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| ==To do== | | ==To do== |
− | *Add following unknown codes: LITTLEPUPPET, SPIRITSHADOW, INDIAN SWAMP | + | *Add screenshots and sprites. |
− | *The final's blanked-out 1v1 stage is functional in the prototype, and takes players to "the bottom of the bridge area."
| + | [[User:CartridgeCulture|CartridgeCulture]] ([[User talk:CartridgeCulture|talk]]) 09:55, 13 July 2023 (EDT) |
− | | + | *[https://segaretro.org/index.php?title=File%3AHistoriemOmSega2_SE_Book.pdf&page=174 Funcom stories]...''"In the spring of 1994, Johan goes to a copy party in Oslo. Funcom is there to recruit new talent. He sees his chance and sends in an application with a floppy disc containing some demos. It all happens quickly. Carl-Henrik Skårstedt remembers it as a crazy process. - "We had a game design document of over 1000 A4 pages in a binder given to us by SEGA and we programmers had leafed through the design and decided that we didn't want to do this. When we spoke to our HR manager, he said that a new programmer [Johan Andersson] would start next week. We wondered who had interviewed him, but we had forgotten. It went pretty well anyway, but the poor guy got to be the main programmer for a game no one else wanted to make. The design was a test by SEGA to see if it would work well to finish the entire design before anyone started programming and graphics. That idea worked just as badly as it sounds. The project is a very ambitious action platform game called Nightmare Circus. - Nightmare Circus is really a game that would have benefited from having a producer," says Johan Andersson. "That was the company's biggest disadvantage, that they hired producers to manage projects, but they had zero knowledge of game development and didn't know how to manage people. None of us coders had even reached the age of 21 and were sitting as lead programmers. Our producer just worked on our game, but didn't do any planning and didn't talk to us very much. Then he quit and we were completely without project management for six months before our publisher sent over people to take over the project on site. But we were DONE! Despite the good results, SEGA decided to release Nightmare Circus only on its cable service SEGA Channel in North America and on cartridge via Tec Toy in Brazil."''--[[User:Asagoth|Asagoth]] ([[User talk:Asagoth|talk]]) 17:13, 13 November 2023 (EST) |
− | ==Abilities==
| |
− | *[https://nitta.sakura.ne.jp/brazil/circus/circus-chapter2.html Primary source] | |
− | *Starts with 2000 health (C-PSI), and cannot acquire any more.
| |
− | *Players can run by tapping a direction three times. The time between the second and third taps dictates run speed.{{fileref|Nightmarecircus md br manual.pdf|page=9}}
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− | *Below controls are for 6-button controllers.
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− | *BASIC CONTROLS:
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− | **Grab: {{Z}}
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− | **Jump: {{Up}}
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− | **Duck: {{Down}}
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− | **Crawl: {{Down}}+{{Left}} or {{Down}}+{{Right}}
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− | **Lie down: Hold {{Down}}
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− | **Block: {{C}}
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− | **Pause: {{Start}}
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− | **Activate Special Ability: {{Mode}}+{{A}}, {{B}}, or {{C}}.
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− | | |
− | {{InfoTable|
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− | {{InfoRow
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− | | title=Raven
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− | | sprite={{Sprite|NightmareCircus MD sprites Raven.png}}
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− | | desc=Raven, the game's protagonist, is able to utilize a large number of both corporeal (C-PSI) and incorporeal (I-PSI) abilities. The use of incorporeal abilities drains Raven's dedicated I-PSI meter, which initially has a maximum of 1000 I-PSI. By defeating one of the game's bosses, Raven permanently expands his I-PSI meter by an additional 1000, with each being represented by a glowing sphere to the right of the center HUD.
| |
− | {{MoveListTable2|
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− | {{MoveListRow|C-PSI|Air Back Kick|MOVE DESCRIPTION
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− | }}
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− | {{MoveListRow|C-PSI|Air Kick|{{Up}}+{{A}}
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− | }}
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− | {{MoveListRow|C-PSI|Air Punch|{{Up}}+{{X}}
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− | }}
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− | {{MoveListRow|C-PSI|Back Flip|MOVE DESCRIPTION
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− | }}
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− | {{MoveListRow|C-PSI|Back Handspring|MOVE DESCRIPTION
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− | }}
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− | {{MoveListRow|C-PSI|Cartwheel|MOVE DESCRIPTION
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− | }}
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− | {{MoveListRow|C-PSI|Chain Roll|MOVE DESCRIPTION
| |
− | }}
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− | {{MoveListRow|C-PSI|Clothesline|MOVE DESCRIPTION
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− | }}
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− | {{MoveListRow|C-PSI|Crawling Headbutt|MOVE DESCRIPTION
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− | }}
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− | {{MoveListRow|C-PSI|Crouch Kick|Press the {{B}} button while crouching
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− | }}
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− | {{MoveListRow|C-PSI|Low Punch|{{Down}}+{{X}}
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− | }}
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− | {{MoveListRow|C-PSI|Strong Kick|{{B}}
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− | }}
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− | {{MoveListRow|C-PSI|Double Kick|{{B}}
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− | }}
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− | {{MoveListRow|C-PSI|Elbow Spin|Hold the D-Pad back, and press {{X}}
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− | }}
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− | {{MoveListRow|C-PSI|Headbutt|Press {{X}} when in close proximity to an enemy.
