--- /dev/null
+Things that fall into acid will be destroyed. If the player touches acid from
+the bottom or sides, he will die (although acid tends to look ugly if not
+enclosed in a pool). Most animate objects have a checkbox that determines
+whether or not they will move into acid.
--- /dev/null
+Acid pool walls are equivalent to steel walls, except some of them are rounded.
--- /dev/null
+Acid pool walls are equivalent to steel walls, except some of them are rounded.
--- /dev/null
+Acid pool walls are equivalent to steel walls, except some of them are rounded.
--- /dev/null
+Acid pool walls are equivalent to steel walls, except some of them are rounded.
--- /dev/null
+Acid pool walls are equivalent to steel walls, except some of them are rounded.
--- /dev/null
+Dead ameoba won't grow, but it still retains its enemy-killing powers.
+It is often used as a wall that needs to be cleared by bugs, pacmen, etc.
--- /dev/null
+An amoeba drop will become a dripping amoeba when it lands.
+It would be wise to stay out from underneath these things.
--- /dev/null
+This is regular amoeba. If, when it attempt to grow, it is blocked in all
+directions by something other than the player, it will die. Amoeba will kill
+any bugs, flies, or spaceships that touch it.
+
+The amoeba growth value is the same for all types of amoeba.
+Amoeba will take between 0 and [25/(1-value)] seconds to attempt to grow.
--- /dev/null
+When this amoeba is completely surrounded, it gradually turns into the
+specified content.
+
+All amoeba types must share the same settings.
--- /dev/null
+The "amoeba_to_diamond" element is a runtime element and should be removed here.
--- /dev/null
+Dripping amoeba will grow in drops, and will not die even if surrounded.
+Amoeba will kill any bugs, flies, or spaceships that touch it.
+
+The amoeba growth value is the same for all types of amoeba.
+Amoeba will take between 0 and [25/(1-value)] seconds to attempt to grow.
--- /dev/null
+This is a reference element that matches all (standard or custom) elements.
--- /dev/null
+This acts as an average wall.
+Although it looks round, objects do not slide off it.
--- /dev/null
+This acts as an average wall.
+Although it looks round, objects do not slide off it.
--- /dev/null
+This acts as an average wall.
+Although it looks round, objects do not slide off it.
--- /dev/null
+This acts as an average wall.
+Although it looks round, objects do not slide off it.
--- /dev/null
+Balloons can be pushed by the player. Their more useful properties are only
+available in conjection with the wind switches.
--- /dev/null
+Pressing this switch in a certain direction will cause all balloons and custom
+elements that react on wind in this level to constantly move in that direction
+if possible until another wind switch is pressed.
+
+The balloons may still be pushed in any direction, including against their
+automatic movement direction, but they will try to move in the appropriate
+wind direction whenever they can.
--- /dev/null
+No matter from which direction you push this wind switch, the balloons and all
+other elements affected by wind direction will only move to the indicated wind
+direction.
--- /dev/null
+No matter from which direction you push this wind switch, the balloons and all
+other elements affected by wind direction will only move to the indicated wind
+direction.
--- /dev/null
+Pressing this switch will turn the wind off, stopping all moving balloons or
+other elements that are affected by wind (like custom elements that move in
+wind direction).
--- /dev/null
+No matter from which direction you push this wind switch, the balloons and all
+other elements affected by wind direction will only move to the indicated wind
+direction.
--- /dev/null
+No matter from which direction you push this wind switch, the balloons and all
+other elements affected by wind direction will only move to the indicated wind
+direction.
The BD style amoeba has some special properties: When it is completely
-surrounded by boulders, it turns to diamonds. But if this cannot be
-achieved in a certain amount of time, this amoeba turns to boulders
-instead.
+surrounded, it instantly turns into the specified content. But if this
+cannot be achieved in a certain amount of time, this amoeba instantly
+turns to BD boulders instead. BD amoeba is the only amoeba that can be
+smothered by the player.
+
+All amoeba types must share the same settings.
-BD style butterflies always try to follow the right side of a wall
-or other elements. Touching them is deadly.
+Butterflies always try to follow the right side of a wall or other elements.
+Touching them is deadly.
+
+They will explode in 9 BD style diamonds if smashed by a rock or BD style
+diamond. If dynabombed, they will become one BD style diamond.
+Other explosions simply destroy them.
-BD style levels require a certain amount of these diamonds to be
-collected to complete the level.
+BD style levels require a certain amount of these diamonds to be collected
+to complete the level.
-BD style fireflies always try to follow the left side of a wall
-or other elements. Touching them is deadly.
+Fireflies always try to follow the left side of a wall or other elements.
