Difference between revisions of "Nightmare Circus"

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==Gameplay stuff==
 
==Gameplay stuff==
*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...
+
*Ensure Gameplay hits the following in its intro paragraph: The game's objective is to kill the three areas' bosses. You have spend MP for magic abilities, and regain MP by grabbing defeated enemies' souls. Pressing {{Z}} atop a defeated boss steals its power for you to use, and active it with {{Mode}}+{{A}} through {{C}}, but you can only have one at any time. Once all three bosses are killed, you can defeat the final boss and complete the game.
*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.  
+
*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.
 +
*Players, enemies, and bosses can all spend any MP they have to heal themselves.
 +
*When players die, their MP gets absorbed by Jester. While they continue, each death increases Jester's MP reserves by whatever players had upon death.
 +
*If players are low on MP, they can borrow MP from the Jester.
  
===MP system===
+
===Investigate===
*In lore, the more evil the soul, the more MP they carry.
+
*'''Spirit Warrior''': The Spirit Warrior state allows players to slowly burn through MP to active the following abilities: prevents the spawning of non-boss/normal enemies, attacks drain players' MP and not HP, allows for "turning a bosses MP against them by using a powerful I-PSI shockwave ability". Galapagos frames this as entering "MP vs MP" mode where the focus is just fighting bosses (hence stopping normal enemy spawns), and implies that Spirit Warrior mode attacks also drain the bosses' MP exclusively? So you defeat their MP bar instead of their HP bar?
*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.
+
*'''Jester Loan''': Galapagos says there's a chance Jester Loan can fail depending on "the boss' willpower".
*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.
 
*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).
 
*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?)
 
*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.
 
*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.
 
 
*Both manual and Galapagos seem to imply this whole "longer fights means less PSI to acquire from enemies because they've spent so much fighting you" thing is more important that what it seems to be.
 
*Both manual and Galapagos seem to imply this whole "longer fights means less PSI to acquire from enemies because they've spent so much fighting you" thing is more important that what it seems to be.
 
*Manual implies attack strength may increase with your current PSI reserves, as it states "Raven can overcome the most demonic spirits in Nightmare Circus just attacking with a huge Psi." Meaning either your attacks do more damage, or (more likely) that its just "having a lot of MP means you can do harder-hitting attacks", but investigate.
 
*Manual implies attack strength may increase with your current PSI reserves, as it states "Raven can overcome the most demonic spirits in Nightmare Circus just attacking with a huge Psi." Meaning either your attacks do more damage, or (more likely) that its just "having a lot of MP means you can do harder-hitting attacks", but investigate.
*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".
+
*Is there any penalty for not physically grabbing the souls that float out of enemies, like the enemies respawning, or the MP gain going to Jester's meter instead?)
 +
*Galapagos: "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?
 
*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}}
 
*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}}
  

Revision as of 08:25, 24 November 2022

To do

  • Expand Characters, Enemies, Bosses tables.
  • Build Tweaker variables definitions table.
  • Find more November-December 1995 magazine previews.
  • Ask Typhoon for help with screenshots cause I'm dumb.
  • Ask someone for help ripping sprites.
  • Ensure that every character table description also includes whether they have a non-standard Incarnation Rate (healing rate), a non-standard Travel Speed (ground movement speed), or anything else notable. List number of Jester Loan charges.

CartridgeCulture (talk) 06:20, 15 November 2022 (EST)

Gameplay stuff

  • Ensure Gameplay hits the following in its intro paragraph: The game's objective is to kill the three areas' bosses. You have spend MP for magic abilities, and regain MP by grabbing defeated enemies' souls. Pressing Z atop a defeated boss steals its power for you to use, and active it with  MODE +A through C, but you can only have one at any time. Once all three bosses are killed, you can defeat the final boss and complete the game.
  • 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.
  • Players, enemies, and bosses can all spend any MP they have to heal themselves.
  • When players die, their MP gets absorbed by Jester. While they continue, each death increases Jester's MP reserves by whatever players had upon death.
  • If players are low on MP, they can borrow MP from the Jester.

