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Sonic and the Secret Rings

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Sonic and the Secret Rings is Sonic's first game on the Wii, in which he is sucked into the world of One Thousand and One Nights. He must collect the seven World Rings in order to defeat Erazor Djinn, a evil genie who wants to destroy the world of the Arabian Nights. Unlike previous games, it adopts an on-rails gameplay style in which you control Sonic by tilting the Wii Remote sideways. It also features a Party Mode with forty mini-games and some board games involving them as a side mode, being the closest thing to a follow-up to Sonic Shuffle.

Two years later, the game received a spiritual successor, Sonic and the Black Knight.

Sub-Pages#

Unused Graphics#

E3_TITLE_LOGO.GVR contains the logo used for the E3 Sonic Wild Fire build. The only noticeable difference from the logo used for the Japanese version is that it lacks the trademark symbol.

Sonic Title#

TITLE.GVR contains dark letters that spell "Sonic". Given its filename, this might be when the game didn't have any working title yet.

A graphic of the Sega logo in SEGALOGO.GVR. The final game uses a SFD video file to show the logo instead.

Stage Select & Thanks for playing#

There's three unused graphics related to each other, featuring a stage select screen that Sand Oasis and Dinosaur Jungle, a small image of Sonic running in Sand Oasis, and a "Thanks for playingǃ" message. It's unknown what these graphics were originally, as the E3 Wild Fire build only features Sand Oasis and the Taikenban build features more areas than those two. Along with that the former ends with Sonic smiling at the camera and the latter ends with a SFD video file.

Wild Fire Tutorial#

Several graphics for the tutorial section of the Wild Fire demo from the 2006 E3 event still exist within the files but go unused. These and certain models seem to heavily suggest that everything from that build is still intact and can be properly seen with some modifications.

Early Ring Counters#

When Sonic loses rings

Early

Final

The ring counter from the E3 Wild Fire build within the final game. Noticeable differences is that the numbers are stylized and in different colors, while the final aren't and uses the same gold color as the rings itself.

Early Soul Gauge#

Early

Final

The soul gauge from the E3 Wild Fire build also still within the files. It's very different from the final version, as it uses a circular shape than a long rectangle bar.

Sonic Smile#

The smile that Sonic show off at the end of the E3 Wild Fire still exists as a unused texture for Sonic's model.

Pebbles#

TEST010.GVR contains a pretty simple texture of orange pebbles.

Test_cloud#

Night Sky

Moon

Cloud

Test_cloud.GNO contains textures of a night sky, a large moon, and clouds that is only meant to appear in the test level, "stg901".

Test_flatenv2#

Akin to the one above, Test_flatenv2.GNO contains a texture of bright sky that's only meant to appear in the test level, "stg902".

Apartment#

M010_006.GVR contains what seems to be a graphic of several apartments.

Water Pointer#

Sand Oasis has a water texture with a black arrow on it named "WATERGLID", which is never seen in-game.

Readyǃ Goǃ#

SST_GUI_SIGNAL00.GVR has a early graphic for the text that appears whenever Sonic starts a mission. It's more colorful when compared to the final.

Goal#

SST_GUI_SIGNAL01.GVR contains a graphic that says goal. Which the final game nor the E3 Wild Fire ever uses, as it uses the "Mission Complete" graphic instead. However, this may be a leftover from the scrapped Wii version of Sonic 2006, since it resembles how the text looks whenever a stage or mission is completed in that title.

Time Up#

Like the other two, there's a unused graphic for time running out, which is never seen in the final game. It's very possible that this is also a Sonic 2006 Wii leftover.

Unused Models#

PrimModels#

PrimModels.one contains basic geometric objects meant to be used for debugging purposes. Several of these models exists in Shadow the Hedgehog, the SD version of Sonic Unleashed, and Sonic and the Black Knight.

Stg901#

St901 has a level that's meant to be used for testing purposes. Besides the level layout being simple in design and loops around, it uses test_cloud.GNO as the skybox and uses a road texture that almost resembles the one used in Sonic 2006.

Stg902#

Stg902 also contains a test level, with the only difference is that there's a part where Sonic must use a air dash or a homing attack to get over the gap and uses Test_flatenv2.GNO as the skybox.

Stg903 Boss#

Unlike the other test levels, st903 lacks level data but has one file, which is named test_boss.GNO. Unfortunately, this is all what remains of the boss.

Stg900 Early Djinns#

Blue Ma Djinn

Red Ma Djinn

Green Ma Djinn

Early versions of the Djinns without their proper texturing can be found in stg900. But like with stg903, this is the only the thing left in the folder as the stage data is absent.

Specular Road#

Specular_road.GNO like what it says, contain a road with some curves. It's unknown if this was meant to be used for some test level, as it resembles the ones seen in stg901 & stg902.

Long Log#

There's a unused wooden log found in spemask.GNO.

Grey Pillar#

Stg100_pillar.GNO contains a simple grey, untextured pillar. Possibly was just used for testing.

Dark Wood#

Test_user101.GNO has a flat model with a texture that resembles darkened wood.

Grass#

Like above, TEV_test001 has a flat, blanket-like model with a grass texture.

More Grass#

Same thing as test_user101.GNO, but with a grass texture once more.

Building#

Building.GNO has a small building with stone textures and yellow-like glass. It also uses the sky texture from Test_flatenv2.GNO, causing the model textures to look somewhat broken.

Pool#

Test_pool.GNO contains...a square shaped pool with water inside of it.

E3 Wild Fire Black Book#

Now with something actually interesting, the large black book seen at the beginning of the E3 Wild Fire build can be found in obj_book2.GNO.

E3 Wild Fire Page#

The pages used during the tutorial segment in the E3 Wild Fire build still exists within the files as obj_page.GNO.

E3 Wild Fire Genie Lamp#

The genie lamp model that Sonic comes out of in the E3 Wild Fire build can be seen in ranp01.GNO.

Test Boss#

A boss that was meant clearly meant to be used for testing purposes can be found in KAKI.GNO. Given the shape, it is very possible that it's a placeholder model of Sand Scorpion.

Test_ind#

The creature itself

It's heart

Within Test_ind holds this bizarre, but somewhat goofy looking creature that has buck tooth and uses a water-like texture for it's skin. It seems to be a parody of Chaos from Sonic Adventure.

Unused Animations#

Sonic#

SN_TITLE_POSE01_IN.GNM

SN_TITLE_POSE01.GNM

SN_BOSS03_DOUKI_TEST.GNM

Sonic is curled up as he begins to shrink.

Sonic grow as he looks at the player, wiggling their finger before shrinking again.

A test animation of Sonic falling before grabbing Captain Bemoth.

Sonic has three animations(Internally referred as GNM files) that goes unused. Two are from the E3 Wild Fire build, while one is a test animation for the Captain Bemoth boss fight.

Wild Fire Lamp#

OPEN_RANP01.GNM

CLOSE_RANP01.GNM

DESIDE_M__RANP01.GNM

The lamp opens to free Sonic from it.

The lamp closes. Pretty much that.

A animation of the lamp swirling. This happens right before asking the player to shake the controller to free Sonic.

The lamp from the E3 Wild Fire build still has all of it's animations intact, surprisingly.

Wild Fire Book#

"YURE_M_OBJ_BOOK01.GNM" has the E3 Wild Fire book opening to reveal it's pages, as Sonic is meant to land on them.

Captain Bemoth#

Captain Bemoth has a test animation named "BOSS03_DOUKI_TEST.GNM", where he's freaking out by being grabbed by Sonic while his model is clipping into itself.

Development Text#

'...But what does it mean?'
This game has text or audio that needs to be translated. If you are fluent with this language, please read our translation guidelines and then submit a translation!

There's several ".txt" files from Yuji Nakayama, a programmer that used to work at Sega.

actitems.txt#

#これ(半角シャープ)はコメント。
#各ミニゲームの情報は1行にまとめてください。
#絶対に複数行にしないこと。
#1行に以下のような情報を羅列します。間隔は半角スペースでお願いします。
#ミニゲーム番号 ゲームの積極的終了条件 ゲームの消極的終了条件 ゲームの制限時間 ゲームの規定スコア
#<ミニゲーム番号>数字を入れてください。スペースでインデントするのはかまいませんが頭に0をつけないでください。
#<ゲームの積極的終了条件> 制限時間、スコア1抜け、スコア3抜け、チーム抜け
#<ゲームの消極的終了条件> 制限時間、全滅
#<ゲームの制限時間>終了条件にかかわらず制限時間が設定できます。単位は秒です。無制限の場合は-1。
#<ゲームの規定スコア>終了条件にスコア抜けが指定されたときのみ有効です。使わない場合は0をいれてください。
#では、一例。
#番号 積極的終了条件 消極的終了条件 制限時間 規定スコア
#    1       制限時間       制限時間     110          0
    1       制限時間       制限時間      103          0
    2       制限時間       制限時間       -1          0
    5   スコア1抜け       制限時間       -1      10000
#最後は改行入れてください。