+Touching them is deadly.
+
+Fireflies can be smashed by BD style diamonds in addition to rocks.
-This is a (BD style) magic wall. It gets activated for a limited
-time by certain elements that fall on it. Objects falling though
-it will be changed to other objects. After it has stopped running,
-it cannot be activated again.
+This is a (BD style) magic wall. It gets activated for about 10 seconds by
+rocks or gems that fall on it. Rocks that fall through it become BD style
+diamonds, and gems that fall through it become BD style rocks. After it has
+stopped running, it cannot be activated again.
+
+All BD magic walls run on the same timer; however, regular magic walls run
+on a seperate timer.
--- /dev/null
+This is a BD style rock. It's not much different from a regular rock,
+but it can be jump-pushed by snapping it.
--- /dev/null
+The Biomaze is a variant of the Game of Life that tends to make crazy mazes.
+The players don't count as cells with Biomaze. Watch those corners; it may
+take annoyingly long for the corners to clear up.
--- /dev/null
+Black Orb Bombs are floating explosives. They cannot be set off by anything
+other than another explosion, but once set off, a chain of them will explode
+at lightning speed!
Bombs can be blown up either by throwing them down or by dropping
-a rock on them.
+a rock on them. Bombs caught in an explosion explode themselves.
Bugs always try to follow the right side of a wall
or other elements. Touching them is deadly.
+
+Bugs will explode into a diamond surrounded by 8 emeralds,
+even when caught in other explosions!
--- /dev/null
+Letter walls are like normal walls, except they can spell out words.
--- /dev/null
+The space character is tricky. It's basically like an invisible normal wall,
+but it won't light up when a light switch is flicked on.
+
+Watch out for these in the editor; they can often be confused for empty space.
--- /dev/null
+Conveyor belts will move around any object that can fall. The edges of the
+belts aren't round, they just make your belt nicer. Each colored switch
+controls all of that color conveyor belt. Belts can be made of multiple colors.
--- /dev/null
+Pressing against this switch turns conveyor belts on and off.
+If it starts off, it will toggle from off to left to off to right.
+Switches (and therefore their belts) may also start turned on
+to the right or left.
--- /dev/null
+Crystals are indestructable and are worth a whopping 8 emeralds!
--- /dev/null
+This can be used in custom element programming to refer to the CE score of the
+current element, but interpreted as an element itself (if the CE score was set
+to an element earlier).
+Don't use this element directly in your level.
--- /dev/null
+This can be used in custom element programming to refer to the CE value of the
+current element, but interpreted as an element itself (if the CE value was set
+to an element earlier).
+Don't use this element directly in your level.
--- /dev/null
+Custom elements can be configured to have user-defined properties, to behave in
+their own special way, to interact with other elements, to change their
+behaviour on certain conditions (by changing into other custom elements with
+different properties) or to trigger actions that influence the game.
+
+Each level has its own set of custom elements. To use the same custom elements
+within one level set, use the "copy and paste" functions or use "save as
+template" and "use template" to use the same custom elements from a single level
+template for all levels of a set.
--- /dev/null
+The Dark Yam Yam doesn't contain anything, but it can devour just about
+anything, including dirt, gems, amoeba, enemies... and especially players!
--- /dev/null
+Gray doors' real colors are kept hidden to the player,
+making him/her guess which color key opens the door.
+
+This door is special in that there is no key at all to open it.
--- /dev/null
+You may only walk over a white gate if you have collected a white key.
+
+For each time to pass a white gate, you need to collect a white key.
--- /dev/null
+Gray doors' real colors are kept hidden to the player,
+making him/her guess which color key opens the door.
--- /dev/null
+You need a white key to pass through a white gate.
+
+For each time to pass a white gate, you need to collect another white key.
+
+Keys are unaffected by gravity and block enemies. Extra keys of a
+single color are only worth more points.
--- /dev/null
+If you run into a land mine, you die.
+This type of land mine can be removed by snapping.
+Otherwise, it's a normal, destructible wall
+that just happens to look kinda like dirt.
--- /dev/null
+This is a (DC style) magic wall. It gets activated for a limited
+time by rocks or gems that fall on it. Objects falling though
+it will be changed to other objects. After it has stopped running,
+it cannot be activated again.
+
+The duration is expressed in seconds. A duration of zero will let the wall
+run forever. All regular magic walls run together; however, BD style magic
+walls have a separate counter.
--- /dev/null
+Diamonds are worth 3 gems, but unlike emeralds, they can be crushed by rocks.
