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| ==To do== | | ==To do== |
− | *Expand Characters, Enemies, Bosses tables. | + | *Add screenshots and sprites. |
− | *Build Tweaker variables definitions table.
| + | [[User:CartridgeCulture|CartridgeCulture]] ([[User talk:CartridgeCulture|talk]]) 09:55, 13 July 2023 (EDT) |
− | *Find more November-December 1995 magazine previews.
| + | *[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) |
− | *Ask Typhoon for help with screenshots cause I'm dumb.
| |
− | [[User:CartridgeCulture|CartridgeCulture]] ([[User talk:CartridgeCulture|talk]]) 06:20, 15 November 2022 (EST) | |
− | | |
− | ==Gameplay stuff==
| |
− | *Players, in additional to every one of the game's enemies, can spend any MP they have to heal themselves. | |
− | *Players can borrow (how much?) MP from the Jester with the "Jester Loan" ability. Canonically, this is done by stealing "power" directly from Jester, the final boss. I almost feel there was meant to be a "saving the day by becoming a little evil" kinda vibe by allowing you to borrow the bad guy's powers, but of course the game does nothing with it outside the name.
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− | *Players can grab the souls that float out of defeated enemies to acquire MP. Ensure this means actually colliding with something and not it being a wordsy way of saying "you automatically acquire it once the enemy is defeated".
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− | *Ensure I didn't write "players have to kill every enemy in the stages/game" anywhere, because you don't. Some areas need players to kill all its enemies before progressing, but that's any game really. Interestingly, a defeated enemy will stay defeated forever (barring infinitely-respawning ones/etc), because you've freed their soul. I believe. Galapagos talks about Raven "purifying" the souls. Is there any penalty for not physically grabbing the souls that float out of enemies (like they respawn or go back to the Jester?) Anyway, defeated enemies staying defeated forever ties into the below...
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− | *Can't understand Galapagos here: "In addition, Jester doesn't become a game if Jester converts "The Sea of MP" to his own HP. Apart from "Sea of MP", "Jester's MP value" is set as a numerical value. The specification that the Jester in the game can recover his own HP within that range." Is this saying Jester's healing amount in the final battle is related to how many Jester Loans players have taken from him? OR maybe defeating (freeing the souls of) more of the game's enemies before the final battle gives Jester less MP to pull from to heal himself? If true, this would be one of the game's genuinely clever gameplay ideas.
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− | *Spirit Warrior state spend MP to: prevents the spawning of non-boss/basic enemies, attacks drain players' MP and not HP, allows for "turning a bosses MP against them by using a powerful I-PSI shockwave ability" (small chance this could be speaking figuratively about it being a literal ability). Okay wow there's more to this. The basic enemies don't spawn because it's really just for bosses? Apparently, when you're in Spirit Warrior and fighting a boss, your attacks (or just the shockwave attack) also drain from the bosses' MP? Galapagos frames this as entering "MP vs MP" mode, and this kinda "normal world/spirit world" dualism already lines up with everything else the story's about. On a gameplay level, this ties into the MP system above. Thankfully, the "HP" system side of it seems to be limited to "its a health bar, and you can heal with your magic", so at least I'll get to keep some of my sanity. Either way, I think we're finally digging up the metaphorical skeleton for all these seemingly-disconnected gameplay concepts. If only it had enough organs to actually function.
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− | *When players die, their MP gets absorbed by Jester. While they continue, each death seems to increase Jester's MP reserves by whatever players had upon death (if Jester's MP reserves don't have a cap).
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− | *Galapagos: Each boss enemy is only (defeated? uses Jester Loan?) once when it falls below a certain standard (HP? MP?). You can borrow a certain amount of MP from Jester and recover the MP. However, whether you borrow it or not depends on the boss's own will. (frick is there a hidden "boss stinginess" value too? what does this mean?)
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− | *STARTING MP VALUES: 0/1000. Every boss defeated expands the maximum by 1000MP. Think of these expansions like on-screen E-Tanks, in that they're shown as separate, individual spaces besides the main MP meter. Health is easy, starts at 2000/2000 and never gets expanded.
| |
− | *Speaking of Mega Man, you can only have one special ability at a time. Meaning you start the game, pick which of the four stages to play, fight your way through it, beat a boss, and get their powers. Unlike Mega Man, you can only hold one at a time, forcing players to strategize on the route they take. What I want to know is, when defeating a boss in co-op, does the power go to the character that delivered the killing blow, or to both characters? If it's the former, that would allow for some REALLY interesting strategies in terms of "one character picks up this, another character picks up that". And weirdly, as much as this game seems kinda shallow, the Tweaker allows for some Mario Maker-level brutal stuff. I don't know if this was planned, or just an obvious side effect of a full debug menu for an object-oriented game, but the Tweaker seems to have been the one thing which future-proofed Nightmare Circus' gameplay. In a way, it allowed for people to make "rom hacks" with nothing more than console and controller, turning up the difficulty or pouring on the enemies or giving everything an ugly palette.