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− | }}
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− | {{MoveListRow|C-PSI|Kick|{{A}}
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− | }}
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− | {{MoveListRow|C-PSI|Kick Flip|MOVE DESCRIPTION
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− | }}
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− | {{MoveListRow|C-PSI|Knee|Press {{A}} when in close proximity to an enemy.
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− | }}
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− | {{MoveListRow|C-PSI|Stomp|{{Up}}+{{Down}}
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− | }}
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− | {{MoveListRow|C-PSI|Piggyback Flip|MOVE DESCRIPTION
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− | }}
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− | {{MoveListRow|C-PSI|Piggyback Handspring|MOVE DESCRIPTION
| |
− | }}
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− | {{MoveListRow|C-PSI|Pike|MOVE DESCRIPTION
| |
− | }}
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− | {{MoveListRow|C-PSI|Pivot Pike|MOVE DESCRIPTION
| |
− | }}
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− | {{MoveListRow|C-PSI|Pivot Stomp|MOVE DESCRIPTION
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− | }}
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− | {{MoveListRow|C-PSI|Punch|{{X}}
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− | }}
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− | {{MoveListRow|C-PSI|Rear Kick|Hold the D-Pad back, and press {{A}}.
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− | }}
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− | {{MoveListRow|C-PSI|Spin|MOVE DESCRIPTION
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− | }}
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− | {{MoveListRow|C-PSI|Standing Overhead Stomp|MOVE DESCRIPTION
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− | }}
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− | {{MoveListRow|C-PSI|Super Uppercut|{{Y}}+{{Left}}+{{Y}} or {{Y}}+{{Right}}+{{Y}}
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− | }}
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− | {{MoveListRow|C-PSI|Leg Sweep|{{A}}+{{B}}
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− | }}
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− | {{MoveListRow|C-PSI|Strong Punch|{{Y}}
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− | }}
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− | {{MoveListRow|C-PSI|Torpedo|MOVE DESCRIPTION
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− | }}
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− | {{MoveListRow|C-PSI|Upper Cut|MOVE DESCRIPTION
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− | }}
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− | {{MoveListRow|I-PSI|Spirit Warrior Mode|{{Mode}}+{{Y}} In this form, Raven's I-PSI meter acts in place of his C-PSI meter, allowing him to conserve health while draining I-PSI instead.
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− | }}
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− | {{MoveListRow|I-PSI|Spirit Door|{{Mode}}+{{X}}
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− | }}
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− | {{MoveListRow|I-PSI|Reincarnate|{{Mode}}+{{Up}}
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− | }}
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− | {{MoveListRow|I-PSI|Animate|MOVE DESCRIPTION
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− | }}
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− | {{MoveListRow|I-PSI|Clone|MOVE DESCRIPTION
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− | }}
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− | {{MoveListRow|I-PSI|Haste: Rush Mode|MOVE DESCRIPTION
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− | }}
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− | {{MoveListRow|I-PSI|Haste: Tornado|MOVE DESCRIPTION
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− | }}
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− | {{MoveListRow|I-PSI|Puppeteering|MOVE DESCRIPTION
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− | }}
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− | {{MoveListRow|I-PSI|Hydrastrength|MOVE DESCRIPTION
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− | }}
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− | {{MoveListRow|I-PSI|Bodysnatch|MOVE DESCRIPTION
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− | }}
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− | }}
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− | }}
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− | }}
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− | | |
− | WHILE CLIMBING LADDERS
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− | *Ladder Kick
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− | *Ladder Punch
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− | *Ladder Slide
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− | WHILE CLIMBING POLES
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− | *Pole Flip
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− | *Pole Kick
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− | *Pole Slide
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− | *Pole Spin
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− | WHILE ON THE WALL OF DEATH
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− | *Wall of Death Kick
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− | *Wall of Death Kick Down
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− | *Wall of Death Punch
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− | *Wall of Death Punch Up
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− | WHILE PLAYING CO-OP
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− | *Co-op Flip
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− | *Co-op Spin
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− | *Co-op Spin Flip
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− | | |
− | ==Images to incorporate==
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− | <gallery>
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− | NightmareCircus MD TheCircus 1v1.png|1v1 stage select screen
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− | </gallery>
| |
| | | |
| ==User:CartridgeCulture learns basic formatting== | | ==User:CartridgeCulture learns basic formatting== |
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| :Thank you, this is awesome. I wanted text confirmation that Raven was Native American. Also those refs are so cool. I saw the missing photo of the dev team too, so sad :( Maybe if I send enough emails I can find whoever has the original :p 20:51, 23 December 2021 (EST) | | :Thank you, this is awesome. I wanted text confirmation that Raven was Native American. Also those refs are so cool. I saw the missing photo of the dev team too, so sad :( Maybe if I send enough emails I can find whoever has the original :p 20:51, 23 December 2021 (EST) |
| ::His brother is called ''White Eagle'' (player 2 on 2 player mode)... yep... it hurts when cool stuff gets lost... so sad... by the way... ''Leto Diablo'' is in fact ''Jester''... I just don't know why TecToy made such a mess with the villain's name...--[[User:Asagoth|Asagoth]] ([[User talk:Asagoth|talk]]) 21:06, 23 December 2021 (EST) | | ::His brother is called ''White Eagle'' (player 2 on 2 player mode)... yep... it hurts when cool stuff gets lost... so sad... by the way... ''Leto Diablo'' is in fact ''Jester''... I just don't know why TecToy made such a mess with the villain's name...--[[User:Asagoth|Asagoth]] ([[User talk:Asagoth|talk]]) 21:06, 23 December 2021 (EST) |
− |
| |
− | ==Tweaker==
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− | *For Tweaker subpage: substubhereThe '''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.
