MainCfg
TitleMap = 99
TitlePicsMode = User
TitlePicsName = CWTITLE
TitlePicsScale = 2
TitlePicsX = 32
DemoDelayTime = 60*TICRATE
SStage_Start = 50
GameData = CWSaveDemo50.dat
CustomVersion = Version 0.50 Demo 5

#--Clear Everything--#
Clear All

#----Unlockables (Gameplay)----#
Unlockable 1
Name = Record Attack
Objective = Complete Lawn World Act 3
Type = RecordAttack
NoCecho = true
NoChecklist = true
ConditionSet = 1

Unlockable 23
Name = Play as Amy
ConditionSet = 2
Height = 0
Type = None

Unlockable 2
Name = Play as Fang
ConditionSet = 2
Height = 0
Type = None

Unlockable 3
Name = Play as Metal
ConditionSet = 2
Height = 0
Type = None

Unlockable 4
Name = Emblem Hints
Objective = Find 20 Emblems
Type = EmblemHints
Height = 20
ConditionSet = 3

#----Unlockables (Condition Sets)----#
ConditionSet 1
Condition1 = MapBeaten 4

ConditionSet 2
Condition1 = MapBeaten 12

ConditionSet 3
Condition1 = TotalEmblems 20

#---------------------------Zone Headers(Campaign)--------------------------------#
#----------LAWN WORLD----------#
Level 1
LevelSelect = 1
Levelname = Lawn World
SubTitle = Software for Best Effects
Act = 1
TypeOfLevel = Singleplayer,Co-op
NextLevel = 2
RecordAttack = true
Savegame = true
SkyNum = 1
SkyboxScale = 16
FlickyList = Bluebird,Rabbit,Chipmunk
Music = LWZ03

Level 2
LevelSelect = 1
Levelname = Lawn World
Act = 2
TypeOfLevel = Singleplayer,Co-op
NextLevel = 3
RecordAttack = true
Savegame = true
SkyNum = 1
SkyboxScale = 16
FlickyList = Bluebird,Rabbit,Chipmunk
Music = LWZ04

Level 3
LevelSelect = 1
Levelname = Greenhouse Scamper
Act = 0
TypeOfLevel = Singleplayer,Co-op
NextLevel = 4
RecordAttack = true
Savegame = true
SkyNum = 1
SkyboxScale = 16
FlickyList = Bluebird,Rabbit,Chipmunk
Music = GSZ

Level 4
LevelSelect = 1
BonusType = Boss
Levelname = Lawn World
Act = 3
TypeOfLevel = Singleplayer,Co-op
NextLevel = 5
RecordAttack = true
Savegame = true
SkyNum = 1
SkyboxScale = 16
FlickyList = Bluebird,Chipmunk,Rabbit
Music = VSBOSS
MusicPostBoss = LWZ03
StartRings = 10
ForceResetMusic = On
WarningTitle = true

#----------BROADSIDE CLIFFS----------#
Level 5
LevelSelect = 1
Levelname = Broadside Cliffs
Act = 1
TypeOfLevel = Singleplayer,Co-op
NextLevel = 6
RecordAttack = true
Savegame = true
SkyNum = 2
SkyboxScaleX = 24
SkyboxScaleY = 24
SkyboxScaleZ = 4
FlickyList = Bear,Chipmunk,Bat
Music = BCZ01

Level 6
LevelSelect = 1
Levelname = Broadside Cliffs
Act = 2
TypeOfLevel = Singleplayer,Co-op
NextLevel = 7
RecordAttack = true
Savegame = true
SkyNum = 4
SkyboxScaleX = 24
SkyboxScaleY = 24
SkyboxScaleZ = 4
FlickyList = Bear,Chipmunk,Bat
Music = BCZ02

Level 7
LevelSelect = 1
Levelname = Broadside Ascent
Act = 0
TypeOfLevel = Singleplayer,Co-op
NextLevel = 8
RecordAttack = true
Savegame = true
SkyNum = 4
SkyboxScaleX = 8
SkyboxScaleY = 8
SkyboxScaleZ = 6
FlickyList = Bear,Chipmunk,Bat
Music = BAZ01

