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[13,null,"13,0","13,1","13,2","13,3","13,4","13,5","13,6","13,7","13,8","13,9","13,10","13,11","13,12","13,13","13,14","13,15","13,16","13,17","13,18","13,19","13,20","13,21","13,22","13,23","13,24",448]
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[null,null,"Retries: 3",{"$nulls":5},"Getting Your Bearings",{"$nulls":12},"Time: 00:00:00"]
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[null,"Retries: 3","Title Screen",{"$nulls":7},"Timer: 00:00:00",null,"Retries: 3","Title Screen",{"$nulls":7},"Timer: 00:00:00",null,"Retries: 3","Title Screen",{"$nulls":7},"Timer: 00:00:00"]

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[null,"Keys: ↑↓←→",null,"Keys: ↑↓←→"]
[]
[null,"The player can alter gravity on a personal level by pressing the arrow keys, at which point, the character will fall in that direction if nothing is beneath her feet.",null,"Gravity can be changed to direct the player to the left and right as well as up and down, allowing the player to walk along walls.",null,"Through the use of this mechanic, the player can traverse levels and avoid obstacles in order to reach the exit."]
[]
[null,null,null,"Keys: WASD",null,"Keys: WASD"]
[]
[null,"Make sure the character is close enough to fall safely, though. Fall too far and she will be knocked out, and the player will be forced to start again.",null,"The WASD keys control the player's movement along a surface. On horizontal surfaces, the player can use A and D move left of right…",null,"…and on vertical surfaces, W and S will move her up and down."]
[]
[]
[]
[null,"When the player enters the line of sight of the robots looking to recapture the character, they will become alert and give chase until they leave that line of sight.",null,"Should the robot come into contact with the character, she will be shocked, and the player will be forced to restart.",null,"The tank robots, on the other hand, fire shells at the character which will knock her out on contact."]
[]
[]
[]
[null,"The player can escape the robot's line of sight by flipping gravity to a surface at least 1 block above or below from the robot's line of sight, or walking off a ledge.",null,"Flipping gravity in a 1-block space, however, will not work: the character will still be within line of sight.",null,"Blue fields may appear in the level. As tempting as it may be to enter them…"]
[]
[]
[]
[null,"…as obsactles that shock the character and force the player to restart, this is unwise."]

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["Name","DataType","Range (if array)","Typical Values","Purpose"]
["Global"]
["KeyIsDown","Boolean",255,"True, False","Stores the state of each key: whether it is being pressed or not. The game will check this to detect which controls the player is pressing and respond accordingly."]
["ReportTimer","Integer",null,"0 - 90","Serves as a timer by which the game maintains success or failure reports during the game. When the timer runs out, the game will continue."]
["TickCount","Integer",null,"0 - 32767","Used as part of gravity calculations. Will reset upon contact with a floor."]
["Map","Integer","0 - 24,\n0 - 17","0 - 4","Stores the current level, each value stores being the type of tile at the grid reference corresponding to the array index."]
["Level","Integer",null,"0 - 101","Stores the current level number that the player has reached. 101 is the Victory Screen, for players that have won the game."]
["LevelName","String",null,"\"Escape!\"","The name of each level, loaded from the level file."]
["PlayerIdle","String","0 - 3","\"Sprites/Character_Idle_0.gif\"","Stores the file names and relative paths of the animation frames used to depict each character's action and state."]
["PlayerWalk","String","0 - 3,\n0 - 5","\"Sprites/Character_Walk_ 0_0.gif\""]
["PlayerDazed","String","0 - 3,\n0 - 1","\"Sprites/Character_Walk_ 0_0.gif\""]
["PlayerShock","String","0 - 3,\n0 - 1","\"Sprites/Character_Dazed_ 0_0.gif\""]
["PlayerName","String",null,"\"JJH\"","Stores the player's initials for scoreboard purposes. This name will be entered alongside the player's fastest time if it qualifies."]
["PlayerPos","Integer","0 - 1","123, 456","Stores the player's current horizontal and vertical positions, respectively."]
["PlayerFallOrigin","Integer","0 - 1","123, 456","Stores the coordinates from which the player has started falling. This resets when the player makes contact with a floor."]
["PlayerGravityDir","Integer",null,"0 - 3","Stores a number that represents the player's gravity direction. 0 is upward, with other values representing the other directions clockwise."]
["PlayerFallSpeed","Integer",null,"0 - 30","The player's falling speed. Resets when the player makes contact with a floor."]