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− |
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− | *Holding A+B+C while resetting the game will restore the Tweaker's settings to default.
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− | *I believe completing the game with the Tweaker activated doesn't count it as "fully-cleared", whatever that means.
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− | *I believe the Tweaker is automatically enabled upon completing a game.
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− | *The Tweaker is only usable with a 6-button controller for some reason, per the manual.
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− | *Is the "waiting 8 seconds" thing a result of a Tweaker variable?
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− |
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− | *Scene Selection
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− | **Title Screen
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− | **Options Screen
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− | **1-on-1 Combat Screen
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− | **The Carnival
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− | ***Amusements
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− | ****House of Fun
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− | *****Entrance Room
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− | ******Jack in the Floor
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− | *******Active Limit
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− | *******Ambush Radius
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− | *******Materialization Interval
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− | ******Toy Cannon
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− | *******Active Limit
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− | *******Ambush Radius
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− | *******Materialization Interval
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− | ******Tumbling Jack
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− | *******Active Limit
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− | *******Materialization Interval
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− | ******Zeppelin
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− | *******Active Limit
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− | *******Ambush Radius
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− | *******Materialization Interval
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− | ******See-Saw Room
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− | *******X-Amplitude
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− | *******Y-Amplitude
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− | *******Speed
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− | ******Active Limit
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− | ******Dude Movement Rate
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− | ******Turning Region Radius
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− | ******Drop Trapdoor Delay
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− | ******Rotten Wood Lifetime
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− | ******Active Limit
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− | *****Elevator Room
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− | ******Jack in the Floor
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− | *******Active Limit
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− | *******Ambush Radius
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− | *******Materialization Interval
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− | ******Toy Cannon
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− | *******Active Limit
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− | *******Ambush Radius
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− | *******Materialization Interval
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− | ******Tumbling Jack
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− | *******Active Limit
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− | *******Materialization Interval
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− | ******Zeppelin
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− | *******Active Limit
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− | *******Ambush Radius
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− | *******Materialization Interval
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− | ******See-Saw Room
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− | *******X-Amplitude
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− | *******Y-Amplitude
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− | *******Speed
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− | ******Active Limit
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− | ******Dude Movement Rate
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− | ******Turning Region Radius
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− | ******Drop Trapdoor Delay
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− | ******Rotten Wood Lifetime
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− | ******Active Limit
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− | *****Room of Ladders
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− | ******Jack in the Floor
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− | *******Active Limit
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− | *******Ambush Radius
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− | *******Materialization Interval
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− | ******Toy Cannon
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− | *******Active Limit
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− | *******Ambush Radius
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− | *******Materialization Interval
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− | ******Tumbling Jack
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− | *******Active Limit
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− | *******Materialization Interval
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− | ******Zeppelin
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− | *******Active Limit
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− | *******Ambush Radius
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− | *******Materialization Interval
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− | ******See-Saw Room
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− | *******X-Amplitude
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− | *******Y-Amplitude
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− | *******Speed
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− | ******Active Limit
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− | ******Dude Movement Rate
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− | ******Turning Region Radius
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− | ******Drop Trapdoor Delay
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− | ******Rotten Wood Lifetime
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− | ******Active Limit
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− | *****Rotating Room
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− | ******Jack in the Floor
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− | *******Active Limit
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− | *******Ambush Radius
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− | *******Materialization Interval
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− | ******Toy Cannon
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− | *******Active Limit
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− | *******Ambush Radius
