Difference between revisions of "Nightmare Circus"

From Sega Retro

m (→‎Variables: ugh this is a ''Nightmare'')
m (→‎Variables: descriptorons)
Line 172: Line 172:
 
| 7FC000
 
| 7FC000
 
| 200000
 
| 200000
|Distance actually bounced when bounced on the floor. The bigger it is, the farther it will fly.
+
|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
|How difficult it is to be bounced on the floor. The higher the value, the less likely it is to be bounced.
+
|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 actual bounce distance when bounced in the air. The bigger it is, the farther it will fly
+
|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
|How difficult it is to be bounced in the air. The higher the value, the less likely it is to be bounced.
+
|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
|Hand-walking speed.
+
|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 short time (gap) in which no operations are accepted immediately after landing. Bigger is shorter.
+
|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:
 
|
 
|
 
|
 
|
|Maximum I-PSI amount.
+
|The amount of I-PSI available during normal gameplay.
 
|-
 
|-
 
|I-PSI Usage Limit
 
|I-PSI Usage Limit
Line 232: Line 232:
 
|
 
|
 
|
 
|
|Increases knockback distance, stun duration.
+
|The general amount of knockback distance and stun duration in attacks.
 
|-
 
|-
 
|Incarnation C-PSI Limit
 
|Incarnation C-PSI Limit
Line 244: Line 244:
 
|
 
|
 
|
 
|
|Incarnation health recovery speed.
+
|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
|Speed ​​at the start of running.
+
|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
|Jump height when jumping with "↑" or "forward diagonal ↑"
+
|The height which players and enemies can jump.
 
|-
 
|-
 
|Jump X-Speed
 
|Jump X-Speed
Line 274: Line 274:
 
| 80000
 
| 80000
 
| 30000
 
| 30000
|Width of the jump. However, when Y-Speed ​​is increased, the item is such that a subtle difference is barely noticeable.
+
|
 
|-
 
|-
 
|Jump Y-Speed
 
|Jump Y-Speed
Line 280: Line 280:
 
| F0000
 
| F0000
 
| 48000
 
| 48000
|Jump height when jumping with "back diagonal ↑"
+
|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
|Ladder climbing speed
+
|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 fall forward when landing while holding → (or ←).
+
|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 more likely you are to run when you land while holding → (or ←).
+
|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 standard of the difference in height at the moment of landing. If the value is small, even a slight difference in height will cause moss.
+
|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 forward when landing (one foot) on the edge of scaffolding.
+
|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
|If the value is 0, the bar (for the pendulum) cannot swing down.
+
|
 
|-
 
|-
 
|Pivot Control Loss Y-Speed
 
|Pivot Control Loss Y-Speed
Line 334: Line 334:
 
| 200000
 
| 200000
 
| F0000
 
| F0000
|If the value is small, the bar (for the pendulum) cannot swing down.
+
|
 
|-
 
|-
 
|Pole Climbing Speed
 
|Pole Climbing Speed
Line 340: Line 340:
 
| 200000
 
| 200000
 
| 140000
 
| 140000
|Pole climbing speed.
+
|The speed which players climb poles.
 
|-
 
|-
 
|Power
 
|Power
Line 352: Line 352:
 
| 3FF0
 
| 3FF0
 
| 30
 
| 30
|Length of time (gap) in which no operation is accepted immediately after taking damage. Bigger is longer.
+
|The duration in which characters cannot move or attack after taking damage. The larger the value, the longer the duration.
 
|-
 
|-
 
|Push Speed
 
|Push Speed
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| 10000
 
| 10000
 
| 10000
 
| 10000
|The speed at which the push cart is pushed forward. If it is less than 8000, it cannot be pressed.
+
|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
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| 50
 
| 50
 
| AA
 
| AA
|The higher the value, the stronger the tendency to try to keep a distance from the other party when operating COM..
+
|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
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| 2000
 
| 2000
 
| 1000
 
| 1000
|Acceleration since you started running. The higher the value, the faster it reaches the maximum speed.
+
|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
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| 100000
 
| 100000
 
| 14000
 
| 14000
|Friction between floor and body. The lower the value, the longer the body slides after a bounce or moss.
+
|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
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| 3F
 
| 3F
 
|1
 
|1
|Amount of damage taken while sliding the torso on the floor, such as being bounced.
+
|The amount of damage players take when being knocked across the floor.
 
|-
 
|-
 
|Speed
 
|Speed
Line 400: Line 400:
 
| 100000
 
| 100000
 
| 5A000
 
| 5A000
|Distance to squat forward when attacked from behind.
+
|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 higher the value, the more sensitive it is to the "Topple-Back Speed" value.
+
|The threshold which players are knocked back when attacked from behind.
 
|-
 
|-
 
|Travel Speed
 
|Travel Speed
Line 412: Line 412:
 
| A0000
 
| A0000
 
| 3D000
 
| 3D000
|Speed ​​of walking under. If it is 8000, it will not move forward, and if it is 7000 or less, it will reverse.
+
|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)
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| 100000
 
| 100000
 
| 60000
 
| 60000
|Wall Impact Tolerance. The smaller the value, the greater the damage when touching the wall.
+
|
 
|-
 
|-
 
|Wall of Death X-Speed
 
|Wall of Death X-Speed
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| 80000
 
| 80000
 
| 10000
 
| 10000
|Lateral movement speed on wire mesh.
+
|The speed players move horizontally when navigating the Wall of Death.
 
|-
 
|-
 
|Wall of Death Y-Speed
 
|Wall of Death Y-Speed
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| 80000
 
| 80000
 
| 10000
 
| 10000
|Vertical movement speed on wire mesh.
+
|The speed players move vertically when navigating the Wall of Death.
 
|-
 
|-
 
|Weakness C-PSI Threshold
 
|Weakness C-PSI Threshold

Revision as of 07:02, 22 December 2022

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)
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)

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 Left or Right 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 Left or Right 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
          • 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