Difference between revisions of "Nightmare Circus"

From Sega Retro

m (organization)
Line 1: Line 1:
 
==To do==
 
==To do==
*Overhaul Gameplay section with different game modes.
+
*Gameplay: Detail game modes
*Create sub-stages sections in Stages.
+
*History: Cancelled US release
*Create Abilities section.
+
*Abilities
*Create a section on the cancelled US release in History, and include a picture of it appearing in ''[[This Is Sega Test]]''.
+
*Tweaker subpage
 +
*Add following unknown codes: LITTLEPUPPET, SPIRITSHADOW, INDIAN SWAMP
 
*Is the ''Nightmare Circus'' Sega Channel game guide lost to time?
 
*Is the ''Nightmare Circus'' Sega Channel game guide lost to time?
*Is the game's soundtrack unfinished too? A few instruments seem misaligned, and more than just in "an unsettling, purposeful kind of way"
+
*Sega Channel release window: May 23,1997 - June 5, 1997{{ref|https://web.archive.org/web/19970605184559/http://www.sega.com/channel/now/4.html}}, also a ref for it being a Sega Channel exclusive.
*Mention the art's excellent use of color and dithering.
+
*White Eagle is Raven's "twin brother", per pg. 11 of manual.
*Mention graphical effects and object-based programming.
+
*All stages cannot be exited once entered. Except for the Ticket Office, apparently?
*Create a Tweaker subpage.
+
*"From a fan: I just checked the beta version, and the area that's blanked out, in the beta, it puts you on the bottom of the bridge area."
*Create Story section about Raven's Native American heritage/I-PSI ability allowing him to enter/interact with the carnival, and what the goal of the story is in terms of gameplay/player-facing vocabulary.
+
*"From a fan: Nightmare Circus almost seems as if it were programmed in an object-oriented manner or at least in a higher level language using structures. Did you code this in pure 68000, or is it something more like C? It's very impressive you were able to cram so many diverse structures for entities or actors into the small amount of RAM a Mega Drive has."
*Add following unknown codes: LITTLEPUPPET, SPIRITSHADOW, INDIAN SWAMP
+
 
*What does the JP fansite mean here?: "There is an alternative element of "MP Sea" called "I-PSI Reserve" in the game, Unfortunately it doesn't seem to work. In the really small parts, There is a possibility that the development period has ended without being completed."
+
==Game modes==
 +
*Single player: A basic single-player game.
 +
*Two player (Cooperative): Raven and his twin brother White Eagle play through the game cooperatively. This mode doubles enemy health and spawns an additional pair of minibosses. If either player dies, the game returns to single-player mode, including reducing enemy health back to its original values and not spawning extra minibosses.
 +
*Two player (Competitive): One player plays Raven, the other controls on-screen enemies (with the ability to select from and spawn an additional enemy.) The first player tries to play the game as normal while the second player tries to kill the other one. Mode+X or Y or Z selects the enemy type, and Mode+left or right will select between individual enemies in that type.
 +
*1v1: A standard deathmatch between Raven and White Eagle.
  
 
==Game info==
 
==Game info==
 
*The game autosaves stage clears, defeated bosses, and acquired special abilities. Unlocked abilities (and stages?) are able to be used/played in 1v1 mode.
 
*The game autosaves stage clears, defeated bosses, and acquired special abilities. Unlocked abilities (and stages?) are able to be used/played in 1v1 mode.
*Holding A+B+C while resetting the game will restore the Tweaker's settings to default.
 
*I believe completing the game with the Tweaker activated doesn't count it as "fully-cleared", whatever that means.
 
*I believe the Tweaker is automatically enabled upon completing a game.
 
*Sega Channel release window: May 23,1997 - June 5, 1997{{ref|https://web.archive.org/web/19970605184559/http://www.sega.com/channel/now/4.html}}, also a ref for it being a Sega Channel exclusive.
 
*"From a fan: I just checked the beta version, and the area that's blanked out, in the beta, it puts you on the bottom of the bridge area."
 
