Author Topic: The Impossible Game  (Read 68784 times)

0 Members and 1 Guest are viewing this topic.

Offline LincolnB

  • Check It Out Now
  • LV9 Veteran (Next: 1337)
  • *********
  • Posts: 1115
  • Rating: +125/-4
  • By Hackers For Hackers
    • View Profile
Re: The Impossible Game
« Reply #375 on: December 02, 2011, 06:26:33 pm »
wow that guys must be some kind of a beast :P
Completed Projects:
   >> Spacky Emprise   >> Spacky 2 - Beta   >> Fantastic Sam
   >> An Exercise In Futility   >> GeoCore

My Current Projects:

Projects in Development:
In Medias Res - Contest Entry

Talk to me if you need help with Axe coding.


Spoiler For Bragging Rights:
Not much yet, hopefully this section will grow soon with time (and more contests)



Offline Happybobjr

  • James Oldiges
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2325
  • Rating: +128/-20
  • Howdy :)
    • View Profile
Re: The Impossible Game
« Reply #376 on: May 22, 2012, 06:36:56 pm »
However, as far as making the level editor, I don't know about that. It's quite a bit of work, and honestly, has anyone beaten the default levels yet? :P

lol, yup.  kids at my school are starting to beat them.
2 have already beat them all.
School: East Central High School
 
Axe: 1.0.0
TI-84 +SE  ||| OS: 2.53 MP (patched) ||| Version: "M"
TI-Nspire    |||  Lent out, and never returned
____________________________________________________________

Offline parserp

  • Hero Extraordinaire
  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1455
  • Rating: +88/-7
  • The King Has Returned
    • View Profile
Re: The Impossible Game
« Reply #377 on: May 22, 2012, 06:42:36 pm »
O.O I have had this game for > 1 year and I still haven't beaten any of the levels. :P

Offline cyanophycean314

  • LV6 Super Member (Next: 500)
  • ******
  • Posts: 363
  • Rating: +43/-1
  • It's You!
    • View Profile
Re: The Impossible Game
« Reply #378 on: May 22, 2012, 07:11:54 pm »
One of my friends has beaten exactly two of them and another one of them just hacked the save.

I can't beat any  ::)

Offline turiqwalrus

  • LV8 Addict (Next: 1000)
  • ********
  • Posts: 840
  • Rating: +51/-2
  • Wheeeeeee~!
    • View Profile
Re: The Impossible Game
« Reply #379 on: May 23, 2012, 07:48:26 am »
However, as far as making the level editor, I don't know about that. It's quite a bit of work, and honestly, has anyone beaten the default levels yet? :P
well, I'm up to all but the last level and the secret level ;)
« Last Edit: May 23, 2012, 07:48:39 am by turiqwalrus »

Offline kindermoumoute

  • LV8 Addict (Next: 1000)
  • ********
  • Posts: 836
  • Rating: +54/-3
    • View Profile
Re: The Impossible Game
« Reply #380 on: May 23, 2012, 08:01:16 am »
I beat lvl 1, lbl xbox live on calc (68% lvl 2), but I beat lvl 1, lvl xbox, lvl 2 on android (70% lvl 3). ;)
Projects :

Worms armageddon z80 :
- smoothscrolling Pixelmapping : 100%
- Map editor : 80%
- Game System : 0%

Tutoriel français sur l'Axe Parser
- 1ère partie : en ligne.
- 2ème partie : en ligne.
- 3ème partie : en ligne.
- 4ème partie : 10%
- Annexe : 100%

Offline Sorunome

  • Fox Fox Fox Fox Fox Fox Fox!
  • Support Staff
  • LV13 Extreme Addict (Next: 9001)
  • *************
  • Posts: 7920
  • Rating: +374/-13
  • Derpy Hooves
    • View Profile
    • My website! (You might lose the game)
Re: The Impossible Game
« Reply #381 on: May 23, 2012, 09:00:47 am »
I bet level one and the xbox one, level 2 like 60% and level 3 like 40%

THE GAME
Also, check out my website
If OmnomIRC is screwed up, blame me!
Click here to give me an internet!

Offline Eiyeron

  • Urist McEiyolobster
  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1430
  • Rating: +130/-10
  • (-_(//));
    • View Profile
    • Rétro-Actif : Rétro/Prog/Blog
Re: The Impossible Game
« Reply #382 on: May 23, 2012, 01:20:48 pm »
1&XBox finished, lv2 60%, and Heaven 70% (I prefer Heaven than Chaos Fantazy)

Offline Happybobjr

  • James Oldiges
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2325
  • Rating: +128/-20
  • Howdy :)
    • View Profile
Re: The Impossible Game
« Reply #383 on: May 23, 2012, 03:03:11 pm »
I've beaten the first two, 96% on the 3rd, and 80% on the fourth.
School: East Central High School
 
Axe: 1.0.0
TI-84 +SE  ||| OS: 2.53 MP (patched) ||| Version: "M"
TI-Nspire    |||  Lent out, and never returned
____________________________________________________________

Offline blfngl

  • LV4 Regular (Next: 200)
  • ****
  • Posts: 121
  • Rating: +3/-4
  • No worry, I'll surpass Calc84 in greatness...never
    • View Profile
Re: The Impossible Game
« Reply #384 on: September 06, 2012, 09:44:12 pm »
Is there a ti nspire version for this?
GAMEGAMEGAMEGAMEGAMEGAMEGAMEGAMEGAMEGAME
My blog:

TiLibs
My Projects:
Minecraft Library

Offline thepenguin77

  • z80 Assembly Master
  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1594
  • Rating: +823/-5
  • The game in my avatar is bit.ly/p0zPWu
    • View Profile
Re: The Impossible Game
« Reply #385 on: September 07, 2012, 12:10:50 am »
Is there a ti nspire version for this?

This game runs on the 84+ emulation on the Nspire (which was discontinued somewhere in the OS 2.x range).

But for the actual question, no. I don't have an Nspire and no one else has bothered to port this.
« Last Edit: September 07, 2012, 12:11:26 am by thepenguin77 »
zStart v1.3.013 9-20-2013 
All of my utilities
TI-Connect Help
You can build a statue out of either 1'x1' blocks or 12'x12' blocks. The 1'x1' blocks will take a lot longer, but the final product is worth it.
       -Runer112

Offline blfngl

  • LV4 Regular (Next: 200)
  • ****
  • Posts: 121
  • Rating: +3/-4
  • No worry, I'll surpass Calc84 in greatness...never
    • View Profile
Re: The Impossible Game
« Reply #386 on: September 07, 2012, 08:18:40 am »
But it is possible, correct?
GAMEGAMEGAMEGAMEGAMEGAMEGAMEGAMEGAMEGAME
My blog:

TiLibs
My Projects:
Minecraft Library

Offline Xeda112358

  • they/them
  • Moderator
  • LV12 Extreme Poster (Next: 5000)
  • ************
  • Posts: 4704
  • Rating: +719/-6
  • Calc-u-lator, do doo doo do do do.
    • View Profile
Re: The Impossible Game
« Reply #387 on: September 07, 2012, 09:04:32 am »
Yes, porting it should be possible, if anybody was up to the task.

Offline shmibs

  • しらす丼
  • Administrator
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2132
  • Rating: +281/-3
  • try to be ok, ok?
    • View Profile
    • shmibbles.me
Re: The Impossible Game
« Reply #388 on: September 07, 2012, 10:13:10 am »
it's possible, and it should be easy enough to manage in lua, even if you add in all the fancy effects =)
thepenguin, do you have the level data for these in a readable format so it would ease the process?

Offline thepenguin77

  • z80 Assembly Master
  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1594
  • Rating: +823/-5
  • The game in my avatar is bit.ly/p0zPWu
    • View Profile
Re: The Impossible Game
« Reply #389 on: September 07, 2012, 05:48:23 pm »
it's possible, and it should be easy enough to manage in lua, even if you add in all the fancy effects =)
thepenguin, do you have the level data for these in a readable format so it would ease the process?

