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title 123456 author chaotic_iak homepage chaosatthesky.wordpress.com (123456: 12345's sequel) run_rules_on_level_start key_repeat_interval 0.15 ======== OBJECTS ======== (wall and stuff) background white wall #111 l0 #555 .00.. 0..0. 0..0. 0..0. .00.. l1 #555 ..0.. .00.. ..0.. ..0.. .000. l2 #555 000.. ...0. .00.. 0.... 0000. l3 #555 000.. ...0. .00.. ...0. 000.. l4 #555 ..0.. .00.. 0.0.. 0000. ..0.. l5 #555 0000. 0.... 000.. ...0. 000.. l6 #555 .00.. 0.... 000.. 0..0. .00.. l7 #555 0000. ...0. ..0.. .0... .0... l8 #555 .00.. 0..0. .00.. 0..0. .00.. l9 #555 .00.. 0..0. .000. ...0. .00.. (objects) d1 #600 #c66 00000 00000 00100 00000 00000 d2 #660 #cc6 00000 01000 00000 00010 00000 d3 #060 #6c6 00000 01000 00100 00010 00000 d4 #066 #6cc 00000 01010 00000 01010 00000 d5 #006 #66c 00000 01010 00100 01010 00000 d6 #606 #c6c 00000 01010 01010 01010 00000 eraser #396 #6c9 .000. 00100 01010 00100 .000. plus #963 #c96 .000. 00100 01110 00100 .000. minus #369 #69c .000. 00000 01110 00000 .000. invert #693 #9c6 .000. 00100 00100 00100 .000. poison #936 #c69 .000. 01100 01010 01100 .000. corpse black #936 00000 01100 01010 01100 00000 neutral #666 #999 .000. 00000 00100 00000 .000. (ground) target #ccc white 00000 01110 01010 01110 00000 g1 #f99 #a66 00000 00000 00100 00000 00000 g2 #ff9 #aa6 00000 01000 00000 00010 00000 g3 #9f9 #6a6 00000 01000 00100 00010 00000 g4 #9ff #6aa 00000 01010 00000 01010 00000 g5 #99f #66a 00000 01010 00100 01010 00000 g6 #f9f #a6a 00000 01010 01010 01010 00000 (marker) skiplevel black exhaust black ======= LEGEND ======= . = background # = wall 0 = wall and l0 1 = wall and l1 2 = wall and l2 3 = wall and l3 4 = wall and l4 5 = wall and l5 6 = wall and l6 7 = wall and l7 8 = wall and l8 9 = wall and l9 q = d1 w = d2 e = d3 r = d4 t = d5 y = d6 / = eraser + = plus - = minus ' = invert ; = poison " = neutral z = target a = g1 s = g2 d = g3 f = g4 g = g5 h = g6 dig = d1 or d2 or d3 or d4 or d5 or d6 special = eraser or minus or plus or invert or poison or neutral object = dig or special or wall or corpse marker = skiplevel or exhaust gate = g1 or g2 or g3 or g4 or g5 or g6 ground = target or gate level = l0 or l1 or l2 or l3 or l4 or l5 or l6 or l7 or l8 or l9 player = dig or special ======= SOUNDS ======= endlevel 82179903 sfx0 88198506 (merge) sfx1 15824902 (death) sfx10 58297103 (skip confirm) ================ COLLISIONLAYERS ================ marker background ground object level ====== RULES ====== right [action player][level|level] -> [action player][level|action level] [action player] -> [player] right [level|level no skiplevel] -> [level skiplevel|level] right [level skiplevel|action level skiplevel] -> win right [level skiplevel|action level] -> [level skiplevel|level skiplevel] sfx10 right [orthogonal player][level skiplevel|level] -> [orthogonal player][level|level skiplevel] [corpse] -> restart startloop [> player|wall] -> [player|wall] [> d1|stationary d1] -> [exhaust|d2] sfx0 [> d1|stationary d2] -> [d1|d2] [> d1|stationary d3] -> [d1|d3] [> d1|stationary d4] -> [d1|d4] [> d1|stationary d5] -> [d1|d5] [> d1|stationary d6] -> [d1|d6] [> d2|stationary d1] -> [d2|d1] [> d2|stationary d2] -> [exhaust|d3] sfx0 [> d2|stationary d3] -> [d2|d3] [> d2|stationary d4] -> [d2|d4] [> d2|stationary d5] -> [d2|d5] [> d2|stationary d6] -> [d2|d6] [> d3|stationary d1] -> [d3|d1] [> d3|stationary d2] -> [d3|d2] [> d3|stationary d3] -> [exhaust|d4] sfx0 [> d3|stationary d4] -> [d3|d4] [> d3|stationary d5] -> [d3|d5] [> d3|stationary d6] -> [d3|d6] [> d4|stationary d1] -> [d4|d1] [> d4|stationary d2] -> [d4|d2] [> d4|stationary d3] -> [d4|d3] [> d4|stationary d4] -> [exhaust|d5] sfx0 [> d4|stationary d5] -> [d4|d5] [> d4|stationary d6] -> [d4|d6] [> d5|stationary d1] -> [d5|d1] [> d5|stationary d2] -> [d5|d2] [> d5|stationary