Investigate

  • Spirit Warrior: The Spirit Warrior state allows players to slowly burn through MP to active the following abilities: prevents the spawning of non-boss/normal enemies, attacks drain players' MP and not HP, allows for "turning a bosses MP against them by using a powerful I-PSI shockwave ability". Galapagos frames this as entering "MP vs MP" mode where the focus is just fighting bosses (hence stopping normal enemy spawns), and implies that Spirit Warrior mode attacks also drain the bosses' MP exclusively? So you defeat their MP bar instead of their HP bar?
  • Jester Loan: Galapagos says there's a chance Jester Loan can fail depending on "the boss' willpower".
  • Both manual and Galapagos seem to imply this whole "longer fights means less PSI to acquire from enemies because they've spent so much fighting you" thing is more important that what it seems to be.
  • Manual implies attack strength may increase with your current PSI reserves, as it states "Raven can overcome the most demonic spirits in Nightmare Circus just attacking with a huge Psi." Meaning either your attacks do more damage, or (more likely) that its just "having a lot of MP means you can do harder-hitting attacks", but investigate.
  • Is there any penalty for not physically grabbing the souls that float out of enemies, like the enemies respawning, or the MP gain going to Jester's meter instead?)
  • Galapagos: "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?
  • 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."[1]

User:CartridgeCulture learns basic formatting

Nightmare Circus dismystified - Part 1 - https://www.youtube.com/watch?v=sHTfV6e_hXE

Having a lot of trouble with both the proper text link, and the reference for this YouTube video. EDIT: Thank you for this and for fixing that youtube link! CartridgeCulture (talk) 02:01, 20 March 2021 (EDT)

Template:Ref ... to add your signature (with date and time) to a conversation, add four tildes (~) at the end of each of your replies (in the not too distant past, you just needed to click on an icon at the top of the page to add your signature , but this feature is "broken" and still needs to be fixed) --Asagoth (talk) 00:03, 20 March 2021 (EDT)

Is there a style guide for this wiki? Also is there a list of these special codes that we use for replacing words with other things? ALSO could you assist me in adding an Interviews section to this page, and then adding this into it?: https://segaretro.org/Interview:_Stefano_Arnhold_(2015-11-16)_by_Sega-16 I know there’s a wway to do it all properly and cleanly but I have no idea how to do it. Thanks if you can, appreciate all the help too c;

Image tagging, Sega Retro templates, Help page... another good way to learn is to see how others do it (just look for a similar page to see how it was edited) ... if you have any more doubts about something just ask our Experts Black Squirrel and SorachiJirachi‎ a.k.a. BSonirachi on Sonic Retro (Wiki Sysops) and Hivebrain (Administrator)... I'll add an interview section to Stefano Arnhold's page for you... and again... don't forget to add your signature at the end of each of your replies...Asagoth (talk) 07:11, 20 March 2021 (EDT)

Some observations...

In the back cover the story is told this way... :

  • "The maniac Jester resurrected the El Diablo traveling carnival (it says "parque de diversões" which in Portuguese means "theme park"... a "traveling carnival" would be a "parque de diversões itinerante"... but that's exactly what we have in Nightmare Circus... a traveling carnival) from the flames of hell. Now, terrifying demons roam the carnival, spreading fear and destruction where once there were children and lots of fun.
  • Only, Raven a native (American) with mystic and telepathic powers can defeat Jester and his followers in this carnival. Well, "fun" is not the most appropriate word to define this place..."--Asagoth (talk) 22:48, 22 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...--Asagoth (talk) 21:06, 23 December 2021 (EST)

Nightmare Circus/Tweaker (WIP)

