title Threes: The Demake author Benjamin Davis homepage threesgame.com again_interval 0.5 background_color #F9F9F9 color_palette arnecolors flickscreen 11x6 key_repeat_interval 0.25 noaction noundo text_color #777E8C run_rules_on_level_start ======== OBJECTS ======== 1 #F9F9F9 000.0 000.0 000.0 000.0 000.0 2 #F9F9F9 ....0 000.0 ....0 .0000 ....0 3 #F9F9F9 ....0 000.0 0...0 000.0 ....0 4 #F9F9F9 .00.0 .00.0 ....0 000.0 000.0 5 #F9F9F9 ....0 .0000 ....0 000.0 ....0 6 #F9F9F9 .0000 .0000 ....0 .00.0 ....0 7 #F9F9F9 ....0 000.0 000.0 000.0 000.0 8 #F9F9F9 ....0 .00.0 ....0 .00.0 ....0 9 #F9F9F9 ....0 .00.0 ....0 000.0 000.0 0 #F9F9F9 ....0 .00.0 .00.0 .00.0 ....0 Carry #F9F9F9 00000 00.00 0...0 00.00 00000 Block1 #65CDFF #5DAAFA .000. .000. .000. .111. ..... Block2 #FF6780 #CA4F7B .000. .000. .000. .111. ..... Block1Grey #999999 #666666 .000. .000. .000. .111. ..... Block2Grey #666666 #333333 .000. .000. .000. .111. ..... Block3 White #F8CB66 LightGrey #D8A667 .200. .000. .000. .111. ..... Block6 White #F8CB66 LightGrey #D8A667 .220. .000. .000. .111. ..... Block12 White #F8CB66 LightGrey #D8A667 .222. .000. .000. .111. ..... Block24 White #F8CB66 LightGrey #D8A667 .222. .200. .000. .111. ..... Block48 White #F8CB66 LightGrey #D8A667 .222. .220. .000. .111. ..... Block96 White #F8CB66 LightGrey #D8A667 .222. .222. .000. .111. ..... Block192 White #F8CB66 LightGrey #D8A667 .222. .222. .200. .311. ..... Block384 White #F8CB66 LightGrey #D8A667 .222. .222. .220. .331. ..... Block768 White #F8CB66 LightGrey #D8A667 .222. .222. .222. .333. ..... Scored #999999 ..... ..... ..... .000. ..... Scoring #FF6780 #CA4F7B .0.0. ..... .0.0. .1.1. ..... Background #505050 #484848 #414141 #3A3A3A #333333 00000 11111 22222 33333 44444 Grid #D2E5DF #BBD9D9 00000 01110 01110 01110 00000 Spawn #D2E5DF Wall #F9F9F9 (..... ..... ..... ..... .....) Grey #999999 #919191 #8A8A8A #838383 #7B7B7B 00000 11111 22222 33333 44444 Player Black ..... ..... ..... ..... ..... ======= LEGEND ======= Block = Block1 or Block2 or Block3 or Block6 or Block12 or Block24 or Block48 or Block96 or Block192 or Block384 or Block768 or Block1Grey or Block2Grey Lost = Grey Number = 1 or 2 or 3 or 4 or 5 or 6 or 7 or 8 or 9 or 0 , = Background . = Grid and Spawn q = Spawn and Wall s = Spawn # = Wall + = Carry a = Grid and Spawn and Block48 b = Grid and Spawn and Block96 c = Grid and Spawn and Block192 d = Grid and Spawn and Block384 e = Grid and Spawn and Block768 ======= SOUNDS ======= Player Move 58475507 SFX0 2494907 SFX1 98118707 ================ COLLISIONLAYERS ================ Background Spawn Grey Grid Carry Block Player Number Scored Wall Scoring ====== RULES ====== ( Reset bonus pool ) right [ Wall Spawn | Wall Spawn | Wall Spawn | Wall Spawn | Wall Spawn | Wall Spawn | Wall Spawn | Wall Spawn | Wall Spawn | Wall Spawn | Wall Spawn | Wall Spawn | Wall Spawn | Wall Spawn | Wall Spawn | Wall Spawn | Wall Spawn | Wall Spawn | Wall Spawn | Wall Spawn | Wall Spawn ] -> [ Wall Spawn Block1Grey | Wall Spawn Block1Grey | Wall Spawn Block1Grey | Wall Spawn Block1Grey | Wall Spawn