Yeppers

Spoiler For all the level data lolz:

;###############################################
;upper two bits
;0 = wait
;1 = command
;2 = block
;3 = spike

;objects
;ttthhhhh
;
;100 = spike
;101 = spikex
;110 = block
;
;hhhhh = height in whole blocks

;commands
;01cccccc
;
;0 = winning!
;1 = toggle dark
;2 = flip screen
;3 = invert screen
;4 = falling
;5 = rising
;6 = mirror

cWinning    equ   0
cToggleDark   equ   1
cFlipScreen   equ   2
cInvertScreen   equ   3
cFalling   equ   4
cRising      equ   5
cMirrorScreen   equ   6

#define   wait(xxx)   .db xxx
#define command(xxx)   .db $40 + xxx
#define commandWait(xxx, dl)   .db $40 + xxx, dl

#define blockSingle(h1)   .db $C0 + h1
#define block(h1,dl)   .db $C0 + h1, dl

#define spikeSingle(h1)   .db $80 + h1
#define spike(h1,dl)   .db $80 + h1, dl
#define double(h1,dl)   .db $80 + h1, 3, $80 + h1, dl
#define triple(h1,dl)   .db $80 + h1, 3, $80 + h1, 3, $80 + h1, dl
#define quad(h1,dl)   .db $80 + h1, 3, $80 + h1, 3, $80 + h1, 3, $80 + h1, dl
#define   quint(h1,dl)   .db $80 + h1, 3, $80 + h1, 3, $80 + h1, 3, $80 + h1, 3, $80 + h1, dl

#define spikexSingle(h1)   .db $A0 + h1
#define spikex(h1,dl)   .db $A0 + h1, dl
#define doublex(h1,dl)   .db $A0 + h1, 3, $A0 + h1, dl
#define triplex(h1,dl)   .db $A0 + h1, 3, $A0 + h1, 3, $A0 + h1, dl
#define quadx(h1,dl)   .db $A0 + h1, 3, $A0 + h1, 3, $A0 + h1, 3, $A0 + h1, dl


;jump distances
;+2   3*3      9
;+1   4*3      12
;0   4*3+2      14
;-1   5*3      15
;-2   5*3+1      16

;fall distances
;-1   3*3      9
      

fireAuraHax:
   command(cFlipScreen)
   command(cMirrorScreen)
   command(cRising)
   command(cFalling)


fireAura:
   spike(0, 17*3)
   double(0, 16*3)
   block(0, 1*3)
   commandWait(cToggleDark, 3*3 + 1)
   blockSingle(0)
   commandWait(cToggleDark, 17*3)
   double(0, 18*3)
   spike(0, 8*3)
   double(0, 5*3)
   spike(0, 7*3)
   block(0, 1*3)
   commandWait(cToggleDark, 3*3)
   block(1, 4*3)
   block(2, 5*3)
   block(1, 5*3)
   blockSingle(0)
   commandWait(cToggleDark, 8*3)
   spike(0, 18*3)
   spike(0, 16*3)
   block(0, 1*3)
   commandWait(cToggleDark, 3*3)
   block(1, 2*3 + 1)
   blockSingle(1)
   spike(2, 2*3 + 1)
   block(1, 5*3)
   blockSingle(0)
   commandWait(cToggleDark, 5*3)
   spike(0, 12*3)
   spike(0, 10*3)
   spike(0, 7*3)
   spike(0, 9*3)
   spike(0, 7*3)
   block(0, 1*3)
   commandWait(cToggleDark, 3*3)
   block(1, 4*3)
   block(2, 4*3)
   block(3, 4*3)
   block(4, 1*3)
   block(4, 1*3)
   block(4, 1*3)
   block(4, 1*3)
   block(4, 1*3)
   block(4, 1*3)
   block(4, 1*3)
   block(4, 1*3)
   block(4, 1*3)
   block(4, 1*3)
   block(4, 1*3)
   blockSingle(4)
   spike(5, 2*3 + 1)
   block(5, 1*3)
   block(5, 1*3)
   block(5, 1*3)
   block(5, 1*3)
   blockSingle(5)
   spike(6, 1*3)
   block(5, 1*3)
   block(5, 1*3)
   block(5, 1*3)
   block(5, 1*3)
   blockSingle(5)
   spike(6, 1*3)
   block(5, 1*3)
   block(5, 1*3)
   block(5, 3*3)
   block(4, 1*3)
   blockSingle(6)
   spike(7, 2*3)
   block(3, 3*3)
   block(2, 3*3)
   block(1, 3*3)
   block(0, 4*3)
   block(1, 4*3)
   block(2, 4*3)
   block(3, 4*3)
   block(4, 4*3)
   block(5, 4*3)
   block(6, 4*3)
   block(7, 4*3)
   block(8, 4*3)
   block(9, 4*3)
   block(10, 4*3)
   block(11, 4*3)
   block(12, 3*3)
   block(11, 3*3 + 2)
   block(12, 1*3)
   blockSingle(12)
   spike(13, 1*3)
   blockSingle(12)
   spike(13, 1*3)
   blockSingle(12)
   spike(13, 1*3)
   block(12, 5*3)
   block(11, 5*3)
   block(11, 1*3)
   block(11, 1*3)
   block(11, 4*3)
   block(12, 4*3)
   block(13, 4*3)
   block(14, 5*3)
   block(13, 3*3)
   block(12, 1*3)
   block(12, 1*3)
   blockSingle(12)
   spike(13, 1*3)
   block(12, 1*3)
   block(12, 1*3)
   block(12, 1*3)
   block(12, 1*3)
   block(12, 1*3)
   blockSingle(11)
   spikex(12, 1*3)
   blockSingle(11)
   spikex(12, 1*3)
   blockSingle(11)
   spikex(12, 1*3)
   block(11, 1*3)
   block(11, 1*3)
   block(11, 1*3)
   block(11, 1*3)
   block(11, 1*3)
   block(11, 1*3)
   block(11, 5*3)
   block(10, 5*3)
   block(9, 5*3)
   block(8, 5*3)
   block(7, 5*3)
   block(6, 5*3)
   block(5, 5*3)
   block(4, 5*3)
   block(3, 5*3)
   block(2, 5*3)
   block(1, 5*3)
   blockSingle(0)
   commandWait(cToggleDark, 5*3)
   spike(0, 7*3)
   double(0, 9*3)
   triple(0, 10*3)
   block(0, 1*3)
   commandWait(cToggleDark, 3*3)
   block(1, 4*3)
   block(2, 4*3)
   block(3, 4*3)
   block(4, 3*3)
   block(3, 4*3)
   block(4, 4*3 + 2)
   block(4, 3*3)
   block(3, 4*3)
   block(4, 5*3)
   block(3, 4*3)
   block(4, 3*3)
   block(3, 4*3)
   block(4, 4*3 + 2)
   block(4, 4*3 + 2)
   block(4, 4*3 + 2)
   block(4, 5*3)
   block(3, 4*3)
   block(4, 3*3)
   block(3, 4*3)
   block(4, 4*3)
   block(5, 3*3)
   block(4, 1*3)
   blockSingle(6)
   spike(7, 2*3)
   block(3, 3*3)
   block(2, 5*3 + 1)
   block(0, 4*3 + 2)
   block(0, 4*3)
   block(1, 4*3)
   block(2, 4*3)
   block(3, 2*3)
   blockSingle(3)
   spike(4, 2*3)
   block(4, 1*3)
   commandWait(cToggleDark, 3*3)
   spike(0, 6*3)
   spike(0, 8*3)
   triple(0, 7*3)
   double(0, 6*3)
   spike(0, 7*3)
   block(0, 1*3)
   commandWait(cToggleDark, 3*3)
   block(1, 4*3)
   block(2, 4*3)
   block(3, 4*3)
   block(4, 4*3)
   block(5, 4*3)
   block(6, 4*3)
   block(7, 4*3)
   block(8, 4*3)
   block(9, 4*3)
   block(10, 4*3)
   block(11, 4*3)
   block(12, 4*3)
   block(13, 4*3)
   block(14, 4*3)
   block(15, 4*3)
   block(16, 4*3)
   block(17, 4*3)
   block(18, 4*3)
   block(19, 4*3)
   block(20, 4*3)
   block(21, 4*3)
   block(22, 4*3)
   block(23, 3*3 + 2)
   blockSingle(24)
   spike(25, 3*3)
   block(5, 1*3)
   block(5, 6*3)
   commandWait(cToggleDark, 3*3)
   spike(0, 5*3)
   spike(0, 11*3)
   spike(0, 7*3)
   double(0, 4*3)
   doublex(0, 1*3)
   block(0, 1*3)
   doublex(0, 7*3)
   block(0, 1*3)
   quadx(0, 9*3)
   block(0, 1*3)
   commandWait(cToggleDark, 3*3)
   block(1, 4*3)
   block(2, 1*3)
   block(2, 1*3)
   block(2, 1*3)
   block(2, 1*3)
   blockSingle(2)
   spike(3, 3*3)
   block(3, 3*3)
   block(2, 5*3)
   block(1, 3*3)
   blockSingle(0)
   commandWait(cToggleDark, 1*3)
   quadx(0, 7*3)
   spike(0, 10*3)
   triple(0, 2*3 + 2)
   triple(0, 5*3 + 2)
   block(0, 1*3)
   commandWait(cToggleDark, 3*3)
   block(1, 4*3)
   block(2, 4*3)
   blockSingle(3)
   blockSingle(0)
   spike(1, 4*3)
   blockSingle(4)
   blockSingle(1)
   spike(2, 4*3)
   blockSingle(5)
   blockSingle(2)
   spike(3, 4*3)
   blockSingle(6)
   blockSingle(3)
   spike(4, 4*3)
   blockSingle(7)
   blockSingle(4)
   spike(5, 4*3)
   blockSingle(8)
   blockSingle(5)
   spike(6, 3*3)
   blockSingle(7)
   blockSingle(10)
   spike(11, 3*3)
   blockSingle(6)
   blockSingle(11)
   spike(12, 5*3)
   blockSingle(5)
   blockSingle(9)
   spike(10, 5*3)
   blockSingle(4)
   blockSingle(8)
   spike(9, 4*3 + 2)
   blockSingle(4)
   blockSingle(8)
   spike(9, 4*3)
   blockSingle(5)
   blockSingle(2)
   spike(3, 4*3)
   blockSingle(6)
   blockSingle(3)
   spike(4, 4*3)
   blockSingle(7)
   blockSingle(4)
   spike(5, 4*3)
   blockSingle(8)
   blockSingle(5)
   spike(6, 4*3)
   blockSingle(9)
   blockSingle(6)
   spike(7, 1*3)
   blockSingle(9)
   spike(10, 1*3)
   blockSingle(8)
   spike(9, 1*3)
   blockSingle(7)
   spike(8, 1*3)
   blockSingle(5)
   spike(6, 1*3)
   blockSingle(3)
   spike(4, 1*3)
   blockSingle(0)
   spikeSingle(1)
   commandWait(cToggleDark, 9*3)
   spike(0, 6*3)
   double(0, 7*3)
   triple(0, 7*3)
   double(0, 8*3)
   spike(0, 6*3)
   block(0, 1*3)
   commandWait(cToggleDark, 3*3)
   block(1, 4*3)
   block(2, 4*3)
   block(3, 4*3)
   block(4, 4*3)
   block(5, 4*3)
   blockSingle(6)
   commandWait(cWinning, 4*3)
   block(7, 4*3)
   block(8, 4*3)
   block(9, 4*3)
   block(10, 4*3)
   block(11, 4*3)
   block(12, 4*3)
   block(13, 4*3)
   block(14, 4*3)
   block(15, 4*3)
   block(16, 4*3)
   block(17, 4*3)
   blockSingle(18)
   commandWait(cToggleDark, 16*3 + 2)