d3] -> [d5|d3] [> d5|stationary d4] -> [d5|d4] [> d5|stationary d5] -> [exhaust|d6] sfx0 [> d5|stationary d6] -> [d5|d6] [> d6|stationary d1] -> [d6|d1] [> d6|stationary d2] -> [d6|d2] [> d6|stationary d3] -> [d6|d3] [> d6|stationary d4] -> [d6|d4] [> d6|stationary d5] -> [d6|d5] [> d6|stationary d6] -> [exhaust|] sfx0 [> dig|stationary eraser] -> [|] sfx0 [> eraser|stationary dig] -> [|] sfx0 [> d1|stationary minus] -> [|] sfx0 [> d2|stationary minus] -> [|d1] sfx0 [> d3|stationary minus] -> [|d2] sfx0 [> d4|stationary minus] -> [|d3] sfx0 [> d5|stationary minus] -> [|d4] sfx0 [> d6|stationary minus] -> [|d5] sfx0 [> minus|stationary d1] -> [|] sfx0 [> minus|stationary d2] -> [|d1] sfx0 [> minus|stationary d3] -> [|d2] sfx0 [> minus|stationary d4] -> [|d3] sfx0 [> minus|stationary d5] -> [|d4] sfx0 [> minus|stationary d6] -> [|d5] sfx0 [> d1|stationary plus] -> [|d2] sfx0 [> d2|stationary plus] -> [|d3] sfx0 [> d3|stationary plus] -> [|d4] sfx0 [> d4|stationary plus] -> [|d5] sfx0 [> d5|stationary plus] -> [|d6] sfx0 [> d6|stationary plus] -> [|] sfx0 [> plus|stationary d1] -> [|d2] sfx0 [> plus|stationary d2] -> [|d3] sfx0 [> plus|stationary d3] -> [|d4] sfx0 [> plus|stationary d4] -> [|d5] sfx0 [> plus|stationary d5] -> [|d6] sfx0 [> plus|stationary d6] -> [|] sfx0 [> d1|stationary invert] -> [|d6] sfx0 [> d2|stationary invert] -> [|d5] sfx0 [> d3|stationary invert] -> [|d4] sfx0 [> d4|stationary invert] -> [|d3] sfx0 [> d5|stationary invert] -> [|d2] sfx0 [> d6|stationary invert] -> [|d1] sfx0 [> invert|stationary d1] -> [|d6] sfx0 [> invert|stationary d2] -> [|d5] sfx0 [> invert|stationary d3] -> [|d4] sfx0 [> invert|stationary d4] -> [|d3] sfx0 [> invert|stationary d5] -> [|d2] sfx0 [> invert|stationary d6] -> [|d1] sfx0 [> dig|stationary poison] -> [|corpse] sfx1 [> poison|stationary dig] -> [|corpse] sfx1 [> special|stationary special] -> [special|special] [> d1|g2 no object no exhaust] -> [d1|g2] [> d1|g3 no object no exhaust] -> [d1|g3] [> d1|g4 no object no exhaust] -> [d1|g4] [> d1|g5 no object no exhaust] -> [d1|g5] [> d1|g6 no object no exhaust] -> [d1|g6] [> d2|g1 no object no exhaust] -> [d2|g1] [> d2|g3 no object no exhaust] -> [d2|g3] [> d2|g4 no object no exhaust] -> [d2|g4] [> d2|g5 no object no exhaust] -> [d2|g5] [> d2|g6 no object no exhaust] -> [d2|g6] [> d3|g1 no object no exhaust] -> [d3|g1] [> d3|g2 no object no exhaust] -> [d3|g2] [> d3|g4 no object no exhaust] -> [d3|g4] [> d3|g5 no object no exhaust] -> [d3|g5] [> d3|g6 no object no exhaust] -> [d3|g6] [> d4|g1 no object no exhaust] -> [d4|g1] [> d4|g2 no object no exhaust] -> [d4|g2] [> d4|g3 no object no exhaust] -> [d4|g3] [> d4|g5 no object no exhaust] -> [d4|g5] [> d4|g6 no object no exhaust] -> [d4|g6] [> d5|g1 no object no exhaust] -> [d5|g1] [> d5|g2 no object no exhaust] -> [d5|g2] [> d5|g3 no object no exhaust] -> [d5|g3] [> d5|g4 no object no exhaust] -> [d5|g4] [> d5|g6 no object no exhaust] -> [d5|g6] [> d6|g1 no object no exhaust] -> [d6|g1] [> d6|g2 no object no exhaust] -> [d6|g2] [> d6|g3 no object no exhaust] -> [d6|g3] [> d6|g4 no object no exhaust] -> [d6|g4] [> d6|g5 no object no exhaust] -> [d6|g5] [> special|gate no object no exhaust] -> [special|gate] endloop [exhaust] -> [] ============== WINCONDITIONS ============== all dig on target all target on dig no corpse ======= LEVELS ======= message Have you played the original 12345? ######### #.......# #.qwert.# #...z...# #.#zzz#.# #..#z#..# #...#...# #.......# 01####### message You haven't? Go play it; google "12345 chaotic_iak". ######### #q.q..### #####.### #w.w...## ######.## #e.e....# #######.# #zzz....# 02####### message Yes, same-numbered blocks merge and increase in value. Doesn't last long though... ######### #r.r..### #####.### #t.t...## ######.## #y.y....# #######.# #zz.....