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− | | |
− | *Paraphrased: "There is an alternative element of the game's interconnected MP system called "I-PSI Reserve". Unfortunately, it doesn't seem to be working (/or only works in very minor ways). There is a possibility that this is due to the game's unfinished development."{{ref|https://nitta.sakura.ne.jp/brazil/circus/circus-chapter1.html}}
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− | | |
− | ==Blurb (probably unnecessary but moving here)==
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− | {{quote|The maniac Jester resurrected the Circo del Diablo Amusement Park from the flames of hell. Now, terrifying demons roam the park spreading fear and destruction where there was once children and lots of fun.
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− | <br>
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− | Only Raven, a native indian with mystical and telepathic powers, can defeat Jester and his followers in this amusement park. Well, amusing is not the most appropriate word to describe this place...
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− | | |
− | <br>
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− | *Defeat your enemies with over 100 moves: punches, kicks, combos and lots of magic.
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− | <br>
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− | *4 different ways to play: join the adventure alone, or with a partner; control Jester and his evil legion or choose one of 18 fighters and enter a bloody tournament.|''BR box''|ref={{fileref|NightmareCircus MD BR Box.jpg}}}}
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− | | |
− | ==Character table variables==
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− | Every character's description should also include whether they have a non-standard Incarnation Rate (healing rate), a non-standard Travel Speed (ground movement speed), or anything else notable. Every character that can perform the ability Jester Loan (name?) should have the charges listed.
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− | *Name
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− | *HP (C-PSI)
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− | *MP (I-PSI)
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− | *Power (attack strength)
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− | *Attacks (list)
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− | *Special ability (list)
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− | *Jester I-PSI Loan amount (number of times can perform ability)
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| | | |
| ==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) |
− |
| |
− | ==[[Nightmare Circus/Tweaker]] (WIP)==
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− | ===Unique variables===
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− | {{multicol|cols=4|
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− | {{creditsheader|Relevant}}
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− | *Acceleration
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− | *Acceleration due to Gravity
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− | *Airspeed Limit
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− | *Ambush Radius
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− | *Animation I-PSI Usage Rate
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− | *Boss Dematerialization Duration
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− | *C-PSI
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− | *Damage Factor
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− | *Gravity Change
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− | *Friction
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− | *I-PSI
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− | *I-PSI Usage Limit
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− | *Incarnation C-PSI Limit
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− | *Jester I-PSI Loan Amount
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− | *Jester Loan I-PSI Threshold
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− | *Music Tempo Change
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− | *Speed
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− | *Speed Limit
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− | *Travel Speed
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− |
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− | {{creditsheader|Enemy/hazard specific}}
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− | *1 on 1 Combat Speed Limit
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− | *Brake Speed
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− | *Chainsaw Proportion
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− | *Doppelganger Proportion
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− | *Drop Trapdoor Delay
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− | *Fatal Number of Bites
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− | *Fire Burn Rate
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− | *Fire Heat
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− | *Hatch Delay
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− | *Helter-Skelter Proportion
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− | *Hydra Proportion
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− | *Minimum Weak-Metal Lifetime
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− | *Morph Egg
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− | *Jester Proportion
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− | *Maximum Weak-Metal Lifetime
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− | *Pre-winch Delay
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− | *Shard
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− | *Spark Interval
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− | *Rotten Wood Lifetime
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− | *Tower Transition Duration
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− | *Ying Yang Brother Proportion
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− | *Weak-Metal Collapse Rate
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− | *Winch Speed
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− |
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− | {{creditsheader|What are these?}}
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− | *Active Limit
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− | *Aggressiveness
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− | *Clear Space Radius
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− | *Close Space Radius
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− | *Coalescence Theshold
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− | *Coalescence Theshold Reduction
