Difference between revisions of "Nightmare Circus/Tweaker"
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− | The '''Tweaker''' is ''Nightmare Circus''<nowiki>'</nowiki> user-accessible debug mode, allowing players precise control over everything from hitboxes, gravity, timing, and nearly every single gameplay variable used in the [[Mega Drive]] game's object oriented-like programming. | + | {{back}} |
+ | |||
+ | The '''Tweaker''' is ''Nightmare Circus''<nowiki>'</nowiki> user-accessible debug mode, allowing players precise control over everything from hitboxes, gravity, timing, and nearly every single gameplay variable used in the [[Mega Drive]] game's object oriented-like programming. Referred to by the game’s manual and advertising as U PROGRAM technology, and in-game as the Tweaker, the menu is extensively developed and properly labelled, and unlike the majority of debug modes was actually intended for use by players. The manual even details the menu’s control scheme and additionally offers potential ideas for players to alter gameplay, stating “the possibilities are nearly endless.”{{fileref|Nightmarecircus_md_br_manual.pdf|page=15}} | ||
+ | |||
+ | ==Usage== | ||
+ | The Tweaker can be unlocked either by completing the main game or by a button combination; if this is done via the latter method, it will not be recognized as being "fully-cleared". Once unlocked, entering a second password expands the Tweaker menu with a level select. Now, accessing the menu while paused during gameplay will display a new list of variables specific to that stage, meaning enemies and obstacles can have their variables adjusted at any time during gameplay itself. The Tweaker is only usable with a [[Six Button Control Pad (Mega Drive)|Six Button Control Pad]]. | ||
+ | |||
+ | With the game's rushed development cycle and relatively-shallow gameplay, the Tweaker and its abilities are seen as a means to extend ''Nightmare Circus''' replay value by allowing players to creatively experiment with the gameplay structure. In a sense, it allowed players to create rudimentary "rom hacks" with nothing more than their controller; turning up the difficulty, pouring on the enemies, or granting everything a ridiculous palette. | ||
===Variables=== | ===Variables=== | ||
− | The | + | {| class="prettytable sortable" |
+ | !Name | ||
+ | !Minimum value | ||
+ | !Maximum value | ||
+ | !Default value | ||
+ | !Description | ||
+ | |- | ||
+ | |1-on-1 Combat C-PSI | ||
+ | | | ||
+ | | | ||
+ | | | ||
+ | |The amount of C-PSI available during 1 on 1 Combat. | ||
+ | |- | ||
+ | |1-on-1 Combat I-PSI | ||
+ | | | ||
+ | | | ||
+ | | | ||
+ | |The amount of I-PSI available during 1 on 1 Combat. | ||
+ | |- | ||
+ | |Acceleration | ||
+ | |0 | ||
+ | |100000 | ||
+ | |A000 | ||
+ | |The amount of movement control players have while airborne. | ||
+ | |- | ||
+ | |Acceleration due to Gravity | ||
+ | | | ||
+ | | | ||
+ | | | ||
+ | | | ||
+ | |- | ||
+ | |Air Friction | ||
+ | |0 | ||
+ | |100000 | ||
+ | |6000 | ||
+ | |Effectively the amount of player inertia. The smaller the value, the faster players move while airborne. | ||
+ | |- | ||
+ | |Air Speed Limit | ||
+ | |8000 | ||
+ | | 100000 | ||
+ | | 40000 | ||
+ | |The amount of speed players can build up while airborne. | ||
+ | |- | ||
+ | |Ambush Radius | ||
+ | | | ||
+ | | | ||
+ | | | ||
+ | | | ||
+ | |- | ||
