Difference between revisions of "Nightmare Circus"
From Sega Retro
m (→Variables: ugh this is a ''Nightmare'') |
m (→Variables: descriptorons) |
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Line 172: | Line 172: | ||
| 7FC000 | | 7FC000 | ||
| 200000 | | 200000 | ||
− | | | + | |The distance which players are knocked backwards when being dealt a strong attack. The higher the value, the farther players will travel. |
|- | |- | ||
|Draw-Back Threshold | |Draw-Back Threshold | ||
Line 178: | Line 178: | ||
| 3F | | 3F | ||
|2 | |2 | ||
− | | | + | |The threshold at which attacks will knock back players. The larger the value, the less attacks will achieve knockbacks. |
|- | |- | ||
|Fall-Back Speed | |Fall-Back Speed | ||
Line 184: | Line 184: | ||
| 7FC000 | | 7FC000 | ||
| 240000 | | 240000 | ||
− | |The | + | |The distance which players are knocked backwards when being dealt a strong attack while airborne. The higher the value, the farther players will travel. |
|- | |- | ||
|Fall-Back Threshold | |Fall-Back Threshold | ||
Line 190: | Line 190: | ||
| 3F | | 3F | ||
|A | |A | ||
− | | | + | |The threshold at which attacks will knock back players while airborne. The larger the value, the less attacks will achieve knockbacks. |
|- | |- | ||
|Friction | |Friction | ||
Line 208: | Line 208: | ||
| 80000 | | 80000 | ||
| 14000 | | 14000 | ||
− | | | + | |The speed which players carry themselves across obstacles with their hands, like traversing ropes. |
|- | |- | ||
|Hard Landing Tolerance | |Hard Landing Tolerance | ||
Line 214: | Line 214: | ||
| 400000 | | 400000 | ||
| 6A000 | | 6A000 | ||
− | |The | + | |The duration which players are unable to move or attack after landing from a hard fall. The higher the value, the shorter the duration. |
|- | |- | ||
|I-PSI | |I-PSI | ||
Line 220: | Line 220: | ||
| | | | ||
| | | | ||
− | | | + | |The amount of I-PSI available during normal gameplay. |
|- | |- | ||
|I-PSI Usage Limit | |I-PSI Usage Limit | ||
Line 232: | Line 232: | ||
| | | | ||
| | | | ||
− | | | + | |The general amount of knockback distance and stun duration in attacks. |
|- | |- | ||
|Incarnation C-PSI Limit | |Incarnation C-PSI Limit | ||
Line 244: | Line 244: | ||
| | | | ||
| | | | ||
− | | | + | |The speed which players and enemies recover health through the ability Incarnate. |
|- | |- | ||
|Initial Run Speed | |Initial Run Speed | ||
Line 250: | Line 250: | ||
| 100000 | | 100000 | ||
| 40000 | | 40000 | ||
− | | | + | |The speed at which players begin running. |
|- | |- | ||
|Jester I-PSI Loan Amount | |Jester I-PSI Loan Amount | ||
Line 268: | Line 268: | ||
| F4000 | | F4000 | ||
| 52000 | | 52000 | ||
− | | | + | |The height which players and enemies can jump. |
|- | |- | ||
|Jump X-Speed | |Jump X-Speed | ||
Line 274: | Line 274: | ||
| 80000 | | 80000 | ||
| 30000 | | 30000 | ||
− | | | + | | |
|- | |- | ||
|Jump Y-Speed | |Jump Y-Speed | ||
Line 280: | Line 280: | ||
| F0000 | | F0000 | ||
| 48000 | | 48000 | ||
− | | | + | |The height which players and enemies can jump while performing a Back Flip. |
|- | |- | ||
|Ladder Climbing Speed | |Ladder Climbing Speed | ||
Line 286: | Line 286: | ||
| 200000 | | 200000 | ||
| C0000 | | C0000 | ||
− | | | + | |The speed which players climb ladders. |
|- | |- | ||
|Landing Control Loss Threshold | |Landing Control Loss Threshold | ||
Line 292: | Line 292: | ||
| 200000 | | 200000 | ||
| 86000 | | 86000 | ||
− | |The smaller the value, the easier it is to | + | |The threshold at which players will not stumble if they do not hold {{Left}} or {{Right}} after landing. The smaller the value, the easier it is to stumble. |
|- | |- | ||
|Landing Run Threshold | |Landing Run Threshold | ||
Line 298: | Line 298: | ||
| 100000 | | 100000 | ||
| 41000 | | 41000 | ||
− | |The smaller the value, the | + | |The threshold at which players will begin running if they hold {{Left}} or {{Right}} after landing. The smaller the value, the easier it is to run after landing. |
|- | |- | ||
|Landing Topple Tolerance | |Landing Topple Tolerance | ||
Line 304: | Line 304: | ||
| 400000 | | 400000 | ||
| 90000 | | 90000 | ||