["PlayerState","Byte",null,"0 - 3","Used to determine whether the player is fine, has won the level, is shocked or has been dazed."]
["PlayerAnim","Byte",null,"0 - 5","Stores the player's current animation frame number."]
["PlayerAnimSequence","Byte",null,"0 - 1","Determines the sequence of the player's animation frames - whether they play forward or backward. Used to give the impression of walking without having to draw redundant frames."]
["PlayerAnimLoaded","Boolean",null,"True, False","Used  to prevent the game from repeatedly loading animation frames that have already been loaded."]
["PlayerRetries","Byte",null,"0 - 3","Stores the number of attempts that the player has at completing the game."]
["LevelMinutes","Integer",null,"0 - 10000","Stores the time elapsed over the course of a single attempt at the game."]
["LevelSeconds","Integer",null,"0 - 59"]
["LevelMilliseconds","Integer",null,"0 - 99"]
["RobotWalk","String","0 - 1,\n0 - 3,\n0 to 3","\"Sprites/Bot_0_0_0.gif\"","Stores the file names and relative paths of the animation frames used to depict each robot's action."]
["RobotPos","Integer","0 - 1,\n0 - 1","123, 456","Stores each robot's current horizontal and vertical positions, respectively."]
["RobotDir","Integer","0 - 1","0 - 3","Stores each robot's current gravitational direction."]
["RobotFacing","Byte","0 - 1","0 - 1","Stores the direction in which the robot faces. Also used to determine the robot's target animation frame."]
["RobotAnim","Integer","0 - 1","0 - 3","Stores the robot's current animation frame number."]
["RobotAnimLoaded","Boolean",null,"True, False","Used  to prevent the game from repeatedly loading animation frames that have already been loaded."]
["Border","Integer",null,"0 to 15","Used in an algorithm that calculates the borders of a solid wall tile based on the tiles that surround it."]
["TileTable","String","0 - 15","\"Tiles/Tile_0.gif\"","Stores the filenames and relative paths of each individual level tile image."]
["ShockTile","String",null,"\"Tiles/Tile_Shock.gif\""]
["StartTile","String",null,"\"Tiles/Tile_Start.gif\""]
["FinishTile","String",null,"\"Tiles/Tile_Finish.gif\""]
["Clocks.bas"]
["TimerString","String",null,"\"Timer: 00:00:00\"","Stores a string contructed from the three timer variables, to be passes into the caption of lblTimer."]
["HighScores.bas"]
["TopName","String","0-5","\"JJH\"","Stores the five best-scoring names and times, read from the scores file, resorted in the event of a qualifying new score and rewritten to the same file."]
["TopMinute","Integer","0-5","0 - 10000"]
["TopSecond","Integer","0-5","0 - 59"]
["TopMillisecond","Integer","0-5","0 - 99"]
["TempName","String",null,"\"JJH\"","Serves as a temporary receptable for a score as it swaps places with another score."]
["TempMinute","Integer",null,"0 - 10000"]
["TempSecond","Integer",null,"0 - 59"]
["TempMillisecond","Integer",null,"0 - 99"]
["Sub WriteScore()"]
["TotalMilliseconds","Single","0-1","0.12345678","Stores two times, converted into milliseconds (stored as floats in order to circumvent the integer limit), ready to be compared by the score-sorting algorithm."]
["LineCounter","Integer",null,"0-5","Iterator variable serving to point to individual indicies within the iterator loops used to sort the top scores."]
["Sub MoveName()"]
["ScoreLine","Integer",null,"0-5","Subroutine parameter, accepts the value of LineCounter in order to function."]
["Levels.bas"]
["Sub LoadLevel()"]
["Pack","String",null,"\"Lab\"","Subroutine parameter, accepts a string that forms part of the filename of the level to be loaded."]
["PlayerMovement.bas"]
["Function IncreaseVelocity()"]
["u","Integer",null,"0","Function parameters, used in the calculation of the player's falling velocity."]
["g","Integer",null,"10"]
["t","Integer",null,"0 - 32767"]
["DimensionScaler","Single",null,"0.4"]
["Sub MovePlayer()"]
["FutureRegion","Integer","0 - 1","0 - 24","Used to determine the tile region within which the player is likely to walk into, and have the program react accoring to whether that tile will be empty space or a solid tile."]
["Sub DropPlayer()"]
["FutureRegion","Integer","0 - 1,\n0 - 1","0 - 24","Used to determine the tile region within which the player is likely to fall into, and have the program react accoring to whether that tile will be empty space or a solid tile. Differs from FutureRegion in MovePlayer, as it stores the possible regions of two of the player sprite's corners."]