+ | |Animation I-PSI Usage Rate | ||
+ | |0 | ||
+ | | 100 | ||
+ | |A | ||
+ | |The I-PSI consumption rate when using the special ability Animate. | ||
+ | |- | ||
+ | |Back-Recovery Speed | ||
+ | |0 | ||
+ | | 100000 | ||
+ | | 1E000 | ||
+ | |The distance players roll across the ground after experiencing a hard knockback. | ||
+ | |- | ||
+ | |Bodysnatching I-PSI Usage Rate | ||
+ | |0 | ||
+ | | 100 | ||
+ | | 14 | ||
+ | |The I-PSI consumption rate when using the special ability Bodysnatch. | ||
+ | |- | ||
+ | |Burning Duration | ||
+ | |6 | ||
+ | | 12C | ||
+ | | 24 | ||
+ | |The time which players continue to take damage after entering fire. | ||
+ | |- | ||
+ | |Boss Dematerialization Duration | ||
+ | | | ||
+ | | | ||
+ | | | ||
+ | | | ||
+ | |- | ||
+ | |C-PSI | ||
+ | | | ||
+ | | | ||
+ | | | ||
+ | |The amount of C-PSI available during normal gameplay. | ||
+ | |- | ||
+ | |Climb Chimney Speed | ||
+ | |1000 | ||
+ | | 80000 | ||
+ | | 10000 | ||
+ | |The speed which players can [https://en.wiktionary.org/wiki/chimney chimney climb] up the walls of the stage Maggot-Men Act. | ||
+ | |- | ||
+ | |Co-op Move Height Radius | ||
+ | |28 | ||
+ | | 40 | ||
+ | | 30 | ||
+ | |The range of vertical distance between co-op players which allows the use of a co-op exclusive ability. | ||
+ | |- | ||
+ | |Co-op Move Height Range | ||
+ | |8 | ||
+ | | 30 | ||
+ | | 20 | ||
+ | |The vertical distance between co-op players which allows the use of a co-op exclusive ability. | ||
+ | |- | ||
+ | |Co-op Move Width Radius | ||
+ | |20 | ||
+ | | 40 | ||
+ | | 24 | ||
+ | |The range of horizontal distance between co-op players which allows the use of a co-op exclusive ability. | ||
+ | |- | ||
+ | |Co-op Move Width Range | ||
+ | |1 | ||
+ | | 20 | ||
+ | | 10 | ||
+ | |The horizontal distance between co-op players which allows the use of a co-op exclusive ability. | ||
+ | |- | ||
+ | |Damage Factor | ||
+ | | | ||
+ | | | ||
+ | | | ||
+ | |Factored with Power to increase damage dealt. | ||
+ | |- | ||
+ | |Dazed Duration | ||
+ | |1 | ||
+ | | 100 | ||
+ | |6 | ||
+ | |The duration of being stunned. The higher the value, the shorter the stun duration. | ||
+ | |- | ||
+ | |Dazed Threshold | ||
+ | |1 | ||
+ | | 3F | ||
+ | | 17 | ||
+ | |The threshold at which attacks will stun players. The larger the value, the less attacks will achieve stuns. | ||
+ | |- | ||
+ | |Draw-Back Speed | ||
+ | |0 | ||
+ | | 7FC000 | ||
+ | | 200000 | ||
+ | |The distance which players are knocked backwards when being dealt a strong attack. The higher the value, the farther players will travel. | ||
+ | |- | ||
+ | |Draw-Back Threshold | ||
+ | |0 | ||
+ | | 3F | ||
+ | |2 | ||
+ | |The threshold at which attacks will knock back players. The larger the value, the less attacks will achieve knockbacks. | ||
+ | |- | ||
+ | |Fall-Back Speed | ||
+ | |0 | ||
+ | | 7FC000 | ||
+ | | 240000 | ||
+ | |The distance which players are knocked backwards when being dealt a strong attack while airborne. The higher the value, the farther players will travel. | ||
+ | |- | ||
+ | |Fall-Back Threshold | ||
+ | |0 | ||
+ | | 3F | ||
+ | |A | ||
+ | |The threshold at which attacks will knock back players while airborne. The larger the value, the less attacks will achieve knockbacks. | ||
+ | |- | ||
+ | |Friction | ||
+ | | | ||
+ | | | ||
+ | | | ||
+ | | | ||
+ | |- | ||
+ | |Gravity Change | ||