Block1Grey | Wall Spawn Block1Grey | Wall Spawn Block1Grey | Wall Spawn Block1Grey | Wall Spawn Block1Grey | Wall Spawn Block1Grey | Wall Spawn Block1Grey | Wall Spawn Block1Grey | Wall Spawn Block1Grey | Wall Spawn Block1Grey | Wall Spawn Block1Grey | Wall Spawn Block1Grey | Wall Spawn Block1Grey | Wall Spawn Block1Grey | Wall Spawn Block1Grey | Wall Spawn Block1Grey | Wall Spawn Block1Grey ] ( Create bonus block ) right [ Wall Spawn Block1Grey | Wall no Spawn ] [ Grid Block768 ] -> [ Wall Spawn random Block6 random Block12 random Block24 random Block48 random Block96 | Wall ] [ Grid Block768 ] right [ Wall Spawn Block1Grey | Wall no Spawn ] [ Grid Block384 ] -> [ Wall Spawn random Block6 random Block12 random Block24 random Block48 | Wall ] [ Grid Block384 ] right [ Wall Spawn Block1Grey | Wall no Spawn ] [ Grid Block192 ] -> [ Wall Spawn random Block6 random Block12 random Block24 | Wall ] [ Grid Block192 ] right [ Wall Spawn Block1Grey | Wall no Spawn ] [ Grid Block96 ] -> [ Wall Spawn random Block6 random Block12 | Wall ] [ Grid Block96 ] right [ Wall Spawn Block1Grey | Wall no Spawn ] [ Grid Block48 ] -> [ Wall Spawn Block6 | Wall ] [ Grid Block48 ] ( Restock stack if empty ) right [ Wall Spawn no Block | Wall Spawn no Block | Wall Spawn no Block | Wall Spawn no Block | Wall Spawn no Block | Wall Spawn no Block | Wall Spawn no Block | Wall Spawn no Block | Wall Spawn no Block | Wall Spawn no Block | Wall Spawn no Block | Wall Spawn no Block | Spawn no Wall ] -> [ Wall Spawn Block1 | Wall Spawn Block1 | Wall Spawn Block1 | Wall Spawn Block1 | Wall Spawn Block2 | Wall Spawn Block2 | Wall Spawn Block2 | Wall Spawn Block2 | Wall Spawn Block3 | Wall Spawn Block3 | Wall Spawn Block3 | Wall Spawn Block3 | Spawn no Wall ] ( Take 9 cards from the stack and place them onto the grid at the start ) random right [ Grid Spawn no Block ] [ Spawn Wall Block | ... | Spawn no Wall no Grid ] -> [ Grid Spawn Block Player ] [ Spawn Wall | ... | Spawn ] random right [ Grid Spawn no Block ] [ Spawn Wall Block | ... | Spawn no Wall no Grid ] -> [ Grid Spawn Block Player ] [ Spawn Wall | ... | Spawn ] random right [ Grid Spawn no Block ] [ Spawn Wall Block | ... | Spawn no Wall no Grid ] -> [ Grid Spawn Block Player ] [ Spawn Wall | ... | Spawn ] random right [ Grid Spawn no Block ] [ Spawn Wall Block | ... | Spawn no Wall no Grid ] -> [ Grid Spawn Block Player ] [ Spawn Wall | ... | Spawn ] random right [ Grid Spawn no Block ] [ Spawn Wall Block | ... | Spawn no Wall no Grid ] -> [ Grid Spawn Block Player ] [ Spawn Wall | ... | Spawn ] random right [ Grid Spawn no Block ] [ Spawn Wall Block | ... | Spawn no Wall no Grid ] -> [ Grid Spawn Block Player ] [ Spawn Wall | ... | Spawn ] random right [ Grid Spawn no Block ] [ Spawn Wall Block | ... | Spawn no Wall no Grid ] -> [ Grid Spawn Block Player ] [ Spawn Wall | ... | Spawn ] random right [ Grid Spawn no Block ] [ Spawn Wall Block | ... | Spawn no Wall no Grid ] -> [ Grid Spawn Block Player ] [ Spawn Wall | ... | Spawn ] random right [ Grid Spawn no Block ] [ Spawn Wall Block | ... | Spawn no