actstgdata.txt#


#actstgdata.txt
#date 2005/12/13
#author YujiNakayama


set_stage_name stg010
    player {
        player_start_pos 700.0 750.0 0.0
        player_start_ang_y 32678
#       player_start_pos 254.281387 -400.000153 -1675.108765
#       player_start_ang_y 3636
        player_goal_pos 700.0 750.0 0.0
        player_goal_ang_y 32678
#NOEプレゼン版 060829
#       player_start_pos -2727.816162 -649.996948 -4310.394043
#       player_start_ang_y 57354
    }
    set {
        set_type 0
    }
}
set_stage_name stg011
    player {
        player_start_pos 0.0 0.0 0.0
        player_start_ang_y 0
    }
    set {
        set_type 2      #周回セット宣言
        set_loop_end 6      #6周目からループ開始
    }
    mission {
        mission_type 1 #リングを集めろ!ミッション
        mission_targets 200 #リング200個
#       mission_type 0x2 #壺破壊ミッション
#       mission_targets 5 #壺を5個は解せよ
#       mission_type 0x10000 #壺を破壊したら失敗
    }
    file {
#       file_object stg010
        file_enemy stg010
    }
}
set_stage_name stg012
    player {
        player_start_pos 0.0 0.0 0.0
        player_start_ang_y 32678
    }
    set {
        set_type 2      #周回セット宣言
        set_loop_end 4      #4周目からループ開始
    }
    file {
        file_enemy stg010
    }
}
set_stage_name stg013
    player {
                player_start_pos -3100.0 -650.0 -4220.0
        player_start_ang_y 10000
    }
    file {
        file_object stg010
        file_enemy stg010
    }
}
set_stage_name stg020
    player {
#       player_start_pos 0.0 0.0 0.0
#       player_start_ang_y 32678
#NOEプレゼン版 060829
#       player_start_pos -577.670166 -348.523132 -4387.901855
#       player_start_ang_y 49118
#任天堂カンファレンス版 060902
        player_start_pos 0.0 0.000001 -16.348486
        player_start_ang_y -32768
    }
}
set_stage_name stg021
    player {
        player_start_pos -3320.491 -2770.000 -11060.926
        player_start_ang_y 0
    }
    set {
        set_type 2      #周回セット宣言
        set_loop_end 3      #3周目からループ開始
    }
    mission {
        mission_type 0x2 #set all eggs
        mission_targets 4 #four eggs
    }
    file {
        file_object stg020
        file_enemy stg020
    }
}
set_stage_name stg022
    player {
        player_start_pos -3619.415 -2225.814 -6198.924
        player_start_ang_y 32678
    }
    file {
        file_object stg020
        file_enemy stg020
    }
}
set_stage_name stg030
}
set_stage_name stg031
    player {
        player_start_pos 1800.0 100.0 -1850.0
        player_start_ang_y 49017
    }
    file {
        file_object stg030
        file_enemy stg030
    }
}
set_stage_name stg032
    player {
        player_start_pos -160.0 0.0 -210.0
        player_start_ang_y 0
    }
    set {
        set_type 2      #周回セット宣言
        set_loop_end 6      #6周目からループ開始
    }
    file {
#       file_object stg030
        file_enemy stg030
    }
}
set_stage_name stg033
    player {
        player_start_pos -1633.750977 -300.0 -1200.385986
        player_start_ang_y -16384
    }
    set {
        set_type 2      #周回セット宣言
        set_loop_end 2      #2周目からループ開始
    }
    file {
        file_object stg030
        file_enemy stg030
    }
}
set_stage_name stg040
}
set_stage_name stg041
    player {
        player_start_pos 11500.0 130.0 -12900.0
        player_start_ang_y 0
    }
    set {
        set_type 2      #周回セット宣言
        set_loop_end 2      #2周目からループ開始
    }
    file {
        file_object stg041
        file_enemy stg040
    }
}
set_stage_name stg042
    player {
        player_start_pos 11500.0 130.0 -12900.0
        player_start_ang_y 0
    }
    set {
        set_type 2      #周回セット宣言
        set_loop_end 2      #2周目からループ開始
    }
    file {
        file_object stg042
        file_enemy stg040
    }
}
set_stage_name stg050
    player {
        player_start_pos 0.0 93.51 33.86
        player_start_ang_y 0
    }
}
set_stage_name stg051
    player {
        player_start_pos 0.0 86.08 0.0
        player_start_ang_y 32678
    }
    set {
        set_type 2  #周回セット宣言
        set_loop_end 3  #3周目からループ開始
    }
    file {
        file_object stg050
        file_enemy stg050
    }
}
set_stage_name stg052
    player {
        player_start_pos 0.0 86.08 0.0
        player_start_ang_y 32678
    }
    set {
        set_type 2      #周回セット宣言
        set_loop_end 2      #2周目からループ開始
    }
    file {
        file_enemy stg050
    }
}
set_stage_name stg053
 player {
  player_start_pos 319.6 19.5 4748.5
  player_start_ang_y 0
   }
 set {
  set_type 2  #周回セット宣言
  set_loop_end 2  #2周目からループ開始
 }
 file {
        file_object stg050
        file_enemy stg050
 }
}
set_stage_name stg060
}
set_stage_name stg061
    player {
        player_start_pos 2500.0 -387.5 -12100.0
        player_start_ang_y 32678
    }
    set {
        set_type 2      #周回セット宣言
        set_loop_end 5      #5周目からループ開始
    }   }
    file {
        file_enemy stg060
    }
}
set_stage_name stg062
    player {
        player_start_pos 2500.0 -387.5 -12100.0
        player_start_ang_y 32678
    }
    set {
        set_type 2      #周回セット宣言
        set_loop_end 4      #4周目からループ開始
    }
    file {
        file_enemy stg060
    }
}
set_stage_name stg070
    set {
        set_type 2      #周回セット宣言
        set_loop_end 4      #4周目からループ開始
    }
}
set_stage_name stg071
    set {
        set_type 2      #周回セット宣言
        set_loop_end 2      #2周目からループ開始
    }
    file {
        file_object stg070
        file_enemy stg070
    }
}
set_stage_name stg072
        player {
        player_start_pos 7774.5 0.0 -1800.0
        player_start_ang_y 0
    }   
    set {
        set_type 2      #周回セット宣言
        set_loop_end 3      #3周目からループ開始
    }
        file {
        file_object stg070
        file_enemy stg070
    }
}
set_stage_name stg073
    file {
        file_object stg073
        file_enemy stg073
    }
}
set_stage_name stg080
}
set_stage_name stg100
}
set_stage_name stg101
    player {
        player_start_pos 0.0 0.0 0.0
        player_start_ang_y 0
    }
    file {
        file_object stg100
        file_enemy stg100
    }
}
set_stage_name stg102
    player {
        player_start_pos 0.0 0.0 0.0
        player_start_ang_y 0
    }
    file {
        file_object stg100
        file_enemy stg100
        file_land stg100
        file_path stg100
    }
}
set_stage_name stg103
    player {
        player_start_pos 0.0 0.0 0.0
        player_start_ang_y 0
    }
    file {
        file_object stg100
        file_enemy stg100
        file_land stg100
        file_path stg100
    }
}
set_stage_name stg104
    player {
        player_start_pos 0.0 0.0 0.0
        player_start_ang_y 0
    }
    file {
        file_object stg100
        file_enemy stg100
        file_land stg100
        file_path stg100
    }
}
set_stage_name stg105
    player {
        player_start_pos 0.0 0.0 0.0
        player_start_ang_y 0
    }
    file {
        file_object stg100
        file_enemy stg100
        file_land stg100
        file_path stg100
    }
}
set_stage_name stg106
    player {
        player_start_pos 0.0 0.0 0.0
        player_start_ang_y 0
    }
    file {
        file_object stg100
        file_enemy stg100
        file_land stg100
        file_path stg100
    }
}
set_stage_name stg107
    player {
        player_start_pos 0.0 0.0 0.0
        player_start_ang_y 0
    }
    file {
        file_object stg100
        file_enemy stg100
        file_land stg100
        file_path stg100
    }
}
set_stage_name stg108
    player {
        player_start_pos 0.0 0.0 0.0
        player_start_ang_y 0
    }
    file {
        file_object stg100
        file_enemy stg100
        file_land stg100
        file_path stg100
    }
}
set_stage_name stg109
    player {
        player_start_pos 0.0 0.0 0.0
        player_start_ang_y 0
    }
    file {
        file_object stg100
        file_enemy stg100
        file_land stg100
        file_path stg100
    }
}
set_stage_name stg110
    player {
        player_start_pos 0.0 0.0 0.0
        player_start_ang_y 0
    }
    file {
        file_object stg100
        file_enemy stg100
        file_land stg100
        file_path stg100
    }
}
set_stage_name stg111
    player {
        player_start_pos 0.0 0.0 0.0
        player_start_ang_y 0
    }
    file {
        file_object stg100
        file_enemy stg100
        file_land stg100
        file_path stg100
    }
}
set_stage_name stg112
    player {
        player_start_pos 0.0 0.0 0.0
        player_start_ang_y 0
    }
    file {
        file_object stg100
        file_enemy stg100
        file_land stg100
        file_path stg100
    }
}
set_stage_name stg113
    player {
        player_start_pos 0.0 0.0 0.0
        player_start_ang_y 0
    }
    set {
        set_type 2      #周回セット宣言
        set_loop_end 1      #6周目からループ開始
    }
    file {
        file_object stg100
        file_enemy stg100
        file_land stg100
        file_path stg100
    }
}
set_stage_name stg114
    player {
        player_start_pos 0.0 0.0 0.0
        player_start_ang_y 0
    }
    file {
        file_object stg100
        file_enemy stg100
        file_land stg100
        file_path stg100
    }
}
set_stage_name stg115
    player {
        player_start_pos 0.0 0.0 0.0
        player_start_ang_y 0
    }
    file {
        file_object stg100
        file_enemy stg100
        file_land stg100
        file_path stg100
    }

}
set_stage_name stg116
    player {
        player_start_pos 0.0 0.0 0.0
        player_start_ang_y 0
    }
    file {
        file_object stg100
        file_enemy stg100
        file_land stg100
        file_path stg100
    }
}
set_stage_name stg117
    player {
        player_start_pos 0.0 0.0 0.0
        player_start_ang_y 0
    }
    file {
        file_object stg100
        file_enemy stg100
        file_land stg100
        file_path stg100
    }
}
set_stage_name stg118
    player {
        player_start_pos 0.0 0.0 0.0
        player_start_ang_y 0
    }
    file {
        file_object stg100
        file_enemy stg100
        file_land stg100
        file_path stg100
    }
}
set_stage_name stg119
    player {
        player_start_pos 0.0 0.0 0.0
        player_start_ang_y 0
    }
    file {
        file_object stg100
        file_enemy stg100
        file_land stg100
        file_path stg100
    }
}
set_stage_name stg125
    file {
        file_object stg100
        file_enemy stg100
        file_land stg100
        file_path stg100
    }
}
set_stage_name stg901
    set {
        set_type 2
        set_loop_end 1
    }
}
set_stage_name stg902
}
set_stage_name stg903
}

actstgdesign.txt#

#actstgdesign.txt
#date 2005/12/02
#author YujiNakayama

#入力できるデータ
#char   m_name;         //データの名前
#Uint32 m_DispSchedulerElements;//描画スケジューラで使う要素
#Angle  m_CameraAngleField; //カメラの画角
#Float  m_CameraClipFar;    //カメラのファークリップ
#sRGBA  m_LightAmbientColor;    //アンビエントの色
#Float  m_FilterVertical;   //垂直フィルター
#sRGBA  m_ShadowColor;      //影の色
#Point3 m_ShadowCameraPos;  //影用カメラのポジション
#Vector m_ShadowCameraUP;   //影用カメラのアップベクトル
#Float  m_ShadowCloud;      //影の暈し度
#Uint32 m_IsOrtho;          //影を平行投影するかどうか
#Float  m_OrthoL;           //平行投影影カメラの視野窓の左端
#Float  m_OrthoR;           //平行投影影カメラの視野窓の右端
#Float  m_OrthoB;           //平行投影影カメラの視野窓の下端
#Float  m_OrthoT;           //平行投影影カメラの視野窓の上端
#sRGBA  m_WaterShadowSubColor;  //水の影の色
#sRGBA  m_WaterSubColor;    //水の反射時の減算色
#sRGBA  m_WaterAddColor;    //水の反射時の加算色
#Float  m_WaterYSurface;    //水面のY座標
#Sint16 m_WaterTex1Id;      //水面のテクスチャ1のID
#Sint16 m_WaterTex2Id;      //水面のテクスチャ2のID
#Point2 m_WaterTex1Speed;   //水面のテクスチャ1のUVスピード
#Point2 m_WaterTex2Speed;   //水面のテクスチャ2のUVスピード
#sRGBA  m_FogColor;     //フォグの色
#Float  m_FogStartDistance; //フォグの開始位置
#Float  m_FogLastDistance;  //フォグの最終位置
#Uint32 m_FogFunction;      //フォグのファンクション
#sRGBA  m_YFogColor;        //Yフォグの色
#Float  m_YFogStartDistance;    //Yフォグの開始位置
#Float  m_YFogLastDistance; //Yフォグの最終位置
#Uint32 m_ParticleType;     //パーティクルのタイプ
#Float  m_ParticleGrainDegree;  //パーティクルの粒度
#Uint32 m_GlareTimes;       //グレアの描画回数
#Uint32 m_GlareBlur;        //グレアのブレ数 グレアの分身数(有効なのは0,4,8,16)
#Float  m_GlareIntensity;   //グレアの強度 グレアの明るさ
#Float  m_GlareAttenuation; //グレアの減衰 描画回数による明るさの減衰
#Float  m_GlareSpread;      //グレアの広がり具合 粗密度
#Float  m_GroundDeadLineY   //落ち死にのY平面の位置

#決まりごと
#ノードをしっかり守る
#値を入れる時は『値の名前 値』で入れる半角スペースはしっかり入れてください
#

set_stage_design stg002 DefaultStage
set_stage_design stg010 Stg010
set_stage_design stg011 Stg011
set_stage_design stg012 Stg012
set_stage_design stg013 Stg010
set_stage_design stg020 Stg020
set_stage_design stg021 Stg020
set_stage_design stg022 Stg020
set_stage_design stg030 Stg030
set_stage_design stg031 Stg030
set_stage_design stg032 Stg032
set_stage_design stg033 Stg030
set_stage_design stg040 Stg040
set_stage_design stg041 Stg041
set_stage_design stg042 Stg041
set_stage_design stg050 Stg050
set_stage_design stg051 Stg051
set_stage_design stg052 Stg052
set_stage_design stg053 Stg053
set_stage_design stg060 Stg060
set_stage_design stg061 Stg060
set_stage_design stg062 Stg060
set_stage_design stg070 Stg070
set_stage_design stg071 Stg070
set_stage_design stg072 Stg070
set_stage_design stg073 Stg073
set_stage_design stg080 Stg080
set_stage_design stg100 Stg100
set_stage_design stg101 Stg100
set_stage_design stg102 Stg100
set_stage_design stg103 Stg100
set_stage_design stg104 Stg100
set_stage_design stg105 Stg100
set_stage_design stg106 Stg100
set_stage_design stg107 Stg100
set_stage_design stg108 Stg100
set_stage_design stg109 Stg100
set_stage_design stg110 Stg100
set_stage_design stg111 Stg100
set_stage_design stg112 Stg100
set_stage_design stg113 Stg100
set_stage_design stg114 Stg100
set_stage_design stg115 Stg100
set_stage_design stg116 Stg100
set_stage_design stg117 Stg100
set_stage_design stg118 Stg100
set_stage_design stg119 Stg100
set_stage_design stg125 Stg100
set_stage_design stg901 Stg073
set_stage_design stg902 Stg902
set_stage_design stg903 Stg050