--- /dev/null
+The fearsome dragon is completely harmless to the player; even their firey
+breath won't faze him. Dragons wander about aimlessly and will breathe fire
+if they aren't trapped, producing effects similar to explosions. Getting them
+to do something useful can be quite a challenge in a space bigger than 4 or 5
+squares.
--- /dev/null
+The stable bomb won't roll or have other objects roll off it.
--- /dev/null
+Dynabombs are an infinite supply of bombs that the player can drop at any time
+he doesn't have anything else to drop. They explode in a cross shaped pattern,
+and may have strange results when they kill enemies. (For example, Yam Yams
+will only give off the center element of their pattern.)
+
+This pick-up will increase the number of Dynabombs the player can put on the
+field at one time. This number starts at zero, so the player must pick up one
+of these to use Dynabombs.
--- /dev/null
+Dynabombs are an infinite supply of bombs that the player can drop at any time
+he doesn't have anything else to drop. They explode in a cross shaped pattern,
+and may have strange results when they kill enemies. (For example, Yam Yams
+will only give off the center element of their pattern.)
+
+This pickup allows Dynabomb explosions to destroy brick walls, rather than
+stopping at the first wall. Picking up 2 of these will only get you extra
+points.
--- /dev/null
+Dynabombs are an infinite supply of bombs that the player can drop at any time
+he doesn't have anything else to drop. They explode in a cross shaped pattern,
+and may have strange results when they kill enemies. (For example, Yam Yams
+will only give off the center element of their pattern.)
+
+This pickup increases the length of the explosion.
+At first, the explosion only reaches one square in each direction.
-Already burning dynamite that will explode in a few seconds. Stay away!
+Already burning dynamite will explode in a few seconds. Stay away!
Collect the dynamite and use it later to blow up walls (which might
-contain gems), enemies or other things.
+contain gems), enemies or other things. Dynamite caught in an explosion
+will explode itself!
--- /dev/null
+The exit of each level stays closed until enough emeralds have been
+collected by the player. Some levels also require some special switches
+(light bulbs, for example) to be activated before it opens.
--- /dev/null
+The open exit lets the player leave a level. Some levels also require
+the player to guide some friends (penguins, for example) to the exit.
+In these levels, the player can leave through the exit, but the level
+is not solved before the last friend also left the level through the
+exit.
+
+This exit disappears when the player is passing through it.
--- /dev/null
+Emerald Mine doors will fling you to the other side of the door, rather than
+letting you stand on it. If there is *any* object on the other side, the
+player cannot pass through the door. Note that creators may allow players to
+pass to anything walkable under the player object's options.
--- /dev/null
+Emerald Mine doors will fling you to the other side of the door, rather than
+letting you stand on it. If there is *any* object on the other side, the
+player cannot pass through the door. Note that creators may allow players to
+pass to anything walkable under the player object's options.
+
+Gray doors' real colors are kept hidden to the player, making him/her guess
+which color key opens the door.
--- /dev/null
+Emerald Mine doors will fling you to the other side of the door, rather than
+letting you stand on it. If there is *any* object on the other side, the
+player cannot pass through the door. Note that creators may allow players to
+pass to anything walkable under the player object's options.
--- /dev/null
+Emerald Mine doors will fling you to the other side of the door, rather than
+letting you stand on it. If there is *any* object on the other side, the
+player cannot pass through the door. Note that creators may allow players to
+pass to anything walkable under the player object's options.
+
+Gray doors' real colors are kept hidden to the player, making him/her guess
+which color key opens the door.
--- /dev/null
+Emerald Mine doors will fling you to the other side of the door, rather than
+letting you stand on it. If there is *any* object on the other side, the
+player cannot pass through the door. Note that creators may allow players to
+pass to anything walkable under the player object's options.
--- /dev/null
+Emerald Mine doors will fling you to the other side of the door, rather than
+letting you stand on it. If there is *any* object on the other side, the
+player cannot pass through the door. Note that creators may allow players to
+pass to anything walkable under the player object's options.
+
+Gray doors' real colors are kept hidden to the player, making him/her guess
+which color key opens the door.
--- /dev/null
+Emerald Mine doors will fling you to the other side of the door, rather than
+letting you stand on it. If there is *any* object on the other side, the
+player cannot pass through the door. Note that creators may allow players to
+pass to anything walkable under the player object's options.
--- /dev/null
+Emerald Mine doors will fling you to the other side of the door, rather than
+letting you stand on it. If there is *any* object on the other side, the
+player cannot pass through the door. Note that creators may allow players to
+pass to anything walkable under the player object's options.
+
+Gray doors' real colors are kept hidden to the player, making him/her guess
+which color key opens the door.
--- /dev/null
+Emerald Mine style keys are identical to regular keys.
