.5x — DRAP-only category) Useful for longer multiworld pools or harder-mode runs. Note that pushing Attack past 250% breaks the in-game UI bar count (combat damage still scales correctly).
25
0
0

Vanilla Progression

Controls how Frank's natural level-up rewards interact with AP items. vanilla_only: Engine grants skills/stats normally on level-up. AP skill/stat items are NOT in the pool. Use this if you only want scoop/door randomization without touching Frank's progression. replace: Engine's level-up grants are suppressed (re-overridden each level). AP items are the only source of skills and stats. The default. extra_buffs_only: Engine grants normally, AP items contain ONLY the over-vanilla extras (cap-pushing items). Best paired with Enable Extra Stat Buffs = true.
0
25
0
0
Trap Settings

Trap Percentage

Percentage of filler-item slots that become traps. 0 = no traps, 25 = balanced default, 50 = aggressive, 100 = chaos. The selected fraction of filler slots is dedicated to traps and round-robin distributed across all six trap types (Stomach Ache Trap, Zombait Trap, Slow Trap, Damage Player Trap, Hostile NPC Trap, Special Forces Trap) so every type appears at least once before any repeats.
This is a range option.

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

Hostile NPC Count Min

Minimum number of hostile NPCs spawned per Hostile NPC Trap. Each trap rolls between min and max (inclusive) at fire time.
This is a range option.

Accepted values:
Normal range: 1 - 5
25
0
0
0
0
0

Hostile NPC Count Max

Maximum number of hostile NPCs spawned per Hostile NPC Trap. Capped by the trap pool's available stypes (~10 cutscene-only NPCs).
This is a range option.

Accepted values:
Normal range: 1 - 10
0
25
0
0
0
0
0
Difficulty Settings

Cult Limited

In ScoopSanity, cultists will appear after beginning either 'The Cult' or 'A Strange Group', and they will remain in the mall indefinitely. If this option is enabled, the cult will instead disappear from the mall after Sean is killed like they do in the regular game. However, they will still be clustered outside the boss room in Colby's movie theater so you can complete any cult-related checks. This option has no effect if ScoopSanity is off.
25
0
0

Night Mode

When enabled, zombies behave as if it is always night, regardless of the in-game time. The night-side parameters of `ZombieDefinitionUserData` (HoldMissRate, HoldBlockRate, HoldBlockFallRate) are written over the day-side fields, and `ZombieManager.isHourNight()` is hooked to always return true. Effects: * Higher chance for grabs to land (Day 5% miss → Night 15% miss) * Higher chance for zombies to block counterattacks (Day 45% → Night 55%) * Slightly more aggressive overall behavior The "glowing eyes" visual effect that normally accompanies night does NOT carry over — that's tied to a separate render pass. This is purely a difficulty modifier.
25
0
0

Hardcore Zombies

When enabled, zombies become significantly more dangerous on top of Night Mode. **Implies Night Mode** — turning this on without enabling Night Mode auto-enables it. Amplified parameters: * Bite damage: -1000 → -3000 HP per tick (3×) * Downed-bite damage: -3000 → -9000 HP per tick (3×) * Scratch damage rate: 3.5 → 7.0 (2×) * Player aggro radius: 9 → 25 units (much harder to sneak past) * General aggro radius: 13 → 35 units * NPC aggro radius: 10 → 25 units (zombies notice survivors faster) * Grab escape mash count: 15 → 30 (2× harder to escape) * Mash decay rate: 0.02 → 0.05 (gauge drains faster while mashing) Recommended only for experienced players seeking a challenge run.
25
0
0
Costume Settings

Random Starting Costume

When enabled, Frank's outfit is randomized once at the start of each play session (after the save loads or on a fresh new game). One consistent randomized look per seed. Randomization rules: * Body slot (0..42 regular costumes by default; 0..62 if DLC outfits are enabled below) is always picked first. * If the rolled Body is a regular costume (0..42), Foot / Hat / Glasses are also randomized to give Frank a chaotic accessorized outfit. * If the rolled Body is a DLC anchor (43..62, requires Dlc Outfits Enabled), it acts as a full-outfit replacement and the engine overrides the other slots automatically — Foot / Hat / Glasses are left alone since the DLC outfit dictates the whole look. Independent of the Costume Chaos Mode option below.
25
0
0

Costume Chaos Mode

When enabled, Frank's outfit is re-randomized on every area transition (i.e. every door / loading-zone change). Frank looks different in every area, with a fresh random outfit each time. Uses the same Body-first randomization rules as Random Starting Costume. Each area transition will count toward the "Change into 8 different outfits" achievement, which may complete that location very quickly. Compatible with Random Starting Costume. If both are on, the starting costume picks the look at session start and chaos mode reshuffles on every door from there.
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DLC Outfits Enabled

When enabled, the costume randomizer's Body pool includes the 20 DLC outfit IDs (43..62) on top of the 43 regular Body costumes. DLC IDs function as full-outfit anchors — picking one applies a complete DLC outfit (e.g. Mega Man armor, knight set) instead of a partial body. REQUIRES the player owns the corresponding DR-DR DLC. If the DLC is not installed, applying these IDs is expected to fail silently (the engine rejects the swap and Frank stays in his current outfit). Leave this OFF if you don't own the DLC to keep the randomizer pool in the safe range.
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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 Inventory from Pool

Start with the specified amount of these items and don't place them in the world. Example: "Bomb: 1" The game decides what the replacement items will be.

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.