name DefaultStage {

  dispscheduler
  {
# 0:なにもなし
# 1:影
# 2:グレア
# 3:影+グレア
# 7:影+グレア+水面反射
# 15:影+グレア+水面反射+水中屈折
# 19:影+グレア+ボス影
# 39:影+グレア+水面反射+雨(パイレーツストーム用)
# 67:影+グレア+鏡面反射(ナイトパレス用)
# 83:影+グレア+鏡面反射+ボス影 (ナイトパレス ボス面用)
# 131:影+グレア+減算グレア(チュートリアルステージ用)
    elements 7
  }

  camera {
    clip_far 60000.0
    angle_field 60
  }

  filter {
    vertical 0.0
  }

  shadow {
    color 100 100 100
    camera_pos 0.0 0.0 0.0
    camera_up 0.0 0.0 0.0
    cloud 0.0
    is_ortho 0
    ortho_l -80.0
    ortho_r  80.0
    ortho_b -80.0
    ortho_t  80.0
  }

  fog {
    color 255 255 255
    start_distance 10000.0
    last_distance 100000.0
    function 0
  }

  particle {
    type 0
    grain_degree 0.0
  }

  glare {
    times 2
    blur 8
    intensity 0.1
    attenuation 0.9
    spread 4.0
  }

  ground {
    dead_line -1000.0
  }
}

name Stg010 {

  dispscheduler
  {
    elements 7
  }
  camera {
    clip_far 600000.0
#    angle_field 60
    angle_field 75
  }

  light {
    ambient_color 115 115 115
  }

  fog {
    color 160 140 160
    start_distance 2000.0
    last_distance 7500.0
    function 0
  }

  water {
    shadow_color_sub 64 32 8
    color_sub 64 96 128
    color_add 107 103 94
    y_surface -500.0
    id_tex1 0
    id_tex2 1
    speed_tex1 0.0011 0.0009
    speed_tex2 -0.0008 0.0012
  }

  shadow {
    color 150 140 100
    camera_pos 0.0 60.0 -100.0
    camera_up 0.0 0.0 0.0
    cloud 0.1
    is_ortho 1
    ortho_l -80.0
    ortho_r  80.0
    ortho_b -80.0
    ortho_t  80.0
  }

  ground {
    dead_line -1000.0
  }
}

name Stg011 {

  dispscheduler
  {
    elements 3
  }
  camera {
    clip_far 600000.0
#    angle_field 60
    angle_field 75
  }

  light {
    ambient_color 115 115 115
  }

  fog {
    color 160 140 160
    start_distance 2000.0
    last_distance 7500.0
    function 0
  }

  water {
    shadow_color_sub 64 32 8
    color_sub 64 96 128
    color_add 107 103 94
    y_surface -500.0
    id_tex1 0
    id_tex2 1
    speed_tex1 0.0011 0.0009
    speed_tex2 -0.0008 0.0012
  }

  shadow {
    color 150 140 100
    camera_pos 0.0 60.0 -100.0
    camera_up 0.0 0.0 0.0
    cloud 0.1
    is_ortho 1
    ortho_l -80.0
    ortho_r  80.0
    ortho_b -80.0
    ortho_t  80.0
  }

  ground {
    dead_line -1000.0
  }
}

name Stg012 {

  dispscheduler
  {
    elements 19
  }
  camera {
    clip_far 600000.0
#    angle_field 60
    angle_field 75
  }

  light {
    ambient_color 115 115 115
  }

  fog {
    color 160 140 160
    start_distance 2000.0
    last_distance 7500.0
    function 0
  }

  shadow {
    color 145 130 40
#    camera_pos 0.0 60.0 -70.0
#    camera_pos 0.0 400.0 -50.0
    camera_pos 0.0 120.0 -140.0
    camera_up 0.0 0.0 0.0
    cloud 0.1
    is_ortho 1
    ortho_l -80.0
    ortho_r  80.0
    ortho_b -80.0
    ortho_t  80.0
  }

  ground {
    dead_line -1000.0
  }
}

name Stg020 {

  dispscheduler
  {
    elements 7
  }
  camera {
    clip_far 600000.0
#    angle_field 60
    angle_field 75
  }

  light {
    ambient_color 145 145 145
  }

  fog {
    color 140 150 180
    start_distance 100.0
    last_distance 5000.0
    function 0
  }

  water {
    shadow_color_sub 64 32 8
    color_sub 64 96 128
    color_add 107 103 94
    y_surface -2810
    id_tex1 0
    id_tex2 1
    speed_tex1 0.0011 0.0009
    speed_tex2 -0.0008 0.0012
  }

  shadow {
    color 90 85 90
    camera_pos 0.0 60.0 -10.0
    camera_up 0.0 0.0 0.0
    cloud 0.1
    is_ortho 1
    ortho_l -80.0
    ortho_r  80.0
    ortho_b -80.0
    ortho_t  80.0
  }

  ground {
    dead_line -3000.0
  }
}

name Stg030 {

  dispscheduler
  {
    elements 3
  }
  camera {
    clip_far 600000.0
#    angle_field 60
    angle_field 75
  }

  light {
    ambient_color 125 120 120
  }

  fog {
    color 179 91 140
    start_distance 200.0
    last_distance 5000.0
    function 0
  }


  shadow {
    color 60 55 60
    camera_pos 0.0 -60.0 -10.0
    camera_up 0.0 0.0 0.0
    cloud 0.1
    is_ortho 1
    ortho_l -80.0
    ortho_r  80.0
    ortho_b -80.0
    ortho_t  80.0
  }

  ground {
    dead_line -3000.0
  }
}

name Stg032 {

  dispscheduler
  {
    elements 3
  }
  camera {
    clip_far 600000.0
#    angle_field 60
    angle_field 75
  }

  light {
    ambient_color 125 120 120
  }

  fog {
    color 255 100 100
    start_distance 1000.0
    last_distance 5000.0
    function 0
  }


  shadow {
    color 60 55 60
    camera_pos 0.0 -60.0 -10.0
    camera_up 0.0 0.0 0.0
    cloud 0.1
    is_ortho 1
    ortho_l -80.0
    ortho_r  80.0
    ortho_b -80.0
    ortho_t  80.0
  }

  ground {
    dead_line -3000.0
  }
}

name Stg040 {

  dispscheduler
  {
    elements 7
  }
  camera {
    clip_far 600000.0
#    angle_field 60
    angle_field 75
  }

  light {
    ambient_color 120 120 120
  }

  fog {
    color 100 100 100
    start_distance 10.0
    last_distance 10000.0
    function 0
  }


  water {
    shadow_color_sub 150 130 120
    color_sub 0 0 0
    color_add 128 128 128
    y_surface -250.0
    id_tex1 0
    id_tex2 1
    speed_tex1 0.0011 0.0009
    speed_tex2 -0.0008 0.0012
  }

  shadow {
    color 90 85 90
    camera_pos 0.0 -60.0 -10.0
    camera_up 0.0 0.0 0.0
    cloud 0.1
    is_ortho 1
    ortho_l -80.0
    ortho_r  80.0
    ortho_b -80.0
    ortho_t  80.0
  }

  ground {
    dead_line -1000.0
  }
}
name Stg041 {

  dispscheduler
  {
    elements 3
  }
  camera {
    clip_far 600000.0
#    angle_field 60
    angle_field 75
  }

  light {
    ambient_color 120 120 120
  }

  fog {
    color 100 100 100
    start_distance 10.0
    last_distance 10000.0
    function 0
  }


  water {
    shadow_color_sub 150 130 120
    color_sub 0 0 0
    color_add 128 128 128
    y_surface -250.0
    id_tex1 0
    id_tex2 1
    speed_tex1 0.0011 0.0009
    speed_tex2 -0.0008 0.0012
  }

  shadow {
    color 90 85 90
    camera_pos 0.0 -60.0 -10.0
    camera_up 0.0 0.0 0.0
    cloud 0.1
    is_ortho 1
    ortho_l -80.0
    ortho_r  80.0
    ortho_b -80.0
    ortho_t  80.0
  }

  ground {
    dead_line -1000.0
  }
}
name Stg050 {

  dispscheduler
  {
    elements 39
  }
  camera {
    clip_far 600000.0
#    angle_field 60
    angle_field 75
  }

  light {
    ambient_color 125 128 130
  }

  fog {
    color 20 20 30
    start_distance 200.0
    last_distance 10000.0
    function 0
  }

  water {
  shadow_color_sub 027 010 010
   color_sub 000 002 000
   color_add 079 076 092
   y_surface -5000
   id_tex1 0
   id_tex2 1
   speed_tex1 0.0011 0.0009
   speed_tex2 -0.0008 0.0012
#   shadow_color_sub 154 111 111
#    color_sub 0 2 0
#    color_add 200 185 200
#    y_surface -5000
#    id_tex1 0
#    id_tex2 1
#    speed_tex1 0.0011 0.0009
#    speed_tex2 -0.0008 0.0012
  }

  shadow {
    color 20 20 20
    camera_pos 0.0 -60.0 10.0
    camera_up 0.0 0.0 0.0
    cloud 0.1
    is_ortho 1
    ortho_l -80.0
    ortho_r  80.0
    ortho_b -80.0
    ortho_t  80.0
  }

  ground {
    dead_line -3000.0
  }
}
name Stg051 {

  dispscheduler
  {
    elements 3
  }
  camera {
    clip_far 600000.0
    angle_field 75
  }

  light {
    ambient_color 125 130 130
  }

  fog {
    color 100 100 100
    start_distance 30.0
    last_distance 15000.0
    function 0
  }


  water {
    shadow_color_sub 150 130 120
    color_sub 0 0 0
    color_add 128 128 128
    y_surface -250.0
    id_tex1 0
    id_tex2 1
    speed_tex1 0.0011 0.0009
    speed_tex2 -0.0008 0.0012
  }

  shadow {
    color 22 22 22
    camera_pos 0.0 -60.0 10.0
    camera_up 0.0 0.0 0.0
    cloud 0.1
    is_ortho 1
    ortho_l -80.0
    ortho_r  80.0
    ortho_b -80.0
    ortho_t  80.0
  }

  ground {
    dead_line -1000.0
  }
}

name Stg052 {

  dispscheduler
  {
    elements 19
  }
  camera {
    clip_far 600000.0
#    angle_field 60
    angle_field 75
  }

  light {
    ambient_color 120 120 120
  }

  fog {
    color 20 20 30
    start_distance 200.0
    last_distance 8000.0
    function 0
 
