Difference between revisions of "Nightmare Circus"

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==To do==
 
==To do==
*ADD [https://www.speedrun.com/nightmare_circus/guide/4pv8m#ch1The_Tweaker ALL OF THIS].
 
*Add co-op ability descriptions.
 
*Add Enemies and Bosses descriptions.
 
*Add Tweaker variables table.
 
 
*Add screenshots and sprites.
 
*Add screenshots and sprites.
*Some bosses don't die until they run out of HP ''and'' MP. The manual hints at this, recommending players use Spirit Warrior mode to drain boss MP and then begin attacking.
+
[[User:CartridgeCulture|CartridgeCulture]] ([[User talk:CartridgeCulture|talk]]) 09:55, 13 July 2023 (EDT)
*Per the speedrun guide, level 4 is where you can fight Jester/complete the game. Some stages are also described as optional. Look into this and make changes. This seems to be Funcom incentivizing players to complete the entire game before seeing the ending.
+
*[https://segaretro.org/index.php?title=File%3AHistoriemOmSega2_SE_Book.pdf&page=174 Funcom stories]...''"In the spring of 1994, Johan goes to a copy party in Oslo. Funcom is there to recruit new talent. He sees his chance and sends in an application with a floppy disc containing some demos. It all happens quickly. Carl-Henrik Skårstedt remembers it as a crazy process. - "We had a game design document of over 1000 A4 pages in a binder given to us by SEGA and we programmers had leafed through the design and decided that we didn't want to do this. When we spoke to our HR manager, he said that a new programmer [Johan Andersson] would start next week. We wondered who had interviewed him, but we had forgotten. It went pretty well anyway, but the poor guy got to be the main programmer for a game no one else wanted to make. The design was a test by SEGA to see if it would work well to finish the entire design before anyone started programming and graphics. That idea worked just as badly as it sounds. The project is a very ambitious action platform game called Nightmare Circus. - Nightmare Circus is really a game that would have benefited from having a producer," says Johan Andersson. "That was the company's biggest disadvantage, that they hired producers to manage projects, but they had zero knowledge of game development and didn't know how to manage people. None of us coders had even reached the age of 21 and were sitting as lead programmers. Our producer just worked on our game, but didn't do any planning and didn't talk to us very much. Then he quit and we were completely without project management for six months before our publisher sent over people to take over the project on site. But we were DONE! Despite the good results, SEGA decided to release Nightmare Circus only on its cable service SEGA Channel in North America and on cartridge via Tec Toy in Brazil."''--[[User:Asagoth|Asagoth]] ([[User talk:Asagoth|talk]]) 17:13, 13 November 2023 (EST)
*Investigate Warrior Puppet mechanics.
 
*Investigate whether defeating more of the game's enemies before the Jester give him less I-PSI to use while fighting.
 
*Investigate any possible penalties for not grabbing souls from defeated enemies, like the enemies respawning or the I-PSI going to Jester's pool instead.
 
[[User:CartridgeCulture|CartridgeCulture]] ([[User talk:CartridgeCulture|talk]]) 01:14, 9 January 2023 (EST)
 
 
 
==[[Nightmare Circus/Tweaker]]==
 
{| class="prettytable sortable"
 
!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 [https://en.wiktionary.org/wiki/chimney 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.
 
|}
 
  
 
==User:CartridgeCulture learns basic formatting==
 
==User:CartridgeCulture learns basic formatting==

Latest revision as of 18:14, 13 November 2023

To do

  • Add screenshots and sprites.

CartridgeCulture (talk) 09:55, 13 July 2023 (EDT)

  • Funcom stories..."In the spring of 1994, Johan goes to a copy party in Oslo. Funcom is there to recruit new talent. He sees his chance and sends in an application with a floppy disc containing some demos. It all happens quickly. Carl-Henrik Skårstedt remembers it as a crazy process. - "We had a game design document of over 1000 A4 pages in a binder given to us by SEGA and we programmers had leafed through the design and decided that we didn't want to do this. When we spoke to our HR manager, he said that a new programmer [Johan Andersson] would start next week. We wondered who had interviewed him, but we had forgotten. It went pretty well anyway, but the poor guy got to be the main programmer for a game no one else wanted to make. The design was a test by SEGA to see if it would work well to finish the entire design before anyone started programming and graphics. That idea worked just as badly as it sounds. The project is a very ambitious action platform game called Nightmare Circus. - Nightmare Circus is really a game that would have benefited from having a producer," says Johan Andersson. "That was the company's biggest disadvantage, that they hired producers to manage projects, but they had zero knowledge of game development and didn't know how to manage people. None of us coders had even reached the age of 21 and were sitting as lead programmers. Our producer just worked on our game, but didn't do any planning and didn't talk to us very much. Then he quit and we were completely without project management for six months before our publisher sent over people to take over the project on site. But we were DONE! Despite the good results, SEGA decided to release Nightmare Circus only on its cable service SEGA Channel in North America and on cartridge via Tec Toy in Brazil."--Asagoth (talk) 17:13, 13 November 2023 (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)