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− | *******Materialization Interval
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− | ******Tumbling Jack
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− | *******Active Limit
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− | *******Materialization Interval
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− | ******Zeppelin
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− | *******Active Limit
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− | *******Ambush Radius
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− | *******Materialization Interval
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− | ******See-Saw Room
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− | *******X-Amplitude
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− | *******Y-Amplitude
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− | *******Speed
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− | ******Active Limit
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− | ******Dude Movement Rate
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− | ******Turning Region Radius
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− | ******Drop Trapdoor Delay
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− | ******Rotten Wood Lifetime
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− | ******Active Limit
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− | *****See-Saw Room
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− | ******Jack in the Floor
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− | *******Active Limit
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− | *******Ambush Radius
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− | *******Materialization Interval
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− | ******Toy Cannon
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− | *******Active Limit
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− | *******Ambush Radius
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− | *******Materialization Interval
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− | ******Tumbling Jack
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− | *******Active Limit
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− | *******Materialization Interval
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− | ******Zeppelin
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− | *******Active Limit
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− | *******Ambush Radius
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− | *******Materialization Interval
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− | ******See-Saw Room
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− | *******X-Amplitude
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− | *******Y-Amplitude
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− | *******Speed
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− | ******Active Limit
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− | ******Dude Movement Rate
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− | ******Turning Region Radius
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− | ******Drop Trapdoor Delay
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− | ******Rotten Wood Lifetime
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− | ******Active Limit
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− | *****Bridge
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− | ******Jack in the Floor
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− | *******Active Limit
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− | *******Ambush Radius
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− | *******Materialization Interval
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− | ******Toy Cannon
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− | *******Active Limit
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− | *******Ambush Radius
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− | *******Materialization Interval
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− | ******Tumbling Jack
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− | *******Active Limit
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− | *******Materialization Interval
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− | ******Zeppelin
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− | *******Active Limit
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− | *******Ambush Radius
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− | *******Materialization Interval
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− | ******See-Saw Room
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− | *******X-Amplitude
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− | *******Y-Amplitude
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− | *******Speed
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− | ******Active Limit
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− | ******Dude Movement Rate
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− | ******Turning Region Radius
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− | ******Drop Trapdoor Delay
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− | ******Rotten Wood Lifetime
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− | ******Active Limit
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− | ****Hall of Mirrors
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− | *****Hall of Mirrors I
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− | ******Active Limit
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− | ******Initial Materialization Delay
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− | ******Maximum Materialization Delay
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− | ******Materialization Delay Reduction
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− | ******Minimum Materialization Delay
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− | *****Hall of Mirrors II
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− | ******Active Limit
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− | ******Initial Materialization Delay
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− | ******Maximum Materialization Delay
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− | ******Materialization Delay Reduction
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− | ******Minimum Materialization Delay
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− | ****Kaleidoscope
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− | *****Doppelganger
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− | ******Initial Materialization Delay
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− | ******Ambush Radius
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− | *****Mirror Drum
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− | ******C-PSI
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− | ******Speed
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− | ******Damage Factor
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− | ******Impact Factor
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− | ******Shard
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− | *******Active Limit
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− | *******Life Time (Lifetime?)
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− | *******Damage Factor
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− | *******Speed
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− | *****Minimum Speed
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− | *****Speed Limit
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− | *****Cycle Speed
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− | *****Exit Delay
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− | *****Doppelganger (different?)