Level 8
LevelSelect = 1
Levelname = Broadside Cliffs
Act = 3
BonusType = Boss
TypeOfLevel = Singleplayer,Co-op
NextLevel = 9
RecordAttack = true
Savegame = true
SkyNum = 4
SkyboxScaleX = 24
SkyboxScaleY = 24
SkyboxScaleZ = 4
FlickyList = Bear,Chipmunk,Bat
StartRings = 10
ForceResetMusic = true
WarningTitle = true
MusicPostBoss = BCZ02
Music = VSBOSS

#----------SKYWARD GARDEN----------#
Level 9
LevelSelect = 1
Levelname = Skyward Garden
Act = 1
TypeOfLevel = Singleplayer,Co-op
NextLevel = 10
RecordAttack = true
Savegame = true
SkyNum = 3
SkyboxScale = 16
FlickyList = Bluebird,Dove,Cat
Music = SGZ01

Level 10
LevelSelect = 1
Levelname = Skyward Garden
Act = 2
TypeOfLevel = Singleplayer,Co-op
NextLevel = 11
RecordAttack = true
Savegame = true
SkyNum = 3
SkyboxScale = 0
FlickyList = Bluebird,Dove,Cat
Music = SGZ02

Level 11
LevelSelect = 1
Levelname = Dangerous Descent
Act = 0
TypeOfLevel = Singleplayer,Co-op
NextLevel = 12
RecordAttack = true
Savegame = true
SkyNum = 3
SkyboxScale = 0
FlickyList = Bluebird,Dove,Cat
Music = DDZ01

Level 12
LevelSelect = 1
Levelname = Skyward Garden
Act = 3
BonusType = Boss
TypeOfLevel = Singleplayer,Co-op
NextLevel = 13
RecordAttack = true
Savegame = true
SkyNum = 3
SkyboxScaleX = 24
SkyboxScaleY = 24
SkyboxScaleZ = 4
FlickyList = Bluebird,Dove,Cat
StartRings = 10
ForceResetMusic = true
WarningTitle = true
MusicPostBoss = SGZ02
Music = VSBOSS

#----------WONDROUS WINDSOCK----------#
Level 13
LevelSelect = 1
Levelname = Wondrous Windsock
Act = 1
TypeOfLevel = Singleplayer,Co-op
NextLevel = 14
RecordAttack = true
Savegame = true
SkyNum = 5
SkyboxScale = 16
FlickyList = Fish,Fish,Seal
Music = WWZ03

Level 14
LevelSelect = 1
Levelname = Wondrous Windsock
Act = 2
TypeOfLevel = Singleplayer,Co-op
NextLevel = 15
RecordAttack = true
Savegame = true
SkyNum = 5
SkyboxScale = 16
FlickyList = Fish,Fish,Seal
Music = WWZ04

Level 15
LevelSelect = 1
Levelname = Tidal Cliffs
Act = 1
TypeOfLevel = Singleplayer,Co-op
NextLevel = 16
RecordAttack = true
Savegame = true
SkyNum = 5
SkyboxScale = 16
FlickyList = Fish,Fish,Seal
Music = WWZ05

Level 16
LevelSelect = 1
Levelname = Wondrous Windsock
Act = 3
BonusType = Boss
TypeOfLevel = Singleplayer,Co-op
NextLevel = 17
RecordAttack = true
Savegame = true
SkyNum = 5
SkyboxScaleX = 24
SkyboxScaleY = 24
SkyboxScaleZ = 4
FlickyList = Fish,Fish,Seal
StartRings = 10
ForceResetMusic = true
WarningTitle = true
MusicPostBoss = WWZ03
Music = VSBOSS

#----------QUANTIC FUNHOUSE----------#
Level 17
LevelSelect = 1
Levelname = Quantic Funhouse
SubTitle = Early Preview
Act = 1
TypeOfLevel = Singleplayer,Co-op
NextLevel = 21
RecordAttack = true
Savegame = true
SkyNum = 6
SkyboxScale = 8
FlickyList = Chipmunk,Canary,Cat
Music = QFZ01

Level 18
LevelSelect = 0
Levelname = Quantic Funhouse
Act = 2
TypeOfLevel = Singleplayer,Co-op
NextLevel = 1101
RecordAttack = false
Savegame = false
SkyNum = 6
SkyboxScale = 8
FlickyList = Chipmunk,Canary,Cat
Music = QFZ01