*"From a fan: Nightmare Circus almost seems as if it were programmed in an object-oriented manner or at least in a higher level language using structures. Did you code this in pure 68000, or is it something more like C? It's very impressive you were able to cram so many diverse structures for entities or actors into the small amount of RAM a Mega Drive has."
 
 
*It seems you need to wait about 8 seconds or so after defeating every boss for the level to end. I believe this is a Tweaker-alterable variable, and its just set at 8-10seconds by default.
 
*It seems you need to wait about 8 seconds or so after defeating every boss for the level to end. I believe this is a Tweaker-alterable variable, and its just set at 8-10seconds by default.
*The Tweaker is only usable with a 6-button controller for some reason, per the manual.
 
*White Eagle is Raven's "twin brother", per pg. 11 of manual.
 
 
*Your HP is C-PSI, and your MP is your I-PSI. Raven can expend MP for HP recovery.
 
*Your HP is C-PSI, and your MP is your I-PSI. Raven can expend MP for HP recovery.
 
*Enemies also have individual HP and MP, and can recover their HP in the same way.
 
*Enemies also have individual HP and MP, and can recover their HP in the same way.
 
*Upon defeating an enemy, their soul floats out, which can be grabbed to refill some of Raven's MP meter. Apparently the amount of MP restored is equal to the amount of MP the enemy has left when its killed.
 
*Upon defeating an enemy, their soul floats out, which can be grabbed to refill some of Raven's MP meter. Apparently the amount of MP restored is equal to the amount of MP the enemy has left when its killed.
 
*The goal is to free all the spirits. That explains why most (all?) areas only let you proceed one you've killed every single enemy. But there are also a few areas where enemies will constantly respawn (likely), so not sure how consistent this is.
 
*The goal is to free all the spirits. That explains why most (all?) areas only let you proceed one you've killed every single enemy. But there are also a few areas where enemies will constantly respawn (likely), so not sure how consistent this is.
*In his Spirit Warrior form, I believe Raven's MP meter acts in place of his HP meter, and is drained upon damage.
 
*JP fansite says Raven can spend MP to stop the basic enemies from spawning?
 
 
*Bosses have a one-time ability where they borrow MP from Jester to replenish its HP. Jester's face appears behind said boss and laughs maniacally. Raven can ALSO borrow MP from Jester, I believe.
 
*Bosses have a one-time ability where they borrow MP from Jester to replenish its HP. Jester's face appears behind said boss and laughs maniacally. Raven can ALSO borrow MP from Jester, I believe.
*All stages cannot be exited once entered. Except for the Ticket Office, apparently?
 
*Initial starting values: 2000/2000 HP, 0/1000 MP
 
 
*One death means game over, with no continues.
 
*One death means game over, with no continues.
*Defeating a boss expands Raven's MP meter by 1000. With six bosses, that means a max of 7000 MP. HP is capped at 2000.
 
*Defeating a boss also awards Raven a new ability. But he can only have one ability (active?) at a time. So once you defeat the next boss, the ability gets overwritten and you get a new one, forcing you to use different strategies and to choose the stage order carefully (I believe.)
 
*When playing in 2P coop mode, all enemy HP is doubled, and two additional (new?) mid-bosses are introduced. If one player dies, they can keep playing, and the game will bring enemy health back down to normal levels (and not spawn the two extra mid-bosses I assume?)
 
*2P "competitive mode": One player plays Raven, the other controls the/an on-screen enemy (or gets to spawn an extra enemy? this needs investigating). The first player tries to play the game as normal while the second player tries to mess with/kill the first one. Mode+X or Y or Z selects the enemy type, and Mode+left or right will select between individual enemies in that type.
 
  
 
==HUD==
 
==HUD==
*The interior of crouching red silhouette in the center is HP, and the blue oval background is MP. The sphere being held by the red silhouette lights up when Raven enters Spirit Warrior mode.
+
*The interior of the crouching red silhouette in the center is HP, and the blue oval background is MP. The sphere being held by the red silhouette lights up when Raven enters Spirit Warrior mode.
 
*To the left of the center meters is where Raven's special abilities appear. When activated, it lights up (and may drain?)
 
*To the left of the center meters is where Raven's special abilities appear. When activated, it lights up (and may drain?)
 