  }

  shadow {
    color 90 85 90
    camera_pos 20.0 -60.0 -10.0
    camera_up 0.0 0.0 0.0
    cloud 0.1
    is_ortho 1
    ortho_l -80.0
    ortho_r  80.0
    ortho_b -80.0
    ortho_t  80.0
  }

  ground {
    dead_line -3000.0
  }
}

name Stg053 {

  dispscheduler
  {
    elements 3
  }
  camera {
    clip_far 600000.0
    angle_field 75
  }

  light {
    ambient_color 125 130 130
  }

  fog {
    color 100 100 100
    start_distance 10.0
    last_distance 10000.0
    function 0
  }


  water {
    shadow_color_sub 150 130 120
    color_sub 0 0 0
    color_add 128 128 128
    y_surface -250.0
    id_tex1 0
    id_tex2 1
    speed_tex1 0.0011 0.0009
    speed_tex2 -0.0008 0.0012
  }

  shadow {
    color 22 22 22
    camera_pos 0.0 -60.0 10.0
    camera_up 0.0 0.0 0.0
    cloud 0.1
    is_ortho 1
    ortho_l -80.0
    ortho_r  80.0
    ortho_b -80.0
    ortho_t  80.0
  }

  ground {
    dead_line -1000.0
  }
}

name Stg060 {

  dispscheduler
  {
    elements 3
  }
  camera {
    clip_far 600000.0
#    angle_field 60
    angle_field 75
  }

  light {
    ambient_color 115 115 115
  }

  fog {
    color 204 122 83
    start_distance 100.0
    last_distance 20000.0
    function 0
  }

  shadow {
    color 120 100 60
    camera_pos 0.0 60.0 -100.0
    camera_up 0.0 0.0 0.0
    cloud 0.1
    is_ortho 1
    ortho_l -80.0
    ortho_r  80.0
    ortho_b -80.0
    ortho_t  80.0
  }

  ground {
    dead_line -1500.0
  }
}

name Stg070 {

  dispscheduler
  {
    elements 67
  }
  camera {
    clip_far 600000.0
#    angle_field 60
    angle_field 75
  }

  light {
    ambient_color 180 180 180
  }

  fog {
    color 40 30 80
    start_distance 100.0
    last_distance 9500.0
    function 0
  }

  water {
    shadow_color_sub 0 0 0
    color_sub 8 8 8
    color_add 0 0 0
    y_surface 0
    id_tex1 0
    id_tex2 0
    speed_tex1 0.0 0.0
    speed_tex2 0.0 0.0
  }

  shadow {
    color 90 85 90
    camera_pos 0.0 60.0 -10.0
    camera_up 0.0 0.0 0.0
    cloud 0.1
    is_ortho 1
    ortho_l -80.0
    ortho_r  80.0
    ortho_b -80.0
    ortho_t  80.0
  }

  ground {
    dead_line -1200.0
  }
}

name Stg073 {

  dispscheduler
  {
    elements 83
  }
  camera {
    clip_far 600000.0
#    angle_field 60
    angle_field 75
  }

  light {
    ambient_color 110 110 130
  }

  fog {
    color 0 0 0
    start_distance 100.0
    last_distance 3500.0
    function 0
  }

  water {
    shadow_color_sub 0 0 0
    color_sub 8 8 8
    color_add 0 0 0
    y_surface 0
    id_tex1 0
    id_tex2 0
    speed_tex1 0.0 0.0
    speed_tex2 0.0 0.0
  }

  shadow {
    color 40 40 40
    camera_pos 50.0 10.0 -10
    camera_up 0.0 0.0 0.0
    cloud 0.1
    is_ortho 1
    ortho_l -80.0
    ortho_r  80.0
    ortho_b -80.0
    ortho_t  80.0
  }

  ground {
    dead_line -3000.0
  }
}

name Stg080 {

  dispscheduler
  {
    elements 3
  }
  camera {
    clip_far 600000.0
#    angle_field 60
#    angle_field 75
     angle_field 50
  }

  light {
    ambient_color 115 100 100
  }

  fog {
    color 220 220 230
    start_distance 100.0
    last_distance 10000.0
    function 0
  }

  shadow {
    color 90 85 90
    camera_pos 0.0 -60.0 -10.0
    camera_up 0.0 0.0 0.0
    cloud 0.1
    is_ortho 1
    ortho_l -80.0
    ortho_r  80.0
    ortho_b -80.0
    ortho_t  80.0
  }

  ground {
    dead_line -2000.0
  }
}

name Stg100 {

  dispscheduler
  {
    elements 131
  }
  camera {
    clip_far 600000.0
#    angle_field 60
    angle_field 75
  }

  light {
    ambient_color 175 165 150
  }

  fog {
    color 220 220 230
    start_distance 100.0
    last_distance 10000.0
    function 0
  }

  shadow {
    color 90 85 90
    camera_pos 0.0 -60.0 -10.0
    camera_up 0.0 0.0 0.0
    cloud 0.1
    is_ortho 1
    ortho_l -80.0
    ortho_r  80.0
    ortho_b -80.0
    ortho_t  80.0
  }

  ground {
    dead_line -150.0
  }
}

name Stg901 {

  dispscheduler
  {
    elements 7
  }
  camera {
    clip_far 60000.0
#    angle_field 60
    angle_field 75
  }

  fog {
    color 175 142 161
    start_distance 100.0
    last_distance 25000.0
    function 0
  }

  water {
    shadow_color_sub 64 32 8
    color_sub 64 96 128
    color_add 80 80 80
    y_surface -100.0
    speed_tex1 0.001 0.001
    speed_tex2 -0.001 0.001
  }

  shadow {
    color 67 65 40
    camera_pos 0.0 60.0 -100.0
    camera_up 0.0 0.0 0.0
    cloud 0.3
    is_ortho 0
    ortho_l -80.0
    ortho_r  80.0
    ortho_b -80.0
    ortho_t  80.0
  }
}

name Stg902 {

  dispscheduler
  {
    elements 7
  }
  camera {
    clip_far 600000.0
#    angle_field 60
    angle_field 75
  }

  light {
    ambient_color 115 115 115
  }

  fog {
    color 204 122 83
    start_distance 100.0
    last_distance 20000.0
    function 0
  }

  water {
    shadow_color_sub 64 32 8
    color_sub 64 96 128
    color_add 107 103 94
    y_surface -500.0
    id_tex1 0
    id_tex2 1
    speed_tex1 0.0011 0.0009
    speed_tex2 -0.0008 0.0012
  }

  shadow {
    color 150 140 100
    camera_pos 0.0 60.0 -100.0
    camera_up 0.0 0.0 0.0
    cloud 0.1
    is_ortho 1
    ortho_l -80.0
    ortho_r  80.0
    ortho_b -80.0
    ortho_t  80.0
  }

  ground {
    dead_line -1000.0
  }
}

actstgmission.txt#


#actstgmission.txt
#date 2006/09/13
#author YujiNakayama

#####stg01##################################################
#シャフリヤール王宮へ急げ
stage stg010 {
    mission 1 {
        player_start_pos 700.0 750.0 0.0
        player_start_ang_y 0x8000
        player_goal_pose 2  # 0..何もなし 1...その場ポーズ 2...走り去る 3...すぐにフェード

        medal_score_bronze 060000   #猿楽庁
        medal_score_silver 043000
        medal_score_gold 034000
    }
    mission 2 {
        mission_type 0x100000 #一度も死なずにゴールしろ

        player_start_pos -602.029114 -449.996979 -3868.154297
        player_start_ang_y 0xf991
        player_goal_pose 2

        medal_score_bronze 005500       #猿楽庁
        medal_score_silver 003500
        medal_score_gold 003000
    }
    mission 3 {
        mission_type 0x8    #ウーフーミッション

        player_start_pos 700.0 750.0 0.0
        player_start_ang_y 0x8000
        player_goal_pose 2

        medal_score_bronze 010000           #猿楽庁11/17
        medal_score_silver 005000
        medal_score_gold 004500
    }
    mission 4 {
        mission_type 0x200000 #パールをとらずにゴールしろ

        player_start_pos -93.639 -449.997 -4359.280
        player_start_ang_y 0xf000
        player_goal_pose 2

        medal_score_bronze 012000
        medal_score_silver 004500
        medal_score_gold 003800
    }
}

#ツボに囚われた魂を救え
stage stg011 {

    mission 1 {
        mission_type 0x2    #壺破壊ミッション
        mission_targets 5   #壺を5個破壊せよ

        player_start_pos 0.0 0.0 0.0
        player_start_ang_y 0x0
        player_goal_pose 3

        medal_score_bronze 011000       #猿楽庁
        medal_score_silver 005000
        medal_score_gold 004000
    }

    mission 2 {
        mission_type 1      #リングを集めろ!ミッション
        mission_targets 99  #リング99個
#       mission_type 0x2 #壺破壊ミッション
#       mission_targets 5 #壺を5個は解せよ
#       mission_type 0x10000 #壺を破壊したら失敗

        player_start_pos 0.0 0.0 0.0
        player_start_ang_y 0x0
        player_goal_pose 3

        medal_score_bronze 013000        #猿楽庁
        medal_score_silver 005500
        medal_score_gold 004700
    }
    mission 3 {
        mission_type 0x4    #エネミーを規定数倒せ
        mission_targets 20  #エネミー20体

        player_start_pos 0.0 0.0 0.0
        player_start_ang_y 0x0
        player_goal_pose 3

        medal_score_bronze 023000        #猿楽庁
        medal_score_silver 013500
        medal_score_gold 012500
    }
    mission 4 {
        mission_type 0x10   #リングチェインを規定数決めろ
        mission_targets 60  #チェイン60

        player_start_pos 0.0 0.0 0.0
        player_start_ang_y 0x0
        player_goal_pose 3

        medal_score_bronze 004500
        medal_score_silver 003500
        medal_score_gold 002200
    }
}

#砂漠の殺し屋
stage stg012 {
    mission 1 {
        player_start_pos 0.0 0.0 0.0
        player_start_ang_y 0x8000
        player_goal_pose 0

                medal_score_bronze 020000          #猿楽庁
        medal_score_silver 010000
        medal_score_gold 005000
    }
}

#ツボを割らずに進め
stage stg013 {
    mission 1 {
        mission_type 0x10000    #壺を壊したら失敗

        player_start_pos -3072.748 -649.998 -4186.687
        player_start_ang_y 0x2000
        player_goal_pose 2

        medal_score_bronze 014000        #猿楽庁
        medal_score_silver 011000
        medal_score_gold 010000
    }
    mission 2 {
        mission_type 0x100000 #一度も死なずにゴールしろ

        player_start_pos -730.5 -449.997 -3009.925
        player_start_ang_y 0x79ee
        player_goal_pose 1

        medal_score_bronze 014500         #猿楽庁
        medal_score_silver 012000
        medal_score_gold 011000
    }
    mission 3 {
        mission_type 0x80000    #タイムアタック
        mission_targets 120 #120秒

        player_start_pos -3072.748 -649.998 -4186.687
        player_start_ang_y 0x2000
        player_goal_pose 1

        medal_score_bronze 014000
        medal_score_silver 012500
        medal_score_gold 011700
    }
    mission 4 {
        mission_type 0x400000 #ダメージを受けずにゴールミッション

        player_start_pos -3072.748 -649.998 -4186.687
        player_start_ang_y 0x2000
        player_goal_pose 1

        medal_score_bronze 013000
        medal_score_silver 010000
        medal_score_gold 005000
    }
}

#####stg02##################################################
#王様をくわえた翼竜を追え
stage stg020 {
    mission 1 {
#スペースワールド版
#       player_start_pos 0.0 0.0 -5.0
#       player_start_ang_y 0x8000
        player_start_pos 0.0 0.0 -5.0
        player_start_ang_y 0x8000
        player_goal_pose 1

        medal_score_bronze 060000
        medal_score_silver 044500
        medal_score_gold 040000
    }
    mission 2 {
        mission_type 0x100000 #死ぬな!ミッション

#       player_start_pos -3619.415 -2225.814 -6198.924
#       player_start_ang_y 0x8000

        player_start_pos -4345.526855 -2680.067871 -11461.426758
        player_start_ang_y 0xd877
        player_goal_pose 1

        medal_score_bronze 030000                #猿楽庁
        medal_score_silver 021000
        medal_score_gold 015000
    }
    mission 3 {
        player_start_pos 0.0 0.0 -5.0
        player_start_ang_y 0x8000
        player_goal_pose 3

        mission_type 1      #リングを集めろ!ミッション
        mission_targets 99  #リング99個

        medal_score_bronze 004500                 #猿楽庁
        medal_score_silver 002000
        medal_score_gold 001600
    }
    mission 4 {
        mission_type 0x400000 #ダメージ喰らうな!ミッション

        player_start_pos -3598.876 -2550.0 -9658.922
        player_start_ang_y 0x3800
        player_goal_pose 3

        medal_score_bronze 012000
        medal_score_silver 005000
        medal_score_gold 003800
    }
}

stage stg021 {
    mission 1 {
        mission_type 0x2    #マジン卵壊せミッション
        mission_targets 5   #マジン卵を5個壊せ

        player_start_pos -3320.767 -2769.940 -11065.277
        player_start_ang_y 0x3a00
        player_goal_pose 3

        medal_score_bronze 022500
        medal_score_silver 014500
        medal_score_gold 013300
    }
    mission 2 {
        mission_type 0x2    #卵もどすミッション
        mission_targets 4   #卵を4個巣に戻せ

        player_start_pos -3320.767 -2769.940 -11065.277
        player_start_ang_y 0x3a00
        player_goal_pose 3

        medal_score_bronze 080000
        medal_score_silver 060000
        medal_score_gold 040000
    }
    mission 3 {
        mission_type 1      #リングを集めろ!ミッション
        mission_targets 99  #リング99個

        player_start_pos -3320.767 -2769.940 -11065.277
        player_start_ang_y 0x3a00
        player_goal_pose 3

        medal_score_bronze 014500
        medal_score_silver 011500
        medal_score_gold 010500
    }
    mission 4 {
        mission_type 0x200000 #パールを取るな!ミッション

        player_start_pos -3320.767 -2769.940 -11065.277
        player_start_ang_y 0x3a00
        player_goal_pose 3

        medal_score_bronze 020000
        medal_score_silver 013000
        medal_score_gold 012000
    }
}

stage stg022 {
    mission 1 {
        mission_type 0x4    #エネミーを規定数倒せ
        mission_targets 10  #エネミー10体

        player_start_pos -3614.814 -2225.814 -6198.997
        player_start_ang_y 0x7fa6
        player_goal_pose 1

        medal_score_bronze 030000                  #猿楽庁11/16
        medal_score_silver 021000
        medal_score_gold 014800
    }
    mission 2 {
        mission_type 0x40000        #敵を倒すな!ミッション

        player_start_pos -3598.876 -2550.0 -9658.922
        player_start_ang_y 0x3800
        player_goal_pose 1

        medal_score_bronze 013000                  #猿楽庁
        medal_score_silver 011500
        medal_score_gold 005000
    }
    mission 3 {
        mission_type 0x8    #ウーフーより先にゴール!ミッション

        player_start_pos -3598.876 -2550.0 -9658.922
        player_start_ang_y 0x3800
        player_goal_pose 1

        medal_score_bronze 005300
        medal_score_silver 004700
        medal_score_gold 004300
    }
    mission 4{
        mission_type 0x10   #リングコンボ決めろ!ミッション
        mission_targets 30  #チェイン30

        player_start_pos -3598.876 -2550.0 -9658.922
        player_start_ang_y 0x3800
        player_goal_pose 3

        medal_score_bronze 004000
        medal_score_silver 002300
        medal_score_gold 001800
    }
}