["RobotMovement.bas"]
["Sub MoveBot()"]
["FutureRegion","Integer","0 - 1","0 - 24","Used to determine the tile region within which a robot is likely to walk into, and have the program react accoring to whether that tile will be empty space or a solid tile."]

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["Line","Typical Values","Description/Notes"]
["Filename","Lab_0.lvl ","Where \"0\" is the level number."]
["Name","\"Escape!\"","The name of the level itself (exists purely for flavour and/or verbal identification, much like those of Manic Miner/Jet Set Willy."]
["Player_Pos","10, 5, 2","The player's X, Y, and gravity direction."]
["Bot_1_Pos","15, 3, 1","As above, but for the first robot."]
["Bot_2_Pos","5, 9, 0","As above, but for the second robot."]
["Line 0",{"$f":"CONCATENATE(D7,E7,F7,G7,H7,I7,J7,K7,L7,M7,N7,O7,P7,Q7,R7,S7,T7,U7,V7,W7,X7,Y7,Z7,AA7,AB7)","v":"1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1"},"Each line is a single row of blocks, each value representing the necessary block type.","1,","1,","1,","1,","1,","1,","1,","1,","1,","1,","1,","1,","1,","1,","1,","1,","1,","1,","1,","1,","1,","1,","1,","1,","1"]
["Line 1",{"$f":"CONCATENATE(D8,E8,F8,G8,H8,I8,J8,K8,L8,M8,N8,O8,P8,Q8,R8,S8,T8,U8,V8,W8,X8,Y8,Z8,AA8,AB8)","v":"1,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,1,4,0,0,1"},null,"1,","0,","0,","0,","0,","0,","0,","0,","0,","0,","0,","0,","0,","1,","1,","1,","0,","0,","0,","0,","1,","4,","0,","0,","1"]
["Line 2","1,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,1,0,0,0,1",null,"1,","0,","0,","0,","0,","0,","0,","0,","0,","0,","0,","0,","0,","1,","1,","1,","0,","0,","0,","0,","1,","0,","0,","0,","1"]
["Line 3","1,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,0,1,0,0,1,0,0,0,1",null,"1,","0,","0,","0,","0,","0,","0,","0,","0,","0,","0,","1,","1,","1,","1,","1,","0,","1,","0,","0,","1,","0,","0,","0,","1"]
["Line 4","1,0,0,0,0,0,0,0,0,0,0,2,0,0,0,2,0,1,0,0,1,0,0,0,1",null,"1,","0,","0,","0,","0,","0,","0,","0,","0,","0,","0,","2,","0,","0,","0,","2,","0,","1,","0,","0,","1,","0,","0,","0,","1"]
["Line 5","1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,1,0,0,0,1",null,"1,","0,","0,","0,","0,","0,","0,","0,","0,","0,","0,","0,","0,","0,","0,","0,","0,","1,","0,","0,","1,","0,","0,","0,","1"]
["Line 6","1,0,0,0,0,0,0,0,0,0,0,0,0,2,0,0,0,1,0,0,1,0,0,0,1",null,"1,","0,","0,","0,","0,","0,","0,","0,","0,","0,","0,","0,","0,","2,","0,","0,","0,","1,","0,","0,","1,","0,","0,","0,","1"]
["Line 7","1,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,1,0,0,1,0,0,0,1",null,"1,","0,","0,","0,","0,","0,","0,","0,","0,","0,","0,","0,","0,","1,","1,","1,","0,","1,","0,","0,","1,","0,","0,","0,","1"]
["Line 8","1,0,0,0,1,1,1,1,1,0,0,0,0,1,1,1,0,1,0,0,1,0,0,0,1",null,"1,","0,","0,","0,","1,","1,","1,","1,","1,","0,","0,","0,","0,","1,","1,","1,","0,","1,","0,","0,","1,","0,","0,","0,","1"]
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["Line 10","1,0,0,0,1,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,1,0,2,0,1",null,"1,","0,","0,","0,","1,","0,","0,","0,","0,","0,","0,","0,","0,","1,","1,","1,","0,","0,","0,","0,","1,","0,","2,","0,","1"]
["Line 11","1,0,0,0,1,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,2,0,1",null,"1,","0,","0,","0,","1,","0,","0,","0,","0,","0,","0,","0,","0,","1,","1,","1,","0,","0,","0,","0,","0,","0,","2,","0,","1"]
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