[berusky-data] 11/15: Imported Upstream version 1.7
Markus Koschany
apo at moszumanska.debian.org
Sun Jun 12 11:13:18 UTC 2016
This is an automated email from the git hooks/post-receive script.
apo pushed a commit to branch master
in repository berusky-data.
commit d9fe6a703fa24fc04dd625b98cc9a16b6a3e85dd
Author: Markus Koschany <apo at debian.org>
Date: Sun Jun 12 12:46:48 2016 +0200
Imported Upstream version 1.7
---
GameData/hints.dat | 1813 +++++++++++++++++++++--------------------
GameData/items.dat | 396 ++++++++-
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berusky.ini | 1 +
debugfiles.list | 0
debuglinks.list | 0
debugsources.list | 0
224 files changed, 1405 insertions(+), 924 deletions(-)
diff --git a/GameData/hints.dat b/GameData/hints.dat
index 815f34b..b7396b7 100644
--- a/GameData/hints.dat
+++ b/GameData/hints.dat
@@ -1,97 +1,101 @@
~1_1
-The first level is rather symbolic.
-You'll just taste a bit how the bugs
-actually move and you won't have to
-burden you with thinking or another
-similar activity. Sure you can try all
-game keys, especially the function key
-"F1" which can provide you with a
-relatively large help. It will come in
-handy in the beginning, you can trust
-us...
+The first level is rather illustrative.
+You'll just check how the bugs actually
+move, and you won't have to burden
+yourself with thinking or another
+similar activity. Sure, you can try all
+the game keys, especially the function
+key "F1", which can provide you with a
+relatively large set of hints. It will
+come in handy in the beginning, you can
+trust us...
~1_2
This level is focused on manipulation
with explosives. Try in practice what
can be destroyed using the explosives
-in Bugs . And please don't call
-the phone number, it's just a decoration
-and the line owner docent Mrazek would
-wex with you a bit I guess.
+in The Bugs Escape. And please don't
+call the phone number, it's just a
+decoration, and the line owner, Mr.
+Mrazek, Ph.D, would be a bit angry at
+you, I guess.
~1_3
-Another interesting elements in Bugs
-Escape are pickaxes. We'll talk about
+Another interesting element in The Bugs
+Escape is a pickax. We'll talk about
them in the level after the following
-level but you can try their function
-together with another game elements
-now. Besides the pickaxes there are also
-small bush hammers in Bugs Escape,
-designed for the same purposes - for
-stone removing.
+one, but you can try their function
+together with the other game elements
+now. Besides, the pickax there is
+also a little jackhammer in The Bugs
+Escape, designed for the same purposes
+- to remove stones.
~1_4
Now it's time for hard steel fans. With
-its aid it's possible to crunch stone
+its aid it's possible to crunch stones
and make one's way further into
-unaccessible areas. It's got a significant
-disadvantage, though. The stone in Bugs
-Escape are so terribly resistant that once
-you break them you can throw the blunt tool
-away and start looking for a newer one.
+inaccessible areas. It's got a significant
+disadvantage, though. The stones in The
+Bugs Escape are so terribly resistant that
+once you break them, you can throw the
+blunt tool away and start looking for a
+new one.
~1_5
-You've seen the door in Bugs Escape for
-sure, you leave each level by them. What
-you'll see now is a very special, one-way
-door. Well, it's actually not that special,
-it has just one interesting property.
-Once you go through it, it closes and
-there's no way to open it again. Only by
-a cheat, but let's talk about that later.
+You've seen a door in the Bugs Escape for
+sure, you leave each level through them.
+What you'll see now is a very special,
+one-way door. Well, it's actually not
+that special, it has just one interesting
+feature. Once you go through it, it
+closes and there's no way to open it
+again. Only by cheating, but let's talk
+about that later.
~1_6
-We met boxes, barrels and other junk once.
-The following level is supposed to exercise
-sliding, moving, pushing them off...
-Anyway, you'll be moving them until you
-stand by the exit with all five keys.
+We've met boxes, barrels and other junk
+before. The following level is supposed
+to make you exercise sliding, moving,
+pushing them off... Anyway, you'll be
+moving them until you're standing by the
+exit with all five keys.
~1_7
You have six levels behind you already,
that's indeed not bad. Once you finish
-playing Bugs Escape, you may experience
-significant growth of grey matter volume,
-sometimes up to one half a percent! One
-fellow even matured when playing Bugs
-Escape. Although, he started at the age
-of ten, finished at the age of nineteen,
-maybe it's not because of the game, who
-knows...
+playing The Bugs Escape, you may
+experience a significant growth of the
+gray matter volume, sometimes up to
+half a percent! One fellow even matured
+when playing The Bugs Escape. However,
+he started at the age of ten, finished
+at the age of nineteen, so maybe it's
+not because of the game, who knows...
~1_8
-The bugs differ from each other by colors.
+The bugs differ from each other in color.
We can list them individually: red, green
blue, beige and violet. It's got a meaning
-in the game. There are a few elements which
-are adherent to certain bug by color. One
-of them is a gate-way. Only a bug with
-identical color can go through it.
+in the game. There are a few elements that
+are tied a certain bug by its color. One
+of them is a gateway. Only a bug of the
+same color can go through it.
~1_9
The last element is a color locked door.
-Only a special key with identical color
+Only a special key of the same color
can open it, and to make it harder, only
-a bug with identical color can take the
+a bug of the same color can take the
key. Once opened, it stays available for
the other insects, too, and even a box or
-a dynamite can be pushed through it.
+dynamite can be pushed through it.
~1_10
-Since you've met all game elements, the
-last exam will have a slightly harder
-level, containing all that you've had a
+Since you've met all the game elements,
+the last exam will have a slightly harder
+level, containing all that you've had the
chance to meet so far, plus something
new - cooperation of the insect friends.
In order to solve the level you'll have
@@ -105,96 +109,96 @@ easy ones. As a matter of fact, even
the hard levels are not hard if one knows
what it takes. Additionally, this rule
applies in computer games: if there's no
-intelligence nor skills, there's a cheat.
+intelligence or skills, there's cheating.
When you finish this level we'll disclose
-a few chats to you.
+a few cheats to you.
~2_2
-As we've promised, here are the cheats:
+As we promised, here are the cheats:
"CTRL+ALT+E" - quit the level,
"CTRL+ALT+SHIFT+A" - five keys,
"CTRL+SHIFT+W" - go through the wall,
-"ALT+SHIFT+S" - one more pickaxe,
+"ALT+SHIFT+S" - one more pickax,
"CTRL+ALT+D" - open every door
If you use a cheat once more you'll
-invalidate it. Cheats do not apply in
-difficulty level 'Hard', that makes
-the competition regular.
+invalidate it. Cheats aren't applicable
+in the difficulty level "Hard", which
+makes the competition fair.
~2_3
-You may have may noticed that the cheats
-do not work. We admit it, we've been taking
-the mickey out of you. As a matter of fact,
-Bugs Escape do not contain any cheats, and
-it would be questionable if so. But
-thinking that anyone believed that and was
-pressing the keys furiously and cursing the
-game author is pretty funny, maybe even
-spiteful.
+You might have noticed that the cheats
+don't work. We admit it, we were kidding
+you. As a matter of fact, The Bugs Escape
+doesn't contain any cheats; it would be
+questionable if it did. But thinking
+that anyone believed that and was
+pressing the keys furiously and cursing
+the game authors is pretty amusing, maybe
+even spiteful.
~2_4
-As you've seen yourselves, Bugs Escape
-is not a serious game at all. Therefore
-try not to take it serisouly, do not
-be unnecessarily angry, do not curse the
+As you've seen for yourselves, The Bugs
+Escape isn't a serious game at all. So
+try not to take it seriously, don't
+be unnecessarily angry, don't curse the
game authors, even though they might
deserve it sometimes, and when the game
-really upsets you, you can revenge to
-it - to move it from the hard dist to a
+really upsets you, you can take revenge
+on it - move it from the hard disk to a
floppy disk and then throw it to a trash.
~2_5
-It is possible that you find a grammar
+It's possible that you find a grammar
error or a typo in the Bugs Escape
-leading text. Although the texts were
-checked carefully, it's not possible
-to deny this possibility completely.
-Thus, please be tolerant, and if you
-find a discrepancy send us an e-mail and
-we'll do our best to fix it.
+accompanying text. Although the texts
+were checked carefully, it's impossible
+to eliminate the risk completely. So,
+please be tolerant, and if you find any
+discrepancy, send us an email and we'll
+do our best to fix it.
~2_6
The following level should be a question
-of a few dozens of seconds for you. When
-in these kinds of levels it's useful to
-use the turbo key "ALT", which make the
-bugs fly on the screen literally like mad.
+of a few seconds for you. When in these
+kinds of levels, it's good to use the
+turbo key "ALT", which makes the bugs
+fly on the screen like mad, literally.
And if you also have a high image refresh
-rate set, the speed increases even more.
+rate, the speed increases even more.
~2_7
-Another interesting key in Bugs Escape is
-the letter "D". It lets you save a demo,
-which can later be played back from the
-command line. You can use that to show
+Another interesting key in The Bugs Escape
+is the letter "D". It lets you save a
+demo, which can later be played back from
+the command line. You can use that to show
someone that you actually completed the
level. Demo records can of course be made
from custom levels created using the
-editor. More information is in file
+editor. More information is in
"BERUSKY.TXT".
~2_8
-Give the editor a try, too. It is not
-too user-friendly but you can create
+Give the editor a try, too. It's not
+too user-friendly, but you can create
something in it. You can then send us
your creation, we'll be more than happy
-to play something which has not been
-created by our fingers. As for the
+to play something that hasn't been
+created by our claws. As for the
editor, the best functions are hiding
-themselves under hot keys, a list of
-them is again in the well-known file
-"BERUSKY.TXT".
+under hot keys; a list of them is again
+in the well-known file "BERUSKY.TXT".
~2_9
Some of you may mark this level as
-non-doable. It actually appears so in
+"not doable". It actually appears so in
the beginning, but after a detailed
-exploraion you figure out that it's
+exploration you'll figure out that it's
really possible to get to the exit.
It's indeed a damned lousy trick, easy
-to overlook so we rather notify you
+to overlook, so we're rather telling you
in advance, in order for you not to
-quit Bugs Escape in the very beginning.
+quit The Bugs Escape in the very
+beginning.
~2_10
Have you ever played Boovie? If not, we
@@ -205,21 +209,20 @@ seen only a demo but even that was worth
it. A brutal, free minigame Bloodie,
having an original scenario and great
playability, is even better than Boovie;
-definitely do not miss it, it's one of
-the best games on the free market.
-
+definitely don't miss it, it's one of
+the best freeware games.
~2_11
-Have you ever drunk a beer? Not we, but
-it's said to be worth it. Reportedly,
-it's better than Bugs Escape and Boovie
-together. Thus, it's necessary to test
-it properly, which will apparently
+Have you ever drunk beer? We haven't,
+but it's said to be worth it. Reportedly,
+it's better than The Bugs Escape and
+Boovie together. Thus, it's necessary to
+test it properly, which will apparently
happen on the prepared Bugs Escape
baptism. If the beer meets the
-expectations we'll quit producing games
-and we'll launch creating the 'soup of
-the nation'.
+expectations, we'll stop producing games
+and we'll start making the "soup of
+the nation".
~2_12
Do you know that one of the Bugs Escape
@@ -229,15 +232,15 @@ together with a kimono after his
grandmother, but he's supposed to make it
into the regional championship in a year.
As he says, when games start boring him
-he'll be doing a sport for living, which
-we depraise a lot, since beating people
-for fun and getting paid for it is a
+he'll do sport for a living, which
+we disapprove of, since beating people
+for fun and getting paid for it is
barbarism.
~2_13
The level ahead is pretty trivial. The
principle is to push a barrel with a
-radioactive waste to the exit to next
+radioactive waste to the exit to the next
level. Since there's only one bug in
this level, it has to walk a lot,
especially if you torture it with the
@@ -247,80 +250,81 @@ Escape, it was created approximately
fifteen days before the release date.
~2_14
-An ordinary trained monkey - chimpanzee,
-can have IQ 85 and more. Some individuals
-are even able to control various office
-devices, including a personal computer.
-A dolphin could possibly make it, too,
-maybe even better, but the problem is that
-it needs water and doesn't have hands,
-only fins. Which means that it's better to
-put a monkey than a dolphin into an
-office.
+The IQ of an ordinary trained monkey -
+a chimp, can be IQ 85 and more. Some
+individuals are even able to control
+various office devices, including a
+personal computer. A dolphin could
+possibly make it, too, maybe even better,
+but the problem is that it needs water
+and doesn't have hands, only fins. Which
+means that it's better to put a monkey
+than a dolphin into an office.
~2_15
-The following level will apparently make
-troubles. Not that it would be extremely
-hard, but you may happen to suffer from
-an urgent lack of explosives. We should
-not advise you but a tiny hint can't hurt.
-So, try to gain as many radioactive barrels
-as possible and use them where they're
-needed the most.
+The following level will apparently cause
+trouble. Not that it's extremely hard,
+but you may happen to suffer from an
+urgent lack of explosives. We shouldn't
+give you advice, but a tiny hint can't
+hurt. So, try getting as many radioactive
+barrels as possible and use them where
+they're needed the most.
~2_16
-Listen to a band from Plzen called
-Znouzectnost. This music is officially
+Listen to the band from Plzen called
+Znouzectnost when playing The Bugs
+Escape. This music is officially
recommended by all beta-testers, it's
not demanding for listening, contains
-extraordinary lyrics and has especially
-positive impact on thinking, which is
-good when playing. Though we don't
-condemn the original Bugs Escape songs,
-they're good for playing, too.
+extraordinary lyrics, and has an
+especially positive impact on thinking,
+which is good when playing. Though we
+don't condemn the original Bugs Escape
+score, it's good for playing, too.
~2_17
-The following level hides a few smaller
-gimmicks. Although it seems easy at first
-sight, you may get stuck there for a while.
-You can, however, pass it at first without
-complications. For those of you who will
-not be lucky, here's a little help again:
+There are a few little catches in the
+following level. Although it seems easy at
+first sight, you may get stuck there for
+a while. You can, however, pass it with
+no problem. For those of you who won't
+be lucky, here's a little hint again:
consider carefully where to use the two
radioactive barrels.
~2_18
Interesting situations appeared often while
-making the levels. Since Bugs Escape were
+making the levels. Since The Bugs Escape was
being developed slowly for about two years,
some levels were forgotten, and when we
-were getting back to them after the months
-the author sometimes happened to be unable
-to resolve the logic game an appropriate
-way. It's possible to see a few of those
-bits in the difficulty level 'Hard'.
+were getting back to them after many months,
+the author sometimes wasn't able to resolve
+the it in an appropriate way. It's possible
+to see a few of those bits in the difficulty
+level "Hard".
~2_19
So, this level is definitely worth talking
about. The design side is no big deal, it's
-even embarrasing how it's easy but what's
+even embarrassing how it's easy, but what's
interesting is the principle of solving.
-If we can give you a good advice, remember
-it very well since a similar situation
+If we can give you good advice, remember
+it very well, since a similar situation
appears in almost every other level of
-Bugs Escape, and it's in fact the most
+The Bugs Escape, and it's in fact the most
often used plot.
~2_20
-We'll give you a riddle. It doesn't sound
-too logic but it can be solved. You may
-know it already, we didn't think it out
-ourselves, someone told it to us. So:
+We have a riddle for you. It doesn't sound
+too logic, but it can be solved. You may
+know it already, we didn't make it up
+ourselves, someone told us. So:
Two elephants sit down on a fence. What
time is it? That sounds weird, doesn't it?
-If you don't resolve it yourselves it
+If you don't resolve it yourselves, it
doesn't matter at all, you'll get the answer
-once you complete the following level
+once you complete the following level,
anyway.
~2_21
@@ -328,7 +332,7 @@ anyway.
"It's time to change the fence", that's
the complete solution of the previous
riddle. We suppose you evidently expected
-something more intelligent, however, this
+something more intelligent; however, this
is the only correct answer to the question
"What's time is it when two elephants
sit on a fence?". We've also prepared two
@@ -338,7 +342,7 @@ difficulty levels.
~2_22
Longer is dead who dies later. This is
-a universal old phrase, which has, though,
+a universal old phrase, which has, however,
absolutely no implications. But this
statement can't be denied. Think: Jan Hus
died in 1415 and Karel Capek in 1938. This
@@ -349,53 +353,53 @@ our nation.
~2_23
This level appears very gross, moreover
-- it's very blind and you'll have a very
+- it's very chaotic and you'll have a very
hard time finding all five keys. That's
exactly how it looks when the authors
-are running out of phantasy. It's then
+are running out of fantasy. It's then
better to take a time off, consider
-everything carefully and then to get
-back to the creation, otherwise, there's
-a vacuum in the air which then makes for
-levels of this kind.
+everything carefully, and get back to the
+game, otherwise, there's lack of ideas,
+which then makes for such levels.
~2_24
Some people admire AnakreoN for their
extra self-criticism, which we reputedly
-express only by our hidden arogancy.
-No wonder it's an interesting thesis,
+express only by our hidden arrogance.
+No wonder it's an interesting thesis;
however, as it happens to be in similar
-cases, completely nonsensial. We can afford
+cases, completely nonsensical. We can afford
self-criticism for several reasons: ... I
see it can't fit in here so we'll tell you
the reasons in the next level.
~2_25
-First - we do freeware, and for this simple
-reason we can't claim that we're good, that
-our games are the current peak and stuff.
-Second - we're powered by critique, although
-we admit that if all e-mails from testers
-were like 'You're damned, better quit!', we
-would probably give up.
+Firstly - we do freeware, and for this
+simple reason we can't claim that we're
+good, that our games are the current hits
+and stuff. Secondly - we're powered by
+feedback, although we admit that if all
+e-mails from testers were like "You guys
+are losers, better quit!", we would
+probably give up.
~2_26
There's currently a big boom of the Linux
operating system. In the beginning, we
thought we would issue Bugs Escape for
Linux, too; it was even written on our
-WWW, but it didn't happen. Another concerns
-appeared, we had a lot to do in order to
+web, but we never did. Some other concerns
+occurred, we had a lot to do in order to
make it run in DOS, and this is the way we
-apologize to all those who hoped so.
+apologize to all those who hoped for that.
~2_27
27 is considered a lucky number in
-numerology. Correct, there were cases
-in the past which argue against this
+numerology. Okay, there have been cases
+before that argue against this
superstition, the execution of twenty-
seven Czech aristocrats, or the first
-27 years of the thirty-years war, though
+27 years of the Thirty Years' War, though
we hope you'll pass the twenty-seventh
level without bigger problems.
~2_28
@@ -403,62 +407,61 @@ level without bigger problems.
There's no word about number 28 in
numerology. It's a very bad number for
programmers, though. If you know
-anything about Y2K you definitely guess
-what we're talking about. But Bugs
+anything about Y2K you'll definitely guess
+what we're talking about. But The Bugs
Escape will pass the year 2000 problem
because we tested the program thoroughly,
-and we can swear that Bugs Escape will
-be working on the feared 29th of February
-in the third millenium.
+and we can swear that The Bugs Escape will
+be working on the feared 29th February
+in the third millennium.
~2_29
-It's proved by science that people born
-on 29th of February die very soon, usualy
+It's been proven by science that people
+born on February 29 die very soon, usually
between fifteenth and twentieth year. This
-interesting phenomenon has not been
+interesting phenomenon hasn't been
explained by anyone so far, and it's
possible to successfully doubt that it
will ever be. The only known and very
effective defense is a pragmatic
conception, which is something all
-beginning parents should have on their
-minds.
+beginning parents should keep in mind.
~2_30
The following level is very trivial,
-and would better fit into difficulty
-level "Training". Take it as a nice
+and would better fit into the difficulty
+level "Training". Take it as nice
relaxation before the following storm
-of extremely hard levels. You'll wait
-for them for a while, on the other
-hand, it's worth knowing that Bugs
-Escape is not that easy-going, as it
+of extremely hard levels. You'll be
+waiting for them for a while, on the other
+hand, it's worth knowing that The Bugs
+Escape isn't a piece of cake, as it
may have appeared so far.
~2_31
-The first dog in space was Lajka, Yuri
+The first dog in space was Laika, Yuri
Gagarin went after it. There are some
-speculations that he had never returned
+speculations that he never returned
back to the Earth and that's why he was
actually less successful than his dog
-colleague, but there are no proofs. We
+colleague, but there's no proof. We
in AnakreoN believe that Yuri returned
and died in that civil airplane, as they
say.
~2_32
-Another tragicly easy level. If you
+Another terribly easy level. If you
don't like it anymore, choose a higher
difficulty, you can always return here,
that's what passwords in Bugs Escape
-are for. They are not too brainy,
-courtesy of our designer who progammed
-the random password generator although
-he can't do programming at all.
+are for. They're not too smart, thanks
+to our designer who wrote the random
+password generator although he can't
+do programming at all.
~2_33
A recent study about game playing
-malignity, or about their negative
+malignancy, or about their negative
impact on children's psyche
respectively, fully proves the scientists'
fears. Yes - playing games, especially
@@ -466,49 +469,51 @@ the action, strategy and logic ones,
seriously affects children's psyche,
damaging their natural creativity.
Caution, parents - do your children
-have TFS or Bugs Escape on their hard
-disk by any chance?