Wall no Grid ] -> [ Grid Spawn Block Player ] [ Spawn Wall | ... | Spawn ] ( Clear Spawns at start ) [ Grid Spawn ] -> [ Grid No Spawn ] ( Move Block when Player moves ) [ Moving Player Stationary Block ] -> [ Moving Player Moving Block ] ( Stop when we hit a Wall ) [ > Block | Wall ] -> [ Block | Wall ] startloop [ > Block1 | Player Stationary Block2 ] -> [ > Block3 | ] SFX0 [ > Block2 | Player Stationary Block1 ] -> [ > Block3 | ] SFX0 [ > Block3 | Player Stationary Block3 ] -> [ > Block6 | ] SFX0 [ > Block6 | Player Stationary Block6 ] -> [ > Block12 | ] SFX0 [ > Block12 | Player Stationary Block12 ] -> [ > Block24 | ] SFX0 [ > Block24 | Player Stationary Block24 ] -> [ > Block48 | ] SFX0 [ > Block48 | Player Stationary Block48 ] -> [ > Block96 | ] SFX0 [ > Block96 | Player Stationary Block96 ] -> [ > Block192 | ] SFX0 [ > Block192 | Player Stationary Block192 ] -> [ > Block384 | ] SFX0 [ > Block384 | Player Stationary Block384 ] -> [ > Block768 | ] SFX0 ( Stop when we hit a stationary Block ) [ > Block | Stationary Block ] -> [ action Block | Block ] [ action Block ] -> [ Block ] endloop ( Stop Player when Block stops ) [ Moving Player Stationary Block ] -> [ Stationary Player Stationary Block ] ( Move block from spawn to side of grid ) up random [ Spawn Block no Wall ] [ Wall | Grid | ... | up Player ] -> [ Spawn ] [ Wall up Block up Player | Grid | ... | up Player ] down random [ Spawn Block no Wall ] [ Wall | Grid | ... | down Player ] -> [ Spawn ] [ Wall down Block down Player | Grid | ... | down Player ] left random [ Spawn Block no Wall ] [ Wall | Grid | ... | left Player ] -> [ Spawn ] [ Wall left Block left Player | Grid | ... | left Player ] right random [ Spawn Block no Wall ] [ Wall | Grid | ... | right Player ] -> [ Spawn ] [ Wall right Block right Player | Grid | ... | right Player ] up random [ Spawn Block no Wall ] [ Wall | Grid up Player ] -> [ Spawn ] [ Wall up Block up Player | Grid up Player ] down random [ Spawn Block no Wall ] [ Wall | Grid down Player ] -> [ Spawn ] [ Wall down Block down Player | Grid down Player ] left random [ Spawn Block no Wall ] [ Wall | Grid left Player ] -> [ Spawn ] [ Wall left Block left Player | Grid left Player ] right random [ Spawn Block no Wall ] [ Wall | Grid right Player ] -> [ Spawn ] [ Wall right Block right Player | Grid right Player ] ( Take random block from bonus pool ) random right [ Spawn Wall Block | ... | Wall | Wall | Grid ] [ Spawn no Wall no Block ] -> [ Spawn Wall | ... | Wall | Wall | Grid ] [ Spawn Block ] ( If bonus block is a grey 1, discard it ) right [ Spawn no Wall Block1Grey | Wall ] -> [ Spawn | Wall ] ( If not using a bonus block, take new block from stack ) random right [ Spawn Wall Block | ... | Spawn No Block No Number no Wall no Grid ] -> [ Spawn Wall | ... | Spawn Block ] ( Lose condition: All Grids have Blocks on and there are no compatible blocks next to each other [e.g. 1 | 2 or 3 | 3 ) ( Set as lost ) Late [ Grid No Lost ] -> [ Grid Lost ] ( Check for conditions which mean it's not lost ) Late [ Lost Grid No Block ] -> [ Grid ] Late [ Lost