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title Minilens
author bojidar-bg
homepage github.com/kobuge-games/minilens2
tween_length 0.3
again_interval 0.1
realtime_interval 0.4
level_select
runtime_metadata_twiddling
norepeat_action
run_rules_on_level_start
( smoothscreen 20x20 )
( key_repeat_interval 0.06 )
color_palette 4
text_controls arrow keys to move\nX to place bomb\nZ to undo, R to restart
( background_color lightblue )
( text_color black )
========
OBJECTS
========
Background
Lightblue
Grass
Green Brown Darkbrown
00000
01220
12212
21212
12122
Dirt
Brown Darkbrown
01101
10110
01101
10101
01011
LiveBarrel
Green Purple
11111
.101.
.010.
.101.
11111
DeadBarrel copy:LiveBarrel
Darkgreen purple
BombItem
Black darkred
.....
..0..
.010.
..0..
.....
CollectedBombItem
Black red
.....
..0..
.010.
..0..
.....
BombExploding0
black black black black black
.040.
03230
42124
03230
.040.
BombExploding1 copy:BombExploding0
Black red black black black
BombExploding2 copy:BombExploding0
Black black red black black
BombExploding3 copy:BombExploding0
Black red red black black
BombExploding4 copy:BombExploding0
Black red red red black
BombExplodingI copy:BombExploding0
red red red red red
Explosion
red
.....
.....
..0..
.....
.....
Explosion2
red
.....
.000.
.000.
.000.
.....
PlayerL
Gray Blue
1.0..
.000.
01110
01010
.0..0
PlayerR
Gray Blue
..0.1
.000.
01110
01010
0..0.
DeadPlayer
Gray purple
.....
.000.
01110
01010
.0.0.
Box
Orange brown
00000
01010
00100
01010
00000
Flower
Yellow Orange
.....
..0..
.010.
..0..
.....
Ladder
DarkGray
.0.0.
.000.
.0.0.
.000.
.0.0.
AttachedLadderL
DarkGray
...0.
...00
...0.
...00
...0.
AttachedLadderR
DarkGray
.0...
00...
.0...
00...
.0...
Spikes
Purple DarkGray
.....
.....
.1.1.
.1.1.
01010
AcidShallow1
Green Lightgreen
.....
.....
0.0.0
10101
01010
AcidShallow2
Green Lightgreen
.....
.....
.0.0.
01010
10101
AcidDeep1
Green Lightgreen
00000
01010
10101
00000
00000
AcidDeep2
Green Lightgreen
00000
00000
00000
01010
10101
Unstable
Green Brown Darkbrown
.000.
.122.
.221.
..2..
.....
TeleporterSrc1
Blue
.....
.000.
.0.0.
.000.
.....
TeleporterDest1
Blue
.000.
0...0
0...0
0...0
.000.
TeleporterDest2 copy:TeleporterDest1
Red
TeleporterSrc2 copy:TeleporterSrc1
Red
TeleporterDest3 copy:TeleporterDest1
Yellow
TeleporterSrc3 copy:TeleporterSrc1
Yellow
TeleporterSrc4 copy:TeleporterSrc1
Green
TeleporterDest4 copy:TeleporterDest1
Green
TempDoTick
transparent
TempPreventTick2
transparent
TempPreventTick1
transparent
TempPreventTick
transparent
TempDoAnimate
transparent
TempJustFell
transparent
TeleporterBlocked
gray
.....
.0.0.
.....
.0.0.
.....
PlatformL
darkgray purple white
00000
11211
.122.
..1..
.....
PlatformR
darkgray purple white
00000
11211
.221.
..1..
.....