#####stg03##################################################
#イビルファウンドリー
#壊れた城を突き進め
stage stg030 {
    mission 1 {
        player_start_pos 0.0 0.0 0.0
        player_start_ang_y 0x8000
        player_goal_pose 1

        medal_score_bronze 063000    #猿楽庁11/17
        medal_score_silver 050000
        medal_score_gold 040000
    }
    mission 2 {
        mission_type 0x100000 #一度も死なずにゴールしろ

        player_start_pos -5313.418 -450.0 -3600.090
        player_start_ang_y 0x4000
        player_goal_pose 1

        medal_score_bronze 012000    #猿楽庁11/17
        medal_score_silver 010000
        medal_score_gold 004500
    }
    mission 3 {
        mission_type 0x20000    #リングとるな!

        player_start_pos 1261.463 400.0 -1950.155
        player_start_ang_y 0x4000
        player_goal_pose 1

        medal_score_bronze 010000                     #猿楽庁11/17
        medal_score_silver 003500
        medal_score_gold 002700
    }
    mission 4 {
        mission_type 0x8    #ウーフーより先にゴール!ミッション

        player_start_pos 199.94 400.00 -2344.19
        player_start_ang_y 0x8000
        player_goal_pose 1

        medal_score_bronze 003700
        medal_score_silver 003000
        medal_score_gold 002500
    }
}

#爆弾を運んで捨てろ
stage stg031 {
    mission 1 {
        mission_type 0x80000    #タイムアタック
        mission_targets 180 #180秒

        player_start_pos 1800.0 100.0 -1850.0
        player_start_ang_y 0xc000
        player_goal_pose 0

        medal_score_bronze 031500             #猿楽庁11/17
        medal_score_silver 020000
        medal_score_gold 014500
    }
    mission 2 {
        mission_type 0x40000        #敵を倒すな!ミッション

        player_start_pos -1000.6903 -600.0 -1855.6257
        player_start_ang_y 0
        player_goal_pose 1

        medal_score_bronze 010000             #猿楽庁11/17
        medal_score_silver 002500
        medal_score_gold 002000
    }
    mission 3 {
        mission_type 0x20000        #リングとるな!

        player_start_pos -1506.242 -300.0 -500.085
        player_start_ang_y 0x4000
        player_goal_pose 1

        medal_score_bronze 002500            #猿楽庁11/17
        medal_score_silver 001000
        medal_score_gold 000700
    }
    mission 4 {
        mission_type 0x400000 #ダメージ喰らうな!ミッション

        player_start_pos 1750.0 100.0 -1850.0
        player_start_ang_y 0xc000
        player_goal_pose 1

        medal_score_bronze 005000
        medal_score_silver 003800
        medal_score_gold 002800
    }
}

#復活 炎の巨大マジン
stage stg032 {
    mission 1 {
        player_start_pos -250.0 0.0 -20.0
        player_start_ang_y 0x0
        player_goal_pose 0

        medal_score_bronze 050000           #猿楽庁11/17
        medal_score_silver 030000
        medal_score_gold 020000
    }
    mission 2 {
        player_start_pos -160.0 0.0 -210.0
        player_start_ang_y 0x0

        medal_score_bronze 014500
        medal_score_silver 005000
        medal_score_gold 004000
    }
    mission 3 {
        player_start_pos -160.0 0.0 -210.0
        player_start_ang_y 0x0

        medal_score_bronze 010000
        medal_score_silver 002500
        medal_score_gold 002000
    }
    mission 4 {
        player_start_pos -160.0 0.0 -210.0
        player_start_ang_y 0x0

        medal_score_bronze 003000
        medal_score_silver 002000
        medal_score_gold 001500
    }
}

#城のマジンを全て倒せ
stage stg033 {
    mission 1 {
        mission_type 0x4    #エネミーを規定数倒せ
        mission_targets 20  #エネミー20体

        player_start_pos -1623.598 -300.0 -1199.919
        player_start_ang_y 0xc000
        player_goal_pose 3

        medal_score_bronze 013000             #猿楽庁11/17
        medal_score_silver 010000
        medal_score_gold 004800
    }
    mission 2 {
        mission_type 1      #リングを集めろ!ミッション
        mission_targets 99  #リング99個

        player_start_pos -1623.598 -300.0 -1199.919
        player_start_ang_y 0xc000
        player_goal_pose 3

        medal_score_bronze 014500
        medal_score_silver 005000
        medal_score_gold 004000
    }
    mission 3 {
        mission_type 0x400000 #ダメージ喰らうな!ミッション

        player_start_pos -4678.237 -600.0 -599.959
        player_start_ang_y 0xc000
        player_goal_pose 1

        medal_score_bronze 010000              #猿楽庁11/17
        medal_score_silver 002500
        medal_score_gold 002000
    }
    mission 4 {
        mission_type 0x10   #リングコンボ決めろ!ミッション
        mission_targets 50  #チェイン50
        player_goal_pose 3

        player_start_pos -1633.750977 -300.0 -1200.385986
        player_start_ang_y 0xc000

        medal_score_bronze 003500
        medal_score_silver 002300
        medal_score_gold 001700
    }
}

#####stg04##################################################
#ソロモン王を探せ
stage stg040 {
    mission 1 {
        player_start_pos 0.0 0.0 0.0
        player_start_ang_y 0x7a00
        player_goal_pose 1

        medal_score_bronze 083000
        medal_score_silver 060000
        medal_score_gold 043000
    }
    mission 2 {
        mission_type 0x20000        #リングとるな!

        player_start_pos 7801.559 200.0 -12187.525
        player_start_ang_y 0x8000
        player_goal_pose 1

        medal_score_bronze 023000
        medal_score_silver 013000
        medal_score_gold 010500
    }
    mission 3 {
        mission_type 0x8    #ウーフーより先にゴール!ミッション

        player_start_pos 0.0 0.0 0.0
        player_start_ang_y 0x7a00
        player_goal_pose 1

        medal_score_bronze 020000
        medal_score_silver 010000
        medal_score_gold 004800
    }
    mission 4 {
        mission_type 0x400000 #ダメージ喰らうな!ミッション

        player_start_pos 4375.636 0.0 -8899.534
        player_start_ang_y 0x4000
        player_goal_pose 1

        medal_score_bronze 013000
        medal_score_silver 005500
        medal_score_gold 004500
    }
}

stage stg041 {
    mission 1 {
        mission_type 0x40 #ソロモン王の骨を規定数持ってゴールを目指せ
        mission_targets 5 #骨1本

        player_start_pos 11500.0 0.0 -11250.0
        player_start_ang_y 0x0
        player_goal_pose 1

        medal_score_bronze 053000
        medal_score_silver 024500
        medal_score_gold 021000
    }
    mission 2 {
        mission_type 0x4 #エネミーを規定数倒せ
        mission_targets 15 #エネミー15体

        player_start_pos 11500.0 0.0 -11250.0
        player_start_ang_y 0
        player_goal_pose 3

        medal_score_bronze 030000
        medal_score_silver 015000
        medal_score_gold 012500
    }
    mission 3 {
        mission_type 1      #リングを集めろ!ミッション
        mission_targets 50  #リング50個

        player_start_pos 11500.0 0.0 -11250.0
        player_start_ang_y 0
        player_goal_pose 3

        medal_score_bronze 020000
        medal_score_silver 005000
        medal_score_gold 003000
    }
    mission 4 {
        mission_type 0x10   #リングコンボ決めろ!ミッション
        mission_targets 50  #チェイン50

        player_start_pos 8471.870 -131.619 -13700.260
        player_start_ang_y 0x4000
        player_goal_pose 3

        medal_score_bronze 004500
        medal_score_silver 003000
        medal_score_gold 002400
    }
}

stage stg042 {
    mission 1 {
        mission_type 0x4    #エネミーを規定数倒せ
        mission_targets 40  #エネミー40体

        player_start_pos 11500.0 0.0 -11250.0
        player_start_ang_y 0x0
        player_goal_pose 3

        medal_score_bronze 043000
        medal_score_silver 023000
        medal_score_gold 013500
    }
    mission 2 {
        mission_type 0x100000 #一度も死なずにゴールしろ

        player_start_pos 11500.0 100.0 -12350.0
        player_start_ang_y 0x0000
        player_goal_pose 1

        medal_score_bronze 013000
        medal_score_silver 004000
        medal_score_gold 003000
    }
    mission 3 {
        mission_type 0x80000    #タイムアタック
        mission_targets 45  #45秒

        player_start_pos 10510.0 0.0 -9615.0
        player_start_ang_y 0xd700
        player_goal_pose 1

        medal_score_bronze 004000
        medal_score_silver 002500
        medal_score_gold 001500
    }
    mission 4 {
        mission_type 0x200000   #パールをとらずにゴールしろ

        player_start_pos 10638.0 0.0 -10062.0
        player_start_ang_y 0x7400
        player_goal_pose 1

        medal_score_bronze 010000
        medal_score_silver 004000
        medal_score_gold 003000
    }
}

#####stg05##################################################
#嵐の海を越えろ
stage stg050 {
    mission 1 {
        player_start_pos 0.0 93.51 33.86
        player_start_ang_y 0x0
        player_goal_pose 1

        medal_score_bronze 080000              #猿楽庁11/17
        medal_score_silver 060000
        medal_score_gold 043000
    }
    mission 2 {
        mission_type 0x8    #ウーフーより先にゴール!ミッション

        player_start_pos 0.0 93.51 33.86
        player_start_ang_y 0x0
        player_goal_pose 1

        medal_score_bronze 020000               #猿楽庁11/17
        medal_score_silver 011800
        medal_score_gold 010500
    }
    mission 3 {
        mission_type 1      #リングを集めろ!ミッション
        mission_targets 100 #リング100個

        player_start_pos -1296.904 50.0 7101.233
        player_start_ang_y 0x0
        player_goal_pose 3

        medal_score_bronze 013000
        medal_score_silver 010000
        medal_score_gold 004800
    }
    mission 4 {
        mission_type 0x200000 #パールを取るな!ミッション

        player_start_pos -892.898 20.529 15826.949
        player_start_ang_y 0xd500
        player_goal_pose 3

        medal_score_bronze 023000
        medal_score_silver 013000
        medal_score_gold 010000
    }
}
#海賊団をやっつけろ
stage stg051 {
    mission 1 {
        mission_type 0x4    #エネミーを規定数倒せ
        mission_targets 20  #エネミー20体

        player_start_pos 0.0 86.08 0.0
        player_start_ang_y 0x8000
        player_goal_pose 3

        medal_score_bronze 030000
        medal_score_silver 014000
        medal_score_gold 012500
    }
    mission 2 {
        mission_type 0x20000     #リングとるな!