+have TFS or the Bugs Escape in their
+computers by any chance?
~2_34
Have you ever thought how games will
look like in the year 2052? Think,
there are 20 years between Tetris and
-Quake, and where have games got in
-the mean time? In next 20 years, e.g.
+Quake, and where have games received in
+the meantime? In the next 20 years, e.g.
Unreal will be just a technical
-excavation from the beginning of the
-millenium. Funny how the gaming world
-is so ephemeral.
+artifact from the beginning of the
+millennium. Funny how the gaming world
+is so full of evanescence.
~2_35
-We were polemizing about gaming future
-a few moments ago, gaming in the second
-half of 21st century. Who knows if our
-forecasts are right, but we can say now
-with no doubts how the games of the
-future won't look like - definitely not
-like Bugs Escape, Manic Miner or similar.
+We were polemicizing about the future of
+games a few moments ago, games of the
+second half of the 21st century. Who
+knows if our forecasts are right, but
+we can say now for sure how the games
+of the future won't look like -
+definitely not like The Bugs Escape,
+Manic Miner or similar.
~2_36
-A nice design can often improve a not
-too brainy idea. The level you'll see
-now is a direct evidence of that. Though,
-if there's no idea nor designer skills,
-what is created is not playable nor
-watchable. Fortunately, we haven't
-included such levels in Bugs Escape,
-or we're not aware of it.
+A nice design can often improve an idea
+that's not too smart. The level you'll
+see now is direct evidence of that.
+However, if there's neither an idea nor
+designer's skills, what gets created is
+neither playable nor watchable.
+Fortunately, we haven't included such
+levels in The Bugs Escape, or we're not
+aware of that.
~2_37
We once considered translation into
another language. Slovakian and Polish
-languages were planned but both of them
-wrecked because we can't speak Polish
-and we have huge holes in our Slovakian
-language skills, e.g. we don't know how
-to translate the title itself, which is
+languages were planned, but we gave it
+up because we couldn't speak Polish
+and we had huge holes in our Slovakian
+language skills, e.g. we didn't know how
+to translate the title itself, which was
a really big deficiency. We excluded
-English in the very beginning, it's
+English in the very beginning, it was
completely beyond our translation
skills.
~2_38
@@ -519,11 +524,11 @@ testing for more than a year, new
game features and the overall
functionality were tested on it. Then
it was the initial level in a few
-beta versions of Bugs Escape, mostly
+beta versions of The Bugs Escape, mostly
used for internal purposes. Finally,
we deleted it by accident, recovered,
-modified and included into difficulty
-level "Easy".
+modified and included into the difficulty
+"Easy".
~2_39
Have you ever considered how the world
@@ -531,44 +536,44 @@ would look like without computers? It's
a terrible idea for someone, another
one would like it because computers just
complicate their lives, or they don't
-care at all. But we would mind, if there
-were no computers we would have to ship
-Bugs Escape as a board game.
+care at all. But we would mind; if there
+were no computers, we would have to ship
+The Bugs Escape as a board game.
~2_40
-At the first sight, this level may appear
-to be difficult, but that's not the case
-of this level. Sometimes it's the other
-way round - one takes a look, says -
-"nothing to worry about in two minutes"
-and spends half an hour with it, which
-can happen in the last level of the
-difficulty level "Hard".
+At first sight, this level may appear
+to be difficult, but that's not the case.
+Sometimes it's the other way around -
+one takes a look, says - "nothing to
+worry about in two minutes", and spends
+half an hour with it, which can happen
+in the last level of the difficulty
+"Hard".
~2_41
-For kids, that's a short description of
-the level in front of you. To push a
-radioactive barrel through a labyrint
-is a usual subject of the level
+For kids - that's a short description of
+the level in front of you. Pushing a
+radioactive barrel through a labyrinth
+is the usual subject of the level
designers. Here you can also fully use
all five insect friends' skills, which
makes the plot much easier.
~2_42
-Bugs Escape should have originally
+The Bugs Escape should have originally
contained also a special arcade game
mode, where you would fight against
another player or the computer, which
would be represented by a form of
-aphides, ants, necrophores, bark
-beetles and Colorad beetles, using the
+aphids, ants, necrophores, bark
+beetles and Colorado beetles, using the
standard Bugs Escape weapons. But we
-changed our minds because the game would
+changed our mind, because the game would
lose its natural essence. Maybe next time.
~2_43
-This level is quaint because it takes
+This level is peculiar because it takes
only 36 steps to complete it, which
shouldn't take an experienced player
more than 15 seconds, even without
@@ -599,765 +604,785 @@ a rather hard nut to crack. Why is that
- who knows - anyway, check it yourself.
~2_46
-From the scientific point of view, Eyed
-Ladybird (Anatis Ocellata) is the eared
+From the scientific point of view, the
+ladybug (Anatis Ocellata) is the winged
insect from the beetles subfamily. In
-other words, it's a zooid with six legs
-with a disgusting head, two palps and
-colorful wing-case with black dots.
-Compared to a pig, Eyed Ladybird has a
-smaller brain, compared to a cow, it has
+other words, it's a six-legged creature
+with an awful head, two feelers, and a
+colorful wing case with black dots.
+Compared to the pig, the ladybug has a
+smaller brain, compared to the cow, it has
a smaller digestive tract. It grows up
-to 10 mm.
+to half an inch.
~2_47
-From the game point of view, this beetle
-is pretty affable, even a sociable being,
+From the gaming point of view, this beetle
+is pretty friendly, even a sociable being
who obeys you, is able to push boxes,
-break stones with a pickaxe, unlock door,
-and even is not afraid of radioactive waste
+break stones with a pickax, unlock the door,
+and even isn't afraid of radioactive waste
if needed. This beetle is generally a very
talented animal, fated to certain activities.
~2_48
-Aphides are the greatest enemies of Eyed
-Ladybirds. Ladybirds hate them so much
-that they kill an eat them; that's why
-they are considered a beneficial insect.
-Aphides, who often cooperate with ants,
-have a very different oppinon on this;
+Aphids are the greatest enemies of ladybugs.
+Ladybugs hate them so much that they kill
+and eat them; that's why they are
+considered beneficial insects.
+Aphids, who often cooperate with ants,
+have a very different opinion on this;
they make it clear by their behavior that
-doubt this usefulness.
+they doubt this usefulness.
~2_49
-The last but one level in the "Easy"
-difficulty level doesn't seem easy at
-all, but that's just a delusion. Once
-you look around a bit you'll find out
-that there's no allegory there. All you
-need is five pickaxes... Hmmm, we've
-likely disclosed something we shouldn't
-have. Nevermind, take it as a hint.
+The next-to-last level in the difficulty
+"Easy" doesn't seem easy at all, but
+that's just an illusion. Once you look
+around a bit, you'll learn that there's
+no allegory there. All you need is five
+pickaxes... Hmmm, we've likely disclosed
+something we shouldn't have. Never mind,
+take it as a hint.
~2_50
There we go. The last, 50th level in this
difficulty level is between you and a
successful finish of the second episode of
-the Bugs Escape saga, if we can call it so.
+The Bugs Escape saga, if we can call it so.
Once you see the final episode sequence,
-you can decide if you try another - harder
-episode or not.
+you can decide whether to try another -
+harder episode or not.
~3_1
-Vita vas prvni uroven obtiznosti "Stre-
-dni". Oproti beznym zvyklostem zacneme
-tentokrat vice nez ostre. Za pomoci
-pouhych dvou berusek, budete muset
-zvladnout uroven, kde by byli potreba
-nejmene tri berusci kamaradi. Dve be-
-rusky sice take hodne zmuzou, ale stras-
-live se pritom napremysli, nez vykou-
-maji stravitelne reseni.
+Welcome to the first level of the difficulty
+"Medium". Contrary to commonness, this
+time we'll start more than fiercely. Using
+just two ladybugs, you'll need to pass a
+level where at least three ladybug pals
+would be needed. Two ladybugs can achieve
+a lot, too, but they'll have to think too
+much to figure out an acceptable solution.
~3_2
-Kdo nekdy hral prvni demoverzi Beru-
-sek, zajiste si vzpomene na tuto uroven.
-Moc lidi neprijemne potrapila, pricemz
-nekteri dokonce prohlasili, ze je nere-
-sitelna. Pritom se nejedna o nic extra
-sloziteho. Staci vzit pet klicu, sem
-tam posunout nejakou tu bednu, rozbit
-dva tri kameny a je to. Je to vlastne
-porad to same dokolecka, a prece to
-stale cini velke potize...
+Those who have played the first demo
+version of The Bugs Escape surely
+remember this level. It tortured many
+people, and it's even said to be
+unsolvable by some of them. Although
+it's nothing very complex. All that needs
+to be done is to take five keys, push
+a box from time to time, break a stone
+or two, and that's it. As a matter of
+fact it's the same thing over and over
+again, yet it keeps causing trouble.
~3_3
-A mame tu dalsi zajimavost ze sveta.
-Co jsou to cunami asi vite - jedna se
-se o giganticke morske vlny vznikajici
-vetsinou zemetresenim. V asijskych ze-
-mich kazdorocne zpusobuji obrovske ma-
-terialni skody a ztraty na zivotech.
-Obycejne dosahuji vysky nekolika metru,
-avsak na pocatku tohoto stoleti spat-
-ril jeden rusky badatel na Aljasce
-vlnu vysokou pres 600 metru. To je, co?
+Another interesting thing from the world
+is here. You probably know what tsunami
+is - gigantic ocean waves caused by an
+underwater earthquake. They cause
+enormous material damage and mortality
+in Asian countries every year. Usually
+they're a few feet high; however, in
+the beginning of the this century, a
+Russian explorer saw a wave more than
+2000 ft high. Wow!
~3_4
-Sprostaci. Zrejme prvni slovicko, kte-
-re vas napadne pri shlednuti nasledu-
-jici urovne. Jeste nez nas ale zazalu-
-jete pro moralni pohorseni, chteli by-
-chom vas upozornit, ze uroven nevyro-
-bil nas designer, nybrz jakysi clovek
-jmenem Hacker Chris, ktery nam slibil,
-ze kdyz uroven zverejnime, nasemu web
-serveru se nic vazneho nestane. Co by
-jste asi delali vy, na nasem miste?
+Filth. Most likely the first word to
+cross your mind when you see the
+following level. But, before you sue
+us for a moral offense, we'd like to
+warn you that this level wasn't
+created by our designer, but a man
+called Hacker Chris, who told us that
+nothing bad would happen to our web
+server if we published the level. What
+would you have done if you were us?
~3_5
-Pri pohledu na nasledujici uroven nas
-svrbi jazyk. Moc bychom vam zase po ca-
-se chteli napovedet, ale nemuzeme, pro-
-toze bychom vam tak nechtene prozradi-
-li uplne cele reseni. Chte nechte na
-to zase budete muset prijit sami.
-Nebudte ale smutni, az to bude nejvice
-potreba, urcite nejakou dobrou radu
-obrzite, ve stychu vas rozhodne nene-
-chame, to nam muzete verit.
+Looking at the following level, it's
+hard for us to keep our mouths shut.
+We'd really like to give you a hint
+again, but we can't, because we would
+inadvertently give you the complete
+solution. Whether you like it or not,
+you'll have to figure that out
+yourselves again. Don't be sad,
+though; when it's really necessary,
+you'll definitely receive good
+advice. We won't let you down, you
+can trust us on that.
~3_6
-Jeden fyzik na jiste australske uni-
-verzite dokazal, ze jedna plus jedna
-nejsou dve, nybrz opet jenom jedna. Po-
-kusem se dvema slevajicimi se kapicka-
-mi rtuti presvedcil cele auditorium o
-nutnosti zmeny ucebni latky pro prvni
-rocniky zakladnich skol. S timto zavaz-
-nym vedeckym objevem tu vsak vyvstava
-palciva otazka: jaky vliv to bude mit
-na hrace Berusek? Hmmm... zrejme zadny.
+A physicist from an Australian college
+proved that one and one isn't two, but,
+again, just one. With an experiment
+with two emerging droplets of mercury,
+he convinced the whole auditorium that
+a change in the first grade education
+was necessary. This scientific discovery
+raises a harsh question, however: how
+will that affect the players of The
+Bugs Escape? Hmmm... probably in no way.
~3_7
-Tento typ urovni je pomerne velmi obli-
-ben. Ve skutecnosti se totiz jedna o
-pet malickych, od sebe navzajem oddele-
-nych urovni, z nichz kazdou resite samo-
-statne, vzdy pouze s jednou beruskou.
-Kdyz nahodou cokoliv spletete, prepnete
-si na dalsi berusku a zkusite jiny lo-
-gicky ukol, pricemz k tomu predchozimu
-se muzete vzdy vratit po restartu uro-
-vne. Jak prostinke...
+This type of levels is relatively very
+popular. In fact it's a set of five
+little separated levels, and each of
+them is to be solved using only one
+ladybug. If you make any mistake,
+switch to another ladybug and try
+another logical task; you can always
+get back to the previous one after
+you restart the level. How simple...
~3_8
-Takova jedna mala zajimavost ze sveta.
-Slavny osmibitovy procesor Z80 koncer-
-nu ZILOG, na jehoz architekture pra-
-coval nemene znamy pocitac ZX-Spectrum,
-ted s uspechem vyuziva spolecnost
-Adaptec, ktera ho montuje jako podpu-
-rny obvod do svych SCSI radicu. Ted
-jenom vyvstava otazka, zda je to pro
-duchovniho otce ZX-Spectra sira Sin-
-claira duvod k pyse, anebo k placi?
+A little interesting thing from the
+world. The famous 8-bit processor
+Z80 from ZILOG, whose architecture
+was used by the not-lesser-known
+computer ZX-Spectrum, is now
+successfully used by Adaptec, who
+mount it as a supporting circuit
+into their SCSI controllers. Now the
+question is, for the father of
+ZX-Spectrum sir Sinclair, is it a
+reason to be proud, or to cry?
~3_9
-Na Cheopsovy pyramidy se mimo archeo-
-logu v posledni dobe zamerili i nume-
-rologove. Rozmery pyramid jim skytaji
-netusene informace, ktere lze v praxi
-vyhodne uplatnit. Vite, ze kdyz napri-
-klad sectete vysku podstavy nejvyssi
-pyramidy s obsahem jejiho pudorysu,
-vysledek umocnite na druhou a vynaso-
-bite nulou, vyjde prekvapive rok naro-
-zeni Krista?
+In addition to archaeologists, also
+numerologists have focused on the
+Pyramid of Cheops recently. The
+dimensions of the pyramid provide
+them with undreamed-of information
+that can be advantageous. Do you
+know, for example, that if you add
+the height of the highest pyramid's
+base and the area of the base,
+calculate the square of the result
+and multiply that by zero, you'll
+get the year when Christ was born?
~3_10
-Tak v teto urovni "aby se prase vyzna-
-lo", jak se lidove rika. Jeste stesti,
-ze cest k cili je tentokrate nekolik,
-coz sice nebyva zvykem, ale v tomto
-pripade vam to hodne ulehci vasi, jiz
-tak nezavidenihodnou situaci. A kdyby
-jste nahodou marne hledali vychod
-z urovne, pak vezte, ze to oko v pra-
-vem hor... Ne, ne ne. To uz by byla
-velka napoveda. Kdo hleda - ten najde.
+It won't be easy not to get lost in
+this level. Good thing there are
+many ways to the finish this time,
+which is unusual, but it'll
+simplify the situation, which isn't
+exactly enviable in the first place.
+And if you happen to be looking for
+the exit pointlessly, keep in mind
+that the eye in the upper rig...
+No, no, no. That would be too big a
+hint. Search, and you'll find it.
~3_11
-Jestlize uz vas nebavi vsechny ty su-
-permoderni 3D hry a zatouzili jste ta-
-ke trochu po herni klasice, vrele do-
-porucujeme nektery z nepreberne skaly
-consolovych emulatoru. Jeden z nejzna-
-mejsich a zrejme i nejlepsich je "MAME".
-Najdete na nem ty nejhranejsi stare
-pecky, jake kdy existovaly. Stahnout
-si jej muzete z Internetu, adresu vsak
-zamerne neuvadime kvuli reklame.
+If you're bored by all those super
+modern 3D games and you're hungry for
+what used to be classic games, we
+wholeheartedly recommend one of those
+many console emulators. One of the
+best known and best ones is "MAME".
+You'll find there the most favorite
+pieces of all times. You can download
+it from the Internet, but we're
+deliberately not announcing the address
+to avoid an advertisement.
~3_12
-Ted ale trochu vazneji. E.A.Poe, kontro-
-verzni spisovatel z pocatku stoleti, je
-vam zrejme znam. Psal predevsim povi-
-dky, z nichz asi nejznamejsi je "Jama
-a kyvadlo", ci detektivni pribeh "Vra-
-zdy v ulici Morgue". Prekvapive byl ale
-tento polosileny literat i vytecnym bas-
-nikem, coz uz vi malokdo. Az dohraje-
-te Berusky, zkuste se v knihovne pozep-
-tat po jeho dile, nebudete zklamani.
+On a more serious note, you definitely
+know E. A. Poe, the controversial writer
+from the beginning of the century. He
+wrote mostly short stories, of which
+the best known is probably "The Pit
+and the Pendulum", or the detective
+story "The Murders in the Rue Morgue".
+Surprisingly, this half-mad writer was
+also a great poet, which isn't well
+known. When you finish playing The Bugs
+Escape, try asking about his works
+in a library. You won't be disappointed.
~3_13
-Trinacta, nestastna uroven vas vita ve
-svych osidlech. Kdyz rikame nestast-
-na, myslime tim, ze vas uroven sku-
-tecne muze dohnat k placi. Muze se to-
-tiz velmi lehce stat, ze po jednom ti-
-sici kroku, tesne pred cilem, zjisti-
-te, ze ten soudek, co jste jim prave
-pred chvili zlikvidovali drevenou be-
-cku, mel zjevne jiny ucel. Jednou mer,
-dvakrat rez.
+Welcome to the snare of the thirteenth,
+unhappy level. When we say 'unhappy',
+we mean it can really make you cry. It's
+possible that after a thousand steps,
+right before the finish, you'll find out
+that the barrel you just used to destroy
+the wooden tun apparently had another
+purpose. Look before you leap.
~3_14
-Dalsi z urovni, ktera spatrila svetlo
-sveta jiz na osmibitovych platformach.
-Spada do oblasti sede prumernosti a
-to jak v otazce slozitosti, tak desig-
-nu. Jedinou zajimavosti, ktera by
-snad hrace mohla upoutat, je fakt, ze
-se zde nenachazi zadna vybusnina.
-V dobe vzniku urovne, totiz tento dule-
-zity herni prvek jeste nebyl vymyslen.
+Another level that came to light on the
+eight-bit platforms. It's mediocre when
+it comes to both complexity and design.
+The only interesting thing that could
+possibly catch a player's eye is the
+fact that there are no explosives here.
+The truth is that this important
+element of the game wasn't yet invented
+at that time.
~3_15
-Domnivame se, ze by to po case opet
-chtelo nejakou peknou hadanku na odre-
-agovani. Jednu mame shodou okolnosti
-pro tyto pripady schovanou do zalohy a
-zda se, ze prave ted nadesel ten spra-
-vny cas. Tak tedy: "Vite proc u sebe
-homelessaci vzdycky a vsude nosi zapnu-
-ty mobilni telefon?" Pro ty co nejsou
-z Brna podotykame, ze slovo homelessak
-zastupuje ve slangu bezdomovce.
+We suppose it's time for another nice
+riddle to let the players relax. We
+happen to have one for such a
+situation, and it seems it's high time
+we used it. So: "Do you know why hobos
+carry a cell phone at all times and
+everywhere?" For those of you who
+aren't from a big city, the word 'hobo'
+is a slang term for a homeless tramp.
~3_16
-Spravna odpoved na minulou hadanku
-"Proc u sebe nosi homelessaci mobily?"
-zni: "Protoze je prakticky nemozne je
-zastihnout doma". Osobne jsme tedy u
-zadneho bezdomovce jeste nikdy mobilni
-telefon nevideli, ale presto se domni-
-vame, ze hadanka ma jiste logicke opod-
-statneni. Jak jinak - nelogickymi hadan-
-kami bychom si vas v zadnem pripade
-nedovolili obtezovat.
+The correct answer to the last riddle
+"Why do hobos carry cell phones?" is:
+"Because it's virtually impossible
+to catch them at home." We haven't
+really seen a hobo with a cell phone,
+but we find the riddle reasonable,
+anyway. Of course - we wouldn't dare
+bother you with illogical riddles.
~3_17
-Snad kazdy herni team ma svuj vzor, ke
-kteremu by se chtel alespon mirne prib-
-lizit, dospet jeho kvalit a samo-
-zrejme i financni zisku. Hodne lidi by
-moc rado dosahlo uspesnosti ID-Softu,
-nebo oblibenosti Westwoodu. My, jakozto
-freewarovy team, prozatim ponejvice
-vzhlizime k Zilvarovi z chudobince, ke
-kteremu se v soucasne dobe financne
-nejvice priblizujeme.
+Perhaps every team of game authors has
+an idol they'd like to get close to,
+achieve its qualities, and of course
+also its financial gain. Many people
+would love to reach the success of
+ID-Soft, or the popularity of
+Westwood. We, as a freeware team, look
+up to Huckleberry Finn, to whom we're
+currently financially very close.