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− | *Control Loss Bump Speed
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− | *Crash Speed Threshold
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− | *Cycle Speed
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− | *Deceleration
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− | *Dematerialization Position
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− | *Dude Movement Rate
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− | *Entry Delay
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− | *Exit Delay
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− | *Failure Probability
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− | *Impact Damage Factor
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− | *Impact Factor
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− | *Impact Speed Threshold
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− | *Initial Materialization Delay
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− | *Initial Speed
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− | *Landing Tolerance
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− | *Leftmost Trigger Position
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− | *Level Difficulty
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− | *Level2 Power Factor
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− | *Level3 Power Factor
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− | *Level4 Power Factor
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− | *Level5 Power Factor
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− | *Level6 Power Factor
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− | *Level7 Power Factor
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− | *Lifetime
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− | *Materialization Delay Reduction
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− | *Materialization Interval
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− | *Maximum Materialization Delay
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− | *Mimimum Speed
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− | *Minimum Materialization Delay
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− | *Minimum Speed
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− | *Probability
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− | *Random Points Change Rate
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− | *Rightmost Trigger Position
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− | *Rounds
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− | *Target Change Interval
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− | *Time to Reach Speed Limit
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− | *Total Number
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− | *Turning Region Radius
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− | *X-Amplitude
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− | *Y-Amplitude
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− | *Y/Z Gravity Change
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− | }}
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− |
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− | ===All variables===
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− | {{multicol|cols=4|
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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
| |
− | *******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
| |
− | *******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
| |
− | *******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
| |
− | ******See-Saw Room
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− | *******X-Amplitude
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− | *******Y-Amplitude
| |
− | *******Speed
| |
− | ******Active Limit
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− | ******Dude Movement Rate
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− | ******Turning Region Radius
| |
− | ******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
| |
− | *******Ambush Radius
| |
− | *******Materialization Interval
| |
− | ******Toy Cannon
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− | *******Active Limit
| |
− | *******Ambush Radius
| |
− | *******Materialization Interval
| |
− | ******Tumbling Jack
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− | *******Active Limit
| |
− | *******Materialization Interval
| |
− | ******Zeppelin
| |
− | *******Active Limit
| |
− | *******Ambush Radius
| |
− | *******Materialization Interval
| |
− | ******See-Saw Room
| |
− | *******X-Amplitude
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− | *******Y-Amplitude
| |
− | *******Speed
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− | ******Active Limit
| |
− | ******Dude Movement Rate
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− | ******Turning Region Radius
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− | ******Drop Trapdoor Delay
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− | ******Rotten Wood Lifetime
| |
− | ******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
| |
− | *******Materialization Interval
| |
− | ******Tumbling Jack
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− | *******Active Limit
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− | *******Materialization Interval
| |
− | ******Zeppelin
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− | *******Active Limit
| |
− | *******Ambush Radius
| |
− | *******Materialization Interval
| |
− | ******See-Saw Room
| |
− | *******X-Amplitude
| |
− | *******Y-Amplitude
| |
− | *******Speed
| |
− | ******Active Limit
| |
− | ******Dude Movement Rate
| |
− | ******Turning Region Radius
| |
− | ******Drop Trapdoor Delay
| |
− | ******Rotten Wood Lifetime
| |
− | ******Active Limit
| |
− | ****Hall of Mirrors
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− | *****Hall of Mirrors I
| |
− | ******Active Limit
| |
− | ******Initial Materialization Delay
| |
− | ******Maximum Materialization Delay
| |
− | ******Materialization Delay Reduction
| |
− | ******Minimum Materialization Delay
| |
− | *****Hall of Mirrors II
| |
− | ******Active Limit
| |
− | ******Initial Materialization Delay
| |
− | ******Maximum Materialization Delay
| |
− | ******Materialization Delay Reduction
| |
− | ******Minimum Materialization Delay
| |
− | ****Kaleidoscope
| |
− | *****Doppelganger
| |
− | ******Initial Materialization Delay
| |
− | ******Ambush Radius
| |
− | *****Mirror Drum
| |
− | ******C-PSI
| |
− | ******Speed
| |
− | ******Damage Factor
| |
− | ******Impact Factor
| |
− | ******Shard
| |
− | *******Active Limit
| |
− | *******Life Time (Lifetime?)
| |
− | *******Damage Factor
| |
− | *******Speed
| |
− | *****Minimum Speed
| |
− | *****Speed Limit
| |
− | *****Cycle Speed
| |
− | *****Exit Delay
| |
− | *****Doppelganger (different?)