        player_start_pos 0.0 86.08 0.0
        player_start_ang_y 0x8000
        player_goal_pose 3

        medal_score_bronze 030000             #猿楽庁11/17
        medal_score_silver 014500
        medal_score_gold 013000
    }
    mission 3 {
        mission_type 0x80000    #タイムアタック
        mission_targets 100 #100秒
        
        player_start_pos 0.0 86.08 0.0
        player_start_ang_y 0x8000
        player_goal_pose 3

        medal_score_bronze 013500
        medal_score_silver 012500
        medal_score_gold 011500
    }
    mission 4 {
        mission_type 0x10   #リングコンボ決めろ!ミッション
        mission_targets 100 #チェイン100

        player_start_pos 0.0 86.08 0.0
        player_start_ang_y 0x8000
        player_goal_pose 3

        medal_score_bronze 013000
        medal_score_silver 005000
        medal_score_gold 003000
    }
}

#キャプテンベモス
stage stg052 {
    mission 1 {
        player_start_pos 0.0 82.5 0.0
        player_start_ang_y 0x8000
        player_goal_pose 0

        medal_score_bronze 060000            #猿楽庁11/17
        medal_score_silver 030000
        medal_score_gold 022000
    }
    mission 2 {
        player_start_pos 0.0 82.5 0.0
        player_start_ang_y 0x8000

        medal_score_bronze 0
        medal_score_silver 1000000
        medal_score_gold 1000000
    }
    mission 3 {
        player_start_pos 0.0 82.5 0.0
        player_start_ang_y 0x8000

        medal_score_bronze 0
        medal_score_silver 1000000
        medal_score_gold 1000000
    }
    mission 4 {
        player_start_pos 0.0 82.5 0.0
        player_start_ang_y 0x8000

        medal_score_bronze 0
        medal_score_silver 1000000
        medal_score_gold 1000000
    }
}
#無傷で嵐を切り抜けろ
stage stg053 {
    mission 1 {
        mission_type 0x100000 #死ぬな!ミッション

        player_start_pos 319.6 19.6 4748.5
        player_start_ang_y 0x8000
        player_goal_pose 1

        medal_score_bronze 023000
        medal_score_silver 013000
        medal_score_gold 010500
    }
    mission 2 {
        mission_type 0x40000  #敵を倒すな!ミッション

        player_start_pos 319.6 19.6 4748.5
        player_start_ang_y 0x8000
        player_goal_pose 1

        medal_score_bronze 015000               #猿楽庁11/17
        medal_score_silver 011500
        medal_score_gold 010200
    }
    mission 3 {
        mission_type 1      #リングを集めろ!ミッション
        mission_targets 10  #リング10個

        player_start_pos 319.6 19.6 4748.5
        player_start_ang_y 0x8000
        player_goal_pose 3

        medal_score_bronze 005000
        medal_score_silver 002000
        medal_score_gold 001500
    }
    mission 4 {
        mission_type 0x400000 #ダメージ喰らうな!ミッション

        player_start_pos 319.6 19.6 4748.5
        player_start_ang_y 0x8000
        player_goal_pose 1

        medal_score_bronze 020000
        medal_score_silver 013000
        medal_score_gold 011000
    }
}

#####stg06##################################################

stage stg060 {
    mission 1 {
        player_start_pos 0.0 0.0 0.0
        player_start_ang_y 0x8000
        player_goal_pose 0

        medal_score_bronze 083000
        medal_score_silver 063000
        medal_score_gold 050000
    }
    mission 2 {
        mission_type 0x4    #エネミーを規定数倒せ
        mission_targets 1   #エネミー1体

        player_start_pos 0.0 2.365 -116.586
        player_start_ang_y 0x0000
        player_goal_pose 3

        medal_score_bronze 001200
        medal_score_silver 000700
        medal_score_gold 000600
    }
    mission 3 {
        mission_type 0x8    #ウーフーより先にゴール!ミッション
                    #時間は40秒を想定

        player_start_pos 0.0 0.0 0.0
        player_start_ang_y 0x8000
        player_goal_pose 3

        medal_score_bronze 003700
        medal_score_silver 003300
        medal_score_gold 002700
    }
    mission 4 {
        mission_type 0x400000 #ダメージ喰らうな!ミッション

        player_start_pos 2500.0 -379.0 -12200.0
        player_start_ang_y 0x8000
        player_goal_pose 1

        medal_score_bronze 013000
        medal_score_silver 010000
        medal_score_gold 004000
    }
}

#シンドバッドを助け出せ
stage stg061 {
    mission 1 {
        player_start_pos 2500.0 100.0 -13900.0
        player_start_ang_y 0x0000
        player_goal_pose 0

        medal_score_bronze 083000
        medal_score_silver 063000
        medal_score_gold 053000
    }
    mission 2 {
        mission_type 0x100000 #死ぬな!ミッション

#       player_start_pos 6500.514 -731.503 -14215.755
#       player_start_ang_y 0x8000

        player_start_pos -400.432678 -850.0 -9274.013672
        player_start_ang_y 0x0
        player_goal_pose 1

        medal_score_bronze 012000
        medal_score_silver 004500
        medal_score_gold 003200
    }
    mission 3 {
        mission_type 0x20000 #リングとるな!

#       player_start_pos 2500.0 105.5 -13900.0
#       player_start_ang_y 0x0000

        player_start_pos 2500.0 -300.0 -13700.0
        player_start_ang_y 0x8000
        player_goal_pose 1

        medal_score_bronze 010000
        medal_score_silver 004300
        medal_score_gold 004000
    }
    mission 4 {
        mission_type 0x400000 #ダメージ喰らうな!ミッション

        player_start_pos 5500.125 291.352 -10542.267
        player_start_ang_y 0x0000
        player_goal_pose 1

        medal_score_bronze 013000
        medal_score_silver 005200
        medal_score_gold 004200
    }
}

stage stg062 {
    mission 1 {
        mission_type 0x4    #エネミーを規定数倒せ
        mission_targets 20  #エネミー20体

        player_start_pos 2500.0 -387.5 -12100.0
        player_start_ang_y 0x8000
        player_goal_pose 3

        medal_score_bronze 043000
        medal_score_silver 025000
        medal_score_gold 021500
    }
    mission 2 {
        mission_type 0x80000    #タイムアタック
        mission_targets 90

        player_start_pos 2500.0 -387.5 -12100.0
        player_start_ang_y 0x8000
        player_goal_pose 1

        medal_score_bronze 012000
        medal_score_silver 005000
        medal_score_gold 004000
    }
    mission 3 {
        mission_type 1      #リングを集めろ!ミッション
        mission_targets 80  #リング80個

        player_start_pos 2500.0 -387.5 -12100.0
        player_start_ang_y 0x8000
        player_goal_pose 3

        medal_score_bronze 003000
        medal_score_silver 001800
        medal_score_gold 001200
    }
    mission 4 {
        mission_type 0x200000 #パールを取るな!ミッション

        player_start_pos 2422.0 100.0 -13750.0
        player_start_ang_y 0x8000
        player_goal_pose 2

        medal_score_bronze 012000
        medal_score_silver 005000
        medal_score_gold 004200
    }
}

#####stg07##################################################
#宮殿の最深部へ突入しろ
stage stg070 {
    mission 1 {
        player_start_pos 0.0 0.0 50.0
        player_start_ang_y 0x8000
        player_goal_pose 2

        medal_score_bronze 073000
        medal_score_silver 053000
        medal_score_gold 043000
    }
    mission 2 {
        mission_type 0x8 #ウーフーより先にゴール!ミッション

        player_start_pos 0.0 0.0 0.0
        player_start_ang_y 0x8000
        player_goal_pose 1

        medal_score_bronze 012000
        medal_score_silver 011000
        medal_score_gold 010000
    }
    mission 3 {
        mission_type 0x20000    #リングとるな!

        player_start_pos -1950.384 20.162 -4598.303
        player_start_ang_y 0x8000
        player_goal_pose 1

        medal_score_bronze 010000
        medal_score_silver 005500
        medal_score_gold 005000
    }
    mission 4 {
        mission_type 0x200000   #パールを取るな!ミッション

        player_start_pos -1950.384 20.162 -4598.303
        player_start_ang_y 0x8000
        player_goal_pose 1

        medal_score_bronze 010000
        medal_score_silver 005500
        medal_score_gold 005000
    }
}

#無傷で時空を駆け抜けろ
#回転部屋スタート
stage stg071 {
    mission 1 {
        mission_type 0x100000 #一度も死なずにゴールしろ

        player_start_pos 14997.373 0.000 -5600.237
        player_start_ang_y 0x4000
        player_goal_pose 1

        medal_score_bronze 060000
        medal_score_silver 034000
        medal_score_gold 024000
    }
    mission 2 {
        mission_type 0x20000  #リングとるな!

        player_start_pos 9695.196 0.162 -5620.119
        player_start_ang_y 0x8000
        player_goal_pose 1

        medal_score_bronze 030000
        medal_score_silver 011000
        medal_score_gold 004000
    }
    mission 3 {
        mission_type 0x80000    #タイムアタック
        mission_targets 90  #90秒

        player_start_pos 9919.380 250.0 -7375.799
        player_start_ang_y 0x0000
        player_goal_pose 1

        medal_score_bronze 012000
        medal_score_silver 010000
        medal_score_gold 004800
    }
    mission 4 {
        mission_type 0x400000   #ダメージ喰らうな!ミッション

        player_start_pos 9782.730 -59.838 -2955.459
        player_start_ang_y 0xc000
        player_goal_pose 1

        medal_score_bronze 013000
        medal_score_silver 010000
        medal_score_gold 005000
    }
}

#宮殿を守るマジンを倒せ
stage stg072 {
    mission 1 {
        mission_type 0x4    #エネミーを規定数倒せ
        mission_targets 20  #エネミー20体

        player_start_pos 7774.5 0.0 -1800.0
        player_start_ang_y 0x4000
        player_goal_pose 3

        medal_score_bronze 050000
        medal_score_silver 023000
        medal_score_gold 014000
    }
    mission 2 {
        mission_type 0x40000    #敵を倒すな!ミッション

        player_start_pos 7774.5 0.0 -1800.0
        player_start_ang_y 0x4000
        player_goal_pose 1

        medal_score_bronze 030000
        medal_score_silver 013000
        medal_score_gold 011000
    }
    mission 3 {
        mission_type 1      #リングを集めろ!ミッション
        mission_targets 100 #リング100個

        player_start_pos 7774.5 0.0 -1800.0
        player_start_ang_y 0x4000
        player_goal_pose 3

        medal_score_bronze 013000
        medal_score_silver 005000
        medal_score_gold 003500
    }
    mission 4 {
        mission_type 0x10   #リングコンボ決めろ!ミッション
        mission_targets 100 #チェイン100

        player_start_pos 7774.5 0.0 -1800.0
        player_start_ang_y 0x4000
        player_goal_pose 3

        medal_score_bronze 010000
        medal_score_silver 005000
        medal_score_gold 004000
    }
}

stage stg073 {
    mission 1 {
        player_start_pos 50000.0 0.0 0.0
        player_start_ang_y 0x8000

        medal_score_bronze 060000
        medal_score_silver 030000
        medal_score_gold 022000
    }
    mission 2 {
        player_start_pos 0.0 0.0 0.0
        player_start_ang_y 0x8000

        medal_score_bronze 0
        medal_score_silver 1000000
        medal_score_gold 1000000
    }
    mission 3 {
        player_start_pos 0.0 0.0 0.0
        player_start_ang_y 0x8000

        medal_score_bronze 0
        medal_score_silver 1000000
        medal_score_gold 1000000
    }
    mission 4 {
        player_start_pos 0.0 0.0 0.0
        player_start_ang_y 0x8000

        medal_score_bronze 0
        medal_score_silver 1000000
        medal_score_gold 1000000
    }
}

#####stg08##################################################

stage stg080 {
    mission 1 {
        player_start_pos 50000.0 0.0 0.0
        player_start_ang_y 0x8000

        medal_score_bronze 050000
        medal_score_silver 030000
        medal_score_gold 023000
    }
}