+They just look different.
--- /dev/null
+Emerald Mine style keys are identical to regular keys.
+They just look different.
--- /dev/null
+Emerald Mine style keys are identical to regular keys.
+They just look different.
--- /dev/null
+Emerald Mine style keys are identical to regular keys.
+They just look different.
--- /dev/null
+The exit of each level stays closed until enough emeralds have been
+collected by the player. Some levels also require some special switches
+(light bulbs, for example) to be activated before it opens.
+
+This exit is made of steel and is indestructible.
--- /dev/null
+The open exit lets the player leave a level. Some levels also require
+the player to guide some friends (penguins, for example) to the exit.
+In these levels, the player can leave through the exit, but the level
+is not solved before the last friend also left the level through the
+exit.
+
+This exit is made of steel and is indestructible.
+It disappears when the player is passing through it.
--- /dev/null
+The android has some special properties. Unless other elements, it can move
+diagonally. Additionally, it can clone other game elements it touches.
--- /dev/null
+This element can create new amoeba drops and is otherwise invisible.
+If the lenses have been collected, the dripper is visible for a short time.
--- /dev/null
+The fake acid looks like acid, but is walkable for the player.
--- /dev/null
+The fake grass looks like normal grass, but but cannot be digged.
+If the magnifier has been collected, the fake grass becomes visible
+for a short time.
--- /dev/null
+Emerald Mine doors will fling you to the other side of the door, rather than
+letting you stand on it. If there is *any* object on the other side, the
+player cannot pass through the door. Note that creators may allow players to
+pass to anything walkable under the player object's options.
--- /dev/null
+Emerald Mine doors will fling you to the other side of the door, rather than
+letting you stand on it. If there is *any* object on the other side, the
+player cannot pass through the door. Note that creators may allow players to
+pass to anything walkable under the player object's options.
+
+Gray doors' real colors are kept hidden to the player, making him/her guess
+which color key opens the door.
--- /dev/null
+Emerald Mine doors will fling you to the other side of the door, rather than
+letting you stand on it. If there is *any* object on the other side, the
+player cannot pass through the door. Note that creators may allow players to
+pass to anything walkable under the player object's options.
--- /dev/null
+Emerald Mine doors will fling you to the other side of the door, rather than
+letting you stand on it. If there is *any* object on the other side, the
+player cannot pass through the door. Note that creators may allow players to
+pass to anything walkable under the player object's options.
+
+Gray doors' real colors are kept hidden to the player, making him/her guess
+which color key opens the door.
--- /dev/null
+Emerald Mine doors will fling you to the other side of the door, rather than
+letting you stand on it. If there is *any* object on the other side, the
+player cannot pass through the door. Note that creators may allow players to
+pass to anything walkable under the player object's options.
--- /dev/null
+Emerald Mine doors will fling you to the other side of the door, rather than
+letting you stand on it. If there is *any* object on the other side, the
+player cannot pass through the door. Note that creators may allow players to
+pass to anything walkable under the player object's options.
+
+Gray doors' real colors are kept hidden to the player, making him/her guess
+which color key opens the door.
--- /dev/null
+Emerald Mine doors will fling you to the other side of the door, rather than
+letting you stand on it. If there is *any* object on the other side, the
+player cannot pass through the door. Note that creators may allow players to
+pass to anything walkable under the player object's options.
--- /dev/null
+Emerald Mine doors will fling you to the other side of the door, rather than
+letting you stand on it. If there is *any* object on the other side, the
+player cannot pass through the door. Note that creators may allow players to
+pass to anything walkable under the player object's options.
+
+Gray doors' real colors are kept hidden to the player, making him/her guess
+which color key opens the door.
--- /dev/null
+Grass behaves just exactly as sand.
--- /dev/null
+Emerald Mine style keys are identical to regular keys.
+They just look different.
--- /dev/null
+Emerald Mine style keys are identical to regular keys.
+They just look different.
--- /dev/null
+Emerald Mine style keys are identical to regular keys.
+They just look different.
--- /dev/null
+Emerald Mine style keys are identical to regular keys.
+They just look different.
--- /dev/null
+The magic ball can create new elements when activated by the magic ball switch.
+It is possible to use up to eight magic balls which create different elements
+by using the eight content areas. Instead of creating all elements from the
+content area, it is also possible to let the magic ball create only one element
+randomly selected from the content area.
--- /dev/null
+Use the magic ball switch to enable or disable the magic ball.
--- /dev/null
+The plant is deadly to the player when he is running into it.
--- /dev/null
+When a moving spring hits a spring bumper, it is reflected to the opposite
+direction.