xboxLevelHax:
   command(cFlipScreen)
   command(cMirrorScreen)
   command(cRising)
   command(cFalling)

xboxLevel:
   spike(0, 9*3)
   spike(0, 8*3)
   double(0, 15*3)
   block(0, 1*3)
   commandWait(cToggleDark, 3*3)
   blockSingle(1)
   commandWait(cToggleDark, 8*3)
   double(0, 14*3)
   spike(0, 16*3)
   spike(0, 8*3)
   spike(0, 5*3)
   double(0, 7*3)
   block(0, 1*3)
   commandWait(cToggleDark, 3*3)
   block(1, 4*3)
   block(2, 5*3)
   block(1, 5*3)
   blockSingle(0)
   commandWait(cToggleDark, 8*3)
   spike(0, 17*3)
   spike(0, 10*3)
   block(0, 1*3)
   triplex(0, 7*3)
   spikex(0, 1*3)
   block(0, 1*3 + 1)
   spikex(0, 6*3)
   spike(0, 18*3)
   block(0, 4*3)
   block(1, 1*3)
   blockSingle(1)
   spike(2, 5*3)
   double(0, 6*3)
   spike(0, 9*3)
   spike(0, 7*3)
   block(0, 1*3)
   commandWait(cToggleDark, 3*3)
   block(1, 4*3)
   block(2, 4*3)
   block(3, 1*3)
   block(3, 1*3)
   block(3, 1*3)
   block(3, 1*3)
   block(3, 1*3)
   block(3, 1*3)
   block(3, 1*3)
   block(3, 1*3)
   block(3, 1*3)
   block(3, 1*3)
   block(3, 4*3)
   block(4, 5*3)
   block(3, 5*3)
   block(2, 3*3)
   block(1, 1*3)
   blockSingle(3)
   spike(4, 2*3)
   block(0, 4*3 + 2)
   block(0, 4*3)
   block(1, 4*3)
   block(2, 4*3)
   block(3, 4*3)
   block(4, 4*3)
   block(5, 3*3)
   block(4, 1*3)
   block(6, 2*3)
   block(3, 2*3)
   block(7, 1*3)
   block(2, 3*3)
   blockSingle(1)
   block(8, 3*3)
   block(0, 1*3)
   spikexSingle(0)
   block(9, 1*3)
   triplex(0, 1*3)
   block(10, 4*3)
   block(11, 4*3)
   block(12, 4*3)
   block(13, 4*3)
   block(14, 4*3)
   block(15, 4*3)
   block(16, 4*3)
   block(17, 4*3)
   block(18, 4*3)
   block(19, 4*3)
   block(20, 4*3)
   block(21, 5*3 + 1)
   block(20, 1*3)
   blockSingle(20)
   spike(21, 1*3)
   blockSingle(20)
   spike(21, 3*3)
   block(19, 5*3)
   block(18, 5*3)
   block(17, 1*3)
   blockSingle(17)
   spike(18, 4*3)
   block(16, 5*3)
   block(15, 1*3)
   block(15, 1*3)
   block(15, 1*3)
   block(15, 1*3)
   blockSingle(15)
   spike(16, 1*3)
   block(15, 1*3)
   block(15, 1*3)
   block(15, 1*3)
   block(15, 1*3)
   blockSingle(15)
   spike(16, 1*3)
   block(15, 1*3)
   block(15, 1*3)
   block(15, 1*3)
   block(15, 1*3)
   blockSingle(15)
   spike(16, 3*3)
   block(14, 5*3)
   block(13, 5*3)
   block(12, 5*3)
   block(11, 5*3)
   block(10, 5*3)
   block(9, 5*3)
   block(8, 5*3)
   block(7, 5*3)
   block(6, 5*3)
   block(5, 5*3)
   block(4, 5*3)
   block(3, 5*3)
   block(2, 5*3)
   block(1, 5*3)
   blockSingle(0)
   commandWait(cToggleDark, 6*3)
   spike(0, 7*3)
   triple(0, 9*3)
   spike(0, 7*3)
   block(0, 1*3)
   commandWait(cToggleDark, 3*3)
   block(1, 4*3)
   block(2, 4*3)
   block(3, 4*3)
   block(4, 4*3)
   block(5, 6*3)
   block(1, 3*3)
   commandWait(cToggleDark, 4*3)
   spike(0, 6*3)
   spike(0, 6*3)
   spike(0, 5*3)
   spike(0, 6*3)
   double(0, 4*3)
   double(0, 7*3)
   triple(0, 6*3)
   block(0, 1*3)
   quadx(0, 8*3)
   block(0, 1*3)
   commandWait(cToggleDark, 3*3)
   block(1, 4*3)
   block(2, 4*3)
   block(3, 4*3)
   block(4, 4*3)
   block(5, 4*3)
   block(6, 4*3)
   block(7, 4*3)
   block(8, 4*3)
   block(9, 3*3)
   block(8, 4*3 + 2)
   block(8, 4*3)
   block(9, 4*3)
   block(10, 4*3)
   block(11, 4*3)
   block(12, 6*3)
   block(8, 4*3)
   block(9, 4*3)
   block(10, 4*3)
   block(11, 4*3)
   block(12, 4*3)
   block(13, 4*3)
   block(14, 4*3)
   block(15, 4*3)
   block(16, 3*3)
   block(15, 4*3)
   block(16, 3*3)
   block(15, 4*3)
   block(16, 4*3)
   block(17, 4*3)
   block(18, 5*3)
   block(17, 4*3)
   block(18, 4*3)
   block(19, 4*3)
   block(20, 8*3)
   block(2, 1*3)
   block(2, 3*3)
   commandWait(cToggleDark, 9*3)
   double(0, 8*3)
   double(0, 4*3)
   double(0, 7*3)
   double(0, 4*3)
   double(0, 9*3)
   triple(0, 2*3 + 2)
   triple(0, 4*3)
   spike(0, 4*3)
   double(0, 1*3)
   block(0, 1*3)
   commandWait(cToggleDark, 4*3)
   block(1, 3*3)
   blockSingle(0)
   commandWait(cToggleDark, 1*3)
   quadx(0, 4*3)
   spike(0, 5*3)
   spike(0, 10*3)
   spike(0, 5*3)
   spike(0, 5*3)
   spike(0, 12*3)
   block(0, 1*3)
   commandWait(cToggleDark, 3*3)
   block(1, 4*3)
   block(2, 3*3)
   block(1, 4*3)
   block(2, 3*3)
   block(1, 4*3)
   block(2, 5*3)
   block(1, 4*3)
   block(2, 3*3)
   block(1, 4*3)
   block(2, 5*3)
   block(1, 4*3)
   block(2, 5*3)
   block(1, 4*3)
   block(2, 3*3)
   block(1, 5*3)
   blockSingle(0)
   commandWait(cToggleDark, 9*3)
   spike(0, 7*3)
   double(0, 7*3)
   triple(0, 7*3)
   double(0, 7*3)
   spike(0, 11*3)
   block(0, 1*3)
   commandWait(cToggleDark, 3*3)
   block(1, 4*3)
   block(2, 4*3)
   block(3, 4*3)
   block(4, 4*3)
   block(5, 4*3)
   blockSingle(6)
   commandWait(cWinning, 4*3)
   block(7, 4*3)
   block(8, 4*3)
   block(9, 4*3)
   block(10, 4*3)
   block(11, 4*3)
   block(12, 4*3)
   block(13, 4*3)
   block(14, 4*3)
   block(15, 4*3)
   block(16, 4*3)
   block(17, 4*3)
   blockSingle(18)
   commandWait(cToggleDark, 16*3 + 2)