+ | | | ||
+ | | | ||
+ | | | ||
+ | | | ||
+ | |- | ||
+ | |Hand-Walk Speed | ||
+ | |1000 | ||
+ | | 80000 | ||
+ | | 14000 | ||
+ | |The speed which players carry themselves across obstacles with their hands, like traversing ropes. | ||
+ | |- | ||
+ | |Hard Landing Tolerance | ||
+ | |0 | ||
+ | | 400000 | ||
+ | | 6A000 | ||
+ | |The duration which players are unable to move or attack after landing from a hard fall. The higher the value, the shorter the duration. | ||
+ | |- | ||
+ | |I-PSI | ||
+ | | | ||
+ | | | ||
+ | | | ||
+ | |The amount of I-PSI available during normal gameplay. | ||
+ | |- | ||
+ | |I-PSI Usage Limit | ||
+ | | | ||
+ | | | ||
+ | | | ||
+ | | | ||
+ | |- | ||
+ | |Impact Factor | ||
+ | | | ||
+ | | | ||
+ | | | ||
+ | |The general amount of knockback distance and stun duration in attacks. | ||
+ | |- | ||
+ | |Incarnation C-PSI Limit | ||
+ | | | ||
+ | | | ||
+ | | | ||
+ | | | ||
+ | |- | ||
+ | |Incarnation Rate | ||
+ | | | ||
+ | | | ||
+ | | | ||
+ | |The speed which players and enemies recover health through the ability Incarnate. | ||
+ | |- | ||
+ | |Initial Run Speed | ||
+ | |10000 | ||
+ | | 100000 | ||
+ | | 40000 | ||
+ | |The speed at which players begin running. | ||
+ | |- | ||
+ | |Jester I-PSI Loan Amount | ||
+ | | | ||
+ | | | ||
+ | | | ||
+ | | | ||
+ | |- | ||
+ | |Jester Loan I-PSI Threshold | ||
+ | | | ||
+ | | | ||
+ | | | ||
+ | | | ||
+ | |- | ||
+ | |Jump Up Y-Speed | ||
+ | |22000 | ||
+ | | F4000 | ||
+ | | 52000 | ||
+ | |The height which players and enemies can jump. | ||
+ | |- | ||
+ | |Jump X-Speed | ||
+ | |8000 | ||
+ | | 80000 | ||
+ | | 30000 | ||
+ | | | ||
+ | |- | ||
+ | |Jump Y-Speed | ||
+ | |22000 | ||
+ | | F0000 | ||
+ | | 48000 | ||
+ | |The height which players and enemies can jump while performing a Back Flip. | ||
+ | |- | ||
+ | |Ladder Climbing Speed | ||
+ | |40000 | ||
+ | | 200000 | ||
+ | | C0000 | ||
+ | |The speed which players climb ladders. | ||
+ | |- | ||
+ | |Landing Control Loss Threshold | ||
+ | |10000 | ||
+ | | 200000 | ||
+ | | 86000 | ||
+ | |The threshold at which players will not stumble if they do not hold {{Left}} or {{Right}} after landing. The smaller the value, the easier it is to stumble. | ||
+ | |- | ||
+ | |Landing Run Threshold | ||
+ | |10000 | ||
+ | | 100000 | ||
+ | | 41000 | ||
+ | |The threshold at which players will begin running if they hold {{Left}} or {{Right}} after landing. The smaller the value, the easier it is to run after landing. | ||
+ | |- | ||
+ | |Landing Topple Tolerance | ||
+ | |1000 | ||
+ | | 400000 | ||
+ | | 90000 | ||
+ | |The threshold at which players will stumble after landing from a great fall, where there is a large height difference between the two platforms. The smaller the value, the greater the height difference will increase the likelihood of stumbling. | ||
+ | |- | ||
+ | |Maximum Run Speed | ||
+ | |10000 | ||
+ | | 100000 | ||
+ | | 90000 | ||
+ | |The maximum speed you can reach after you start running. | ||
+ | |- | ||
+ | |Music Tempo Change | ||
+ | | | ||
+ | | | ||
+ | | | ||
+ | | | ||
+ | |- | ||
+ | |Perching Control Loss | ||
+ | |0 | ||
+ | | 400000 | ||
+ | | 78000 | ||
+ | |The threshold which players fall when standing on the edge of platforms. The smaller the value, the easier it is to fall. | ||
+ | |- | ||
+ | |Pivot Control Loss X-Speed | ||
+ | |0 | ||
+ | | 400000 | ||
