
################
 # "my nuts." #
################

MainCfg
SPStage_Start = I1
Gamedata = ImproperTechnique.dat
Customversion = A CSCS Production
IntroToPlay = 2
NumDemos = 0
CreditsCutscene = 12

Clear All

####################
 # "ulnokcables" #
####################

Unlockable 23
Name = Play as Amy
Type = None
Height = 0
ConditionSet = -1

Unlockable 2
Name = Play as Fang
Type = None
Height = 0
ConditionSet = -1

Unlockable 3
Name = Play as Metal
Type = None
Height = 0
ConditionSet = -1

Unlockable 4
Name = Record Attack
Type = RecordAttack
Height = 20
Conditionset = -1

Unlockable 5
Name = Level Select
Type = LevelSelect
Conditionset = -1

Unlockable 7
Name = Emblem Hints
Type = EmblemHints
Conditionset = -1

######################
 # "Ebmlsmhawtnms." #
######################
#"Kanna"#

Emblem
Hint = placeholder text
Type = Global
Tag = 1
MapNum = I2
Sprite = A
Color = SKINCOLOR_COBALT

Emblem
Hint = placeholder text
Type = Global
Tag = 2
MapNum = I2
Sprite = B
Color = SKINCOLOR_SKY

Emblem
Hint = placeholder text
Type = Global
Tag = 3
MapNum = I2
Sprite = C
Color = SKINCOLOR_ICY

Emblem
Type = Time
Var = 30*TICRATE
MapNum = I2
Sprite = T
Color = SKINCOLOR_GREY

#"DeltaSanic"#

Emblem
Type = Rings
Var = 100
MapNum = I1
Sprite = R
Color = SKINCOLOR_WAVE

Emblem
Type = Time
Var = 75*TICRATE
MapNum = I1
Sprite = T
Color = SKINCOLOR_GREY

#"DaJumpJump"#

Emblem
Type = Time
Var = 14*TICRATE
MapNum = I3
Sprite = T
Color = SKINCOLOR_GREY

Emblem
Type = Rings
Var = 20
MapNum = I3
Sprite = R
Color = SKINCOLOR_WAVE

# "Garrean"

Emblem
Type = Global
Tag = 1
MapNum = I7
Sprite = A
Color = SKINCOLOR_BLUE

Emblem
Type = Global
Tag = 2
MapNum = I7
Sprite = B
Color = SKINCOLOR_LAVENDER

Emblem
Type = Global
Tag = 3
MapNum = I7
Sprite = C
Color = SKINCOLOR_RED

Emblem
Type = Global
Tag = 4
MapNum = I7
Sprite = D
Color = SKINCOLOR_ORANGE

Emblem
Type = Global
Tag = 5
MapNum = I7
Sprite = E
Color = SKINCOLOR_EMERALD

Emblem
Type = Time
Var = 35*TICRATE
MapNum = I7
Sprite = T
Color = SKINCOLOR_GREY

Emblem
Type = Rings
Var = 100
MapNum = I7
Sprite = R
Color = SKINCOLOR_GOLD

# "LJ Sonic"
Emblem
MapNum = I8
Hint = Fuck you thok users
Type = Time
Var = 27*TICRATE
Sprite = T
Color = SKINCOLOR_WHITE

Emblem
MapNum = I8
Hint = Springs
Type = Skin
Var = 0 # Sonic
Tag = 1
Sprite = U
Color = SKINCOLOR_BLUE

Emblem
MapNum = I8
Hint = Sneaky
Type = Skin
Var = 1 # Tails
Tag = 2
Sprite = V
Color = SKINCOLOR_ORANGE

Emblem
MapNum = I8
Hint = Pillar
Type = Global
Tag = 3
Sprite = A
Color = SKINCOLOR_GOLD

Emblem
MapNum = I8
Hint = Visible
Type = Skin
Var = 0 # Sonic
Tag = 4
Sprite = U
Color = SKINCOLOR_COBALT

Emblem
MapNum = I8
Hint = Hot
Type = Skin
Var = 0 # Sonic
Tag = 5
Sprite = B
Color = SKINCOLOR_CRIMSON

Emblem
MapNum = I8
Hint = Obvious
Type = Global
Tag = 6
Sprite = N
Color = SKINCOLOR_CYAN

# "ShihoAJoke"

#

Emblem
Type = Time
Var = 32*TICRATE
MapNum = I9
Sprite = T
Color = SKINCOLOR_GREY

#

Emblem
Type = Rings
Var = 16	
MapNum = I9
Sprite = R
Color = SKINCOLOR_WAVE

#"Fav"#

Emblem
Hint = Ripping his dance floor\\straight from the last event, he\\grooves inside the walls.
Type = Global
Tag = 1
MapNum = IA
Sprite = A
Color = SKINCOLOR_RUBY

Emblem
Hint = Ariving in a\\cave with their door, these two dozed\\off. Steal their emblem
Type = Global
Tag = 2
MapNum = IA
Sprite = B
Color = SKINCOLOR_GOLD

Emblem
Type = Time
Var = 18*TICRATE
MapNum = IA
Sprite = T
Color = SKINCOLOR_GREY

Emblem
Type = Rings
Var = 150
MapNum = IA
Sprite = R
Color = SKINCOLOR_GOLD

#"Kwiin"#

Emblem
Type = Time
Var = 45*TICRATE
MapNum = IB
Sprite = T
Color = SKINCOLOR_GREY

Emblem
Type = Rings
Var = 150
MapNum = IB
Sprite = R
Color = SKINCOLOR_WAVE

Emblem
Hint = The Emerald Coin,\\such a clever distraction.\\Just look behind it.
Type = Global
Tag = 1
MapNum = IB
Sprite = A
Color = SKINCOLOR_RUBY

Emblem
Hint = A pad of red springs,\\leads you into the ending.\\Now, take it backwards.
Type = Global
Tag = 2
MapNum = IB
Sprite = B
Color = SKINCOLOR_GOLD

Emblem
Hint = Bathing in teal light.\\Tantalizing, look at me!\\Go search beyond bounds.
Type = Global
Tag = 3
MapNum = IB
Sprite = N
Color = SKINCOLOR_VAPOR

#"Apollyon"#

Emblem
Type = Time
Var = 60*TICRATE
MapNum = IC
Sprite = T
Color = SKINCOLOR_GREY

Emblem
Type = Rings
Var = 100
MapNum = IC
Sprite = R
Color = SKINCOLOR_WAVE