chaozFantasy:
   spike(0, 5*3 + 1)
   spike(0, 6*3 + 2)
   double(0, 6*3)
   spike(0, 6*3)
   block(0, 1*3)
   block(0, 1*3)
   doublex(0, 5*3)
   spike(0, 5*3)
   spike(0, 6*3 + 2)
   double(0, 6*3)
   spike(0, 4*3)
   double(0, 3*3 + 2)
   double(0, 4*3 + 2)
   spike(0, 5*3)
   spike(0, 6*3 + 2)
   double(0, 6*3)
   spike(0, 6*3)
   block(0, 1*3)
   triplex(0, 5*3)
   spike(0, 5*3 + 1)
   spike(0, 6*3 + 2)
   double(0, 8*3 + 1)
   spike(0, 4*3 + 1)
   spike(0, 1*3 + 1)
   spike(0, 6*3)
   block(0, 1*3)
   commandWait(cToggleDark, 3*3)
   block(1, 4*3)
   block(2, 3*3)
   block(1, 4*3)
   block(2, 3*3)
   block(1, 5*3)
   blockSingle(0)
   commandWait(cToggleDark, 1*3)
   blockSingle(0)
   spike(1, 1*3)
   blockSingle(0)
   spike(1, 2*3 + 2)
   block(0, 1*3 + 2)
   blockSingle(0)
   spike(1, 1*3)
   blockSingle(0)
   spike(1, 6*3 + 2)
   block(0, 1*3)
   commandWait(cToggleDark, 3*3)
   block(1, 3*3)
   block(0, 4*3 + 2)
   block(0, 4*3 + 2)
   block(0, 4*3)
   block(1, 4*3)
   block(2, 1*3)
   block(2, 1*3)
   blockSingle(2)
   spike(3, 1*3)
   blockSingle(2)
   spike(3, 1*3)
   blockSingle(1)
   spikex(2, 2*3)
   block(1, 1*3)
   block(1, 1*3)
   block(1, 1*3)
   block(1, 4*3)
   block(2, 1*3)
   block(2, 1*3)
   block(2, 1*3)
   block(2, 1*3)
   block(2, 3*3)
   block(1, 4*3)
   block(2, 4*3 + 2)
   block(2, 3*3)
   block(1, 1*3)
   blockSingle(1)
   spike(2, 1*3)
   blockSingle(1)
   spike(2, 1*3)
   blockSingle(1)
   spike(2, 1*3)
   block(1, 5*3)
   blockSingle(0)
   commandWait(cToggleDark, 7*3 + 1)
   spike(0, 9*3 + 1)
   spike(0, 6*3)
   spike(0, 21*3)
   commandWait(cFlipScreen, 2*3)
   spike(0, 11*3 + 2)
   double(0, 13*3)
   block(0, 1*3)
   commandWait(cToggleDark, 3*3)
   block(1, 5*3)
   blockSingle(0)
   commandWait(cToggleDark, 5*3 + 2)
   spike(0, 7*3)
   block(0, 1*3)
   commandWait(cToggleDark, 3*3)
   block(1, 3*3)
   blockSingle(0)
   commandWait(cToggleDark, 1*3)
   triplex(0, 6*3 + 2)
   double(0, 6*3)
   spike(0, 4*3 + 2)
   spike(0, 5*3 + 2)
   spike(0, 1*3 + 1)
   block(0, 2*3 + 1)
   spike(0, 2*3 + 1)
   block(0, 1*3 + 1)
   spike(0, 8*3 + 1)
   block(0, 1*3)
   block(0, 1*3)
   commandWait(cToggleDark, 3*3)
   block(1, 1*3)
   block(1, 4*3)
   block(2, 1*3)
   block(2, 5*3)
   block(1, 1*3)
   block(1, 4*3)
   block(2, 1*3)
   block(2, 3*3)
   block(1, 1*3)
   block(1, 4*3 + 2)
   block(1, 1*3)
   blockSingle(1)
   commandWait(cToggleDark, 1*3)
   quad(0, 6*3)
   block(0, 1*3)
   commandWait(cToggleDark, 3*3)
   block(1, 4*3)
   block(2, 3*3)
   block(1, 4*3)
   block(2, 5*3)
   block(1, 4*3)
   block(2, 5*3)
   block(1, 4*3)
   block(2, 3*3)
   block(1, 4*3)
   block(2, 3*3)
   block(1, 4*3)
   block(2, 3*3)
   block(1, 4*3)
   block(2, 3*3)
   block(1, 4*3)
   block(2, 5*3)
   block(1, 4*3)
   block(2, 3*3)
   block(1, 4*3)
   block(2, 4*3 + 2)
   block(2, 3*3)
   block(1, 1*3)
   blockSingle(1)
   spike(2, 1*3)
   blockSingle(1)
   spike(2, 3*3)
   blockSingle(0)
   commandWait(cToggleDark, 1*3)
   block(0, 1*3)
   block(0, 1*3)
   quadx(0, 2*3 + 2)
   triplex(0, 8*3 + 2)
   spike(0, 6*3)
   spike(0, 21*3)
   commandWait(cFlipScreen, 3*3)
   spike(0, 3*3 + 1)
   spike(0, 8*3)
   block(0, 1*3)
   block(0, 1*3)
   blockSingle(0)
   spike(1, 1*3)
   commandWait(cToggleDark, 2*3)
   block(1, 4*3 + 2)
   block(1, 1*3 + 1)
   commandWait(cToggleDark, 3*3 + 1)
   spike(0, 1*3 + 2)
   block(1, 10*3)
   spike(0, 9*3 + 1)
   block(0, 1*3)
   commandWait(cToggleDark, 3*3)
   block(1, 1*3)
   block(1, 1*3)
   blockSingle(1)
   spike(2, 1*3)
   blockSingle(1)
   spike(2, 1*3)
   blockSingle(1)
   spike(2, 1*3)
   block(1, 3*3)
   blockSingle(0)
   commandWait(cToggleDark, 1*3)
   triplex(0, 9*3 + 1)
   double(0, 8*3 + 1)
   block(0, 1*3)
   commandWait(cToggleDark, 3*3)
   block(1, 3*3)
   block(0, 4*3 + 2)
   blockSingle(0)
   commandWait(cToggleDark, 5*3)
   triple(0, 8*3)
   spike(0, 21*3)
   wait(2*3 + 1)
   commandWait(cFlipScreen, 4*3)
   spike(0, 9*3 + 1)
   double(0, 8*3 + 1)
   triple(0, 2*3 + 2)
   triple(0, 2*3 + 2)
   triple(0, 2*3 + 2)
   triple(0, 2*3 + 2)
   triple(0, 8*3 + 1)
   block(0, 1*3)
   commandWait(cToggleDark, 3*3)
   block(1, 4*3 + 2)
   block(1, 4*3)
   block(2, 3*3)
   block(1, 4*3)
   block(2, 1*3)
   block(2, 1*3)
   blockSingle(2)
   spike(3, 1*3)
   blockSingle(2)
   spike(3, 1*3)
   blockSingle(2)
   spike(3, 1*3)
   block(2, 3*3)
   block(1, 4*3 + 2)
   block(1, 4*3)
   block(2, 4*3 + 2)
   block(2, 5*3)
   block(1, 3*3)
   blockSingle(0)
   commandWait(cToggleDark, 4*3 + 1)
   spike(0, 2*3 + 1)
   block(1, 3*3)
   block(0, 1*3)
   triplex(0, 1*3)
   block(0, 21*3)
   commandWait(cFlipScreen, 10*3)
   spike(0, 9*3 + 1)
   spike(0, 16*3 + 2)
   triple(0, 7*3 + 1)
   spike(0, 7*3)
   double(0, 10*3 + 2)
   block(0, 1*3)
   commandWait(cToggleDark, 3*3)
   block(1, 1*3)
   block(1, 1*3)
   block(1, 1*3)
   blockSingle(1)
   spike(2, 1*3)
   blockSingle(1)
   spike(2, 1*3)
   blockSingle(1)
   spike(2, 1*3)
   commandWait(cToggleDark, 2*3 + 1)
   triple(0, 7*3 + 1)
   spike(0, 1*3 + 1)
   block(0, 1*3)
   commandWait(cToggleDark, 3*3)
   block(1, 1*3)
   block(1, 1*3)
   block(1, 4*3)
   block(2, 3*3)
   block(1, 4*3 + 2)
   block(1, 4*3)
   block(2, 3*3)
   block(1, 1*3)
   block(1, 1*3)
   blockSingle(1)
   spike(2, 1*3)
   blockSingle(1)
   spike(2, 1*3)
   blockSingle(1)
   spike(2, 1*3)
   block(1, 5*3)
   blockSingle(0)
   commandWait(cToggleDark, 6*3 + 2)
   spike(0, 14*3 + 1)
   double(0, 11*3 + 1)
   block(0, 1*3)
   commandWait(cToggleDark, 3*3)
   block(1, 4*3)
   block(2, 4*3)
   block(3, 4*3)
   block(4, 4*3)
   block(5, 4*3)
   blockSingle(6)
   commandWait(cWinning, 4*3)
   block(7, 4*3)
   block(8, 4*3)
   block(9, 4*3)
   block(10, 4*3)
   block(11, 4*3)
   block(12, 4*3)
   block(13, 4*3)
   block(14, 4*3)
   block(15, 4*3)
   block(16, 4*3)
   block(17, 4*3)
   blockSingle(18)
   commandWait(cToggleDark, 16*3 + 2)