Level 19
LevelSelect = 0
Levelname = Euclideon Madness
Act = 1
TypeOfLevel = Singleplayer,Co-op
NextLevel = 1101
RecordAttack = false
Savegame = false
SkyNum = 6
SkyboxScale = 8
FlickyList = Chipmunk,Canary,Cat
Music = QFZ01

Level 20
LevelSelect = 0
Levelname = Quantic Funhouse
Act = 3
BonusType = Boss
TypeOfLevel = Singleplayer,Co-op
NextLevel = 1101
RecordAttack = false
Savegame = false
SkyNum = 6
SkyboxScale = 16
FlickyList = Chipmunk,Canary,Cat
StartRings = 10
ForceResetMusic = true
WarningTitle = true
MusicPostBoss = WWZ03
Music = VSBOSS

#----------ELECTRIC WORKBENCH----------#
Level 21
LevelSelect = 0
Levelname = Electric Workbench
SubTitle = Concept
Act = 1
TypeOfLevel = Singleplayer,Co-op
NextLevel = 1101
RecordAttack = false
Savegame = false
SkyNum = 8
SkyboxScale = 8
FlickyList = Fish,Fish,Seal
Music = EWZ01

Level 22
LevelSelect = 0
Levelname = Electric Workbench
Act = 2
TypeOfLevel = Singleplayer,Co-op
NextLevel = 1101
RecordAttack = false
Savegame = false
SkyNum = 8
SkyboxScale = 8
FlickyList = Fish,Fish,Seal
Music = EWZ01

Level 23
LevelSelect = 0
Levelname = Workbench Wackiness
Act = 1
TypeOfLevel = Singleplayer,Co-op
NextLevel = 1101
RecordAttack = false
Savegame = false
SkyNum = 8
SkyboxScale = 8
FlickyList = Fish,Fish,Seal
Music = EWZ01

Level 24
LevelSelect = 0
Levelname = Electric Workbench
Act = 3
BonusType = Boss
TypeOfLevel = Singleplayer,Co-op
NextLevel = 1101
RecordAttack = false
Savegame = false
SkyNum = 8
SkyboxScale = 16
FlickyList = Fish,Fish,Seal
StartRings = 10
ForceResetMusic = true
WarningTitle = true
MusicPostBoss = WWZ03
Music = VSBOSS

#----------MAIN MENU----------#
Act = 0
Level99

#----------------------Zone Headers (NiGHTS)---------------------------------------#
Level 50
LevelName = Lawn Field
Subtitle = Special Stage 1
Music = SPEC1
TypeOfLevel = Singleplayer,NiGHTS
NiGHTSAttack = true
SelectHeading = Special Stages
SkyNum = 1
Grades1 = 0,50000,125000,250000,500000,1000000

Level 51
LevelName = Broadside Knobs
Subtitle = Special Stage 2
Music = SPEC2
TypeOfLevel = Singleplayer,NiGHTS
NiGHTSAttack = true
SelectHeading = Special Stages
SkyNum = 2
Grades1 = 0,50000,125000,250000,500000,1000000

Level 52
LevelName = Skyward Blocks
Subtitle = Special Stage 3
Music = SBZ
TypeOfLevel = Singleplayer,NiGHTS
NiGHTSAttack = true
SelectHeading = Special Stages
SkyNum = 3
Grades1 = 0,50000,125000,250000,500000,1000000

Level 53
LevelName = Windsock Sea
Subtitle = Special Stage 4
Music = SPEC2
TypeOfLevel = Singleplayer,NiGHTS
NiGHTSAttack = true
SelectHeading = Special Stages
SkyNum = 5
Grades1 = 0,50000,125000,250000,500000,1000000

Level 54
LevelName = Quantic Theory
Subtitle = Special Stage 5
Music = SPEC2
TypeOfLevel = Singleplayer,NiGHTS
NiGHTSAttack = true
SelectHeading = Special Stages
SkyNum = 6
Grades1 = 0,50000,125000,250000,500000,1000000

Level 55
LevelName = Electric Cacaphony
Subtitle = Special Stage 6
Music = SPEC2
TypeOfLevel = Singleplayer,NiGHTS
NiGHTSAttack = true
SelectHeading = Special Stages
SkyNum = 8
Grades1 = 0,50000,125000,250000,500000,1000000