~3_18
-Nasledujici uroven je po designerske
-strance vypracovana tak, aby fungovala
-jako stereogram. Sundejte si bryle, po-
-kud nejake nosite, prilepte oci na mo-
-nitor a s mirne primhourenymi vicky je
-pomalu oddalujte asi do vzdalenosti
-dvaceti centimetru od stinitka obra-
-zovky. V teto pozici byste meli videt
-pomerne jasne obrysy napisu, jenz v so-
-be skryva propagandisticky podtext.
+The following level is designed to
+work as a stereograph. Put off your
+glasses, if you're wearing them,
+stick your eyes on the screen, and
+start moving away from it with your
+eyes half closed until you're about
+ten inches away from the screen. In
+this position, you should see
+relatively clear contours of a sign
+that's hiding a propagandistic
+undertone.
~3_19
-V Beruskach samotnych byste nasli
-animaci jako safranu. Mimo kmitani no-
-zicek nasich hmyzaku lze jeste zhle-
-dnout explozi vybusniny, ci pozvolny
-rozpad ztvrdle horniny pod udery pneu-
-matickeho kladiva, ale to je asi tak
-vse, co je tu k videni. Nasledujici
-uroven se pokousi tento zavazny nedo-
-statek alespon castecne, byt velmi
-chabe, kompenzovat.
+Few animations can be found in The
+Bugs Escape itself. Aside from the
+flickering of the bugs' little legs,
+also an explosion can be seen, or
+a slow breakdown of a crusted rock
+under the strokes of a jackhammer;
+that that's about all there is to
+see here. The following level is
+trying to compensate for this severe
+deficiency at least partially,
+although very poorly.
~3_20
-Kdysi, jeste na "osmibitech", bylo velmi
-popularni jedno brutalni demo, ktere se
-shodou okolnosti jmenovalo "Beruska".
-Vypadalo asi tak: po dlani jednoho mu-
-ze lezlo slunecko sedmitecne. No a ten
-chlapek rekl: "Berusko, zazpivej." Be-
-ruska se nadechla a spustila: "La la,
-la la la - tra la la." A ten clovek
-z toho mel takovou radost, ze ma zpi-
-vajici berusku, ze ji hned zatleskal...
+Once upon a time, on an 8-bit, a
+brutal demo was very popular. Its
+name was, coincidentally, 'Ladybug'.
+It went more or less like this:
+A ladybug was walking across a
+man's palm. And the man said:
+"Sing, ladybug." The ladybug drew
+a deep breath and began: "La la,
+la la la - tra la la." And the man
+was so happy to have a singing
+ladybug, he promptly applauded it...
~3_21
-Pokud se domnivate, ze se v jedne urov-
-ni nemohou vyskytnout dve Berusky
-stejneho barevneho vzezreni, jste sa-
-mozrejme na omylu. Tato situace neni
-nikterak vyjimecna, i kdyz na druhou
-stranu docela ojedinela. Pohybovat lze
-v takovemto pripade pouze s jednou Be-
-ruskou, dalsi pak zastupuji jakousi ved-
-lejsi roli "mrtveho brouka", coz lze
-v tomto pripade brati doslovne.
+If you think two ladybugs having the
+same color can't occur in a level,
+you're wrong, of course. Such a
+situation isn't exceptional, on the
+other hand, it's quite rare. In that
+case only one bug can move, the others
+are just playing dead, which can be
+perceived literally.
+
~3_22
-Nez zacnete hrat, dobre zvazte, kolik
-berusek budete vlastne na zlomeni logic-
-keho problemu potrebovat. Zdanlive za-
-zdena, nepotrebna beruska se totiz muze
-v urcite situaci docela hodit. Cela za-
-pletka se pak muze zvrhnout z prosteho
-dobyvani klice na zoufaly pokus o osvo-
-bozeni uvezneneho broucka. To uz jsme
-vam ale zrejme poradili presprilis...
+Before you start playing, consider
+carefully how many ladybugs you'll
+actually need to solve the challenge.
+A ladybug that's seemingly walled up
+and useless can come in handy in certain
+situations. The entire plot can then
+change from a simple attempt to
+conquer a key to a desperate attempt
+to free an imprisoned beetle. But that
+has probably advised you too much...
~3_23
-Predchozi uroven vam, predpokladame,
-dala docela zabrat, i kdyz jsme vam po-
-merne hodne napovedeli. Ehmm, ta napo-
-veda vubec neni zla vec, ta by vlastne
-mela byt u kazde urovne, snad s vyji-
-mkou tech opravdu moc jednoduchych.
-Jenze ono to neni jenom tak. Vymyslet
-kvalitni napovedu je castokrate mnohem
-tezsi, nezli vyrobit samotnou uroven,
-proto ji v Beruskach tolik setrime...
+We suppose the previous level was quite
+challenging, even though we'd helped
+you a lot. Well, the hints aren't a bad
+thing at all, they should actually be
+part of every level, maybe except for
+the very easy ones. However, it's not
+that simple. To write a good hint is
+often much harder than to create a
+level. That's why we're so sparing
+with it in The Bugs Escape...
~3_24
" WWW.FEE.VUTBR.CZ/*GREBENIC/ORIGAMI/ ",
-neni odkazem na syna predsedy Komuni-
-sticke strany cech a Moravy, nybrz na
-nejlepsi ceskou stranku pojednavajici
-o starem japonskem umeni - o ORIGAMI.
-Origami jsou papirove skladanky, povet-
-sinou zrobene z jednoho kusu papiru
-ctvercoveho tvaru a skladaji se jiz
-po stovky let. Muzete to take vyzkou-
-set, je to zabavne a hodne premyslive.
+isn't a link to the son of the leader
+of the Communist Party of Bohemia and
+Moravia, but to the best Czech web
+site about an old Japanese art - about
+ORIGAMI. Origami is the art of folding
+paper, usually one square sheet of
+paper, and it's been played with for
+centuries. You can try that yourselves,
+too; it's fun and it's mental exercise.
~3_25
-Zrejme jste si vsimli, ze v Interneto-
-ve adrese pouzite v predchozim textu
-se naleza jakysi podivny znak, pripomi-
-najici hvezdicku. Za toto nedopatreni
-muze programator Berusek, nebot pri se-
-stavovani grafickeho fontu zapomnel na
-zdanlive nedulezite pismenko - na horni
-vlnovku, jinak taky tildu. Proto jsme
-pristoupili k nouzovemu kroku a nahra-
-dili puvodni symbol zastupnym znakem.
+You might have noticed a strange
+character in the Internet address in
+last text. Something that looked like
+a star. This deficiency was caused by
+one of the Bugs Escape developers, who
+had left behind a seemingly
+insignificant character when compiling
+the font - the swung dash, AKA tilde.
+To work around that, we replaced the
+original symbol with a substitute
+character.
~3_26
-Pokud umite alespon trosku kreslit,
-jste z Brna a meli byste chut spolu-
-pracovat na tvorbe pocitacovych her,
-muzete nas zkusit kontaktovat. Nemu-
-site byt ani zadni extra maliri, hla-
-vne kdyz vas to bude bavit a budete
-mit vuli neco dotahnout az do sameho
-konce. Mame zajem i o pokrocilejsi za-
-catecniky, respektive pouze o ne, ne-
-bot profesionaly nemame cim zaplatit.
+If you can draw at least a little bit,
+are from Brno, and would like to
+contribute to computer games, you can
+try to contact us. You don't have to
+be extraordinary painters, you just
+need to like it and be willing to
+follow through with something. We're
+interested in intermediate painters,
+too, or in fact just them, since
+can't hire professionals.
~3_27
-Nekteri lide se domnivaji, ze Berusky
-tezi ze zasle slavy prastare logicke
-hry Sokoban, u nas zname spise pod naz-
-vem "Skladnik". Neni to sice az zase
-tak uplne spravna domnenka, nicmene my
-sami si musime priznat, ze k jistym
-napadum nas Sokoban neprimo inspiroval.
-Osobne na tom ale nespatrujeme vubec
-nic zleho. Beruskam to na hratelnosti
-neubralo, naopak spise mnoho pridalo,
-tak o co vlastne jde?
+Some people think The Bugs Escape
+profits from the former fame of
+Sokoban, AKA "warehouse keeper".
+That's not exactly a correct
+assumption; however, we have to
+admit that some of our ideas were
+indirectly inspired by Sokoban. We
+don't find that bad at all, though.
+It didn't affect the playability of
+The Bugs Escape; on the contrary,
+it improved it a lot, so what's
+the big deal?
~3_28
-Na prvni pohled neprehledna uroven se
-zahy muze projevit docela usporadane,
-coz plati zejmena o urovni dvacet osm.
-Pokud si ji dobre prohlednete, zjisti-
-te, ze jednotlive berusky obyvaji male
-teritorialni casti urovne, ktere jsou
-neprodysne uzavreny pred okolnim sve-
-tem. Berusky o sobe ve sve podstate na-
-vzajem nevi, z cehoz vyplyva, ze kazda
-beruska si musi pomoci sama...
+A level chaotic at first sight can
+soon become clear, which can be said
+especially about level twenty-eight.
+If you examine it thoroughly, you'll
+find out that the individual
+ladybugs occupy small territories
+of the level, which are hermetically
+isolated from the outside world.
+Ladybugs aren't aware of each other,
+which implies that each ladybug has
+to help itself.
~3_29
-Zatouzili jste nekdy rozbit neochvej-
-nou pozici dolaru na Wallstreetu? Po-
-kud ano, jste zcela na spravne adrese.
-Pad burzy vam tu sice zprostredkovat
-nemuzeme, ale ono pomyslne rozdrceni
-meny ano. Ne, opravdu nefantazirujeme,
-zahrajte si nasledujici uroven a sami
-poznate, o cem jsme tu celou dobu tak
-sahodlouze mluvili.
+Have you ever wished you could break
+the unshakable position of the US
+dollar in Wall Street? If so, this
+is the right place. We can't arrange
+for a stock market crash, but the
+imagined breakage of the currency is
+doable. No, we're not daydreaming;
+play this level and you'll see for
+yourselves what we were talking about
+so tediously.
~3_30
-Pokud se vam Berusky zdaji infantilni
-hrou, nebudeme vam vas nazor vyvracet,
-nutno ovsem podotknout, ze onen osudny
-napad s hmyzem se zrodil z cire znou-
-zecnosti. Kdyz jsme jeste nemeli schopne
-grafiky, kreslil postavicky nas scena-
-rista, ktery nebyl s to neco kloudneho
-vytvorit. A ze vsech tech hruz, ktere
-zplodil, byla nakonec nejhezci utapla
-beruska, ktera uz ve hre zustala.
+If you think The Bugs Escape is a
+childish game, we won't disprove your
+opinion; but we have to add that the
+fateful idea of insect was born out
+of pure distress. When we didn't yet
+have capable graphic designers, the
+little characters were being drawn
+by our screenwriter, who was unable
+to create anything worthwhile. And
+from all the horrible things he
+produced, a meek ladybug was the
+most beautiful and eventually stayed
+in the game.
~3_31
-Existuji tri druhy hracu logickych her.
-Prvni je hraji pro potechu ducha,
-druzi proto, aby sami sebe ujistili o
-svem vyjimecnem intelektu a treti je
-proti sve vuli musi hrat proto, ze je
-v roli vyrobcu testuji. My jsme si po-
-stupne prosli vsechna tri stadia, ale
-jiz ted muzeme s jistotou prohlasit,
-ze nejlepsi hracsky pozitek vam muze
-prinest pouze hrani pro potechu ducha.
+There are three types of logic game
+players. Players of the first type
+play the games for the joy of their
+spirit, the second type to assure
+themselves of their exceptional
+intellect, and the third type have
+to play the games, against their
+will, because they test them, as
+their creators. We've gone through
+all the three stages, but we can
+safely state now that the best gaming
+pleasure can only be experienced if
+you're playing for the joy of your
+spirit.
~3_32
-Nejvetsi a zaroven jedinou odmenou,
-kterou muzeme za Berusky ziskat, je
-hrejive sluvko pochvaly nahodileho
-hrace. Mene potesi vytka, jeste mene
-pak nadavka, ale i to uz jaksi k zivotu
-vicemene patri. A proto se neostychej-
-te, kdyz nam budete chtit neco sdelit,
-proste napiste. Dopisy cteme radi, na
-nektere i radi odepisujeme. Nase elek-
-tronicka adresa se naleza v kreditech.
+The greatest and also the only reward
+we can get for the Bugs Escape is
+the warm word of appraisal from a
+certain player. Criticism is less
+cheering, invective even less, but
+that's life, anyway. So don't be
+shy; if you want to tell us anything,
+just write us. We like to read
+letters, we reply to some of them
+gladly, too. Our e-mail address is
+in the Credits.
~3_33
-Byt v teto urovni vice berusek, snad
-by se i dala s uspechem zaradit do
-tech jednodussich, jenze takto, kdyz
-si musite vystacit pouze s jednou, ne-
-jenze budete muset vice premyslet, ale
-i vice behat. V betatestech se ukazalo,
-ze je treba ujit neco pres devet set
-kroku, aby se za vami zavreli dvere,
-ustici do dalsi urovne! A pritom se ne-
-jedna o uroven nikterak rozsahlou.
+If there were more ladybugs in this
+level, it could successfully be among
+the easier ones; but this way, when
+you need to get by with just one,
+not only will you have to think more,
+but you'll have to run more, too. Our
+beta tests showed that it's necessary
+to take more than nine hundred steps
+in order to get through the door into
+the next level! Even though it's not
+a big level at all.
+
~3_34
-Predposledni uroven je v porovnani se
-vsemi triatriceti predchozimi nesmirne
-jednoducha. Dle vyjadreni nekterych ne-
-jmenovanych clenu tymu je dokonce o
-dost lehci nez posledni uroven z obti-
-znosti "Trenink", coz je docela mozne.
-Tematicky je uroven rozdelena do dvou
-logickych celku, z nichz ten vlevo jsem
-nazval "milenci bez noh" a ten vpravo
-"sedici kote". Anebo je to naopak?
+The next-to-last level is, compared to
+all the previous thirty-three levels,
+extremely easy. According to certain
+uncredited team members, it's even
+much easier than the last level of
+the difficulty "Training", which is
+quite possible. This level is
+thematically divided into two logical
+units; I called the one on the left
+side "Lovers Without Legs", and the
+one on the right side "Sitting
+Kitten". Or is it the other way
+around?
~3_35
-Touto urovni se s obtiznosti "Stredni"
-definitivne rozloucime. Samotna hra jes-
-te samozrejme zdaleka nekonci, jsou tu
-i jine obtiznosti, a pokud je uz naho-
-dou mate vsechny v malicku, muzete tre-
-ba vyzkouset sestrojit vlastni - super
-tezkou uroven a tu nam poslat Interne-
-tem, my si ji zahrajeme a kdyz se nam
-bude libit, prilepime ji i s vasimi
-personaliemi na nas web.
+We're saying good-bye to the
+difficulty "Intermediate" with this
+level. Of course it's not the end of
+the game itself, there are other
+difficulty levels, too, and if they
+all were a piece of cake, you can
+also try to create a new super-hard
+one and send it to us over the
+Internet; we'll play it, and if we
+like it, we'll stick it on our web
+site together with your name.
~4_1
-Vita vas prvni uroven obtiznosti "Tez-
-ka". Jiz na prvni pohled dava znat, ze
-se nejedna o nic jednoducheho, i kdyz
-pravda - skutecnost, ze si zde muzete
-vybrat z celkem osmi klicu, situaci do
-jiste miry ulehcuje. Ale i tak se mys-
-lim na uvod docela zapotite. Hlavne
-to nevzdavejte hned v prvopocatku,
-kdyz to nepujde po dobrem, musi to jit
-dokoncit jinou, komplikovanejsi cestou.
+Welcome to the first level of the
+difficulty "Hard". It immediately
+shows that it's nothing easy,
+although - the fact that you can
+choose from eight keys facilitates
+the situation to some extent. In
+spite of that, I think it's gonna be
+quite a challenging start. Just
+don't give it up in the very
+beginning; if one approach doesn't
+work out, another, more complicated
+one will.
~4_2
-Az spatrite nasledujici uroven, prvni
-co vas asi napadne bude, jak to ze jsme
-ji zaradili sem. Po chvili hrani byste
-dle nasich predpokladu meli do-
-stat padnou odpoved v podobe nekolika
-minut stravenych nad probadanim princi-
-pu souvztaznych logickych mechanismu,
-na kterych je tato uroven koncipovana.
-Kdyz ale zjistite, v cem je pes zakopan,
-podivite se, ze vas to nenapadlo drive.
+When you catch a glimpse of the
+following level, you'll be wondering
+why we placed it here. After playing
+for a while, according to our
+assumptions, this will be answered
+by a few minutes you'll spend exploring
+the principles of correlative logical
+mechanisms on which this level is
+based. However, when you find the
+solution, you'll wonder why it didn't
+cross your mind sooner.
~4_3
-Jsme velmi zvedavi, jak si poradite
-s nasledujici hrickou. Zvlaste pak ti
-z vas, kteri se aktivne zapojili do
-Berusci souteze, by si meli davat vel-
-mi velky pozor na zbytecne kroky, kte-
-rych tu muzete ujit opravdu spousty.
-I zde totiz plati, ze komplikovanejsi
-reseni urovne je tez spravne, ale ob-
-nasi vetsi pocet kroku...
+We're really curious to see how you'll
+resolve the following challenge.
+Especially those of you who participated
+in the Bugs Escape contest should be
+careful not to take too many steps,
+which you can easily take a lot here.
+Also in this level, a more complicated
+solution is correct, too, but requires
+more steps...
~4_4
-Hodilo by se neco lehciho na pookrati,
-co rikate? Muze byt. Obtiznost "Tezka"
-sama o sobe neznamena to, ze by vas
-kazda uroven mela trapit desitky minut
-ci dokonce hodin. Obcas je potreba se
-zastavit, odpocinout si trochu a teprve
-potom se zase s velkou vervou vrhnout
-do reseni novych a novych narocnych
-ukolu, skryvajicich v sobe vselike na-
-strahy a chytaky.
+Something easier to unbend would come
+in handy, wouldn't it? Okay. The "Hard"
+difficulty itself doesn't mean that
+each level is supposed to torture you
+for great many minutes or even hours.
+Sometimes it's necessary to stop, have
+a rest, and only then to launch into
+new and challenging tasks, which contain
+new traps and snares.
~4_5
-V tehle urovni na vas ceka zakerny chy-
-tak. Mozna si ho vsimnete ihned, anebo
-take ne. Druhy pripad se pro vas muze
-stat osudny, protoze pak se budete sna-
-zit najit smysluplne reseni marne. Snad
-proto vas zvyhodnime malou napovedou.
-Pokud si jeste vzpominate na uroven
-cislo devet, v obtiznosti "Lehka", ma-
-te dosti znacnou sanci najit reseni
-behem nekolika malo minut.
+There's a malicious snare in this level.
+Maybe you'll notice it immediately, or
+you won't. The latter can be fatal for
+you, because then you'll be trying to
+find a meaningful solution fruitlessly.
+We have a little hint for you, then. If
+you remember the level number nine in
+the difficulty "Easy", your chances of
+finding a solution in a couple of minutes
+are pretty high.
~4_6
-Nekdy se jevi jako velmi dulezite ne-
-presahnout hranici dobreho vkusu. Tak
-napriklad nekde v Plzni nechal manzel
-zahrat sve choti na pohrbu pisen na
-rozloucenou od Jarka Nohavici "Dokud
-se zpiva, jeste se neumrelo". Hoste
-obradu jen stezi skryvali usmevy, poba-
-veni pritom trefnym textem naseho fol-
-koveho velmistra. Jak cynicke. U Beru-
-sek se vam tohle nastesti stat nemuze.
+Sometimes it appears to be very important
+not to cross the borders of good taste.
+For instance, a man had "Don't Worry, Be
+Happy" played at his wife's funeral.
+People had a hard time hiding their
+smile, amused by the touching lyrics of
+the reggae master's. How cynical.
+Fortunately this can't happen to you
+with the Bugs Escape.
~4_7
-Tato uroven je jedna z nejstarsich. Vy-
-robil jsem ji asi ve dvanacti letech
-na osmibitovem pocitaci Spectrum, pocha-
-zejicim z dilny sira Marlese Sinclaira.
-uroven je velmi neprehledna, tezko se
-v ni budete z pocatku orientovat, a to
-i presto, ze pouzita logicka zapletka
-neni nikterak genialni. Vzdyt co by
-jste take mohli ocekavat od mozku
-dvanactileteho nenadaneho ditete...
+This is one of the oldest levels. I
+created it when I was about twelve,
+on an eight-bit Spectrum computer by
+Sir Marles Sinclair. The level is very
+chaotic, it'll be hard for you to orient
+yourselves, even though the plot isn't
+smart at all. Well, what would you
+expect from the brain of an untalented
+twelve-year-old kid...
~4_8
-Napis EASY neberte prilis vazne, jedna
-se spise o ironii, nezli o charakteri-
-stiku. Na prvni pohled prehledna uro-
-ven s jasnym cilem zpusobi zrejme mno-
-ha hracum nehezka prekvapeni v podobe
-situaci z nichz neni, krom restartu,
-mozny navrat zpet. A z toho plyne dalsi
-ponauceni: "Nikdy nesudte veci a lidi
-vyhradne dle jejich vzhledu, spise se
-zamerte na nitro a jeho hloubku."