#####stg10##################################################

stage stg100 {
    mission 1 {
        mission_type 1      #リングを集めろ!ミッション
        mission_targets 50  #リング50個

        player_start_pos 1.75 0.0 1612.63
        player_start_ang_y 8375

        medal_score_bronze 003000         #猿楽庁
        medal_score_silver 002200
        medal_score_gold 002000
    }
}
#フリーラン(逆走)
stage stg101 {
    mission 1 {
        mission_type 0x80000        #タイムアタック
        mission_targets 90      #90秒

        player_start_pos 0.0 0.0 98.0
        player_start_ang_y 0x0000

        medal_score_bronze 014500         #猿楽庁
        medal_score_silver 011000
        medal_score_gold 005500
    }
}
#大ジャンプ
stage stg102 {
    mission 1 {
        player_start_pos -3.87 0.0 266.20
        player_start_ang_y 8000

        medal_score_bronze 003500         #猿楽庁
        medal_score_silver 002000
        medal_score_gold 001700
    }
}
#ジャンプダッシュ
stage stg103 {
    mission 1 {
        player_start_pos 1929.74 -98.67 -345.93
        player_start_ang_y e0fa

        medal_score_bronze 003500        #猿楽庁
        medal_score_silver 002600
        medal_score_gold 002300
    }
}
stage stg104 {
    mission 1 {
        mission_type 0x4    #エネミーを規定数倒せ
        mission_targets 10  #エネミー10体

        player_start_pos 1186.31 -50.0 424.30
        player_start_ang_y e08c

        medal_score_bronze 004000         #猿楽庁
        medal_score_silver 002800
        medal_score_gold 002500
    }
}
#ブレーキ
stage stg105 {
    mission 1 {
        player_start_pos 947.31 0.0 -3196.23
        player_start_ang_y 4869

        medal_score_bronze 003500         #猿楽庁
        medal_score_silver 002200
        medal_score_gold 002000
    }
}
#バック
stage stg106 {
    mission 1 {
        player_start_pos 1.932449 0.0 -24.464035
        player_start_ang_y 0x8032

        mission_type 1      #リングを集めろ!ミッション
        mission_targets 25  #リング25個

        medal_score_bronze 001000         #猿楽庁
        medal_score_silver 000600
        medal_score_gold 000500
    }
}
stage stg107 {
    mission 1 {
        mission_type 0x8000 #プレーヤーアクションカウント:ショートジャンプ
        mission_targets 10  #10回

        player_start_pos 0.918245 0.0 1431.853516
        player_start_ang_y 0x7fe1

        medal_score_bronze 002500         #猿楽庁
        medal_score_silver 001800
        medal_score_gold 001500
    }
}
stage stg108 {
    mission 1 {
#グラインド
        player_start_pos 0.22314 0.0 1517.205566
        player_start_ang_y 0x8000

        medal_score_bronze 002700
        medal_score_silver 002100
        medal_score_gold 001900
    }
}
stage stg109 {
    mission 1 {
        mission_type 0x8000 #プレーヤーアクションカウント:スピードブレイク
        mission_targets 1   #1回

        player_start_pos 1.75 0.0 1612.63
        player_start_ang_y 8375

        medal_score_bronze 001000
        medal_score_silver 000830
        medal_score_gold 000700
    }
}
#タイムブレイク
stage stg110 {
    mission 1 {
        player_start_pos 1.75 0.0 1612.63
        player_start_ang_y 8375

        medal_score_bronze 001800
        medal_score_silver 000800
        medal_score_gold 000700
    }
}
#スライディング
stage stg111 {
    mission 1 {
        player_start_pos 996.76 0.0 -3200.53
        player_start_ang_y 3ff4

#       mission_type 0x4    #エネミーを規定数倒せ
#       mission_targets 3   #エネミー5体
        mission_type 0x8000 #プレーヤーアクションカウント:ボルカニックスライドでエネミーを規定数倒す
        mission_targets 3   #5体

        medal_score_bronze 000800
        medal_score_silver 000500
        medal_score_gold 000300
    }
}
#スローインサーチ
stage stg112 {
    mission 1 {
        player_start_pos 1.75 0.0 1612.63
        player_start_ang_y 8375

#       mission_type 0x4    #エネミーを規定数倒せ
#       mission_targets 3   #エネミー3体
        mission_type 0x8000 #プレーヤーアクションカウント:スロー中にエネミーを規定数倒す
        mission_targets 3   #3体

        medal_score_bronze 002000
        medal_score_silver 001000
        medal_score_gold 000700
    }
}
#ファイヤーゲイズ
stage stg113 {
    mission 1 {
        player_start_pos 0.918245 0.0 1431.853516
        player_start_ang_y 0x7fe1

        mission_type 0x8000 #プレーヤーアクションカウント:ファイヤーゲイズで木箱を壊せ!
        mission_targets 20  #20個

        medal_score_bronze 003000
        medal_score_silver 001800
        medal_score_gold 001300
    }
}
#ダウンキャンセル
stage stg114 {
    mission 1 {
        player_start_pos 2068.44 -96.12 -503.06
        player_start_ang_y e2a7
        player_goal_pose 3

        mission_type 0x8000 #プレーヤーアクションカウント:ダウンキャンセル
        mission_targets 1   #1回

        medal_score_bronze 001500
        medal_score_silver 000800
        medal_score_gold 000500
    }
}
#バックステップ
stage stg115 {
    mission 1 {
        player_start_pos 1.932449 0.0 -24.464035
        player_start_ang_y 0x8032
        player_goal_pose 3  # 0..何もなし 1...その場ポーズ 2...走り去る 3...すぐにフェード

        mission_type 0x8000 #バックステップでリングを集めろ!ミッション
        mission_targets 10  #リング10個

        medal_score_bronze 001500
        medal_score_silver 000600
        medal_score_gold 000500
    }
}
#腹ジャンプ
stage stg116 {
    mission 1 {
        player_start_pos 1.932449 0.0 -24.464035
        player_start_ang_y 0x8032

        medal_score_bronze 004500
        medal_score_silver 002000
        medal_score_gold 001600
    }
}
#ミニターボ
stage stg117 {
    mission 1 {
        mission_type 0x8000 #プレーヤーアクションカウント:ミニターボ
        mission_targets 1   #1回

        player_start_pos 1.75 0.0 1612.63
        player_start_ang_y 8375

        medal_score_bronze 000900
        medal_score_silver 000730
        medal_score_gold 000400
    }
}
stage stg118 {
    mission 1 {
        mission_type 0x8000 #プレーヤーアクションカウント:ロケットスタート
        mission_targets 1   #1回

        player_start_pos 1.75 0.0 1612.63
        player_start_ang_y 8375

        medal_score_bronze 001000
        medal_score_silver 000700
        medal_score_gold 000500
    }
}
stage stg119 {
    mission 1 {
        mission_type 0x8000 #プレーヤーアクションカウント:ワイルドダッシュ
        mission_targets 1   #1回

        player_start_pos 1.75 0.0 1612.63
        player_start_ang_y 8375

        medal_score_bronze 001100
        medal_score_silver 000900
        medal_score_gold 000800
    }
}
#フリーラン(順走)
stage stg125 {
    mission 1 {
        mission_type 0x80000    #タイムアタック
        mission_targets 90  #90秒

        player_start_pos 0.0 0.0 0.0
        player_start_ang_y 0x8000

        medal_score_bronze 014500
        medal_score_silver 011000
        medal_score_gold 005500
    }
}

#####stg90##################################################

stage stg901 {
    mission 1 {
        player_start_pos 50000.0 0.0 0.0
        player_start_ang_y 0x8000
    }
}

stage stg902 {
    mission 1 {
        player_start_pos 0.0 0.0 0.0
        player_start_ang_y 0x8000
    }
}

stage stg903 {
    mission 1 {
        player_start_pos 0.0 0.0 0.0
        player_start_ang_y 0x8000
    }
}

effectsetid.txt#

#set effect ID list
#2006/07/18
#nakayama yuji

name stg010 3
    input 0 100.0 stage\stg01\ef_r_torch_fire.pef       #台座の炎(大)
    input 1 100.0 stage\stg010\ef_r_obj_suna_ketirasi2.pef  #砂煙
    input 2 100.0 stage\stg010\ef_r_obj_suna_taki.pef   #砂煙(滝ノ下)

name stg011 2
    input 0 100.0 stage\stg01\ef_r_torch_fire.pef       #台座の炎(大)
    input 1 10.0 stage\stg01\ef_r_torch_fire_small.pef  #台座の炎(小)

name stg013 1
    input 0 100.0 stage\stg01\ef_r_torch_fire.pef       #台座の炎(大)
 
name stg020 1
        input 0 100.0 stage\stg02\ef_r_miz_takiA.pef        #滝の水しぶき(大)

name stg021 1
        input 0 100.0 stage\stg02\ef_r_miz_takiA.pef        #滝の水しぶき(大)

name stg022 1
        input 0 100.0 stage\stg02\ef_r_miz_takiA.pef        #滝の水しぶき(大)

name stg030 2
        input 0 10.0 stage\stg03\ef_r_st03_nomal_steam.pef  #漏れ蒸気
        input 1 10.0 stage\stg03\ef_r_s3_fire_small2.pef    #台座の炎(小)

name stg031 2
        input 0 10.0 stage\stg03\ef_r_st03_nomal_steam.pef  #漏れ蒸気
        input 1 10.0 stage\stg03\ef_r_s3_fire_small2.pef    #台座の炎(小)

name stg033 2
        input 0 10.0 stage\stg03\ef_r_st03_nomal_steam.pef  #漏れ蒸気
        input 1 10.0 stage\stg03\ef_r_s3_fire_small2.pef    #台座の炎(小)

name stg040 2
        input 0 100.0 stage\stg04\ef_r_torch_fire_bluew.pef #青い炎
        input 1 10.0 stage\stg04\ef_r_s4_fire_small2.pef    #台座の炎(小)

name stg041 2
        input 0 100.0 stage\stg04\ef_r_torch_fire_bluew.pef #青い炎
        input 1 10.0 stage\stg04\ef_r_s4_fire_small2.pef    #台座の炎(小)

name stg042 2
        input 0 100.0 stage\stg04\ef_r_torch_fire_bluew.pef #青い炎
        input 1 10.0 stage\stg04\ef_r_s4_fire_small2.pef    #台座の炎(小)

name stg050 3
        input 0 10.0 stage\stg05\ef_r_torch_fire_small2.pef #台座の炎(小)
        input 1 10.0 stage\stg05\ef_r_torch_fire_small_blue.pef #台座の炎(青)
        input 2 100.0 stage\stg05\ef_r_s5obj_top_wave.pef   #津波のしぶき(大)

name stg051 1
        input 0 10.0 stage\stg05\ef_r_torch_fire_small2.pef #台座の炎(小)

name stg052 1
        input 0 10.0 stage\stg05\ef_r_torch_fire_small2.pef #台座の炎(小)

name stg070 3
        input 0 100.0 stage\stg07\ef_r_s7obj_torch_fire.pef #台座の炎(大)
        input 1 100.0 stage\stg07\ef_r_s7obj_door_smoke.pef #黒壁の黒もや
        input 2 100.0 stage\stg07\ef_r_s7obj_poison_gas_open.pef    #ガス噴射

stage_setround_data.txt#

#周回セット用のスクリプトファイルです。
# ステージ名
#{
# ....(セット内容)
# }
#というように書いてください。
#コマンド
#/数字 周回数です。基本的に抜けが無いようにしてください。
#+? ?グループのセットを追加 この後必ずスペースを開けてください。
#-? ?グループのセットを削除
#!P? ループ ?周のセットに戻る
#途中で改行をはさんでもいいですが、周回情報途中での改行は避けてください(/の前で改行)
#ひとつの周回で複数追加(削除)したいときは、 +A +B のように1グループずつ書いてください。
#例
#stg001で、
#1周目でAグループ追加
#2周目でB追加
#3周目でAを削除・Cを追加
#4周目でBを削除
#5周目は2週目に戻る
#以下2~5を繰り返し
#stg001
#{
# /1 +A /2 +B /3 -A +C /4 -B /5 !P2
#}