TempBottom
transparent
TutorialArea1
transparent
TempQuitToMenu
transparent
=======
LEGEND
=======
Player = PlayerL or PlayerR
. = Background
~ = AcidShallow1
≈ = AcidDeep1
_ = AcidShallow1
L = Ladder
# = Dirt
X = Box
! = BombItem
M = PlayerL
B = LiveBarrel
* = Flower
f = Ladder and Flower
° = Unstable
% = Ladder and Box
β = Ladder and LiveBarrel
P = PlatformL
u = Spikes
/ = AttachedLadderL
\ = AttachedLadderR
1 = TeleporterSrc1 and TeleporterDest1
2 = TeleporterSrc2 and TeleporterDest2
3 = TeleporterSrc3 and TeleporterDest3
4 = TeleporterSrc4 and TeleporterDest4
¹ = TeleporterDest1 and TeleporterSrc2
² = TeleporterDest2 and TeleporterSrc3
³ = TeleporterDest3 and TeleporterSrc1
¤ = TeleporterDest4 and TeleporterSrc1
α = TutorialArea1
£ = TempQuitToMenu
TeleporterSrc = TeleporterSrc1 or TeleporterSrc2 or TeleporterSrc3 or TeleporterSrc4
TeleporterDest = TeleporterDest1 or TeleporterDest2 or TeleporterDest3 or TeleporterDest4
BombExploding = BombExploding1 or BombExploding2 or BombExploding3 or BombExploding4 or BombExplodingI
Acid = AcidShallow1 or AcidDeep1 or AcidShallow2 or AcidDeep2
Ground = Grass or Dirt
Platform = PlatformL or PlatformR
Barrel = LiveBarrel or DeadBarrel
Pushable = Player or Barrel or BombExploding or Platform
Climbable = Ladder or AttachedLadderL or AttachedLadderR
Solid = Ground or Unstable or Player or DeadPlayer or Barrel or Box or BombExploding or Platform
CollectedItem = CollectedBombItem
=======
SOUNDS
=======
Barrel move horizontal 46035307 ( 54302302 )
BombExploding move 46035307 ()
DeadBarrel create 27877502
Player move horizontal 46199107
Player move up 56985107
(Player move down 56985107)
sfx1 56985107 ( player move down ladder )
(Player cantmove 61045701)
sfx2 61045701 ( player movement blocked )
Flower destroy 19716303
BombItem destroy 2042103
BombExplodingI destroy 10145302
BombExploding1 create 22755106
BombExploding2 create 22755106
BombExploding3 create 22755106
BombExploding4 create 22755106
TeleporterBlocked create 4950709 (52983105)
Unstable destroy 4488902
endlevel 71155709
undo 85450301
restart 17185101
DeadPlayer create 68719904
sfx0 89985307 (90206902) ( Fall )
================
COLLISIONLAYERS
================
Background
TeleporterSrc
TeleporterDest
TeleporterBlocked
Ladder
AttachedLadderR
AttachedLadderL
BombExploding0
Solid
Spikes
BombItem, Flower
Explosion
Explosion2
Acid
CollectedItem
TempDoTick
TempPreventTick
TempPreventTick1
TempPreventTick2
TempDoAnimate
TempBottom
TempJustFell
TempQuitToMenu
TutorialArea1
======
RULES
======
[ TempQuitToMenu ] -> quit
up [ Dirt | NO Ground ] -> [ Grass | ]
[ TempDoTick ] -> [ ]
[ Player ] -> [ Player TempDoTick ]
[ TempDoTick ] [ TempPreventTick ] -> [ ] [ TempPreventTick ]
[ TempDoTick ] [ TempPreventTick2 ] -> [ TempDoTick ] [ ]
[ TempDoTick ] [ TempPreventTick1 ] -> [ TempDoTick ] [ ]
[ TempPreventTick2 ] -> [ ] again_interval 0.02
[ TempPreventTick1 ] -> [ TempPreventTick2 ]
[ TempPreventTick ] -> [ TempPreventTick1 ]
[ TempDoTick ] -> again_interval 0.1
late [ Player BombItem ] -> [ Player CollectedBombItem ]
[ TeleporterSrc TeleporterBlocked NO Solid ] -> [ TeleporterSrc ]