#----------------------------EMBLEMS(Campaign)------------------------------------#
#----------LAWN WORLD----------#
#LWZ1 Emblems#
Emblem
Type = Time
Var = 90*TICRATE
MapNum = 1
Sprite = T
Color = SKINCOLOR_GREY

Emblem
Type = Rings
Var = 300
MapNum = 1
Sprite = R
Color = SKINCOLOR_GOLD

Emblem
Hint = Strong characters only\\in this spot
Type = Global
Tag = 3000
MapNum = 1
Sprite = E
Color = SKINCOLOR_GREEN
Var = 0

Emblem
Hint = A shadowy spot filled with\\beams
Type = Global
Tag = 3001
MapNum = 1
Sprite = A
Color = SKINCOLOR_BLUE
Var = 0

Emblem
Hint = There's more than just\\a force sheild around here.
Type = Global
Tag = 3002
MapNum = 1
Sprite = B
Color = SKINCOLOR_ORANGE
Var = 0

Emblem
Hint = No one ever bothers\\looking in tree-filled\\corners
Type = Global
Tag = 3003
MapNum = 1
Sprite = C
Color = SKINCOLOR_RED
Var = 0

Emblem
Hint = The elemental shield is\\a good idea to\\survive this one
Type = Global
Tag = 3004
MapNum = 1
Sprite = D
Color = SKINCOLOR_PURPLE
Var = 0

Emblem
Hint = Big letters could\\in fact be hiding\\something
Type = Global
Tag = 3005
MapNum = 1
Sprite = I
Color = SKINCOLOR_SKY
Var = 0

#LWZ2 Emblems#
Emblem
Type = Time
Var = 120*TICRATE
MapNum = 2
Sprite = T
Color = SKINCOLOR_GREY

Emblem
Type = Rings
Var = 300
MapNum = 2
Sprite = R
Color = SKINCOLOR_GOLD

Emblem
Hint = This can't be all there is to this house
Type = Global
Tag = 3000
MapNum = 2
Sprite = E
Color = SKINCOLOR_GREEN
Var = 0

Emblem
Hint = The path near this big house starts somewhere
Type = Global
Tag = 3001
MapNum = 2
Sprite = A
Color = SKINCOLOR_BLUE
Var = 0

Emblem
Hint = There could be a breakable floor near the greenhouses, look around
Type = Global
Tag = 3002
MapNum = 2
Sprite = B
Color = SKINCOLOR_ORANGE
Var = 0

Emblem
Hint = The final house holds a secret beyond the end sign
Type = Global
Tag = 3003
MapNum = 2
Sprite = C
Color = SKINCOLOR_RED
Var = 0

Emblem
Hint = Exploring near the beginning can at least locate it, now how do I get down there?
Type = Global
Tag = 3004
MapNum = 2
Sprite = D
Color = SKINCOLOR_PURPLE
Var = 0

#GSZ Emblems#
Emblem
Type = Time
Var = 180*TICRATE
MapNum = 3
Sprite = T
Color = SKINCOLOR_GREY

Emblem
Type = Rings
Var = 300
MapNum = 3
Sprite = R
Color = SKINCOLOR_GOLD

Emblem
Hint = A hidden chamber near the beginning
Type = Global
Tag = 3000
MapNum = 3
Sprite = E
Color = SKINCOLOR_GREEN
Var = 0

Emblem
Hint = Out of the way where wood abounds
Type = Global
Tag = 3001
MapNum = 3
Sprite = A
Color = SKINCOLOR_BLUE
Var = 0

Emblem
Hint = Through the house, up, around, and down again
Type = Global
Tag = 3002
MapNum = 3
Sprite = B
Color = SKINCOLOR_ORANGE
Var = 0

Emblem
Hint = Hidden underground not far from the bridge
Type = Global
Tag = 3003
MapNum = 3
Sprite = C
Color = SKINCOLOR_RED
Var = 0

Emblem
Hint = Attics are creepy, beagles would rather snoop near the three clocks
Type = Global
Tag = 3004
MapNum = 3
Sprite = D
Color = SKINCOLOR_PURPLE
Var = 0