#stg901
#{
# /1 +A /2 !P1
#}


stg011
#A  難しいので1st実装しない
#B  2周目
#C  1stの1周目
#D  リング
#E  トゲトラップ
#F  1stの1周目
#G  火炎放射器
#H  Cセットの退避
#I  1stの2周目
#J  1stの3周目
#K、L、M、N、O
#Q、R、S、T、U
#V、W、X、Y、Z
{
 /1 +C      # 
 /2 -C +I   #
 /3 -I +J +G    #
 /4 -J -G -I +C #
 /5 -C +I   #
 /6 !P4         #LOOP
}

stg010_act_ene_data.txt#

# stg010_act_ene_data.txt
# date 2006/05/18
# author Nobuo Nakagawa

#エネミーのプリセット項目の指定を行います

#==================
# 魔人(飛行タイプ)
#==================

#----------------------------------------------------------
# 基本となるノーマル魔人プリセット(=default_majin_f_normal)
#----------------------------------------------------------

majin_f{
    preset default_majin_f_normal # プリセット名
    range 100                     # 索敵レンジ指定(1~)
    damage_max 1                  # 最大ダメージ指定(1~)
    color 0                       # 色指定(0~2)
    appear_range 30               # 出現レンジ
    appear_type 0                 # 出現タイプ
    on_time 60                    # 出現時間
    off_time 30                   # 消滅時間
    fire_on_time 0                # 炎吐き時間
    fire_off_time 0               # 炎休み時間
    fire_rot_speed -10            # 炎回転速度
    vanish_frame 60               # 消滅時間
    extension_work 0xffffffff     # 拡張ワーク
}

#-----------------------------------------------------------------------------------------
# default 指定したもの(=default_majin_f_normal)との差のみ記述。
#-----------------------------------------------------------------------------------------

majin_f{
    preset majin_f_normal::default_majin_f_normal
    color 1
}

#==================
# 魔人(移動タイプ)
#==================

#----------------------------------------------------------
# 基本となる魔人(移動タイプ)プリセット(default_majin_m)
#----------------------------------------------------------

majin_m{
    preset default_majin_m   # プリセット名
    appear_type         1    # 出現条件(セットレンジ、出現レンジ、スイッチ、タイマーOFF & ON、タイマーON & OFF)
    appear_range       20    # 出現レンジ
    appear_method       0    # 出現方法(モーション指定、エフェクトで出現)
    appear_motion       0    # 出現モーション
    appear_motion_spd  10    # 出現モーション再生速度(0.1倍から10倍まで対応)
    search_type         0    # 索敵方法(球範囲、箱範囲、なし)
    search_range       30    # 索敵レンジ指定
    move_type           1    # 通常移動(モーション、モーションループ、徘徊)
    move_motion         3    # 通常移動モーション
    move_motion_spd    10    # 通常移動モーション再生速度(0.1倍から10倍まで対応)
    move_range         50    # 通常移動範囲
    on_time             0    # 出現時間
    off_time            0    # 消滅時間
    fire_on_time        0    # 炎吐いている時間
    fire_off_time       0    # 炎休み時間
    fire_rot_speed      0    # 炎吐きながら回転している回転速度
    vanish_frame        0    # 消滅時間(0ならその場で死亡)
    color               1    # 色指定
    damage_max          1    # ダメージ指定
    round_ofs_x         0    # 往復移動オフセットX(-100~100)
    round_ofs_y         0    # 往復移動オフセットY(-100~100)
    round_ofs_z         0    # 往復移動オフセットZ(-100~100)
}

stg020_act_ene_data.txt#

# stg020_act_ene_data.txt
# date 2006/07/29
# author Nobuo Nakagawa

#エネミーのプリセット項目の指定を行います

#==================
# 魔人(移動タイプ)
#==================

#----------------------------------------------------------
# 基本となる魔人(移動タイプ)プリセット(default_majin_m)
#----------------------------------------------------------

majin_m{
    preset default_majin_m # プリセット名
    appear_type        1     # 出現条件(セットレンジ、出現レンジ、スイッチ、タイマーOFF & ON、タイマーON & OFF)
    appear_range       0     # 出現レンジ
    appear_method      0     # 出現方法(モーション指定、エフェクトで出現)
    appear_motion      0     # 出現モーション
    appear_motion_spd 10     # 出現モーション再生速度(0.1倍から10倍まで対応)
    search_type        0     # 索敵方法(球範囲、箱範囲、なし)
    search_range      10     # 索敵レンジ指定
    move_type          0     # 通常移動(モーション、モーションループ、徘徊)
    move_motion        0     # 通常移動モーション
    move_motion_spd    0     # 通常移動モーション再生速度(0.1倍から10倍まで対応)
    move_range         0     # 通常移動範囲
    on_time            0     # 出現時間
    off_time           0     # 消滅時間
    fire_on_time       0     # 炎吐いている時間
    fire_off_time      0     # 炎休み時間
    fire_rot_speed     0     # 炎吐きながら回転している時間
    vanish_frame       0     # 消滅時間(0ならその場で死亡)
    color              0     # 色指定
}

#----------------------------------------------------------
# モーション違いの魔人(移動タイプ)プリセット(majin_m_right)
#----------------------------------------------------------

majin_m{
    preset        majin_m_right::default_majin_m
    appear_motion 1
}

stg030_act_ene_data.txt#

# stg030_act_ene_data.txt
# date 2006/07/124
# author Nobuo Nakagawa

#エネミーのプリセット項目の指定を行います

#==================
# ゴーレム魔人
#==================

#----------------------------------------------------------
# 基本となるゴーレム魔人プリセット(default_golem_majin)
#----------------------------------------------------------

golem_majin{
    preset default_golem_majin # プリセット名
    mv_length 50               # 往復移動範囲(0~)
    attention_range_x 150      # 動き始め索敵範囲X(1~)
    attention_range_y 150      # 動き始め索敵範囲Y(1~)
    attention_range_z 150      # 動き始め索敵範囲Z(1~)
    attention_ofs_x 0          # 動き始め索敵範囲オフセットX(-100~100)
    attention_ofs_x 0          # 動き始め索敵範囲オフセットY(-100~100)
    attention_ofs_x 0          # 動き始め索敵範囲オフセットZ(-100~100)
    search_range_x 150         # 攻撃索敵範囲X(1~)
    search_range_y 150         # 攻撃索敵範囲Y(1~)
    search_range_z 150         # 攻撃索敵範囲Z(1~)
    search_ofs_x 0             # 攻撃索敵範囲オフセットX(-100~100)
    search_ofs_y 0             # 攻撃索敵範囲オフセットY(-100~100)
    search_ofs_z 0             # 攻撃索敵範囲オフセットZ(-100~100)
    gas_tank_speed 10          # ガスタンク速度(1~)
    post_ev_sw_id -1           # 倒した後のスイッチを入れるCOM_ID(-1:スイッチを入れない)
}

#----------------------------------------------------------
# 索敵範囲広めのゴーレム魔人プリセット(wide_golem_majin)
#----------------------------------------------------------

golem_majin{
    preset wide_golem_majin::default_golem_majin
    search_range_x 200
    search_range_y 200
    search_range_z 200
}

stg040_act_ene_data.txt#

# # stg030_act_ene_data.txt
# date 2006/07/124
# author Masayoshi Kamai

#エネミーのプリセット項目の指定を行います

#==================
# スケルトン魔人
#==================

#----------------------------------------------------------
# 基本となるスケルトン魔人プリセット( default_skeleton_majin )
#----------------------------------------------------------

skeleton_majin{
    preset default_skeleton_majin       # プリセット名
    exec_mode 0                         # 処理モード
    attack_begining_probability_init 30 # 初期攻撃開始確率
    attack_begining_probability_max 60  # 最大攻撃開始確率
    attack_begining_probability_min 20  # 最小攻撃開始確率
    sword_attack_probability_init 70    # 初期剣攻撃確率
    sword_attack_probability_max 80     # 最大剣攻撃確率
    sword_attack_probability_min 60     # 最小剣攻撃確率
    search_near_range 10                # 近距離索敵レンジ
    search_far_range 10                 # 遠距離索敵レンジ
    rolling_attack_time 14              # 回転攻撃持続時間
    disable_knock_back 0                 # ノックバック無効
}


#----------------------------------------------------------
# 剣攻撃しかしないスケルトン魔人プリセット( sword_skeleton_majin )
#----------------------------------------------------------

skeleton_majin{
    preset sword_skeleton_majin::default_skeleton_majin
    sword_attack_probability_init 100    # 初期剣攻撃確率
    sword_attack_probability_max 100     # 最大剣攻撃確率
    sword_attack_probability_min 100     # 最小剣攻撃確率
}   


#----------------------------------------------------------
# 回転攻撃しかしないスケルトン魔人プリセット( rolling_skeleton_majin )
#----------------------------------------------------------

skeleton_majin{
    preset rolling_skeleton_majin::default_skeleton_majin
    sword_attack_probability_init 0    # 初期剣攻撃確率
    sword_attack_probability_max 0     # 最大剣攻撃確率
    sword_attack_probability_min 0     # 最小剣攻撃確率
}   

stg050_act_ene_data.txt#

# stg030_act_ene_data.txt
# date 2006/09/24
# author Nobuo Nakagawa

#エネミーのプリセット項目の指定を行います

#==================
# ツノ魔人
#==================

#----------------------------------------------------------
# 基本となるツノ魔人プリセット(default_horn_majin)
#----------------------------------------------------------

horn_majin{
    preset default_horn_majin # プリセット名
    appear_type       0       # 出現タイプ(0:set range,1~:switch:01~) 
    appear_ofs_x      0       # 出現位置オフセットx
    appear_ofs_y      0       # 出現位置オフセットy
    appear_ofs_z      0       # 出現位置オフセットz
    mv_length       100       # 往復移動距離指定
    mv_width         50       # 往復移動幅指定
    mv_speed          0       # 移動速度
    search_range      0       # 索的範囲
    search_ofs_x      0       # 索的位置オフセットx
    search_ofs_y      0       # 索的位置オフセットy
    search_ofs_z      0       # 索的位置オフセットz
    search2_range     0       # 索的範囲2
    search2_ofs_x     0       # 索的位置2オフセットx
    search2_ofs_y     0       # 索的位置2オフセットy
    search2_ofs_z     0       # 索的位置2オフセットz
    spark_time       10       # 放電時間指定
    venom_speed      10       # 毒液速度
    spark_venom_rate 50       # 放電あるいは毒液攻撃を行う割合
    spark_wait       10       # 放電攻撃を行うまでの時間
    venom_wait       30       # 毒液攻撃を行うまでの時間
}

#-----------------------------------------------
# 動かないツノ魔人プリセット(static_horn_majin)
#-----------------------------------------------

horn_majin{
    preset static_horn_majin::default_horn_majin
    mv_length 0
}

stg060_act_ene_data.txt#

# stg060_act_ene_data.txt
# date 2006/08/24
# author Masayoshi Kamai

# エネミーのプリセット項目の指定を行います

#==================
# ガーゴイル魔人
#==================

#----------------------------------------------------------
# 基本となるガーゴイル魔人プリセット( default_gargoyle_majin )
#----------------------------------------------------------

gargoyle_majin{
    preset default_gargoyle_majin       # プリセット名
    exec_mode 0                         # 処理モード
    appear_type 0                       # 登場タイプ
    view_range 1                        # 視界角度
    communication_id 0                  # 専用スイッチとの通信用コミュニケーションID (オーラロードモード専用)
    search_range 255                    # 索敵レンジ
    move_speed 20                       # 飛行時の速度
    blast_counter_prob 20               # 超反応突風攻撃発生確率
    turf_x 50                           # 縄張り幅
    turf_y 50                           # 縄張高さ
    turf_z 50                           # 縄張り奥行き
    turf_offset_x 0                     # セット位置から縄張り中心へのオフセット
    turf_offset_y 0                     # セット位置から縄張り中心へのオフセット
    turf_offset_z 0                     # セット位置から縄張り中心へのオフセット
    tracer_attack_interval 10           # 追跡モードでの攻撃間隔
    tracer_alive_time 120               # 追跡モードでの追跡有効時間
    road_available_time 200             # オーラロード有効時間
    distance_with_player 100            # プレイヤーとの距離
}


#----------------------------------------------------------
# 追跡者タイプのガーゴイル魔人プリセット( tracer_gargoyle_majin )
#----------------------------------------------------------

gargoyle_majin{
    preset tracer_gargoyle_majin::default_gargoyle_majin
    exec_mode 1                         # 処理モード
}   


#----------------------------------------------------------
# オーラロードガーゴイル魔人プリセット( gargoyle_majin_a )
#----------------------------------------------------------

gargoyle_majin{
    preset aura_gargoyle_majin::default_gargoyle_majin
    communication_id 100                # 専用スイッチとの通信用コミュニケーションID (オーラロードモード専用)
    distance_with_player 100            # プレイヤーとの距離
}   

(Source: DarthDub)

References#


  1. GameFAQs↩︎