MainCfg
GameData = TheExiledIslandv1.0indevsave.dat
TitleMap = 40
TitlePicsMode = User
TitlePicsName = TITLESCREEN
TitleScrollXSpeed = 20
TitleScrollYSpeed = 0
TitlePicsScale = 3
RedTeam = SKINCOLOR_ORANGE
BlueTeam = SKINCOLOR_PURPLE
RedRing = SKINCOLOR_ORANGE
BlueRing = SKINCOLOR_PURPLE
UseContinues = true
TailsFlyTics = 13*TICRATE
ShareEmblems = true
CustomVersion = v1.0 indev
SStage_Start = 50
IntroToPlay = 5

Clear Unlockables
Clear Emblems
Clear ExtraEmblems
Clear ConditionSets

Emblem 1
Hint = If only I can get on that cliff...
Type = Global
Tag = 1
MapNum = 1
Sprite = A
Color = SKINCOLOR_BLUE
Var = 0

Emblem 2
Hint = Nice Token... and hey!
Type = Global
Tag = 2
MapNum = 1
Sprite = B
Color = SKINCOLOR_PURPLE
Var = 0

Emblem 3
Hint = What a super obvious cracked wall...
Type = Global
Tag = 3
MapNum = 1
Sprite = C
Color = SKINCOLOR_RED
Var = 0

Emblem 4
Hint = If only I can jump high enough.
Type = Global
Tag = 4
MapNum = 1
Sprite = D
Color = SKINCOLOR_ORANGE
Var = 0

Emblem 5
Hint = Platforming should do it.
Type = Global
Tag = 5
MapNum = 1
Sprite = E
Color = SKINCOLOR_GREEN
Var = 0

Emblem 6
Hint = IT'S IN THE RIVER AGAIN!!!
Type = Global
Tag = 6
MapNum = 2
Sprite = A
Color = SKINCOLOR_ORANGE
Var = 0

Emblem 7
Hint = Only if someone can swim...
Type = Global
Tag = 7
MapNum = 2
Sprite = A
Color = SKINCOLOR_ORANGE
Var = 0

Emblem 8
Hint = Some one has to fly.
Type = Global
Tag = 8
MapNum = 2
Sprite = A
Color = SKINCOLOR_ORANGE
Var = 0

Emblem 9
Hint = Hey! You're pretty talented!
Type = Global
Tag = 9
MapNum = 4
Sprite = A
Color = SKINCOLOR_ORANGE
Var = 0

Emblem 10
Hint = Hmm, I wonder what's in that goo?
Type = Global
Tag = 10
MapNum = 4
Sprite = A
Color = SKINCOLOR_ORANGE
Var = 0

Emblem 11
Hint = It's up there... how do we get there?
Type = Global
Tag = 11
MapNum = 4
Sprite = A
Color = SKINCOLOR_ORANGE
Var = 0

Emblem 12
Hint = In the end... was that really worth the extra life?
Type = Global
Tag = 12
MapNum = 4
Sprite = A
Color = SKINCOLOR_ORANGE
Var = 0

Emblem 13
Hint = Look down into the river.
Type = Global
Tag = 13
MapNum = 7
Sprite = A
Color = SKINCOLOR_ORANGE
Var = 0

Emblem 14
Hint = It is yet again in the river!
Type = Global
Tag = 14
MapNum = 7
Sprite = A
Color = SKINCOLOR_ORANGE
Var = 0

Emblem 15
Hint = It's right there! At the end!
Type = Global
Tag = 15
MapNum = 7
Sprite = A
Color = SKINCOLOR_ORANGE
Var = 0

Emblem 16
Hint = When the water is not transparent.
Type = Global
Tag = 16
MapNum = 7
Sprite = A
Color = SKINCOLOR_ORANGE
Var = 0

Emblem 17
Type = Time
Var = 30*TICRATE
MapNum = 1
Sprite = T
Color = SKINCOLOR_GREY

Emblem 18
Type = Rings
Var = 150
MapNum = 1
Sprite = R
Color = SKINCOLOR_GOLD

Emblem 19
Type = Score
Var = 10000
MapNum = 1
Sprite = S
Color = SKINCOLOR_BROWN

Emblem 20
Type = Time
Var = 55*TICRATE
MapNum = 2
Sprite = T
Color = SKINCOLOR_PURPLE

Emblem 21
Type = Rings
Var = 150
MapNum = 2
Sprite = R
Color = SKINCOLOR_PURPLE

Emblem 22
Type = Score
Var = 15000
MapNum = 2
Sprite = S
Color = SKINCOLOR_PURPLE