#----------BROADSIDE CLIFFS----------#
#BCZ1 Emblems#
Emblem
Type = Time
Var = 150*TICRATE
MapNum = 5
Sprite = T
Color = SKINCOLOR_GREY

Emblem
Type = Rings
Var = 350
MapNum = 5
Sprite = R
Color = SKINCOLOR_GOLD

Emblem
Hint = It is possible to go inside some of these big rocks
Type = Global
Tag = 3000
MapNum = 5
Sprite = E
Color = SKINCOLOR_GREEN
Var = 0

Emblem
Hint = Nestled in a quiet corner near moving water
Type = Global
Tag = 3001
MapNum = 5
Sprite = A
Color = SKINCOLOR_BLUE
Var = 0

Emblem
Hint = Once off the bridge, go through the wall
Type = Global
Tag = 3002
MapNum = 5
Sprite = B
Color = SKINCOLOR_ORANGE
Var = 0

Emblem
Hint = You need a big mallet to get to this one
Type = Global
Tag = 3003
MapNum = 5
Sprite = C
Color = SKINCOLOR_RED
Var = 0

Emblem
Hint = The mud seems unusually deep in this area
Type = Global
Tag = 3004
MapNum = 5
Sprite = D
Color = SKINCOLOR_PURPLE
Var = 0

#BCZ2 Emblems#
Emblem
Type = Time
Var = 180*TICRATE
MapNum = 6
Sprite = T
Color = SKINCOLOR_GREY

Emblem
Type = Rings
Var = 400
MapNum = 6
Sprite = R
Color = SKINCOLOR_GOLD

Emblem
Hint = Rocks + extra lives\\might lead to hidden\\passages
Type = Global
Tag = 3000
MapNum = 6
Sprite = E
Color = SKINCOLOR_GREEN
Var = 0

Emblem
Hint = Not just restrooms\\an outhouse as well
Type = Global
Tag = 3001
MapNum = 6
Sprite = A
Color = SKINCOLOR_BLUE
Var = 0

Emblem
Hint = Over the dropoff. The hang-\\glider might help you find it
Type = Global
Tag = 3002
MapNum = 6
Sprite = B
Color = SKINCOLOR_ORANGE
Var = 0

Emblem
Hint = The first building's basement\\can you find the\\access point?
Type = Global
Tag = 3003
MapNum = 6
Sprite = C
Color = SKINCOLOR_RED
Var = 0

Emblem
Hint = A risky glide beyond\\the bridge gets you here
Type = Global
Tag = 3004
MapNum = 6
Sprite = D
Color = SKINCOLOR_PURPLE
Var = 0

Emblem
Hint = You missed the upper route\\seach near the concrete\\for another way
Type = Global
Tag = 3005
MapNum = 6
Sprite = I
Color = SKINCOLOR_SKY
Var = 0

Emblem
Hint = Knuckles's upper path\\but there's a patch of wall\\to check out
Type = Global
Tag = 3006
MapNum = 6
Sprite = P
Color = SKINCOLOR_BLACK
Var = 0

Emblem
Hint = A tricky area near the end\\the tunnel might hold\\a secret
Type = Global
Tag = 3007
MapNum = 6
Sprite = J
Color = SKINCOLOR_CRIMSON
Var = 0

#BAZ Emblems#
Emblem
Type = Time
Var = 120*TICRATE
MapNum = 7
Sprite = T
Color = SKINCOLOR_GREY

Emblem
Type = Rings
Var = 200
MapNum = 7
Sprite = R
Color = SKINCOLOR_GOLD

Emblem
Hint = That small bridge after the start\\it might be hiding something
Type = Global
Tag = 3000
MapNum = 7
Sprite = E
Color = SKINCOLOR_GREEN
Var = 0

Emblem
Hint = Bustable walls in building are\\always hiding something
Type = Global
Tag = 3001
MapNum = 7
Sprite = A
Color = SKINCOLOR_BLUE
Var = 0

Emblem
Hint = A back area near the really large crawla\\watch for earthquakes
Type = Global
Tag = 3002
MapNum = 7
Sprite = B
Color = SKINCOLOR_ORANGE
Var = 0