# 03####### message All the blocks must go to the targets! The thing I haven't told you is that all targets must be filled too. Z to undo and R to restart, remember! ######### #r.r..### #####.### #t.t...## ######.## #y.y....# #######.# #zzz....# 04####### message So what happens if there are no targets? ######### #..q....# #.....t.# #w......# #...y...# #......e# #.r.....# #....q..# 05####### message You think well. That will prove useful for the rest of the game. ######### #.......# #.t...t.# ####z...# #..r.r..# #...z#### #.t...t.# #.......# 06####### message At this moment, clear levels (no targets) are easy compared to target levels. Try to figure out why. ######### #.qeeeee# #qqe.e.e# #.qe...e# #.q.....# #qqqw..w# #..w.w.w# #..w..ww# 07####### message Yes, literally any reasonable move wins, except for certain cases where you manage to trap yourself. ######### #.......# #.......# #.qwe...# #.ert.t.# #.rqe...# #.......# #.......# 08####### message But target levels get boring too...do they? ######### #.#.#qq.# #q#...### #q.zz...# ##.zzz.## #...zz.q# ###...#q# #.qq#.#.# 09####### message Well, if you find a level boring, press X twice before moving to skip it. Or perhaps if you've solved it before. ######### #q.e#r.w# #.zq#.z.# #w.r#qqe# ######### #qwq#q.w# #.z.#qz.# #r.e#e.r# 10####### message Oh ho, what is this? ######### #.......# #.q.z.q.# #...#...# ##f###s## #...#...# #.w...e.# #.......# 11####### message A block can only pass through a "gate" of the same number. ######### #q.#...e# #..#d#..# #.#.r.#f# #.s...s.# #a#.z.#.# #..#g#..# #q...f.w# 12####### message If you toyed enough with the previous one, you will find that the gates aren't that strict... ######### #w#.....# #a...q..# #.####### #...z...# #######.# #..q...a# #.....#e# 13####### message You can let trailing blocks of whatever numbers pass a gate! ######### #w#e#r#t# #a#a#a#a# #.......# ##.#q#.## #.......# #s#d#f#g# #r#r#t#q# 14####### message Feels like smuggling illegal goods. ######### #..#y#..# #...g...# #.q.w.q.# #..e.e..# #.w.e.w.# #..e.e..# #.q.w.q.# 15####### message Thus let's make a redo of Level 11. ######### #.......# #.w.z.q.# #...#...# ##f###s## #...#...# #.q...e.# #.......# 16####### message If you know what to expect, this isn't that hard... ######### #.......# #.q.q.q.# #...##### #.w.asdz# #...##### #.q.q.q.# #.......# 17####### message But this one might be pretty hard. ######### #...#...# #.q.d.q.# #...#z..# ##a###f## #...#...# #.e.s.w.# #...#...# 18####### message Which naturally becomes even harder. ######### #qd.s.fe# #a#f#f#s# #.fzs.s.# #a#d#d#s# #.d.fza.# #a#a#a#f# #ef.a.dq# 19####### message With a little help... ######### #.....g.# #....#q## #..q.#### #.......# ####.t..# ##z#....# #zg.....# 20####### message Long time friend, the eraser! Or the zero block. Just see how it looks like. ######### #.......# #.#qqq#.# #.q../q.# #.q.w.q.# #.qw..q.# #.#qqq#.# #.......# 21####### message No, erasers can't get through gates. ######### #...#...# #.q.#./.# #...#...# #q.qs...# #...#...# #.q.#...# #...#...# 22####### message And yes, erasers can be smuggled too. ######### #.#...#.# #.#.q.#.# #yd...a/# #.#.z.#.# #ef...sq# #.#.w.#.# #.#...#.# 23####### message Erasers don't annihilate each other. Neither do they need to be used. ######### #.......# #..e/e..# #.r./.r.# #.e.#.e.# #.r.e.r.# #..ere..# #.......# 24####### message Remember one-way streets in level 20? ######### #e#...sq# #a...#.## #.#rge..# #..#/#..# #..e#w#.# ##.#...d# #rf...#q# 25####### message Plus and minus, also old friends! ######### #..-.#.-# #.t.h...# #+.#.+..# ######### #..-.#.-# #...a.w.# #+.#.+..# 26####### message Which means you got to learn when to raise and when to lay low. ######### #+#qrq#-# #a#wew#d# #..ere..# #.#wew#.# #.#qrq#.# #.#####.# #.......# 27####### message Life is harsh. ######### #...#...# #.+.#.t.# #...#e.e# #...f...# #q.q#...# #.w.#.e.# #...#...# 28####### |