− | |The | + | |The threshold at which players will stumble after landing from a great fall, where there is a large height difference between the two platforms. The smaller the value, the greater the height difference will increase the likelihood of stumbling. |
|- | |- | ||
|Maximum Run Speed | |Maximum Run Speed | ||
Line 322: | Line 322: | ||
| 400000 | | 400000 | ||
| 78000 | | 78000 | ||
− | |The smaller the value, the easier it is to fall | + | |The threshold which players fall when standing on the edge of platforms. The smaller the value, the easier it is to fall. |
|- | |- | ||
|Pivot Control Loss X-Speed | |Pivot Control Loss X-Speed | ||
Line 328: | Line 328: | ||
| 400000 | | 400000 | ||
| F0000 | | F0000 | ||
− | | | + | | |
|- | |- | ||
|Pivot Control Loss Y-Speed | |Pivot Control Loss Y-Speed | ||
Line 334: | Line 334: | ||
| 200000 | | 200000 | ||
| F0000 | | F0000 | ||
− | | | + | | |
|- | |- | ||
|Pole Climbing Speed | |Pole Climbing Speed | ||
Line 340: | Line 340: | ||
| 200000 | | 200000 | ||
| 140000 | | 140000 | ||
− | | | + | |The speed which players climb poles. |
|- | |- | ||
|Power | |Power | ||
Line 352: | Line 352: | ||
| 3FF0 | | 3FF0 | ||
| 30 | | 30 | ||
− | | | + | |The duration in which characters cannot move or attack after taking damage. The larger the value, the longer the duration. |
|- | |- | ||
|Push Speed | |Push Speed | ||
Line 358: | Line 358: | ||
| 10000 | | 10000 | ||
| 10000 | | 10000 | ||
− | |The speed at which | + | |The speed at which players push forward the blockade in the stage Work Yard. A value less than 8000 renders the cart immobile. |
|- | |- | ||
|Random Travel Duration | |Random Travel Duration | ||
Line 364: | Line 364: | ||
| 50 | | 50 | ||
| AA | | AA | ||
− | |The higher the value, the | + | |The distance which the computer will randomly navigate characters away from active players. The higher the value, the farther the computer tends to keep characters away. |
|- | |- | ||
|Run Acceleration | |Run Acceleration | ||
Line 370: | Line 370: | ||
| 2000 | | 2000 | ||
| 1000 | | 1000 | ||
− | | | + | |The amount which players accelerate to maximum run speed while running. The higher the value, the faster players reach maximum speed. |
|- | |- | ||
|Slide Friction | |Slide Friction | ||
Line 376: | Line 376: | ||
| 100000 | | 100000 | ||
| 14000 | | 14000 | ||
− | | | + | |The amount of friction players experience when being knocked across the floor. The higher the value, the lower the slide distance. |
|- | |- | ||
|Slide Friction Damage Factor | |Slide Friction Damage Factor | ||
Line 382: | Line 382: | ||
| 3F | | 3F | ||
|1 | |1 | ||
− | | | + | |The amount of damage players take when being knocked across the floor. |
|- | |- | ||
|Speed | |Speed | ||
Line 400: | Line 400: | ||
| 100000 | | 100000 | ||
| 5A000 | | 5A000 | ||
− | | | + | |The distance players are knocked forward when attacked from behind. |
|- | |- | ||
|Topple-Back Threshold | |Topple-Back Threshold | ||
Line 406: | Line 406: | ||
| 3F | | 3F | ||
|4 | |4 | ||
− | |The | + | |The threshold which players are knocked back when attacked from behind. |
|- | |- | ||
|Travel Speed | |Travel Speed | ||
Line 412: | Line 412: | ||
| A0000 | | A0000 | ||
| 3D000 | | 3D000 | ||
− | | | + | |The speed at which players walk. Values under 8000 render players immobile, and values under 7000 reverse walk direction entirely. |
|- | |- | ||
|Travel Backwards Speed (2000-28000-70000) | |Travel Backwards Speed (2000-28000-70000) | ||
Line 424: | Line 424: | ||
| 100000 | | 100000 | ||
| 60000 | | 60000 | ||
− | | | + | | |
|- | |- | ||
|Wall of Death X-Speed | |Wall of Death X-Speed | ||
Line 430: | Line 430: | ||
| 80000 | | 80000 | ||
| 10000 | | 10000 | ||
− | | | + | |The speed players move horizontally when navigating the Wall of Death. |
|- | |- | ||
|Wall of Death Y-Speed | |Wall of Death Y-Speed | ||
Line 436: | Line 436: | ||
| 80000 | | 80000 | ||
| 10000 | | 10000 | ||
− | | | + | |The speed players move vertically when navigating the Wall of Death. |
|- | |- | ||
|Weakness C-PSI Threshold | |Weakness C-PSI Threshold |
Revision as of 06:02, 22 December 2022
Contents
To do
- Add ability descriptions.