heaven:
   spike(0, 7*3)
   spike(0, 9*3 + 1)
   spike(0, 9*3 + 1)
   spike(0, 9*3 + 1)
   spike(0, 8*3 + 1)
   spike(0, 10*3 + 2)
   spike(0, 8*3 + 2)
   block(0, 1*3)
   blockSingle(0)
   spike(1, 1*3)
   blockSingle(0)
   spike(1, 7*3 + 2)
   spike(0, 7*3 + 1)
   spike(0, 9*3 + 2)
   spike(0, 9*3 + 1)
   spike(0, 9*3 + 1)
   spike(0, 8*3 + 1)
   spike(0, 10*3 + 2)
   spike(0, 7*3)
   block(0, 1*3)
   commandWait(cToggleDark, 3*3)
   blockSingle(0)
   blockSingle(1)
   commandWait(cToggleDark, 1*3)
   triplex(0, 5*3 + 1)
   spike(0, 7*3)
   spike(0, 8*3 + 2)
   spike(0, 9*3 + 2)
   spike(0, 9*3 + 2)
   spike(0, 8*3 + 2)
   spike(0, 11*3)
   spike(0, 6*3)
   block(0, 3*3 + 2)
   blockSingle(1)
   spike(2, 4*3)
   spike(0, 6*3 + 1)
   spike(0, 6*3 + 1)
   double(0, 10*3)
   spike(0, 8*3)
   block(0, 1*3)
   blockSingle(0)
   spike(1, 1*3)
   blockSingle(0)
   spike(1, 1*3)
   block(0, 9*3 + 1)
   spike(0, 7*3)
   double(0, 3*3 + 1)
   double(0, 5*3 + 2)
   spike(0, 9*3 + 1)
   double(0, 16*3 + 2)
   commandWait(cInvertScreen, 21*3)
   commandWait(cFalling, 8*3 + 1)
   block(0, 1*3)
   commandWait(cToggleDark, 3*3)
   block(1, 4*3)
   blockSingle(2)
   commandWait(cInvertScreen, 4*3)
   block(3, 4*3)
   block(4, 3*3)
   block(3, 4*3)
   block(4, 4*3)
   block(5, 1*3)
   block(5, 1*3)
   block(5, 4*3)
   block(6, 5*3)
   block(5, 4*3 + 1)
   block(6, 1*3)
   block(6, 1*3)
   blockSingle(6)
   spike(7, 1*3)
   blockSingle(6)
   spike(7, 1*3)
   block(6, 3*3)
   block(5, 4*3)
   block(6, 1*3)
   block(6, 1*3)
   blockSingle(6)
   spike(7, 1*3)
   blockSingle(6)
   spike(7, 1*3)
   blockSingle(6)
   spike(7, 1*3 + 1)
   block(6, 1*3 + 1)
   blockSingle(6)
   spike(7, 1*3)
   blockSingle(6)
   spike(7, 1*3)
   blockSingle(6)
   spike(7, 1*3 + 1)
   block(6, 1*3 + 1)
   blockSingle(6)
   spike(7, 1*3)
   blockSingle(6)
   spike(7, 1*3)
   blockSingle(6)
   spike(7, 1*3)
   block(6, 3*3)
   block(5, 4*3)
   block(6, 4*3)
   block(7, 4*3)
   block(8, 2*3 + 2)
   block(7, 1*3)
   blockSingle(7)
   spike(8, 1*3)
   blockSingle(7)
   spike(8, 1*3)
   blockSingle(7)
   spike(8, 1*3)
   block(7, 4*3)
   block(8, 4*3)
   block(9, 1*3)
   block(9, 1*3)
   blockSingle(9)
   spike(10, 1*3)
   blockSingle(9)
   spike(10, 1*3)
   blockSingle(9)
   spike(10, 1*3)
   block(9, 4*3)
   block(10, 1*3)
   block(10, 1*3)
   blockSingle(10)
   spike(11, 1*3)
   blockSingle(10)
   spike(11, 1*3)
   blockSingle(10)
   spike(11, 1*3)
   block(10, 4*3)
   block(11, 1*3)
   block(11, 1*3)
   blockSingle(11)
   spike(12, 1*3)
   blockSingle(11)
   spike(12, 1*3)
   blockSingle(11)
   spike(12, 1*3)
   block(11, 4*3)
   block(12, 3*3)
   block(11, 4*3)
   block(12, 5*3)
   block(11, 4*3)
   block(12, 4*3)
   block(13, 4*3)
   block(14, 1*3)
   block(14, 1*3)
   block(14, 1*3)
   blockSingle(14)
   spike(15, 1*3)
   blockSingle(14)
   spike(15, 1*3)
   block(14, 1*3)
   block(14, 1*3)
   blockSingle(14)
   spike(15, 4*3)
   block(13, 4*3)
   block(14, 3*3)
   block(13, 4*3)
   block(14, 3*3)
   block(13, 4*3)
   block(14, 4*3)
   block(15, 3*3)
   block(14, 1*3)
   blockSingle(14)
   spike(15, 1*3)
   blockSingle(14)
   spike(15, 1*3)
   blockSingle(14)
   spike(15, 2*3)
   block(13, 1*3)
   blockSingle(13)
   spike(14, 1*3)
   blockSingle(13)
   spike(14, 1*3)
   blockSingle(13)
   spike(14, 2*3)
   block(12, 1*3)
   blockSingle(12)
   spike(13, 1*3)
   blockSingle(12)
   spike(13, 1*3)
   blockSingle(12)
   spike(13, 1*3 + 1)
   block(12, 1*3 + 1)
   blockSingle(12)
   spike(13, 1*3)
   blockSingle(12)
   spike(13, 1*3)
   blockSingle(12)
   spike(13, 1*3 + 1)
   block(12, 3*3)
   block(11, 4*3)
   block(12, 4*3)
   block(13, 4*3)
   block(14, 4*3)
   block(15, 4*3)
   block(16, 2*3 + 1)
   blockSingle(16)
   spike(17, 2*3 + 1)
   block(16, 4*3)
   block(17, 2*3 + 1)
   blockSingle(17)