(random [ Pushable TeleporterSrc1 NO TeleporterBlocked ] [ TeleporterDest2 NO Solid ] -> [ TeleporterSrc2 ] [ Pushable TeleporterDest1 TeleporterBlocked ]
random [ Pushable TeleporterSrc2 NO TeleporterBlocked ] [ TeleporterDest2 NO Solid ] -> [ TeleporterSrc2 ] [ Pushable TeleporterDest2 TeleporterBlocked ]
random [ Pushable TeleporterSrc3 NO TeleporterBlocked] [ TeleporterDest3 NO Solid ] -> [ TeleporterSrc3 ] [ Pushable TeleporterDest3 TeleporterBlocked ]
random [ Pushable TeleporterSrc4 NO TeleporterBlocked] [ TeleporterDest4 NO Solid ] -> [ TeleporterSrc4 ] [ Pushable TeleporterDest4 TeleporterBlocked ])
random left [ NO AttachedLadderR | Pushable TeleporterSrc1 NO TeleporterBlocked | NO AttachedLadderL ] [ | TeleporterDest1 NO Solid | ] -> [ | TeleporterSrc1 | ] [ | Pushable TeleporterDest1 TeleporterBlocked | ]
random left [ AttachedLadderR | Pushable TeleporterSrc1 NO TeleporterBlocked | NO AttachedLadderL ] [ | TeleporterDest1 NO Solid | ] -> [ | TeleporterSrc1 | ] [ AttachedLadderR | Pushable TeleporterDest1 TeleporterBlocked | ]
random left [ NO AttachedLadderR | Pushable TeleporterSrc1 NO TeleporterBlocked | AttachedLadderL ] [ | TeleporterDest1 NO Solid | ] -> [ | TeleporterSrc1 | ] [ | Pushable TeleporterDest1 TeleporterBlocked | AttachedLadderL ]
random left [ AttachedLadderR | Pushable TeleporterSrc1 NO TeleporterBlocked | AttachedLadderL ] [ | TeleporterDest1 NO Solid | ] -> [ | TeleporterSrc1 | ] [ AttachedLadderR | Pushable TeleporterDest1 TeleporterBlocked | AttachedLadderL ]
random left [ NO AttachedLadderR | Pushable TeleporterSrc2 NO TeleporterBlocked | NO AttachedLadderL ] [ | TeleporterDest2 NO Solid | ] -> [ | TeleporterSrc2 | ] [ | Pushable TeleporterDest2 TeleporterBlocked | ]
random left [ AttachedLadderR | Pushable TeleporterSrc2 NO TeleporterBlocked | NO AttachedLadderL ] [ | TeleporterDest2 NO Solid | ] -> [ | TeleporterSrc2 | ] [ AttachedLadderR | Pushable TeleporterDest2 TeleporterBlocked | ]
random left [ NO AttachedLadderR | Pushable TeleporterSrc2 NO TeleporterBlocked | AttachedLadderL ] [ | TeleporterDest2 NO Solid | ] -> [ | TeleporterSrc2 | ] [ | Pushable TeleporterDest2 TeleporterBlocked | AttachedLadderL ]
random left [ AttachedLadderR | Pushable TeleporterSrc2 NO TeleporterBlocked | AttachedLadderL ] [ | TeleporterDest2 NO Solid | ] -> [ | TeleporterSrc2 | ] [ AttachedLadderR | Pushable TeleporterDest2 TeleporterBlocked | AttachedLadderL ]
random left [ NO AttachedLadderR | Pushable TeleporterSrc3 NO TeleporterBlocked | NO AttachedLadderL ] [ | TeleporterDest3 NO Solid | ] -> [ | TeleporterSrc3 | ] [ | Pushable TeleporterDest3 TeleporterBlocked | ]
random left [ AttachedLadderR | Pushable TeleporterSrc3 NO TeleporterBlocked | NO AttachedLadderL ] [ | TeleporterDest3 NO Solid | ] -> [ | TeleporterSrc3 | ] [ AttachedLadderR | Pushable TeleporterDest3 TeleporterBlocked | ]
random left [ NO AttachedLadderR | Pushable TeleporterSrc3 NO TeleporterBlocked | AttachedLadderL ] [ | TeleporterDest3 NO Solid | ] -> [ | TeleporterSrc3 | ] [ | Pushable TeleporterDest3 TeleporterBlocked | AttachedLadderL ]