- Add Enemies and Bosses descriptions.
- Add Tweaker variables table.
- Add screenshots and sprites.
Investigate
- Does attacking bosses when Spirit Warrior mode is active drain their I-PSI in place of C-PSI as well?
- Does your attack strength increase in accordance with your current I-PSI reserves?
- Is there any penalty for not physically grabbing the souls that float out of enemies, like the enemies respawning or the I-PSI going to Jester's pool instead?
- Does permanently defeating more of the game's enemies before facing the final boss give said boss less I-PSI to pull from during the fight?
- Does an attack having the full 63/63 knockback and stun chance guarantee that happening?
- What's the deal with Warrior Puppet having 0 HP? Does this mean it dies in one hit?
CartridgeCulture (talk) 05:25, 8 December 2022 (EST)
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)
Nightmare Circus/Tweaker (WIP)
Variables
Name | Minimum value | Maximum value | Default value | Description |
---|---|---|---|---|
1-on-1 Combat C-PSI | The amount of C-PSI available during 1 on 1 Combat. | |||
1-on-1 Combat I-PSI | The amount of I-PSI available during 1 on 1 Combat. | |||
Acceleration | 0 | 100000 | A000 | The amount of movement control players have while airborne. |
Acceleration due to Gravity | ||||
Air Friction | 0 | 100000 | 6000 | Effectively the amount of player inertia. The smaller the value, the faster players move while airborne. |
Air Speed Limit | 8000 | 100000 | 40000 | The amount of speed players can build up while airborne. |
Ambush Radius | ||||
Animation I-PSI Usage Rate | 0 | 100 | A | The I-PSI consumption rate when using the special ability Animate. |
Back-Recovery Speed | 0 | 100000 | 1E000 | The distance players roll across the ground after experiencing a hard knockback. |
Bodysnatching I-PSI Usage Rate | 0 | 100 | 14 | The I-PSI consumption rate when using the special ability Bodysnatch. |
Burning Duration | 6 | 12C | 24 | The time which players continue to take damage after entering fire. |
Boss Dematerialization Duration | ||||
C-PSI | The amount of C-PSI available during normal gameplay. | |||
Climb Chimney Speed | 1000 | 80000 | 10000 | The speed which players can chimney climb up the walls of the stage Maggot-Men Act. |
Co-op Move Height Radius | 28 | 40 | 30 | The range of vertical distance between co-op players which allows the use of a co-op exclusive ability. |
Co-op Move Height Range | 8 | 30 | 20 | The vertical distance between co-op players which allows the use of a co-op exclusive ability. |
Co-op Move Width Radius | 20 | 40 | 24 | The range of horizontal distance between co-op players which allows the use of a co-op exclusive ability. |
Co-op Move Width Range | 1 | 20 | 10 | The horizontal distance between co-op players which allows the use of a co-op exclusive ability. |
Damage Factor | Factored with Power to increase damage dealt. | |||
Dazed Duration | 1 | 100 | 6 | The duration of being stunned. The higher the value, the shorter the stun duration. |
Dazed Threshold | 1 | 3F | 17 | The threshold at which attacks will stun players. The larger the value, the less attacks will achieve stuns. |
Draw-Back Speed | 0 | 7FC000 | 200000 | The distance which players are knocked backwards when being dealt a strong attack. The higher the value, the farther players will travel. |
Draw-Back Threshold | 0 | 3F | 2 | The threshold at which attacks will knock back players. The larger the value, the less attacks will achieve knockbacks. |
Fall-Back Speed | 0 | 7FC000 | 240000 | The distance which players are knocked backwards when being dealt a strong attack while airborne. The higher the value, the farther players will travel. |
Fall-Back Threshold | 0 | 3F | A | The threshold at which attacks will knock back players while airborne. The larger the value, the less attacks will achieve knockbacks. |
Friction | ||||
Gravity Change | ||||
Hand-Walk Speed | 1000 | 80000 | 14000 | The speed which players carry themselves across obstacles with their hands, like traversing ropes. |
Hard Landing Tolerance | 0 | 400000 | 6A000 | The duration which players are unable to move or attack after landing from a hard fall. The higher the value, the shorter the duration. |
I-PSI | The amount of I-PSI available during normal gameplay. | |||
I-PSI Usage Limit | ||||
Impact Factor | The general amount of knockback distance and stun duration in attacks. | |||
Incarnation C-PSI Limit | ||||
Incarnation Rate | The speed which players and enemies recover health through the ability Incarnate. | |||
Initial Run Speed | 10000 | 100000 | 40000 | The speed at which players begin running. |
Jester I-PSI Loan Amount | ||||
Jester Loan I-PSI Threshold | ||||
Jump Up Y-Speed | 22000 | F4000 | 52000 | The height which players and enemies can jump. |
Jump X-Speed | 8000 | 80000 | 30000 | |
Jump Y-Speed | 22000 | F0000 | 48000 | The height which players and enemies can jump while performing a Back Flip. |