+Don't take the sign "EASY" too seriously,
+it's irony, rather than a description.
+A level that's clear at first sight and
+appears to have a clear goal will likely
+bring a lot of surprise by situations
+from which there's no coming back, except
+for a restart. And another lesson learned
+is: Never judge things and people based
+on their appearance; rather focus on
+what's inside and on their profundity.
~4_9
-Suverenne jedna z nejtezsich urovni vu-
-bec, alespon nam se tak subjektivne je-
-vi. Podobne jako dve predchozi pocha-
-zi tez z doby, kdy jeste osmibitove po-
-citace vladly hernimu svetu. To uz je
-ale davno, tak strasne davno, ze uz to-
-mu spousta lidi ani nechce verit. A
-prece to byl zlaty pocitacovy vek.
-Vsechno bylo v plenkach, o originalitu
-nebyla nouze - kdo nezazil, nerozumi.
+Definitely one of the hardest levels ever,
+at least that's how we perceive it. Like
+the previous two levels, this one comes
+from the time when eight-bit computers
+ruled the gaming world. However, that was
+a long, long time ago, many people don't
+even believe that. In spite of that, it
+was the golden age of computers.
+Everything was in its infancy, there was
+no lack of novelty - those who didn't
+experience that don't understand that.
~4_10
-Ale nechme te nostalgie, ono uz to dnes
-stejne neni prilis aktualni. O tom, ze
-osmibitova architektura je jiz delsi
-cas pase, svedci i fakt, ze na jistem
-veletrhu informacnich technologii
-v Brne, byl pocitac Sinclair vystavovan
-v obdiv navstevniku jako historicky
-exemplar, pochazejici z dob pocitaco-
-veho praveku. Pritom se jeste pred pe-
-ti lety tento starecek dobre prodaval.
+However, let's stop the nostalgia; it's
+nothing contemporary, anyway. The fact
+that the eight-bit architecture has been
+out for a long time can be proved by
+the fact that the Sinclair computer was
+presented as an historical model from the
+computer prehistory in a recent IT fair
+trade. Yet it sold well just five years
+ago.
~4_11
-Vite, ze celosvetova sit Internet vznik-
-la na zakladnich kamenech armadniho
-projektu Spojenych statu americkych,
-na Arpanetu? Skutecne, je to cira prav-
-da. Vzdyt hodne veci z prastareho
-Arpanetu zustalo dosud zachovano! Na-
-priklad na adrese "WWW.OWLET.COM" lze
-najit jeden z nejstarsich CGI skriptu
-vubec - "BXTACK.CGI" slouzici k nava-
-deni raket stredniho doletu.
+Did you know that the worldwide network
+Internet was founded upon the army
+project Arpanet? Indeed, it's true. In
+fact, many things from the ancient
+Arpanet still remain! For example at
+"WWW.OWLET.COM", one can find one of
+the oldest CGI scripts of all time -
+"BXTACK.CGI, whose purpose is to guide
+medium-range ballistic missiles.
~4_12
-Vetsina lidi si mysli, ze beruska je
-takovy ten sympaticky brouk s cerveny-
-mi krovkami, co jich je kazde leto vi-
-det na tisice. Bohuzel to neni pravda,
-nebot onim brouckem je ve skutecnosti
-slunecko sedmitecne. Skutecna beruska
-pak neni nic jineho nez maly sladko-
-vodni korys, dorustajici delky az 12
-mm. Opravdu si to nevymyslime, jen se
-zkuste podivat do encyklopedie!
+Most people think that the asellus is
+the nice beetle with red wing cases,
+thousands of which can be seen every
+summer. Unfortunately that's not true,
+since this bug is actually a little
+freshwater crustacean, up to half inch
+long. Really, we're not making this up;
+just look into an encyclopedia.
~4_13
-Tato uroven je zajimava tim, ze neopa-
-trni jedinci si v ni mohou nechtene
-uzavrit cestu nekam, kam by jeste po
-case chteli opetovne zavitat. Ackoliv
-zde nejsou zadne jednopruchodove dvere,
-koncepce urovne tuto situaci umoznuje
-zpusobit. Obzvlaste neprijemne to muze
-byt tesne pred koncem, to pak ma clo-
-vek prisernou chut sebrat ze stolu kla-
-vesnici a rozmlatit ji nekomu o hlavu.
+One interesting fact about this level
+is that incautious individuals can
+inadvertently block a route they might
+want to use again later. Although
+there's no one-way door here, the design
+of this level allows for such a
+situation. This can be especially
+annoying right before the end; one then
+feels like taking the keyboard off the
+table and hitting someone's head with
+it.
~4_14
-Dalsi z rady velmi neprehlednych uro-
-vni. Vetsina hracu tento druh hricek ze
-srdce nenavidi, ponevadz misto aby se
-zabyvali skutecnymi logickymi problemy,
-musi ve zmeti prvku nejprve najit sa-
-motne berusky, potom klice spolecne
-s vychodem a teprve posleze resit pro-
-blem, kterou bednu kam zasunout, popri-
-pade kolik krompacu bude potreba na
-tu straslivou haldu kamenu...
+Another very chaotic level. Most players
+hate this kind of riddles from the bottom
+of their heart, since instead of dealing
+with actual logical problems, first they
+have to find individual ladybugs in the
+jungle of elements, then keys together
+with the exit, and only then can they
+think which box to move, or how many
+pickaxes will be needed for the
+tremendous heap of rocks.
~4_15
-U mnoha urovni je hned v prvopocat-
-cich zrejmy zpusob reseni, jez je ovsem
-pomerne narocny na prevod do praxe. No
-a ted to bude presne naopak - budete
-mit moznost kamkoliv cokoliv presunout
-nebo prenest, ale nebude vam to nic
-platne, protoze vubec, ale vubec nebu-
-dete mit potuchy, jak se dostat k tomu
-zpropadenemu vychodu. A pak se vam na-
-hle znicehoznic rozsviti v hlave a ...
+Many levels have a clear solution in the
+very beginning, which is, however, quite
+hard to actually execute. Well, this is
+the exact opposite of that - you'll be
+able to move or bring anything anywhere,
+but it will be pointless, because you
+won't have any idea how to get to that
+damned exit. And then you'll see the
+light...
~4_16
-Statistiky pravi, ze rocne zemre dva-
-krate vice lidi na bodnuti zihadlem,
-nez na pokousani zralokem lidozravym.
-Uvadi se tak v sestem cisle casopisu
-Sea Torture z roku 1972. Autorem clan-
-ku je dnes jiz zesnuly podmorsky ka-
-meraman Joe Pumblechook. Paradoxem je,
-ze prave on, prukopnik teto revolucni
-studie, zahynul pri filmovani mureny
-zelene pod zuby zraloka modreho.
+According to statistics, twice as many
+people die from bee stings every year
+than from a shark attack. It was written
+in the June 1972 issue of Sea Torture.
+The author of the article was the
+underwater filmmaker Joe Pumblechook.
+It's paradoxical that he, the pioneer
+of this innovative study, died in the
+filming of a green moray under the teeth
+of a blue shark.
~4_17
-Jak jsme slibili, prinasime vam jeste
-jednu hadanku: Je to zelene, velke,
-chlupate, je to na strome a kdyz to
-z toho stromu spadne, tak vas to zabi-
-je, co to je? Priznavame, ze tato ha-
-danka je mirne tezsi, nez ta predcho-
-zi, na druhou stranu je ale naprosto
-adekvatni obtiznosti, kterou prave
-hrajete. Odpoved se jako obvykle doz-
-vite az po zlomeni teto urovne.
+As promised, here's one more riddle:
+It's big, green, furry, it's on a tree,
+and when it falls down from the tree,
+it kills you; what is it? We admit that
+this riddle is a bit more complicated
+than the last one; on the other hand,
+it totally fits the difficulty you're
+just playing. As usual, you'll get the
+answer when you beat this level.
~4_18
-Kulecnikovy stul. Je zeleny, velky, ma
-na sobe chlupaty semis a je tak tezky,
-ze kdyz na vas spadne z vetsi vysky,
-tak vas muze i zabit. Hadanka take sa-
-mozrejme neni originalni, zaslechli
-jsme ji nekde na Internetu. Jestlize
-by jeste nekdo prisel na to, co muze
-byt velke, chlupate a muze to v urci-
-tych pripadech zabijet, tak nam napis-
-te, at si trochu rozsirime obzory.
+A billiard table. It's big, green,
+there's furry chammy leather on it, and
+it's so heavy that it can kill you when
+it falls on you from a height. Of course
+the riddle is nothing new; we saw that
+somewhere in the Internet. If you can
+think of anything else that can be big,
+furry and kill under certain
+conditions, let us know and broaden our
+horizons.
~4_19
-Berusky se pozvolna, ale nezadrzitelne
-blizi ke svemu definitivnimu konci.
-Doufame, ze chvile u nich stravene, pro
-vas nebyly pouhou ztratou casu a ze
-se bez znacnych obtizi prokousete i po-
-slednimi dvema urovnemi, aby jste tak
-dovrsili sve snazeni do definitivniho
-finale. Drzime vam palce.
+The Bugs Escape is slowly but surely
+coming to an end. We hope that the
+moments you've spent with it weren't
+a waste of time, and that you'll get
+through the remaining two levels
+smoothly to follow through with your
+effort. Break a leg!
~4_20
-Posledni hratelna uroven Beruscich
-trampot. I protentokrate jsme si necha-
-li to nejlepsi (nejtezsi) na konec. Po
-skonceni urovne bude nasledovat ctvrta,
-finalni epizodni gratulace v niz autori
-vyjadri obdiv vasim intelektualnim
-schopnostem. A pokud se jiz ted, v teto
-chvili, citite tak, jako mladsi bratr
-Alberta Einsteina, zkuste doresit i
-pet urovni obtiznosti "Nemozna"...
+The last playable level from the ladybugs
+adventures. As usual, the last level
+is also the hardest (best) one. After the
+level has been completed, the fourth,
+final congratulation will take place, in
+which the authors will show their respect
+for your intellectual skills. And if
+you're feeling like Albert Einstein's
+little brother now, try to solve also the
+five levels of the "Impossible"
+difficulty...
~5_1
-Komu se podari dohrat nasledujici uro-
-ven na libovolny pocet kroku, v neome-
-zenem case, dostane od AnakreoNu novy
-pocitac s procesorem Pentium III Xeon
-a grafickou kartou 3Dlabs Oxygen GMX.
-A kdyz ho dohrajete do 147 kroku, na-
-vic pridame i ctyriadvaceti palcovy
-monitor. Tak s chuti do toho, radne se
-zamyslete a odmena vas nemine...
+AnakreoN will give a new computer with
+Pentium III Xeon and 3Dlabs Oxygen GMX
+video card to those players who manage
+to complete the following level,
+regardless of the number of steps taken
+or time needed. And we'll add a 24"
+screen if you make it in 147 steps. So,
+enjoy! Rack your brains and a reward
+will be yours.
~5_2
-Pevne doufam, ze jste se sem dostali
-nejakym necestnym zpusobem, t.j.: nekdo
-vam prozradil heslo, umite trochu ha-
-ckovat, anebo uz mate zdrojove kody.
-V pripade, ze tomu tak neni, jste ge-
-nialni, a my jen doufame, ze se prave
-pise rok 2036, kdy uz se Xeon bude
-prodavat po bazarech za babku. uro-
-ven, ktera vas ceka ted, je svou pova-
-hou velice podobna te predchozi.
+I really hope that you've cheated to
+make it here, i.e.: someone told you
+the password, you can hack a bit, or
+you already have the source code. If
+not, you're a genius, and we just hope
+that it's 2036 now, and a Xeon can be
+bought for a few bucks used. The level
+that's in front of you now is very
+similar to the previous one.
~5_3
-Vite proc jsme do Berusek zahrnuli ob-
-tiznost "Nemozna"? Nekteri z vas si
-mozna mysli, ze jen tak, ale neni to
-pravda. Ma to svuj pragmaticky duvod.
-Zkratka a dobre jsme se chteli vy-
-hnout narocnym zaverecnym animacim,
-ktere by dle evropskeho standardu mely
-ukoncovat kazdou spravnou pocitacovou
-hru. No a - hra, ktera nejde dohrat,
-zadne outro mit nemusi...
+Do you know why we included the
+difficulty "Impossible" in The
+Bugs Escape? Some of you might think
+that we had no special reason, but
+that's not true. It does have a
+pragmatic reason. To make a long story
+short, we wanted to avoid demanding
+final animations, which should,
+according to a European standard,
+conclude every decent computer game.
+Well, and a game that's impossible to
+finish doesn't need any outro...
~5_4
-Pokud byste prece jen nejakou uroven
-z teto obtiznosti zvladli dohrat,
-poslete nam prosim e-mailem navod
-k reseni, moc by nas to zajimalo. ri-
-kame to z toho duvodu, ze uz nam ne-
-kolik lidi tvrdilo, ze dohrali Berusky
-cele do konce a bylo to pry vcelku
-jednoduche. Takze bud jsou oni velci
-lhari, nebo jsme my nekde udelali za-
-vaznou chybu.
+If you manage to finish some of the
+levels of this difficulty anyway,
+please send us the guideline in email;
+we're really interested in that. We say
+that because many people told us they'd
+completed all the levels, and that it
+was quite easy. So either they're big
+liars, or we've made a big mistake
+somewhere.
+
~5_5
-Tak, toto je stodvacata, uplne posle-
-dni uroven Berusek. Gratulujeme vam
-k uspesnemu dohrani a pevne doufame,
-ze se vam Berusky libily. A jestli
-ano, urcite se pustime do "dvojky",
-ta uz ale bude bezet pod Okynkama, za-
-sadne v 3D, videno z pohledu hrace a
-bude stat neco kolem ctyriceti dolaru.
-Tak se mejte hezky a az do pristiho
-projektu zatim nashledanou...
+So, this is the 120th, very last level
+of The Bugs Escape. Congratulations on
+the successful completion; we hope you
+have enjoyed the game. If so, we'll
+surely start working on "#2"; however,
+that will run under Windows, exclusively
+in 3D, from the player's point of view;
+and it'll cost about forty dollars.
+Have fun, and see you in another
+project...
~
diff --git a/GameData/items.dat b/GameData/items.dat
index 67feeff..8fb227a 100644
--- a/GameData/items.dat
+++ b/GameData/items.dat
@@ -99,7 +99,7 @@ PP_BOTTOM_JAMB_Z P_WALL SPRITE_STATIC 0 0 0 1 FIRST_CLASSIC_LEVEL + 80 0 0
#
# position function flag minus_x plus_x x_cor y_cor sprite animation when_run_anim so_1 so_2
-P_GROUND P_GROUND SPRITE_STATIC|SPRITE_NO_ROTATE 0 0 0 0 FIRST_CLASSIC_LEVEL + 81 0 0 0 0
+P_GROUND P_GROUND SPRITE_STATIC|SPRITE_NO_ROTATE 0 0 0 0 FIRST_CLASSIC_LEVEL + 81 0 0 0 0
P_GROUND+1 P_GROUND SPRITE_STATIC|SPRITE_NO_ROTATE 0 0 0 0 FIRST_CLASSIC_LEVEL + 92 0 0 0 0
P_GROUND+2 P_GROUND SPRITE_STATIC|SPRITE_NO_ROTATE 0 0 0 0 FIRST_CLASSIC_LEVEL + 83 0 0 0 0
P_GROUND+3 P_GROUND SPRITE_STATIC|SPRITE_NO_ROTATE 0 0 0 0 FIRST_CLASSIC_LEVEL + 82 0 0 0 0
@@ -111,6 +111,96 @@ P_GROUND+7 P_GROUND SPRITE_STATIC|SPRITE_NO_ROTATE 0 0 0 0 FIRST_CYBER_LEVE
P_GROUND+8 P_GROUND SPRITE_STATIC|SPRITE_NO_ROTATE 0 0 0 0 FIRST_CYBER_LEVEL + 25 0 0 0 0
P_GROUND+9 P_GROUND SPRITE_STATIC|SPRITE_NO_ROTATE 0 0 0 0 FIRST_CYBER_LEVEL + 28 0 0 0 0
+P_GROUND+10 P_GROUND SPRITE_STATIC|SPRITE_NO_ROTATE 0 0 0 0 FIRST_FLOOR_IRON + 0 0 0 0 0
+P_GROUND+11 P_GROUND SPRITE_STATIC|SPRITE_NO_ROTATE 0 0 0 0 FIRST_FLOOR_IRON + 1 0 0 0 0
+P_GROUND+12 P_GROUND SPRITE_STATIC|SPRITE_NO_ROTATE 0 0 0 0 FIRST_FLOOR_IRON + 2 0 0 0 0
+P_GROUND+13 P_GROUND SPRITE_STATIC|SPRITE_NO_ROTATE 0 0 0 0 FIRST_FLOOR_IRON + 3 0 0 0 0
+P_GROUND+14 P_GROUND SPRITE_STATIC|SPRITE_NO_ROTATE 0 0 0 0 FIRST_FLOOR_IRON + 4 0 0 0 0
+
+P_GROUND+15 P_GROUND SPRITE_STATIC|SPRITE_NO_ROTATE 0 0 0 0 FIRST_FLOOR_IRON + 5 0 0 0 0
+P_GROUND+16 P_GROUND SPRITE_STATIC|SPRITE_NO_ROTATE 0 0 0 0 FIRST_FLOOR_IRON + 6 0 0 0 0
+P_GROUND+17 P_GROUND SPRITE_STATIC|SPRITE_NO_ROTATE 0 0 0 0 FIRST_FLOOR_IRON + 7 0 0 0 0
+P_GROUND+18 P_GROUND SPRITE_STATIC|SPRITE_NO_ROTATE 0 0 0 0 FIRST_FLOOR_IRON + 8 0 0 0 0
+P_GROUND+19 P_GROUND SPRITE_STATIC|SPRITE_NO_ROTATE 0 0 0 0 FIRST_FLOOR_IRON + 9 0 0 0 0
+
+P_GROUND+20 P_GROUND SPRITE_STATIC|SPRITE_NO_ROTATE 0 0 0 0 FIRST_FLOOR_IRON + 10 0 0 0 0
+P_GROUND+21 P_GROUND SPRITE_STATIC|SPRITE_NO_ROTATE 0 0 0 0 FIRST_FLOOR_IRON + 11 0 0 0 0
+P_GROUND+22 P_GROUND SPRITE_STATIC|SPRITE_NO_ROTATE 0 0 0 0 FIRST_FLOOR_IRON + 12 0 0 0 0
+P_GROUND+23 P_GROUND SPRITE_STATIC|SPRITE_NO_ROTATE 0 0 0 0 FIRST_FLOOR_IRON + 13 0 0 0 0
+P_GROUND+24 P_GROUND SPRITE_STATIC|SPRITE_NO_ROTATE 0 0 0 0 FIRST_FLOOR_IRON + 14 0 0 0 0
+
+P_GROUND+25 P_GROUND SPRITE_STATIC|SPRITE_NO_ROTATE 0 0 0 0 FIRST_FLOOR_IRON + 15 0 0 0 0
+P_GROUND+26 P_GROUND SPRITE_STATIC|SPRITE_NO_ROTATE 0 0 0 0 FIRST_FLOOR_IRON + 16 0 0 0 0
+P_GROUND+27 P_GROUND SPRITE_STATIC|SPRITE_NO_ROTATE 0 0 0 0 FIRST_FLOOR_IRON + 17 0 0 0 0
+P_GROUND+28 P_GROUND SPRITE_STATIC|SPRITE_NO_ROTATE 0 0 0 0 FIRST_FLOOR_IRON + 18 0 0 0 0
+P_GROUND+29 P_GROUND SPRITE_STATIC|SPRITE_NO_ROTATE 0 0 0 0 FIRST_FLOOR_IRON + 19 0 0 0 0
+
+P_GROUND+30 P_GROUND SPRITE_STATIC|SPRITE_NO_ROTATE 0 0 0 0 FIRST_FLOOR_IRON + 20 0 0 0 0
+P_GROUND+31 P_GROUND SPRITE_STATIC|SPRITE_NO_ROTATE 0 0 0 0 FIRST_FLOOR_IRON + 21 0 0 0 0
+P_GROUND+32 P_GROUND SPRITE_STATIC|SPRITE_NO_ROTATE 0 0 0 0 FIRST_FLOOR_IRON + 22 0 0 0 0
+P_GROUND+33 P_GROUND SPRITE_STATIC|SPRITE_NO_ROTATE 0 0 0 0 FIRST_FLOOR_IRON + 23 0 0 0 0
+P_GROUND+34 P_GROUND SPRITE_STATIC|SPRITE_NO_ROTATE 0 0 0 0 FIRST_FLOOR_IRON + 24 0 0 0 0
+
+P_GROUND+35 P_GROUND SPRITE_STATIC|SPRITE_NO_ROTATE 0 0 0 0 FIRST_FLOOR_SNOW + 0 0 0 0 0
+P_GROUND+36 P_GROUND SPRITE_STATIC|SPRITE_NO_ROTATE 0 0 0 0 FIRST_FLOOR_SNOW + 1 0 0 0 0
+P_GROUND+37 P_GROUND SPRITE_STATIC|SPRITE_NO_ROTATE 0 0 0 0 FIRST_FLOOR_SNOW + 2 0 0 0 0