Block1 | Block2 ] -> [ Block1 | Block2 ] Late [ Lost Block3 | Block3 ] -> [ Block3 | Block3 ] Late [ Lost Block6 | Block6 ] -> [ Block6 | Block6 ] Late [ Lost Block12 | Block12 ] -> [ Block12 | Block12 ] Late [ Lost Block24 | Block24 ] -> [ Block24 | Block24 ] Late [ Lost Block48 | Block48 ] -> [ Block48 | Block48 ] Late [ Lost Block96 | Block96 ] -> [ Block96 | Block96 ] Late [ Lost Block192 | Block192 ] -> [ Block192 | Block192 ] Late [ Lost Block384 | Block384 ] -> [ Block384 | Block384 ] ( If there are any tiles without a Lost, remove all Losts) Late [ Grid No Lost | Grid Lost ] -> [ Grid | Grid ] ( Move grid, removing Player ) Late Right [ Lost Grid Block Player | | | | | | | ] -> [ | | | | | | | Lost Grid Block ] ( Turn 1s and 2s grey ) Late [ Lost Block1 ] -> [ Lost Block1Grey ] Late [ Lost Block2 ] -> [ Lost Block2Grey ] ( Add ) late down [ 1 | ... | 0 ] -> [ 0 | ... | 1 ] late down [ 2 | ... | 0 ] -> [ 0 | ... | 2 ] late down [ 3 | ... | 0 ] -> [ 0 | ... | 3 ] late down [ 4 | ... | 0 ] -> [ 0 | ... | 4 ] late down [ 5 | ... | 0 ] -> [ 0 | ... | 5 ] late down [ 6 | ... | 0 ] -> [ 0 | ... | 6 ] late down [ 7 | ... | 0 ] -> [ 0 | ... | 7 ] late down [ 8 | ... | 0 ] -> [ 0 | ... | 8 ] late down [ 9 | ... | 0 ] -> [ 0 | ... | 9 ] late down [ 1 | ... | 1 ] -> [ 0 | ... | 2 ] late down [ 2 | ... | 1 ] -> [ 0 | ... | 3 ] late down [ 3 | ... | 1 ] -> [ 0 | ... | 4 ] late down [ 4 | ... | 1 ] -> [ 0 | ... | 5 ] late down [ 5 | ... | 1 ] -> [ 0 | ... | 6 ] late down [ 6 | ... | 1 ] -> [ 0 | ... | 7 ] late down [ 7 | ... | 1 ] -> [ 0 | ... | 8 ] late down [ 8 | ... | 1 ] -> [ 0 | ... | 9 ] late down [ 9 | ... | 1 ] -> [ 0 | ... | 0 Carry ] late down [ 1 | ... | 2 ] -> [ 0 | ... | 3 ] late down [ 2 | ... | 2 ] -> [ 0 | ... | 4 ] late down [ 3 | ... | 2 ] -> [ 0 | ... | 5 ] late down [ 4 | ... | 2 ] -> [ 0 | ... | 6 ] late down [ 5 | ... | 2 ] -> [ 0 | ... | 7 ] late down [ 6 | ... | 2 ] -> [ 0 | ... | 8 ] late down [ 7 | ... | 2 ] -> [ 0 | ... | 9 ] late down [ 8 | ... | 2 ] -> [ 0 | ... | 0 Carry ] late down [ 9 | ... | 2 ] -> [ 0 | ... | 1 Carry ] late down [ 1 | ... | 3 ] -> [ 0 | ... | 4 ] late down [ 2 | ... | 3 ] -> [ 0 | ... | 5 ] late down [ 3 | ... | 3 ] -> [ 0 | ... | 6 ] late down [ 4 | ... | 3 ] -> [ 0 | ... | 7 ] late down [ 5 | ... | 3 ] -> [ 0 | ... | 8 ] late down [ 6 | ... | 3 ] -> [ 0 | ... | 9 ] late down [ 7 | ... | 3 ] -> [ 0 | ... | 0 Carry ] late down [ 8 | ... | 3 ] -> [ 0 | ... | 1 Carry ] late down [ 9 | ... | 3 ] -> [ 0 | ... | 2 Carry ] late down [ 1 | ... | 4 ] -> [ 0 | ... | 5 ] late down [ 2 | ... | 4 ] -> [ 0 | ... | 6 ] late down [ 3 | ... | 4 ] -> [ 0 | ... | 7 ] late down [ 4 | ... | 4 ] -> [ 0 | ... | 8 ] late down [ 5 | ... | 4 ] -> [ 0 | ... | 9 ] late down [ 6 | ... | 4 ] -> [ 0 | ... | 0 Carry ] late down [ 7 | ... | 4 ] -> [ 0 | ... | 1 Carry ] late down [ 8 | ... | 4 ] -> [ 0 | ... | 2 Carry ] late down [ 9 | ... | 4 ] -> [ 0 | ... | 3 Carry ] late down [ 1 | ... | 5 ] -> [ 0 | ... | 6 ] late down [ 2 | ... | 5 ] -> [ 0 | ... | 7 ] late down [ 3 | ... | 5 ] -> [ 0 | ... | 8 ] late down [ 