MainCfg
TitleMap = 
NumDemos = 0
TitlePicsMode = Old
GameData = GENISYS.dat

# Single Player

Unlockable 1
Name = Record Attack 
Type = RecordAttack
ConditionSet = 1

Unlockable 2
Name = Fang
Type = None
ConditionSet = 1

Unlockable 3
Name = Metal
Type = None
ConditionSet = 1

Unlockable 4
Name = Emblem Hints
Objective = Find an Enblem
Type = EmblemHints
Height = 20
ConditionSet = 2

Unlockable 23
Type = None
Name = Amy
ConditionSet = 1

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

ConditionSet 2
Condition1 = TotalEmblems 1

Level 1
Levelname = Sega 2017
NoZone = True
Act = 0
Music = SE17
TypeOfLevel = Singleplayer,Co-op,Competition,Race
Weather = PRECIP_STORM
NextLevel = 2
SkyNum = 5
RecordAttack = true
PreCutsceneNum = 1
LevelSelect = 1
SaveGame = true
FlickyList = Bluebird,Chipmunk
#Flicky selection is final.

Level 2
Levelname = Sega 1998
NoZone = True
Act = 0
Music = SE98
MusicPostBoss = _INTRO
TypeOfLevel = Singleplayer,Co-op,Competition,Race
NextLevel = 3
SkyNum = 5
RecordAttack = true
PreCutsceneNum = 2
LevelSelect = 1
SaveGame = true
BonusType = Boss
StartRings = 5
WarningTitle = true
FlickyList = Bluebird,Chipmunk
#Flicky selection is final.

Level 3
Levelname = Station Square
NoZone = True
Act = 0
Music = SS97
NoTitleCard = true
TypeOfLevel = Singleplayer,Co-op,Competition,Race
NextLevel = 4
SkyNum = 5
RecordAttack = true
PreCutsceneNum = 3
LevelSelect = 1
SaveGame = true
FlickyList = Bluebird,Chipmunk
#Flicky selection is final.

Level 4
Levelname = Windy Valley
Act = 0
Music = WIND
TypeOfLevel = Singleplayer,Co-op,Competition,Race
NextLevel = 5
PreCutsceneNum = 4
SkyNum = 5
RecordAttack = true
LevelSelect = 1
SaveGame = true
FlickyList = Bluebird,Chipmunk
#Flicky selection is final.

Level 5
Levelname = Project Genisys
NoZone = True
Act = 0
Music = GAIR
TypeOfLevel = Singleplayer,Co-op,Competition,Race
NextLevel = 6
SkyNum = 159
PreCutsceneNum = 5
RecordAttack = true
LevelSelect = 1
SaveGame = true
FlickyList = Bluebird,Chipmunk
#Flicky selection is final.

Level 6
Levelname = Development Room
NoZone = True
Act = 0
Music = SOTE
TypeOfLevel = Singleplayer,Co-op,Competition,Race
NextLevel = 7
SkyNum = 159
PreCutsceneNum = 6
RecordAttack = true
LevelSelect = 1
SaveGame = true
BonusType = Boss
StartRings = 5
WarningTitle = true
FlickyList = Bluebird,Chipmunk
#Flicky selection is final.

Level 7
Levelname = Sega Swirl
NoZone = True
Act = 0
Music = SEGA
TypeOfLevel = Singleplayer,Co-op,Competition,Race
NextLevel = 1100
SkyNum = 159
PreCutsceneNum = 7
CutsceneNum = 8
RecordAttack = true
LevelSelect = 1
SaveGame = true
FlickyList = Bluebird,Chipmunk
#Flicky selection is final.