random left [ AttachedLadderR | Pushable TeleporterSrc3 NO TeleporterBlocked | AttachedLadderL ] [ | TeleporterDest3 NO Solid | ] -> [ | TeleporterSrc3 | ] [ AttachedLadderR | Pushable TeleporterDest3 TeleporterBlocked | AttachedLadderL ]
random left [ NO AttachedLadderR | Pushable TeleporterSrc4 NO TeleporterBlocked | NO AttachedLadderL ] [ | TeleporterDest4 NO Solid | ] -> [ | TeleporterSrc4 | ] [ | Pushable TeleporterDest4 TeleporterBlocked | ]
random left [ AttachedLadderR | Pushable TeleporterSrc4 NO TeleporterBlocked | NO AttachedLadderL ] [ | TeleporterDest4 NO Solid | ] -> [ | TeleporterSrc4 | ] [ AttachedLadderR | Pushable TeleporterDest4 TeleporterBlocked | ]
random left [ NO AttachedLadderR | Pushable TeleporterSrc4 NO TeleporterBlocked | AttachedLadderL ] [ | TeleporterDest4 NO Solid | ] -> [ | TeleporterSrc4 | ] [ | Pushable TeleporterDest4 TeleporterBlocked | AttachedLadderL ]
random left [ AttachedLadderR | Pushable TeleporterSrc4 NO TeleporterBlocked | AttachedLadderL ] [ | TeleporterDest4 NO Solid | ] -> [ | TeleporterSrc4 | ] [ AttachedLadderR | Pushable TeleporterDest4 TeleporterBlocked | AttachedLadderL ]
startloop
down [ NO CollectedItem | ... | CollectedItem ] -> [ CollectedItem | ... | ]
right [ NO CollectedItem | ... | CollectedItem ] -> [ CollectedItem | ... | ]
endloop
[ BombExploding0 NO Player ] -> [ BombExploding1 ]
late [ Solid Flower ] -> [ Solid ]
[ Player Explosion ] -> [ stationary DeadPlayer Explosion ]
[ Player Spikes ] -> [ stationary DeadPlayer Spikes ]
[ Box Explosion ] -> [ Explosion TempPreventTick ] again
left [ AttachedLadderR | Barrel Explosion ] -> [ | Barrel Explosion ]
left [ Barrel Explosion | AttachedLadderL ] -> [ Barrel Explosion | ]
[ Barrel Explosion ] -> [ Explosion TempPreventTick ] again
[ BombExploding Explosion ] -> [ BombExplodingI Explosion]
[ Platform Explosion ] -> [ ]
[ Explosion2 ] -> [ ]
[ Explosion ] -> [ Explosion2 ] again
[ moving Player ] -> [ moving Player TempPreventTick ] again
(startloop
down [ Player NO TempPreventTick NO Climbable | NO Solid NO Climbable ] -> [ | Player TempPreventTick TempJustFell ] again
down [ Barrel NO TempPreventTick | NO Solid ] -> [ | Barrel TempPreventTick TempJustFell ] again
endloop
down [ Player TempJustFell NO Acid | Solid NO TempJustFell ] -> sfx0
down [ Barrel TempJustFell NO Acid | Solid NO TempJustFell ] -> sfx0
[ TempJustFell ] -> [ ])
[ stationary TempJustFell ] -> [ ]
startloop
down [ Player NO TempPreventTick NO Climbable | NO Solid NO Climbable ] -> [ Player TempJustFell | ] again
down [ Player NO TempPreventTick NO Climbable | TempJustFell ] -> [ Player TempJustFell | TempJustFell ] again
down [ Barrel NO TempPreventTick | NO Solid ] -> [ Barrel TempJustFell | ] again
down [ Barrel NO TempPreventTick | TempJustFell ] -> [ Barrel TempJustFell | TempJustFell ] again
endloop
[ Player TempJustFell NO TempPreventTick ] -> [ down Player down TempJustFell TempPreventTick ]
[ Barrel TempJustFell NO TempPreventTick ] -> [ down Barrel down TempJustFell TempPreventTick ]
down [ Player TempJustFell NO Acid | Solid NO TempJustFell ] -> [ Player | Solid ] sfx0
down [ Barrel TempJustFell NO Acid | Solid NO TempJustFell ] -> [ Barrel | Solid ] sfx0
horizontal [ > Player Ladder | Ground ] -> [ up Player Ladder | Ground ]