*To the right of the center meters is where Raven's extra MP bars appear, appearing as a stick figure representing 1000MP. I believe this figure "drains" as the MP is depleted.
 
*To the right of the center meters is where Raven's extra MP bars appear, appearing as a stick figure representing 1000MP. I believe this figure "drains" as the MP is depleted.
 
*The twelve empty spaces on each side of the HUD are actually six spaces, with two spaces vertically for each enemy. The top is enemy HP, the bottom is enemy MP; each represented by a blue sphere which drains/grows dimmer as it depletes. I believe in-area enemies' values appear in this bar from right to left. What the little white fringes around the HP mean, I have no idea. Maybe it's just decoration, or maybe it highlights the enemy closest to Raven/last attacked? Probably just decoration. Also, I've only seen screenshots with enemies in the left slots, and I don't know if the game ever puts more than 6 enemies on-screen.
 
*The twelve empty spaces on each side of the HUD are actually six spaces, with two spaces vertically for each enemy. The top is enemy HP, the bottom is enemy MP; each represented by a blue sphere which drains/grows dimmer as it depletes. I believe in-area enemies' values appear in this bar from right to left. What the little white fringes around the HP mean, I have no idea. Maybe it's just decoration, or maybe it highlights the enemy closest to Raven/last attacked? Probably just decoration. Also, I've only seen screenshots with enemies in the left slots, and I don't know if the game ever puts more than 6 enemies on-screen.
  
==Abilities (WIP)==
+
==Abilities==
 
*[https://nitta.sakura.ne.jp/brazil/circus/circus-chapter2.html Primary source]
 
*[https://nitta.sakura.ne.jp/brazil/circus/circus-chapter2.html Primary source]
 
*Learn how to create additional table entries with MoveListTable(s)
 
*Learn how to create additional table entries with MoveListTable(s)
 +
*In his Spirit Warrior form, I believe Raven's MP meter acts in place of his HP meter, and is drained upon damage.
 +
*JP fansite says Raven can spend MP to stop the basic enemies from spawning?
 +
*Initial starting values: 2000/2000 HP, 0/1000 MP
 +
*Defeating a boss expands Raven's MP meter by 1000. With six bosses, that means a max of 7000 MP. HP is capped at 2000.
 +
*Defeating a boss also awards Raven a new ability. But he can only have one ability (active?) at a time. So once you defeat the next boss, the ability gets overwritten and you get a new one, forcing you to use different strategies and to choose the stage order carefully (I believe.)
 
{{InfoTable|
 
{{InfoTable|
 
{{InfoRow
 
{{InfoRow
Line 186: Line 180:
 
==Tweaker==
 
==Tweaker==
 
*For Tweaker subpage: substubhereThe '''Tweaker''' is ''[[Nightmare Circus]]'' ' user-accessible debug mode, allowing players precise control over everything from hitboxes, gravity, timing, and nearly every single gameplay variable used in the [[Mega Drive]] game's object oriented-like programming.
 
*For Tweaker subpage: substubhereThe '''Tweaker''' is ''[[Nightmare Circus]]'' ' user-accessible debug mode, allowing players precise control over everything from hitboxes, gravity, timing, and nearly every single gameplay variable used in the [[Mega Drive]] game's object oriented-like programming.
 +
 +
*Holding A+B+C while resetting the game will restore the Tweaker's settings to default.
 +
*I believe completing the game with the Tweaker activated doesn't count it as "fully-cleared", whatever that means.
 +
*I believe the Tweaker is automatically enabled upon completing a game.
 +
*The Tweaker is only usable with a 6-button controller for some reason, per the manual.
  