+P_GROUND+38 P_GROUND SPRITE_STATIC|SPRITE_NO_ROTATE 0 0 0 0 FIRST_FLOOR_SNOW + 3 0 0 0 0
+P_GROUND+39 P_GROUND SPRITE_STATIC|SPRITE_NO_ROTATE 0 0 0 0 FIRST_FLOOR_SNOW + 4 0 0 0 0
+
+P_GROUND+40 P_GROUND SPRITE_STATIC|SPRITE_NO_ROTATE 0 0 0 0 FIRST_FLOOR_DANGER + 0 0 0 0 0
+P_GROUND+41 P_GROUND SPRITE_STATIC|SPRITE_NO_ROTATE 0 0 0 0 FIRST_FLOOR_DANGER + 1 0 0 0 0
+P_GROUND+42 P_GROUND SPRITE_STATIC|SPRITE_NO_ROTATE 0 0 0 0 FIRST_FLOOR_DANGER + 2 0 0 0 0
+P_GROUND+43 P_GROUND SPRITE_STATIC|SPRITE_NO_ROTATE 0 0 0 0 FIRST_FLOOR_DANGER + 3 0 0 0 0
+P_GROUND+44 P_GROUND SPRITE_STATIC|SPRITE_NO_ROTATE 0 0 0 0 FIRST_FLOOR_DANGER + 4 0 0 0 0
+
+P_GROUND+45 P_GROUND SPRITE_STATIC|SPRITE_NO_ROTATE 0 0 0 0 FIRST_FLOOR_DANGER + 5 0 0 0 0
+P_GROUND+46 P_GROUND SPRITE_STATIC|SPRITE_NO_ROTATE 0 0 0 0 FIRST_FLOOR_DANGER + 6 0 0 0 0
+P_GROUND+47 P_GROUND SPRITE_STATIC|SPRITE_NO_ROTATE 0 0 0 0 FIRST_FLOOR_DANGER + 7 0 0 0 0
+P_GROUND+48 P_GROUND SPRITE_STATIC|SPRITE_NO_ROTATE 0 0 0 0 FIRST_FLOOR_DANGER + 8 0 0 0 0
+P_GROUND+49 P_GROUND SPRITE_STATIC|SPRITE_NO_ROTATE 0 0 0 0 FIRST_FLOOR_DANGER + 9 0 0 0 0
+
+P_GROUND+50 P_GROUND SPRITE_STATIC|SPRITE_NO_ROTATE 0 0 0 0 FIRST_FLOOR_DANGER + 10 0 0 0 0
+P_GROUND+51 P_GROUND SPRITE_STATIC|SPRITE_NO_ROTATE 0 0 0 0 FIRST_FLOOR_DANGER + 11 0 0 0 0
+P_GROUND+52 P_GROUND SPRITE_STATIC|SPRITE_NO_ROTATE 0 0 0 0 FIRST_FLOOR_DANGER + 12 0 0 0 0
+P_GROUND+53 P_GROUND SPRITE_STATIC|SPRITE_NO_ROTATE 0 0 0 0 FIRST_FLOOR_DANGER + 13 0 0 0 0
+P_GROUND+54 P_GROUND SPRITE_STATIC|SPRITE_NO_ROTATE 0 0 0 0 FIRST_FLOOR_DANGER + 14 0 0 0 0
+
+P_GROUND+55 P_GROUND SPRITE_STATIC|SPRITE_NO_ROTATE 0 0 0 0 FIRST_FLOOR_DANGER + 15 0 0 0 0
+P_GROUND+56 P_GROUND SPRITE_STATIC|SPRITE_NO_ROTATE 0 0 0 0 FIRST_FLOOR_DANGER + 16 0 0 0 0
+P_GROUND+57 P_GROUND SPRITE_STATIC|SPRITE_NO_ROTATE 0 0 0 0 FIRST_FLOOR_DANGER + 17 0 0 0 0
+P_GROUND+58 P_GROUND SPRITE_STATIC|SPRITE_NO_ROTATE 0 0 0 0 FIRST_FLOOR_DANGER + 18 0 0 0 0
+P_GROUND+59 P_GROUND SPRITE_STATIC|SPRITE_NO_ROTATE 0 0 0 0 FIRST_FLOOR_DANGER + 19 0 0 0 0
+
+P_GROUND+60 P_GROUND SPRITE_STATIC|SPRITE_NO_ROTATE 0 0 0 0 FIRST_FLOOR_ELEVATORS + 0 0 0 0 0
+P_GROUND+61 P_GROUND SPRITE_STATIC|SPRITE_NO_ROTATE 0 0 0 0 FIRST_FLOOR_ELEVATORS + 1 0 0 0 0
+P_GROUND+62 P_GROUND SPRITE_STATIC|SPRITE_NO_ROTATE 0 0 0 0 FIRST_FLOOR_ELEVATORS + 2 0 0 0 0
+P_GROUND+63 P_GROUND SPRITE_STATIC|SPRITE_NO_ROTATE 0 0 0 0 FIRST_FLOOR_ELEVATORS + 3 0 0 0 0
+P_GROUND+64 P_GROUND SPRITE_STATIC|SPRITE_NO_ROTATE 0 0 0 0 FIRST_FLOOR_ELEVATORS + 4 0 0 0 0
+
+P_GROUND+65 P_GROUND SPRITE_STATIC|SPRITE_NO_ROTATE 0 0 0 0 FIRST_FLOOR_ELEVATORS + 5 0 0 0 0
+P_GROUND+66 P_GROUND SPRITE_STATIC|SPRITE_NO_ROTATE 0 0 0 0 FIRST_FLOOR_ELEVATORS + 6 0 0 0 0
+P_GROUND+67 P_GROUND SPRITE_STATIC|SPRITE_NO_ROTATE 0 0 0 0 FIRST_FLOOR_ELEVATORS + 7 0 0 0 0
+P_GROUND+68 P_GROUND SPRITE_STATIC|SPRITE_NO_ROTATE 0 0 0 0 FIRST_FLOOR_ELEVATORS + 8 0 0 0 0
+P_GROUND+69 P_GROUND SPRITE_STATIC|SPRITE_NO_ROTATE 0 0 0 0 FIRST_FLOOR_ELEVATORS + 9 0 0 0 0
+
+P_GROUND+70 P_GROUND SPRITE_STATIC|SPRITE_NO_ROTATE 0 0 0 0 FIRST_FLOOR_ELEVATORS + 10 0 0 0 0
+P_GROUND+71 P_GROUND SPRITE_STATIC|SPRITE_NO_ROTATE 0 0 0 0 FIRST_FLOOR_ELEVATORS + 11 0 0 0 0
+P_GROUND+72 P_GROUND SPRITE_STATIC|SPRITE_NO_ROTATE 0 0 0 0 FIRST_FLOOR_ELEVATORS + 12 0 0 0 0
+P_GROUND+73 P_GROUND SPRITE_STATIC|SPRITE_NO_ROTATE 0 0 0 0 FIRST_FLOOR_ELEVATORS + 13 0 0 0 0
+P_GROUND+74 P_GROUND SPRITE_STATIC|SPRITE_NO_ROTATE 0 0 0 0 FIRST_FLOOR_ELEVATORS + 14 0 0 0 0
+
+P_GROUND+75 P_GROUND SPRITE_STATIC|SPRITE_NO_ROTATE 0 0 0 0 FIRST_FLOOR_GRAY + 0 0 0 0 0
+P_GROUND+76 P_GROUND SPRITE_STATIC|SPRITE_NO_ROTATE 0 0 0 0 FIRST_FLOOR_GRAY + 1 0 0 0 0
+P_GROUND+77 P_GROUND SPRITE_STATIC|SPRITE_NO_ROTATE 0 0 0 0 FIRST_FLOOR_GRAY + 2 0 0 0 0
+P_GROUND+78 P_GROUND SPRITE_STATIC|SPRITE_NO_ROTATE 0 0 0 0 FIRST_FLOOR_GRAY + 3 0 0 0 0
+P_GROUND+79 P_GROUND SPRITE_STATIC|SPRITE_NO_ROTATE 0 0 0 0 FIRST_FLOOR_GRAY + 4 0 0 0 0
+
+P_GROUND+80 P_GROUND SPRITE_STATIC|SPRITE_NO_ROTATE 0 0 0 0 FIRST_FLOOR_GRAY + 5 0 0 0 0
+P_GROUND+81 P_GROUND SPRITE_STATIC|SPRITE_NO_ROTATE 0 0 0 0 FIRST_FLOOR_GRAY + 6 0 0 0 0
+P_GROUND+82 P_GROUND SPRITE_STATIC|SPRITE_NO_ROTATE 0 0 0 0 FIRST_FLOOR_GRAY + 7 0 0 0 0
+P_GROUND+83 P_GROUND SPRITE_STATIC|SPRITE_NO_ROTATE 0 0 0 0 FIRST_FLOOR_GRAY + 8 0 0 0 0
+P_GROUND+84 P_GROUND SPRITE_STATIC|SPRITE_NO_ROTATE 0 0 0 0 FIRST_FLOOR_GRAY + 9 0 0 0 0
+
#
# Players
#
@@ -136,17 +226,149 @@ P_BOX+5 P_BOX SPRITE_DYNAMIC 0 0 0 0 FIRST_CLASSIC_LEVEL + 7 0 0 0 0
P_BOX+6 P_BOX SPRITE_DYNAMIC 0 0 0 0 FIRST_CYBER_LEVEL + 5 0 0 0 0
P_BOX+7 P_BOX SPRITE_DYNAMIC 0 0 0 0 FIRST_CYBER_LEVEL + 6 0 0 0 0
+P_BOX+8 P_BOX SPRITE_DYNAMIC 0 0 0 0 FIRST_BOX_BRIGHT + 0 0 0 0 0
+P_BOX+9 P_BOX SPRITE_DYNAMIC 0 0 0 0 FIRST_BOX_BRIGHT + 1 0 0 0 0
+P_BOX+10 P_BOX SPRITE_DYNAMIC 0 0 0 0 FIRST_BOX_BRIGHT + 2 0 0 0 0
+P_BOX+11 P_BOX SPRITE_DYNAMIC 0 0 0 0 FIRST_BOX_BRIGHT + 3 0 0 0 0
+P_BOX+12 P_BOX SPRITE_DYNAMIC 0 0 0 0 FIRST_BOX_BRIGHT + 4 0 0 0 0
+P_BOX+13 P_BOX SPRITE_DYNAMIC 0 0 0 0 FIRST_BOX_BRIGHT + 5 0 0 0 0
+P_BOX+14 P_BOX SPRITE_DYNAMIC 0 0 0 0 FIRST_BOX_BRIGHT + 6 0 0 0 0
+P_BOX+15 P_BOX SPRITE_DYNAMIC 0 0 0 0 FIRST_BOX_BRIGHT + 7 0 0 0 0
+P_BOX+16 P_BOX SPRITE_DYNAMIC 0 0 0 0 FIRST_BOX_BRIGHT + 8 0 0 0 0
+P_BOX+17 P_BOX SPRITE_DYNAMIC 0 0 0 0 FIRST_BOX_BRIGHT + 9 0 0 0 0
+P_BOX+18 P_BOX SPRITE_DYNAMIC 0 0 0 0 FIRST_BOX_BRIGHT + 10 0 0 0 0
+P_BOX+19 P_BOX SPRITE_DYNAMIC 0 0 0 0 FIRST_BOX_BRIGHT + 11 0 0 0 0
+P_BOX+20 P_BOX SPRITE_DYNAMIC 0 0 0 0 FIRST_BOX_BRIGHT + 12 0 0 0 0
+P_BOX+21 P_BOX SPRITE_DYNAMIC 0 0 0 0 FIRST_BOX_BRIGHT + 13 0 0 0 0
+P_BOX+22 P_BOX SPRITE_DYNAMIC 0 0 0 0 FIRST_BOX_BRIGHT + 14 0 0 0 0
+P_BOX+23 P_BOX SPRITE_DYNAMIC 0 0 0 0 FIRST_BOX_BRIGHT + 15 0 0 0 0
+
+P_BOX+24 P_BOX SPRITE_DYNAMIC 0 0 0 0 FIRST_BOX_DARK + 0 0 0 0 0
+P_BOX+25 P_BOX SPRITE_DYNAMIC 0 0 0 0 FIRST_BOX_DARK + 1 0 0 0 0
+P_BOX+26 P_BOX SPRITE_DYNAMIC 0 0 0 0 FIRST_BOX_DARK + 2 0 0 0 0
+P_BOX+27 P_BOX SPRITE_DYNAMIC 0 0 0 0 FIRST_BOX_DARK + 3 0 0 0 0
+P_BOX+28 P_BOX SPRITE_DYNAMIC 0 0 0 0 FIRST_BOX_DARK + 4 0 0 0 0
+P_BOX+29 P_BOX SPRITE_DYNAMIC 0 0 0 0 FIRST_BOX_DARK + 5 0 0 0 0
+P_BOX+30 P_BOX SPRITE_DYNAMIC 0 0 0 0 FIRST_BOX_DARK + 6 0 0 0 0
+P_BOX+31 P_BOX SPRITE_DYNAMIC 0 0 0 0 FIRST_BOX_DARK + 7 0 0 0 0
+P_BOX+32 P_BOX SPRITE_DYNAMIC 0 0 0 0 FIRST_BOX_DARK + 8 0 0 0 0
+P_BOX+33 P_BOX SPRITE_DYNAMIC 0 0 0 0 FIRST_BOX_DARK + 9 0 0 0 0
+P_BOX+34 P_BOX SPRITE_DYNAMIC 0 0 0 0 FIRST_BOX_DARK + 10 0 0 0 0
+P_BOX+35 P_BOX SPRITE_DYNAMIC 0 0 0 0 FIRST_BOX_DARK + 11 0 0 0 0
+P_BOX+36 P_BOX SPRITE_DYNAMIC 0 0 0 0 FIRST_BOX_DARK + 12 0 0 0 0
+P_BOX+37 P_BOX SPRITE_DYNAMIC 0 0 0 0 FIRST_BOX_DARK + 13 0 0 0 0
+P_BOX+38 P_BOX SPRITE_DYNAMIC 0 0 0 0 FIRST_BOX_DARK + 14 0 0 0 0
+P_BOX+39 P_BOX SPRITE_DYNAMIC 0 0 0 0 FIRST_BOX_DARK + 15 0 0 0 0
+P_BOX+40 P_BOX SPRITE_DYNAMIC 0 0 0 0 FIRST_BOX_DARK + 16 0 0 0 0
+P_BOX+41 P_BOX SPRITE_DYNAMIC 0 0 0 0 FIRST_BOX_DARK + 17 0 0 0 0
+
+P_BOX+42 P_BOX SPRITE_DYNAMIC 0 0 0 0 FIRST_BOX_PAPER + 0 0 0 0 0
+P_BOX+43 P_BOX SPRITE_DYNAMIC 0 0 0 0 FIRST_BOX_PAPER + 1 0 0 0 0
+P_BOX+44 P_BOX SPRITE_DYNAMIC 0 0 0 0 FIRST_BOX_PAPER + 2 0 0 0 0
+P_BOX+45 P_BOX SPRITE_DYNAMIC 0 0 0 0 FIRST_BOX_PAPER + 3 0 0 0 0
+P_BOX+46 P_BOX SPRITE_DYNAMIC 0 0 0 0 FIRST_BOX_PAPER + 4 0 0 0 0
+P_BOX+47 P_BOX SPRITE_DYNAMIC 0 0 0 0 FIRST_BOX_PAPER + 5 0 0 0 0
+P_BOX+48 P_BOX SPRITE_DYNAMIC 0 0 0 0 FIRST_BOX_PAPER + 6 0 0 0 0
+P_BOX+49 P_BOX SPRITE_DYNAMIC 0 0 0 0 FIRST_BOX_PAPER + 7 0 0 0 0
+P_BOX+50 P_BOX SPRITE_DYNAMIC 0 0 0 0 FIRST_BOX_PAPER + 8 0 0 0 0
+P_BOX+51 P_BOX SPRITE_DYNAMIC 0 0 0 0 FIRST_BOX_PAPER + 9 0 0 0 0
+P_BOX+52 P_BOX SPRITE_DYNAMIC 0 0 0 0 FIRST_BOX_PAPER + 10 0 0 0 0
+P_BOX+53 P_BOX SPRITE_DYNAMIC 0 0 0 0 FIRST_BOX_PAPER + 11 0 0 0 0
+P_BOX+54 P_BOX SPRITE_DYNAMIC 0 0 0 0 FIRST_BOX_PAPER + 12 0 0 0 0
+P_BOX+55 P_BOX SPRITE_DYNAMIC 0 0 0 0 FIRST_BOX_PAPER + 13 0 0 0 0
+P_BOX+56 P_BOX SPRITE_DYNAMIC 0 0 0 0 FIRST_BOX_PAPER + 14 0 0 0 0
+P_BOX+57 P_BOX SPRITE_DYNAMIC 0 0 0 0 FIRST_BOX_PAPER + 15 0 0 0 0
+P_BOX+58 P_BOX SPRITE_DYNAMIC 0 0 0 0 FIRST_BOX_PAPER + 16 0 0 0 0
+P_BOX+59 P_BOX SPRITE_DYNAMIC 0 0 0 0 FIRST_BOX_PAPER + 17 0 0 0 0
+
+P_BOX+60 P_BOX SPRITE_DYNAMIC 0 0 0 0 FIRST_BOX_SNOW + 0 0 0 0 0
+P_BOX+61 P_BOX SPRITE_DYNAMIC 0 0 0 0 FIRST_BOX_SNOW + 1 0 0 0 0
+P_BOX+62 P_BOX SPRITE_DYNAMIC 0 0 0 0 FIRST_BOX_SNOW + 2 0 0 0 0
+P_BOX+63 P_BOX SPRITE_DYNAMIC 0 0 0 0 FIRST_BOX_SNOW + 3 0 0 0 0
+P_BOX+64 P_BOX SPRITE_DYNAMIC 0 0 0 0 FIRST_BOX_SNOW + 4 0 0 0 0
+P_BOX+65 P_BOX SPRITE_DYNAMIC 0 0 0 0 FIRST_BOX_SNOW + 5 0 0 0 0
+P_BOX+66 P_BOX SPRITE_DYNAMIC 0 0 0 0 FIRST_BOX_SNOW + 6 0 0 0 0
+P_BOX+67 P_BOX SPRITE_DYNAMIC 0 0 0 0 FIRST_BOX_SNOW + 7 0 0 0 0
+P_BOX+68 P_BOX SPRITE_DYNAMIC 0 0 0 0 FIRST_BOX_SNOW + 8 0 0 0 0
+P_BOX+69 P_BOX SPRITE_DYNAMIC 0 0 0 0 FIRST_BOX_SNOW + 9 0 0 0 0
+P_BOX+70 P_BOX SPRITE_DYNAMIC 0 0 0 0 FIRST_BOX_SNOW + 10 0 0 0 0
+P_BOX+71 P_BOX SPRITE_DYNAMIC 0 0 0 0 FIRST_BOX_SNOW + 11 0 0 0 0
+P_BOX+72 P_BOX SPRITE_DYNAMIC 0 0 0 0 FIRST_BOX_SNOW + 12 0 0 0 0
+P_BOX+73 P_BOX SPRITE_DYNAMIC 0 0 0 0 FIRST_BOX_SNOW + 13 0 0 0 0
+P_BOX+74 P_BOX SPRITE_DYNAMIC 0 0 0 0 FIRST_BOX_SNOW + 14 0 0 0 0
+P_BOX+75 P_BOX SPRITE_DYNAMIC 0 0 0 0 FIRST_BOX_SNOW + 15 0 0 0 0
+P_BOX+76 P_BOX SPRITE_DYNAMIC 0 0 0 0 FIRST_BOX_SNOW + 16 0 0 0 0
+P_BOX+77 P_BOX SPRITE_DYNAMIC 0 0 0 0 FIRST_BOX_SNOW + 17 0 0 0 0
+P_BOX+78 P_BOX SPRITE_DYNAMIC 0 0 0 0 FIRST_BOX_SNOW + 18 0 0 0 0
+
+#
+# Light BOXes
+#
+# position function flag minus_x plus_x x_cor y_cor sprite animation when_run_anim so_1 so_2
+
+P_BOX_LIGHT+0 P_BOX_LIGHT SPRITE_DYNAMIC 0 0 0 0 FIRST_LIGHT_BOX + 0 0 0 0 0
+P_BOX_LIGHT+1 P_BOX_LIGHT SPRITE_DYNAMIC 0 0 0 0 FIRST_LIGHT_BOX + 1 0 0 0 0
+P_BOX_LIGHT+2 P_BOX_LIGHT SPRITE_DYNAMIC 0 0 0 0 FIRST_LIGHT_BOX + 2 0 0 0 0
+P_BOX_LIGHT+3 P_BOX_LIGHT SPRITE_DYNAMIC 0 0 0 0 FIRST_LIGHT_BOX + 3 0 0 0 0
+P_BOX_LIGHT+4 P_BOX_LIGHT SPRITE_DYNAMIC 0 0 0 0 FIRST_LIGHT_BOX + 4 0 0 0 0
+P_BOX_LIGHT+5 P_BOX_LIGHT SPRITE_DYNAMIC 0 0 0 0 FIRST_LIGHT_BOX + 5 0 0 0 0
+P_BOX_LIGHT+6 P_BOX_LIGHT SPRITE_DYNAMIC 0 0 0 0 FIRST_LIGHT_BOX + 6 0 0 0 0
+
#
# TNT boxes
#
# position function flag minus_x plus_x x_cor y_cor sprite animation when_run_anim so_1 so_2
-P_TNT P_TNT SPRITE_DYNAMIC 0 0 0 0 FIRST_GLOBAL_LEVEL + 0 0 0 0 0
+P_TNT P_TNT SPRITE_DYNAMIC 0 0 0 0 FIRST_GLOBAL_LEVEL + 0 0 0 0 0
P_TNT+1 P_TNT SPRITE_DYNAMIC 0 0 0 0 FIRST_CLASSIC_LEVEL + 91 0 0 0 0
P_TNT+2 P_TNT SPRITE_DYNAMIC 0 0 0 0 FIRST_GLOBAL_LEVEL + 3 0 0 0 0
P_TNT+3 P_TNT SPRITE_DYNAMIC 0 0 0 0 FIRST_GLOBAL_LEVEL + 4 0 0 0 0
P_TNT+4 P_TNT SPRITE_DYNAMIC 0 0 0 0 FIRST_GLOBAL_LEVEL + 1 0 0 0 0
-
+
+P_TNT+5 P_TNT SPRITE_DYNAMIC 0 0 0 0 FIRST_TNT_BRIGHT + 0 0 0 0 0
+P_TNT+6 P_TNT SPRITE_DYNAMIC 0 0 0 0 FIRST_TNT_BRIGHT + 1 0 0 0 0
+P_TNT+7 P_TNT SPRITE_DYNAMIC 0 0 0 0 FIRST_TNT_BRIGHT + 2 0 0 0 0
+P_TNT+8 P_TNT SPRITE_DYNAMIC 0 0 0 0 FIRST_TNT_BRIGHT + 3 0 0 0 0
+P_TNT+9 P_TNT SPRITE_DYNAMIC 0 0 0 0 FIRST_TNT_BRIGHT + 4 0 0 0 0
+P_TNT+10 P_TNT SPRITE_DYNAMIC 0 0 0 0 FIRST_TNT_BRIGHT + 5 0 0 0 0
+P_TNT+11 P_TNT SPRITE_DYNAMIC 0 0 0 0 FIRST_TNT_BRIGHT + 6 0 0 0 0
+P_TNT+12 P_TNT SPRITE_DYNAMIC 0 0 0 0 FIRST_TNT_BRIGHT + 7 0 0 0 0
+P_TNT+13 P_TNT SPRITE_DYNAMIC 0 0 0 0 FIRST_TNT_BRIGHT + 8 0 0 0 0
+P_TNT+14 P_TNT SPRITE_DYNAMIC 0 0 0 0 FIRST_TNT_BRIGHT + 9 0 0 0 0
+P_TNT+15 P_TNT SPRITE_DYNAMIC 0 0 0 0 FIRST_TNT_BRIGHT + 10 0 0 0 0
+P_TNT+16 P_TNT SPRITE_DYNAMIC 0 0 0 0 FIRST_TNT_BRIGHT + 11 0 0 0 0
+P_TNT+17 P_TNT SPRITE_DYNAMIC 0 0 0 0 FIRST_TNT_BRIGHT + 12 0 0 0 0
+
+P_TNT+18 P_TNT SPRITE_DYNAMIC 0 0 0 0 FIRST_TNT_DARK + 0 0 0 0 0
+P_TNT+19 P_TNT SPRITE_DYNAMIC 0 0 0 0 FIRST_TNT_DARK + 1 0 0 0 0
+P_TNT+20 P_TNT SPRITE_DYNAMIC 0 0 0 0 FIRST_TNT_DARK + 2 0 0 0 0
+P_TNT+21 P_TNT SPRITE_DYNAMIC 0 0 0 0 FIRST_TNT_DARK + 3 0 0 0 0
+
+P_TNT+22 P_TNT SPRITE_DYNAMIC 0 0 0 0 FIRST_TNT_PAPER + 0 0 0 0 0
+P_TNT+23 P_TNT SPRITE_DYNAMIC 0 0 0 0 FIRST_TNT_PAPER + 1 0 0 0 0
+P_TNT+24 P_TNT SPRITE_DYNAMIC 0 0 0 0 FIRST_TNT_PAPER + 2 0 0 0 0
+P_TNT+25 P_TNT SPRITE_DYNAMIC 0 0 0 0 FIRST_TNT_PAPER + 3 0 0 0 0
+P_TNT+26 P_TNT SPRITE_DYNAMIC 0 0 0 0 FIRST_TNT_PAPER + 4 0 0 0 0
+P_TNT+27 P_TNT SPRITE_DYNAMIC 0 0 0 0 FIRST_TNT_PAPER + 5 0 0 0 0
+P_TNT+28 P_TNT SPRITE_DYNAMIC 0 0 0 0 FIRST_TNT_PAPER + 6 0 0 0 0
+
+P_TNT+29 P_TNT SPRITE_DYNAMIC 0 0 0 0 FIRST_TNT_SNOW + 0 0 0 0 0
+P_TNT+30 P_TNT SPRITE_DYNAMIC 0 0 0 0 FIRST_TNT_SNOW + 1 0 0 0 0
+P_TNT+31 P_TNT SPRITE_DYNAMIC 0 0 0 0 FIRST_TNT_SNOW + 2 0 0 0 0
+P_TNT+32 P_TNT SPRITE_DYNAMIC 0 0 0 0 FIRST_TNT_SNOW + 3 0 0 0 0
+P_TNT+33 P_TNT SPRITE_DYNAMIC 0 0 0 0 FIRST_TNT_SNOW + 4 0 0 0 0
+P_TNT+34 P_TNT SPRITE_DYNAMIC 0 0 0 0 FIRST_TNT_SNOW + 5 0 0 0 0
+P_TNT+35 P_TNT SPRITE_DYNAMIC 0 0 0 0 FIRST_TNT_SNOW + 6 0 0 0 0
+P_TNT+36 P_TNT SPRITE_DYNAMIC 0 0 0 0 FIRST_TNT_SNOW + 7 0 0 0 0
+P_TNT+37 P_TNT SPRITE_DYNAMIC 0 0 0 0 FIRST_TNT_SNOW + 8 0 0 0 0
+P_TNT+38 P_TNT SPRITE_DYNAMIC 0 0 0 0 FIRST_TNT_SNOW + 9 0 0 0 0
+P_TNT+39 P_TNT SPRITE_DYNAMIC 0 0 0 0 FIRST_TNT_SNOW + 10 0 0 0 0
+
+P_TNT+40 P_TNT SPRITE_DYNAMIC 0 0 0 0 FIRST_TNT_SWAMP + 0 0 0 0 0
+P_TNT+41 P_TNT SPRITE_DYNAMIC 0 0 0 0 FIRST_TNT_SWAMP + 1 0 0 0 0
+P_TNT+42 P_TNT SPRITE_DYNAMIC 0 0 0 0 FIRST_TNT_SWAMP + 2 0 0 0 0
+P_TNT+43 P_TNT SPRITE_DYNAMIC 0 0 0 0 FIRST_TNT_SWAMP + 3 0 0 0 0
+
#
# Walls
#
@@ -275,6 +497,174 @@ P_WALL+103 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_CYBER_LEVEL + 62 0 0 0 0
P_WALL+104 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_CYBER_LEVEL + 59 0 0 0 0
P_WALL+105 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_CYBER_LEVEL + 80 0 0 0 0
+#
+# New graphics
+#
+# position function flag minus_x plus_x x_cor y_cor sprite animation when_run_anim so_1 so_2
+
+P_WALL+106 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_IRON_BLUE + 0 0 0 0 0
+P_WALL+107 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_IRON_BLUE + 1 0 0 0 0
+P_WALL+108 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_IRON_BLUE + 2 0 0 0 0
+P_WALL+109 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_IRON_BLUE + 3 0 0 0 0
+P_WALL+110 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_IRON_BLUE + 4 0 0 0 0
+P_WALL+111 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_IRON_BLUE + 5 0 0 0 0
+P_WALL+112 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_IRON_BLUE + 6 0 0 0 0
+P_WALL+113 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_IRON_BLUE + 7 0 0 0 0
+
+P_WALL+114 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_IRON_BROWN + 0 0 0 0 0
+P_WALL+115 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_IRON_BROWN + 1 0 0 0 0
+P_WALL+116 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_IRON_BROWN + 2 0 0 0 0
+P_WALL+117 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_IRON_BROWN + 3 0 0 0 0
+P_WALL+118 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_IRON_BROWN + 4 0 0 0 0
+P_WALL+119 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_IRON_BROWN + 5 0 0 0 0
+P_WALL+120 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_IRON_BROWN + 6 0 0 0 0
+P_WALL+121 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_IRON_BROWN + 7 0 0 0 0
+P_WALL+122 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_IRON_BROWN + 8 0 0 0 0
+P_WALL+123 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_IRON_BROWN + 9 0 0 0 0
+P_WALL+123 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_IRON_BROWN + 10 0 0 0 0
+P_WALL+124 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_IRON_BROWN + 11 0 0 0 0
+P_WALL+125 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_IRON_BROWN + 12 0 0 0 0
+
+P_WALL+126 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_IRON_DARK + 0 0 0 0 0
+P_WALL+127 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_IRON_DARK + 1 0 0 0 0
+P_WALL+128 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_IRON_DARK + 2 0 0 0 0
+P_WALL+129 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_IRON_DARK + 3 0 0 0 0
+P_WALL+130 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_IRON_DARK + 4 0 0 0 0
+P_WALL+131 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_IRON_DARK + 5 0 0 0 0
+P_WALL+132 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_IRON_DARK + 6 0 0 0 0
+P_WALL+133 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_IRON_DARK + 7 0 0 0 0
+P_WALL+134 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_IRON_DARK + 8 0 0 0 0
+
+P_WALL+135 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_IRON_GRAY + 0 0 0 0 0
+P_WALL+136 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_IRON_GRAY + 1 0 0 0 0
+P_WALL+137 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_IRON_GRAY + 2 0 0 0 0
+P_WALL+138 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_IRON_GRAY + 3 0 0 0 0