[ left PlayerR ] -> [ left PlayerL ]
[ right PlayerL ] -> [ right PlayerR ]
[ up Player NO Climbable ] -> [ stationary Player ]
down [ down Player NO TempJustFell NO Climbable | NO Climbable ] -> [ stationary Player | ]
[ down Player NO TempJustFell ] -> sfx1
[ > Player NO TempJustFell | Pushable ] -> [ > Player | > Pushable ]
up [ > Pushable | Pushable ] -> [ > Pushable | > Pushable ]
[ action Player ] [ CollectedBombItem ] -> [ Player BombExploding0 ] []
down [ horizontal Player | Unstable ] -> [ horizontal Player | ]
[ Player Acid ] -> [ stationary DeadPlayer Acid ]
left [ AttachedLadderR | TempBottom ] -> [ | TempBottom ]
left [ TempBottom | AttachedLadderL ] -> [ TempBottom | ]
[ DeadBarrel TempBottom ] -> [ TempPreventTick ] again
[ LiveBarrel Acid ] -> [ DeadBarrel Acid TempBottom ]
down [ TempBottom | ... | ] -> [ | ... | TempBottom ]
[ TempBottom NO DeadBarrel ] -> [ ]
[ DeadBarrel TempBottom ] -> [ DeadBarrel TempBottom ] again
[ DeadBarrel NO Acid ] -> [ LiveBarrel ]
[ TempDoTick ] [ BombExploding4 ] -> [ TempDoTick ] [ BombExplodingI ]
[ TempDoTick ] [ BombExploding3 ] -> [ TempDoTick ] [ BombExploding4 ]
[ TempDoTick ] [ BombExploding2 ] -> [ TempDoTick ] [ BombExploding3 ]
[ TempDoTick ] [ BombExploding1 ] -> [ TempDoTick ] [ BombExploding2 ]
startloop
[ > Player | stationary Solid ] -> [ stationary Player | Solid ] sfx2
[ > Pushable NO Player | stationary Solid ] -> [ stationary Pushable | Solid ]
endloop
left [ AttachedLadderR | moving Pushable ] -> [ moving AttachedLadderR | moving Pushable ]
left [ moving Pushable | AttachedLadderL ] -> [ moving Pushable | moving AttachedLadderL]
down [ TempDoTick ] [ moving Player | Platform ] -> [ TempDoTick ] [ moving Player | Platform TempPreventTick ] again
left [ TempDoTick ] [ PlatformL NO TempPreventTick | NO Solid ] -> [ TempDoTick ] [ > PlatformL TempPreventTick | ] again
down [ stationary Player | left PlatformL ] -> [ left Player | left PlatformL ]
down [ stationary Barrel | left PlatformL ] -> [ left Barrel | left PlatformL ]
left [ TempDoTick ] [ PlatformL NO TempPreventTick | Solid ] -> [ TempDoTick ] [ PlatformR TempPreventTick | Solid ] again
right [ TempDoTick ] [ PlatformR NO TempPreventTick | NO Solid ] -> [ TempDoTick ] [ > PlatformR TempPreventTick | ] again
down [ stationary Player | right PlatformR ] -> [ right Player | right PlatformR ]
down [ stationary Barrel | right PlatformR ] -> [ right Barrel | right PlatformR ]
right [ TempDoTick ] [ PlatformR NO TempPreventTick | Solid ] -> [ TempDoTick ] [ PlatformL TempPreventTick | Solid ] again
[ BombExplodingI | ] -> [ BombExplodingI | Explosion ]
[ BombExplodingI ] -> [ Explosion TempPreventTick ] again
[ stationary Player ] [ TempDoTick ] [ Acid ] -> [ Player ] [ TempDoTick ] [ Acid TempDoAnimate ]
[ AcidShallow1 TempDoAnimate ] -> [ AcidShallow2 ]
[ AcidShallow2 TempDoAnimate ] -> [ AcidShallow1 ]
[ AcidDeep1 TempDoAnimate ] -> [ AcidDeep2 ]
[ AcidDeep2 TempDoAnimate ] -> [ AcidDeep1 ]
right [ NO Flower | action Player TutorialArea1 ] [ LiveBarrel ] -> message /Hmm.../ \n \n "--Oops. Sorry about that. We *ksst* must have forgotten the jump module." \n \n "Think you can manage without it?"
