Maincfg
NumDemos = 0
TitlePicsMode = Alacroix
TitleScrollSpeed = 20
TitleMap = T0
TutorialMap = 0
CustomVersion = v6 Halloween Demo
SPStage_Start = H1
Gamedata = mrv6HalloweenDemo.dat
IntroToPlay = 2
CreditsCutscene = 11
LoopTitle = true

Clear All

# "Condition Sets"

ConditionSet 1
Condition1 = MapBeaten H1

ConditionSet 2
Condition1 = GameClear

ConditionSet 3
Condition1 = AllEmeralds

ConditionSet 4
Condition1 = MapBeaten AZ

ConditionSet 5
Condition1 = MapVisited AU

ConditionSet 6
Condition1 = TotalEmblems 4

ConditionSet 7
Condition1 = TotalEmblems 8

ConditionSet 8
Condition1 = TotalEmblems 12

ConditionSet 9
Condition1 = TotalEmblems 16

ConditionSet 15
Condition1 = TotalEmblems 36


# "Unlockables"

Unlockable 2
Name = Fang
Type = None
ConditionSet = -1

Unlockable 23
Name = Amy
Type = None
ConditionSet = -3

Unlockable 3
Name = Metal
Type = None
ConditionSet = -1

Unlockable 5
Name = Emerald Ending
Objective = Complete Game with All Emeralds
ConditionSet = 5
Type = None
NoChecklist = true

Unlockable 6
Name = Jade Coast Zone
Objective = Get 4 emblems
ConditionSet = 6
Type = None

Unlockable 7
Name = Tempest Valley Zone
Objective = Get 8 emblems
ConditionSet = 7
Type = None

Unlockable 8
Name = Verdant Forest Zone
Objective = Get 12 emblems
ConditionSet = 8
Type = None

Unlockable 9
Name = Flame Rift Zone
Objective = Get 16 emblems
ConditionSet = 9
Type = None

Unlockable 10
Name = Sound Test
Objective = Complete the game
Type = SoundTest
Height = 20
ConditionSet = 2
Var = 2

Unlockable 11
Name = Emblem Hints
Height = 0
ConditionSet = -1
Type = EmblemHints

Unlockable 12
Name = Emblem Radar
Height = 0
ConditionSet = -1
Type = ItemFinder

Unlockable 13
Name = Play Credits
Objective = Complete the game
Height = 90
ConditionSet = 2
Type = Credits
NoCecho = true

Unlockable 14
Name = Bonus Maps
Height = 40
ConditionSet = 6
Type = LevelSelect
Var = 1
NoChecklist = true

Unlockable 15
Name = Record Attack
Height = 0
Type = RecordAttack
ConditionSet = -1

Unlockable 16
Name = Pandora's Box
Objective = Get 36 emblems
Type = Pandora
ConditionSet = 15

# "Emblems"

ExtraEmblem 1
Name = Game Complete
Objective = Complete 1P Mode
ConditionSet = 2
SPRITE = F
COLOR = SKINCOLOR_LAVENDER

ExtraEmblem 2
Name = All Emerald Clear
Objective = Complete 1P Mode w/ All Emeralds
ConditionSet = 3
SPRITE = H
COLOR = SKINCOLOR_GREEN

ExtraEmblem 3
Name = All Levels
Objective = Clear All Levels
ConditionSet = 10
SPRITE = I
COLOR = SKINCOLOR_WAVE

# JCZ1

Emblem
Type = Time
Var = 20*TICRATE
MapNum = H1
Sprite = T
Color = SKINCOLOR_GREY

Emblem
Type = Rings
Var = 250
MapNum = H1
Sprite = R
Color = SKINCOLOR_GOLD

Emblem
Hint = This one is easy.\\It's in a circle of rings.\\Just run straight ahead.
Type = Global
Tag = 0
MapNum = H1
Sprite = A
Color = SKINCOLOR_BLUE

Emblem
Hint = High above the goal.\\Fly or climb up to the cave.\\The prize lies inside.
Type = Global
Tag = 1
MapNum = H1
Sprite = B
Color = SKINCOLOR_RED

Emblem
Hint = It's a common trope:\\A secret hidden behind\\the lone waterfall.
Type = Global
Tag = 2
MapNum = H1
Sprite = C
Color = SKINCOLOR_EMERALD

# JCZ2

Emblem
Type = Time
Var = 40*TICRATE
MapNum = H2
Sprite = T
Color = SKINCOLOR_GREY