#

Cutscene 1
NumScenes 1
Scene 1
NumberOfPics = 1
Pic1Name = STG1
Pic1Hires = true
Pic1Duration = 150
Pic1XCoord = 0
Pic1YCoord = 0
TextXPos = 8
TextYPos = 8
Music = LVLS
MusicLoop = true
SceneText = 
#

#

Cutscene 2
NumScenes 5
Scene 1
NumberOfPics = 1
Pic1Name = STGB1
Pic1Hires = true
Pic1Duration = 100
Pic1XCoord = 0
Pic1YCoord = 0
TextXPos = 8
TextYPos = 8
Music = CTS1
MusicLoop = true
SceneText = 
#

Cutscene 2
NumScenes 5
Scene 2
NumberOfPics = 1
Pic1Name = STGB2
Pic1Hires = true
Pic1Duration = 100
Pic1XCoord = 0
Pic1YCoord = 0
TextXPos = 8
TextYPos = 8
Music = CTS1
MusicLoop = true
SceneText = 
#

Cutscene 2
NumScenes 5
Scene 3
NumberOfPics = 1
Pic1Name = STGB3
Pic1Hires = true
Pic1Duration = 60
Pic1XCoord = 0
Pic1YCoord = 0
TextXPos = 8
TextYPos = 8
Music = CTS1
MusicLoop = true
SceneText = 
#

Cutscene 2
NumScenes 5
Scene 4
NumberOfPics = 1
Pic1Name = STGB4
Pic1Hires = true
Pic1Duration = 5
Pic1XCoord = 0
Pic1YCoord = 0
TextXPos = 8
TextYPos = 8
Music = CTS1
MusicLoop = true
SceneText = 
#

Cutscene 2
NumScenes 5
Scene 4
NumberOfPics = 1
Pic1Name = STGB5
Pic1Hires = true
Pic1Duration = 400
Pic1XCoord = 0
Pic1YCoord = 0
TextXPos = 8
TextYPos = 8
Music = LVLS
MusicLoop = true
SceneText = 
#

#

Cutscene 3
NumScenes 4
Scene 1
NumberOfPics = 1
Pic1Name = STGC1
Pic1Hires = true
Pic1Duration = 90
Pic1XCoord = 0
Pic1YCoord = 0
TextXPos = 8
TextYPos = 8
Music = CTS2
MusicLoop = true
SceneText = 
#

Cutscene 3
NumScenes 4
Scene 2
NumberOfPics = 1
Pic1Name = STGC2
Pic1Hires = true
Pic1Duration = 170
Pic1XCoord = 0
Pic1YCoord = 0
TextXPos = 8
TextYPos = 8
Music = CTS2
MusicLoop = true
SceneText = 
#

Cutscene 3
NumScenes 4
Scene 3
NumberOfPics = 1
Pic1Name = STGC3
Pic1Hires = true
Pic1Duration = 220
Pic1XCoord = 0
Pic1YCoord = 0
TextXPos = 8
TextYPos = 8
Music = CTS2
MusicLoop = true
SceneText = 
#

Cutscene 3
NumScenes 4
Scene 4
NumberOfPics = 1
Pic1Name = STGC5
Pic1Hires = true
Pic1Duration = 350
Pic1XCoord = 0
Pic1YCoord = 0
TextXPos = 8
TextYPos = 8
Music = LVLS
MusicLoop = true
SceneText = 
#

#

Cutscene 4
NumScenes 1
Scene 1
NumberOfPics = 1
Pic1Name = STGD
Pic1Hires = true
Pic1Duration = 400
Pic1XCoord = 0
Pic1YCoord = 0
TextXPos = 8
TextYPos = 8
Music = LVLS
MusicLoop = true
SceneText = 
#

#

Cutscene 5
NumScenes 1
Scene 1
NumberOfPics = 1
Pic1Name = STGE
Pic1Hires = true
Pic1Duration = 400
Pic1XCoord = 0
Pic1YCoord = 0
TextXPos = 8
TextYPos = 8
Music = LVLS
MusicLoop = true
SceneText = 
#

#

Cutscene 6
NumScenes 1
Scene 1
NumberOfPics = 1
Pic1Name = STGF
Pic1Hires = true
Pic1Duration = 400
Pic1XCoord = 0
Pic1YCoord = 0
TextXPos = 8
TextYPos = 8
Music = LVLS
MusicLoop = true
SceneText = 
#

