1=Allow Downward Scrolling
1=Allow Leftward Scrolling
1=Allow Rightward Scrolling
1=Allow Upward Scrolling
0=Auto Scroll Right
0=Auto Scroll Down
0=X Minimum During Boss
32576=X Maximum During Boss
0=Y Minimum During Boss
32576=Y Maximum During Boss
0=Boss Scroll Tolerance
0=Show Map When Paused
0=Map Appears at Top of Screen
1=Map Key Enabled
1.0=Map Opacity
0=Display Black Behind Map
1=Display Status Bar
1=Carry All Ammo of Type 1 Over to Next Level
1=Carry All Ammo of Type 2 Over to Next Level
1=Carry All Ammo of Type 3 Over to Next Level
1=Carry All Ammo of Type 4 Over to Next Level
1=Carry All Ammo of Type 5 Over to Next Level
1=Carry All Ammo of Type 6 Over to Next Level
1=Carry All Ammo of Type 7 Over to Next Level
1=Carry All Ammo of Type 8 Over to Next Level
1=Carry All Ammo of Type 9 Over to Next Level
1=Carry All Ammo of Type 10 Over to Next Level
1=Carry All Ammo of Type 11 Over to Next Level
1=Carry All Ammo of Type 12 Over to Next Level
1=Carry All Ammo of Type 13 Over to Next Level
1=Carry All Ammo of Type 14 Over to Next Level
1=Carry All Ammo of Type 15 Over to Next Level
1=Carry Weapon 1 Over to Next Level
1=Carry Weapon 2 Over to Next Level
1=Carry Weapon 3 Over to Next Level
1=Carry Weapon 4 Over to Next Level
1=Carry Weapon 5 Over to Next Level
1=Carry Weapon 6 Over to Next Level
1=Carry Weapon 7 Over to Next Level
1=Carry Weapon 8 Over to Next Level
1=Carry Weapon 9 Over to Next Level
1=Carry Weapon 10 Over to Next Level
1=Carry Weapon 11 Over to Next Level
1=Carry Weapon 12 Over to Next Level
1=Carry Weapon 13 Over to Next Level
1=Carry Weapon 14 Over to Next Level
1=Carry Weapon 15 Over to Next Level
1=Carry Over Current Weapon
1=Carry Over Hit Points
1=Carry Over Lives Remaining
0=Carry Over Player Type
1=Carry Over Score
1=Fade Background Music At End of Level
0=Is a Demonstration Level
2=Level to Connect to After Defeating Boss
1=Level Ends After All Enemies Are Killed
2=Level to Connect to After Killing All Enemies
0=Level Ends After Player Adds This Many Points to Score
2=Level to Connect to After Player Accumulates Enough Points
600=Shell Casing Spatial Tolerance
600=Switch Spatial Tolerance
600=Door Spatial Tolerance
600=Force Field Spatial Tolerance
600=Contrail Spatial Tolerance
600=Item Spatial Tolerance
600=Character Spatial Tolerance
600=Projectile Spatial Tolerance
600=Animated Scenery Spatial Tolerance
90=Delay Before Intro Picture Disappears
0=Delay Before Player Appears
30=Delay Between Reductions In Timer
120=Delay Between Players Death and End of Game
120=Delay Between Victory and Start of Next Level
100=Time Limit
640=end Screen Width
480=end Screen Height
0=random Sound 1 Chance Of Playing
0=random Sound 2 Chance Of Playing
0=random Sound 3 Chance Of Playing
0=random Sound 4 Chance Of Playing
0=random Sound 5 Chance Of Playing
30=delayBetweenPeriodicRoutine
320=Initial Scroll X
269=Initial Scroll Y