--- /dev/null
+Your basic gem. Collect enough of these to open the exit.
+Rockfords give off 9 of the appropriate colored gems when they die.
--- /dev/null
+Envelopes can be configured to contain a text message for the player.
+All envelopes of the same color contain the same message.
-The exit of each level stays closed until enough emeralds has been
-collected by the player. Some levels also require some special
-switches (lamps, for example) to be activated before it opens.
+The exit of each level stays closed until enough emeralds have been
+collected by the player. Some levels also require some special switches
+(light bulbs, for example) to be activated before it opens.
--- /dev/null
+This wall will grow on either side that is open. It will stop
+growing on one side if it is blocked by a wall, even if said wall is later
+destroyed. Gems and others, however, will stop it only temporarily.
+
+This particular growing wall is the only one that is visibly different
+to the player from a normal wall, at least under the default graphics.
--- /dev/null
+Unlike other growing walls, this wall will never "die off" because of
+other walls. It will spread wherever there is adjacent space,
+following even the most complicated paths.
--- /dev/null
+This wall will grow on either side that is open. It will stop
+growing on one side if it is blocked by a wall, even if said wall is later
+destroyed. Gems and others, however, will stop it only temporarily.
--- /dev/null
+This wall will grow on the top and bottom if unobstructed. It will stop
+growing on one side if it is blocked by a wall, even if said wall is later
+destroyed. Gems and others, however, will stop it only temporarily.
--- /dev/null
+You pick it up, it gives you 10 more units of time.
+It has no effect in an untimed level (other than points).
--- /dev/null
+This is an average wall (that somehow reminds of Frankie Goes To Hollywood).
+It can't stand up to explosions.
--- /dev/null
+This is a special element that can be used in levels using a level template.
+Every element of this kind in the playfield will be replaced with the element
+from the (otherwise unused) playfield of the level template at the same
+position.
--- /dev/null
+These walls behave like the well-known "Conway's Game of Life".
+They behave like normal walls; however, they may appear or disappear
+every half-second according to these rules:
+
+Cells that are surrounded by 2 or 3 cells are the only cells that survive.
+
+Space or dirt that is surrounded by exactly 3 cells grows into new cells.
+
+The player(s) is (are) counted as cells!
--- /dev/null
+You may only walk over a colored door if you have the right key.
--- /dev/null
+Gray doors' real colors are kept hidden to the player,
+making him/her guess which color key opens the door.
--- /dev/null
+You may only walk over a colored door if you have the right key.
--- /dev/null
+Gray doors' real colors are kept hidden to the player,
+making him/her guess which color key opens the door.
--- /dev/null
+You may only walk over a colored door if you have the right key.
--- /dev/null
+Gray doors' real colors are kept hidden to the player,
+making him/her guess which color key opens the door.
--- /dev/null
+You may only walk over a colored door if you have the right key.
--- /dev/null
+Gray doors' real colors are kept hidden to the player,
+making him/her guess which color key opens the door.
--- /dev/null
+Group elements are perhaps best described as groups *of* elements.
+When the level starts, they will be replaced with the elements in the group
+from left to right, and top to bottom, in a manner chosen in the element.
+Most useful is the random option; this can make your levels be different
+every time!
--- /dev/null
+Invisible sand behaves exactly like normal sand, but is invisible.
+
+It can be made visible for a short time by activating the light switch.
--- /dev/null
+An invisible steel wall behaves exactly like a normal steel wall,
+but is invisible.
+
+It can be made visible for a short time by activating the light switch.
-Invisible wall behaves exactly like normal wall, but is invisible.
+An invisible wall behaves exactly like a normal wall, but is invisible.
It can be made visible for a short time by activating the light switch.
--- /dev/null
+You need a key of the right color to pass through a colored door.
+Keys are unaffected by gravity and block enemies. Extra keys of a
+single color are only worth more points.
--- /dev/null
+You need a key of the right color to pass through a colored door.
+Keys are unaffected by gravity and block enemies. Extra keys of a
+single color are only worth more points.
--- /dev/null
+You need a key of the right color to pass through a colored door.
+Keys are unaffected by gravity and block enemies. Extra keys of a
+single color are only worth more points.
--- /dev/null
+You need a key of the right color to pass through a colored door.
+Keys are unaffected by gravity and block enemies. Extra keys of a
+single color are only worth more points.
--- /dev/null
+Already on lightbulbs can be safely shattered with rocks, without ruining
+your ability to exit the level.
--- /dev/null
+Lightbulbs need to be turned on by touching them before the exit will open.
+Watch out! If they're crushed by a rock, you won't be able to escape!