#

Cutscene 7	
NumScenes 2
Scene 1
NumberOfPics = 1
Pic1Name = STGH1
Pic1Hires = true
Pic1Duration = 300
Pic1XCoord = 0
Pic1YCoord = 0
TextXPos = 8
TextYPos = 8
Music = CTS3
MusicLoop = true
SceneText = 
#

#

Cutscene 7	
NumScenes 2
Scene 2
NumberOfPics = 1
Pic1Name = STGH2
Pic1Hires = true
Pic1Duration = 300
Pic1XCoord = 0
Pic1YCoord = 0
TextXPos = 8
TextYPos = 8
Music = TEND
MusicLoop = true
SceneText = 
#

#

Cutscene 8
NumScenes 4
Scene 1
NumberOfPics = 1
Pic1Name = STGI1
Pic1Hires = true
Pic1Duration = 200
Pic1XCoord = 0
Pic1YCoord = 0
TextXPos = 8
TextYPos = 8
Music = CTSF
MusicLoop = true
SceneText = 
#

#

Cutscene 8
NumScenes 4
Scene 2
NumberOfPics = 1
Pic1Name = STGI2
Pic1Hires = true
Pic1Duration = 150
Pic1XCoord = 0
Pic1YCoord = 0
TextXPos = 8
TextYPos = 8
Music = CTSF
MusicLoop = true
SceneText = 
#

#

Cutscene 8
NumScenes 4
Scene 3
NumberOfPics = 1
Pic1Name = STGI3
Pic1Hires = true
Pic1Duration = 300
Pic1XCoord = 0
Pic1YCoord = 0
TextXPos = 8
TextYPos = 8
Music = CTSF
MusicLoop = true
SceneText = 
#

#

Cutscene 8
NumScenes 4
Scene 4
NumberOfPics = 1
Pic1Name = STGI4
Pic1Hires = true
Pic1Duration = 400
Pic1XCoord = 0
Pic1YCoord = 0
TextXPos = 8
TextYPos = 8
Music = CTSF
MusicLoop = true
SceneText = 
#


PROMPT 10
NumPages 1
PAGE 1
Tag = ZOMIN1
Lines = 3
TimeToNext = 150
PageText = No acces.
Only cute couples allowed.
#

PROMPT 11
NumPages 1
PAGE 1
Tag = ZOMIN2
Lines = 1
TimeToNext = 150
PageText = So glad the trains are running again.
#

PROMPT 12
NumPages 1
PAGE 1
Tag = ZOMIN3
Lines = 1
TimeToNext = 150
PageText = Have you visited Mystic ruins yet?
#

PROMPT 13
NumPages 1
PAGE 1
Tag = ZOMIN4
Lines = 2
TimeToNext = 150
PageText = What's the weird stone 
in front of Tails' home?
#