 
*Scene Selection
 
*Scene Selection

Revision as of 21:09, 3 March 2022

To do

  • Gameplay: Detail game modes
  • History: Cancelled US release
  • Abilities
  • Tweaker subpage
  • Add following unknown codes: LITTLEPUPPET, SPIRITSHADOW, INDIAN SWAMP
  • Is the Nightmare Circus Sega Channel game guide lost to time?
  • Sega Channel release window: May 23,1997 - June 5, 1997[1], also a ref for it being a Sega Channel exclusive.
  • White Eagle is Raven's "twin brother", per pg. 11 of manual.
  • All stages cannot be exited once entered. Except for the Ticket Office, apparently?
  • "From a fan: I just checked the beta version, and the area that's blanked out, in the beta, it puts you on the bottom of the bridge area."
  • "From a fan: Nightmare Circus almost seems as if it were programmed in an object-oriented manner or at least in a higher level language using structures. Did you code this in pure 68000, or is it something more like C? It's very impressive you were able to cram so many diverse structures for entities or actors into the small amount of RAM a Mega Drive has."

Game modes

  • Single player: A basic single-player game.
  • Two player (Cooperative): Raven and his twin brother White Eagle play through the game cooperatively. This mode doubles enemy health and spawns an additional pair of minibosses. If either player dies, the game returns to single-player mode, including reducing enemy health back to its original values and not spawning extra minibosses.
  • Two player (Competitive): One player plays Raven, the other controls on-screen enemies (with the ability to select from and spawn an additional enemy.) The first player tries to play the game as normal while the second player tries to kill the other one. Mode+X or Y or Z selects the enemy type, and Mode+left or right will select between individual enemies in that type.
  • 1v1: A standard deathmatch between Raven and White Eagle.

Game info

  • The game autosaves stage clears, defeated bosses, and acquired special abilities. Unlocked abilities (and stages?) are able to be used/played in 1v1 mode.
  • It seems you need to wait about 8 seconds or so after defeating every boss for the level to end. I believe this is a Tweaker-alterable variable, and its just set at 8-10seconds by default.
  • Your HP is C-PSI, and your MP is your I-PSI. Raven can expend MP for HP recovery.
  • Enemies also have individual HP and MP, and can recover their HP in the same way.
  • Upon defeating an enemy, their soul floats out, which can be grabbed to refill some of Raven's MP meter. Apparently the amount of MP restored is equal to the amount of MP the enemy has left when its killed.
  • The goal is to free all the spirits. That explains why most (all?) areas only let you proceed one you've killed every single enemy. But there are also a few areas where enemies will constantly respawn (likely), so not sure how consistent this is.
  • Bosses have a one-time ability where they borrow MP from Jester to replenish its HP. Jester's face appears behind said boss and laughs maniacally. Raven can ALSO borrow MP from Jester, I believe.
  • One death means game over, with no continues.

HUD

  • The interior of the crouching red silhouette in the center is HP, and the blue oval background is MP. The sphere being held by the red silhouette lights up when Raven enters Spirit Warrior mode.
  • To the left of the center meters is where Raven's special abilities appear. When activated, it lights up (and may drain?)
  • To the right of the center meters is where Raven's extra MP bars appear, appearing as a stick figure representing 1000MP. I believe this figure "drains" as the MP is depleted.
  • The twelve empty spaces on each side of the HUD are actually six spaces, with two spaces vertically for each enemy. The top is enemy HP, the bottom is enemy MP; each represented by a blue sphere which drains/grows dimmer as it depletes. I believe in-area enemies' values appear in this bar from right to left. What the little white fringes around the HP mean, I have no idea. Maybe it's just decoration, or maybe it highlights the enemy closest to Raven/last attacked? Probably just decoration. Also, I've only seen screenshots with enemies in the left slots, and I don't know if the game ever puts more than 6 enemies on-screen.

