; NOTE! This is an Atomic Bomberman Scheme File. ; Modify at your own risk. It is machine-generated and updated. ; this is an internal version control number -V,2 ; this is the textual name of the scheme -N,SPIRAL (10) ; scheme brick density (0-100 percent) -B,100 ; actual array data (# is solid, : is brick, . is blank) ; 11111 ; 012345678901234 -R, 0,............... -R, 1,##::::::::::##. -R, 2,#............#. -R, 3,:.##::::::##.:. -R, 4,:.#........#.:. -R, 5,:.:.##:::#.:.:. -R, 6,:.:.#......#.:. -R, 7,:.:.##::::##.:. -R, 8,:.#..........#. -R, 9,#.##::::::::##. -R,10,#.............. ; player starting locations (playerno,X,Y) -S,0,0,0 -S,1,14,10 -S,2,3,4 -S,3,12,8 -S,4,10,4 -S,5,14,0 -S,6,1,10 -S,7,1,2 -S,8,12,2 -S,9,3,8 ; powerup information; the fields are: ; powerup #, bornwith, has_override, override_value, forbidden ; (note the last text field has no effect; it is only a comment) -P, 0, 0,0, 0, 0,an extra bomb -P, 1, 0,0, 0, 0,longer flame length -P, 2, 0,0, 0, 0,a disease -P, 3, 0,0, 0, 0,the ability to kick bombs -P, 4, 0,0, 0, 0,extra speed -P, 5, 0,0, 0, 0,the ability to punch bombs -P, 6, 0,0, 0, 0,the ability to grab bombs -P, 7, 0,0, 0, 0,the spooger -P, 8, 0,0, 0, 0,goldflame -P, 9, 0,0, 0, 0,a trigger mechanism -P,10, 0,0, 0, 0,jelly (bouncy) bombs -P,11, 0,0, 0, 0,super bad disease -P,12, 0,0, 0, 0,random