==============
WINCONDITIONS
==============
No LiveBarrel
No Flower
Some Player
=======
LEVELS
=======
section [ToC]
£
section > Intro
goto Intro Cutscene
section > Tutorial
goto $ Tutorial
section > Botanica
goto $ Botanica
section > First Contact
goto $ First Contact
section > Random Levels
goto $ Random Levels
section [Individual levels]
£
section > Go Back
goto [ToC]
section Intro Cutscene
message *trrrrr...* \n *tk* *tk* *thud* *whhhp* \n *crash* \n \n *tsss*
message /Whoa. What-what was that?/ \n \n *silence*
message *creak* \n \n "This is not supposed to happen." \n "Aye. Second time, you say?" \n "Yep. And hopefully the last." \n *sss*
message "Wait." \n /-huh/
message "You are not thinking it.." \n "...I know. Plug 'M in." \n \n *loading...* /...Whoa./
goto Tutorial Cutscene
section > Go Back
goto [ToC]
section $ Tutorial
£
section Tutorial Cutscene
M
message "Hello, 'M. I hope you can hear me. *ksst*" \n \n /I can hear you alright!/
message "This is a prerecorded broadcast, so I can't hear you." \n /..Oh./
message "Your mission is to cleanse the universe, so it becomes better." \n\n "My robots have gathered *ksst* nuclear waste in barrels - destroy those; collect all the flowers, and we will see to the *ksst* rest."
message /..destroy the barrels, collect the flowers. Reasonable enough./
section Hello Earth!
..........
.M..B.....
.########.
...#####..
~~~~~~~~~~
section Flowers
.............
.M..B........
.########....
..####.....*.
....#...####.
~~~~~~~~~~~~~
section Jump..?
.............
..*M.......B.
.*α#########.
.##########..
~~~~~~~~~~~~~
section Just push a box over it!
.......*.....
..*....L.....
.###L.L.L....
....L.L.L....
.....L...L...
.....L..ML...
....BL.###...
...###..#....
..........B..
..*...*#####*
~~~~~~~~~~~~~
section Time for Bombs
...............
....B..........
...L#M.........
...L##*.*...B..
...L....L####..
...L....L...!..
.#######f#####.
~~~~~~~~~~~~~~~
section Stair Quirks
.................
.....M.......B...
...B.##########..
...###...........
...........L.....
.###############.
~~~~~~~~~~~~~~~~~
section Careful now...
...............
....M.......B..
..B.#####L#L#L.
.L#......L...L.
.L.......L###L.
.L.......L..*..
.##########.##.
....#..........
~~~~~~~~~~~~~~~
section Can't push those
.............
...L.........
..XXL........
..*XL.!MLB.#.
...#X#X#X###.
.X...........
.##########..
..#..........
~~~~~~~~~~~~~
section Blue Orbs
..........
..#LM.B...
..#####...
..#.......
..#.......
..#...#...
..#1......
..#######.
.......1..
.########.
..........
~~~~~~~~~~
section The fall
............
..!......##.
.L#.M...B.#.
.L######°.#.
.L........#.
.##########.
~~~~~~~~~~~~
goto $ Botanica
section > Go Back
goto [ToC]
section $ Botanica
£
section Botanica cutscene
message *thhhhh-* \n \n "Diagnostics complete." \n "Great! Send him off to do some *snicker* good work." \n "Botanica, sir?" \n "Sounds good."
section Land of Flowers
.................
.......M.........
...*..####L......
..L###....L......
..L.#.....L......
.*L*#....*L..*...
.####..*L#####L*.
.....*L###..####.
...*L####........
...###...........
...#.............
~~~~~~~~~~~~~~~~~
section Tricky Flowers
....................
.......M............
......###...........
.......*...*........
......*#####*#......
..*...L...*......*..
..####L..L#####L#...
......L.*L.....L*...
.*....####*L*L*##L..
...........L.L...L..
.#############...L*.
...#........###.*##.
..............##....
...............##...
~~~~~~~~~~~~~~~~~~~~
section Teleport with Flowers
.................
........1........
........*######L.
........M.#....L.
...............L.
...............L.
..*.....*.....*L.
.####°#####°####.
.................
........1........
....####L####....
.......*L..##....
.......##........