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− | ******Clone Special Ability
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− | *******Active Limit
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− | *******Materialization Interval
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− | ***Rides
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− | ****Twin Wheels
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− | *****Roadie
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− | ******Materialization Interval
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− | *****Falling Punter
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− | ******Materialization Interval
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− | ******Random Interval Extension
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− | ******I-PSI
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− | ******Airspeed Limit
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− | ******Damage Factor
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− | ******Impact Factor
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− | *****Chair Fire
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− | ******Probability
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− | ******Lifetime
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− | ******Damage Factor
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− | *****Active Limit
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− | *****Initial Speed
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− | *****Acceleration
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− | *****Speed Limit
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− | *****1 on 1 Combat Speed Limit
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− | *****Animation I-PSI Usage Rate
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− | *****Fire Heat
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− | *****Fire Burn Rate
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− | *****Rotten Wood Lifetime
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− | ****Wall of Death
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− | *****Crawler
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− | ******Materialization Interval
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− | ******Ambush Radius
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− | *****Nasty Crawler
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− | ******Materialization Interval
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− | ******Ambush Radius
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− | *****Active Limit
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− | *****Entry Delay
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− | *****Music Tempo Change
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− | *****Time to Reach Speed Limit
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− | *****Gravity Change
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− | *****Y/Z Gravity Change
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− | *****Maximum Weak-Metal Lifetime
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− | *****Speed Limit
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− | *****Minimum Weak-Metal Lifetime
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− | *****Weak-Metal Collapse Rate
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− | *****Animation I-PSI Usage Rate
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− | *****Mimimum Speed
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− | *****Exit Delay
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− | ****Dodgems Rink
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− | *****Roadie
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− | ******Total Number
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− | ******Active Limit
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− | ******Materialization Interval
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− | ******Ambush Radius
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− | *****Helter Skelter
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− | ******Ambush Radius
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− | *****Dodgem Car
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− | ******Animation I-PSI Usage Rate
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− | ******Acceleration
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− | ******Friction
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− | ******Speed Limit
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− | ******Brake Speed
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− | ******Control Loss Bump Speed
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− | ******Impact Damage Factor
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− | *****Electric Rail
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− | ******Spark Interval