+ | | F0000 | ||
+ | | | ||
+ | |- | ||
+ | |Pivot Control Loss Y-Speed | ||
+ | |0 | ||
+ | | 200000 | ||
+ | | F0000 | ||
+ | | | ||
+ | |- | ||
+ | |Pole Climbing Speed | ||
+ | |20000 | ||
+ | | 200000 | ||
+ | | 140000 | ||
+ | |The speed which players climb poles. | ||
+ | |- | ||
+ | |Power | ||
+ | | | ||
+ | | | ||
+ | | | ||
+ | |Factored with Damage Factor to increase damage dealt. | ||
+ | |- | ||
+ | |Prone Delay | ||
+ | |0 | ||
+ | | 3FF0 | ||
+ | | 30 | ||
+ | |The duration in which characters cannot move or attack after taking damage. The larger the value, the longer the duration. | ||
+ | |- | ||
+ | |Push Speed | ||
+ | |1000 | ||
+ | | 10000 | ||
+ | | 10000 | ||
+ | |The speed at which players push forward the blockade in the stage Work Yard. A value less than 8000 renders the cart immobile. | ||
+ | |- | ||
+ | |Random Travel Duration | ||
+ | |0 | ||
+ | | 50 | ||
+ | | AA | ||
+ | |The distance which the computer will randomly navigate characters away from active players. The higher the value, the farther the computer tends to keep characters away. | ||
+ | |- | ||
+ | |Run Acceleration | ||
+ | |0 | ||
+ | | 2000 | ||
+ | | 1000 | ||
+ | |The amount which players accelerate to maximum run speed while running. The higher the value, the faster players reach maximum speed. | ||
+ | |- | ||
+ | |Slide Friction | ||
+ | |1000 | ||
+ | | 100000 | ||
+ | | 14000 | ||
+ | |The amount of friction players experience when being knocked across the floor. The higher the value, the lower the slide distance. | ||
+ | |- | ||
+ | |Slide Friction Damage Factor | ||
+ | |0 | ||
+ | | 3F | ||
+ | |1 | ||
+ | |The amount of damage players take when being knocked across the floor. | ||
+ | |- | ||
+ | |Speed | ||
+ | | | ||
+ | | | ||
+ | | | ||
+ | | | ||
+ | |- | ||
+ | |Speed Limit | ||
+ | | | ||
+ | | | ||
+ | | | ||
+ | | | ||
+ | |- | ||
+ | |Topple-Back Speed | ||
+ | |20000 | ||
+ | | 100000 | ||
+ | | 5A000 | ||
+ | |The distance players are knocked forward when attacked from behind. | ||
+ | |- | ||
+ | |Topple-Back Threshold | ||
+ | |0 | ||
+ | | 3F | ||
+ | |4 | ||
+ | |The threshold which players are knocked back when attacked from behind. | ||
+ | |- | ||
+ | |Travel Speed | ||
+ | |4000 | ||
+ | | A0000 | ||
+ | | 3D000 | ||
+ | |The speed at which players walk. Values under 8000 render players immobile, and values under 7000 reverse walk direction entirely. | ||
+ | |- | ||
+ | |Travel Backwards Speed (2000-28000-70000) | ||
+ | |2000 | ||
+ | | 70000 | ||
+ | | 28000 | ||
+ | | | ||
+ | |- | ||
+ | |Wall Impact Tolerance | ||
+ | |4000 | ||
+ | | 100000 | ||
+ | | 60000 | ||
+ | | | ||
+ | |- | ||
+ | |Wall of Death X-Speed | ||
+ | |4000 | ||
+ | | 80000 | ||
+ | | 10000 | ||
+ | |The speed players move horizontally when navigating the Wall of Death. | ||
+ | |- | ||
+ | |Wall of Death Y-Speed | ||
+ | |4000 | ||
+ | | 80000 | ||
+ | | 10000 | ||
+ | |The speed players move vertically when navigating the Wall of Death. | ||
+ | |- | ||
+ | |Weakness C-PSI Threshold | ||
+ | | | ||
+ | | | ||
+ | | | ||
+ | |C-PSI value below which characters enter frenzy mode. | ||
+ | |- | ||
+ | |Weakness I-PSI Threshold | ||
+ | | | ||
+ | | | ||
+ | | | ||
+ | |I-PSI value below which characters enter frenzy mode. | ||
+ | |} | ||
==References== | ==References== |
Latest revision as of 03:12, 9 January 2023
- Back to: Nightmare Circus.