--- /dev/null
+If you run into a land mine, you die.
+Otherwise, it's a normal, destructible wall
+that just happens to look kinda like dirt.
--- /dev/null
+An active light switch will last for 10 seconds when the level starts.
--- /dev/null
+Touching a light switch will make all invisible things visible for 10 seconds.
+The invisible things will still be easy to tell apart from visible things,
+however.
This is a (EM style) magic wall. It gets activated for a limited
-time by certain elements that fall on it. Objects falling though
+time by rocks or gems that fall on it. Objects falling though
it will be changed to other objects. After it has stopped running,
it cannot be activated again.
+
+The duration is expressed in seconds. A duration of zero will let the wall
+run forever. All regular magic walls run together; however, BD style magic
+walls have a separate counter.
--- /dev/null
+The mole moves like a Yam Yam, except it doesn't pause before changing
+direction. The mole will not harm the player, but it can trap him.
+The mole leaves behind dirt wherever it goes, and it can dig through amoeba.
+If crushed, it will produce 9 red emeralds.
--- /dev/null
+If you use this reference element, it will be replaced by the custom element
+that is at a later position in the element list (with the distance as shown
+by the reference element).
This nut contains an emerald. To get it, crack the nut by dropping a
-rock on it!
+rock on it.
--- /dev/null
+Pacman moves like a Yam Yam, but doesn't contain anything.
+However, it is able to eat amoeba.
--- /dev/null
+A pearl is worth 5 emeralds, but it's very fragile. Not only can it be
+crushed by rocks, but if it falls and lands on something, it'll break!
+At least you won't get crushed by it...
--- /dev/null
+Penguins follow the player as best they can. If they are next to an open exit,
+they will leave the level. All the penguins *must* exit before the player
+exits, or the player will not win the level. If a penguin is smashed, it'll
+produce one purple gem, but the level will then be unsolvable. Penguins can
+collect gems for the player.
--- /dev/null
+The pig follows a wall, but it will switch from side to side or even corner
+to corner if it is in a small corridor. The pig will steal any gems it gets
+its hands on. You can walk over the pig if it's not moving.
--- /dev/null
+This is the player. You'll probably want to have one of these each level.
+If you have more than one, only one will be used.
--- /dev/null
+This is player 2.
--- /dev/null
+This is player 3.
--- /dev/null
+This is player 4.
--- /dev/null
+If you use this reference element, it will be replaced by the custom element
+that is at an earlier position in the element list (with the distance as shown
+by the reference element).
A rock that is pushed or thrown on the quicksand sinks into it,
passes it and again leaves it if there is empty space below it.
+Amoeba can grow into it, but other elements and the player can't pass it.
--- /dev/null
+A rock that is pushed or thrown on the quicksand sinks into it,
+passes it and again leaves it if there is empty space below it.
+Amoeba can grow into it, but other elements and the player can't pass it.
--- /dev/null
+This quicksand already contains a rock which can slide through it
+and leave it if there is empty space below it.
-Robots try to follow the player everywhere, taking the direct way.
+Robots try to follow the player everywhere, taking the direct route.
+They're not very bright.
Touching them for a short time (running side by side to them, for
example) is not deadly, but don't let them run into the player!
will again turn towards the player.
The magic wheel can be activated again after it stopped running.
+You can also activate other magic wheels while one is spinning;
+the robots will go towards the latest active wheel.
--- /dev/null
+Rocks are round, heavy, they fall, and they smash stuff. They don't smash
+anything unless being already in motion first. The player can push one rock
+at a time.
--- /dev/null
+Sand blocks pretty much everything except the player. The player digs through
+the sand, leaving behind empty space. Sand often makes up the vast majority of
+the level.
--- /dev/null
+Satellites will follow the player as best they can, and the only way to outrun
+them is with double speed. Satellites are harmless, and they can be pushed,
+but in multiples or with strategically placed walls, they can easily trap the
+player. When crushed or caught in an explosion, satellites will explode.
+
+Satellites can be used as a sort of moving platform when gravity is on.
--- /dev/null
+This is a placeholder for the custom element you are just editing. If an element
+should change to itself, you can use this "reference element" instead of the
+real element. If you copy your custom element, this elements still refers to
+itself.
--- /dev/null
+This not only makes the player invincible, but also allows him to kill enemies
+just by pressing against them.
+
+Extra deadly shields will add more time without wasting any time already
+acquired. Picking up a deadly shield when you already have a normal shield
+(or vice versa) will not waste the normal shield; the player will use the
+normal shield when the deadly shield runs out.
--- /dev/null
+Picking this up will give the player 10 seconds of invulnerability.