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− | ******Damage Factor
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− | *****Exit Delay
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− | *****Helter Skelter (different?)
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− | ******Haste Special Ability: Tornado
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− | *******Failure Probability
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− | *******I-PSI Usage Limit
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− | *******Acceleration
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− | *******Friction
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− | *******Speed Limit
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− | *******Deceleration
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− | *******Lifetime
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− | ***Roller Coaster
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− | ****Roller Coaster
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− | *****Roller Coaster Car
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− | ******Active Limit
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− | ******Materialization Interval
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− | ******Initial Speed
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− | ******Acceleration
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− | ******Friction
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− | ******Impact Speed Threshold
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− | ******Crash Speed Threshold
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− | ******Dematerialization Delay
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− | *****Roadie
| |
− | ******Active Limit
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− | ******Materialization Interval
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− | ******Ambush Radius
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− | *****Random Points Change Rate
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− | *****Tower Transition Duration
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− | *****Pre-winch Delay
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− | *****Winch Speed
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− | ****Work Yard
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− | *****Bumper
| |
− | ******C-PSI
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− | *****Wheel
| |
− | ******Total Number
| |
− | ******Active Limit
| |
− | ******Materialization Interval
| |
− | ******Maximum Height
| |
− | ******X-Speed
| |
− | ******Y-Speed
| |
− | ******Dematerialization Position
| |
− | ******Damage Factor
| |
− | ******Impact Factor
| |
− | ******Rightmost Trigger Position
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− | ******Leftmost Trigger Position
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− | *****Wrench
| |
− | ******Total Number
| |
− | ******Active Limit
| |
− | ******Materialization Interval
| |
− | ******Maximum Height
| |
− | ******X-Speed
| |
− | ******Y-Speed
| |
− | ******Dematerialization Position
| |
− | ******Damage Factor
| |
− | ******Impact Factor
| |
− | ******Rightmost Trigger Position
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− | ******Leftmost Trigger Position
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− | *****Exit Delay
| |
− | *****Chainsaw
| |
− | ******Combat
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− | *******Kata
| |
− | ********Travel Speed
| |
− | *******Nails
| |
− | ********Travel Speed
| |
− | **The Ticket Office
| |
− | ***Exit Delay
| |
− | ****Ying Yang Brother
| |
− | *****Puppeteering Special Ability
| |
− | ******Puppets per Brother
| |
− | **The Circus
| |
− | ***Body-Snatching Act
| |
− | ****Bar Morph
| |
− | *****Total Number
| |
− | *****Active Limit
| |
− | ****Pole Morph
| |
− | *****Total Number
| |
− | *****Active Limit
| |
− | ****Ring Morph
| |
− | *****Total Number
| |
− | *****Active Limit
| |
− | ****Rope Morph
| |
− | *****Total Number
| |
− | *****Active Limit
| |
− | ****See-Saw Morph
| |
− | *****Total Number
| |
− | *****Active Limit
| |
− | ****Trampoline Morph
| |
− | *****Total Number
| |
− | *****Active Limit
| |
− | ****Coalescence Theshold
| |
− | ****Coalescence Theshold Reduction
| |
− | ****Morph Egg
| |
− | *****Hatch Delay
| |
− | *****Dematerialization Delay
| |
− | *****Fall
| |
− | ******Damage Factor
| |
− | ******Impact Factor
| |
− | *****Roll
| |
− | ******Damage Factor
| |
− | ******Impact Factor
| |
− | ***Maggot-Men Act
| |
− | ****Turntable
| |
− | *****Acceleration
| |
− | *****Speed Limit
| |
− | ****Turntable Knife
| |
− | *****Materialization Interval
| |
− | *****Target Change Interval
| |
− | *****Damage Factor
| |
− | ****Maggot-Man
| |
− | *****Total Number
| |
− | *****Aggressiveness
| |
− | *****Fatal Number of Bites
| |
− | ****Hydra
| |
− | *****Initial Materialization Delay
| |