The Tweaker is Nightmare Circus' user-accessible debug mode, allowing players precise control over everything from hitboxes, gravity, timing, and nearly every single gameplay variable used in the Mega Drive game's object oriented-like programming. Referred to by the game’s manual and advertising as U PROGRAM technology, and in-game as the Tweaker, the menu is extensively developed and properly labelled, and unlike the majority of debug modes was actually intended for use by players. The manual even details the menu’s control scheme and additionally offers potential ideas for players to alter gameplay, stating “the possibilities are nearly endless.”[1]
Usage
The Tweaker can be unlocked either by completing the main game or by a button combination; if this is done via the latter method, it will not be recognized as being "fully-cleared". Once unlocked, entering a second password expands the Tweaker menu with a level select. Now, accessing the menu while paused during gameplay will display a new list of variables specific to that stage, meaning enemies and obstacles can have their variables adjusted at any time during gameplay itself. The Tweaker is only usable with a Six Button Control Pad.
With the game's rushed development cycle and relatively-shallow gameplay, the Tweaker and its abilities are seen as a means to extend Nightmare Circus' replay value by allowing players to creatively experiment with the gameplay structure. In a sense, it allowed players to create rudimentary "rom hacks" with nothing more than their controller; turning up the difficulty, pouring on the enemies, or granting everything a ridiculous palette.
Variables
Name | Minimum value | Maximum value | Default value | Description |
---|---|---|---|---|
1-on-1 Combat C-PSI | The amount of C-PSI available during 1 on 1 Combat. | |||
1-on-1 Combat I-PSI | The amount of I-PSI available during 1 on 1 Combat. | |||
Acceleration | 0 | 100000 | A000 | The amount of movement control players have while airborne. |
Acceleration due to Gravity | ||||
Air Friction | 0 | 100000 | 6000 | Effectively the amount of player inertia. The smaller the value, the faster players move while airborne. |
Air Speed Limit | 8000 | 100000 | 40000 | The amount of speed players can build up while airborne. |
Ambush Radius | ||||
Animation I-PSI Usage Rate | 0 | 100 | A | The I-PSI consumption rate when using the special ability Animate. |
Back-Recovery Speed | 0 | 100000 | 1E000 | The distance players roll across the ground after experiencing a hard knockback. |
Bodysnatching I-PSI Usage Rate | 0 | 100 | 14 | The I-PSI consumption rate when using the special ability Bodysnatch. |
Burning Duration | 6 | 12C | 24 | The time which players continue to take damage after entering fire. |
Boss Dematerialization Duration | ||||
C-PSI | The amount of C-PSI available during normal gameplay. | |||
Climb Chimney Speed | 1000 | 80000 | 10000 | The speed which players can chimney climb up the walls of the stage Maggot-Men Act. |
Co-op Move Height Radius | 28 | 40 | 30 | The range of vertical distance between co-op players which allows the use of a co-op exclusive ability. |
Co-op Move Height Range | 8 | 30 | 20 | The vertical distance between co-op players which allows the use of a co-op exclusive ability. |
Co-op Move Width Radius | 20 | 40 | 24 | The range of horizontal distance between co-op players which allows the use of a co-op exclusive ability. |
Co-op Move Width Range | 1 | 20 | 10 | The horizontal distance between co-op players which allows the use of a co-op exclusive ability. |
Damage Factor | Factored with Power to increase damage dealt. | |||
Dazed Duration | 1 | 100 | 6 | The duration of being stunned. The higher the value, the shorter the stun duration. |
Dazed Threshold | 1 | 3F | 17 | The threshold at which attacks will stun players. The larger the value, the less attacks will achieve stuns. |
Draw-Back Speed | 0 | 7FC000 | 200000 | The distance which players are knocked backwards when being dealt a strong attack. The higher the value, the farther players will travel. |
Draw-Back Threshold | 0 | 3F | 2 | The threshold at which attacks will knock back players. The larger the value, the less attacks will achieve knockbacks. |
Fall-Back Speed | 0 | 7FC000 | 240000 | The distance which players are knocked backwards when being dealt a strong attack while airborne. The higher the value, the farther players will travel. |
