MainCfg
TitleMap = 99
SStage_Start = 50
GameData = CWSaveDemo24.dat
CustomVersion = Version 0.26 Demo 2

#Clear Everything#
Clear All

#Unlockables#
Unlockable 1
Name = Record Attack
Objective = Complete Lawn World Act 2
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 10 Emblems
Type = EmblemHints
Height = 20
ConditionSet = 3

#Unlockables (Condition sets)#
ConditionSet 1
Condition1 = MapBeaten 1

ConditionSet 2
Condition1 = MapBeaten 6

ConditionSet 3
Condition1 = TotalEmblems 10

#Zone settings#
Level 1
LevelSelect = 1
Levelname = Lawn World
Act = 1
TypeOfLevel = Singleplayer
NextLevel = 2
RecordAttack = true
Savegame = true
SkyNum = 1
SkyboxScale = 16
FlickyList = Bluebird,Chipmunk
Music = LWZ03

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

Level 3
LevelSelect = 1
Levelname = Greenhouse Scamper
SubTitle = Early Preview
Act = 0
TypeOfLevel = Singleplayer
NextLevel = 4
RecordAttack = true
Savegame = true
SkyNum = 1
SkyboxScale = 16
FlickyList = Bluebird,Chipmunk
Music = GSZ

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

Level 5
LevelSelect = 1
Levelname = Broadside Cliffs
Act = 1
TypeOfLevel = Singleplayer
NextLevel = 6
RecordAttack = true
Savegame = true
SkyNum = 2
SkyboxScaleX = 24
SkyboxScaleY = 24
SkyboxScaleZ = 4
FlickyList = Ram,Chipmunk
Music = BCZ01

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

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

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

Level 9
LevelSelect = 1
Levelname = Skyward Garden
Act = 1
TypeOfLevel = Singleplayer
NextLevel = 1101
RecordAttack = true
Savegame = true
SkyNum = 3
SkyboxScale = 16
FlickyList = Bluebird,Chipmunk
Music = SGZ01

Level 10
LevelSelect = 1
Levelname = Skyward Garden
Act = 2
TypeOfLevel = Singleplayer
NextLevel = 1101
RecordAttack = true
Savegame = true
SkyNum = 3
SkyboxScale = 16
FlickyList = Bluebird,Chipmunk
Music = SGZ01

#Main Menu#
Act = 0
Level99

#Special Stages
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

#Special Stages
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

#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 = 60*TICRATE
MapNum = 3
Sprite = T
Color = SKINCOLOR_GREY

Emblem
Type = Rings
Var = 100
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 = To be placed
Type = Global
Tag = 3002
MapNum = 3
Sprite = B
Color = SKINCOLOR_ORANGE
Var = 0

Emblem
Hint = To be placed
Type = Global
Tag = 3003
MapNum = 3
Sprite = C
Color = SKINCOLOR_RED
Var = 0

Emblem
Hint = To be placed
Type = Global
Tag = 3004
MapNum = 3
Sprite = D
Color = SKINCOLOR_PURPLE
Var = 0

#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

#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

#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