   spike(18, 2*3 + 1)
   block(17, 1*3)
   block(17, 1*3)
   block(17, 1*3)
   blockSingle(17)
   spike(18, 1*3)
   blockSingle(17)
   spike(18, 1*3)
   blockSingle(17)
   spike(18, 1*3)
   block(17, 4*3)
   block(18, 3*3)
   block(17, 1*3)
   blockSingle(17)
   spike(18, 1*3)
   blockSingle(17)
   spike(18, 2*3 + 2)
   block(17, 3*3)
   block(16, 4*3)
   block(17, 4*3)
   block(18, 3*3)
   block(17, 4*3)
   block(18, 4*3)
   block(19, 4*3)
   block(20, 4*3)
   block(21, 8*3 + 1)
   block(18, 1*3)
   blockSingle(17)
   commandWait(cToggleDark, 1*3)
   blockSingle(16)
   blockSingle(17)
   blockSingle(18)
   blockSingle(19)
   blockSingle(20)
   block(21, 1*3)
   block(17, 1*3)
   block(18, 7*3 + 2)
   command(cInvertScreen)
   command(cFalling)
   commandWait(cRising, 15*3)
   blockSingle(0)
   commandWait(cInvertScreen, 1*3)
   commandWait(cToggleDark, 3*3)
   block(1, 4*3)
   block(2, 4*3 + 2)
   block(2, 3*3)
   block(1, 4*3)
   block(2, 4*3)
   block(3, 5*3)
   block(2, 4*3)
   block(3, 4*3)
   block(4, 5*3)
   block(3, 4*3)
   block(4, 3*3)
   block(3, 4*3 + 2)
   block(3, 1*3)
   block(3, 1*3)
   blockSingle(3)
   spike(4, 1*3)
   blockSingle(3)
   spike(4, 1*3)
   blockSingle(3)
   spike(4, 1*3)
   block(3, 3*3)
   block(2, 4*3)
   block(3, 3*3)
   block(2, 1*3)
   blockSingle(2)
   spike(3, 1*3)
   blockSingle(2)
   spike(3, 1*3)
   blockSingle(2)
   spike(3, 1*3)
   block(2, 4*3)
   block(2, 1*3)
   block(2, 1*3)
   block(2, 1*3)
   blockSingle(2)
   spike(3, 1*3)
   blockSingle(2)
   spike(3, 1*3)
   block(2, 1*3)
   block(2, 1*3)
   blockSingle(2)
   spike(3, 3*3)
   block(3, 1*3)
   block(3, 1*3)
   blockSingle(3)
   spike(4, 3*3)
   block(4, 1*3)
   block(4, 1*3)
   blockSingle(4)
   spike(5, 4*3)
   block(3, 2*3 + 1)
   blockSingle(3)
   spike(4, 2*3 + 1)
   block(3, 4*3)
   block(4, 4*3)
   block(5, 3*3 + 1)
   block(4, 1*3)
   blockSingle(4)
   spike(5, 1*3)
   block(4, 1*3)
   block(4, 1*3)
   block(4, 1*3)
   block(4, 1*3)
   block(4, 1*3)
   blockSingle(4)
   spike(5, 1*3)
   block(4, 3*3)
   block(3, 4*3)
   block(4, 5*3)
   block(3, 3*3)
   block(2, 5*3)
   block(1, 2*3)
   commandWait(cToggleDark, 1*3)
   block(0, 1*3)
   quadx(0, 12*3 + 1)
   spike(0, 11*3)
   triple(0, 2*3 + 2)
   triple(0, 2*3 + 2)
   triple(0, 2*3 + 2)
   triple(0, 2*3 + 2)
   triple(0, 2*3 + 2)
   triple(0, 2*3 + 2)
   triple(0, 2*3 + 2)
   triple(0, 5*3)
   triple(0, 5*3)
   triple(0, 5*3)
   triple(0, 5*3)
   triple(0, 5*3)
   triple(0, 10*3 + 1)
   blockSingle(1)
   spike(2, 1*3)
   block(1, 1*3)
   block(1, 1*3)
   block(1, 1*3)
   block(1, 1*3)
   block(1, 1*3)
   block(1, 1*3)
   block(1, 1*3)
   block(1, 1*3)
   block(1, 1*3)
   block(1, 1*3)
   block(1, 1*3)
   block(1, 1*3)
   block(2, 1*3)
   block(3, 1*3)
   spikeSingle(0)
   block(4, 1*3)
   blockSingle(0)
   block(4, 1*3)
   blockSingle(0)
   block(4, 1*3)
   blockSingle(0)
   block(3, 1*3)
   blockSingle(0)
   block(2, 1*3)
   blockSingle(0)
   block(3, 1*3)
   blockSingle(0)
   block(4, 1*3)
   blockSingle(0)
   spikeSingle(1)
   block(4, 1*3)
   blockSingle(0)
   block(4, 1*3)
   blockSingle(0)
   block(4, 1*3)
   blockSingle(0)
   block(4, 1*3)
   blockSingle(0)
   block(3, 1*3)
   block(2, 1*3)
   block(2, 1*3)
   block(2, 1*3)
   block(1, 1*3)
   block(1, 1*3)
   block(1, 7*3 + 1)
   spike(0, 5*3)
   double(0, 4*3 + 2)
   triple(0, 4*3 + 2)
   double(0, 4*3 + 2)
   spike(0, 12*3 + 2)
   command(cRising)
   block(0, 1*3)
   commandWait(cToggleDark, 3*3)
   block(1, 4*3)
   block(2, 4*3)
   block(3, 4*3)
   block(4, 4*3)
   block(5, 4*3)
   blockSingle(6)
   commandWait(cWinning, 4*3)
   block(7, 4*3)
   block(8, 4*3)
   block(9, 4*3)
   block(10, 4*3)
   block(11, 4*3)
   block(12, 4*3)
   block(13, 4*3)
   block(14, 4*3)
   block(15, 4*3)
   block(16, 4*3)
   block(17, 4*3)
   blockSingle(18)
   

