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