Emblem
Hint = Near the end, some stuff around here can't be found going up
Type = Global
Tag = 3003
MapNum = 7
Sprite = C
Color = SKINCOLOR_RED
Var = 0

Emblem
Hint = Right under your feet at the beginning
Type = Global
Tag = 3004
MapNum = 7
Sprite = D
Color = SKINCOLOR_PURPLE
Var = 0

#----------SKYWARD GARDEN----------#
#SGZ1 Emblems#
Emblem
Type = Time
Var = 120*TICRATE
MapNum = 9
Sprite = T
Color = SKINCOLOR_GREY

Emblem
Type = Rings
Var = 250
MapNum = 9
Sprite = R
Color = SKINCOLOR_GOLD

Emblem
Hint = Look for bustable walls far from the temple
Type = Global
Tag = 3000
MapNum = 9
Sprite = L
Color = SKINCOLOR_GREEN
Var = 0

Emblem
Hint = Near the little fountain is a tucked away passage
Type = Global
Tag = 3001
MapNum = 9
Sprite = A
Color = SKINCOLOR_BLUE
Var = 0

Emblem
Hint = A fountain that big has got to be hiding something
Type = Global
Tag = 3002
MapNum = 9
Sprite = B
Color = SKINCOLOR_ORANGE
Var = 0

Emblem
Hint = For echidnas only, the temple has a hidden section
Type = Global
Tag = 3003
MapNum = 9
Sprite = C
Color = SKINCOLOR_RED
Var = 0

Emblem
Hint = That floating platform only looks inaccessible
Type = Global
Tag = 3004
MapNum = 9
Sprite = D
Color = SKINCOLOR_PURPLE
Var = 0

#SGZ2 Emblems#
Emblem
Type = Time
Var = 300*TICRATE
MapNum = 10
Sprite = T
Color = SKINCOLOR_GREY

Emblem
Type = Rings
Var = 300
MapNum = 10
Sprite = R
Color = SKINCOLOR_GOLD

Emblem
Hint = It is right next to the start\\strong characters only
Type = Global
Tag = 3000
MapNum = 10
Sprite = L
Color = SKINCOLOR_GREEN
Var = 0

Emblem
Hint = Knuckles will cross that bridge if\\he can figure out how to\\access it
Type = Global
Tag = 3001
MapNum = 10
Sprite = A
Color = SKINCOLOR_BLUE
Var = 0

Emblem
Hint = Outcroppings of temple might\\contain rooms
Type = Global
Tag = 3002
MapNum = 10
Sprite = B
Color = SKINCOLOR_ORANGE
Var = 0

Emblem
Hint = These collumns you move through\\has anyone thought the top of one\\might contain something
Type = Global
Tag = 3003
MapNum = 10
Sprite = C
Color = SKINCOLOR_RED
Var = 0

Emblem
Hint = Before you ascend, note the platform\\might have a hidden area inside
Type = Global
Tag = 3004
MapNum = 10
Sprite = D
Color = SKINCOLOR_PURPLE
Var = 0

#DDZ Emblems#
Emblem
Type = Time
Var = 180*TICRATE
MapNum = 11
Sprite = T
Color = SKINCOLOR_GREY

Emblem
Type = Rings
Var = 200
MapNum = 11
Sprite = R
Color = SKINCOLOR_GOLD

Emblem
Hint = Looking back and down when leaving the temple complex\\might reveal something
Type = Global
Tag = 3000
MapNum = 11
Sprite = L
Color = SKINCOLOR_GREEN
Var = 0

Emblem
Hint = That big fountain has one waterfall you can fly into//Find the source
Type = Global
Tag = 3001
MapNum = 11
Sprite = A
Color = SKINCOLOR_BLUE
Var = 0

Emblem
Hint = There is nothing in the column near the last starpost//or is there?
Type = Global
Tag = 3002
MapNum = 11
Sprite = B
Color = SKINCOLOR_ORANGE
Var = 0

Emblem
Hint = Heavy floating platforms seemingly out of reach//is not always scenery
Type = Global
Tag = 3003
MapNum = 11
Sprite = C
Color = SKINCOLOR_RED
Var = 0

Emblem
Hint = Go way down and take the express route up\\how to get behind that window\\you saw much earlier
Type = Global
Tag = 3004
MapNum = 11
Sprite = D
Color = SKINCOLOR_PURPLE
Var = 0