+Additional shields will add 10 more seconds, and will not waste seconds
+the player already has.
--- /dev/null
+Just a steel wall with a sign on it.
--- /dev/null
+This is an empty sokoban field. Only the player and sokoban objects can pass
+onto these fields. Watch out, the fields will be destroyed by explosions!
+
+Note that spare fields will prevent the exit from opening, but spare objects
+won't. Also, sometimes it is necessary to push sokoban objects off of fields
+to make room for other things.
--- /dev/null
+This is a sokoban field that already has a sokoban object.
+
+Note that it's safe to blow up a full sokoban field without affecting your
+ability to open the exit. Also, if the exit is already open, it will never
+close up. However, disrupting the puzzle in any other way will mess up your
+chances to win.
--- /dev/null
+This is the player standing on a sokoban field.
+
+If a level contains *only* sokoban elements (those in the sokoban section,
+steel walls, and empty space), it will be completed as soon the sokoban puzzle
+is solved.
--- /dev/null
+These lightbulbs can be pushed around. The goal is to fill all the Sokoban
+fields at once. Only then will the exit open, assuming all other conditions
+have been met too.
--- /dev/null
+The base is the Supaplex equivalent of dirt.
+
+Bases will block Dark Yam Yams, but not amoeba.
--- /dev/null
+Touching the buggy base when the electricity is arcing is bad news...
--- /dev/null
+This is a normal, destructable, slippery wall.
--- /dev/null
+This is a normal, destructable, slippery wall.
--- /dev/null
+This is a normal, destructable, slippery wall.
--- /dev/null
+This is a normal, destructable, slippery wall.
--- /dev/null
+This is a normal, destructable, slippery wall.
--- /dev/null
+Orange disks are like stable bombs, only they can be pushed faster.
--- /dev/null
+Red disks are just like dynamite.
--- /dev/null
+Yellow disks can be pushed around in any direction, and do not fall.
+They won't explode until a terminal is pressed, unless they are caught
+in an explosion themselves.
--- /dev/null
+The electron produces 9 infotrons when smashed, and is only deadly if you
+collide with it. It follows the *left* wall, just like the snik snak.
--- /dev/null
+You can enter and win with a Supaplex exit even if there are unlit lightbulbs
+or unsaved penguins. All you need is enough gems.
--- /dev/null
+These ports look like ordinary ports in-game, but when you go through them,
+gravity is switched off.
--- /dev/null
+These ports look like ordinary ports in-game, but when you go through them,
+gravity is switched on.
--- /dev/null
+These ports look like ordinary ports in-game, but when you go through them,
+gravity is toggled on and off.
--- /dev/null
+An indestructable, flat wall. Nothing's getting through this sucker.
--- /dev/null
+An indestructable, flat wall. Nothing's getting through this sucker.
--- /dev/null
+An indestructable, flat wall. Nothing's getting through this sucker.
--- /dev/null
+An indestructable, flat wall. Nothing's getting through this sucker.
--- /dev/null
+An indestructable, flat wall. Nothing's getting through this sucker.
--- /dev/null
+An indestructable, flat wall. Nothing's getting through this sucker.
--- /dev/null
+An indestructable, flat wall. Nothing's getting through this sucker.
--- /dev/null
+An indestructable, flat wall. Nothing's getting through this sucker.
--- /dev/null
+An indestructable, flat wall. Nothing's getting through this sucker.
--- /dev/null
+An indestructable, flat wall. Nothing's getting through this sucker.
--- /dev/null
+An indestructable, flat wall. Nothing's getting through this sucker.
--- /dev/null
+Infotrons are the emeralds of Supaplex.
--- /dev/null
+Murphy is the hero of Supaplex. Note that other than his default settings,
+Murphy behaves exactly like Rockford.
--- /dev/null
+Ports allow one way passage, as long as the path is clear.
--- /dev/null
+You can enter this port from ANY direction.
--- /dev/null
+This port goes both ways.
--- /dev/null
+This port goes both ways.
--- /dev/null
+Snik snaks are basically spaceships, except you must collide with them to die.
--- /dev/null
+Press a terminal, and all the yellow disks on the level will explode!
+Otherwise, it's a normal wall all over again.
--- /dev/null
+The Zonk is the Supaplex equivalent of the rock. Note that it can be
+pushed quicker than rocks, resulting in some clever tricks...
Spaceships always try to follow the left side of a wall
or other elements. Touching them is deadly.
+
+Spaceships will not explode when caught in explosions.
--- /dev/null
+Taking this pill will double the player's speed.
+Additional pills are only worth points.