− | ***Final Act (only available once all other stages are cleared)
| |
− | ****The Jester
| |
− | *****Initial Materialization Delay
| |
− | *****Ambush Radius
| |
− | ****Burning Debris
| |
− | *****Initial Materialization Delay
| |
− | *****Materialization Delay Reduction
| |
− | *****Minimum Materialization Delay
| |
− | *****Lower Speed Limit
| |
− | *****Upper Speed Limit
| |
− | *****Fire Burn Rate
| |
− | *****Big Debris
| |
− | ******Probability
| |
− | ******Damage Factor
| |
− | *****Medium Debris
| |
− | ******Probability
| |
− | ******Damage Factor
| |
− | *****Small Debris
| |
− | ******Probability
| |
− | ******Damage Factor
| |
− | ****Fire Burn Rate
| |
− | ****The Jester (different?)
| |
− | *****General
| |
− | ******I-PSI Reserve
| |
− | *****Special Ability
| |
− | ******Animate Special Ability
| |
− | *******Animate Fire Probability
| |
− | ******Haste Special Ability: Tornado
| |
− | *******Acceleration
| |
− | *******Friction
| |
− | *******Speed Limit
| |
− | *******Deceleration
| |
− | *******Lifetime
| |
− | ******Transform Special Ability
| |
− | *******Minimum Transformation Delay
| |
− | *******Maximum Transformation Delay
| |
− | *******I-PSI Usage Rate
| |
− | *******Chainsaw Proportion
| |
− | *******Doppelganger Proportion
| |
− | *******Helter-Skelter Proportion
| |
− | *******Ying Yang Brother Proportion
| |
− | *******Hydra Proportion
| |
− | *******Jester Proportion
| |
− | **The Completion
| |
− | *Operational Control
| |
− | **Tactics Editor
| |
− | **Tactics Interrupt Time Editor
| |
− | **Music
| |
− | **Sound Effects
| |
− | **Materializations
| |
− | **Scene Restart
| |
− | **Player 1
| |
− | ***Vulnerable/Invulnerable
| |
− | ***Corporeal PSI
| |
− | ***Incorporeal PSI
| |
− | ***Incorporeal PSI Capacity
| |
− | ***Special Ability
| |
− | **Player 2
| |
− | ***Vulnerable/Invulnerable
| |
− | ***Corporeal PSI
| |
− | ***Incorporeal PSI
| |
− | ***Incorporeal PSI Capacity
| |
− | ***Special Ability
| |
− | *Global Variables
| |
− | **Raven
| |
− | ***General
| |
− | ****Incarnation Rate
| |
− | ****C-PSI
| |
− | ****Weakness C-PSI Threshold
| |
− | ****I-PSI
| |
− | ****Weakness PSI Threshold
| |
− | ****1-on-1 Combat C-PSI
| |
− | ****1-on-1 Combat I-PSI
| |
− | ****Animation I-PSI Usage Rate
| |
− | ****Bodysnatching I-PSI Usage Rate
| |
− | ***Combat
| |
− | ****Power
| |
− | ****Co-op Move Height Radius
| |
− | ****Co-op Move Height Range
| |
− | ****Co-op Move Width Radius
| |
− | ****Co-op Move Width Range
| |
− | ****Air Back Kick
| |
− | ****Air Kick
| |
− | ****Air Punch
| |
− | ****Back Flip
| |
− | ****Back Handspring
| |
− | ****Cartwheel
| |
− | ****Chain Roll
| |
− | ****Clothesline
| |
− | ****Co-op Flip
| |
− | ****Co-op Spin
| |
− | ****Co-op Spin Flip
| |
− | ****Crawling Headbutt
| |
− | ****Crouch Kick
| |
− | ****Crouch Punch
| |
− | ****Donkey Kick
| |
− | ****Double Kick
| |
− | ****Elbow Spin
| |
− | ****Headbutt
| |
− | ****Kick
| |
− | ****Kick Flip
| |
− | ****Knee
| |
− | ****Ladder Kick
| |
− | ****Ladder Punch
| |
− | ****Ladder Slide
| |
− | ****Overhead Stomp
| |
− | ****Piggyback Flip
| |
− | ****Piggyback Handspring
| |
− | ****Pike
| |
− | ****Pivot Pike
| |
− | ****Pivot Stomp
| |
− | ****Pole Flip
| |
− | ****Pole Kick
| |
− | ****Pole Slide
| |
− | ****Pole Spin
| |
− | ****Punch
| |
− | ****Spin
| |
− | ****Standing Overhead Stomp
| |
− | ****Super Upper Cut
| |
− | ****Sweep
| |
− | ****Swing
| |
− | ****Torpedo
| |
− | ****Upper Cut
| |
− | ****Wall of Death Kick
| |
− | ****Wall of Death Kick Down
| |
− | ****Wall of Death Punch
| |
− | ****Wall of Death Punch Up
| |
− | ***Recoil
| |
− | ****Draw-Back Threshold
| |
− | ****Draw-Back Speed
| |
− | ****Fall-Back Threshold
| |
− | ****Fall-Back Speed
| |
− | ****Back-Recovery Speed
| |
− | ****Prone Delay
| |
− | ****Topple-Back Threshold
| |
− | ****Topple-Back Speed
| |
− | ****Hard Landing Torelance
| |
− | ****Landing Topple Torelance
| |
− | ****Landing Run Threshold
| |
− | ****Landing Control Loss Threshold
| |
− | ****Perching Control Loss
| |
− | ****Pivot Control Loss X-Speed
| |
− | ****Pivot Control Loss Y-Speed
| |
− | ****Slide Friction
| |
− | ****Slide Friction Damage Factor
| |
− | ****Wall Impact Tolerance
| |
− | ****Dazed Threshold
| |
− | ****Dazed Duration
| |
− | ****Burning Duration
| |
− | ***Travel
| |
− | ****Travel Backwards Speed
| |
− | ****Push Speed
| |
− | ****Random Travel Duration
| |
− | ****Travel Speed
| |
− | ****Initial Run Speed
| |
− | ****Run Acceleration
| |
− | ****Maximum Run Speed
| |
− | ****Jump Up Y-Speed
| |
− | ****Jump X-Speed
| |
− | ****Jump Y-Speed
| |
− | ****Acceleration
| |
− | ****Air Friction
| |
− | ****Air Speed Limit
| |
− | ****Hand-Walk Speed
| |
− | ****Climb Chimney Speed
| |
− | ****Ladder Climbing Speed
| |
− | ****Pole Climbing Speed
| |
− | ****Wall of Death X-Speed
| |
− | ****Wall of Death Y-Speed
| |
− | ***Special Ability
| |
− | ****Spirit: Spirit Door
| |
− | ****Spirit: Spirit Warrior Projective (Projectile? Also verify if this is listed on the same line as Spirit Warrior)
| |
− | ****Incaration (Incarnation?)