~~~~~~~~~~~~~~~~~
section More Teleports
............................
............*...............
........L####...............
........L...................
....M...*L*.................
..*..*..L*#*........*.......
..####...L#L........#L......
....*...L.#L.*..*..*.L.*....
.######°####°#######.L#.....
.....................L......
......*.1.....1.*.2..L.2....
......###..*..#####..###°##.
..........###...............
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
section Soo Similar
.............
.*...*.*...*.
.##°##L##°##.
......L......
.....LML.....
....L###.....
...##*.*##...
....##L##....
.....#L......
...*...L.*...
...###°####..
.........#...
......*......
...*L°°°L*...
..##...*.##..
.....#.#.....
....*L*......
......#......
~~~~~~~~~~~~~
section Complex Petals
..............
...*...*......
..####L#.*1#..
......L.°###..
.*....L.......
.M.....L..*...
.###°#*L°###..
.....###......
.*....#1.*....
.####L######L.
.....L.*...*L.
...#####....L.
.*..*..###..L.
.#####......L.
..*L..*.....L.
...L..#...*.L.
...L..#.L####.
...L....L*....
...#######....
~~~~~~~~~~~~~~
goto $ First contact
section > Go Back
goto [ToC]
section $ First contact
£
section First contact cutscene
message /All those flowers, I just.. can't! Bet there's pollen all over my antenna/
message *whwhwh* \n "Hi!" \n \n /..Hi?/
message "I see you aren't a talkative one. Meet me at <0x316> <0x249>? *ksst*" \n \n /..Huh?/
message "*ksst* Please ignore the last message. It was an erroneous retransmition of an earlier broadcast. Now, your next assignment is the rebel- excuse me, old rebel base on Platonia. Understood?" \n \n /Okay./
section A Long Walk
......................
..*.*....B.........B..
..#L#####.##########..
...L.....X............
.##LM...!X!##.........
.########X##.......*..
...............BL##...
....B..L.....!L######.
....#############.....
...............#......
~~~~~~~~~~~~~~~~~~~~~~
section Simple Tricks
................
........M.......
.......####.....
...##.BLLLLB.##.
...L.X#....###..
....L...........
..*..L.!.X......
.##..*###.......
~~~~~~~~~~~~~~~~
section Which way?
............
...*MB......
...###......
............
............
.....###....
...###......
..B.!.......
.##L....##..
.##L.....##.
...L........
...L........
...L.####...
...L........
...LB.......
...###.###..
......#.....
~~~~~~~~~~~~
section Get Up!
..............
.....*........
.....L........
....BL....!...
....Xβ.BXBL...
..#..X.###L...
..##L#....L...
.M.!L..#####..
.#####........
....#.X..!.##.
.......######.
~~~~~~~~~~~~~~
section Corrosive Tricks
....................
..M.*...............
..#L#...............
...L................
.#!LBL...X..........
.##L#####L#####.....
...L................
...L....*.....B.LB..
...#....###~~######.
.........#######....
~~~~~~~~~~~~~~~~~~~~
section FourReal?
............
.......B....
.......B....
.......B....
..M....B....
.##*...X.!*.
......L.L##.
..L####X###.
..L......#..
.....!L###..
...#######..
~~~~~~~~~~~~
section Symmetry I
...............
....#.BLB.#....
....###L###....
.......L.......
....!.*L*.!....
.....LXLXL.....
.....L###L.....
.*M..L...L...*.
.####L...L####.
....###.####...
...............
...............
.....*###*.....
~~~~~~~~~~~~~~~
section Symmetry II
.................
.....!B.B!.......
......#L#........
....!..L.........
.....L*L*L.......
...M.LXβXL.....#.
.*..BL.##LB..*...
.####L...L####...
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.................
.................
.....*###*.......
~~~~~~~~~~~~~~~~~
section A long drop
................
..².............
.L..B...........
.####...........
.....B..!.......
.....####.......
....X...³.......
.....#°##.......
................
.........B......
.......L##......
.......L........
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.......L........
.......L####....
.......L......¤.
.......L.B.L.L#.
...¹..ML.######.
.#######........
................
~~~~~~~~~~~~~~~~
section Teleport around
message *Due to techncical reasons, this level has been removed and changed to a random lottery. Enjoy.*
...............