4 | ... | 5 ] -> [ 0 | ... | 9 ] late down [ 5 | ... | 5 ] -> [ 0 | ... | 0 Carry ] late down [ 6 | ... | 5 ] -> [ 0 | ... | 1 Carry ] late down [ 7 | ... | 5 ] -> [ 0 | ... | 2 Carry ] late down [ 8 | ... | 5 ] -> [ 0 | ... | 3 Carry ] late down [ 9 | ... | 5 ] -> [ 0 | ... | 4 Carry ] late down [ 1 | ... | 6 ] -> [ 0 | ... | 7 ] late down [ 2 | ... | 6 ] -> [ 0 | ... | 8 ] late down [ 3 | ... | 6 ] -> [ 0 | ... | 9 ] late down [ 4 | ... | 6 ] -> [ 0 | ... | 0 Carry ] late down [ 5 | ... | 6 ] -> [ 0 | ... | 1 Carry ] late down [ 6 | ... | 6 ] -> [ 0 | ... | 2 Carry ] late down [ 7 | ... | 6 ] -> [ 0 | ... | 3 Carry ] late down [ 8 | ... | 6 ] -> [ 0 | ... | 4 Carry ] late down [ 9 | ... | 6 ] -> [ 0 | ... | 5 Carry ] late down [ 1 | ... | 7 ] -> [ 0 | ... | 8 ] late down [ 2 | ... | 7 ] -> [ 0 | ... | 9 ] late down [ 3 | ... | 7 ] -> [ 0 | ... | 0 Carry ] late down [ 4 | ... | 7 ] -> [ 0 | ... | 1 Carry ] late down [ 5 | ... | 7 ] -> [ 0 | ... | 2 Carry ] late down [ 6 | ... | 7 ] -> [ 0 | ... | 3 Carry ] late down [ 7 | ... | 7 ] -> [ 0 | ... | 4 Carry ] late down [ 8 | ... | 7 ] -> [ 0 | ... | 5 Carry ] late down [ 9 | ... | 7 ] -> [ 0 | ... | 6 Carry ] late down [ 1 | ... | 8 ] -> [ 0 | ... | 9 ] late down [ 2 | ... | 8 ] -> [ 0 | ... | 0 Carry ] late down [ 3 | ... | 8 ] -> [ 0 | ... | 1 Carry ] late down [ 4 | ... | 8 ] -> [ 0 | ... | 2 Carry ] late down [ 5 | ... | 8 ] -> [ 0 | ... | 3 Carry ] late down [ 6 | ... | 8 ] -> [ 0 | ... | 4 Carry ] late down [ 7 | ... | 8 ] -> [ 0 | ... | 5 Carry ] late down [ 8 | ... | 8 ] -> [ 0 | ... | 6 Carry ] late down [ 9 | ... | 8 ] -> [ 0 | ... | 7 Carry ] late down [ 1 | ... | 9 ] -> [ 0 | ... | 0 Carry ] late down [ 2 | ... | 9 ] -> [ 0 | ... | 1 Carry ] late down [ 3 | ... | 9 ] -> [ 0 | ... | 2 Carry ] late down [ 4 | ... | 9 ] -> [ 0 | ... | 3 Carry ] late down [ 5 | ... | 9 ] -> [ 0 | ... | 4 Carry ] late down [ 6 | ... | 9 ] -> [ 0 | ... | 5 Carry ] late down [ 7 | ... | 9 ] -> [ 0 | ... | 6 Carry ] late down [ 8 | ... | 9 ] -> [ 0 | ... | 7 Carry ] late down [ 9 | ... | 9 ] -> [ 0 | ... | 8 Carry ] ( Carry ) startloop late right [ no Number | ... | 0 | Number Carry ] -> [ | ... | 1 | Number ] late right [ no Number | ... | 1 | Number Carry ] -> [ | ... | 2 | Number ] late right [ no Number | ... | 2 | Number Carry ] -> [ | ... | 3 | Number ] late right [ no Number | ... | 3 | Number Carry ] -> [ | ... | 4 | Number ] late right [ no Number | ... | 4 | Number Carry ] -> [ | ... | 5 | Number ] late right [ no Number | ... | 5 | Number Carry ] -> [ | ... | 6 | Number ] late right [ no Number | ... | 6 | Number Carry ] -> [ | ... | 7 | Number ] late right [ no Number | ... | 7 | Number Carry ] -> [ | ... | 8 | Number ] late right [ no Number | ... | 8 | Number Carry ] -> [ | ... | 9 | Number ] late right [ no Number | ... | 9 no Carry | Number Carry ] -> [ | ... | 0 Carry | Number ] late right [ no Number | 0 Carry ] -> [ | 0 ] endloop ( After scoring, set block border to grey ) late [ Scoring Block ] -> [ Scored Block ] ( Count each block, starting with the lowest value ) late [ Carry No Number No Block ] [ Grid Lost no Scored Block3 ] -> [ Carry Block3 ] [ Grid Lost Scoring Block3 ] late [ Carry No Number No Block ] [ Grid Lost no Scored Block6 ] -> [ Carry Block6 ] [ Grid Lost Scoring Block6 ] late [ Carry No Number No Block ] [ Grid Lost no Scored Block12 ] -> [ Carry Block12 ] [ Grid Lost Scoring Block12 ] late [ Carry No Number No Block ] [ Grid Lost no Scored Block24 ] -> [ Carry Block24 ] [ Grid Lost Scoring Block24 ] late [ Carry No Number No Block ] [ Grid Lost no Scored Block48 ] -> [ Carry Block48 ] [ Grid Lost Scoring Block48 ] late [ Carry No Number No Block ] [ Grid Lost no Scored Block96 ] -> [ Carry Block96 ] [ Grid Lost Scoring Block96 ] late [ Carry No Number No Block ] [ Grid Lost no Scored Block192 ] -> [ Carry Block192 ] [ Grid Lost Scoring Block192 ] late [ Carry No Number No Block ] [ Grid Lost no Scored Block384 ] -> [ Carry Block384 ] [ Grid Lost Scoring Block384 ] late [ Carry No Number No Block ] [ Grid Lost no Scored Block768 ] -> [ Carry Block768 ] [ Grid Lost Scoring Block768 ] ( Set score to add ) late right [ Carry Block3 | 0 | 0 | 0 | 0 | 0 ] -> [ Carry Block3 | 0 | 0 | 0 | 0 | 3 ] again late right [ Carry Block6 | 0 | 0 | 0 | 0 | 0 ] -> [ Carry Block6 | 0 | 0 | 0 | 0 | 9 ] again late right [ Carry Block12 | 0 | 0 | 0 | 0 | 0 ] -> [ Carry Block12 | 0 | 0 | 0 | 2 | 7 ] again late right [ Carry Block24 | 0 | 0 | 0 | 0 | 0 ] -> [ Carry Block24 | 0 | 0 | 0 | 8 | 1 ] again late right [ Carry Block48 | 0 | 0 | 0 | 0 | 0 ] -> [ Carry Block48 | 0 | 0 | 2 | 4 | 3 ] again late right [ Carry Block96 | 0 | 0 | 0 | 0 | 0 ] -> [ Carry Block96 | 0 | 0 | 7 | 2 | 9 ] again late right [ Carry Block192 | 0 | 0 | 0 | 0 | 0 ] -> [ Carry Block192 | 0 | 2 | 1 | 8 | 7 ] again late right [ Carry Block384 | 0 | 0 | 0 | 0 | 0 ] -> [ Carry Block384 | 0 | 6 | 5 | 6 | 1 ] again late right [ Carry Block768 | 0 | 0 | 0 | 0 | 0 ] -> [ Carry Block768 | 1 | 9 | 6 | 8 | 3 ] again ( Colour adding row of numbers ) late right [ Carry no Number | ... | Number ] -> [ Carry Grey | ... | Number Grey ] ( Show numbers ) Late [ Wall Number ] -> [ Number ] ( Show only significant digits for the adding line ) late right [ Carry No Number | 0 | 0 | 0 | 0 | 0 ] -> [ Carry Wall | 0 Wall | 0 Wall | 0 Wall | 0 Wall | 0 Wall ] late right [ Carry No Number | 0 | 0 | 0 | 0 ] -> [ Carry No Wall | 0 Wall | 0 Wall | 0 Wall | 0 Wall ] late right [ Carry No Number | 0 | 0 | 0 ] -> [ Carry No Wall | 0 Wall | 0 Wall | 0 Wall ] late right [ Carry No Number | 0 | 0 ] -> [ Carry No Wall | 0 Wall | 0 Wall ] late right [ Carry No Number | 0 ] -> [ Carry No Wall | 0 Wall ] late right [ Carry No Block ] -> [ Carry Wall ] ( Remove block we're scoring from adding row ) late [ Carry Block ] -> [ Carry Player ] ============== WINCONDITIONS ============== ======= LEVELS ======= ############################################ ############qqqqqqqqqqqqs#....###,,,,####### ##########################....###,,,,#+00000 ###qqqqqqqqqqqqqqqqqqqqq##....###,,,,####### ##########################....###,,,,#000000 ############################################