+P_WALL+139 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_IRON_GRAY + 4 0 0 0 0
+P_WALL+140 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_IRON_GRAY + 5 0 0 0 0
+P_WALL+141 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_IRON_GRAY + 6 0 0 0 0
+P_WALL+142 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_IRON_GRAY + 7 0 0 0 0
+P_WALL+143 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_IRON_GRAY + 8 0 0 0 0
+P_WALL+144 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_IRON_GRAY + 9 0 0 0 0
+P_WALL+145 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_IRON_GRAY + 10 0 0 0 0
+P_WALL+146 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_IRON_GRAY + 11 0 0 0 0
+P_WALL+147 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_IRON_GRAY + 12 0 0 0 0
+P_WALL+148 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_IRON_GRAY + 13 0 0 0 0
+P_WALL+149 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_IRON_GRAY + 14 0 0 0 0
+P_WALL+150 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_IRON_GRAY + 15 0 0 0 0
+P_WALL+151 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_IRON_GRAY + 16 0 0 0 0
+P_WALL+152 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_IRON_GRAY + 17 0 0 0 0
+P_WALL+153 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_IRON_GRAY + 18 0 0 0 0
+
+P_WALL+154 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_MACHINE + 0 0 0 0 0
+P_WALL+155 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_MACHINE + 1 0 0 0 0
+P_WALL+156 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_MACHINE + 2 0 0 0 0
+P_WALL+157 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_MACHINE + 3 0 0 0 0
+P_WALL+158 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_MACHINE + 4 0 0 0 0
+P_WALL+159 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_MACHINE + 5 0 0 0 0
+P_WALL+160 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_MACHINE + 6 0 0 0 0
+P_WALL+161 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_MACHINE + 7 0 0 0 0
+P_WALL+162 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_MACHINE + 8 0 0 0 0
+P_WALL+163 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_MACHINE + 9 0 0 0 0
+P_WALL+164 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_MACHINE + 10 0 0 0 0
+P_WALL+165 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_MACHINE + 11 0 0 0 0
+P_WALL+166 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_MACHINE + 12 0 0 0 0
+P_WALL+167 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_MACHINE + 13 0 0 0 0
+P_WALL+168 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_MACHINE + 14 0 0 0 0
+P_WALL+169 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_MACHINE + 15 0 0 0 0
+P_WALL+170 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_MACHINE + 16 0 0 0 0
+P_WALL+171 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_MACHINE + 17 0 0 0 0
+P_WALL+172 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_MACHINE + 18 0 0 0 0
+P_WALL+173 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_MACHINE + 19 0 0 0 0
+
+P_WALL+174 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_REPRO + 0 0 0 0 0
+P_WALL+175 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_REPRO + 1 0 0 0 0
+P_WALL+176 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_REPRO + 2 0 0 0 0
+P_WALL+177 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_REPRO + 3 0 0 0 0
+P_WALL+178 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_REPRO + 4 0 0 0 0
+P_WALL+179 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_REPRO + 5 0 0 0 0
+P_WALL+180 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_REPRO + 6 0 0 0 0
+P_WALL+181 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_REPRO + 7 0 0 0 0
+P_WALL+182 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_REPRO + 8 0 0 0 0
+
+P_WALL+183 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_SNOW + 0 0 0 0 0
+P_WALL+184 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_SNOW + 1 0 0 0 0
+P_WALL+185 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_SNOW + 2 0 0 0 0
+P_WALL+186 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_SNOW + 3 0 0 0 0
+P_WALL+187 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_SNOW + 4 0 0 0 0
+P_WALL+188 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_SNOW + 5 0 0 0 0
+P_WALL+189 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_SNOW + 6 0 0 0 0
+P_WALL+190 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_SNOW + 7 0 0 0 0
+P_WALL+191 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_SNOW + 8 0 0 0 0
+P_WALL+192 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_SNOW + 9 0 0 0 0
+
+P_WALL+193 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_SWAMP + 0 0 0 0 0
+P_WALL+194 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_SWAMP + 1 0 0 0 0
+P_WALL+195 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_SWAMP + 2 0 0 0 0
+P_WALL+196 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_SWAMP + 3 0 0 0 0
+P_WALL+197 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_SWAMP + 4 0 0 0 0
+P_WALL+198 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_SWAMP + 5 0 0 0 0
+P_WALL+199 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_SWAMP + 6 0 0 0 0
+P_WALL+200 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_SWAMP + 7 0 0 0 0
+P_WALL+201 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_SWAMP + 8 0 0 0 0
+P_WALL+202 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_SWAMP + 9 0 0 0 0
+P_WALL+203 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_SWAMP + 10 0 0 0 0
+P_WALL+204 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_SWAMP + 11 0 0 0 0
+P_WALL+205 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_SWAMP + 12 0 0 0 0
+P_WALL+206 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_SWAMP + 13 0 0 0 0
+P_WALL+207 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_SWAMP + 14 0 0 0 0
+P_WALL+208 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_SWAMP + 15 0 0 0 0
+P_WALL+209 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_SWAMP + 16 0 0 0 0
+P_WALL+210 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_SWAMP + 17 0 0 0 0
+P_WALL+211 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_SWAMP + 18 0 0 0 0
+P_WALL+212 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_SWAMP + 19 0 0 0 0
+P_WALL+213 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_SWAMP + 20 0 0 0 0
+P_WALL+214 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_SWAMP + 21 0 0 0 0
+P_WALL+215 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_SWAMP + 22 0 0 0 0
+P_WALL+216 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_SWAMP + 23 0 0 0 0
+P_WALL+217 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_SWAMP + 24 0 0 0 0
+P_WALL+218 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_SWAMP + 25 0 0 0 0
+P_WALL+219 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_SWAMP + 26 0 0 0 0
+P_WALL+220 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_SWAMP + 27 0 0 0 0
+P_WALL+221 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_SWAMP + 28 0 0 0 0
+P_WALL+222 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_SWAMP + 29 0 0 0 0
+P_WALL+223 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_SWAMP + 30 0 0 0 0
+P_WALL+224 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_SWAMP + 31 0 0 0 0
+
+P_WALL+225 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_WOOD + 0 0 0 0 0
+P_WALL+226 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_WOOD + 1 0 0 0 0
+P_WALL+227 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_WOOD + 2 0 0 0 0
+P_WALL+228 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_WOOD + 3 0 0 0 0
+P_WALL+229 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_WOOD + 4 0 0 0 0
+P_WALL+230 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_WOOD + 5 0 0 0 0
+P_WALL+231 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_WOOD + 6 0 0 0 0
+P_WALL+232 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_WOOD + 7 0 0 0 0
+P_WALL+233 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_WOOD + 8 0 0 0 0
+P_WALL+234 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_WOOD + 9 0 0 0 0
+P_WALL+235 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_WOOD + 10 0 0 0 0
+P_WALL+236 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_WOOD + 11 0 0 0 0
+P_WALL+237 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_WOOD + 12 0 0 0 0
+P_WALL+238 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_WOOD + 13 0 0 0 0
+P_WALL+239 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_WOOD + 14 0 0 0 0
+P_WALL+240 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_WOOD + 15 0 0 0 0
+P_WALL+241 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_WOOD + 16 0 0 0 0
+P_WALL+242 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_WOOD + 17 0 0 0 0
+P_WALL+243 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_WOOD + 18 0 0 0 0
+P_WALL+244 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_WOOD + 19 0 0 0 0
+P_WALL+245 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_WOOD + 20 0 0 0 0
+P_WALL+246 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_WOOD + 21 0 0 0 0
+P_WALL+247 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_WOOD + 22 0 0 0 0
+P_WALL+248 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_WOOD + 23 0 0 0 0
+P_WALL+249 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_WOOD + 24 0 0 0 0
+P_WALL+250 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_WOOD + 25 0 0 0 0
+P_WALL+251 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_WOOD + 26 0 0 0 0
+P_WALL+252 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_WOOD + 27 0 0 0 0
+P_WALL+253 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_WOOD + 28 0 0 0 0
+P_WALL+254 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_WOOD + 29 0 0 0 0
+P_WALL+255 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_WOOD + 30 0 0 0 0
+P_WALL+256 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_WOOD + 31 0 0 0 0
+P_WALL+257 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_WOOD + 32 0 0 0 0
+P_WALL+258 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_WOOD + 33 0 0 0 0
+P_WALL+259 P_WALL SPRITE_STATIC 0 0 0 0 FIRST_WALL_WOOD + 34 0 0 0 0
#
# Exits
diff --git a/Graphics/back1.bmp b/Graphics/back1.bmp
deleted file mode 100644
index e73bde6..0000000
Binary files a/Graphics/back1.bmp and /dev/null differ
diff --git a/Graphics/back1.png b/Graphics/back1.png
new file mode 100644
index 0000000..b2666ac
Binary files /dev/null and b/Graphics/back1.png differ
diff --git a/Graphics/back2.bmp b/Graphics/back2.bmp
deleted file mode 100644
index 295f3eb..0000000
Binary files a/Graphics/back2.bmp and /dev/null differ
diff --git a/Graphics/back2.png b/Graphics/back2.png
new file mode 100644
index 0000000..aa5f0ee
Binary files /dev/null and b/Graphics/back2.png differ
diff --git a/Graphics/back3.bmp b/Graphics/back3.bmp
deleted file mode 100644
index 0d32a9e..0000000
Binary files a/Graphics/back3.bmp and /dev/null differ
diff --git a/Graphics/back3.png b/Graphics/back3.png
new file mode 100644
index 0000000..cbc8a27
Binary files /dev/null and b/Graphics/back3.png differ
diff --git a/Graphics/back4.bmp b/Graphics/back4.bmp
deleted file mode 100644
index c6aec31..0000000
Binary files a/Graphics/back4.bmp and /dev/null differ
diff --git a/Graphics/back4.png b/Graphics/back4.png
new file mode 100644
index 0000000..bfb2a77
Binary files /dev/null and b/Graphics/back4.png differ
diff --git a/Graphics/background1.bmp b/Graphics/background1.bmp
deleted file mode 100644
index d8daf64..0000000
Binary files a/Graphics/background1.bmp and /dev/null differ
diff --git a/Graphics/background1.png b/Graphics/background1.png
new file mode 100644
index 0000000..629c16f
Binary files /dev/null and b/Graphics/background1.png differ
diff --git a/Graphics/background1.spr b/Graphics/background1.spr
index 56f91d5..1d4d850 100644
--- a/Graphics/background1.spr
+++ b/Graphics/background1.spr
@@ -1 +1 @@
-s 0 0 640 420
\ No newline at end of file
+s 0 0 640 420 1
\ No newline at end of file
diff --git a/Graphics/background2.bmp b/Graphics/background2.bmp
deleted file mode 100644
index 8379dac..0000000
Binary files a/Graphics/background2.bmp and /dev/null differ
diff --git a/Graphics/background2.png b/Graphics/background2.png
new file mode 100644
index 0000000..7eb0de4
Binary files /dev/null and b/Graphics/background2.png differ
diff --git a/Graphics/background2.spr b/Graphics/background2.spr
index 56f91d5..1d4d850 100644
--- a/Graphics/background2.spr
+++ b/Graphics/background2.spr
@@ -1 +1 @@
-s 0 0 640 420
\ No newline at end of file
+s 0 0 640 420 1
\ No newline at end of file
diff --git a/Graphics/background3.png b/Graphics/background3.png
new file mode 100644
index 0000000..de2c27f
Binary files /dev/null and b/Graphics/background3.png differ
diff --git a/Graphics/background3.spr b/Graphics/background3.spr
new file mode 100644
index 0000000..1d4d850
--- /dev/null
+++ b/Graphics/background3.spr
@@ -0,0 +1 @@
+s 0 0 640 420 1
\ No newline at end of file
diff --git a/Graphics/background4.png b/Graphics/background4.png
new file mode 100644
index 0000000..2a20b7c
Binary files /dev/null and b/Graphics/background4.png differ
diff --git a/Graphics/background4.spr b/Graphics/background4.spr
new file mode 100644
index 0000000..1d4d850
--- /dev/null
+++ b/Graphics/background4.spr
@@ -0,0 +1 @@
+s 0 0 640 420 1
\ No newline at end of file
diff --git a/Graphics/background5.png b/Graphics/background5.png
new file mode 100644
index 0000000..c40fafe
Binary files /dev/null and b/Graphics/background5.png differ
diff --git a/Graphics/background5.spr b/Graphics/background5.spr
new file mode 100644
index 0000000..1d4d850
--- /dev/null
+++ b/Graphics/background5.spr
@@ -0,0 +1 @@
+s 0 0 640 420 1
\ No newline at end of file
diff --git a/Graphics/background6.png b/Graphics/background6.png
new file mode 100644
index 0000000..92e3995
Binary files /dev/null and b/Graphics/background6.png differ
diff --git a/Graphics/background6.spr b/Graphics/background6.spr
new file mode 100644
index 0000000..1d4d850
--- /dev/null
+++ b/Graphics/background6.spr
@@ -0,0 +1 @@
+s 0 0 640 420 1
\ No newline at end of file
diff --git a/Graphics/background7.png b/Graphics/background7.png
new file mode 100644
index 0000000..aa6be8d
Binary files /dev/null and b/Graphics/background7.png differ
diff --git a/Graphics/background7.spr b/Graphics/background7.spr
new file mode 100644
index 0000000..1d4d850
--- /dev/null
+++ b/Graphics/background7.spr
@@ -0,0 +1 @@
+s 0 0 640 420 1
\ No newline at end of file
diff --git a/Graphics/box_bright1.png b/Graphics/box_bright1.png
new file mode 100644
index 0000000..299750b
Binary files /dev/null and b/Graphics/box_bright1.png differ
diff --git a/Graphics/box_bright1.spr b/Graphics/box_bright1.spr
new file mode 100644
index 0000000..9b52be8
--- /dev/null
+++ b/Graphics/box_bright1.spr
@@ -0,0 +1,2 @@
+s 0 0 40 40 0
+f 40 0 0 0 15
\ No newline at end of file
diff --git a/Graphics/box_dark1.png b/Graphics/box_dark1.png
new file mode 100644
index 0000000..29312ee
Binary files /dev/null and b/Graphics/box_dark1.png differ
diff --git a/Graphics/box_dark1.spr b/Graphics/box_dark1.spr
new file mode 100644
index 0000000..1ee415e
--- /dev/null
+++ b/Graphics/box_dark1.spr
@@ -0,0 +1,2 @@
+s 0 0 40 40 0
+f 40 0 0 0 17
\ No newline at end of file
diff --git a/Graphics/box_paper1.png b/Graphics/box_paper1.png
new file mode 100644
index 0000000..582d07c
Binary files /dev/null and b/Graphics/box_paper1.png differ
diff --git a/Graphics/box_paper1.spr b/Graphics/box_paper1.spr
new file mode 100644
index 0000000..1ee415e
--- /dev/null
+++ b/Graphics/box_paper1.spr
@@ -0,0 +1,2 @@
+s 0 0 40 40 0
+f 40 0 0 0 17
\ No newline at end of file
diff --git a/Graphics/box_snow1.png b/Graphics/box_snow1.png
new file mode 100644
index 0000000..19c5192
Binary files /dev/null and b/Graphics/box_snow1.png differ
diff --git a/Graphics/box_snow1.spr b/Graphics/box_snow1.spr
new file mode 100644
index 0000000..eb1472a
--- /dev/null
+++ b/Graphics/box_snow1.spr
@@ -0,0 +1,2 @@
+s 0 0 40 40 0
+f 40 0 0 0 18
\ No newline at end of file
diff --git a/Graphics/controls.png b/Graphics/controls.png
new file mode 100644
index 0000000..df37084
Binary files /dev/null and b/Graphics/controls.png differ
diff --git a/Graphics/controls.spr b/Graphics/controls.spr
new file mode 100644
index 0000000..7a46897
--- /dev/null
+++ b/Graphics/controls.spr
@@ -0,0 +1,2 @@