Emblem 23
Type = Time
Var = 55*TICRATE
MapNum = 3
Sprite = T
Color = SKINCOLOR_PURPLE

Emblem 24
Type = Score
Var = 10000
MapNum = 3
Sprite = S
Color = SKINCOLOR_PURPLE

Emblem 25
Type = Time
Var = 70*TICRATE
MapNum = 4
Sprite = T
Color = SKINCOLOR_PURPLE

Emblem 26
Type = Rings
Var = 170
MapNum = 4
Sprite = R
Color = SKINCOLOR_PURPLE

Emblem 27
Type = Score
Var = 20000
MapNum = 4
Sprite = S
Color = SKINCOLOR_PURPLE

Emblem 28
Type = Map
Var = 0
MapNum = 1
Sprite = D
Color = SKINCOLOR_PURPLE

Emblem 29
Type = Map
Var = 0
MapNum = 2
Sprite = D
Color = SKINCOLOR_PURPLE

Emblem 30
Type = Map
Var = 0
MapNum = 3
Sprite = D
Color = SKINCOLOR_PURPLE

Emblem 31
Type = Map
Var = 0
MapNum = 4
Sprite = D
Color = SKINCOLOR_PURPLE

Emblem 30
Type = Time
Var = 70*TICRATE
MapNum = 5
Sprite = T
Color = SKINCOLOR_PURPLE

Emblem 32
Type = Rings
Var = 150
MapNum = 5
Sprite = R
Color = SKINCOLOR_PURPLE

Emblem 33
Type = Score
Var = 25000
MapNum = 5
Sprite = S
Color = SKINCOLOR_PURPLE

Emblem 34
Type = Time
Var = 100*TICRATE
MapNum = 6
Sprite = T
Color = SKINCOLOR_PURPLE

Emblem 35
Type = Score
Var = 10000
MapNum = 6
Sprite = S
Color = SKINCOLOR_PURPLE

Emblem 36
Type = Map
Var = 0
MapNum = 7
Sprite = D
Color = SKINCOLOR_PURPLE

Emblem 37
Type = Time
Var = 170*TICRATE
MapNum = 7
Sprite = T
Color = SKINCOLOR_PURPLE

Emblem 38
Type = Rings
Var = 200
MapNum = 7
Sprite = R
Color = SKINCOLOR_PURPLE

Emblem 39
Type = Score
Var = 40000
MapNum = 7
Sprite = S
Color = SKINCOLOR_PURPLE

Emblem 40
Type = Time
Var = 70*TICRATE
MapNum = 9
Sprite = T
Color = SKINCOLOR_PURPLE

Emblem 41
Type = Score
Var = 10000
MapNum = 9
Sprite = S
Color = SKINCOLOR_PURPLE

Unlockable 1
Name = Record Attack
Type = RecordAttack
Objective = Collect 8 Emblems Or Beat The Game
NoCecho = false
NoChecklist = false
Height = 20
ConditionSet = 1

Unlockable 2
Name = Emblem Hints
Objective = Collect 4 Emblems
Type = EmblemHints
NoCecho = false
NoChecklist = false
Height = 20
ConditionSet = 2

Unlockable 3
Name = Emblem Radar
Objective = Collect 12 Emblems
Type = ItemFinder
NoCecho = false
NoChecklist = false
Height = 20
ConditionSet = 3

Unlockable 4
Name = Nights Mode
Objective = Beat SS1 Or Collect 18 Emblems
Type = NightsMode
NoCecho = false
NoChecklist = false
Height = 20
ConditionSet = 4

Unlockable 5
Name = Sound Test
Objective = Collect 24 Emblems
Type = SoundTest
Height = 20
ConditionSet = 5

Unlockable 6
Name = Pandora's Box
Objective = Collect All Emblems
Type = Pandora
NoCecho = false
NoChecklist = false
Height = 20
ConditionSet = 5

Unlockable 7
Name = Level Select
Objective = Collect All Emblems
Type = LevelSelect
NoCecho = false
NoChecklist = false
Height = 40
ConditionSet = 6

ConditionSet 1
Condition1 = TotalEmblems 8
Condition2 = MapBeaten 6

ConditionSet 2
Condition1 = TotalEmblems 4

ConditionSet 3
Condition1 = TotalEmblems 12

ConditionSet 4
Condition1 = MapBeaten 30
Condition2 = TotalEmblems 18

ConditionSet 5
Condition1 = TotalEmblems 39

ConditionSet 6
Condition1 = TotalEmblems 32