Emblem
Type = Rings
Var = 300
MapNum = H2
Sprite = R
Color = SKINCOLOR_GOLD

Emblem
Hint = You cannot progress\\without going in a cave.\\Try searching high first.
Type = Global
Tag = 0
MapNum = H2
Sprite = A
Color = SKINCOLOR_BLUE

Emblem
Hint = Under the vast ocean,\\A spring to dash, bounce, and turn.\\Look! You made it up!
Type = Global
Tag = 1
MapNum = H2
Sprite = B
Color = SKINCOLOR_RED

Emblem
Hint = I climbed so far up,\\I can see my house from here!\\...Well, it's someone's house.
Type = Global
Tag = 2
MapNum = H2
Sprite = C
Color = SKINCOLOR_EMERALD

# JCZ3

Emblem
Type = Score
Var = 10000
MapNum = H3
Sprite = S
Color = SKINCOLOR_BROWN

Emblem
Type = Time
Var = 20*TICRATE
MapNum = H3
Sprite = T
Color = SKINCOLOR_GREY

# TVZ1

Emblem
Type = Time
Var = 20*TICRATE
MapNum = H4
Sprite = T
Color = SKINCOLOR_GREY

Emblem
Type = Rings
Var = 200
MapNum = H4
Sprite = R
Color = SKINCOLOR_GOLD

Emblem
Hint = Goop fills the level\\Where is it all coming from?\\Around the corner.
Type = Global
Tag = 0
MapNum = H4
Sprite = A
Color = SKINCOLOR_BLUE

Emblem
Hint = Near the beginning,\\hiding among the bushes\\atop a pillar.
Type = Global
Tag = 1
MapNum = H4
Sprite = B
Color = SKINCOLOR_RED

Emblem
Hint = A bustable wall,\\centered in a u-shaped turn.\\Turn right once inside.
Type = Global
Tag = 2
MapNum = H4
Sprite = C
Color = SKINCOLOR_EMERALD

# TVZ3

Emblem
Type = Score
Var = 10000
MapNum = H6
Sprite = S
Color = SKINCOLOR_BROWN

Emblem
Type = Time
Var = 20*TICRATE
MapNum = H6
Sprite = T
Color = SKINCOLOR_GREY

# VFZ1

Emblem
Type = Time
Var = 40*TICRATE
MapNum = 107
Sprite = T
Color = SKINCOLOR_GREY

Emblem
Type = Rings
Var = 250
MapNum = 107
Sprite = R
Color = SKINCOLOR_GOLD

Emblem
Hint = Inside a big tree.\\Normally you would go down.\\But instead, go up.
Type = Global
Tag = 0
MapNum = 107
Sprite = A
Color = SKINCOLOR_BLUE

Emblem
Hint = It's between two trees,\\in the deep part of a lake.\\Near a whirlwind shield.
Type = Global
Tag = 1
MapNum = 107
Sprite = B
Color = SKINCOLOR_RED

Emblem
Hint = Up above a lake,\\there is a hole in the trees.\\Fly or use a spring.
Type = Global
Tag = 2
MapNum = 107
Sprite = C
Color = SKINCOLOR_EMERALD

# FRZ1

Emblem
Type = Time
Var = 30*TICRATE
MapNum = 110
Sprite = T
Color = SKINCOLOR_GREY

Emblem
Type = Rings
Var = 200
MapNum = 110
Sprite = R
Color = SKINCOLOR_GOLD

Emblem
Hint = Just above the start,\\on top of a big plateau,\\right behind a torch.
Type = Global
Tag = 0
MapNum = 110
Sprite = A
Color = SKINCOLOR_BLUE

Emblem
Hint = A bustable block\\near both the final starposts.\\On a mid-sized cliff.
Type = Global
Tag = 1
MapNum = 110
Sprite = B
Color = SKINCOLOR_RED

Emblem
Hint = There's just one last jump.\\But wait, what's behind the torch?\\Oh, you should grab that.
Type = Global
Tag = 2
MapNum = 110
Sprite = C
Color = SKINCOLOR_EMERALD

# FRZ3

Emblem
Type = Score
Var = 10000
MapNum = 112
Sprite = S
Color = SKINCOLOR_BROWN

Emblem
Type = Time
Var = 30*TICRATE
MapNum = 112
Sprite = T
Color = SKINCOLOR_GREY

# MRZ

Emblem
Type = Score
Var = 10000
MapNum = 135
Sprite = S
Color = SKINCOLOR_BROWN

Emblem
Type = Time
Var = 160*TICRATE
MapNum = 135
Sprite = T
Color = SKINCOLOR_GREY