Sound sfx_BRIEF
Singular = 0
Priority = 64
Flags = SF_NOINTERRUPT

Sound sfx_IMIND
Singular = 0
Priority = 64
Flags = SF_NOINTERRUPT

Sound sfx_RELA
Singular = 0
Priority = 64
Flags = SF_NOINTERRUPT

Sound sfx_RYO1
Singular = 0
Priority = 64
Flags = SF_NOINTERRUPT

Sound sfx_RYO2
Singular = 0
Priority = 64
Flags = SF_NOINTERRUPT

Sound sfx_SEGU
Singular = 0
Priority = 64
Flags = SF_NOINTERRUPT

Sound sfx_SONC
Singular = 0
Priority = 64
Flags = SF_NOINTERRUPT

Sound sfx_TAI1
Singular = 0
Priority = 64
Flags = SF_NOINTERRUPT

Sound sfx_TAI2
Singular = 0
Priority = 64
Flags = SF_NOINTERRUPT

Sound sfx_TAI3
Singular = 0
Priority = 64
Flags = SF_NOINTERRUPT

Sound sfx_TIK1
Singular = 0
Priority = 64
Flags = SF_NOINTERRUPT

Sound sfx_TIK2
Singular = 0
Priority = 64
Flags = SF_NOINTERRUPT

Sound sfx_TIK3
Singular = 0
Priority = 64
Flags = SF_NOINTERRUPT

Sound sfx_KCUTE
Singular = 0
Priority = 64
Flags = SF_NOINTERRUPT

Sound sfx_TRAIN
Singular = 0
Priority = 64
Flags = SF_NOINTERRUPT

Sound sfx_RKNX
Singular = 0
Priority = 64
Flags = SF_NOINTERRUPT

Sound sfx_WARH
Singular = 0
Priority = 64
Flags = SF_NOINTERRUPT

Sound sfx_ANO1
Singular = 0
Priority = 64
Flags = SF_NOINTERRUPT

Sound sfx_ANO2
Singular = 0
Priority = 64
Flags = SF_NOINTERRUPT

Sound sfx_WOSH
Singular = 0
Priority = 64
Flags = SF_NOINTERRUPT

Sound sfx_LOL1
Singular = 0
Priority = 64
Flags = SF_NOINTERRUPT

Sound sfx_LOL2
Singular = 0
Priority = 64
Flags = SF_NOINTERRUPT

Sound sfx_LOL3
Singular = 0
Priority = 64
Flags = SF_NOINTERRUPT

Sound sfx_SESA
Singular = 0
Priority = 64
Flags = SF_NOINTERRUPT

Sound sfx_GLASS
Singular = 0
Priority = 64
Flags = SF_NOINTERRUPT

#Emblems#
Emblem 1
Hint = Pay the Taxi before talking to the guard.
Type = Global
Tag = 3000
MapNum = 1
Sprite = E
Color = SKINCOLOR_GREEN
Var = 0

Emblem 2
Hint = Segagaga, the real developers.
Type = Global
Tag = 3001
MapNum = 2
Sprite = A
Color = SKINCOLOR_BLUE
Var = 0

Emblem 3
Hint = Somebody's watching you.
Type = Global
Tag = 3002
MapNum = 2
Sprite = B
Color = SKINCOLOR_ORANGE
Var = 0

Emblem 4
Hint = Check into the Hotel
Type = Global
Tag = 3003
MapNum = 3
Sprite = C
Color = SKINCOLOR_RED
Var = 0

Emblem 5
Hint = Check on your Chao.
Type = Global
Tag = 3004
MapNum = 3
Sprite = D
Color = SKINCOLOR_PURPLE
Var = 0

Emblem 6
Hint = Wind power
Type = Global
Tag = 3005
MapNum = 4
Sprite = E
Color = SKINCOLOR_GREEN
Var = 0

Emblem 7
Hint = Fight against the boost
Type = Global
Tag = 3006
MapNum = 5
Sprite = A
Color = SKINCOLOR_BLUE
Var = 0

Emblem 8
Hint = On the top shelf
Type = Global
Tag = 3007
MapNum = 6
Sprite = B
Color = SKINCOLOR_ORANGE
Var = 0

Emblem 9
Hint = You're being watched again.
Type = Global
Tag = 3008
MapNum = 6
Sprite = C
Color = SKINCOLOR_RED
Var = 0

Emblem 10
Hint = The Phantasy Star
Type = Global
Tag = 3009
MapNum = 7
Sprite = D
Color = SKINCOLOR_PURPLE
Var = 0

Emblem 11
Hint = Another post-Sideseries victim
Type = Global
Tag = 3010
MapNum = 1
Sprite = C
Color = SKINCOLOR_RED
Var = 0

Emblem 12
Hint = Captain's seat
Type = Global
Tag = 3011
MapNum = 7
Sprite = D
Color = SKINCOLOR_SUNSET
Var = 0

Emblem 13
Hint = Open floor room design
Type = Global
Tag = 3012
MapNum = 6
Sprite = D
Color = SKINCOLOR_BLUE
Var = 0