--- /dev/null
+Once you push a spring, it will keep on going in that direction until it
+falls or hits a wall. It isn't slippery, and will crush the player.
--- /dev/null
+Steel letter walls are like normal steel walls, except they can spell out words.
--- /dev/null
+The exit of each level stays closed until enough emeralds have been
+collected by the player. Some levels also require some special switches
+(light bulbs, for example) to be activated before it opens.
+
+This exit is made of steel and is indestructible.
--- /dev/null
+The open exit lets the player leave a level. Some levels also require
+the player to guide some friends (penguins, for example) to the exit.
+In these levels, the player can leave through the exit, but the level
+is not solved before the last friend also left the level through the
+exit.
+
+This exit is made of steel and is indestructible.
--- /dev/null
+An indestructable, flat wall. Nothing's getting through this sucker.
--- /dev/null
+This is a steel wall that is slippery.
--- /dev/null
+This is an average wall. It can't stand up to explosions.
--- /dev/null
+Switch gates can be passed through like ports or doors when they are open.
+When a switch gate switch is switched (switch!), *all* switch gates on the
+level toggle state.
--- /dev/null
+This is the switch for switching the switch gates. When you switch the switch
+that controls the switching of the switch gates... okay, I'll stop. :-)
--- /dev/null
+An empty time orb behaves like a nut that can't be cracked.
--- /dev/null
+Pressing against a time orb gives you ten extra units of time.
+Look out, however... in an untimed level, a time orb will give you
+10 seconds/steps to complete the level! Orbs can fall and hurt the player.
--- /dev/null
+Time gates only open for a limited time.
--- /dev/null
+An open time gate will close as soon as the level starts.
--- /dev/null
+As long as a single time gate switch is spinning, all time gates will be open.
+Each switch spins for a certain time when touched.
--- /dev/null
+Digging this when the trap is open is fatal. Otherwise, it's just ordinary
+dirt. Snapping it when the trap is open will not kill the player, just fail.
--- /dev/null
+This can be used in custom element programming to refer to the CE score
+of the element that triggered the change being processed, but interpreted
+as an element itself (if the CE score was set to an element earlier).
+Don't use this element directly in your level.
--- /dev/null
+This can be used in custom element programming to refer to the CE value
+of the element that triggered the change being processed, but interpreted
+as an element itself (if the CE value was set to an element earlier).
+Don't use this element directly in your level.
--- /dev/null
+This can be used in custom element programming to refer to the element
+that triggered the change being processed.
+Don't use this element directly in your level.
--- /dev/null
+This can be used in custom element programming to refer to the player
+who triggered the change being processed.
+Don't use this element directly in your level.
--- /dev/null
+A tube is just something to crawl around in and get lost.
+Things outside the tube can't affect things inside, and vice versa.
--- /dev/null
+Unknown element.
--- /dev/null
+Unused element.
--- /dev/null
+This is an average wall. It can't stand up to explosions.
This wall contains a (BD style) diamond which can be freed by
-blowing up the wall with dynamite, bombs or blowing up enemies.
+blowing up the wall with dynamite, bombs or exploding enemies.
This wall contains a crystal which can be freed by
-blowing up the wall with dynamite, bombs or blowing up enemies.
+blowing up the wall with dynamite, bombs or exploding enemies.
This wall contains a diamond which can be freed by
-blowing up the wall with dynamite, bombs or blowing up enemies.
+blowing up the wall with dynamite, bombs or exploding enemies.
This wall contains an emerald which can be freed by
-blowing up the wall with dynamite, bombs or blowing up enemies.
+blowing up the wall with dynamite, bombs or exploding enemies.
This wall contains a purple emerald which can be freed by
-blowing up the wall with dynamite, bombs or blowing up enemies.
+blowing up the wall with dynamite, bombs or exploding enemies.
This wall contains a red emerald which can be freed by
-blowing up the wall with dynamite, bombs or blowing up enemies.
+blowing up the wall with dynamite, bombs or exploding enemies.
This wall contains a yellow emerald which can be freed by
-blowing up the wall with dynamite, bombs or blowing up enemies.
+blowing up the wall with dynamite, bombs or exploding enemies.
This wall contains a pearl which can be freed by
-blowing up the wall with dynamite, bombs or blowing up enemies.
+blowing up the wall with dynamite, bombs or exploding enemies.
--- /dev/null
+As expected, objects slip off the round top of this wall.
+Otherwise, it's just an average wall.
to eight different sets of new elements.
Sometimes the last emerald you are looking for to finish the level
-is hidden in a Yam Yam!
+is hidden in a Yam Yam! But be careful: Yam Yams will eat all diamonds
+in their way!