Ladder Climbing Speed | 40000 | 200000 | C0000 | The speed which players climb ladders. |
Landing Control Loss Threshold | 10000 | 200000 | 86000 | The threshold at which players will not stumble if they do not hold or after landing. The smaller the value, the easier it is to stumble. |
Landing Run Threshold | 10000 | 100000 | 41000 | The threshold at which players will begin running if they hold or after landing. The smaller the value, the easier it is to run after landing. |
Landing Topple Tolerance | 1000 | 400000 | 90000 | The threshold at which players will stumble after landing from a great fall, where there is a large height difference between the two platforms. The smaller the value, the greater the height difference will increase the likelihood of stumbling. |
Maximum Run Speed | 10000 | 100000 | 90000 | The maximum speed you can reach after you start running. |
Music Tempo Change | ||||
Perching Control Loss | 0 | 400000 | 78000 | The threshold which players fall when standing on the edge of platforms. The smaller the value, the easier it is to fall. |
Pivot Control Loss X-Speed | 0 | 400000 | F0000 | |
Pivot Control Loss Y-Speed | 0 | 200000 | F0000 | |
Pole Climbing Speed | 20000 | 200000 | 140000 | The speed which players climb poles. |
Power | Factored with Damage Factor to increase damage dealt. | |||
Prone Delay | 0 | 3FF0 | 30 | The duration in which characters cannot move or attack after taking damage. The larger the value, the longer the duration. |
Push Speed | 1000 | 10000 | 10000 | The speed at which players push forward the blockade in the stage Work Yard. A value less than 8000 renders the cart immobile. |
Random Travel Duration | 0 | 50 | AA | The distance which the computer will randomly navigate characters away from active players. The higher the value, the farther the computer tends to keep characters away. |
Run Acceleration | 0 | 2000 | 1000 | The amount which players accelerate to maximum run speed while running. The higher the value, the faster players reach maximum speed. |
Slide Friction | 1000 | 100000 | 14000 | The amount of friction players experience when being knocked across the floor. The higher the value, the lower the slide distance. |
Slide Friction Damage Factor | 0 | 3F | 1 | The amount of damage players take when being knocked across the floor. |
Speed | ||||
Speed Limit | ||||
Topple-Back Speed | 20000 | 100000 | 5A000 | The distance players are knocked forward when attacked from behind. |
Topple-Back Threshold | 0 | 3F | 4 | The threshold which players are knocked back when attacked from behind. |
Travel Speed | 4000 | A0000 | 3D000 | The speed at which players walk. Values under 8000 render players immobile, and values under 7000 reverse walk direction entirely. |
Travel Backwards Speed (2000-28000-70000) | 2000 | 70000 | 28000 | |
Wall Impact Tolerance | 4000 | 100000 | 60000 | |
Wall of Death X-Speed | 4000 | 80000 | 10000 | The speed players move horizontally when navigating the Wall of Death. |
Wall of Death Y-Speed | 4000 | 80000 | 10000 | The speed players move vertically when navigating the Wall of Death. |
Weakness C-PSI Threshold | C-PSI value below which characters enter frenzy mode. | |||
Weakness I-PSI Threshold | I-PSI value below which characters enter frenzy mode. |
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
- Jack in the Floor
- 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
- Jack in the Floor
- 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
- Jack in the Floor
- 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
- Jack in the Floor
- 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
- Jack in the Floor
- 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
- Jack in the Floor
- Entrance Room
- 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
- Hall of Mirrors I
- 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
- Clone Special Ability
- Doppelganger
- House of Fun
- 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
- Roadie
- 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
- Crawler
- 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
- Haste Special Ability: Tornado
- Roadie
- Twin Wheels
- 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
- Roller Coaster Car
- 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
- Kata
- Combat
- Bumper
- Roller Coaster
- Amusements
- The Ticket Office
- Exit Delay
- Ying Yang Brother
- Puppeteering Special Ability
- Puppets per Brother
- Puppeteering Special Ability
- Ying Yang Brother
- Exit Delay
- 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
- Bar Morph
- 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
- Turntable
- 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
- Animate Special Ability
- General
- The Jester
- Body-Snatching Act
- 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
- General
- 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
- General
- 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
- Raven