| 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####### |