newLevel:
   spike(0, 5*3)
   spike(0, 7*3)
   blockSingle(0)
   commandWait(cToggleDark, 4*3)
   block(1, 4*3)
   block(2, 4*3)
   block(3, 3*3)
   block(2, 1*3)
   spikeSingle(5)   ;you have to block, else a shortcut is present
   block(4, 2*3)
   block(1, 3*3)
   block(3, 4*3+1)
   block(4, 4*3)
   block(5, 5*3)
   block(4, 1*3)
   spikeSingle(7)   ;again block is necessary
   block(6, 2*3)
   block(3, 3*3)
   block(2, 3*3+1)
   block(4, 3*3)
   block(6, 3*3)
   block(8, 1*3)
   block(8, 1*3)
   block(8, 1*3)
   spikeSingle(9)
   block(8, 1*3)
   spikeSingle(9)
   block(8, 1*3)
   block(8, 1*3)
   block(8, 1*3)
   spikeSingle(9)
   block(8, 1*3)
   spikeSingle(9)
   block(8, 1*3)
   block(8, 1*3)
   block(8, 3*3+2)
   block(10, 3*3)
   block(12, 3*3)
   block(11, 4*3)
   block(12, 4*3)
   block(13, 1*3)
   block(13, 1*3)
   block(13, 4*3)
   spike(13)
   block(12, 1*3)
   block(12, 3*3+1)
   block(14, 3*3)
   block(13, 4*3+2)
   block(13, 4*3)
   block(14, 3*3)
   block(16, 3*3)
   block(15, 4*3)
   block(16, 4*3)
   block(17, 3*3)
   block(19, 5*3)
   block(18, 3*3)
   block(20, 3*3)
   block(22, 2*3)
   commandWait(cToggleDark, 11*3)
   commandWait(cInvertScreen, 7*3)
   command(cMirrorScreen)
   commandWait(cInvertScreen, 2*3)
;newLevel:

   blockSingle(1)
   commandWait(cToggleDark, 3*3)
   block(3, 3*3)
   block(5, 3*1)
   block(5, 3*3)
   block(7, 3*3)
   block(9, 3*3)
   block(11, 3*1)
   block(11, 5*3)
   block(10, 3*3)
   block(9, 5*3)
   block(8, 1*3)
   block(8, 1*3)
   block(8, 1*3)
   block(8, 2*3)

   spikeSingle(6)
   block(5, 1*3)
   spikeSingle(6)
   block(5, 1*3+1)
   block(5, 1*3+1)
   spikexSingle(6)
   block(5, 1*3)
   spikexSingle(6)
   block(5, 2)

   spikexSingle(4)
   block(3, 1*3)
   spikexSingle(4)
   block(3, 1*3+1)
   block(3, 1*3+1)
   spikexSingle(4)
   block(3, 1*3)
   spikexSingle(4)
   block(3, 2)

   spikexSingle(2)
   block(1, 1*3)
   spikexSingle(2)
   block(1, 1*3+1)
   block(1, 1*3+1)
   spikexSingle(2)
   block(1, 1*3)
   spikexSingle(2)
   command(cToggleDark)
   block(1, 8*3)


   blockSingle(0)
   commandWait(cToggleDark, 3*3)
   block(2, 2)
   spikeSingle(3)
   block(2, 1*3)
   spikeSingle(3)
   block(2, 1*3)
   spikeSingle(3)
   block(2, 1*3+1)
   block(2, 1*3+1)
   spikeSingle(3)
   block(2, 1*3)
   spikeSingle(3)
   block(2, 1*3)
   spikeSingle(3)
   block(2, 1*3)
   block(3, 4*3)
   block(4, 4*3)
   block(5, 3*3+1)
   block(6, 2*3+2)
   block(5, 1*3+1)
   spikeSingle(6)
   block(5, 1*3)
   spikeSingle(6)
   block(5, 1*3)
   spikeSingle(6)
   block(5, 1*3+1)
   block(5, 3*3)
   block(4, 1*3)
   spikeSingle(7)
   block(6, 2*3)
   block(3, 3*3)
   block(2, 3*3)
   block(1, 4*3)
   commandWait(cToggleDark, 12*3)
   


   block(0, 3*3)
   block(2, 3*1)
   spikeSingle(3)
   block(2, 3*1)
   spikeSingle(3)
   block(2, 3*1)
   spikeSingle(3)
   block(2, 3*1
   spikeSingle(3)
   block(2, 5*3)
   blockSingle(1)
   commandWait(cToggleDark, 3*3)
   block(3, 3*3)
   blockSingle(2)
   block(1, 1*3)
   spikexSingle(2)
   block(1, 1*3)
   spikexSingle(2)      
   block(1, 1*3)
   spikexSingle(2)
   block(1, 2)      ;this cuts in to prevent bouncing
   block(1, 1)      ;off the spike
   spikex(2, 2*3)      
   block(0, 4*3)
   block(1, 4*3)
   block(2, 4*3)
   block(3, 3*3)
   block(1, 4*3+2)
   block(1, 4*3+2)
   block(1, 1*3+1)
   spikeSingle(2)
   block(1, 1*3)
   spikeSingle(2)
   block(1, 1*3)
   spikeSingle(2)
   block(1, 1*3+1)
   block(1, 1*3+1)
   spikeSingle(2)
   block(1, 1*3)
   spikeSingle(2)
   block(1, 1*3)
   spikeSingle(2)
   block(1, 1*3+1)
   block(1, 3*3)
   block(3, 3*3)
   block(5, 3*3)
   block(7, 3*3)
   block(9, 3*3)
   block(11, 3*3)
   block(13, 3*3)
   block(15, 1*3)
   
   commandWait(cToggleDark, 11*3)
   commandWait(cInvertScreen, 7*3)
   command(cFlipScreen)
   commandWait(cInvertScreen, 2*3)

   triple(0, 5*3)