+s 0 0 20 20
+f 20 0 0 0 1
\ No newline at end of file
diff --git a/Graphics/end1.bmp b/Graphics/end1.bmp
deleted file mode 100644
index c21462b..0000000
Binary files a/Graphics/end1.bmp and /dev/null differ
diff --git a/Graphics/end1.png b/Graphics/end1.png
new file mode 100644
index 0000000..a1c687d
Binary files /dev/null and b/Graphics/end1.png differ
diff --git a/Graphics/end2.bmp b/Graphics/end2.bmp
deleted file mode 100644
index e73df62..0000000
Binary files a/Graphics/end2.bmp and /dev/null differ
diff --git a/Graphics/end2.png b/Graphics/end2.png
new file mode 100644
index 0000000..aedea72
Binary files /dev/null and b/Graphics/end2.png differ
diff --git a/Graphics/end3.bmp b/Graphics/end3.bmp
deleted file mode 100644
index da7d31e..0000000
Binary files a/Graphics/end3.bmp and /dev/null differ
diff --git a/Graphics/end3.png b/Graphics/end3.png
new file mode 100644
index 0000000..a0b145c
Binary files /dev/null and b/Graphics/end3.png differ
diff --git a/Graphics/end4.bmp b/Graphics/end4.bmp
deleted file mode 100644
index 939033b..0000000
Binary files a/Graphics/end4.bmp and /dev/null differ
diff --git a/Graphics/end4.png b/Graphics/end4.png
new file mode 100644
index 0000000..d13210b
Binary files /dev/null and b/Graphics/end4.png differ
diff --git a/Graphics/end5.bmp b/Graphics/end5.bmp
deleted file mode 100644
index 453c13c..0000000
Binary files a/Graphics/end5.bmp and /dev/null differ
diff --git a/Graphics/end5.png b/Graphics/end5.png
new file mode 100644
index 0000000..b85b5e1
Binary files /dev/null and b/Graphics/end5.png differ
diff --git a/Graphics/floor_danger1.png b/Graphics/floor_danger1.png
new file mode 100644
index 0000000..b864105
Binary files /dev/null and b/Graphics/floor_danger1.png differ
diff --git a/Graphics/floor_danger1.spr b/Graphics/floor_danger1.spr
new file mode 100644
index 0000000..1c9c43b
--- /dev/null
+++ b/Graphics/floor_danger1.spr
@@ -0,0 +1,2 @@
+s 0 0 40 40 0
+f 40 0 0 0 3
\ No newline at end of file
diff --git a/Graphics/floor_elevators1.png b/Graphics/floor_elevators1.png
new file mode 100644
index 0000000..e456787
Binary files /dev/null and b/Graphics/floor_elevators1.png differ
diff --git a/Graphics/floor_elevators1.spr b/Graphics/floor_elevators1.spr
new file mode 100644
index 0000000..94a18ea
--- /dev/null
+++ b/Graphics/floor_elevators1.spr
@@ -0,0 +1,2 @@
+s 0 0 40 40 0
+f 40 0 0 0 2
\ No newline at end of file
diff --git a/Graphics/floor_gray1.png b/Graphics/floor_gray1.png
new file mode 100644
index 0000000..a9a4f6d
Binary files /dev/null and b/Graphics/floor_gray1.png differ
diff --git a/Graphics/floor_gray1.spr b/Graphics/floor_gray1.spr
new file mode 100644
index 0000000..f7588ee
--- /dev/null
+++ b/Graphics/floor_gray1.spr
@@ -0,0 +1,2 @@
+s 0 0 40 40 0
+f 40 0 0 0 1
\ No newline at end of file
diff --git a/Graphics/floor_iron_1.png b/Graphics/floor_iron_1.png
new file mode 100644
index 0000000..e8fdf89
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diff --git a/Graphics/floor_iron_1.spr b/Graphics/floor_iron_1.spr
new file mode 100644
index 0000000..f0e6f5d
--- /dev/null
+++ b/Graphics/floor_iron_1.spr
@@ -0,0 +1 @@
+s 0 0 40 40 0
\ No newline at end of file
diff --git a/Graphics/floor_iron_2.png b/Graphics/floor_iron_2.png
new file mode 100644
index 0000000..7fcadbb
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diff --git a/Graphics/floor_iron_2.spr b/Graphics/floor_iron_2.spr
new file mode 100644
index 0000000..f0e6f5d
--- /dev/null
+++ b/Graphics/floor_iron_2.spr
@@ -0,0 +1 @@
+s 0 0 40 40 0
\ No newline at end of file
diff --git a/Graphics/floor_iron_3.png b/Graphics/floor_iron_3.png
new file mode 100644
index 0000000..86724ca
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diff --git a/Graphics/floor_iron_3.spr b/Graphics/floor_iron_3.spr
new file mode 100644
index 0000000..f0e6f5d
--- /dev/null
+++ b/Graphics/floor_iron_3.spr
@@ -0,0 +1 @@
+s 0 0 40 40 0
\ No newline at end of file
diff --git a/Graphics/floor_iron_4.png b/Graphics/floor_iron_4.png
new file mode 100644
index 0000000..9d64564
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diff --git a/Graphics/floor_iron_4.spr b/Graphics/floor_iron_4.spr
new file mode 100644
index 0000000..f0e6f5d
--- /dev/null
+++ b/Graphics/floor_iron_4.spr
@@ -0,0 +1 @@
+s 0 0 40 40 0
\ No newline at end of file
diff --git a/Graphics/floor_iron_5.png b/Graphics/floor_iron_5.png
new file mode 100644
index 0000000..80ea79a
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diff --git a/Graphics/floor_iron_5.spr b/Graphics/floor_iron_5.spr
new file mode 100644
index 0000000..f0e6f5d
--- /dev/null
+++ b/Graphics/floor_iron_5.spr
@@ -0,0 +1 @@
+s 0 0 40 40 0
\ No newline at end of file
diff --git a/Graphics/floor_snow.png b/Graphics/floor_snow.png
new file mode 100644
index 0000000..9d8a069
Binary files /dev/null and b/Graphics/floor_snow.png differ
diff --git a/Graphics/floor_snow.spr b/Graphics/floor_snow.spr
new file mode 100644
index 0000000..f0e6f5d
--- /dev/null
+++ b/Graphics/floor_snow.spr
@@ -0,0 +1 @@
+s 0 0 40 40 0
\ No newline at end of file
diff --git a/Graphics/font0.bmp b/Graphics/font0.bmp
deleted file mode 100644
index 01819ee..0000000
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diff --git a/Graphics/font0.png b/Graphics/font0.png
new file mode 100644
index 0000000..d73ce5e
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diff --git a/Graphics/font0.spr b/Graphics/font0.spr
index 0bb9685..9b920f6 100644
--- a/Graphics/font0.spr
+++ b/Graphics/font0.spr
@@ -57,5 +57,5 @@ s 785 0 7 20
s 792 0 18 20
s 810 0 18 20
s 828 0 6 20
-s 837 0 7 20
+s 837 0 4 20
s 556 0 7 9
\ No newline at end of file
diff --git a/Graphics/font1.bmp b/Graphics/font1.bmp
deleted file mode 100644
index d6f0eb0..0000000
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diff --git a/Graphics/font1.png b/Graphics/font1.png
new file mode 100644
index 0000000..12e54ec
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diff --git a/Graphics/font1.spr b/Graphics/font1.spr
index 0bb9685..9b920f6 100644
--- a/Graphics/font1.spr
+++ b/Graphics/font1.spr
@@ -57,5 +57,5 @@ s 785 0 7 20
s 792 0 18 20
s 810 0 18 20
s 828 0 6 20
-s 837 0 7 20
+s 837 0 4 20
s 556 0 7 9
\ No newline at end of file
diff --git a/Graphics/font2.bmp b/Graphics/font2.bmp
deleted file mode 100644
index 690a1fd..0000000
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diff --git a/Graphics/font2.png b/Graphics/font2.png
new file mode 100644
index 0000000..7c5eb74
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diff --git a/Graphics/font2.spr b/Graphics/font2.spr
index 0bb9685..9b920f6 100644
--- a/Graphics/font2.spr
+++ b/Graphics/font2.spr
@@ -57,5 +57,5 @@ s 785 0 7 20
s 792 0 18 20
s 810 0 18 20
s 828 0 6 20
-s 837 0 7 20
+s 837 0 4 20
s 556 0 7 9
\ No newline at end of file
diff --git a/Graphics/game_cur.png b/Graphics/game_cur.png
new file mode 100644
index 0000000..dab8cc3
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diff --git a/Graphics/game_cur.spr b/Graphics/game_cur.spr
new file mode 100644
index 0000000..510351d
--- /dev/null
+++ b/Graphics/game_cur.spr
@@ -0,0 +1,2 @@
+s 0 0 20 20 1
+s 0 20 20 20 1
\ No newline at end of file
diff --git a/Graphics/global1.bmp b/Graphics/global1.bmp
deleted file mode 100644
index 00aa267..0000000
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diff --git a/Graphics/global1.png b/Graphics/global1.png
new file mode 100644
index 0000000..6590fdd
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diff --git a/Graphics/global1.spr b/Graphics/global1.spr
index 1be0f9f..af28c48 100644
--- a/Graphics/global1.spr
+++ b/Graphics/global1.spr
@@ -1,2 +1,2 @@
-s 0 0 20 20
-f 20 0 0 0 14
\ No newline at end of file
+s 0 0 20 20 1
+f 20 0 0 0 13
\ No newline at end of file
diff --git a/Graphics/global2.bmp b/Graphics/global2.bmp
deleted file mode 100644
index 2156547..0000000
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diff --git a/Graphics/global2.png b/Graphics/global2.png
new file mode 100644
index 0000000..6daaff5
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diff --git a/Graphics/global2.spr b/Graphics/global2.spr
index 6a27b48..993c03f 100644
--- a/Graphics/global2.spr
+++ b/Graphics/global2.spr
@@ -1,2 +1,2 @@
-s 0 0 20 20
-f 0 20 0 0 14
\ No newline at end of file
+s 0 0 20 20 1
+f 0 20 0 0 13
\ No newline at end of file
diff --git a/Graphics/global3.bmp b/Graphics/global3.bmp
deleted file mode 100644
index 661b3c4..0000000
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diff --git a/Graphics/global3.png b/Graphics/global3.png
new file mode 100644
index 0000000..2a39f1d
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diff --git a/Graphics/global3.spr b/Graphics/global3.spr
index 1be0f9f..af28c48 100644
--- a/Graphics/global3.spr
+++ b/Graphics/global3.spr
@@ -1,2 +1,2 @@
-s 0 0 20 20
-f 20 0 0 0 14
\ No newline at end of file
+s 0 0 20 20 1
+f 20 0 0 0 13
\ No newline at end of file
diff --git a/Graphics/global4.bmp b/Graphics/global4.bmp
deleted file mode 100644
index e97a145..0000000
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diff --git a/Graphics/global4.png b/Graphics/global4.png
new file mode 100644
index 0000000..b9791e4
Binary files /dev/null and b/Graphics/global4.png differ
diff --git a/Graphics/global4.spr b/Graphics/global4.spr
index 6a27b48..993c03f 100644
--- a/Graphics/global4.spr
+++ b/Graphics/global4.spr
@@ -1,2 +1,2 @@
-s 0 0 20 20
-f 0 20 0 0 14
\ No newline at end of file
+s 0 0 20 20 1
+f 0 20 0 0 13
\ No newline at end of file
diff --git a/Graphics/herni1.bmp b/Graphics/herni1.bmp
deleted file mode 100644
index eebb9e4..0000000
Binary files a/Graphics/herni1.bmp and /dev/null differ
diff --git a/Graphics/herni1.png b/Graphics/herni1.png
new file mode 100644
index 0000000..68f6f9c
Binary files /dev/null and b/Graphics/herni1.png differ
diff --git a/Graphics/herni2.bmp b/Graphics/herni2.bmp
deleted file mode 100644
index d978564..0000000
Binary files a/Graphics/herni2.bmp and /dev/null differ
diff --git a/Graphics/herni2.png b/Graphics/herni2.png
new file mode 100644
index 0000000..2c8f7b7
Binary files /dev/null and b/Graphics/herni2.png differ
diff --git a/Graphics/herni2.spr b/Graphics/herni2.spr
index dfd963c..ebece5a 100644
--- a/Graphics/herni2.spr
+++ b/Graphics/herni2.spr
@@ -2,8 +2,8 @@ s 0 0 20 20
s 20 0 16 16
s 36 0 18 18
s 54 0 18 18
-s 72 0 60 40
-f 60 0 0 0 5
+s 0 0 20 20
+f 0 0 0 20 5
s 0 20 20 20
s 20 20 20 20
s 20 20 20 20
diff --git a/Graphics/hraci1.bmp b/Graphics/hraci1.bmp
deleted file mode 100644
index 89aedef..0000000
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diff --git a/Graphics/hraci1.png b/Graphics/hraci1.png
new file mode 100644
index 0000000..9fe3362
Binary files /dev/null and b/Graphics/hraci1.png differ
diff --git a/Graphics/hraci1.spr b/Graphics/hraci1.spr
index cc1cb94..6cd289f 100644
--- a/Graphics/hraci1.spr
+++ b/Graphics/hraci1.spr
@@ -1,2 +1,2 @@
-s 0 0 20 20
+s 0 0 20 20 1
f 20 0 0 0 49
\ No newline at end of file
diff --git a/Graphics/hraci2.bmp b/Graphics/hraci2.bmp
deleted file mode 100644
index 4977517..0000000
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diff --git a/Graphics/hraci2.png b/Graphics/hraci2.png
new file mode 100644
index 0000000..6100f0d
Binary files /dev/null and b/Graphics/hraci2.png differ
diff --git a/Graphics/hraci2.spr b/Graphics/hraci2.spr
index 733d35f..f135df9 100644
--- a/Graphics/hraci2.spr
+++ b/Graphics/hraci2.spr
@@ -1,2 +1,2 @@
-s 0 0 20 20
+s 0 0 20 20 1
f 0 20 0 0 49
\ No newline at end of file
diff --git a/Graphics/hraci3.bmp b/Graphics/hraci3.bmp
deleted file mode 100644
index 9ce8a20..0000000
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diff --git a/Graphics/hraci3.png b/Graphics/hraci3.png
new file mode 100644
index 0000000..61ecdde
Binary files /dev/null and b/Graphics/hraci3.png differ
diff --git a/Graphics/hraci3.spr b/Graphics/hraci3.spr
index cc1cb94..6cd289f 100644
--- a/Graphics/hraci3.spr
+++ b/Graphics/hraci3.spr
@@ -1,2 +1,2 @@
-s 0 0 20 20
+s 0 0 20 20 1
f 20 0 0 0 49
\ No newline at end of file
diff --git a/Graphics/hraci4.bmp b/Graphics/hraci4.bmp
deleted file mode 100644
index 27db608..0000000
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diff --git a/Graphics/hraci4.png b/Graphics/hraci4.png
new file mode 100644
index 0000000..f49ae41
Binary files /dev/null and b/Graphics/hraci4.png differ
diff --git a/Graphics/hraci4.spr b/Graphics/hraci4.spr
index 733d35f..f135df9 100644
--- a/Graphics/hraci4.spr
+++ b/Graphics/hraci4.spr
@@ -1,2 +1,2 @@
-s 0 0 20 20
+s 0 0 20 20 1
f 0 20 0 0 49
\ No newline at end of file
diff --git a/Graphics/klasik1.bmp b/Graphics/klasik1.bmp
deleted file mode 100644
index 18d3123..0000000
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diff --git a/Graphics/klasik1.png b/Graphics/klasik1.png
new file mode 100644
index 0000000..c299edd
Binary files /dev/null and b/Graphics/klasik1.png differ
diff --git a/Graphics/klasik1.spr b/Graphics/klasik1.spr
index 1635b3d..ef2130a 100644
--- a/Graphics/klasik1.spr
+++ b/Graphics/klasik1.spr
@@ -1,2 +1,2 @@
-s 0 0 20 20
+s 0 0 20 20 1
f 20 0 0 0 92
\ No newline at end of file
diff --git a/Graphics/klasik2.bmp b/Graphics/klasik2.bmp
deleted file mode 100644
index e152396..0000000
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diff --git a/Graphics/klasik2.png b/Graphics/klasik2.png
new file mode 100644
index 0000000..d74d142
Binary files /dev/null and b/Graphics/klasik2.png differ
diff --git a/Graphics/klasik2.spr b/Graphics/klasik2.spr
index 5c5100d..15d573d 100644
--- a/Graphics/klasik2.spr
+++ b/Graphics/klasik2.spr
@@ -1,2 +1,2 @@
-s 0 0 20 20
+s 0 0 20 20 1
f 0 20 0 0 92
\ No newline at end of file
diff --git a/Graphics/klasik3.bmp b/Graphics/klasik3.bmp
deleted file mode 100644
index ea73f03..0000000
Binary files a/Graphics/klasik3.bmp and /dev/null differ
diff --git a/Graphics/klasik3.png b/Graphics/klasik3.png
new file mode 100644
index 0000000..6e0e84e
Binary files /dev/null and b/Graphics/klasik3.png differ
diff --git a/Graphics/klasik3.spr b/Graphics/klasik3.spr
index 1635b3d..ef2130a 100644
--- a/Graphics/klasik3.spr
+++ b/Graphics/klasik3.spr
@@ -1,2 +1,2 @@
-s 0 0 20 20
+s 0 0 20 20 1
f 20 0 0 0 92
\ No newline at end of file
diff --git a/Graphics/klasik4.bmp b/Graphics/klasik4.bmp
deleted file mode 100644
index 2eec41c..0000000
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diff --git a/Graphics/klasik4.png b/Graphics/klasik4.png
new file mode 100644
index 0000000..67ac6df
Binary files /dev/null and b/Graphics/klasik4.png differ
diff --git a/Graphics/klasik4.spr b/Graphics/klasik4.spr
index 5c5100d..15d573d 100644
--- a/Graphics/klasik4.spr
+++ b/Graphics/klasik4.spr
@@ -1,2 +1,2 @@
-s 0 0 20 20
+s 0 0 20 20 1
f 0 20 0 0 92
\ No newline at end of file
diff --git a/Graphics/kyber1.bmp b/Graphics/kyber1.bmp
deleted file mode 100644
index 45dd096..0000000
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diff --git a/Graphics/kyber1.png b/Graphics/kyber1.png
new file mode 100644
index 0000000..b8798bd
Binary files /dev/null and b/Graphics/kyber1.png differ
diff --git a/Graphics/kyber1.spr b/Graphics/kyber1.spr
index 8ac35fd..b43cefa 100644
--- a/Graphics/kyber1.spr
+++ b/Graphics/kyber1.spr
@@ -1,2 +1,2 @@
-s 0 0 20 20
+s 0 0 20 20 1
f 20 0 0 0 97
\ No newline at end of file
diff --git a/Graphics/kyber2.bmp b/Graphics/kyber2.bmp
deleted file mode 100644
index 141d153..0000000
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diff --git a/Graphics/kyber2.png b/Graphics/kyber2.png
new file mode 100644
index 0000000..d0676d1
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diff --git a/Graphics/kyber2.spr b/Graphics/kyber2.spr
index 786eef1..5c2722e 100644
--- a/Graphics/kyber2.spr
+++ b/Graphics/kyber2.spr
@@ -1,2 +1,2 @@
-s 0 0 20 20
+s 0 0 20 20 1
f 0 20 0 0 97
\ No newline at end of file
diff --git a/Graphics/kyber3.bmp b/Graphics/kyber3.bmp
deleted file mode 100644
index 1a3f0b8..0000000
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diff --git a/Graphics/kyber3.png b/Graphics/kyber3.png
new file mode 100644
index 0000000..f5bc182
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diff --git a/Graphics/kyber3.spr b/Graphics/kyber3.spr
index 8ac35fd..b43cefa 100644
--- a/Graphics/kyber3.spr
+++ b/Graphics/kyber3.spr
@@ -1,2 +1,2 @@
-s 0 0 20 20
+s 0 0 20 20 1
f 20 0 0 0 97
\ No newline at end of file
diff --git a/Graphics/kyber4.bmp b/Graphics/kyber4.bmp
deleted file mode 100644
index 33535d8..0000000
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diff --git a/Graphics/kyber4.png b/Graphics/kyber4.png
new file mode 100644