Abilities

  • Primary source
  • Learn how to create additional table entries with MoveListTable(s)
  • In his Spirit Warrior form, I believe Raven's MP meter acts in place of his HP meter, and is drained upon damage.
  • JP fansite says Raven can spend MP to stop the basic enemies from spawning?
  • Initial starting values: 2000/2000 HP, 0/1000 MP
  • Defeating a boss expands Raven's MP meter by 1000. With six bosses, that means a max of 7000 MP. HP is capped at 2000.
  • Defeating a boss also awards Raven a new ability. But he can only have one ability (active?) at a time. So once you defeat the next boss, the ability gets overwritten and you get a new one, forcing you to use different strategies and to choose the stage order carefully (I believe.)
NightmareCircus MD sprites Raven.png
Raven
Raven, the game's protagonist, is able to utilize a large number of both physical (C-PSI) and psionic (I-PSI) abilities. The use of psionic abilities drains Raven's dedicated I-PSI meter.
Move list
Type Name Description
C-PSI Air Back Kick MOVE DESCRIPTION
C-PSI Air Kick MOVE DESCRIPTION
C-PSI Air Punch MOVE DESCRIPTION
C-PSI Back Flip MOVE DESCRIPTION
C-PSI Back Handspring MOVE DESCRIPTION
C-PSI Cartwheel MOVE DESCRIPTION
C-PSI Chain Roll MOVE DESCRIPTION
C-PSI Clothesline MOVE DESCRIPTION
C-PSI Crawling Headbutt MOVE DESCRIPTION
C-PSI Crouch Kick MOVE DESCRIPTION
C-PSI Crouch Punch MOVE DESCRIPTION
C-PSI Donkey Kick MOVE DESCRIPTION
C-PSI Double Kick MOVE DESCRIPTION
C-PSI Elbow Spin MOVE DESCRIPTION
C-PSI Headbutt MOVE DESCRIPTION
C-PSI Kick MOVE DESCRIPTION
C-PSI Kick Flip MOVE DESCRIPTION
C-PSI Knee MOVE DESCRIPTION
C-PSI Overhead Stomp MOVE DESCRIPTION
C-PSI Piggyback Flip MOVE DESCRIPTION
C-PSI Piggyback Handspring MOVE DESCRIPTION
C-PSI Pike MOVE DESCRIPTION
C-PSI Pivot Pike MOVE DESCRIPTION
C-PSI Pivot Stomp MOVE DESCRIPTION
C-PSI Punch MOVE DESCRIPTION
C-PSI Spin MOVE DESCRIPTION
C-PSI Standing Overhead Stomp MOVE DESCRIPTION
C-PSI Super Upper Cut MOVE DESCRIPTION
C-PSI Sweep MOVE DESCRIPTION
C-PSI Swing MOVE DESCRIPTION
C-PSI Torpedo MOVE DESCRIPTION
C-PSI Upper Cut MOVE DESCRIPTION
I-PSI Spirit Warrior Mode ("Spirit Door"?) MOVE DESCRIPTION
I-PSI Spirit Projectile (?) MOVE DESCRIPTION
I-PSI Incarnation (?) MOVE DESCRIPTION
I-PSI Animate MOVE DESCRIPTION
I-PSI Clone MOVE DESCRIPTION
I-PSI Haste: Rush Mode MOVE DESCRIPTION
I-PSI Haste: Tornado MOVE DESCRIPTION
I-PSI Puppeteering MOVE DESCRIPTION
I-PSI Hydrastrength MOVE DESCRIPTION
I-PSI Bodysnatch MOVE DESCRIPTION


WHILE CLIMBING LADDERS

  • Ladder Kick
  • Ladder Punch
  • Ladder Slide

WHILE CLIMBING POLES

  • Pole Flip
  • Pole Kick
  • Pole Slide
  • Pole Spin

WHILE ON THE WALL OF DEATH

  • Wall of Death Kick
  • Wall of Death Kick Down
  • Wall of Death Punch
  • Wall of Death Punch Up

WHILE PLAYING CO-OP

  • Co-op Flip
  • Co-op Spin
  • Co-op Spin Flip

Images to incorporate

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)

Tweaker

  • For Tweaker subpage: substubhereThe Tweaker is Nightmare Circus ' user-accessible debug mode, allowing players precise control over everything from hitboxes, gravity, timing, and nearly every single gameplay variable used in the Mega Drive game's object oriented-like programming.
  • Holding A+B+C while resetting the game will restore the Tweaker's settings to default.
  • I believe completing the game with the Tweaker activated doesn't count it as "fully-cleared", whatever that means.
  • I believe the Tweaker is automatically enabled upon completing a game.
  • The Tweaker is only usable with a 6-button controller for some reason, per the manual.
  • 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
  • http://www.sega.com/channel/now/4.html (Wayback Machine: 1997-06-05 18:45)