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− | ******Clone Special Ability
| |
− | *******Active Limit
| |
− | *******Materialization Interval
| |
− | ***Rides
| |
− | ****Twin Wheels
| |
− | *****Roadie
| |
− | ******Materialization Interval
| |
− | *****Falling Punter
| |
− | ******Materialization Interval
| |
− | ******Random Interval Extension
| |
− | ******I-PSI
| |
− | ******Airspeed Limit
| |
− | ******Damage Factor
| |
− | ******Impact Factor
| |
− | *****Chair Fire
| |
− | ******Probability
| |
− | ******Lifetime
| |
− | ******Damage Factor
| |
− | *****Active Limit
| |
− | *****Initial Speed
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− | *****Acceleration
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− | *****Speed Limit
| |
− | *****1 on 1 Combat Speed Limit
| |
− | *****Animation I-PSI Usage Rate
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− | *****Fire Heat
| |
− | *****Fire Burn Rate
| |
− | *****Rotten Wood Lifetime
| |
− | ****Wall of Death
| |
− | *****Crawler
| |
− | ******Materialization Interval
| |
− | ******Ambush Radius
| |
− | *****Nasty Crawler
| |
− | ******Materialization Interval
| |
− | ******Ambush Radius
| |
− | *****Active Limit
| |
− | *****Entry Delay
| |
− | *****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
| |
− | *****Minimum Weak-Metal Lifetime
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− | *****Weak-Metal Collapse Rate
| |
− | *****Animation I-PSI Usage Rate
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− | *****Mimimum Speed
| |
− | *****Exit Delay
| |
− | ****Dodgems Rink
| |
− | *****Roadie
| |
− | ******Total Number
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− | ******Active Limit
| |
− | ******Materialization Interval
| |
− | ******Ambush Radius
| |
− | *****Helter Skelter
| |
− | ******Ambush Radius
| |
− | *****Dodgem Car
| |
− | ******Animation I-PSI Usage Rate
| |
− | ******Acceleration
| |
− | ******Friction
| |
− | ******Speed Limit
| |
− | ******Brake Speed
| |
− | ******Control Loss Bump Speed
| |
− | ******Impact Damage Factor
| |
− | *****Electric Rail
| |
− | ******Spark Interval
| |
− | ******Damage Factor
| |
− | *****Exit Delay
| |
− | *****Helter Skelter (different?)
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− | ******Haste Special Ability: Tornado
| |
− | *******Failure Probability
| |
− | *******I-PSI Usage Limit
| |
− | *******Acceleration
| |
− | *******Friction
| |
− | *******Speed Limit
| |
− | *******Deceleration
| |
− | *******Lifetime
| |
− | ***Roller Coaster
| |
− | ****Roller Coaster
| |
− | *****Roller Coaster Car
| |
− | ******Active Limit
| |
− | ******Materialization Interval
| |
− | ******Initial Speed
| |
− | ******Acceleration
| |
− | ******Friction
| |
− | ******Impact Speed Threshold
| |
− | ******Crash Speed Threshold
| |
− | ******Dematerialization Delay
| |
− | *****Roadie
| |
− | ******Active Limit
| |
− | ******Materialization Interval
| |
− | ******Ambush Radius
| |
− | *****Random Points Change Rate
| |
− | *****Tower Transition Duration
| |
− | *****Pre-winch Delay
| |
− | *****Winch Speed
| |
− | ****Work Yard
| |
− | *****Bumper
| |
− | ******C-PSI
| |
− | *****Wheel
| |
− | ******Total Number
| |
− | ******Active Limit
| |
− | ******Materialization Interval
| |
− | ******Maximum Height
| |
− | ******X-Speed
| |
− | ******Y-Speed
| |
− | ******Dematerialization Position
| |
− | ******Damage Factor
| |
− | ******Impact Factor
| |
− | ******Rightmost Trigger Position
| |
− | ******Leftmost Trigger Position
| |
− | *****Wrench
| |
− | ******Total Number
| |
− | ******Active Limit
| |
− | ******Materialization Interval
| |
− | ******Maximum Height
| |
− | ******X-Speed
| |
− | ******Y-Speed
| |
− | ******Dematerialization Position
| |
− | ******Damage Factor
| |
− | ******Impact Factor
| |
− | ******Rightmost Trigger Position
| |
− | ******Leftmost Trigger Position
| |
− | *****Exit Delay
| |
− | *****Chainsaw
| |
− | ******Combat
| |
− | *******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
| |
− | }}
| |