Unique variables

Relevant
  • Acceleration
  • Acceleration due to Gravity
  • Airspeed Limit
  • Ambush Radius
  • Animation I-PSI Usage Rate
  • Boss Dematerialization Duration
  • C-PSI
  • Damage Factor
  • Gravity Change
  • Friction
  • I-PSI
  • I-PSI Usage Limit
  • Incarnation C-PSI Limit
  • Jester I-PSI Loan Amount
  • Jester Loan I-PSI Threshold
  • Music Tempo Change
  • Speed
  • Speed Limit
  • Travel Speed
Enemy/hazard specific
  • 1 on 1 Combat Speed Limit
  • Brake Speed
  • Chainsaw Proportion
  • Doppelganger Proportion
  • Drop Trapdoor Delay
  • Fatal Number of Bites
  • Fire Burn Rate
  • Fire Heat
  • Hatch Delay
  • Helter-Skelter Proportion
  • Hydra Proportion
  • Minimum Weak-Metal Lifetime
  • Morph Egg
  • Jester Proportion
  • Maximum Weak-Metal Lifetime
  • Pre-winch Delay
  • Shard
  • Spark Interval
  • Rotten Wood Lifetime
  • Tower Transition Duration
  • Ying Yang Brother Proportion
  • Weak-Metal Collapse Rate
  • Winch Speed
What are these?
  • Active Limit
  • Aggressiveness
  • Clear Space Radius
  • Close Space Radius
  • Coalescence Theshold
  • Coalescence Theshold Reduction
  • Control Loss Bump Speed
  • Crash Speed Threshold
  • Cycle Speed
  • Deceleration
  • Dematerialization Position
  • Dude Movement Rate
  • Entry Delay
  • Exit Delay
  • Failure Probability
  • Impact Damage Factor
  • Impact Factor
  • Impact Speed Threshold
  • Initial Materialization Delay
  • Initial Speed
  • Landing Tolerance
  • Leftmost Trigger Position
  • Level Difficulty
  • Level2 Power Factor
  • Level3 Power Factor
  • Level4 Power Factor
  • Level5 Power Factor
  • Level6 Power Factor
  • Level7 Power Factor
  • Lifetime
  • Materialization Delay Reduction
  • Materialization Interval
  • Maximum Materialization Delay
  • Mimimum Speed
  • Minimum Materialization Delay
  • Minimum Speed
  • Probability
  • Random Points Change Rate
  • Rightmost Trigger Position
  • Rounds
  • Target Change Interval
  • Time to Reach Speed Limit
  • Total Number
  • Turning Region Radius
  • X-Amplitude
  • Y-Amplitude
  • Y/Z Gravity Change

All variables

  • Scene Selection
    • Title Screen
    • Options Screen
    • 1-on-1 Combat Screen
    • The Carnival
      • Amusements
        • House of Fun
          • Entrance Room
            • Jack in the Floor
              • Active Limit
              • Ambush Radius
              • Materialization Interval
            • Toy Cannon
              • Active Limit
              • Ambush Radius
              • Materialization Interval
            • Tumbling Jack
              • Active Limit
              • Materialization Interval
            • Zeppelin
              • 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
          • Elevator Room
            • Jack in the Floor
              • Active Limit
              • Ambush Radius
              • Materialization Interval
            • Toy Cannon
              • Active Limit
              • Ambush Radius
              • Materialization Interval
            • Tumbling Jack
              • Active Limit
              • Materialization Interval
            • Zeppelin
              • 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
          • Room of Ladders
            • Jack in the Floor
              • Active Limit
              • Ambush Radius
              • Materialization Interval
            • Toy Cannon
              • Active Limit
              • Ambush Radius
              • Materialization Interval
            • Tumbling Jack
              • Active Limit
              • Materialization Interval
            • Zeppelin
              • 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
          • Rotating Room
            • Jack in the Floor
              • Active Limit
              • Ambush Radius
              • Materialization Interval
            • Toy Cannon
              • Active Limit
              • Ambush Radius
              • Materialization Interval
            • Tumbling Jack
              • Active Limit
              • Materialization Interval
            • Zeppelin
              • 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
          • See-Saw Room
            • Jack in the Floor
              • Active Limit
              • Ambush Radius
              • Materialization Interval
            • Toy Cannon
              • Active Limit
              • Ambush Radius
              • Materialization Interval
            • Tumbling Jack
              • Active Limit
              • Materialization Interval
            • Zeppelin
              • 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
          • Bridge
            • Jack in the Floor
              • Active Limit
              • Ambush Radius
              • Materialization Interval
            • Toy Cannon
              • Active Limit
              • Ambush Radius
              • Materialization Interval
            • Tumbling Jack
              • Active Limit
              • Materialization Interval
            • Zeppelin
              • 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
          • 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?)
            • 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
          • Acceleration
          • Speed Limit
          • 1 on 1 Combat Speed Limit
          • Animation I-PSI Usage Rate
          • 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
          • Time to Reach Speed Limit
          • Gravity Change
          • Y/Z Gravity Change
          • Maximum Weak-Metal Lifetime
          • Speed Limit
          • Minimum Weak-Metal Lifetime
          • Weak-Metal Collapse Rate
          • Animation I-PSI Usage Rate
          • Mimimum Speed
          • Exit Delay
        • Dodgems Rink
          • Roadie
            • Total Number
            • 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?)
            • 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