Fall-Back Threshold | 0 | 3F | A | The threshold at which attacks will knock back players while airborne. The larger the value, the less attacks will achieve knockbacks. |
Friction | ||||
Gravity Change | ||||
Hand-Walk Speed | 1000 | 80000 | 14000 | The speed which players carry themselves across obstacles with their hands, like traversing ropes. |
Hard Landing Tolerance | 0 | 400000 | 6A000 | The duration which players are unable to move or attack after landing from a hard fall. The higher the value, the shorter the duration. |
I-PSI | The amount of I-PSI available during normal gameplay. | |||
I-PSI Usage Limit | ||||
Impact Factor | The general amount of knockback distance and stun duration in attacks. | |||
Incarnation C-PSI Limit | ||||
Incarnation Rate | The speed which players and enemies recover health through the ability Incarnate. | |||
Initial Run Speed | 10000 | 100000 | 40000 | The speed at which players begin running. |
Jester I-PSI Loan Amount | ||||
Jester Loan I-PSI Threshold | ||||
Jump Up Y-Speed | 22000 | F4000 | 52000 | The height which players and enemies can jump. |
Jump X-Speed | 8000 | 80000 | 30000 | |
Jump Y-Speed | 22000 | F0000 | 48000 | The height which players and enemies can jump while performing a Back Flip. |
Ladder Climbing Speed | 40000 | 200000 | C0000 | The speed which players climb ladders. |
Landing Control Loss Threshold | 10000 | 200000 | 86000 | The threshold at which players will not stumble if they do not hold ![]() ![]() |
Landing Run Threshold | 10000 | 100000 | 41000 | The threshold at which players will begin running if they hold ![]() ![]() |
Landing Topple Tolerance | 1000 | 400000 | 90000 | The threshold at which players will stumble after landing from a great fall, where there is a large height difference between the two platforms. The smaller the value, the greater the height difference will increase the likelihood of stumbling. |
Maximum Run Speed | 10000 | 100000 | 90000 | The maximum speed you can reach after you start running. |
Music Tempo Change | ||||
Perching Control Loss | 0 | 400000 | 78000 | The threshold which players fall when standing on the edge of platforms. The smaller the value, the easier it is to fall. |
Pivot Control Loss X-Speed | 0 | 400000 | F0000 | |
Pivot Control Loss Y-Speed | 0 | 200000 | F0000 | |
Pole Climbing Speed | 20000 | 200000 | 140000 | The speed which players climb poles. |
Power | Factored with Damage Factor to increase damage dealt. | |||
Prone Delay | 0 | 3FF0 | 30 | The duration in which characters cannot move or attack after taking damage. The larger the value, the longer the duration. |
Push Speed | 1000 | 10000 | 10000 | The speed at which players push forward the blockade in the stage Work Yard. A value less than 8000 renders the cart immobile. |
Random Travel Duration | 0 | 50 | AA | The distance which the computer will randomly navigate characters away from active players. The higher the value, the farther the computer tends to keep characters away. |
Run Acceleration | 0 | 2000 | 1000 | The amount which players accelerate to maximum run speed while running. The higher the value, the faster players reach maximum speed. |
Slide Friction | 1000 | 100000 | 14000 | The amount of friction players experience when being knocked across the floor. The higher the value, the lower the slide distance. |
Slide Friction Damage Factor | 0 | 3F | 1 | The amount of damage players take when being knocked across the floor. |
Speed | ||||
Speed Limit | ||||
Topple-Back Speed | 20000 | 100000 | 5A000 | The distance players are knocked forward when attacked from behind. |
Topple-Back Threshold | 0 | 3F | 4 | The threshold which players are knocked back when attacked from behind. |
Travel Speed | 4000 | A0000 | 3D000 | The speed at which players walk. Values under 8000 render players immobile, and values under 7000 reverse walk direction entirely. |
Travel Backwards Speed (2000-28000-70000) | 2000 | 70000 | 28000 | |
Wall Impact Tolerance | 4000 | 100000 | 60000 | |
Wall of Death X-Speed | 4000 | 80000 | 10000 | The speed players move horizontally when navigating the Wall of Death. |
Wall of Death Y-Speed | 4000 | 80000 | 10000 | The speed players move vertically when navigating the Wall of Death. |
Weakness C-PSI Threshold | C-PSI value below which characters enter frenzy mode. | |||
Weakness I-PSI Threshold | I-PSI value below which characters enter frenzy mode. |
References
Nightmare Circus | |
---|---|
Main page | Hidden content | Bugs | Development | Magazine articles | Reception | Region coding | Technical information |