#----------WONDROUS WINDSOCK----------#
#WWZ1 Emblems#
Emblem
Type = Time
Var = 150*TICRATE
MapNum = 13
Sprite = T
Color = SKINCOLOR_GREY

Emblem
Type = Rings
Var = 300
MapNum = 13
Sprite = R
Color = SKINCOLOR_GOLD

Emblem
Hint = With the wind then against\\Not far from your start
Type = Global
Tag = 3000
MapNum = 13
Sprite = L
Color = SKINCOLOR_GREEN
Var = 0

Emblem
Hint = The big rock with the broken bridge\\Find its hidden cave
Type = Global
Tag = 3001
MapNum = 13
Sprite = A
Color = SKINCOLOR_BLUE
Var = 0

Emblem
Hint = Flyers or Climbers needed here\\Not every hole is death
Type = Global
Tag = 3002
MapNum = 13
Sprite = B
Color = SKINCOLOR_ORANGE
Var = 0

Emblem
Hint = The colummned bridge\\Has a safe area underneath\\Watch the wind though
Type = Global
Tag = 3003
MapNum = 13
Sprite = C
Color = SKINCOLOR_RED
Var = 0

Emblem
Hint = Near the end where only climbers reach\\explore beyond the exit
Type = Global
Tag = 3004
MapNum = 13
Sprite = D
Color = SKINCOLOR_PURPLE
Var = 0

Emblem
Hint = Near the end for mallet users\\A tucked away side path with\\a red spring
Type = Global
Tag = 3005
MapNum = 13
Sprite = I
Color = SKINCOLOR_SKY
Var = 0

#WWZ2 Emblems#
Emblem
Type = Time
Var = 300*TICRATE
MapNum = 14
Sprite = T
Color = SKINCOLOR_GREY

Emblem
Type = Rings
Var = 350
MapNum = 14
Sprite = R
Color = SKINCOLOR_GOLD

Emblem
Hint = After the initial flow\\A cave is nearby
Type = Global
Tag = 3000
MapNum = 14
Sprite = L
Color = SKINCOLOR_GREEN
Var = 0

Emblem
Hint = Take a bubble shield\\to get a view of\\the abyss
Type = Global
Tag = 3001
MapNum = 14
Sprite = A
Color = SKINCOLOR_BLUE
Var = 0

Emblem
Hint = The hidden chamber\\Before the cave sucks you through
Type = Global
Tag = 3002
MapNum = 14
Sprite = B
Color = SKINCOLOR_ORANGE
Var = 0

Emblem
Hint = A long high bridge\\climb down to the base\\you might find something
Type = Global
Tag = 3003
MapNum = 14
Sprite = C
Color = SKINCOLOR_RED
Var = 0

Emblem
Hint = Knuckles blows in the wind\\you can advance against it\\slightly
Type = Global
Tag = 3004
MapNum = 14
Sprite = D
Color = SKINCOLOR_PURPLE
Var = 0

Emblem
Hint = Near the end\\Take a leap of faith to\\find a spring
Type = Global
Tag = 3005
MapNum = 14
Sprite = I
Color = SKINCOLOR_SKY
Var = 0

Emblem
Hint = Drop into the water\\find a dark cave\\overlook the deep blue sea
Type = Global
Tag = 3006
MapNum = 14
Sprite = P
Color = SKINCOLOR_BLACK
Var = 0

#TCZ Emblems#
Emblem
Type = Time
Var = 300*TICRATE
MapNum = 15
Sprite = T
Color = SKINCOLOR_GREY

Emblem
Type = Rings
Var = 350
MapNum = 15
Sprite = R
Color = SKINCOLOR_GOLD

Emblem
Hint = Near the beginning\\Not all holes are deadly
Type = Global
Tag = 3000
MapNum = 15
Sprite = L
Color = SKINCOLOR_GREEN
Var = 0

Emblem
Hint = A cave above\\Leaving the currents\\Hammer the spring
Type = Global
Tag = 3001
MapNum = 15
Sprite = A
Color = SKINCOLOR_BLUE
Var = 0

Emblem
Hint = Amy and Fang only\\Drop down then spring upward
Type = Global
Tag = 3002
MapNum = 15
Sprite = B
Color = SKINCOLOR_ORANGE
Var = 0