...M...........
.1...2...3.1.2.
.#.#.#.#.#.#.#.
..2.1.....1.2..
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....1.X...4....
....#.#.#.#....
...............
.....#.#.#.....
......4........
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.......*.......
.......#.......
~~~~~~~~~~~~~~~
section Hard Landing
.........................
....!...B..B.....*.....*.
...###L.#.###L..####L°##.
....########.L.*....L....
.............##L1...L....
..............#L....L....
................#.*.L....
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..#######.######....L....
.......!...1.*...B..L..B.
.L2....#####.####°##L###.
....................L2...
...................####..
~~~~~~~~~~~~~~~~~~~~~~~~~
section > Go Back
goto [ToC]
section $ Random Levels
£
section Telestack
..................
.........B....#.!.
.........B....³LL.
.........B........
.....B...B..*.....
.....B...BLLLL..!.
.....B.M.B.....LL.
.....B.L##3.......
.....B.L..¤...4...
....#######...#...
..#########..###..
.##########.......
~~~~~~~~~~~~~~~~~~
section Multilens
....................
......########......
...############.....
...############.....
...##.......L###....
...#*......ML###....
..####...#.ML###....
..####.....ML###....
..####....MML###....
...############.....
...############.....
....................
~~~~~~~~~~~~~~~~~~~~
section Square
.......M............
!..............!....
.LLLLLLLLLLLLLL.....
.L............L.....
.L.........!..L.....
.L..X.X..B.#..L.....
.L...#...B....L.....
.L.B....##X...LBLBB.
.L.#..........L####.
.L............L..X..
.LLLLLLLLLLLLLL.....
.......#............
~~~~~~~~~~~~~~~~~~~~
section Island Lake
.................
.B.B...B.B.......
.B.B...B.B.......
.B.B.!.BLB.......
.XLX.#.XLX.......
..L..#..L........
.#LM....L.....##.
.#####~~~~~#...#.
..##########~~...
....#########≈...
.......#####.≈...
.............≈...
~~~~~~~~~~~~~≈~~~
section Staple Goods
............
.....B......
.....B......
.....B......
.....B......
.....B......
.....B......
.....X!.....
......L.....
......L.....
.##M.!L!!##.
.#########..
..#.........
~~~~~~~~~~~~
section Staple Goods Minus One
............
.....B......
.....B......
.....B......
.....B......
.....B......
.....B......
.....X!.....
......L.....
......L.....
.##M.!L!.##.
.#########..
..#.........
~~~~~~~~~~~~
section Miners and Builders
..........1.................
............B........B......
..........###.###°#######L..
.........###....#M.#####.L..
...*........L##.B#.......L..
..####L.#####!*.X###°#####..
......L...#####.......####..
...L###...###.*.....B..###..
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................##L.....###.
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..........###*L.........##..
...........###%L###L..°.##..
..........1#..L.....######..
...##L*.##L#*#.......#####..
....######L#..........###...
..........L#..........###...
.#L#########..........###...
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~
section Platform Test Level
..............!......
..............L......
.M..BL..L........°*..
.########..P.P...##L.
...#####.............
~~~~~~~~~~~~~~~~~~~~~
section Attached ladder Test 1
..............
..../B........
.....B\.......
.....M........
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....###.*.°.*.
........#~~~#.
.........###..
.......*......
~~~~~~~~~~~~~~
section Impossible Stunt Montage
.................
...../B\.....1...
..!.M.....!......
...###X###...#...
....*.X#.......*.
...*..*..*.....!.
...#######!...#..
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...########...°..
.............°...
..#.........°.L..
......*....°..f..
...#..°*°°°......
..1.......*......
~~~~~~~~~~~~~~~~~
section Spikes Test Level
...................
......b............
.....*b............
...l###............
...l..b.!..*#......
...l..b!x####!bl...
...l###x.######l...
...l...........l...
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.################..
.........##........
~~~~~~~~~~~~~~~~~~~
section Collected item test
..............
.!!!!!!!!!!!M.
.LLLLLLLLLLLL.
.!!!!!!!!!!!..
.LLLLLLLLLLLL.
............*.
~~~~~~~~~~~~~~
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