| |
− | ****Animate
| |
− | ****Clone
| |
− | ****Haste: Rush Mode
| |
− | ****Haste: Tornado
| |
− | ****Puppeteering
| |
− | ****Hydrastrength
| |
− | ****Bodysnatch
| |
− | **White Eagle
| |
− | ***General
| |
− | ****Incarnation Rate
| |
− | ****C-PSI
| |
− | ****Weakness C-PSI Threshold
| |
− | ****I-PSI
| |
− | ****Weakness PSI Threshold
| |
− | ****1-on-1 Combat C-PSI
| |
− | ****1-on-1 Combat I-PSI
| |
− | ****Animation I-PSI Usage Rate
| |
− | ****Bodysnatching I-PSI Usage Rate
| |
− | ***Combat
| |
− | ****Power
| |
− | ****Co-op Move Height Radius
| |
− | ****Co-op Move Height Range
| |
− | ****Co-op Move Width Radius
| |
− | ****Co-op Move Width Range
| |
− | ****Air Back Kick
| |
− | ****Air Kick
| |
− | ****Air Punch
| |
− | ****Back Flip
| |
− | ****Back Handspring
| |
− | ****Cartwheel
| |
− | ****Chain Roll
| |
− | ****Clothesline
| |
− | ****Co-op Flip
| |
− | ****Co-op Spin
| |
− | ****Co-op Spin Flip
| |
− | ****Crawling Headbutt
| |
− | ****Crouch Kick
| |
− | ****Crouch Punch
| |
− | ****Donkey Kick
| |
− | ****Double Kick
| |
− | ****Elbow Spin
| |
− | ****Headbutt
| |
− | ****Kick
| |
− | ****Kick Flip
| |
− | ****Knee
| |
− | ****Ladder Kick
| |
− | ****Ladder Punch
| |
− | ****Ladder Slide
| |
− | ****Overhead Stomp
| |
− | ****Piggyback Flip
| |
− | ****Piggyback Handspring
| |
− | ****Pike
| |
− | ****Pivot Pike
| |
− | ****Pivot Stomp
| |
− | ****Pole Flip
| |
− | ****Pole Kick
| |
− | ****Pole Slide
| |
− | ****Pole Spin
| |
− | ****Punch
| |
− | ****Spin
| |
− | ****Standing Overhead Stomp
| |
− | ****Super Upper Cut
| |
− | ****Sweep
| |
− | ****Swing
| |
− | ****Torpedo
| |
− | ****Upper Cut
| |
− | ****Wall of Death Kick
| |
− | ****Wall of Death Kick Down
| |
− | ****Wall of Death Punch
| |
− | ****Wall of Death Punch Up
| |
− | ***Recoil
| |
− | ****Draw-Back Threshold
| |
− | ****Draw-Back Speed
| |
− | ****Fall-Back Threshold
| |
− | ****Fall-Back Speed
| |
− | ****Back-Recovery Speed
| |
− | ****Prone Delay
| |
− | ****Topple-Back Threshold
| |
− | ****Topple-Back Speed
| |
− | ****Hard Landing Torelance
| |
− | ****Landing Topple Torelance
| |
− | ****Landing Run Threshold
| |
− | ****Landing Control Loss Threshold
| |
− | ****Perching Control Loss
| |
− | ****Pivot Control Loss X-Speed
| |
− | ****Pivot Control Loss Y-Speed
| |
− | ****Slide Friction
| |
− | ****Slide Friction Damage Factor
| |
− | ****Wall Impact Tolerance
| |
− | ****Dazed Threshold
| |
− | ****Dazed Duration
| |
− | ****Burning Duration
| |
− | ***Travel
| |
− | ****Travel Backwards Speed
| |
− | ****Push Speed
| |
− | ****Random Travel Duration
| |
− | ****Travel Speed
| |
− | ****Initial Run Speed
| |
− | ****Run Acceleration
| |
− | ****Maximum Run Speed
| |
− | ****Jump Up Y-Speed
| |
− | ****Jump X-Speed
| |
− | ****Jump Y-Speed
| |
− | ****Acceleration
| |
− | ****Air Friction
| |
− | ****Air Speed Limit
| |
− | ****Hand-Walk Speed
| |
− | ****Climb Chimney Speed
| |
− | ****Ladder Climbing Speed
| |
− | ****Pole Climbing Speed
| |
− | ****Wall of Death X-Speed
| |
− | ****Wall of Death Y-Speed
| |
− | ***Special Ability
| |
− | ****Spirit: Spirit Door
| |
− | ****Spirit: Spirit Warrior Projective (Projectile? Also verify if this is listed on the same line as Spirit Warrior)
| |
− | ****Incaration (Incarnation?)
| |
− | ****Animate
| |
− | ****Clone
| |
− | ****Haste: Rush Mode
| |
− | ****Haste: Tornado
| |
− | ****Puppeteering
| |
− | ****Hydrastrength
| |
− | ****Bodysnatch
| |
− | **Level Difficulty
| |
− | ***Level2 Power Factor
| |
− | ***Level3 Power Factor
| |
− | ***Level4 Power Factor
| |
− | ***Level5 Power Factor
| |
− | ***Level6 Power Factor
| |
− | ***Level7 Power Factor
| |
− | **1-on-1 Combat Screen
| |
− | ***Rounds
| |
− | **Acceleration due to Gravity
| |
− | **Landing Tolerance
| |
− | **Impact Damage Factor
| |
− | **Clear Space Radius
| |
− | **Close Space Radius
| |
− | **Incarnation C-PSI Limit
| |
− | **Jester Loan I-PSI Threshold
| |
− | **Jester I-PSI Loan Amount
| |
− | **Boss Dematerialization Duration
| |