Emblem
Hint = Skip away from the\\Last Starpost\\Do not overshoot the platform
Type = Global
Tag = 3003
MapNum = 15
Sprite = C
Color = SKINCOLOR_RED
Var = 0

Emblem
Hint = An Amy and Fang skip challenge\\Failure does not have to be bad
Type = Global
Tag = 3004
MapNum = 15
Sprite = D
Color = SKINCOLOR_PURPLE
Var = 0

#----------QUANTIC FUNHOUSE----------#
#QFZ Emblems#
Emblem
Type = Time
Var = 5*TICRATE
MapNum = 17
Sprite = T
Color = SKINCOLOR_GREY

Emblem
Type = Rings
Var = 350
MapNum = 17
Sprite = R
Color = SKINCOLOR_GOLD

Emblem
Hint = Ooh, what does this button do?\\Ooh, is the sign tangible?
Type = Global
Tag = 3000
MapNum = 17
Sprite = E
Color = SKINCOLOR_GREEN
Var = 0

Emblem
Hint = The Door Opened\\Entered the Spring Room\\Something Changed
Type = Global
Tag = 3001
MapNum = 17
Sprite = A
Color = SKINCOLOR_BLUE
Var = 0

Emblem
Hint = To be Placed
Type = Global
Tag = 3002
MapNum = 17
Sprite = B
Color = SKINCOLOR_ORANGE
Var = 0

Emblem
Hint = To be Placed
Type = Global
Tag = 3003
MapNum = 17
Sprite = C
Color = SKINCOLOR_RED
Var = 0

Emblem
Hint = To be Placed
Type = Global
Tag = 3004
MapNum = 17
Sprite = D
Color = SKINCOLOR_PURPLE
Var = 0

#EWZ Emblems#
Emblem
Type = Time
Var = 5*TICRATE
MapNum = 17
Sprite = T
Color = SKINCOLOR_GREY

Emblem
Type = Rings
Var = 350
MapNum = 17
Sprite = R
Color = SKINCOLOR_GOLD

Emblem
Hint = To be placed?
Type = Global
Tag = 3000
MapNum = 17
Sprite = E
Color = SKINCOLOR_GREEN
Var = 0

Emblem
Hint = To be placed
Type = Global
Tag = 3001
MapNum = 17
Sprite = A
Color = SKINCOLOR_BLUE
Var = 0

Emblem
Hint = To be Placed
Type = Global
Tag = 3002
MapNum = 17
Sprite = B
Color = SKINCOLOR_ORANGE
Var = 0

Emblem
Hint = To be Placed
Type = Global
Tag = 3003
MapNum = 17
Sprite = C
Color = SKINCOLOR_RED
Var = 0

Emblem
Hint = To be Placed
Type = Global
Tag = 3004
MapNum = 17
Sprite = D
Color = SKINCOLOR_PURPLE
Var = 0

#-----------------------------------------EMBLEMS(Bosses)-------------------------#
#Record Attack Emblems; Boss 1#
Emblem
Type = Time
Var = 45*TICRATE
MapNum = 4
Sprite = T
Color = SKINCOLOR_GREY

Emblem
Type = Score
Var = 10000
MapNum = 4
Sprite = S
Color = SKINCOLOR_GOLD

#Record Attack Emblems; Boss 2#
Emblem
Type = Time
Var = 30*TICRATE
MapNum = 8
Sprite = T
Color = SKINCOLOR_GREY

Emblem
Type = Score
Var = 10000
MapNum = 8
Sprite = S
Color = SKINCOLOR_GOLD

#Record Attack Emblems; Boss 3#
Emblem
Type = Time
Var = 45*TICRATE
MapNum = 12
Sprite = T
Color = SKINCOLOR_GREY

Emblem
Type = Score
Var = 10000
MapNum = 12
Sprite = S
Color = SKINCOLOR_GOLD

#Record Attack Emblems; Boss 4#
Emblem
Type = Time
Var = 45*TICRATE
MapNum = 16
Sprite = T
Color = SKINCOLOR_GREY

Emblem
Type = Score
Var = 10000
MapNum = 16
Sprite = S
Color = SKINCOLOR_GOLD