index 0000000..9755ef7
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diff --git a/Graphics/kyber4.spr b/Graphics/kyber4.spr
index 786eef1..5c2722e 100644
--- a/Graphics/kyber4.spr
+++ b/Graphics/kyber4.spr
@@ -1,2 +1,2 @@
-s 0 0 20 20
+s 0 0 20 20 1
f 0 20 0 0 97
\ No newline at end of file
diff --git a/Graphics/light_box1.png b/Graphics/light_box1.png
new file mode 100644
index 0000000..55a0ec2
Binary files /dev/null and b/Graphics/light_box1.png differ
diff --git a/Graphics/light_box1.spr b/Graphics/light_box1.spr
new file mode 100644
index 0000000..d0a41e7
--- /dev/null
+++ b/Graphics/light_box1.spr
@@ -0,0 +1,2 @@
+s 0 0 40 40 0
+f 40 0 0 0 6
\ No newline at end of file
diff --git a/Graphics/logo.bmp b/Graphics/logo.bmp
deleted file mode 100644
index 0982717..0000000
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diff --git a/Graphics/logo.png b/Graphics/logo.png
new file mode 100644
index 0000000..dc8f7b1
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diff --git a/Graphics/mask1.bmp b/Graphics/mask1.bmp
deleted file mode 100644
index 0aa7555..0000000
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diff --git a/Graphics/mask1.png b/Graphics/mask1.png
new file mode 100644
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diff --git a/Graphics/mask2.bmp b/Graphics/mask2.bmp
deleted file mode 100644
index 4ae536b..0000000
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new file mode 100644
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deleted file mode 100644
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diff --git a/Graphics/mask3.png b/Graphics/mask3.png
new file mode 100644
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diff --git a/Graphics/menu1.bmp b/Graphics/menu1.bmp
deleted file mode 100644
index 453c13c..0000000
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diff --git a/Graphics/menu1.png b/Graphics/menu1.png
new file mode 100644
index 0000000..b85b5e1
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diff --git a/Graphics/menu2.bmp b/Graphics/menu2.bmp
deleted file mode 100644
index 6876448..0000000
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diff --git a/Graphics/menu2.png b/Graphics/menu2.png
new file mode 100644
index 0000000..8631b00
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diff --git a/Graphics/menu3.bmp b/Graphics/menu3.bmp
deleted file mode 100644
index 0fdebd9..0000000
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diff --git a/Graphics/menu3.png b/Graphics/menu3.png
new file mode 100644
index 0000000..5feb2da
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diff --git a/Graphics/menu4.bmp b/Graphics/menu4.bmp
deleted file mode 100644
index 338c1d6..0000000
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diff --git a/Graphics/menu4.png b/Graphics/menu4.png
new file mode 100644
index 0000000..93e88c3
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diff --git a/Graphics/menu5.bmp b/Graphics/menu5.bmp
deleted file mode 100644
index 83f0b2d..0000000
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diff --git a/Graphics/menu5.png b/Graphics/menu5.png
new file mode 100644
index 0000000..f0e4108
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diff --git a/Graphics/menu6.png b/Graphics/menu6.png
new file mode 100644
index 0000000..77d7105
Binary files /dev/null and b/Graphics/menu6.png differ
diff --git a/Graphics/menu6.spr b/Graphics/menu6.spr
new file mode 100644
index 0000000..5693c5b
--- /dev/null
+++ b/Graphics/menu6.spr
@@ -0,0 +1 @@
+s 0 0 640 480 1
\ No newline at end of file
diff --git a/Graphics/menu_back1.png b/Graphics/menu_back1.png
new file mode 100644
index 0000000..7db85c9
Binary files /dev/null and b/Graphics/menu_back1.png differ
diff --git a/Graphics/menu_back1.spr b/Graphics/menu_back1.spr
new file mode 100644
index 0000000..7b0fb15
--- /dev/null
+++ b/Graphics/menu_back1.spr
@@ -0,0 +1 @@
+s 0 0 1280 960 0
\ No newline at end of file
diff --git a/Graphics/menu_back2.png b/Graphics/menu_back2.png
new file mode 100644
index 0000000..93086c4
Binary files /dev/null and b/Graphics/menu_back2.png differ
diff --git a/Graphics/menu_back2.spr b/Graphics/menu_back2.spr
new file mode 100644
index 0000000..3ba4f33
--- /dev/null
+++ b/Graphics/menu_back2.spr
@@ -0,0 +1 @@
+s 0 0 1280 1024 0
\ No newline at end of file
diff --git a/Graphics/menu_back3.png b/Graphics/menu_back3.png
new file mode 100644
index 0000000..34ddd8d
Binary files /dev/null and b/Graphics/menu_back3.png differ
diff --git a/Graphics/menu_back3.spr b/Graphics/menu_back3.spr
new file mode 100644
index 0000000..2a08984
--- /dev/null
+++ b/Graphics/menu_back3.spr
@@ -0,0 +1 @@
+s 0 0 1280 960
\ No newline at end of file
diff --git a/Graphics/slidebar.png b/Graphics/slidebar.png
new file mode 100644
index 0000000..80d719e
Binary files /dev/null and b/Graphics/slidebar.png differ
diff --git a/Graphics/slidebar.spr b/Graphics/slidebar.spr
new file mode 100644
index 0000000..9cda655
--- /dev/null
+++ b/Graphics/slidebar.spr
@@ -0,0 +1 @@
+s 0 0 220 6
diff --git a/Graphics/slider.png b/Graphics/slider.png
new file mode 100644
index 0000000..138822a
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diff --git a/Graphics/slider.spr b/Graphics/slider.spr
new file mode 100644
index 0000000..8507f4c
--- /dev/null
+++ b/Graphics/slider.spr
@@ -0,0 +1 @@
+s 0 0 11 27
diff --git a/Graphics/tnt_bright1.png b/Graphics/tnt_bright1.png
new file mode 100644
index 0000000..1303943
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diff --git a/Graphics/tnt_bright1.spr b/Graphics/tnt_bright1.spr
new file mode 100644
index 0000000..5fa94a5
--- /dev/null
+++ b/Graphics/tnt_bright1.spr
@@ -0,0 +1,2 @@
+s 0 0 40 40 0
+f 40 0 0 0 12
\ No newline at end of file
diff --git a/Graphics/tnt_dark1.png b/Graphics/tnt_dark1.png
new file mode 100644
index 0000000..113ee0d
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diff --git a/Graphics/tnt_dark1.spr b/Graphics/tnt_dark1.spr
new file mode 100644
index 0000000..1c9c43b
--- /dev/null
+++ b/Graphics/tnt_dark1.spr
@@ -0,0 +1,2 @@
+s 0 0 40 40 0
+f 40 0 0 0 3
\ No newline at end of file
diff --git a/Graphics/tnt_paper1.png b/Graphics/tnt_paper1.png
new file mode 100644
index 0000000..a27de0b
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diff --git a/Graphics/tnt_paper1.spr b/Graphics/tnt_paper1.spr
new file mode 100644
index 0000000..d0a41e7
--- /dev/null
+++ b/Graphics/tnt_paper1.spr
@@ -0,0 +1,2 @@
+s 0 0 40 40 0
+f 40 0 0 0 6
\ No newline at end of file
diff --git a/Graphics/tnt_snow1.png b/Graphics/tnt_snow1.png
new file mode 100644
index 0000000..1967b3d
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diff --git a/Graphics/tnt_snow1.spr b/Graphics/tnt_snow1.spr
new file mode 100644
index 0000000..5ed8c1b
--- /dev/null
+++ b/Graphics/tnt_snow1.spr
@@ -0,0 +1,2 @@
+s 0 0 40 40 0
+f 40 0 0 0 10
\ No newline at end of file
diff --git a/Graphics/tnt_swamp1.png b/Graphics/tnt_swamp1.png
new file mode 100644
index 0000000..b109ff3
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diff --git a/Graphics/tnt_swamp1.spr b/Graphics/tnt_swamp1.spr
new file mode 100644
index 0000000..1c9c43b
--- /dev/null
+++ b/Graphics/tnt_swamp1.spr
@@ -0,0 +1,2 @@
+s 0 0 40 40 0
+f 40 0 0 0 3
\ No newline at end of file
diff --git a/Graphics/wall_iron_blue1.png b/Graphics/wall_iron_blue1.png
new file mode 100644
index 0000000..024116e
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diff --git a/Graphics/wall_iron_blue1.spr b/Graphics/wall_iron_blue1.spr
new file mode 100644
index 0000000..410d602
--- /dev/null
+++ b/Graphics/wall_iron_blue1.spr
@@ -0,0 +1,2 @@
+s 0 0 40 40 0
+f 40 0 0 0 7
\ No newline at end of file
diff --git a/Graphics/wall_iron_brown1.png b/Graphics/wall_iron_brown1.png
new file mode 100644
index 0000000..13925bf
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diff --git a/Graphics/wall_iron_brown1.spr b/Graphics/wall_iron_brown1.spr
new file mode 100644
index 0000000..5fa94a5
--- /dev/null
+++ b/Graphics/wall_iron_brown1.spr
@@ -0,0 +1,2 @@
+s 0 0 40 40 0
+f 40 0 0 0 12
\ No newline at end of file
diff --git a/Graphics/wall_iron_dark1.png b/Graphics/wall_iron_dark1.png
new file mode 100644
index 0000000..76f7b3d
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diff --git a/Graphics/wall_iron_dark1.spr b/Graphics/wall_iron_dark1.spr
new file mode 100644
index 0000000..22b68a8
--- /dev/null
+++ b/Graphics/wall_iron_dark1.spr
@@ -0,0 +1,2 @@
+s 0 0 40 40 0
+f 40 0 0 0 8
\ No newline at end of file
diff --git a/Graphics/wall_iron_gray1.png b/Graphics/wall_iron_gray1.png
new file mode 100644
index 0000000..1837eca
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diff --git a/Graphics/wall_iron_gray1.spr b/Graphics/wall_iron_gray1.spr
new file mode 100644
index 0000000..eb1472a
--- /dev/null
+++ b/Graphics/wall_iron_gray1.spr
@@ -0,0 +1,2 @@
+s 0 0 40 40 0
+f 40 0 0 0 18
\ No newline at end of file
diff --git a/Graphics/wall_machine1.png b/Graphics/wall_machine1.png
new file mode 100644
index 0000000..86bd1c7
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diff --git a/Graphics/wall_machine1.spr b/Graphics/wall_machine1.spr
new file mode 100644
index 0000000..802866e
--- /dev/null
+++ b/Graphics/wall_machine1.spr
@@ -0,0 +1,2 @@
+s 0 0 40 40 0
+f 40 0 0 0 19
\ No newline at end of file
diff --git a/Graphics/wall_repro1.png b/Graphics/wall_repro1.png
new file mode 100644
index 0000000..d2cf093
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diff --git a/Graphics/wall_repro1.spr b/Graphics/wall_repro1.spr
new file mode 100644
index 0000000..22b68a8
--- /dev/null
+++ b/Graphics/wall_repro1.spr
@@ -0,0 +1,2 @@
+s 0 0 40 40 0
+f 40 0 0 0 8
\ No newline at end of file
diff --git a/Graphics/wall_snow1.png b/Graphics/wall_snow1.png
new file mode 100644
index 0000000..7d66392
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diff --git a/Graphics/wall_snow1.spr b/Graphics/wall_snow1.spr
new file mode 100644
index 0000000..f2b5cac
--- /dev/null
+++ b/Graphics/wall_snow1.spr
@@ -0,0 +1,2 @@
+s 0 0 40 40 0
+f 40 0 0 0 9
\ No newline at end of file
diff --git a/Graphics/wall_swamp1.png b/Graphics/wall_swamp1.png
new file mode 100644
index 0000000..161f54f
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diff --git a/Graphics/wall_swamp1.spr b/Graphics/wall_swamp1.spr
new file mode 100644
index 0000000..59b65fc
--- /dev/null
+++ b/Graphics/wall_swamp1.spr
@@ -0,0 +1,2 @@
+s 0 0 40 40 0
+f 40 0 0 0 31
\ No newline at end of file
diff --git a/Graphics/wall_wood1.png b/Graphics/wall_wood1.png
new file mode 100644
index 0000000..c046f45
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diff --git a/Graphics/wall_wood1.spr b/Graphics/wall_wood1.spr
new file mode 100644
index 0000000..5840cbe
--- /dev/null
+++ b/Graphics/wall_wood1.spr
@@ -0,0 +1,2 @@
+s 0 0 40 40 0
+f 40 0 0 0 34
\ No newline at end of file
diff --git a/Levels/user1/002.LV3 b/Levels/user1/002.LV3
new file mode 100644
index 0000000..d8e356d
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diff --git a/Levels/user1/1DOL.LV3 b/Levels/user1/1DOL.LV3
new file mode 100644
index 0000000..38f8028
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new file mode 100644
index 0000000..6d29fed
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diff --git a/Levels/user1/3DOL.LV3 b/Levels/user1/3DOL.LV3
new file mode 100644
index 0000000..b8af551
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diff --git a/Levels/user1/APOC.LV3 b/Levels/user1/APOC.LV3
new file mode 100644
index 0000000..79472e6
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diff --git a/Levels/user1/BACH-01.LV3 b/Levels/user1/BACH-01.LV3
new file mode 100644
index 0000000..a75a8bd
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diff --git a/Levels/user1/BACH-02.LV3 b/Levels/user1/BACH-02.LV3
new file mode 100644
index 0000000..8503b47
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diff --git a/Levels/user1/BACH-03.LV3 b/Levels/user1/BACH-03.LV3
new file mode 100644
index 0000000..c476635
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diff --git a/Levels/user1/BBB.LV3 b/Levels/user1/BBB.LV3
new file mode 100644
index 0000000..ea4dd5c
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diff --git a/Levels/user1/BLUDIST2.LV3 b/Levels/user1/BLUDIST2.LV3
new file mode 100644
index 0000000..3720980
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diff --git a/Levels/user1/BLUDISTE.LV3 b/Levels/user1/BLUDISTE.LV3
new file mode 100644
index 0000000..8c0340d
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diff --git a/Levels/user1/DUDU2.LV3 b/Levels/user1/DUDU2.LV3
new file mode 100644
index 0000000..77d2ca1
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diff --git a/Levels/user1/DUDU4.LV3 b/Levels/user1/DUDU4.LV3
new file mode 100644
index 0000000..0590ad9
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diff --git a/Levels/user1/DUDU6.LV3 b/Levels/user1/DUDU6.LV3
new file mode 100644
index 0000000..14ff7e3
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diff --git a/Levels/user1/EAGLE2.LV3 b/Levels/user1/EAGLE2.LV3
new file mode 100644
index 0000000..915941f
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diff --git a/Levels/user1/HRADEK1.LV3 b/Levels/user1/HRADEK1.LV3
new file mode 100644
index 0000000..75eb2a5
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diff --git a/Levels/user1/JEN_SUDY.LV3 b/Levels/user1/JEN_SUDY.LV3
new file mode 100644
index 0000000..3aa4964
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diff --git a/Levels/user1/KLICE.LV3 b/Levels/user1/KLICE.LV3
new file mode 100644
index 0000000..358689f
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diff --git a/Levels/user1/LEVEL002.LV3 b/Levels/user1/LEVEL002.LV3
new file mode 100644
index 0000000..4386d2e
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diff --git a/Levels/user1/MORBID.LV3 b/Levels/user1/MORBID.LV3
new file mode 100644
index 0000000..6c462d0
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diff --git a/Levels/user1/MSMID01.LV3 b/Levels/user1/MSMID01.LV3
new file mode 100644
index 0000000..925a5c1
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diff --git a/Levels/user1/MSMID02.LV3 b/Levels/user1/MSMID02.LV3
new file mode 100644
index 0000000..d634ce1
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diff --git a/Levels/user1/PES.LV3 b/Levels/user1/PES.LV3
new file mode 100644
index 0000000..bb6ff53
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diff --git a/Levels/user1/PETVAL.LV3 b/Levels/user1/PETVAL.LV3
new file mode 100644
index 0000000..62a51b2
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diff --git a/Levels/user1/POKUS.LV3 b/Levels/user1/POKUS.LV3
new file mode 100644
index 0000000..47dfada
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diff --git a/Levels/user1/RB.LV3 b/Levels/user1/RB.LV3
new file mode 100644
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diff --git a/Levels/user1/REEDIC1.LV3 b/Levels/user1/REEDIC1.LV3
new file mode 100644
index 0000000..8bb7d4e
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diff --git a/Levels/user1/SUPER.LV3 b/Levels/user1/SUPER.LV3
new file mode 100644
index 0000000..a15aca3
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diff --git a/Levels/user1/TOMHRAD2.LV3 b/Levels/user1/TOMHRAD2.LV3
new file mode 100644
index 0000000..b025f4f
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diff --git a/Levels/user1/UUEASY.LV3 b/Levels/user1/UUEASY.LV3
new file mode 100644
index 0000000..341b29a
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diff --git a/Levels/user1/VP.LV3 b/Levels/user1/VP.LV3
new file mode 100644
index 0000000..a679868
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diff --git a/Levels/user1/ZICHO2.LV3 b/Levels/user1/ZICHO2.LV3
new file mode 100644
index 0000000..8ff2eb1
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diff --git a/berusky.ini b/berusky.ini
index 6629d4e..8e411a4 100644
--- a/berusky.ini
+++ b/berusky.ini
@@ -22,3 +22,4 @@ tmp_data = /var/tmp
# Dir for users levels (it's the default level dir for level editor)
level_data_user = ~/.berusky/User
+
diff --git a/debugfiles.list b/debugfiles.list
deleted file mode 100644
index e69de29..0000000
diff --git a/debuglinks.list b/debuglinks.list
deleted file mode 100644
index e69de29..0000000
diff --git a/debugsources.list b/debugsources.list
deleted file mode 100644
index e69de29..0000000
--
Alioth's /usr/local/bin/git-commit-notice on /srv/git.debian.org/git/pkg-games/berusky-data.git
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