   blockSingle(1)
   commandWait(cToggleDark, 3*3)
   block(3, 3*3)
   block(5, 3*3)
   block(4, 1*3)
   block(4, 1*3)
   spikeSingle(5)
   block(4, 2*3)
   spikeSingle(5)
   block(4, 1*3)
   block(4, 4*3 + 1)
   block(5, 4*3 + 1)
   block(6, 3*3)
   block(8, 3*3)
   block(10, 3*3)
   block(12, 1*3 + 2)
   spikeSingle(13)
   block(12, 3*3)
   block(12, 3*3)
   block(14, 3*3)
   block(13, 3*3)
   block(12, 5*3)
   block(11, 5*3)
   block(10, 3*3)
   block(9, 5*3)
   block(8, 1*3)
   block(8, 1*3)
   spikeSingle(9)
   block(8, 1*3)
   block(8, 1*3)
   block(8, 4*3)
   block(9, 3*3)
   block(8, 3*3)
   block(10, 3*3)
   block(9, 3*3)
   block(11, 3*3)
   block(10, 3*3)
   block(12, 3*3)
   block(11, 3*3)
   block(13, 3*3)
   block(12, 4*3)
   block(13, 4*3)
   block(14, 4*3)
   block(15, 1*3)
   block(15, 1*3)
   spikeSingle(16)
   block(15, 1*3)
   spikeSingle(16)
   block(15, 3*3+2)
   block(14, 5*3)
   block(13, 1*3)
   block(13, 1*3)
   spikeSingle(14)
   block(13, 4*3+2)
   block(11, 4*3+2)
   block(11, 5*3)
   block(10, 5*3)
   block(9, 3*3)
   block(8, 5*3)
   block(7, 3*3)
   block(9, 3*3)
   block(8, 3*3)
   block(10, 3*3)
   block(9, 3*3)
   block(11, 5*3)
   block(10, 3*3)
   block(12, 3*3)
   block(11, 3*3)
   block(13, 3*3)
   block(12, 3*3)
   block(14, 5*3)
   block(13, 3*3)
   block(15, 3*3)
   block(14, 3*3)
   block(16, 5*3)
   block(15, 3*3)
   block(17, 5*3)
   block(16, 3*3)
   block(18, 1*3)
   block(18, 1*3)
   spikeSingle(19)
   block(18, 1*3)
   spikeSingle(19)
   block(18, 1*3)
   spikeSingle(19)
   block(18, 1*3)
   commandWait(cToggleDark, 13*3)


   commandWait(cInvertScreen, 5*3)

   command(cMirrorScreen)
   commandWait(cInvertScreen, 2*3)


   double(0, 4*3)

   triple(0, 2*3+2)
   triple(0, 2*3+2)
   triple(0, 2*3+2)
   triple(0, 8*3)
   block(1, 3*3)
   block(3, 1*3)
   block(3, 1*3)
   block(3, 1*3)
   spikeSingle(4)
   block(3, 1*3)
   spikeSingle(4)
   block(3, 1*3)
   spikeSingle(4)
   block(3, 1*3)
   block(3, 2)
   quint(0, 8*3)

   blockSingle(0)
   commandWait(cToggleDark, 3*3)
   block(2, 3*3)
   block(4, 3*3)
   block(6, 3*3)
   block(5, 4*3)
   block(6, 3*3)
   block(5, 4*3)
   block(6, 5*3)
   block(5, 4*3)
   block(6, 3*3+1)
   block(4, 3*3)
   block(6, 5*3+1)
   block(4, 3*3)
   block(6, 3*3+1)
   block(4, 1*3)
   spikeSingle(7)
   block(6, 2*3)
   block(3, 3*3+1)
   block(2, 3*3+1)
   block(4, 3*3)
   block(3, 3*3)
   block(5, 3*3)
   block(4, 3*3)
   block(6, 3*3)
   block(8, 3*3)
   block(7, 3*3)
   block(9, 5*3+1)
   block(7, 5*3+1)
   block(5, 5*3+1)
   block(3, 1*3)
   spikeSingle(6)
   block(5, 2*3)
   block(2, 3*3)
   block(1, 3*3)
   command(cToggleDark)
   block(0, 8*3)


   blockSingle(1)
   commandWait(cToggleDark, 3*3)
   block(3, 1*3)
   block(3, 1*3)
   block(3, 1*3)
   block(3, 4*3)
   block(0, 3*3)
   block(2, 3*3)
   block(4, 3*3)
   block(6, 3*3)
   block(8, 3*3)
   block(10, 3*3)
   block(12, 3*3)
   block(14, 3*3)
   block(16, 3*3)
   block(18, 3*3)
   block(20, 1*3)
   spikeSingle(21)
   spike(24, 1*3)
   spikeSingle(21)
   spike(24, 1*3)
   spikeSingle(20)
   spikeSingle(19)
   spike(24, 1*3)
   spikeSingle(18)
   spikeSingle(17)
   spikeSingle(16)
   spike(23, 1*3)
   spikeSingle(22)
   spikeSingle(15)
   spikeSingle(14)
   spikeSingle(13)
   spikeSingle(12)
   spike(21, 1*3)
   spikeSingle(20)
   spikeSingle(11)
   spikeSingle(10)
   spikeSingle(9)
   spikeSingle(8)
   spike(19, 1*3)
   spikeSingle(18)
   spikeSingle(17)
   spikeSingle(16)
   blockSingle(7)
   spike(15, 1*3)
   spikeSingle(14)
   spikeSingle(13)
   spikeSingle(12)
   spikeSingle(11)
   spike(10, 2*3)
   
   block(6, 3*3)
   command(cInvertScreen)
   block(5, 3*3)
   block(4, 3*3)
   command(cFlipScreen)
   command(cInvertScreen)
   block(3, 3*3)
   block(2, 3*3)
   block(1, 3*3)
   command(cToggleDark)
   block(0, 10*3)


;newLevel:
   blockSingle(1)
   commandWait(cToggleDark, 3*3+1)
   block(0, 3*3)
   block(2, 3*3)
   block(4, 3*3)
   block(6, 1*3)
   block(6, 5*3)
   spikeSingle(5)
   block(4, 1*3)
   block(4, 1*3)
   block(4, 5*3)
   spikeSingle(3)
   block(2, 1*3)
   block(2, 1*3)
   block(2, 5*3)
   spikeSingle(1)
   block(0, 1*3)
   block(0, 1*3)
   block(0, 3*3)
   block(2, 3*3)
   block(1, 3*3)
   block(3, 3*3)
   block(2, 3*3)
   block(4, 5*3)
   block(3, 3*3)
   block(2, 3*3)
   block(4, 3*3)
   block(6, 5*3+2)
   block(4, 5*3)
   block(3, 3*3)
   block(2, 4*3+2)
   block(2, 5*3)
   block(1, 3*3)
   command(cToggleDark)
   block(0, 8*3)

   triple(0, 8*3)

   block(0, 1*3)
   commandWait(cToggleDark, 3*3)
   block(1, 4*3)
   block(2, 4*3)
   block(3, 4*3)
   block(4, 4*3)
   block(5, 4*3)
   blockSingle(6)
   commandWait(cWinning, 4*3)
   block(7, 4*3)
   block(8, 4*3)
   block(9, 4*3)
   block(10, 4*3)
   block(11, 4*3)
   block(12, 4*3)
   block(13, 4*3)
   block(14, 4*3)
   block(15, 4*3)
   block(16, 4*3)
   block(17, 4*3)
   blockSingle(18)





   wait(63)
   wait(63)
   wait(63)
   wait(63)
   wait(63)



zStart v1.3.013 9-20-2013 
All of my utilities
TI-Connect Help
You can build a statue out of either 1'x1' blocks or 12'x12' blocks. The 1'x1' blocks will take a lot longer, but the final product is worth it.
       -Runer112